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User:Olly Wakwako/sandbox/Incursion Upgrades and Progression: Difference between revisions

From EVE University Wiki
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== Pirate faction battleships ==
== Damage Dealers ==
 
=== Pirate faction battleships ===
The '''Nightmare''' and '''Vindicator''' are the preferred ''intermediate hulls''for incursions due to a combination of higher base stats, better bonuses and better slot layouts as compared to T1 battleships and the Praxis. The '''Machariel''' is also acceptable, but armour Machariels struggle with a lack of lowslots, and are not accepted in headquarters fleets.
The '''Nightmare''' and '''Vindicator''' are the preferred ''intermediate hulls''for incursions due to a combination of higher base stats, better bonuses and better slot layouts as compared to T1 battleships and the Praxis. The '''Machariel''' is also acceptable, but armour Machariels struggle with a lack of lowslots, and are not accepted in headquarters fleets.


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<small><references/></small>
<small><references/></small>
=== Marauders ===
These ships are the apex of Incursions. Owing to their ability to equip the Bastion Module I, they possess a tremendous amount of stopping power. It is not unheard of to have Paladins doing over 3000 DPS, and Kronoses doing over 4000 DPS. Not only this, but they are able to tank the incoming DPS of any site alone (though not always indefinitely). Each of the pirate hulls naturally leads to one of the Marauders - the Nightmare to the Paladin, the Machariel to the Vargur, and the Vindicator to the Kronos.
==== Paladin ====
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|amarr empire|48}}</div>[[File:Paladin.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Paladin|tooltip}} is the king of projection - it can apply over 2000 DPS at ranges of 70km or more without breaking a sweat. To pay for this, it suffers slightly from a lack of midslots, hampering it's versatility, and aenemic tracking, and somewhat poor capacitor life.
{{icon|amarr2|28}}{{sk|Amarr Battleship}} Improves capacitor and range projection<br>
[[File:Icon bastion.png|28px]]{{sk|Marauders}} Increases damage and tank<br>
{{icon|large pulse laser|28}}{{sk|Large Energy Turret}} Increases damage
|}
==== Kronos  ====
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|gallente federation|48}}</div>[[File:Kronos.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Kronos|tooltip}} is the poster child of raw damage - within 30km it can dump out 4000 DPS with sufficient tracking to apply to frigates as well as cruisers. It suffers from a lack of projection to be sure, but with a few extra midslots it can fit extra tracking computers to compensate somewhat.
{{icon|gallente2|28}}{{sk|Gallente Battleship}} Improves damage and range<br>
[[File:Icon bastion.png|28px]]{{sk|Marauders}} Increases tank and tracking speed<br>
{{icon|large blaster|28}}{{sk|Large Hybrid Turret}} Increases damage
|}
==== Vargur ====
{{note box|Armour tanked Varugrs are not very good. However, as the Marauders mostly rely on local reps, we tend to allow shield-tanked Vargurs at FCs discretion.}}
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmater republic|48}}</div>[[File:Vargur.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Vargur|tooltip}} is the definition of a tank. Though it is somewhat forced into being shield tanked, it can easily be fit to survive inside a site alone from downtime to downtime. Sitting somewhat in the middle of the Paladin and Kronos in terms of projection, application, and damage, it makes a good all rounder. However, the Jack of all trades is the master of none, so the Vargur is slightly disfavoured compared to the other turretted Marauders.
{{icon|minmatar2|28}}{{sk|Minmatar Battleship}} Improves damage and projection<br>
[[File:Icon bastion.png|28px]]{{sk|Marauders}} Increases tank and tracking speed<br>
[[File:Icon turret autocannon large.png|28px]]{{sk|Large Projectile Turret}} Increases damage
|}
=== Summary ===


In almost all cases, upgrading your hull should be your first goal if you're looking to invest more ISK. Generally speaking for hisec, while faction and deadspace modules are great, pirate faction hulls often give superior bonuses without inflating the value of droppable modules fit to your ship. In the case of Incursions specifically, the matter comes down to the pirate faction battleships having two damage bonuses and powerful role bonuses (instead of having an offensive and a defensive bonus), plus much better overall ship stats such as align time.
In almost all cases, upgrading your hull should be your first goal if you're looking to invest more ISK. Generally speaking for hisec, while faction and deadspace modules are great, pirate faction hulls often give superior bonuses without inflating the value of droppable modules fit to your ship. In the case of Incursions specifically, the matter comes down to the pirate faction battleships having two damage bonuses and powerful role bonuses (instead of having an offensive and a defensive bonus), plus much better overall ship stats such as align time.
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|}
|}
<small><references/></small>
<small><references/></small>
== Marauders ==
These ships are the apex of Incursions. Owing to their ability to equip the Bastion Module I, they possess a tremendous amount of stopping power. It is not unheard of to have Paladins doing over 3000 DPS, and Kronoses doing over 4000 DPS. Not only this, but they are able to tank the incoming DPS of any site alone (though not always indefinitely). Each of the pirate hulls naturally leads to one of the Marauders - the Nightmare to the Paladin, the Machariel to the Vargur, and the Vindicator to the Kronos.
==== Paladin ====
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|amarr empire|48}}</div>[[File:Paladin.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Paladin|tooltip}} is the king of projection - it can apply over 2000 DPS at ranges of 70km or more without breaking a sweat. To pay for this, it suffers slightly from a lack of midslots, hampering it's versatility, and aenemic tracking, and somewhat poor capacitor life.
{{icon|amarr2|28}}{{sk|Amarr Battleship}} Improves capacitor and range projection<br>
[[File:Icon bastion.png|28px]]{{sk|Marauders}} Increases damage and tank<br>
{{icon|large pulse laser|28}}{{sk|Large Energy Turret}} Increases damage
|}
==== Kronos  ====
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|gallente federation|48}}</div>[[File:Kronos.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Kronos|tooltip}} is the poster child of raw damage - within 30km it can dump out 4000 DPS with sufficient tracking to apply to frigates as well as cruisers. It suffers from a lack of projection to be sure, but with a few extra midslots it can fit extra tracking computers to compensate somewhat.
{{icon|gallente2|28}}{{sk|Gallente Battleship}} Improves damage and range<br>
[[File:Icon bastion.png|28px]]{{sk|Marauders}} Increases tank and tracking speed<br>
{{icon|large blaster|28}}{{sk|Large Hybrid Turret}} Increases damage
|}
==== Vargur ====
{{note box|Armour tanked Varugrs are not very good. However, as the Marauders mostly rely on local reps, we tend to allow shield-tanked Vargurs at FCs discretion.}}
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_faction.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmater republic|48}}</div>[[File:Vargur.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Vargur|tooltip}} is the definition of a tank. Though it is somewhat forced into being shield tanked, it can easily be fit to survive inside a site alone from downtime to downtime. Sitting somewhat in the middle of the Paladin and Kronos in terms of projection, application, and damage, it makes a good all rounder. However, the Jack of all trades is the master of none, so the Vargur is slightly disfavoured compared to the other turretted Marauders.
{{icon|minmatar2|28}}{{sk|Minmatar Battleship}} Improves damage and projection<br>
[[File:Icon bastion.png|28px]]{{sk|Marauders}} Increases tank and tracking speed<br>
[[File:Icon turret autocannon large.png|28px]]{{sk|Large Projectile Turret}} Increases damage
|}


= Fit Progression =
= Fit Progression =