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== Fit progression == | == Fit progression == | ||
− | {{ | + | {{Note box|As the new armor doctrine is thoroughly tested, fits here may change.}} |
For the most part, fit progression is really only relevant for high-end ships like the three pirate faction battleships and marauders mentioned above. Logistics ships use pretty much the same rigs, changing only a few modules based on their desired fit. Remember that upgrading from a regular battleship to a pirate faction battleship alone is a big upgrade and the best use of your ISK for the initial upgrade. | For the most part, fit progression is really only relevant for high-end ships like the three pirate faction battleships and marauders mentioned above. Logistics ships use pretty much the same rigs, changing only a few modules based on their desired fit. Remember that upgrading from a regular battleship to a pirate faction battleship alone is a big upgrade and the best use of your ISK for the initial upgrade. |
Revision as of 21:49, 5 February 2024
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There are a lot of ways to spend ISK on your incursion character in order to improve your performance, be that buying a pirate faction battleship, getting faction and deadspace modules or injecting implants into your head. Some of these options are more effective than others, so before you start "throwing ISK at the problem" with wild abandon ... take a moment to consider your options.
In general we suggest making upgrades following this rough order, designed to prioritize upgrades which reuiqre less time and isk investment and which provide the largest benefit:
- We suggest that unistas use the loaner battleships provided by the Incursions Community until you can afford to buy a Pirate Faction Battleship. At that point, you should buy yourself the full starter fit for your preferred hull.
- You should at this point train towards the appropriate Tier II weapon system for the hull you have chosen.
- Following this, as you gain isk, you should replace modules, slowly upgrading from Tier II to faction or deadspace.
- You could also consider at this point training Cypernetics V and buying a WS-618 warp speed implant.
- Once you have fully upgraded your Pirate Battleship, you should consider training into the Marauder which shares a weapon system with your current ship (Vargur from Machariel, Kronos from Vindicator, Paladin from Nightmare).
- Following buying and fitting a Marauder, you should finish by completing your implant set following the Implants Guide.
Ship progression
Progression varies a little between the roles of logistics and damage dealers, but is somewhat straight forward with easily identified high-end ships to aim for.
Logistics
The Oneiros is the optimal logistics ship for Vanguard sites. There is little in terms of hull progression in this regard - the best progression opportunity is skill-based, and comes in the training of Logistics Cruisers V, which affords a significant improvement in capacitor stability as compared to Logistics Cruisers IV.
Despite this, there are other ships that are more than capable of providing the logistics we require in our fleets. Of these, the most notable is the Nestor, which is commonly seen in Headquarters sites owing to its overwhelming remote repair power. The Nestor is significantly more expensive compared to the Oneiros, and the benefits it provides to those running Headquarters sites are not so relevant in Vanguard sites.
Oneiros
The Oneiros
Gallente Cruiser |
Nestor
The Nestor
Amarr Battleship |
Damage dealers
Pirate faction battleships
The Nightmare and Vindicator are the preferred intermediate hullsfor 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.
Some of these have a natural progression, like the Maelstrom pilot only needing Gallente Battleship to move into a Machariel and a Hyperion pilot only needing to train Minmatar Battleship to get into the Vindicator. Left a bit on the side is the Rokh with a low priority synergy with the Nightmare given the Caldari Battleship skill and a slightly stronger synergy with the Vindicator given that they both use the Large Hybrid Turret skill for their guns.
Training up a racial battleship skill from scratch to III takes less than four days and training a new racial turret skill to III is about a day and a half, so even if some of these ships have natural progression; don't feel like you're a slave to your initial choice of ship or weaponry.
Nightmare
The Nightmare
Amarr Battleship (increases turret tracking speed) |
Vindicator
The Vindicator
Gallente Battleship [1] (increases turret tracking speed) |
Machariel
The Machariel
Gallente Battleship [1] (increases turret falloff) |
- ^ a b c d Gallente Battleship and Minmatar Battleship are shared between both the Machariel and the Vindicator, so if you like flying multiple hulls you'd have the ship skills covered and you'd only need to train a new racial turret skill.
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
The Paladin
Amarr Battleship Improves capacitor and range projection |
Kronos
The Kronos
Gallente Battleship Improves damage and range |
Vargur
The Vargur
Minmatar Battleship Improves damage and projection |
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.
Below lists a table comparing the ships along each progression line, from Apocalypse Navy to Paladin, from Megathron to Kronos, and from Tempest Fleet to Vargur. The T1 battleships were fitted somewhat similarly to an entry-level fit, with Tech 2 damage modules and midslots. The pirate faction hulls were fitted with a more advanced fit with faction damage modules, and the Marauders were fitted akin to our optimal fits. This table assumes all skills trained to level 5, all with T2 guns shooting the commonly used short-range ammunition (Conflagration, Faction Antimatter, and Hail). Sensor boosters are assumed to have scan resolution scripts loaded, and tracking computers are assumed to favour optimal range (e.g. 2 range scripts to 1 tracking speed script). The fits are simulated with no implants, drugs or drones, and with close range ammunition loaded, with passive modules + turrets active.
Statistic | Energy Turrets | Hybrid Turrets | Projectile Turrets | ||||||
---|---|---|---|---|---|---|---|---|---|
Apoc. Navy | Nightmare | Paladin | Megathron | Vindicator | Kronos | Tempest Fleet | Machariel | Vargur | |
Raw DPS | 940 | 1175 | 2815 | 1110 | 1310 | 2689 | 1061 | 1307 | 2786 |
Tracking Speed | 5.28 | 5.28 | 3.99 [1] | 11.6 | 7.96 [2] | 12.1 | 5.27 | 5.27 | 8.17 |
Optimal / Falloff | 24.9km / 16.2km | 20.5km / 20.5km | 28km / 20.1km | 5.17km / 16.2km | 5.17km / 15.6km | 6.99km / 36.1km | 3.9km / 30.4km | 3.9km / 43.6km | 4.5km / 54.4km |
Capacitor Life | 20:39 | 7:43 | 12:32 | 20:14 | Stable +3.41 GJ/s | Stable +8.31 GJ/s | Stable +14.5 GJ/s | Stable +14.3 GJ/s | Stable +17.9 GJ/s |
Armor EHP | 46.7k | 40.2k | 65.1k | 51.2k | 38.9k | 61.6k | 47.0k | 44.9k | 73.4k [3] |
Scan Resolution | 312 mm | 584 mm | 516 mm | 248 mm | 188 mm [2] | 516 mm | 396 mm | 666 mm | 371 mm |
Signature Radius | 388 m | 388 m | 420 m | 399 m | 428 m | 420 m | 374 m | 380 m | 380 m |
Drone Capacity | 100m3 | 75m3 | 75m3 | 75m3 | 125m3 | 125m3 | 100m3 | 125m3 | 75m3 |
Warp Speed | 3.6 AU/s | 3.75 AU/s | 3.5 AU/s [4] | 3.6 AU/s | 3.75 AU/s | 3.5 AU/s [4] | 3.6 AU/s | 3.75 AU/s [5] | 3.5 AU/s [4] |
Price | 640M | 1.87B | 4.61B | 555M | 3.24B | 4.69B | 758M | 1.46B | 4.38B |
- ^ The Paladin does not receive a hull bonus for tracking, however loading Imperial Navy Multifrequency bumps the tracking up to 5.7 while maintaining around 2200 DPS.
- ^ a b This statistic is slightly misleading as the Vindicators in fleet are often provided with remote tracking computers and sensor boosters from the logistics and booster pilots.
- ^ The prototype Vargur fit is shield tanked. The Armor EHP value is listed is the shield EHP of this fit..
- ^ a b c None of the Marauder fits have a hyperspatial rig so as to maintain compatibility with headquarters groups
- ^ The Machariel fit is the only one which does not include a hyperspatial rig, as the hull is innately bonused for warp speed.
Fit progression
For the most part, fit progression is really only relevant for high-end ships like the three pirate faction battleships and marauders mentioned above. Logistics ships use pretty much the same rigs, changing only a few modules based on their desired fit. Remember that upgrading from a regular battleship to a pirate faction battleship alone is a big upgrade and the best use of your ISK for the initial upgrade.
The decision that has the most influence on the shape of your fit is your choice of rigs. That choice also heavily influences the amount of ISK you need to front to make the fit work. The examples below will follow our fitting principle of using rigs that are compatible with headquarters groups, and we suggest you strongly consider this when you fit your own ships. However, these are not the only way to make fits work, and if you only ever plan on running with the EVE University Incursion Community, you could consider a more aggressive choice of rigs (e.g. swapping a tank rig with a DPS rig).
Cheap
For a cheap initial fit, we will limit ourselves to Tech 1 rigs and Tech 2 tank modules, avoid faction and deadspace entirely. Here is how a Nightmare fit might look before adding any utility modules.
Mega Modal Pulse Laser I
Mega Modal Pulse Laser I
Mega Modal Pulse Laser I
Mega Modal Pulse Laser I
Damage Control II
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
1600mm Steel Plates II
Large Explosive Armor Reinforcer I
Large Kinetic Armor Reinforcer I
Large Hyperspatial Velocity Optimizer I
- In this fit, the use of Tech 2 Energized Membranes means that the resists fall slightly short of our target of 67%. To mitigate this, a 1600mm plate is included.
Effective
By upgrading our tank modules to the faction variants and upgrading our turrets and rigs to Tech 2, we gain a nice bump in damage and can forego the inclusion of a plate, freeing up a lowslot for a damage module. Here is a Vindicator fit demonstrating this:
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Damage Control II
Imperial Navy Multispectrum Energized Membrane
Imperial Navy Multispectrum Energized Membrane
Large Explosive Armor Reinforcer II
Large Hyperspatial Velocity Optimizer II
Large Hybrid Locus Coordinator II
- Here, we meet the resist threshold, and have sufficient armour HP to avoid including a plate. The Vindicator has a different set of rigs as compared to the Nightmare, but the principles still hold true.
Optimal
By using deadspace modules and faction damage controls, as well as Tech 2 rigs and turrets, we arrive at the optimal fit. These fits can sometimes be slightly undertanked as compared to a strict reading of our fitting principles. Though the tank is still perfectly within reason (the fit below meets 69% in all except thermal, where it only gets to 63.5%), we can get away with this through "DPS tank", as well as with a pilot broadcasting early and letting logi know over comms so that they can get on top of the incoming damage.
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Mega Pulse Laser II
Syndicate Damage Control
Corpum A-Type Multispectrum Energized Membrane
Large Explosive Armor Reinforcer II
Large Kinetic Armor Reinforcer II
Large Hyperspatial Velocity Optimizer II
- This fit has somewhat of a thermal hole, but reaches 69% or higher in every other area, and only uses two tank modules to do so.
Faction and deadspace modules
First of all, remember that getting a pirate faction hull is always going to give you better applied damage (and often many other advantages) compared to spending ISK on faction and deadspace modules. With the exception of the Federation Navy or Serpentis Stasis Webifier and tech two weapons, it is recommended that you get a better hull long before you look into upgrading modules.
Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot. But even though a faction tracking computer or a sensor booster might make sense for public fleets built to compete, for our community that isn't going to be as worthwhile of an investment as we usually don't compete.
What do you get in return?
To put this into perspective you need to factor in stacking penalties. If you're just using one module to a given effect, it's easy to calculate and see the difference, but when you have more intricate combinations where things end up 2nd, 3rd, 4th or 5th in the stacking hierarchy, it might be a little harder to see what you get out of it.
Module variants and price deviation
When you're shopping for faction or deadspace modules, check all equivalent variants for price deviations. For example, the Federation Navy Tracking Computer is identical in all but the name to the Shadow Serpentis Tracking Computer and their prices fluctuate over time, so use the Show Info and Compare-feature ingame to find potential alternatives and you might save millions. |
Injecting implants
There are plenty of hardwiring implants that are useful for incursion runners, with effects ranging from damage projection (tracking, damage or rate of fire) to fitting/support related effects (increased capacitor, powergrid or CPU) and warp speed. The bonuses from implants do not suffer stacking penalties, thus even the +3% variants are quite potent and cheap enough to use even while at war due to the low risk of actually losing your pod.
The best hardwiring implants (apart from officer implants) come from the CONCORD Loyalty Point store and give a +6% bonus but require Cybernetics V. Implants are available for all skills and wallets however, ranging from the 1%, 3% and 5% implants of normal LP stores to the CONCORD specific 2%, 4% and 6% implants.
As with all things, do your research and see if it's cheaper to simply buy it off of the market instead of getting it yourself from the LP store. See hardwiring implants for a full list of available implants.
See the Incursion Community Implant Guide for more information about recommended implants. This guide will cover the two types of implants that we suggest: Skill Hardwiring (slots 6-10) and Attribute Enhancing (slots 1-5). These implants are not required to fly in our community, but they do greatly improve ship performance. In order to use any of the implants listed in this guide, you will need to have the Cybernetics skill trained to at least level V. This will allow you to use 6% implants, which can be purchased with Concord Loyalty Points (LP) earned by running Incursions. These implants can be found at Concord Stations and cost 250 million ISK and 250,000 LP.
Skill progression
For the most part skill progression is as simple as just topping off the minimum skills you needed to get ready and perhaps train a couple of new skills to be able to use a different set of drones or a situational module. There are however some differences between skill progression for logistics and damage dealers.
Logistics
Progression for logistics is practically an intertwined mess of both fit and skill progression, as skills like Logistics Cruisers V and all the support skills all play a vital role. The more powerful tech two remote shield boosters require better fitting skills and utility modules require more cap, at the same time you want to use less fitting modules to free up room for even more utility modules while still keeping a good enough tank.
See minimum and recommended skills for a list of specific skills to train early on to quickly move into the recommended and advanced logistics fits.
Implants
It's possible to change the priority or shorten the train early on by using implants to improve your capacitor regeneration or fitting room. This is because logistics have relatively small capacitor capacity and even small changes can often make or break a fit. See recommended implants for more information. |
Damage dealers
Most of the progression in terms of skill for damage dealers surrounds gunnery and drones, but also to some extent capacitor management and fitting skills. Skill progression for damage dealers are completely disjointed and separate from ship progression due to the fact that you'll perform better in a pirate faction than you would in a tech one hull no matter what your skills are. So as your skills improve you'll progress the same regardless if it's in a fancy ship or your old but trustworthy tech one battleship; You simply upgrade when your skills allow you to.
See minimum and recommended skills for a list of specific skills to train early on.
Planning ahead
Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship, strategic cruiser or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be. Don't worry too much about it though, as the race specific ship and weapon skills you train for the minimum skills only amount to a little over five days worth of training. So changing your mind along the way wouldn't be much of a detour.
Depending on the race, training for strategic cruisers will make quite some progress towards being able to fly logistics as well, or the other way around if your goal is to fly logistics. That said, most strategic cruisers pale in comparison to the pirate faction battleships who remain the epitome of incursion boats.
You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it. If you already know that you like smaller ships, or have plans for diving into a wormhole in the future, it would make much more sense training into a strategic cruiser than a pirate faction battleship.
So take some time to consider which racial ship line, what racial weapons would benefit you doing missions, exploration, PvP or whatever else you'd like to do in EVE.