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

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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.
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:
In general we suggest making upgrades following this rough order, designed to prioritize upgrades which require 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.
* 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.
* 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.
* 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.
* You could also consider at this point training Cybernetics 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).
* 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.
* Following buying and fitting a Marauder, you should finish by completing your implant set following the Implants Guide.
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{| style="padding:0px;"
{| style="padding:0px;"
| nowrap style="padding:0px;" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_tech2.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|gallente|48}}</div>[[File:Oneiros.jpg|128px|link=]]</div>
| nowrap style="padding:0px;" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px">[[File:Icon_tech2.png|24px|link=]]</div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|gallente|48}}</div>[[File:Oneiros.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Oneiros|tooltip}} is cap stable on its own and does not require a cap chain to run all its remote armour repairers. That and the bonus to '''remote tracking computers''' means it's favoured in any fleet. It is also allowed in headquarters sites, though moreso for the remote tracking computers than the logistics it can provide.
| valign="top" style="padding:4px;" | The {{ship|Oneiros|tooltip}} is cap stable on its own and does not require a cap chain to run all its remote armor repairers. That and the bonus to '''remote tracking computers''' means it's favored in any fleet. It is also allowed in headquarters sites, though moreso for the remote tracking computers than the logistics it can provide.


{{icon|gallente2|28}}{{sk|Gallente Cruiser}}<br>
{{icon|gallente2|28}}{{sk|Gallente Cruiser}}<br>
[[File:Icon remote armor repair i.png|28px]]{{sk|Remote Armor Repair Systems}}<br>
[[File:Icon remote armor repair i.png|28px]]{{sk|Remote Armor Repair Systems}}<br>
{{icon|remote tracking computer|28}}{{sk|Sensor Linking}} (favoured in [[Incursion sites#Vanguard sites|vanguard sites]] for their '''remote tracking computer''' bonus)
{{icon|remote tracking computer|28}}{{sk|Sensor Linking}} (favored in [[Incursion sites#Vanguard sites|vanguard sites]] for their '''remote tracking computer''' bonus)
|}
|}


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=== Damage dealers ===
=== Damage dealers ===
=== Pirate faction battleships ===
=== 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 armor Machariels struggle with a lack of lowslots, and are not accepted in headquarters fleets.


Some of these have a natural progression, like the [[Vanguard Incursion fits#Maelstrom|Maelstrom]] pilot only needing {{sk|Gallente Battleship}} to move into a '''Machariel''' and a [[Vanguard Incursion fits#Hyperion|Hyperion]] pilot only needing to train {{sk|Minmatar Battleship}} to get into the '''Vindicator'''. Left a bit on the side is the [[Vanguard Incursion fits#Rokh|Rokh]] with a low priority synergy with the '''Nightmare''' given the {{sk|Caldari Battleship}} skill and a slightly stronger synergy with the '''Vindicator''' given that they both use the {{sk|Large Hybrid Turret}} skill for their guns.
Some of these have a natural progression, like the [[Vanguard Incursion fits#Maelstrom|Maelstrom]] pilot only needing {{sk|Gallente Battleship}} to move into a '''Machariel''' and a [[Vanguard Incursion fits#Hyperion|Hyperion]] pilot only needing to train {{sk|Minmatar Battleship}} to get into the '''Vindicator'''. Left a bit on the side is the [[Vanguard Incursion fits#Rokh|Rokh]] with a low priority synergy with the '''Nightmare''' given the {{sk|Caldari Battleship}} skill and a slightly stronger synergy with the '''Vindicator''' given that they both use the {{sk|Large Hybrid Turret}} skill for their guns.
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==== Machariel ====
==== Machariel ====
{{important note box|The Machariel struggles a little bit as an armour ship. With its resists and lack of low slots, it can only fit two damage modules. You should only choose this ship if you already have one, or if you desparately want to progress into the Vargur and don't want to cross-train into a different ship (the Vinidcator has shared Battleship skills so might be a good choice instead).}}
{{important note box|The Machariel struggles a little bit as an armor ship. With its resists and lack of low slots, it can only fit two damage modules. You should only choose this ship if you already have one, or if you desperately want to progress into the Vargur and don't want to cross-train into a different ship (the Vindicator has shared Battleship skills so might be a good choice instead).}}


{| style="padding:0px;"
{| style="padding:0px;"
| nowrap style="padding:0px;" | <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|angel cartel|48}}</div>[[File:Machariel.jpg|128px|link=]]</div>
| nowrap style="padding:0px;" | <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|angel cartel|48}}</div>[[File:Machariel.jpg|128px|link=]]</div>
| valign="top" style="padding:4px;" | The {{ship|Machariel|tooltip}} combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched, although it does suffer comparably with lower overall dps. It also has enough midslots to fit for any occasion.
| valign="top" style="padding:4px;" | The {{ship|Machariel|tooltip}} combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched, although it does suffer comparably with lower overall DPS. It also has enough midslots to fit for any occasion.


{{icon|gallente2|28}}{{sk|Gallente Battleship}}<small>&nbsp;<ref name="galmin"/></small> (increases turret falloff)<br>
{{icon|gallente2|28}}{{sk|Gallente Battleship}}<small>&nbsp;<ref name="galmin"/></small> (increases turret falloff)<br>
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==== Vargur ====
==== 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.}}
{{note box|Armour tanked Vargurs 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;"
{| style="padding:0px;"
| nowrap style="padding:0px;" | <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|minmatar republic|48}}</div>[[File:Vargur.jpg|128px|link=]]</div>
| nowrap style="padding:0px;" | <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|minmatar 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.
| 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 disfavored compared to the other turreted Marauders.


{{icon|minmatar2|28}}{{sk|Minmatar Battleship}} Improves damage and projection<br>
{{icon|minmatar2|28}}{{sk|Minmatar Battleship}} Improves damage and projection<br>
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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.


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.
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 favor 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.




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|-  
|-  
| [[image:icon_drones.png|24px|link=]] Drone Capacity
| [[image:icon_drones.png|24px|link=]] Drone Capacity
| {{co|lightgreen|100m<sup>3</sup>}}
| {{co|lightgreen|100{{m3}} }}
| 75m<sup>3</sup>
| 75{{m3}}
| 75m<sup>3</sup>
| 75{{m3}}
| 75m<sup>3</sup>
| 75[[m3}}
| {{co|lightgreen|125m<sup>3</sup>}}
| {{co|lightgreen|125{{m3}} }}
| {{co|lightgreen|125m<sup>3</sup>}}
| {{co|lightgreen|125{{m3}} }}
| {{co|lightgreen|100m<sup>3</sup>}}
| {{co|lightgreen|100{{m3}} }}
| {{co|lightgreen|125m<sup>3</sup>}}
| {{co|lightgreen|125{{m3}} }}
| 75m<sup>3</sup>
| 75{{m3}}
|-  
|-  
| [[image:icon_velocity.png|24px|link=]] Warp Speed
| [[image:icon_velocity.png|24px|link=]] Warp Speed
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| skills=
| skills=
| showSKILLS=N
| showSKILLS=N
| notes=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.
| notes=Here, we meet the resist threshold, and have sufficient armor 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.
| showNOTES=Y
| showNOTES=Y
| difficulty=0
| difficulty=0