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Incursion Fitting: Vanguard: Difference between revisions

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Battleships: Gallente Armor notes.
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The Sansha’s Nation ships deal high amounts of Omni (all types) damage. The key to surviving this is having high resists and a large buffer. Shield & armor repair modules and shield regeneration rate do not matter as the alpha damage is simply too high for a single ship to tank without help. Logistic ships are used in all incursions and provide the healing. All the damage dealers must do is survive long enough for a Logistic ship to heal them.  The objective of these requirements is to ensure survivability as losing a ship is far worse than completing sites slowly due to low damage output.  
The Sansha’s Nation ships deal high amounts of Omni (all types) damage. The key to surviving this is having high resists and a large buffer. Shield & armor repair modules and shield regeneration rate do not matter as the alpha damage is simply too high for a single ship to tank without help. Logistic ships are used in all incursions and provide the healing. All the damage dealers must do is survive long enough for a Logistic ship to heal them.  The objective of these requirements is to ensure survivability as losing a ship is far worse than completing sites slowly due to low damage output.  


All ships should have above 70% resists for all damage types of their tank type. So an Armor Tanked ship needs above 70% resists in Armor EM, Thermal, Kinetic, and Explosive resistances and a Shield Tanked ship needs above 70% resists in Shield EM, Thermal, Kinetic, and Explosive resistances.  Also the ship needs a large buffer of hit points (HP) to survive any alpha. The main trade off is between EHP and Signature Radius. The chart on [http://incursions.nexsoft.de/?mode=guide&sid=1 this site] provides good guidelines. Don't take it too literally though, as having a big buffer in the tank stat is also required. To achieve these tanking requirements a Battlecruiser and Tech 2 Tank modules are needed, with Battleships, Faction, Pirate, Tech II and Tech II ships preferred. Note, you are not required to have a [[Full T2 Tank|Full Tech 2 Tank]], but the following skills puts a pilot on that path.
All ships should have above 70% resists for all damage types of their tank type. So an Armor Tanked ship needs above 70% resists in Armor EM, Thermal, Kinetic, and Explosive resistances and a Shield Tanked ship needs above 70% resists in Shield EM, Thermal, Kinetic, and Explosive resistances.  Also the ship needs a large buffer of hit points (HP) to survive initial hits, before Logistics are able to assist. The main trade off is between EHP and Signature Radius. The chart on [http://incursions.nexsoft.de/?mode=guide&sid=1 this site] provides good guidelines. Don't take it too literally though, as having a big buffer in the tank stat is also required.
 
To achieve these tanking requirements, combat pilots should at least field a Tech 1 Battlecruiser with mostly Tech 2 Tank modules. Bigger or more advanced ships, e.g. Battleships, Navy or Pirate ships as well as Tech 2 ships, are a preferred addition due to their added defensive and offensive capabilities. Support roles, such as Logistics, require the apropriate Tech 2 Cruiser as a bare minimum, but they should only be flown by experienced players. Smaller hulls, like Frigates and Destroyers, (as well as Tech 1 Cruisers) won't withstand most attacks and are in general not recommended nor accepted. Although you are not required to have a [[Full T2 Tank|Full Tech 2 Tank]] in UNI run Incursion fleets, it's usually highly recommended and in most public fleets simply mandatory.
 


With these facts in mind the minimum requirements are:
With these facts in mind the minimum requirements are:
* [[Skills:Spaceship_Command#Battlecruisers|Battlecruisers]] I
* '''For combat pilots:'''
* [[Skills:Mechanics#Hull_Upgrades|Hull Upgrades]] IV
** [[Skills:Spaceship_Command#Battlecruisers|Battlecruisers I]]
In addition, for an Armor Tank:
** Proper skills to fit a full array of apropriate weapons for the ship's hull.
*[[Skills:Mechanics#Hull_Upgrades|Hull Upgrades]] V
* '''For Logistics pilots''' (not recommended for pilots new to Incursions)''':'''
In addition, for a Shield Tank:
** [[Skills:Spaceship_Command#Logistics|Logistics IV]]
*[[Skills:Engineering#Shield_Upgrades|Shield Upgrades]] IV
** Proper skills to run the maximum number of Shield Transporters or Remote Armor Repairers indefinitely.
*[[Skills:Engineering#Tactical_Shield_Manipulation|Tactical Shield Manipulation]] IV
* '''For Armor Tanks:'''
These skills will allow a pilot to fit Tech 2 Resistance and HP modules. As a side note, it is actually faster to train the shield skills as Hull Upgrades V takes over 9 days by itself. While training both Shield Upgrades and Tactical Shield Manipulation from 0 to IV takes just over 6 days. Though Armor fits are easier to dual purpose into PvP, which is very relevant when the UNI is at War. Please refer to the [[WSOP]] for details.
** [[Skills:Mechanics#Hull_Upgrades|Hull Upgrades V]]
* '''For Shield Tanks:'''
** [[Skills:Mechanics#Hull_Upgrades|Hull Upgrades IV]]
** [[Skills:Engineering#Shield_Upgrades|Shield Upgrades IV]]
** [[Skills:Engineering#Tactical_Shield_Manipulation|Tactical Shield Manipulation IV]]
 
 
These skills will allow a pilot to fit Tech 2 Resistance and buffer modules. As a side note, it is actually faster to train the shield skills as Hull Upgrades V takes over 9 days by itself. While training both Shield Upgrades and Tactical Shield Manipulation from 0 to IV takes just over 6 days. Though Armor fits are easier to dual purpose into PvP, which is very relevant when the UNI is at War. Please refer to the [[WSOP]] for details.


Most Incursion ships also fit Tech II Weapon Upgrade modules and some FCs might require them. The skill needed to fit them is:
Most Incursion ships also fit Tech II Weapon Upgrade modules and some FCs might require them. The skill needed to fit them is [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades IV]] and it is extremely useful as it not only unlocks these modules, but because it reduces the CPU requirements of Turrets and Missile Launchers as well. All the fittings on this page will assume the pilot has this skill trained to at least level IV.
* [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]] IV
This skill is extremely useful because it reduces the CPU requirements of Turrets and Missile Launchers. All the fittings on this page will assume the pilot possess this skill at level IV.


Also note that Tech II weapons are strongly recommended for Incursions. The increased damage output and ability to use Tech II ammunition is very relevant. While a new pilot is not required to have these for their first Incursion, training towards them is expected.
Also note that Tech II weapons are strongly recommended for Incursions. The increased damage output and ability to use Tech II ammunition is very relevant, although using standard or Faction ammunition is perfectly fine. While a new pilot is not required to have these for their first Incursion, training towards them is expected.


== Basic Incursion Fitting Walkthrough==
== Basic Incursion Fitting Walkthrough==