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| = Incursions =
| | = Fleet Structure in Incursions = |
| === General advice ===
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| * Even though there's a ''"me"'' in ''"team"'', if you jumble it all up, use your name instead of ''"I"'' or ''"me"''.
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| * Always put your entire fleet on your watch list (no matter what role you play in the fleet).
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| * Whenever you land on a gate or enter a site, speak up if you see anyone missing.
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| * Carry logistic drones, in case logistics get jammed or disconnect untimely (use tech two if you can).
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| * Fit an energy transfer or a shield transporter if you have spare highs, for the same reason.
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| * Put your drones on passive.
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| * If you are unsure about your fit, ask for a second opinion. Do remember that a lot of people throw advice around without really thinking or based on assumptions that may or may not be true. Don't be afraid to ask why they suggest something, if it seems weird.
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| * Stay calm and consider your options. A rash, split second decision is usually much worse than taking a few seconds to consider your options.
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| * Never enter a site unless your fleet commander tells you to.
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| * Always remember to align when the fleet commander tells you to, so you are ready to warp with the rest of the fleet instead of being left behind.
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| * Any ship in the fleet should be able to warp in first into a site and anchor, although practically you might want to make sure you don't tie up your dronebunny, logistics or your best damage dealers as an anchor (them being jammed would slow the fleet down).
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| * If you're in a smaller ship, always orbit the anchor to mitigate damage.
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| <!-- * Start moving either way, even if you're in a battleship, if you take heavy damage. -->
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| === Energy transfer advice ===
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| * Always know who your backup for energy transfers are, and make sure they know they are yours.
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| * If your energy transfer buddy is jammed and his energy transfers drop, turn off yours until your cap-buddy is unjammed. That way you conserve your own cap.
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| === Logistics ===
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| * Always prioritize your fellow logistics before anything else when repairing. If a logistics ship goes down, the entire fleet risk going down.
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| * On Guardians and Baslisks, even without incoming energy transfers you have enough cap to run one shield transfer or remote armour repairer running indefinitely, possibly two pending on your skills. Remember that.
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| * Use only as many reppers as you need, don't over-repair because then you'll be too slow to respond to shifting aggro.
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| * If you are jammed, always call out "<name> jammed, ET down" (leave out the ET down part if you don't have one).
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| * Always turn off off your energy transfers if your energy transfer buddy is jammed and pending on the situation request backup energy from your damage dealers.
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| * Make sure you logistical buddy is always next to you landing on a gate, or arriving on a site.
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| * Double-check your watch list whenever someone joins a fleet or disconnects and reconnects.
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| === Target Calling ===
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| * Some ships are easier to hit than others (signature, resists, speed and prefered orbit). Tamas for example as much easier to hit than Schmaels, Eysters and Renyns. Romis, while having higher resists, are easier to hit than the close orbiting Augas.
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| * When the Sansha rats spawn at a distance, they'll use their microwarpdrives to burn straight at you until they hit their preferred orbit. If you can lock them fast enough while they are doing so, you'll have a ship with blown up signature and no transversal (ie, very easy to hit even for battleships).
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| * Decide whether you want to reduce the DPS as soon as possible or if you'd rather want each ship to fire at the most suitable ship in order to be as effective as possible in the long run.
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| = Fleet Structure = | |
| Below are a few examples of how you can setup the fleet. Remember that each command position unlocks the use of a booster, but is not limited to being the booster themselves. | | Below are a few examples of how you can setup the fleet. Remember that each command position unlocks the use of a booster, but is not limited to being the booster themselves. |
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| * Logistics drones rarely get any aggro, so there is no reason not to use tech two drones if you can. | | * Logistics drones rarely get any aggro, so there is no reason not to use tech two drones if you can. |
| = Tracking Links & Remote Sensor Boosters = | | = Tracking Links & Remote Sensor Boosters = |
| ... | | ... soon :) |