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Incursions checklist: Difference between revisions

From EVE University Wiki
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** When you reconnect and rejoin the fleet, make sure you end up in the right squad.
** When you reconnect and rejoin the fleet, make sure you end up in the right squad.
** Upon returning on grid, lock something up and announce on mumble, ''"<your name>, on grid!"''.
** Upon returning on grid, lock something up and announce on mumble, ''"<your name>, on grid!"''.
* Stay calm and consider your options. A rash, split second decision is usually much worse than taking a few seconds to consider your options.
* Stay calm and consider your options. A rash, split second decision is usually much worse than taking a few seconds to consider your options. That said, it is still very important to make a reasonably quick decision.
* 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).
* 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).
* If you're in a smaller ship, orbit the anchor (or any battleship if you don't have an anchor) to mitigate damage.
* If you're in a smaller ship, orbit the anchor (or any battleship if you don't have an anchor) to mitigate damage.