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Roles in Incursions: Difference between revisions

From EVE University Wiki
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* Don't forget to manually control your own drones, they will not automatically follow you since you're the dronebunny.
* Don't forget to manually control your own drones, they will not automatically follow you since you're the dronebunny.


== Hacker ==
== Hacker/Scout ==
''Primary function:''
''Primary function:''
* Carry out your basic role as a damage dealer or logistics ''(unless you're an alt)''.
* Find empty sites and broadcast them for the fleet before they finish their current site.
* Hack the logistics tower in the [[Override Transfer Array]] sites.
* Hack the logistics tower in the [[Override Transfer Array]] sites.
''Requirements:''
''Requirements:''
* Able to operate the onboard [[Directional Scanner]].
* Codebreaker I or II fitted.
* Codebreaker I or II fitted.
* Microwarpdrive fitted.
* Microwarpdrive fitted.
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* Try to fit as many Codebreaker I or II modules as you can to reduce the hacking time.
* Try to fit as many Codebreaker I or II modules as you can to reduce the hacking time.
''Gameplay:''
''Gameplay:''
* While ideally you should combine both hacking and scouting into one role, you can compromise by having members in the active fleet fit a propulsion module and a code breaker. This is an undesirable compromise however, as it wastes precious utility midslots.
* You gain very little by excessively fitting a hacker/scout, keep this ship as cheap as possible.
* Learn the positions of the logistics control towers (they are placed roughly 30km away from the warp-in point, position and activation sequence remains the same in all sites, beginning with the control tower to the left).
* Learn the positions of the logistics control towers (they are placed roughly 30km away from the warp-in point, position and activation sequence remains the same in all sites, beginning with the control tower to the left).
** The hack lasts for about six minutes and is usually more than enough for a decent fleet to finish the site. The control tower to hack will be available in a repeating sequence; Control tower to your left, then the one to the right closest to the battletower, then the one to the right furthest away from the battletower.
** The hack lasts for about six minutes and is usually more than enough for a decent fleet to finish the site. The control tower to hack will be available in a repeating sequence; Control tower to your left, then the one to the right closest to the battletower, then the one to the right furthest away from the battletower.
* Ideally fill this role with an alt, so as not to gimp your actual fleet (a cheap Heron with a MWD and a couple of Codebreaker I moduls is all you need). Otherwise ask your fastest ship in the fleet to fit a MWD and as many Codebreaker modules it can fit while still having a decent tank.
* Wait until the fleet has landed on grid and are fully engaged, then jump in and burn to the tower and hack it.
* Wait until the fleet has landed on grid and are fully engaged, then jump in (if you haven't already) and burn to the tower and hack it.
** Warp out once you've hacked the tower and fly back to the gate (in case the fleet isn't fast enough to finish the site before the tower becomes functional again). Otherwise proceed and scout for the next site.
** If you're on an alt just there for hacking, warp out once you've hacked the tower and fly back to the gate (in case the fleet isn't fast enough to finish the site before the tower becomes functional again).
** If you're one of the regular damage dealers, fly back to the fleet once you've hacked the tower (so as to avoid pulling aggro away from the fleet).
* Ideally you only need to hack the tower once to finish the site, but depending on fleet composition or offgrid boosters, that might not always be the case. Prepare accordingly and be ready to move to the next logistical tower in the sequence.


== Ore runner ==
== Ore runner ==