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Incursion fitting principles: Difference between revisions

From EVE University Wiki
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{{Incursions links}}
{{Incursions links}}
== Tanking principles ==
== Fitting principles ==
Incursion fleets rely on good resists and buffer supported by a logistics. There are simply too many enemies to be able to fit a strong enough local tank, not to mention that by sacrificing a small portion of your fleet to bring in logistics instead of more damage dealers, the rest of the damage dealers can fit more offensive modules and your fleet will perform better.
Incursion fleets rely on good resists and buffer supported by a logistics. There are simply too many enemies to be able to fit a strong enough local tank, not to mention that by sacrificing a small portion of your fleet to bring in logistics instead of more damage dealers, the rest of the damage dealers can fit more offensive modules and your fleet will perform better.


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Your velocity, your target's velocity, approach vectors, your gun's signature resolution, your target's ship signature, locking speed, locking range, your weapon's optimal and falloff range and tracking all play a vital part in how much of your damage you'll be able to apply on your enemy. See [[Turret Damage]] for a more comprehensive introduction to the factors determining how much damage you'll end up doing when you undock and leave your bubble.
Your velocity, your target's velocity, approach vectors, your gun's signature resolution, your target's ship signature, locking speed, locking range, your weapon's optimal and falloff range and tracking all play a vital part in how much of your damage you'll be able to apply on your enemy. See [[Turret Damage]] for a more comprehensive introduction to the factors determining how much damage you'll end up doing when you undock and leave your bubble.


Practically this means that '''sensor boosters'''<small> <ref>A battleship is useless without a sensor booster, simply because it will not be able to lock anything in any kind of timely fashion. As such, a sensor booster is fitted, even at the cost of not having a web on a battleship.</ref></small>, '''stasis webifiers'''<small> <ref>Webs are always better than tracking computers for shooting smaller targets, assuming the target will come into web range.</ref></small> (always faction webs<small> <ref>'''Federation Navy Stasis Webifier''' or '''True Sansha Stasis Webifier''' is needed for the extra range. Regular webs fall short, literally.</ref></small>), '''tracking computers'''<small> <ref>If you primarily engage targets outside web-range, tracking computers become more important, as they'll be able to improve your range and/or your tracking. For Vanguard you almost always favour webs anyway, even if the fleet has many, because you can spread webs for increased efficiency.</ref></small> and '''target painters'''<small> <ref>Target painters would not be your first choice, but assuming the other needs are met, you sometimes reach a point where additional webs won't be needed and then the target painter would actually be of more use than another web.</ref></small> play a more vital role than you might be used to.
Practically this means that utility modules often make or break fleets.
<small><references/></small>
<small><references/></small>
=== Utility modules ===
=== Utility modules ===
First of all, when the term ''"utility slots"'' is used it means the slots you have left over once you've fitted your tank and your weapons. So if your ship has five midslots and four are needed for your tank, then the fifth slot is your one utility midslot. If you ship has eight highslots and seven turrets, you have one utility highslot.
First of all, when the term ''"utility slots"'' is used it means the slots you have left over once you've fitted your tank and your weapons. So if your ship has five midslots and four are needed for your tank, then the fifth slot is your one utility midslot. If you ship has eight highslots and seven turrets, you have one utility highslot.
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| nowrap | http://image.eveonline.com/Type/6160_32.png http://image.eveonline.com/Type/1952_32.png
| nowrap | http://image.eveonline.com/Type/6160_32.png http://image.eveonline.com/Type/1952_32.png
| nowrap | F-90 Positional Sensor Subroutines<br>Sensor Booster II
| nowrap | F-90 Positional Sensor Subroutines<br>Sensor Booster II
| Scripted module to increase either your scan resolution or your targeting range, or both to a lesser degree.
| Scripted module to increase either your scan resolution or your targeting range, or both to a lesser degree<small> <ref>In Vanguards, a battleship is useless without a sensor booster because it will not be able to lock anything in any kind of timely fashion. As such, a sensor booster is always fitted for vanguards, even at the cost of not having a web. For assaults, it is usually a matter of targeting range. Battlecruisers or strategic cruisers can usually get away without a sensor booster, but even they can make good use of faster locking if they have the slots to spare.</ref></small>.
|- valign="middle"
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/17559_32.png http://image.eveonline.com/Type/14268_32.png
| nowrap | http://image.eveonline.com/Type/17559_32.png http://image.eveonline.com/Type/14268_32.png
| nowrap | Federation Navy Stasis Webifier<br>True Sansha Stasis Webifier
| nowrap | Federation Navy Stasis Webifier<br>True Sansha Stasis Webifier
| Stasis webifiers slow down the target, dramatically increasing the chance to land good hits and thus increase applied dps.
| Stasis webifiers slow down the target, dramatically increasing the chance to land good hits and thus increase applied dps<small> <ref>Webs are always better than tracking computers for shooting smaller targets, assuming the target will come into web range. The '''Federation Navy Stasis Webifier''' or '''True Sansha Stasis Webifier''' is needed for the extra range as regular webs fall short, literally.</ref></small>.
|- valign="middle"
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/1978_32.png http://image.eveonline.com/Type/14238_32.png
| nowrap | http://image.eveonline.com/Type/1978_32.png http://image.eveonline.com/Type/14238_32.png
| nowrap | Tracking Computer II<br>Shadow Serpentis Tracking Computer
| nowrap | Tracking Computer II<br>Shadow Serpentis Tracking Computer
| Tracking computers can be scripted for additional range or tracking, or both to a lesser degree.
| Tracking computers can be scripted for additional range or tracking, or both to a lesser degree<small> <ref>If you primarily engage targets outside web-range, tracking computers become more important, as they'll be able to improve your range and/or your tracking. For Vanguard you almost always favour webs anyway, even if the fleet has many, because you can spread webs for increased efficiency.</ref></small>.
|- valign="middle"
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/19814_32.png http://image.eveonline.com/Type/19806_32.png
| nowrap | http://image.eveonline.com/Type/19806_32.png http://image.eveonline.com/Type/31944_32.png
| nowrap | Phased Weapon Navigation Array Generation Extron<br>Target Painter II
| nowrap | Target Painter II<br>Republic Fleet Target Painter
| Target painters increase the signature of the target, making it easier to lock and shoot.
| Target painters increase the signature of the target, making it easier to lock and shoot<small> <ref>Target painters would not be your first choice, but assuming the other needs are met, you sometimes reach a point where additional webs won't be needed and then the target painter would actually be of more use than another web.</ref></small>.
|- valign="middle"
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | [[image:Icon mid slot.png|32px]]