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Incursion fitting principles: Difference between revisions

From EVE University Wiki
Added recommended implants.
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{{Incursions links}}
{{Incursions links}}
== Fitting 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.


Once you have a good enough tank, the rest of your spare slots should be used to augment your damage potential. While there's such a thing as under-tanked, being over-tanked is not only wasteful in incursions but even dangerous if done at the cost of offense.
Once you have a good enough tank, the rest of your spare slots should be used to augment your damage potential. While there's such a thing as under-tanked, being over-tanked is not only wasteful in incursions but even dangerous if done at the cost of offense.


=== Omni damage ===
== Omni damage ==
The Sansha incursion rats deal two types of damages, lasers (EM and thermal) and torpedoes (kinetic and explosive). As such, they hit across all four resist types and all incursion fits must reflect that. In general we use a rather erroneous term ''"70% resists across the board"'' when we tell people what their resists should be. It is important to know that there is more to it than that.
The Sansha incursion rats deal two types of damages, lasers (EM and thermal) and torpedoes (kinetic and explosive). As such, they hit across all four resist types and all incursion fits must reflect that. In general we use a rather erroneous term ''"70% resists across the board"'' when we tell people what their resists should be. It is important to know that there is more to it than that.


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The reason we still use the erroneous ''"70% resists across the board"'' term is that if you have 70% resists in all categories, you're good and there's no risk of anyone getting it wrong thinking you can combine a low EM resist with a high explosive resist.
The reason we still use the erroneous ''"70% resists across the board"'' term is that if you have 70% resists in all categories, you're good and there's no risk of anyone getting it wrong thinking you can combine a low EM resist with a high explosive resist.


=== Applied DPS ===
== Applied DPS ==
One of the most important aspects to realize is that whatever dps (damage per second) your favourite third party fitting tool tells you that you have, or whatever the fitting window ingame tells you, is worth nothing if you cannot apply that damage. Hence the term ''"applied dps"'' as opposed to ''"paper dps"'' which is basically just your potential damage.
One of the most important aspects to realize is that whatever dps (damage per second) your favourite third party fitting tool tells you that you have, or whatever the fitting window ingame tells you, is worth nothing if you cannot apply that damage. Hence the term ''"applied dps"'' as opposed to ''"paper dps"'' which is basically just your potential damage.


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Practically this means that utility modules often make or break fleets.
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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== Recommended skills ==
= Recommended skills =
The following skills are recommended, if not downright required to fit the modules you have to in order to do incursions. For more information on what the different skills do, see the [[Support_Skills#Skills|Support Skills]] page.
The following skills are recommended, if not downright required to fit the modules you have to in order to do incursions. For more information on what the different skills do, see the [[Support_Skills#Skills|Support Skills]] page.


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That said, it's perfectly fine to top off your current skills to meet the minimum requirement to come try incursions, if you're not sure you'll like it. You don't have to commit before trying it out.
That said, it's perfectly fine to top off your current skills to meet the minimum requirement to come try incursions, if you're not sure you'll like it. You don't have to commit before trying it out.
<small><references/></small>
<small><references/></small>
 
== Damage dealers ==
=== Damage dealers ===
Getting the recommended skills for a damage dealer requires 59 days at the most, if you train into a turret-based battlecruiser on a brand new character. In comparison training for missiles is longer, up to 66 days, but normally you would only take that route if you already have missile skills to begin with.
Getting the recommended skills for a damage dealer requires 59 days at the most, if you train into a turret-based battlecruiser on a brand new character. In comparison training for missiles is longer, up to 66 days, but normally you would only take that route if you already have missile skills to begin with.


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* Small <racial> Turret IV
* Small <racial> Turret IV
* Medium <racial> Turret IV
* Medium <racial> Turret IV
* Motion Prediction IV
* Rapid Firing IV
* Rapid Firing IV
* Sharpshooter IV
* Sharpshooter IV
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With the above mentioned skills, young unistas interested in doing incursions can fly one of the [[Minimum Incursion fits]], while they train for a more suitable ship. See [[#Moving into useful hulls|moving into useful hulls]] below for further training.
With the above mentioned skills, young unistas interested in doing incursions can fly one of the [[Minimum Incursion fits]], while they train for a more suitable ship. See [[#Moving into useful hulls|moving into useful hulls]] below for further training.
 
== Logistics ==
=== Logistics ===
Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train.
Training for logistics is considerably more time-consuming than that of a regular damage dealer. Please remember that when you think the above mentioned skills for a damage dealer is a long train.


It takes up to 80 days to get good enough skills to fly a [[Vanguard Incursion fits#Logistics|logistics starter fit]].
It takes up to 80 days to get good enough skills to fly a [[Vanguard Incursion fits#Logistics|logistics starter fit]].
{| class="wikitable" style="font-size:90%;"
{| class="wikitable" style="font-size:90%;"
! Support skills
! Support skills
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| colspan="4" | <small><references/></small>
| colspan="4" | <small><references/></small>
|}
|}
 
== Thermodynamics ==
=== Thermodynamics ===
While not critical, being able to overheat your modules for a short while is often more than enough to save your ship when things turn from bad to worse. As such, it's also recommended that people train the following skills:
While not critical, being able to overheat your modules for a short while is often more than enough to save your ship when things turn from bad to worse. As such, it's also recommended that people train the following skills:
* '''Engineering V''' ''(+4 days and 6 hours)''
* '''Engineering V''' ''(+4 days and 6 hours)''
* '''Science IV''' ''(+18 hours)''
* '''Science IV''' ''(+18 hours)''
* '''Thermodynamics III''' ''(+11,5 hours)''
* '''Thermodynamics III''' ''(+11,5 hours)''
 
== Moving into useful hulls ==
=== Moving into useful hulls ===
Once you have the recommended skills, the step from a Battlecruiser up to a decent Battleship is surprisingly short and you should take this step as soon as possible to get into a decent ship. You might need to top off some of the support skills, pending on what ship you decide to move into, if you run into powergrid, CPU or cap issues.
Once you have the recommended skills, the step from a Battlecruiser up to a decent Battleship is surprisingly short and you should take this step as soon as possible to get into a decent ship. You might need to top off some of the support skills, pending on what ship you decide to move into, if you run into powergrid, CPU or cap issues.


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Flying ships that cost over a billion in just the hull shouldn't be taken lightly however, but from an efficiency point of view there is no reason not to get one.
Flying ships that cost over a billion in just the hull shouldn't be taken lightly however, but from an efficiency point of view there is no reason not to get one.
{| class="wikitable" style="font-size:90%;"
{| class="wikitable" style="font-size:90%;"
! Battleships
! Battleships
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|}
|}
See the '''recommended battleship fits''' for [[Vanguard_Incursion_fits#Battleships|vanguards]] and [[Assault_Incursion_fits#Battleships|assaults]].
See the '''recommended battleship fits''' for [[Vanguard_Incursion_fits#Battleships|vanguards]] and [[Assault_Incursion_fits#Battleships|assaults]].
 
== This is just the the beginning ... ==
=== This is just the the beginning ... ===
Remember that these recommendations are just for the basic levels and there is much room for improvement. Increase these skills, train up for tech two weaponry and max out the gunnery and support skills, and your ship will be much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, swap out an ancillary current rig for a damage rig, drop an excessive tank module for more utility modules and so forth.
Remember that these recommendations are just for the basic levels and there is much room for improvement. Increase these skills, train up for tech two weaponry and max out the gunnery and support skills, and your ship will be much more efficient. You'll also have many more options to improve your fit with better fitting and support skills, like upgrading a module, swap out an ancillary current rig for a damage rig, drop an excessive tank module for more utility modules and so forth.


What you're going to train next differs a little bit based on what ship and what weapons you're going to use. For some fitting skills will be prioritized due to the lack of CPU/powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship skills and tech two weaponry.
What you're going to train next differs a little bit based on what ship and what weapons you're going to use. For some fitting skills will be prioritized due to the lack of CPU/powergrid of their hull, for others capacitor skills are more important while others can simply go straight for better ship skills and tech two weaponry.
{| class="wikitable" style="font-size:90%;"
{| class="wikitable" style="font-size:90%;"
! Fitting skills
! Fitting skills
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Once you've trained these skills, you can fly some of the more '''advanced fits''' for [[Vanguard Incursion fits#Advanced fits|vanguards]] or [[Assault Incursion fits#Advanced fits|assaults]].
Once you've trained these skills, you can fly some of the more '''advanced fits''' for [[Vanguard Incursion fits#Advanced fits|vanguards]] or [[Assault Incursion fits#Advanced fits|assaults]].
[[Category:Incursions]]
[[Category:Incursions]]
= Recommended implants =
There are plenty of implants that are useful for incursion runners. While one shouldn't run around with a head full of expensive implants during war, there are some rather cheap +3% implants you could use even while at war.
== Gunnery implants ==
There are several implants improving damage, rate of fire, tracking. Below are implants that help you regardless which ship you fly as they benefit all turret ships.
{| style="font-size:90%;"
|-
| http://image.eveonline.com/Type/13259_32.png
| '''Eifyr and Co. 'Gunslinger' Motion Prediction MR-703'''<br>''(slot 7, +3% turret tracking speed)''
|-
| http://image.eveonline.com/Type/13259_32.png
| '''Inherent Implants 'Lancer' Gunnery RF-903'''<br>''(slot 9, +3% rate of fire)''
|}
For '''Battleships''' and large guns, the next implant is split across each racial weapon system.
{| style="font-size:90%;"
|-
| http://image.eveonline.com/Type/13259_32.png
| '''Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1003'''<br>''(slot 10, +3% to large projectile weapons)''
|-
| http://image.eveonline.com/Type/13259_32.png
| '''Inherent Implants 'Lancer' Large Energy Turret LE-1003'''<br>''(slot 10, +3% to large energy weapons)''
|-
| http://image.eveonline.com/Type/13259_32.png
| '''Zainou 'Deadeye' Large Hybrid Turret LH-1003'''<br>''(slot 10, +3% to large hybrid weapons)''
|}
For those flying '''strategic cruisers''' as their preferred ships, there's an implant for slot 8.
{| style="font-size:90%;"
|-
| http://image.eveonline.com/Type/13259_32.png
| '''Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-803'''<br>''(slot 8, +3% to medium projectiles)''
|-
| http://image.eveonline.com/Type/13259_32.png
| '''Inherent Implants 'Lancer' Medium Energy Turret ME-803'''<br>''(slot 8, +3% to medium energy weapons)''
|}
== Genolution implants ==
For people without +4 or +5 attribute implants, the '''Genolution''' implants can be quite useful.
{| style="font-size:90%;"
|-
| http://image.eveonline.com/Type/2082_32.png
| '''Genolution Core Augmentation CA-1'''<br>''(increases powergrid and capacitor)''
|-
| http://image.eveonline.com/Type/2589_32.png
| '''Genolution Core Augmentation CA-2'''<br>''(increases CPU and capacitor)''
|}
== Capacitor implants ==
For the less used slots 6 and 8 you haven't got much worthwhile to use in terms of increasing your damage. For those slots you could increase your capacitor if you're flying logistics or a ship with cap-hungry turrets.
When the cost of your clone isn't an issue, there are +6% implant variants of these implants that greatly increase your efficiency.
{| style="font-size:90%;"
|-
| http://image.eveonline.com/Type/13260_32.png
| '''Inherent Implants 'Squire' Energy Systems Operation EO-603'''<br>''(slot 6, decreases capacitor recharge)''
|-
| http://image.eveonline.com/Type/13259_32.png
| '''Inherent Implants 'Squire' Energy Management EM-803'''<br>''(slot 8, increases capacitor capacity)''
|}
== Mindlink implants ==
For the boosters, slot 10 is taken up by the mindlink implants.
{| style="font-size:90%;"
|-
| http://image.eveonline.com/Type/21888_32.png
| '''Siege Warfare Mindlink'''<br>''(slot 10, +50% bonus to siege command bonus)''
|-
| http://image.eveonline.com/Type/21890_32.png
| '''Skirmish Warfare Mindlink'''<br>''(slot 10, +50% bonus to skirmish command bonus)''
|}