Difference between revisions of "Incursion fitting principles"

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Revision as of 22:08, 10 April 2013

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.

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

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.

First of all, it's more of an average resist per type of damage so you can often compensate one resist for the other. The Basilisk for example can leave a reasonable hole in its EM resist thanks to their high thermal resist and still stand up to the damage inflicted by lasers. It also means that most ships can have a slightly lower kinetic resist as long as their explosive resist is equally higher, averaging a solid 70% resist-profile for the damage inflicted by torpedoes.

Second, smaller ships take less damage from torpedoes than larger ships, especially if they are also faster. As such, logistics and strategic cruisers can often get away with slightly lower resists for kinetic and explosive, whereas battleships (especially those with huge signatures) would be better off pushing their kinetic and explosive resists a little bit higher to compensate for taking more damage from torpedoes.

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.

Standard setup

Below is a standard setup for your tank in our fleets. These fits are probably considered overtanked by many public communities and they are in fact overtanked for the most part. There are several reasons for it, mainly it is for safety, to give us a larger buffer and more leeway to save ships if things go wrong. We are not as concerned about pushing for efficiency above safety.

We also recommend fits that are flexible in terms of being able to do vanguards, assaults and even headquarter sites with the same ship. So some seemingly superfluous rigs are there to enable the ships to just swap out a few midslots and go from vanguards to headquarter sites.

Slots Regular ships Navy / Fleet Issue Advanced
Icon mid slot.png Adaptive Invulnerability Field II Adaptive Invulnerability Field II

Adaptive Invulnerability Field II Adaptive Invulnerability Field II
EM Ward Field II EM Ward Field II

Adaptive Invulnerability Field II Adaptive Invulnerability Field II

Adaptive Invulnerability Field II Adaptive Invulnerability Field II
EM Ward Field II EM Ward Field II

Pithum C-Type Adaptive Invulnerability Field Pithum C-Type Adaptive Invuln ...

Adaptive Invulnerability Field II Adaptive Invulnerability Field II
Icon mid slot.png Freed up mid slot

Icon low slot.png Module icon damage control tech2.png Damage Control II Icon low slot.png Freed up low slot Icon low slot.png Freed up low slot
Icon rigs.png Large Core Defense Field Extender I Core Defense Field Extender I

Large Core Defense Field Extender I Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I Anti-Thermal Screen Reinforcer I

Large Core Defense Field Extender I Core Defense Field Extender I

Large Anti-Thermal Screen Reinforcer II Anti-Thermal Screen Reinforcer II
Icon rigs.png Freed up rig slot

Large Core Defense Field Extender II Core Defense Field Extender II

Large Anti-EM Screen Reinforcer II Anti-EM Screen Reinforcer II
Icon rigs.png Freed up rig slot

Resists Electromagnetic resistance75,9%Thermal resistance70%Kinetic resistance72,8%Explosive resistance77,4% Electromagnetic resistance72,4%Thermal resistance68,1%Kinetic resistance69%Explosive resistance74,1% Electromagnetic resistance65,8%Thermal resistance64,9%Kinetic resistance73,7%Explosive resistance78,1%
Icon overheating.png Electromagnetic resistance83,8%Thermal resistance74,5%Kinetic resistance76,9%Explosive resistance80,8% Electromagnetic resistance81,4%Thermal resistance71,8%Kinetic resistance73,6%Explosive resistance78% Electromagnetic resistance71,8%Thermal resistance71,8%Kinetic resistance78,9%Explosive resistance82,4%
Reason This fit is intentionally overtanked. It's supposed to be a fit you can run even before you get all your support skills to V, before you've maxed out skills like Shield Management and gotten a decent buffer on your ship.

On ships like the Rokh with shield resist bonuses, you can safely remove one invulnerability field or the damage control and still have good resists.

Navy and Fleet Issue ships have much higher base stats than regular ships, so they rarely need the extender rigs to boost their shield hp buffer. Some will still have one, for more flexibility when doing Assaults or Headquarter sites.

This variant could be adopted to normal ships as well, unless they have very low base hit points.

The upgrade to a deadspace hardener means you can free up a valuable midslot. The tech two anti-EM rig is there to bring the EM up to par, whilst the tech two extender rig is merely there because you're using the rig anyway (and blowing up your signature) so making it a tech two rig is simply to give the most out of it.
Price Cheap Affordable Costly

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.

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 utility modules often make or break fleets.

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.

Second, the term "utility modules" refer to modules you fit that doesn't directly give you a higher dps in your favourite third party fitting program or on your fitting screen ingame. Instead they act as force multipliers of sorts making up for weaknesses or capitalize on strengths for increased efficiency. There are also modules that has no impact on your offensive capabilities, but are invaluable when things go wrong.

You should always bring as many of these modules are you can fit, so that you can tailor your ship to the needs of the fleet based on your current fleet composition. For example, if you have two free utility midslots, bring two of each of the below listed utility midslot modules. Do the same for any of the utility highslot modules you can theoretically fit to your ship. Keep the modules in the staging system for quick refits.

The fits presented for Vanguards and Assaults will have a default selection of these modules to ensure we have a good base for most fleets. See Anatomy of Incursions for more information on how you can change these modules around for different tactics based on your fleet composition.

Slot Icons Name Effect
Icon mid slot.png 6160_32.png 1952_32.png F-90 Positional Sensor Subroutines
Sensor Booster II
Scripted module to increase either your scan resolution or your targeting range, or both to a lesser degree [1].
Icon mid slot.png 17559_32.png 14268_32.png Federation Navy Stasis Webifier
True Sansha Stasis Webifier
Stasis webifiers slow down the target, dramatically increasing the chance to land good hits and thus increase applied dps [2].
Icon mid slot.png 1978_32.png 14238_32.png Tracking Computer II
Shadow Serpentis Tracking Computer
Tracking computers can be scripted for additional range or tracking, or both to a lesser degree [3].
Icon mid slot.png 19806_32.png 31944_32.png Target Painter II
Republic Fleet Target Painter
Target painters increase the signature of the target, making it easier to lock and shoot [4].
Icon mid slot.png 2104_32.png 14240_32.png Tracking Link II
Shadow Serpentis Tracking Link
Tracking links are like remote tracking computers, able to project increased range or tracking to a friendly player.
Icon mid slot.png 5282_32.png 1964_32.png Linked Sensor Network
Remote Sensor Booster II
Remote sensor boosters projected the same kind of effect as sensor boosters, stronger but can only be used on others.
Icon hi slot.png 8641_32.png 3608_32.png Large S95a Partial Shield Transporter
Large Shield Transporter II
Repairs the friendly target's shields. Having a few extra shield transporters for emergency is invaluable.
Icon hi slot.png 16487_32.png 12102_32.png Large 'Regard' Power Projector
Large Energy Transfer Array II
Consumes cap in order to send it to a friendly target. Giving each other cap like this creates more cap than it consumes.
Icon hi slot.png 1182_32.png 1436_32.png Auto Targeting System I
Auto Targeting System II
Increases the number of targets your ship can potentially lock, still limited by your own skills however.
Icon hi slot.png 23527_32.png 24427_32.png Drone Link Augmentor I
Drone Link Augmentor II
Increases the your drone control range.
  1. ^ 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. Being able to lock fast is also necessary in order to quickly lock up a logistics to apply repair drones in an emergency.
  2. ^ 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.
  3. ^ 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.
  4. ^ 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.

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.

When the cost of your clone isn't an issue, there are +6% implant variants of these implants that greatly increase your efficiency.

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.

13259_32.png Eifyr and Co. 'Gunslinger' Motion Prediction MR-703
(slot 7, +3% turret tracking speed)
13259_32.png Inherent Implants 'Lancer' Gunnery RF-903
(slot 9, +3% rate of fire)

For Battleships and large guns, the next implant is split across each racial weapon system.

13259_32.png Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1003
(slot 10, +3% to large projectile weapons)
13259_32.png Inherent Implants 'Lancer' Large Energy Turret LE-1003
(slot 10, +3% to large energy weapons)
13259_32.png Zainou 'Deadeye' Large Hybrid Turret LH-1003
(slot 10, +3% to large hybrid weapons)

For those flying strategic cruisers as their preferred ships, there's an implant for slot 8.

13259_32.png Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-803
(slot 8, +3% to medium projectiles)
13259_32.png Inherent Implants 'Lancer' Medium Energy Turret ME-803
(slot 8, +3% to medium energy weapons)

Genolution implants

For people without +4 or +5 attribute implants, the Genolution implants can be quite useful.

2082_32.png Genolution Core Augmentation CA-1
(increases powergrid and capacitor)
2589_32.png Genolution Core Augmentation CA-2
(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.

13260_32.png Inherent Implants 'Squire' Energy Systems Operation EO-603
(slot 6, decreases capacitor recharge)
13259_32.png Inherent Implants 'Squire' Energy Management EM-803
(slot 8, increases capacitor capacity)

Mindlink implants

For the boosters, slot 10 is taken up by the mindlink implants.

21888_32.png Siege Warfare Mindlink
(slot 10, +50% bonus to siege command bonus)
21890_32.png Skirmish Warfare Mindlink
(slot 10, +50% bonus to skirmish command bonus)