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Anatomy of Incursions: Difference between revisions

From EVE University Wiki
m Managing the incoming damage: Added information about remote repair capabilities.
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== Managing the incoming damage ==
== Managing the incoming damage ==
By focusing on the right targets, you can drop the incoming damage much faster than just aimlessly shooting whatever is closest. Below is a recommended order of priority, if your goal is to reduce the incoming damage:
The following ships make up for the majority of the damage:
{| class="wikitable" style="font-size:95%;"
{| class="wikitable" style="font-size:95%;"
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|-
| nowrap valign="middle" | [[image:icon_turret.png|30px|Lasers]] '''Romi Thalamus'''  
| nowrap valign="middle" | [[image:icon_turret.png|30px|Lasers]] '''Romi Thalamus'''  
| A sturdy cruiser, spawns in assaults and up, with excellent tracking..
| A sturdy cruiser, spawns in assaults and up, with excellent tracking.
|}
|}
The following would apply to sniper targets:
The following would apply to sniper targets:
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| A moderate damage, long range cruiser with relatively poor tracking decent tank. Spawns in assaults and up.
| A moderate damage, long range cruiser with relatively poor tracking decent tank. Spawns in assaults and up.
|}
|}
How much damage a certain ship puts out, in combination with their resists and buffer as well as how easy they are to hit, is what matters if your goal is to reduce the incoming damage as fast as possible. These are commonly referred to as ''"glass cannons"''' in EVE and for minimum effort, you remove a lot of damage from the grid by focusing on them first.
How much damage a certain ship puts out in comparison to their resists and buffer as well as how easy they are to hit, is what matters if your goal is to reduce the incoming damage as fast as possible. These are commonly referred to as ''"glass cannons"''' in EVE and for minimum effort, you remove a lot of damage from the grid by focusing on them first.


Also remember that their engagement range should be considered as well. Not only because it's easier to shoot frigates at range compared to when they are orbiting close, but also because some ships won't be able to apply their damage until they get closer.
Remember that not all ships can reliably hit the smaller targets, like frigates, with their high speed and small signature, so some flexibility needs to be applied here. Snipers usually can't hit smaller targets either and non-snipers cannot engage sniper-targets out at 100km+ either. Also remember that their engagement range should be considered as well. Not only because it's easier to shoot frigates at range compared to when they are orbiting close, but also because some ships won't be able to apply their damage until they get closer.
 
So be sure to take your fleet composition into consideration and utilize your fleet's offensive capabilities intelligently.
== Overcoming enemy logistics support ==
The following ships have remote repair capabilities:
{| class="wikitable" style="font-size:95%;"
|-
! width="100" style="background:#222222;" | Enemy
! style="background:#222222;" | Description
|-
| nowrap valign="middle" | [[image:icon_shield_transporter_i.png|30px|Remote shield booster]] '''Intaki Colliculus'''
| A sturdy battleship logistics with mediocre damage capabilities. Spawns in assaults and up.
|-
| nowrap valign="middle" | [[image:icon_shield_transporter_i.png|30px|Remote shield booster]] '''Mara Paleo'''
| A logistics cruiser without damage capabilities that spawns in a variety of different sites.
|-
| nowrap valign="middle" | [[image:icon_shield_transporter_i.png|30px|Remote shield booster]] '''Kundalini / Uroborus''' [[image:icon_energy_neutralizer_i.png|30px|Energy neutralizing]][[image:icon_remote_ecm_burst_i.png|30px|Remote ECM Burst]][[image:icon_drone_bandwith.png|30px|Fighter bombers - Lirsautton Parichaya]]
| The Sansha flagship, spawns in the [[Uroborus]] and [[The Kundalini Manifest]] mothership sites.
|}
Whether you go for the logistics support before or after you deal with the immediate threat of jammers, neuters and high damage dealers is one of many things that is answered with the classical ''"It depends!"''.
 
Is your fleet strong enough to simply power through the repairs in a timely fashion? If so, killing the logistics is of lesser concern. In the case where the repairs are strong enough to seriously slow you down, suddenly it becomes a high priority right after jammers.
 
In general, the increased efficiency of their repairs makes the '''Intaki Colliculus''' a higher priority than the smaller '''Mara Paleo'''. While substantial, the repairs from the flagship doesn't really influence the target order for the mothership sites, since it is the main objective for the site and takes quite a while to kill.


== Removing webbers to allow rapid movement or speed tanks ==
== Removing webbers to allow rapid movement or speed tanks ==