Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Roles in Incursions: Difference between revisions

From EVE University Wiki
Line 49: Line 49:
* Keeping the fleet alive with repairs and logistic drones.
* Keeping the fleet alive with repairs and logistic drones.
''Secondary functions:''
''Secondary functions:''
* Energy transfers if required (Basilisks and Guardians).
* Capacitor transmitters if required (Basilisks and Guardians).
* Adding utility through remote sensor boosters or tracking links.
* Adding utility through remote sensor boosters or remote tracking computers.


<p>'''<font size=2>Ways to improve</font>'''</p>
<p>'''<font size=2>Ways to improve</font>'''</p>
Line 56: Line 56:
* Logistics V (to be able to fit 5/1 instead of 4/2, use more utility midslots etc).
* Logistics V (to be able to fit 5/1 instead of 4/2, use more utility midslots etc).
* Support skills (like Shield Emission Systems, Remote Armor Repair Systems, cap skills).
* Support skills (like Shield Emission Systems, Remote Armor Repair Systems, cap skills).
* Utility skills (Energy Emission Systems if you use energy transers, Sensor Linking if you use tracking links).
* Utility skills (Capacitor Emission Systems if you use capacitor transmitters, Sensor Linking if you use remote tracking computers).
* Droneskills (to be able to use light and medium tech two maintenance bots).
* Droneskills (to be able to use light and medium tech two maintenance bots).
''Modules:''
''Modules:''
* Upgrade to tech two shield transporters or remote armour repairs.
* Upgrade to tech two remote shield boosters or armour repairs.
* Upgrade to faction tracking links (they are reasonably cheap) or faction remote sensor boosters (not quite as cheap).
* Upgrade to tech two remote tracking computers and sensor boosters, perhaps even faction variants if you feel comfortable with the cost.
* Consider faction Power Diagnostic System modules (cheap and improve cap and powergrid as well as shield hit points).
* Consider faction Power Diagnostic System modules (cheap and improve cap and powergrid as well as shield hit points).
''Gameplay:''
''Gameplay:''
* Keep in mind some people might call capacitor transmitters (CT) ''"energy transfers"'' or ''"ET"'' for short, as that was the name of those modules prior to the Odyssey expansion.
* Remember that your ship warps much faster than battleships, so remain stationary when you land on gates, don't align with the battleships. Just remember to align with the rest of the fleet when leaving the site.
* Make sure your logi buddy is always next to you landing on a gate, or arriving on a site.
** Immediately let the fleet know if, for whatever reason, you'll be late on grid. Whatever you do, do '''not''' wait and see if you get stuck or not. Every second counts to get maintenance bots out and get emergency capacitor transmitters in place.
** Similarly, if you don't see your logi buddy on grid, call out on mumble right away. Don't wait and see what happens. Get confirmation that the other logi is coming.
* Always prioritize your fellow logistics before anything else when repairing. If a logistics ship goes down, the entire fleet risk going down.
* Always prioritize your fellow logistics before anything else when repairing. If a logistics ship goes down, the entire fleet risk going down.
* On Guardians and Baslisks, even without incoming energy transfers you have enough cap to run one shield transfer or remote armour repairer running indefinitely, possibly two pending on your skills. Remember that.
* On Guardians and Baslisks, even without incoming capacitor transmitters you have enough cap to run one remote shield booster or armour repairer indefinitely, possibly two pending on your skills. Remember that.
* If the one taking primary aggro is taking damage rapidly as you land on site, put one or two reppers on them before sorting out the energy transfer chain (then apply the rest of your reppers if needed).
* If the one taking primary aggro is taking damage rapidly as you land on site, put one or two reppers on them before sorting out the capacitor transmitter chain (then apply the rest of your reppers if needed).
* Pre-lock everyone in Vanguards (Advanced Target Management III allows you to lock all 10 members).
* Pre-lock everyone in Vanguards (Advanced Target Management III allows you to lock all 10 members).
* Locking from the watch list is incredibly fast and efficient (CTRL + leftclick).
* Locking from the watch list is incredibly fast and efficient (CTRL + leftclick).
* Have your fleet members on your overview, so you can see if you have members in the fleet that you haven't locked up (the icon will tell if it's a locket fleet member or not).
* Have your fleet members on your overview, so you can see if you have members in the fleet that you haven't locked up (the icon will tell if it's a locket fleet member or not).
* Use only as many reppers as you need, don't over-repair because then you'll be too slow to respond to shifting aggro.
* Use only as many reppers as you need, don't over-repair because then you'll be too slow to respond to shifting aggro.
** Make sure you use enough reps to initially fully repair all damage taken, stagger the reps if you have time.
** Once the reps are under control, start taking reps off if they are no longer needed, but continue to fully repair all damage. This will allow you to quickly change repair focus without leaving your former recipient with unrepaired damage.
** Drop reps at the end of each wave, don't tie them up on someone who isn't taking damage anymore.
** Drop reps at the end of each wave, don't tie them up on someone who isn't taking damage anymore.
** Once the reps are under control, start taking reps off if they are no longer needed.
* If you are jammed, always call out ''"<name> jammed, CT down"'' (leave out the CT down part if you don't have one).
* If you are jammed, always call out ''"<name> jammed, ET down"'' (leave out the ET down part if you don't have one).
* Keep an eye on the jamming icon over your hud-display, you're not always jammed until all Niarjas are dead, sometimes it's only one of them who are jamming you and you get unjammed long before all Niarjas are down.
* Keep an eye on the jamming icon over your hud-display, you're not always jammed until all Niarjas are dead, sometimes it's only one of them who are jamming you and you get unjammed long before all Niarjas are down.
* Always turn off your energy transfers if your energy transfer buddy is jammed and pending on the situation request backup energy from your damage dealers.
* Always turn off your capacitor transmitters if your energy transfer buddy is jammed and pending on the situation request backup cap from your damage dealers.
* Keep the energy transfers up and let them drop automatically when the fleet warps out of the site (that way you and the recipient will drop at the same time and neither will risk capping out).
* Keep the capacitor transmitters up and let them drop automatically when the fleet warps out of the site (that way you and the recipient will drop at the same time and neither will risk capping out).
* Make sure your logi buddy is always next to you landing on a gate, or arriving on a site.
** Immediately let the fleet know you'll be late on grid if you get stuck on a gate, your warp isn't initiating immediately or for whatever other reason you might not come on grid right away. Whatever you do, do '''not''' wait and see if you get stuck or not. Every second counts to get maintenance bots out and get emergency energy transfers in place.
** Similarly, if you don't see your logi buddy on grid, call out on mumble right away. Don't wait and see what happens. Get confirmation that the other logi is coming.
* Pay attention to the watch list and your locked fleet members. You should be able to spot incoming damage even without broadcasts. Remind people who take damage to broadcast for repairs (if possible, hold off reps until they do so they learn ... but don't risk the safety of the fleet).
* Pay attention to the watch list and your locked fleet members. You should be able to spot incoming damage even without broadcasts. Remind people who take damage to broadcast for repairs (if possible, hold off reps until they do so they learn ... but don't risk the safety of the fleet).