More actions
→Warp speeds: Added Battlecruisers (for the Naga) and Command Ships to the graph. |
Sin tsukaya (talk | contribs) |
||
| Line 332: | Line 332: | ||
= Advanced tactics = | = Advanced tactics = | ||
Once you have the basics of Incursion running down, consider further refining your tactics, or even fitting principles, to improve your fleet's performance. You might want to further increase your safety margin, or maximise your income by completing sites faster, aand/or winning competitions. | |||
== Bonused webs and flexible dronebunny == | == Bonused webs and flexible dronebunny == | ||
Webs from [[Vindicator]]s are incredibly powerful (up to 90% velocity reduction instead of 60%) and takes angular velocity out of the equation most of the time, especially in combination with the good base tracking of blasters. This allows them to become excellent frigate-killers, as soon as the target comes within webbing range. Given the right circumstances (enough bonused webs, good offgrid bonuses extending the range of webs) you can completely turn the tables and have the damage dealers with bonused webs take care of the frigates, leaving the dronebunny to follow the regular targets (like cruisers and battleships). | Webs from [[Vindicator]]s are incredibly powerful (up to 90% velocity reduction instead of 60%) and takes angular velocity out of the equation most of the time, especially in combination with the good base tracking of blasters. This allows them to become excellent frigate-killers, as soon as the target comes within webbing range. Given the right circumstances (enough bonused webs, good offgrid bonuses extending the range of webs) you can completely turn the tables and have the damage dealers with bonused webs take care of the frigates, leaving the dronebunny to follow the regular targets (like cruisers and battleships). | ||
| Line 392: | Line 392: | ||
Whatever you decide to do, remember to do it in a controlled manner. Don't throw caution to the wind just because you have another fleet at the gate. | Whatever you decide to do, remember to do it in a controlled manner. Don't throw caution to the wind just because you have another fleet at the gate. | ||
== Other Considerations == | |||
Further optimising your fleet is very much into the realm of ''it depends'' - both experimentation and calculation are likely to be rewarding. Some possibilities: | |||
* Split damage may not be bad any more. You might, for example, aim to kill each entire wave as fast as possible, rather than to reduce incoming damage as fast as possible. | |||
* You may choose to not kill some enemies - Assaults and up include certain rats that can be left alive, by the right fleet. | |||
* Experienced fleet members will require less explicit direction, leaving communication channels open for micromanagement of target selection, or unrelated chat. | |||
* You might choose to experiment with unconventional ship and fitting choices, perhaps reducing your tank when you are confident of the capabilities of your logi. | |||
* Utility modules like webs and target painters generally suffer from diminishing returns. You might choose to try and optimise the number of each that your fleet brings. | |||
* Consumables like drugs may become worth considering, especially in competitions. | |||
* Overheating of modules has many applications, and nanite paste is cheap on the scale of incursion income. You may find additional uses for Thermodynamics. | |||