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Incursion fitting principles: Difference between revisions

From EVE University Wiki
Utility modules: Rewrote the utility section, hopefully more structured and informative now.
Line 77: Line 77:
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.
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.
Logistics will almost always carry the same utility midslots, so this section is aimed at damage dealers.
==== Midslot options ====
{| class="wikitable" style="font-size:90%"
| style="background-color:#111111;" valign="middle" | {{icon|sensor resolution|64}}
| style="padding:8px;" valign="top" | In Vanguards, a battleship needs a sensor booster to be able to lock enemy frigates in any kind of timely fashion. For assaults, it is usually a matter of targeting range. Command ships or strategic cruisers can usually get away without a sensor booster. Being able to lock fast is also necessary in order to quickly lock up a logistics to apply repair drones in an emergency.
|-
| style="background-color:#111111;" valign="middle" | [[image:icon_stasis_webifier_faction.png|64px|link=]]
| style="padding:8px;" valign="top" | Stasis webifiers slow down the target, dramatically increasing the chance to land good hits and thus increase applied dps. 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.
|-
| style="background-color:#111111;" valign="middle" | [[image:icon_tracking_computer_i.png|64px|link=]]
| style="padding:8px;" valign="top" | Tracking computers can be scripted for additional range or tracking, or both to a lesser degree. 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. Remember that this module use scripts, so be sure to bring '''Tracking Speed Scripts''' and '''Optimal Range Scripts'''.
|-
| style="background-color:#111111;" valign="middle" | [[image:icon_target_painter_i.png|64px|link=]]
| style="padding:8px;" valign="top" | Target painters increase the signature of the target, making it easier to lock and shoot. 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.
|-
| style="background-color:#111111;" valign="middle" | [[image:module_icon_microwarpdrive_tech1.png|64px|link=]]
| style="padding:8px;" valign="top" | The microwarpdrive is used primarily in headquarter sites but can also be used in assaults. In those sites you need the extra speed to either fly to a specific position or to continuously move into new optimal positions for each wave. The Nightmare has the option to use an afterburner, due to its ship bonus to afterburner speeds.
|}
For vanguards, we make sure we have at least one sensor booster and one web. If we have room for more midslots we primarily go for a second web first before looking into other modules. Once you've made sure that you have a solid base, you can start looking at other modules to help fleet efficiency. For assaults and up, once you've ensured that you have the locking range needed (potentially requires you to use a sensor booster) and fitted any required propulsion modules, it's mostly about having a decent amount of webs and painters in the fleet, then let people fill up empty slots with tracking computers to improve their applied damage through better tracking or range.


The fits presented for [[Vanguard Incursion fits|Vanguards]] and [[Assault Incursion fits|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.
Each of these modules listed above have their pros and cons, see [[Anatomy of Incursions]] for more information on how you can change these modules around for different tactics based on your fleet composition. Have a few of each readily available, that way you'll be able to quickly refit if your fleet commander asks you to.
{| class="wikitable" style="font-size:90%; " valign="top" cellpadding="0" cellspacing="0"
 
! style="background:#222222;" | Slot
When in doubt, just follow the recommended fits on the [[Vanguard Incursion fits|Vanguard]] and [[Assault Incursion fits|Assault]] fitting pages.
! style="background:#222222;" | Icons
==== Highslot options ====
! style="background:#222222;" align="left" | Name
{| class="wikitable" style="font-size:90%"
! style="background:#222222;" align="left" | Effect
| style="background-color:#111111;" valign="middle" | [[image:icon_shield_transporter_i.png|64px|link=]]
|- valign="middle"
| style="padding:8px;" valign="top" | Large S95a Remote Shield Booster or Large Remote Shield Booster II modules repairs the friendly target's shields. Having a few extra remote shield boosters for emergencies are invaluable. When the fleet doesn't have any Basilisks, it makes more sense to use remote shield boosters in your spare highs, as there won't be much need for utility cap.
| nowrap | [[image:Icon mid slot.png|32px]]
|-
| nowrap | http://image.eveonline.com/Type/6160_32.png http://image.eveonline.com/Type/1952_32.png
| style="background-color:#111111;" valign="middle" | [[image:icon_remote_capacitor_transmitter_i.png|64px|link=]]
| nowrap | F-90 Positional Sensor Subroutines<br>Sensor Booster II
| style="padding:8px;" valign="top" | Large 'Regard' Capacitor Transmitters or Large Capacitor Transmitter II consumes cap in order to send it to a friendly target. It creates more cap than it consumes, so giving each other cap like this creates both recipients more cap. It's a favoured module for when you have Basilisks in your fleet, so members can act as emergency cap buddies.
| Scripted module to increase either your scan resolution or your targeting range, or both to a lesser degree<small> <ref>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. Command ships 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.</ref></small>.
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/17559_32.png http://image.eveonline.com/Type/14268_32.png
| nowrap | Federation Navy Stasis Webifier<br>True Sansha Stasis Webifier
| Stasis webifiers slow down the target, dramatically increasing the chance to land good hits and thus increase applied dps<small> <ref>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.</ref></small>.
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/1978_32.png http://image.eveonline.com/Type/14238_32.png
| nowrap | Tracking Computer II<br>Shadow Serpentis Tracking Computer
| Tracking computers can be scripted for additional range or tracking, or both to a lesser degree<small> <ref>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.</ref></small>.
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/19806_32.png http://image.eveonline.com/Type/31944_32.png
| nowrap | Phased Weapon Navigation Array Generation Extron<br>Republic Fleet Target Painter<small> <ref>The '''Domination Target Painter''' is strictly better but also costs a lot more. So the Republic version is suggested for unistas, in an effort to not completely overbling ships for the sake of it.</ref></small>
| Target painters increase the signature of the target, making it easier to lock and shoot<small> <ref>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.</ref></small>.
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/2104_32.png http://image.eveonline.com/Type/14240_32.png
| nowrap | Tracking Link II<br>Shadow Serpentis Tracking Link
| Tracking links are like remote tracking computers, able to project increased range or tracking to a friendly player.
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/5282_32.png http://image.eveonline.com/Type/1964_32.png
| nowrap | F-23 Reciprocal Sensor Cluster Link<br>Remote Sensor Booster II
| Remote sensor boosters projected the same kind of effect as sensor boosters, stronger but can only be used on others.
|- valign="middle"
| nowrap | [[image:Icon hi slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/8641_32.png http://image.eveonline.com/Type/3608_32.png
| nowrap | Large S95a Partial Shield Transporter<br>Large Shield Transporter II
| Repairs the friendly target's shields. Having a few extra shield transporters for emergency is invaluable.
|- valign="middle"
| nowrap | [[image:Icon hi slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/16487_32.png http://image.eveonline.com/Type/12102_32.png
| nowrap | Large 'Regard' Power Projector<br>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.
|- valign="middle"
| [[image:Icon hi slot.png|32px]]
| http://image.eveonline.com/Type/1182_32.png http://image.eveonline.com/Type/1436_32.png
| nowrap | Auto Targeting System I<br>Auto Targeting System II
| Increases the number of targets your ship can potentially lock, still limited by your own skills however.
|- valign="middle"
| [[image:Icon hi slot.png|32px]]
| http://image.eveonline.com/Type/23527_32.png http://image.eveonline.com/Type/24427_32.png
| nowrap | Drone Link Augmentor I<br>Drone Link Augmentor II
| Increases the your drone control range.
|}
|}
<small><references/></small>
When you're limited to just one utility highslot, pick the most important one. So a capacitor transmitter if you run with Basilisks and a remote shield booster if you run with Scimitars. Should you have the luxury of having more than one utility highslot, just bring both.
 
== Drones ==
== Drones ==
Drones can be a tremendous asset, if you pick the right ones and use them intelligently. Below is a breakdown on the raw statistics of drones, without taking skills into account. Most of the skills will affect all drones equally, so their relative strengths and weaknesses will remain the same (with the exception of the Gecko's lack of benefit from drone specialization).
Drones can be a tremendous asset, if you pick the right ones and use them intelligently. Below is a breakdown on the raw statistics of drones, without taking skills into account. Most of the skills will affect all drones equally, so their relative strengths and weaknesses will remain the same (with the exception of the Gecko's lack of benefit from drone specialization).