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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.
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| 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.
| 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.
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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.
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.


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.
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.


When in doubt, just follow the recommended fits on the [[Vanguard Incursion fits|Vanguard]] and [[Assault Incursion fits|Assault]] fitting pages.
When in doubt, just follow the recommended fits on the [[Vanguard Incursion fits|Vanguard]] and [[Assault Incursion fits|Assault]] fitting pages.
==== Highslot options ====
==== Highslot options ====
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