Difference between revisions of "User:Cassiel Seraphim/Sandbox7"
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shipDNA=11978:3608;4:2032;2:2281;2:6005;1:8173;3:8221;1:31366;1:31378;1:23717;4:23719;1:28999;1:29001;1::| | shipDNA=11978:3608;4:2032;2:2281;2:6005;1:8173;3:8221;1:31366;1:31378;1:23717;4:23719;1:28999;1:29001;1::| | ||
− | skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V}}</li><li>{{sk|Capacitor Systems Operation|V}}</li><li>{{sk|Fuel Conservation|III}}</li><li>{{sk|Shield Management|IV}} | + | skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V}}</li><li>{{sk|Capacitor Systems Operation|V}}</li><li>{{sk|Fuel Conservation|III}}</li><li>{{sk|Shield Management|IV}}| |
− | notes= | + | notes=When you get a little bit of experience, try flying with one of the '''Adaptive Invulnerability Field II''' modules turned off. If you find that you feel comfortable with that, swap it out for a '''Remote Tracking Computer II''' module.</li><li>You could use [[Fitting_principles#Capacitor_implants|capacitor implants]] to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.}}{{ShipFitting|showTOC=N| |
ship=Scimitar| | ship=Scimitar| | ||
shipTypeID=11978| | shipTypeID=11978| | ||
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+ | showNOTES=Y| | ||
shipDNA=11978:3608;4:2104;3:2281;1:6005;1:8173;3:8221;1:31366;1:31378;1:28203;1:28207;4:28999;3:29001;3::| | shipDNA=11978:3608;4:2104;3:2281;1:6005;1:8173;3:8221;1:31366;1:31378;1:28203;1:28207;4:28999;3:29001;3::| | ||
− | skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V}}</li><li>{{sk|Capacitor Systems Operation|V}}</li><li>{{sk|Fuel Conservation|III}}</li><li>{{sk|Shield Management|IV}}</li><li>{{sk|Logistics|V}}</li><li>{{sk|Shield Emission Systems|V}}</li><li>{{sk|Repair Drone Operation|V}} ''(see notes)'' | + | skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V}}</li><li>{{sk|Capacitor Systems Operation|V}}</li><li>{{sk|Fuel Conservation|III}}</li><li>{{sk|Shield Management|IV}}</li><li>{{sk|Logistics|V}}</li><li>{{sk|Shield Emission Systems|V}}</li><li>{{sk|Repair Drone Operation|V}} ''(see notes)'' |
− | notes= | + | notes=If you feel comfortable with the additional cost, upgrade to '''Shadow Serpentis Remote Tracking Computer''' modules. They are far superior as they are stronger and put themselves on top, before stacking penalties.</li><li>You could use [[Fitting_principles#Capacitor_implants|capacitor implants]] to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.}} |
=== Basilisk === | === Basilisk === |
Revision as of 16:44, 27 September 2014
Incursion links |
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General |
Advanced |
EVE University |
Preparations |
Fittings |
Guides |
Headquarter fittings
The main differences between Vanguard sites and even Assault sites is that the largest waves are just that, larger, as well as heavier ships and more damage in general. It also requires snipers being able to lock and shoot at great distances. It's also not possible to simply sit still like in Assault sites, so you need propulsion modules to move about. See Preparing for Incursions and Fitting principles for more information on what skills and implants are recommended and the reason behind the fittings.
Apart from the need of more tank and snipers, there are other differences. For one, there are fewer ships capable of webbing you, but on the other hand there are more ships capable of target painting and neuting you. While there are more and stronger logistics ships in Headquarter sites, the added numbers of ships in your own fleet will ironically make it less important for you to remove them.
All fits use Miranda's new template, fits converted from here
One of the advantages with the new fitting template is that if you view this page in the ingame browser, clicking on any of the modules brings up the ingame show info window for that module. Similarly, clicking the EVE-button will open up a fitting complete with how much ammunition you need and any scripts you need for your modules.
Shields focus
Always bring faction ammunition
Utility modules
Sometimes your fleet commander will ask you to make minor adjustments. Be sure to read up on utility modules for more details on utility modules. |
Don't compromise the recommended fits
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill matters, every module matters. |
Improving fits
Naturally it's ok to upgrade to tech two weapons if you can, or use better faction variants of tech two modules. Just remember that while faction and deadspace modules have lower skill requirements compared to tech two modules, they are never to be used to compensate for poor skills. You also need to be aware of the potential risk of putting too much ISK on your ship, from a suicide ganking perspective as well as the real threat of war targets during war. |
Minimum fits
These fits are minimum fits, able to contribute to fleet efficiency with decent damage projection, utility modules and drones.
Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites.
At some point you'll be knowledgeable enough about incursions to do your own little tweaks when it comes to fittings. Perhaps you have several ships and can afford to rig a ship specifically for vanguards and use a different ship for assaults or headquarter sites. At that point, there is naturally room for individual taste and preference, but these fits are tailored to get a good solid ship to run incursions with.
Logistics
The entry-level for logistics is pretty high, simply because they are the backbone of the fleet. Due to the limited number of capsuleers in the fleet each logistics pilot needs to be of a much higher caliber in order to keep the number of logistic ships to a minimum, allowing for as many damage dealers as possible.
Scimitar
These fits are similar to the normal fits, except that the incoming damage requires Remote shield Booster II reppers. As such the old minimum fit is no longer viable, with the recommended one becoming the minimum for headquarters.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Experimental 10MN Afterburner I
Cap Recharger II
Cap Recharger II
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Diagnostic System I
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot I x1
Medium Shield Maintenance Bot I x4
Optimal Range Script x1
Tracking Speed Script x1
- When you get a little bit of experience, try flying with one of the Adaptive Invulnerability Field II modules turned off. If you find that you feel comfortable with that, swap it out for a Remote Tracking Computer II module.
- You could use capacitor implants to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Adaptive Invulnerability Field II
Experimental 10MN Afterburner I
Remote Tracking Computer II
Remote Tracking Computer II
Remote Tracking Computer II
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Capacitor Power Relay I
Beta Reactor Control: Diagnostic System I
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot II x1
Medium Shield Maintenance Bot II x4
Tracking Speed Script x3
Optimal Range Script x3
- All the required skills for logistics
- Power Grid Management V
- Capacitor Systems Operation V
- Fuel Conservation III
- Shield Management IV
- [[Skills:Logistics V]]
- Shield Emission Systems V
- Repair Drone Operation V (see notes) notes=If you feel comfortable with the additional cost, upgrade to Shadow Serpentis Remote Tracking Computer modules. They are far superior as they are stronger and put themselves on top, before stacking penalties.
- You could use capacitor implants to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.
Basilisk
These fits differ from normal fits in that they emphasize on combat utility cap with multiple capacitor transmitters, due to the increased needs of extra utility cap in headquarter sites.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large 'Regard' Remote Capacitor Transmitter
Large 'Regard' Remote Capacitor Transmitter
Large 'Regard' Remote Capacitor Transmitter
Adaptive Invulnerability Field II
EM Ward Field II
Republic Fleet Large Shield Extender
Experimental 10MN Afterburner I
F-23 Reciprocal Remote Sensor Booster, Scan Resolution Script
Damage Control II
Beta Reactor Control: Reaction Control I
Medium Core Defense Field Extender II
Medium Ancillary Current Router II
Light Shield Maintenance Bot I x5
Scan Resolution Script x1
Nanite Repair Paste x200
- All the required skills for logistics
- With Power Grid Management V you can replace the reactor control with a power diagnostic systems module for more shield hitpoints.
- The faster cycle time of Remote Shield Booster II modules are needed for headquarter sites.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large 'Regard' Remote Capacitor Transmitter
Large Remote Capacitor Transmitter II
Large Remote Capacitor Transmitter II
Adaptive Invulnerability Field II
EM Ward Field II
Republic Fleet Large Shield Extender
Experimental 10MN Afterburner I
Remote Sensor Booster II, Scan Resolution Script
Damage Control II
True Sansha Power Diagnostic System
Medium Core Defense Field Extender II
Medium Ancillary Current Router II
Light Shield Maintenance Bot II x5
Scan Resolution Script x1
Nanite Repair Paste x200
- All the required skills for logistics
- Power Grid Management V
- CPU Management V
- [[Skills:Logistics V]]
- Capacitor Systems Operation V
- Capacitor Management V
- With Power Grid Management V you can replace the reactor control with a power diagnostic systems module for more shield hitpoints.
- The faster cycle time of Remote Shield Booster II modules are needed for headquarter sites.
Battleships
Battleships bring enough utility midslots for a propulsion module, extra tank and potentially webs and tracking computers and sometimes even utility highslots and their large weaponry offer the necessary damage projection.
Due to the increased fitting requirement, some fits will require a little bit more training compared to vanguard fits. For example Power Grid Management V, CPU Management V and Medium Drone Operation V are among the common skills needed. See the SKILLS-section for each fit for a list of skills needed. Note that most of the brawler fits also requires tech two guns due to damage projection issues, so for low skilled pilots you might be limited to the sniper fit.
Maelstrom
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
Prototype 100MN Microwarpdrive I
Tracking Computer II
Tracking Computer II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Beta Reactor Control: Reaction Control I
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer II
Infiltrator II x5
Acolyte II x5
Light Armor Maintenance Bot I x5
Republic Fleet EMP L x10860
Republic Fleet Proton L x10860
Optimal Range Script x2
Tracking Speed Script x2
Nanite Repair Paste x200
- All the required skills for damage dealers
- Medium Drone Operation V (see notes)
- Remote Armor Repair Systems III
- With Power Grid Management V you can drop the reactor control in favour of a power diagnostic system (more cap and shield). For people with Advanced Weapon Upgrades III you can skip the fitting module in favour of another gyrostabilizer or tracking enhancer.
- If you cannot field Infiltrator II drones, bring some a mix of shield and armor maintenance bots instead. If you have a Heavy Drone Operation III and a Gecko you could do a 1 x Gecko + 4 x Infiltrator II drone combination instead.
- Script the Tracking Computer II modules with the appropriate scripts based on your range needs.
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
800mm Heavy 'Scout' Repeating Cannon I
Prototype 100MN Microwarpdrive I
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer II
Infiltrator II x5
Acolyte II x5
Light Armor Maintenance Bot I x5
Republic Fleet EMP L x21880
Nanite Repair Paste x200
- All the required skills for damage dealers
- Medium Drone Operation V (see notes)
- Remote Armor Repair Systems III
- If you cannot field Infiltrator II drones, bring some a mix of shield and armor maintenance bots instead. If you have a Heavy Drone Operation III and a Gecko you could do a 1 x Gecko + 4 x Infiltrator II drone combination instead.
Rokh
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
Prototype 100MN Microwarpdrive I
Tracking Computer II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Beta Reactor Control: Diagnostic System I
Damage Control II
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Large Anti-EM Screen Reinforcer I
Infiltrator II x5
Caldari Navy Antimatter Charge L x12400
Caldari Navy Iridium Charge L x12400
Optimal Range Script x1
Tracking Speed Script x1
Nanite Repair Paste x200
- All the required skills for damage dealers
- Power Grid Management V (see notes)
- Medium Drone Operation V (see notes)
- This fit will require Power Grid Management V, alternatively Weapon Upgrades V and Advanced Weapon Upgrades I or a +1% power grid implant. With both Power Grid Management V and Advanced Weapon Upgrades II you can skip the power diagnostic in favour of another magnetic field stabilizer or a tracking enhancer.
- If you cannot field Infiltrator II drones, bring a flight of Acolyte II drones and some Light Armor Maintenance Bot I drones instead.
- Script the Tracking Computer II with the appropriate script based on your range needs.
- With Caldari Battleship IV trained and your resists rigs upgraded to tech two rigs you can drop the Large Shield Extender in favour of another tracking computer or something else to help you apply better damage.
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Prototype 100MN Microwarpdrive I
Federation Navy Stasis Webifier
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Large Anti-EM Screen Reinforcer I
Infiltrator II x5
Void L x12400
Null L x12400
Nanite Repair Paste x200
- All the required skills for damage dealers
- Power Grid Management V (see notes)
- Large Blaster Specialization I
o Large Hybrid Turret V
o Motion Prediction V - Medium Drone Operation V (see notes)
- If you can't use tech two guns, fly the sniper-fit instead.
- This fit will require Power Grid Management V, alternatively Weapon Upgrades V and Advanced Weapon Upgrades I or a +1% power grid implant.
- If you cannot field Infiltrator II drones, bring a flight of Acolyte II drones and some Light Armor Maintenance Bot I drones instead.
- With Caldari Battleship IV trained and your resists rigs upgraded to tech two rigs you can drop the Large Shield Extender in favour of another web to help you apply better damage.
Hyperion
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
Large 'Regard' Remote Capacitor Transmitter
Prototype 100MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Type-D Attenuation Signal Augmentation
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer II
Ogre I x5
Acolyte II x5
Light Armor Maintenance Bot I x5
Federation Navy Antimatter Charge L x13400
Federation Navy Tungsten Charge L x13400
Nanite Repair Paste x200
- All the required skills for damage dealers
- CPU Management V (see notes)
- Capacitor Emission Systems III (see notes)
- Electronics Upgrades I (see notes)
- Heavy Drone Operation III (see notes)
- Remote Armor Repair Systems III
- This fit requires CPU Management V, alternatively Weapon Upgrades V or a +2% CPU implant to fit. It also requires Capacitor Emission Systems III for the capacitor transmitter and Electronics Upgrades I for the signal amplifier.
- If you cannot field Ogres simply fit Infiltrator II drones instead. If you have Geckos, faction ogres or can use Ogre II drones, by all means do.
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Heavy Diminishing Power System Drain I
Prototype 100MN Microwarpdrive I
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer II
Ogre I x5
Infiltrator II x5
Void L x13440
Null L x13440
Nanite Repair Paste x200
- All the required skills for damage dealers
- Large Blaster Specialization I
o Large Hybrid Turret V
o Motion Prediction V - Capacitor Emission Systems III (see notes)
- Medium Drone Operation V (see notes)
- Heavy Drone Operation III (see notes)
- If you can't use tech two guns, fly the sniper-fit instead.
- This fit requires Capacitor Emission Systems III for the energy vampire module.
- If you cannot field Infiltrator II drones, bring a flight of Acolyte II drones and some Light Armor Maintenance Bot I drones instead. If you have Geckos, faction ogres or can use Ogre II drones, by all means do.
- This ship has much lower base shield hit points than other ships. That and in combination with not having the midslots to field a Large Shield Extender II alongside the needed web it ends up having a much lower buffer than other ships and fits.
These ships have stronger base values than their tech one counterparts and often make them more efficient for incursions.
This ship has too many issues to be suitable for headquarter sites, mostly due to the fact it has the slot layout of a predominately armour-tanked ship and the innate capacitor issues of laser ships. While it is possible to compensate for this in vanguard and assault fits, you end up compromising too much for headquarter sites (or forced to use a completely different set of rigs).
As such we do not recommend that people fly this ship for these type of sites. If you want to fly it, check with the fleet commander if he'll make an exception, but don't be surprised if he doesn't.
{{#ifeq:Megathron Navy Issue|Megathron Navy Issue|
Tempest Fleet Issue
Advanced ships and fits
The following ships are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts. There will be no recommended fits for these ships however, for several reasons but mainly the following two:
- They can be fitted in a million and one different ways and each fit has its strengths and weaknesses.
- We do not want to indirectly encourage people to fly these ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships. By the time you are ready to fly them, you will already know enough to figure out how to fit them properly.
Pirate Faction Battleships
These ships are good ships all around, regardless of which type of site you do. Their slot layout is good, plenty of midslots, their ship bonuses are often purely offensive, making them ideal for incursions where tanking bonuses are highly overrated.
Strategic Cruisers
Being cruiser hulls some strategic cruisers suffer from the same ailments as other ships with medium weaponry, but the Legion and the Loki stand out. The Tengu does surprisingly well, especially when railgun-fit.
Command Ships
Very few Command Ships have the range and utility needed to make them good for incursions in general, suffering the same problems as most ships with medium weaponry. Apart from the Vulture they lack the range to tank and snipe effectively, so having more than a few of these would limit the fleet's ability.
Faction and deadspace modules
There are many ways to use faction and deadspace modules to vastly improve the efficiency of your incursion ship. Some of these modules are cheap and might not be too much of a concern, but others are worth quite a bit of ISK and a second thought is warranted if you consider getting them. The cost of improving your efficiency rises exponentially as well, so while the first round of upgrades might be very cost-efficient, taking it one step further will quickly put you in a position where you're literally throwing ISK away for minor improvements.
Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot and potentially a lowslot as well. But a faction tracking computer or a sensor booster might make sense for public fleets built to compete, but for our community that is hardly a worthwhile investment.