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Anatomy of Incursions: Difference between revisions

From EVE University Wiki
m Know your fleet: Added some info on engagement range, short and long weapons as well as a note on damage dealers with ascendancy sets.
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Without knowing these things you can't really make a good decision on how to tackle a site, because you'll need to put that into the context of the site you're doing and the challenges in it. The differences in spawns can make certain tactics very viable, or next to useless.
Without knowing these things you can't really make a good decision on how to tackle a site, because you'll need to put that into the context of the site you're doing and the challenges in it. The differences in spawns can make certain tactics very viable, or next to useless.
==== {{icon|range|32}}  Engagement ranges ====
In vanguards there will be a lot of small ships that orbit close, with only a few larger ships and they all spawn well within 70 - 75 km. The major engagement ranges for these kind of sites are of the 15 - 25 km range and the odd 60 - 65 km range for the '''Mara Paleo'''. For assaults and headquarters there will be fewer small ships and more large ships that initially spawn much further out. The engagement range for these sites vary a bit more, with brawlers engaging anywhere from 0 - 15 km and the rest at 20 - 25 km, 35 - 45km and 60+ km.
==== {{icon|turret new|32}} Short and long range weaponry ====
Regardless of what type of site you'll be running, you'll need to ensure that you can handle both ships that orbit close and ships that orbit further out. In vanguards the emphasis is much higher on tracking and webs to deal with the myriad of small agile frigates, whereas for assaults and headquarters the emphasis is on projection.
In general you get the best performance by carefully balancing your short and long range capabilities, tailored to the type of sites you use. That way you can ensure that your entire fleet is more or less constantly applying good damage throughout the entire site, improving your overall fleet performance.
Since all the warp disruption capable ships orbit close, and usually frigate-sized, coupled with the fact that we cater to low-skilled pilots in cost-efficient ships during wartime, we focus on short range weapons and lots of webs in vanguards. That way we can always ensure that we can kill anything that warp disrupts or does high damage, if we need to [[Anatomy_of_Incursions#Facilitating_a_controlled_warp-out|facilitate a controlled warp-out]]. It also allows us to be a lot more inclusive, since we wouldn't have to worry about replacing specific ships when people drop, but can take anyone from the waitlist regardless which ship they fly and what skills they have (barring having enough logistics of course).
==== [[image:icon_warp_speed.png|32px|link=]] Warp speeds ====
==== [[image:icon_warp_speed.png|32px|link=]] Warp speeds ====
Not only do ships align faster or slower depending on their hulls and the skills of the pilot, they also accelerate into and warp faster or slower based on their hulls. This is important to be aware of when you're using acceleration gates as logistics enter the site much faster than the slower battleships.
Not only do ships align faster or slower depending on their hulls and the skills of the pilot, they also accelerate into and warp faster or slower based on their hulls. This is important to be aware of when you're using acceleration gates as logistics enter the site much faster than the slower battleships.
On top of that, some of our pilots fly with communities who use '''ascendancy implants''' and '''hyperspatial rigs''' increasing their warp speeds above and beyond the speed of logistics. Keep that in mind and have logistics align with the rest of the fleet if that is the case, so they don't arrive too late on grid.
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{{icon|shield|24}} +15% shield hit points<br>
{{icon|shield|24}} +15% shield hit points<br>
[[image:icon_resists.png|24px|link=]] +5-10% increased resists<small>&nbsp;<ref>While the siege link boosting resists is a set value, the practical effect normally varies from at least +5% up to as much as +10% depending on how many modules the recipient of the link has that effects resists (like hardeners, amplifiers and resist rigs).</ref></small><br>
[[image:icon_resists.png|24px|link=]] +5-10% increased resists<small>&nbsp;<ref>While the siege link boosting resists has a max value of almost +26% and is a set value, the practical effect normally varies from at least +5% up to as much as +10% depending on how many modules the recipient of the link has that effects resists (like hardeners, amplifiers and resist rigs).</ref></small><br>
[[image:icon_shield_glow.png|24px|link=]] +30-50% effective shield hit points<small>&nbsp;<ref>The combined effect of the increased shield buffer and resists can be anywhere between +30% up to as much as +50% more effective shield hit points.</ref></small><br>
[[image:icon_shield_glow.png|24px|link=]] +30-50% effective shield hit points<small>&nbsp;<ref>The combined effect of the increased shield buffer and resists can be anywhere between +30% up to as much as +50% more effective shield hit points.</ref></small><br>
{{icon|sig|24}} -35% signature radius<br>
{{icon|sig|24}} -35% signature radius<br>