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Anatomy of Incursions: Difference between revisions

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If you have four logistics, you’ll be able to repair a fellow logistics at 75% strength (the other three logistics will be able to rep you). When you drop to just two logistics, your efficiency drops to 50% repping power. You’re losing half your repping power at that point, while simultaneously forcing your remaining logistics pilot to commit more reppers at any given point (adding to the time it takes to switch reps from one target to another). Just turn it around and imagine taking half the tank off from a ship in the fleet, nobody would ever suggest that. To mitigate this problem in vanguards, where more than two logistics is overkill if you have offgrid boosts, we utilize secondary repping from remote shield boosters and shield maintenance bots on regular damage dealers (to be used in case of an emergency).
If you have four logistics, you’ll be able to repair a fellow logistics at 75% strength (the other three logistics will be able to rep you). When you drop to just two logistics, your efficiency drops to 50% repping power. You’re losing half your repping power at that point, while simultaneously forcing your remaining logistics pilot to commit more reppers at any given point (adding to the time it takes to switch reps from one target to another). Just turn it around and imagine taking half the tank off from a ship in the fleet, nobody would ever suggest that. To mitigate this problem in vanguards, where more than two logistics is overkill if you have offgrid boosts, we utilize secondary repping from remote shield boosters and shield maintenance bots on regular damage dealers (to be used in case of an emergency).


To be safe, an incursion fleet should be able to warp into a site, have one of their logistics take full aggro and still be able to keep that logistics alive indefinitely. Other communities might go with a more practical solution of having just enough logistics and focus more on your offensive capabilities. Similar to how mission runners can go for more gank over tank and survive, you can do the same in incursions. Our community focuses on security over completion times however.
To be safe, an incursion fleet should be able to warp into a site, have one of their logistics take full aggro and still be able to keep that logistics alive indefinitely. Other communities might go with a more practical solution of having just enough logistics and focus more on your offensive capabilities. Similar to how mission runners can go for more gank over tank and survive, you can do the same in incursions. However, our community focuses on the safety of its members over site completion times.


== Know your fleet ==
== Know your fleet ==
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For [[Incursion_sites#Assault_sites|assaults]] the need for webs are almost confined to making sure the dronebunny has one or two and that you have a couple more webs for slowing down '''Romis'''.
For [[Incursion_sites#Assault_sites|assaults]] the need for webs are almost confined to making sure the dronebunny has one or two and that you have a couple more webs for slowing down '''Romis'''.


For [[Incursion_sites#Headquarter_sites|headquarters]], especially for fleets using webbing tactics to hold down ships where they spawn, it all boils down to having enough webs to get the job done. Depending on how their ships are fit, they usually have room for one or two webs. Obviously, the more webs per brawler the better, but you'd want at least 15+ vindicator webs to ensure that you can lock the spawns down.
For [[Incursion_sites#Headquarter_sites|headquarters]], especially for fleets using webbing tactics to hold down ships where they spawn, it all boils down to having enough webs to get the job done. Depending on how their ships are fit, they usually have room for one or two webs. Obviously, the more webs per brawler the better, but you'd want at least 15 vindicator webs to ensure that you can web the spawns down into a convenient kill box.


==== {{icon|range|32}}  Engagement ranges ====
==== {{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.
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 ====
==== {{icon|turret new|32}} Short and long range weaponry ====
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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.
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 [[#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).
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 [[#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 (provided the fleet has enough logistics ships).
 
In assault and headquarter sites it is important to remember that the engagement range of the Sansha rats is quite varied, this leads to a clear separation of the DPS role into both Sniper and Brawler sub-categories. In these situations the snipers engage the targets at longer ranges (over 30km) and the brawlers use there webs to create a kill-box and engage targets at short range (under 20km).


==== [[image:icon_warp_speed.png|32px|link=]] Warp speeds ====
==== [[image:icon_warp_speed.png|32px|link=]] Warp speeds ====
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| <div style="width:207px;background-color:indigo; font-size:80%"><div style="width:154px;background-color:darkslateblue">&nbsp;</div></div>
| <div style="width:207px;background-color:indigo; font-size:80%"><div style="width:154px;background-color:darkslateblue">&nbsp;</div></div>
|-
|-
| rowspan="7" | [[image:icon_drone_bandwith.png|40px|Shield Maintenance Bots]]
| rowspan="9" | [[image:icon_drone_bandwith.png|40px|Shield Maintenance Bots]]
| 5 x Heavy Shield Maintenance Bot II
| 5 x Heavy Shield Maintenance Bot II
| style="text-align:right;" | 90 hp/s
| style="text-align:right;" | 90 hp/s
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| style="text-align:right;" | 75 hp/s
| style="text-align:right;" | 75 hp/s
| <div style="width:150px;background-color:DarkSlateBlue; font-size:80%">&nbsp;</div>
| <div style="width:150px;background-color:DarkSlateBlue; font-size:80%">&nbsp;</div>
|-
| 4 x Heavy Shield Maintenance Bot II<small>&nbsp;<ref>Standard setup for a [[Vindicator]] is to use 5 light DPS droens 4 heavy shield maintenance bots.</ref></small>
| style="text-align:right;" | 72 hp/s
| <div style="width:144px;background-color:DarkSlateBlue; font-size:80%">&nbsp;</div>
|-
| 4 x Heavy Shield Maintenance Bot I
| style="text-align:right;" | 60 hp/s
| <div style="width:120px;background-color:DarkSlateBlue; font-size:80%">&nbsp;</div>
|-
|-
| 5 x Medium Shield Maintenance Bot II
| 5 x Medium Shield Maintenance Bot II
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<small>&nbsp;&nbsp;&nbsp;&nbsp;Legend: &nbsp;<font color="DarkSlateBlue">&#9608;</font> Base repair amount &nbsp;<font color="SlateBlue">&#9608;</font> Ship bonuses &nbsp;<font color="indigo">&#9608;</font> Siege warfare link bonus
<small>&nbsp;&nbsp;&nbsp;&nbsp;Legend: &nbsp;<font color="DarkSlateBlue">&#9608;</font> Base repair amount &nbsp;<font color="SlateBlue">&#9608;</font> Ship bonuses &nbsp;<font color="indigo">&#9608;</font> Siege warfare link bonus
<references/></small>
<references/></small>
Please note that Light Shield Maintenance Bots have been know to be bugged and occasionally not provide actual reps so when possible it is best to avoid using them in favor of medium or heavy maintenance bots as they are unaffected by this bug.


==== {{icon|warfare links|32}} Offgrid boosts ====
==== {{icon|warfare links|32}} Offgrid boosts ====
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| valign="top" |
| valign="top" |
{{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 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_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). See [[Stacking_penalties]] for more information</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>
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==== {{icon|x|32}} Running without offgrid boosts ====
==== {{icon|x|32}} Running without offgrid boosts ====
{{note box|Running without boosts is not recommended as you lose a considerable amount of buffer and safety. That said, it's certainly doable for vanguards if you understand and compensate for the weaker position your fleet will be in.}}
{{note box|Running without boosts is NOT recommended as you lose a considerable amount of buffer and safety. That said, it is doable for vanguards if you understand and compensate for the weaker position your fleet will be in.}}
If you choose to run [[Incursion sites#Vanguard sites|vanguard sites]] without boosts, you'll need to keep in mind and compensate for not having the boosts listed above. Practically this means that you need to adjust your approach to site running.
If you choose to run [[Incursion sites#Vanguard sites|vanguard sites]] without boosts, you'll need to keep in mind and compensate for not having the boosts listed above. Practically this means that you need to adjust your approach to site running.
* Use three logistics pilots and remember that they will be much slower to shift their reps over due to much longer cycles.
* Use three logistics pilots and remember that they will be much slower to shift their reps over due to much longer cycles.
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It doesn't matter if you're calling target, calling for aligns or something else entirely; Always issue commands with a clear voice and repeat the command if it is really important. If possible, have keywords like ''"Fleet"'' (everyone), ''"Battleships"'' (mostly for align or warp purposes), ''"DD"'' (usually non-snipers excluding the dronebunny), ''"Snipers"'', ''"Logistics"'', ''"Dronebunny"'' or something similar, then follow up with the actual command. For example, ''"Battleships ... align down the gate"'', ''"Logistics ... L up"'', a series of ''"Snipers ... Anthem Neos are primary"'', ''"DD ... Augas are primary, then Deltole"'' and ''"Dronebunny ... go for the Tamas"'' or ''"Fleet ... align to broadcast, drones in."''.
It doesn't matter if you're calling target, calling for aligns or something else entirely; Always issue commands with a clear voice and repeat the command if it is really important. If possible, have keywords like ''"Fleet"'' (everyone), ''"Battleships"'' (mostly for align or warp purposes), ''"DD"'' (usually non-snipers excluding the dronebunny), ''"Snipers"'', ''"Logistics"'', ''"Dronebunny"'' or something similar, then follow up with the actual command. For example, ''"Battleships ... align down the gate"'', ''"Logistics ... L up"'', a series of ''"Snipers ... Anthem Neos are primary"'', ''"DD ... Augas are primary, then Deltole"'' and ''"Dronebunny ... go for the Tamas"'' or ''"Fleet ... align to broadcast, drones in."''.


The use of keywords will make it clear that you're issuing an order and to whom. This helps people realize a command is about to be given, especially if you have open comms allowing people to talk and ask questions while you're running sites. Use existing ''"Break, break!"'' or ''"Check, check!"'' keywords to get people to stop talking if you need to. Put yourself as prioritized speaker, if you own the channel, just in case someone doesn't. When you give orders to sub-groups of your fleet, have them confirm orders if need be, even if it's just a simple ''"Ok"'', ''"Copy"'' or ''"Roger"''.
The use of keywords will make it clear that you're issuing an order and to whom. This helps people realize a command is about to be given, especially if you have open comms allowing people to talk and ask questions while you're running sites. Use existing ''"Break, break!"'' or ''"Check, check!"'' keywords to get people to stop talking if you need to. If possible put yourself as prioritized speaker just in case someone doesn't stop talking. When you give orders to sub-groups of your fleet, have them confirm orders if need be, even if it's just a simple ''"Ok"'', ''"Copy"'' or ''"Roger"''.


In the example above, calling ''"DD ... Augas are primary, then Deltole"'' that would let the tagger know what to tag and all the damage dealers know what to lock up while waiting for tags. This is especially helpful if you're commanding a fleet as a logistics pilot and someone else tags, or when doing larger sites where tagging is delegated to each group's commander.
In the example above, calling ''"DD ... Augas are primary, then Deltole"'' that would let the tagger know what to tag and all the damage dealers know what to lock up while waiting for tags. This is especially helpful if you're commanding a fleet as a logistics pilot and someone else tags, or when doing larger sites where tagging is delegated to each group's commander.
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Give people enough commands to know what to do and hit the ground running when they land on grid, but avoid overdoing it. No need to add commands for the entire wave right away, get people started, then amend target calls with secondary or tertiary targets once people have started shooting. The key is to give them enough targets to fill up their pre-locks, so they have secondary targets locked already when the primary goes down.
Give people enough commands to know what to do and hit the ground running when they land on grid, but avoid overdoing it. No need to add commands for the entire wave right away, get people started, then amend target calls with secondary or tertiary targets once people have started shooting. The key is to give them enough targets to fill up their pre-locks, so they have secondary targets locked already when the primary goes down.
== Stay calm ==
== Stay calm ==
People who get nervous or worked up tend to miss details or end up with butterfingers doing what they shouldn't be doing. This is true for everyone and the fleet commander sets the tone for most of this. Don't make rash, split-second decisions. Instead, take that extra second or two and consider your options, in the end that will serve you better. That said, it is important to make a decision, a clear and concise decision, so the fleet knows what to do. The longer you wait, the higher the chance someone will panic and do something stupid, potentially risking the entire fleet.
People who get nervous or worked up tend to miss details or end up with butterfingers doing what they shouldn't be doing. This is true for everyone and the fleet commander sets the tone for most of this. Don't make rash, split-second decisions. Instead, take that extra second or two and consider your options, in the end that will serve you better. It is important to make a decision that you believe is best for the safety and well being of the fleet, don't worry about maybes or what-ifs, act and give commands to the best of your abilities that will keep your fleet safe. The longer you wait, the higher the chance someone will panic and do something stupid, potentially risking the entire fleet.
== Be in control ==
== Be in control ==
Keep things under control in your fleet. Make sure people know what they are supposed to do, don't hesitate to repeat important orders just in case. It's better some people get annoyed by the repetitiveness than for some people to sit around wondering what to do. Don't be afraid to call people out and ask them direct questions. Fleet security takes priority over stepping on people's toes.
Keep things under control in your fleet. Make sure people know what they are supposed to do, don't hesitate to repeat important orders just in case. It's better some people get annoyed by the repetitiveness than for some people to sit around wondering what to do. Don't be afraid to call people out and ask them direct questions. Fleet security takes priority over stepping on people's toes.