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m →Fitting principles: Emphasis on the preparing page being our recommendation, not necessarily that of all communities. |
Reworked the implants and module upgrades into a new section about upgrade priorities. |
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Going for the most efficient setup is of course always going to be the strongest way to do it, but sometimes you have to be practical. In our case, within our community, we factor in flexibility and cost a lot more. We want our members to be able to use the same ship for any type of site without having to resort to spending billions on faction and deadspace modules. That doesn't stop people who want to from doing it, but it does mean that some of our recommended fits will differ quite a lot from that of public communities. | Going for the most efficient setup is of course always going to be the strongest way to do it, but sometimes you have to be practical. In our case, within our community, we factor in flexibility and cost a lot more. We want our members to be able to use the same ship for any type of site without having to resort to spending billions on faction and deadspace modules. That doesn't stop people who want to from doing it, but it does mean that some of our recommended fits will differ quite a lot from that of public communities. | ||
{{clear}} | {{clear}} | ||
== Determining a proper tank == | == Determining a proper tank == | ||
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Further down this page you'll see examples of this with the advanced setups, if you pay attention to the normal resist profiles vs the resist profile with offgrid boosts. The EM-rig setup for vanguards for example has a deceptively low EM/thermal resist, averaging around 62% instead of the recommended 70%. This would suggest nearly +30% more damage taken from turret damage, as your resists are almost 9% lower (see the graph above). But due to less stacking penalties that setup ends up having roughly 69% average EM/thermal resists after boosts which is fairly close to the 72% of our recommended fits and will eventually only take +10% more damage from turrets, while taking torpedoes just fine. | Further down this page you'll see examples of this with the advanced setups, if you pay attention to the normal resist profiles vs the resist profile with offgrid boosts. The EM-rig setup for vanguards for example has a deceptively low EM/thermal resist, averaging around 62% instead of the recommended 70%. This would suggest nearly +30% more damage taken from turret damage, as your resists are almost 9% lower (see the graph above). But due to less stacking penalties that setup ends up having roughly 69% average EM/thermal resists after boosts which is fairly close to the 72% of our recommended fits and will eventually only take +10% more damage from turrets, while taking torpedoes just fine. | ||
= Upgrade priorities = | |||
There are a lot of ways to spend ISK on your incursion character in order to improve your performance, be that '''buying a pirate faction battleship''', getting '''faction and deadspace modules''' or '''injecting implants''' into your head. Some of these options are more effective than others, so before you start ''"throwing ISK at the problem"'' with wild abandon ... take a moment to consider your options. | |||
== Buying a pirate faction battleship == | |||
In almost all cases, upgrading your hull should be your first goal if you're looking to invest more ISK. While faction and deadspace modules are great, pirate faction hulls often give superior bonuses without inflating the value of droppable modules fit to your ship. For the most part it's a matter of certain pirate faction battleships having double damage bonuses and powerful role bonuses instead of having an offensive and a defensive one, plus much better overall ship stats. | |||
Below is a list of some of the differences (relevant to incursions) for a [[Vindicator]] compared to a Hyperion and a [[Machariel]] compared to a Maelstrom. The same kind of vast improvement is found when upgrading to [[Nightmare]] as well, even though it doesn't have a direct tech one ship to compare it to. | |||
{| class="wikitable" style="font-size:90%;" | |||
! style="background-color:#222222;" | Improvements | |||
! style="background-color:#222222;" | Hyperion → Vindicator | |||
! style="background-color:#222222;" | Maelstrom → Machariel | |||
|- | |||
| {{icon|turret new|24}} Effective turrets<small> <ref name="turrets">'''Effective turrets''' is a measure of raw turrets modified by rate of fire or damage bonuses of the hulls as well as role bonuses.</ref></small> | |||
| {{co|lightgreen|+22,2% more damage}} | |||
| {{co|lightgreen|+9,4% more damage}} | |||
|- | |||
| {{icon|tracking|24}} Tracking speed | |||
| {{co|lightgreen|+37,5% more tracking}} | |||
| {{co|grey|Similar}} | |||
|- | |||
| {{icon|range|24}} Turret falloff | |||
| {{co|grey|Similar}} | |||
| {{co|lightgreen|+50% more falloff}} | |||
|- | |||
| [[image:Icon capacitor capacity.png|24px|link=]] Capacitor recharge<small> <ref name="cap">'''Peak recharge''' is a measure of capacitor capacity / capacitor recharge time * 2,5 (peak coefficient). See [[Capacitor_Recharge_Rate|capacitor recharge rate]] for more information.</ref></small> | |||
| {{co|lightgreen|+14,3% capacitor recharge}} | |||
| {{co|lightgreen|+4,7% capacitor recharge}} | |||
|- | |||
| {{icon|shield|24}} Shield hit points | |||
| {{co|lightgreen|+16,7% more shield hp}} | |||
| {{co|lightgreen|+16,5% more shield hp}} | |||
|- | |||
| {{icon|sig|24}} Signature | |||
| {{co|lightgreen|17,5% smaller signature}} | |||
| {{co|lightgreen|23,9% smaller signature}} | |||
|- | |||
| {{icon|range|24}} Targeting range | |||
| {{co|lightgreen|20,8% longer lock range}} | |||
| {{co|grey|Similar}} | |||
|- | |||
| [[image:icon_drones.png|24px|link=]] Drone capacity | |||
| {{co|crimson|-25 m3 drone bay}} | |||
| {{co|lightgreen|+25 m3 drone bay}} | |||
|- | |||
| {{icon|sensor resolution|24}} Scan resolution | |||
| {{co|crimson|-9,1% scan resolution}} | |||
| {{co|lightgreen|+38,9% scan resolution}} | |||
|- | |||
| [[image:icon_warp_speed.png|24px|link=]] Warp speed | |||
| {{co|grey|Similar}} | |||
| {{co|lightgreen|+1 AU/s warp speed}} | |||
|- | |||
| {{icon|inertia|24}} Inertia | |||
| {{co|lightgreen|+29,7% more agile}} | |||
| {{co|lightgreen|+29,4% more agile}} | |||
|} | |||
<small><references/></small> | |||
== 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 or downright required (like the '''Federation Navy Stasis Webifier'''), 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. | |||
==== What do you get in return? ==== | |||
To put this into perspective you need to factor in [[stacking penalties]]. If you're just using one module to a given effect, it's easy to calculate and see the difference, but when you have more intricate combinations where things end up 2nd, 3rd, 4th or 5th in the stacking hierarchy, it might be a little harder to see what you get out of it. | |||
==== Worthwhile investments ==== | |||
Here's a list of some modules that are worth upgrading. While some give a larger effect, they all contribute enough to warrant their cost. That said, just because the A-type is very efficient doesn't mean everyone should get one, as you can often get by with a B- or even a C-type for certain fits. At the same time, even though faction damage modules give a relatively small increase, they are often worth it because there is nothing better to use and every scrap of increased damage helps. | |||
{| class="wikitable" style="font-size:90%;" | |||
! style="background-color:#222222;" | Module | |||
! style="background-color:#222222;" | Benefit | |||
|- | |||
| style="padding:0px;" | [[image:Icon_hardener_adaptive_deadspace.png|64px|link=]] | |||
| 1 x {{co|mediumslateblue|Pithum C-Type Adaptive Invulnerability Field}} is {{co|lightgreen|35,42%}} stronger than an {{co|grey|Adaptive Invulnerability Field II}} (top of the hierarchy<small> <ref name="top">The modules are on the top, meaning the first module gets 100% effect, second 86,9%, third 57,1% all according to normal [[stacking penalties|stacking penalty rules]].</ref></small>)<br>1 x {{co|mediumslateblue|Pithum B-Type Adaptive Invulnerability Field}} is {{co|lightgreen|45,83%}} stronger than an {{co|grey|Adaptive Invulnerability Field II}} (top of the hierarchy<small> <ref name="top"></ref></small>)<br>1 x {{co|mediumslateblue|Pithum A-Type Adaptive Invulnerability Field}} is {{co|lightgreen|46,875%}} stronger than an {{co|grey|Adaptive Invulnerability Field II}} (top of the hierarchy<small> <ref name="top"></ref></small>) | |||
|- | |||
| style="padding:0px;" | [[image:Icon_tracking_computer_faction.png|64px|link=]] | |||
| 1 x {{co|mediumslateblue|Federation Navy Tracking Computer}} is {{co|lightgreen|3,85%}} stronger than a {{co|grey|Tracking Computer II}}.<br>2 x {{co|mediumslateblue|Federation Navy Tracking Computers}} are {{co|lightgreen|7,43%}} stronger (top of the hierarchy<small> <ref name="top"></ref></small>).<br>2 x {{co|mediumslateblue|Federation Navy Tracking Computers}} are {{co|lightgreen|5,97%}} stronger (if you get a link<small> <ref name="link">Remote tracking computers, remote sensor boosters and tech two burst rigs are stronger and thus pushes the modules down to 2nd and 3rd (etc) in the hierarchy, meaning they are both penalized and working at 86,9% and 57,1% respectively (or more if you stack more modules).</ref></small>). | |||
|- | |||
| style="padding:0px;" | [[image:Icon_sensor_booster_faction.png|64px|link=]] | |||
| 1 x {{co|mediumslateblue|Serpentis Sensor Booster}} is {{co|lightgreen|3,12%}} stronger than a {{co|grey|Sensor Booster II}}.<br>2 x {{co|mediumslateblue|Serpentis Sensor Boosters}} are {{co|lightgreen|6,07%}} stronger (top of the hierarchy<small> <ref name="top"></ref></small>).<br>2 x {{co|mediumslateblue|Serpentis Sensor Boosters}} are {{co|lightgreen|5,04%}} stronger (if you get a resebo<small> <ref name="link"></ref></small>). | |||
|- | |||
| style="padding:0px;" | https://image.eveonline.com/Type/15895_64.png | |||
| 1 x {{co|mediumslateblue|Federation Navy Magnetic Field Stabilizer}} is {{co|lightgreen|2,27%}} more effective compared to {{co|grey|Magnetic Field Stabilizer II}}<small> <ref>The same applies to '''Gyrostabilizer II''' and '''Heat Sink II''' modules and their relative strength compared to their faction counterparts.</ref></small><br>4 x {{co|mediumslateblue|Federation Navy Magnetic Field Stabilizers}} are {{co|lightgreen|6,45%}} stronger (top of the hierarchy<small> <ref name="top"></ref></small>).<br>4 x {{co|mediumslateblue|Federation Navy Magnetic Field Stabilizers}} are {{co|lightgreen|4,36%}} stronger (if you have a T2 burst rig)<small> <ref name="link"></ref></small>). | |||
|} | |||
<small><references/></small> | |||
==== Questionable investments ==== | |||
These modules fall into the category of ''"more ISK than sense"'', as they give very little or in some cases no actual improvement. | |||
{| class="wikitable" style="font-size:90%;" | |||
! style="background-color:#222222;" | Module | |||
! style="background-color:#222222;" | Benefit | |||
|- | |||
| style="padding:0px;" | https://image.eveonline.com/Type/15965_64.png | |||
| 1 x {{co|mediumslateblue|Republic Fleet Tracking Enhancer}} is only {{co|crimson|0,46%}} stronger than a {{co|grey|Tracking Enhancer II}}.<br>2 x {{co|mediumslateblue|Republic Fleet Tracking Enhancers}} are only {{co|crimson|0,67%}} stronger (2nd and 3rd in the hierarchy<small> <ref name="stack">'''Tracking Computer''', both local and remote ones from scimitars, that are scripted for tracking are stronger than the tracking bonus from tracking enhancers. So if you have a tracking computer, or two, or an incoming link, the small bonus will be 2nd and 3rd, 3rd and 4th or even 5th and 6nd (suffering harsh [[stacking penalties]]).</ref></small>).<br>2 x {{co|mediumslateblue|Republic Fleet Tracking Enhancers}} are only {{co|crimson|0,41%}} stronger (3rd and 4th in the hierarchy)<small> <ref name="stack"></ref></small>). | |||
|} | |||
<small><references/></small> | |||
== Injecting implants == | |||
There are plenty of hardwiring implants that are useful for incursion runners, with effects ranging from damage projection (tracking, damage or rate of fire) to fitting/support related effects (increased capacitor, powergrid or CPU) and warp speed. The bonuses from implants do not suffer stacking penalties, thus even the +3% variants are quite potent. | |||
The best hardwiring implants (apart from officer implants) come from the [[Loyalty_Points#CONCORD_loyalty_points|CONCORD Loyalty Point]] store and give a +6% bonus but require {{sk|Cybernetics|V}}. Implants are available for all skills and wallets however, ranging from the 1%, 3% and 5% implants of normal LP stores to the CONCORD specific 2%, 4% and 6% implants. | |||
As with all things, do your research and see if it's cheaper to simply buy it off of the market instead of getting it yourself from the LP store. See [[List of Skill Hardwiring Implants|hardwiring implants]] for a full list of available implants. | |||
==== Suitable implants for times of war ==== | |||
Consider having a clone dedicated for doing incursions during peace as well as a cheaper clone you can use during war. | |||
While one shouldn't run around with a head full of expensive implants during war, there are some rather cheap +3% implants you could use even while at war. A set of 4% implants from the CONCORD Loyalty Point store might also be worth considering, they go for 37,5M ISK and 37,5k CONCORD LP each. | |||
==== Recommended implants ==== | |||
{{important note box|The [[EVE University Incursion Community]] doesn't require you to have implants, but some cheap +3% or +4% implants can be used with great effect and only a minor risk.}} | |||
The icon will tell you what effect the implant gives you and the first letter after the - denotes the slot it uses. For example the {{co|slateblue|Motion Prediction MR-703}} implant occupies slot 7 and gives a 3% bonus. The bonus is omitted in this table as people will get different bonuses based on their skills and budget. | |||
{| class="wikitable" style="font-size:90%;" | |||
! style="background-color:#222222;" | {{icon|turret new|24}} Gunnery implants | |||
! style="background-color:#222222;" | [[image:icon_capacitor_capacity.png|24px|link=]] Capacitor implants | |||
|- style="text-align:center;" | |||
| valign="top" style="padding:6px;" nowrap | {{co|coral|'''Motion Prediction MR-7'''}}<small> <ref>For the high-end tracking speed implants, the {{co|coral|'''Ogdin's Eye Coordination Enhancer'''}} implant is often much cheaper than the 6% implant from CONCORD. It only requires {{sk|Cybernetics|III}}.</ref></small> (turret tracking)<br>{{co|coral|'''Gunnery RF-9'''}} (turret rate of fire)<br>{{co|coral|'''Large Projectile Turret LP-10'''}} (damage)<br>{{co|coral|'''Large Energy Turret LE-10'''}} (damage)<br>{{co|coral|'''Large Hybrid Turret LH-10'''}} (damage) | |||
| valign="top" style="padding:6px;" nowrap | {{co|coral|'''Engineering EG-6'''}}<small> <ref name="alt">For people who doesn't need slot 6 for capacitor implants or special implant sets like ascendancies, either the '''Engineering EG-6''' or '''Acceleration Control AC-6''' implants could be useful to help fit for larger assault and headquarter sites.</ref></small> (powergrid)<br>{{co|coral|'''Acceleration Control AC-6'''}}<small> <ref name="alt"></ref></small> (AB/MWD speed)<br>{{co|coral|'''Energy Systems Operation EO-6'''}} (capacitor recharge)<br>{{co|coral|'''Energy Management EM-8'''}} (capacitor capacity)<br>{{co|coral|'''Zor's Custom Navigation Hyper-Link''' [8]}} (AB/MWD speed) | |||
|} | |||
<small><references/></small> | |||
==== Implant sets ==== | |||
Apart from hardwiring implants occupying slot 6 through 10, you can also use special implant sets using slot 1 through 6 (slot 1 through 5 being the usual attribute implant slots). The '''genolution''' set can be used to give various boosts to your ships capabilities while the '''ascendancy''' set (comes in mid- and high-grade variants) only has a niche use in communities flying special doctrines based on improved warp speed. | |||
{| class="wikitable" style="font-size:90%;" | |||
| style="background-color:#222222; text-align:center;" | {{icon|powergrid|24}} '''Genolution set''' (fitting/support) | |||
| style="background-color:#222222; text-align:center;" | [[image:icon_warp_speed.png|24px|link=]] '''Ascendancy set''' (warp speed) | |||
|- style="text-align:center;" | |||
| valign="top" style="padding:6px;" nowrap | {{co|coral|'''Genolution Core Augmentation CA-1''' [1]}} (pg, cap & perception)<br>{{co|coral|'''Genolution Core Augmentation CA-4''' [2]}} (agility, armour & memory)<br>{{co|coral|'''Genolution Core Augmentation CA-3''' [3]}} (velocity, shield & willpower)<br>{{co|coral|'''Genolution Core Augmentation CA-2''' [4]}} (CPU, cap & intelligence) | |||
| valign="top" style="padding:6px;" nowrap | {{co|coral|'''Ascendancy Alpha''' [1]}} (warp speed & perception)<br>{{co|coral|'''Ascendancy Beta''' [2]}} (warp speed & memory)<br>{{co|coral|'''Ascendancy Gamma''' [3]}} (warp speed & willpower)<br>{{co|coral|'''Ascendancy Delta''' [4]}} (warp speed & intelligence)<br>{{co|coral|'''Ascendancy Epsilon''' [5]}} (warp speed & charisma)<br>{{co|coral|'''Ascendancy Omega''' [6]}}<small> <ref>A cheaper alternative is the {{co|coral|'''Eifyr and Co. 'Rogue' Warp Drive Speed WS-618'''}} implant, which is almost as good.</ref></small> (set bonus) | |||
|} | |||
<small><references/></small> | |||
= Battleship setups = | = Battleship setups = | ||
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| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]] 0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]80%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50% | | nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]] 0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]80%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50% | ||
| An {{co|slateblue|EM}} hole. | | An {{co|slateblue|EM}} hole. | ||
|} | |} | ||
<small><references/></small> | <small><references/></small> | ||