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Roles in Incursions: Difference between revisions

From EVE University Wiki
Basic roles for Vanguards: Rewording, skill links etc.
m F comes before H not after W in most alphabets, so figured I'd shove it into its rightful place.
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** Showing drone brackets in space is an easy way to keep an eye on drones. If you have a cluster of drones sitting still near fleet members, those are probably unassisted. Speak up in Mumble if you still see idle drones after recycling your weapons to catch newly assisted ones.
** Showing drone brackets in space is an easy way to keep an eye on drones. If you have a cluster of drones sitting still near fleet members, those are probably unassisted. Speak up in Mumble if you still see idle drones after recycling your weapons to catch newly assisted ones.
* Don't forget to manually control your own drones (or assist them to another damage dealer), they will not automatically follow you since you're the dronebunny.
* Don't forget to manually control your own drones (or assist them to another damage dealer), they will not automatically follow you since you're the dronebunny.
== Fleet Commander ==
''Primary function:''
* Carry out your basic role (preferably a damage dealer).
* Keeping it all together.
* Making sure all roles are filled.
* Be the single voice of command when needed.
''Requirements:''
* A working mic.
* Fairly good at multitasking.
* Knowledgeable about Incursions (or have a backup who is, if you're in training).
* Decisive (be able to make a decision, not necessarily the best, in any kind of timely fashion).
<p>'''<font size=2>Ways to improve</font>'''</p>
* Delegate what you don't need to do yourself, so you can focus on the rest.
* Be proactive to prevent things from spiralling out of control.
* Be decisive, make clear commands and target calls.
* Repeat important commands.
* Require confirmation for separate commands (like ore runner, specific drone targets etc).
* Always know your fleet composition (engagement range, emergency energy transfers and maintenance drones, offgrid boosts etc) so you can make educated decisions.
* Know your enemy (differences between the NPCs, what they can do, what danger they pose).
* Some ships are easier to hit than others (signature, resists, speed and prefered orbit). Tamas for example as much easier to hit than Schmaeels, Renyns and Eysturs. Romis, while having higher resists, are easier to hit than the close orbiting Augas, but at the same time the Augas come closer and if sufficiently webbed can be taken down much faster.
* Decide whether you want to reduce the DPS as soon as possible or if you'd rather want each ship to fire at the most suitable ship in order to be as effective as possible in the long run.
* Don't forget the broadcast target functionality for when you want people to focus on a specific target with short notice or out of sequence. It is usually faster and easier to do it like that, instead of (re)tagging.
** A good example of that is the ''"Slave"'' or ''"Citizen"'' NPC in the fourth wave of the assault-site [[Nation Commander Stronghold]].
* For a more comprehensive guide to leading an incursion fleet, see [[Anatomy of Incursions]].


== Hacker/Scout ==
== Hacker/Scout ==
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* Make sure people are aligned.
* Make sure people are aligned.
* Make sure you get paid before warping the fleet out, unless it's an emergency.
* Make sure you get paid before warping the fleet out, unless it's an emergency.
== Fleet Commander ==
''Primary function:''
* Carry out your basic role (preferably a damage dealer).
* Keeping it all together.
* Making sure all roles are filled.
* Be the single voice of command when needed.
''Requirements:''
* A working mic.
* Fairly good at multitasking.
* Knowledgeable about Incursions (or have a backup who is, if you're in training).
* Decisive (be able to make a decision, not necessarily the best, in any kind of timely fashion).
<p>'''<font size=2>Ways to improve</font>'''</p>
* Delegate what you don't need to do yourself, so you can focus on the rest.
* Be proactive to prevent things from spiralling out of control.
* Be decisive, make clear commands and target calls.
* Repeat important commands.
* Require confirmation for separate commands (like ore runner, specific drone targets etc).
* Always know your fleet composition (engagement range, emergency energy transfers and maintenance drones, offgrid boosts etc) so you can make educated decisions.
* Know your enemy (differences between the NPCs, what they can do, what danger they pose).
* Some ships are easier to hit than others (signature, resists, speed and prefered orbit). Tamas for example as much easier to hit than Schmaeels, Renyns and Eysturs. Romis, while having higher resists, are easier to hit than the close orbiting Augas, but at the same time the Augas come closer and if sufficiently webbed can be taken down much faster.
* Decide whether you want to reduce the DPS as soon as possible or if you'd rather want each ship to fire at the most suitable ship in order to be as effective as possible in the long run.
* Don't forget the broadcast target functionality for when you want people to focus on a specific target with short notice or out of sequence. It is usually faster and easier to do it like that, instead of (re)tagging.
** A good example of that is the ''"Slave"'' or ''"Citizen"'' NPC in the fourth wave of the assault-site [[Nation Commander Stronghold]].
* For a more comprehensive guide to leading an incursion fleet, see [[Anatomy of Incursions]].


= Unpaid roles and tipping =
= Unpaid roles and tipping =