Difference between revisions of "Vanguard Incursion fits"
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− | | valign="middle" | These fits are tailored in order to get a solidly tanked ship – with a good level of performance – for you to begin running incursions. However, there is room for individual taste and preference. | + | | valign="middle" | These fits are tailored in order to get a solidly tanked ship – with a good level of performance – for you to begin running incursions. However, there is room for individual taste and preference. See the [[Ship progression in Incursions|ship progression]] page as well as the [[fitting principles#Upgrade_priorities|upgrade priorities]] section of the '''fitting principles''' page for more guidance on progression in terms of ship upgrades and fits as well as skills. |
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Revision as of 18:49, 6 October 2015
Incursion links |
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General |
Advanced |
EVE University |
Preparations |
Fittings |
Guides |
The information presented here represents how we do things in the EVE University Incursion Community. It does not represent the best or only way to run Incursions. We make some compromises when it comes to efficiency for the sake of additional safety to create an environment where anyone can step up and learn a new role. |
Vanguard fittings
The Vanguard fits used by the Incursion Community focus around engaging the frigate and cruiser enemies in Vanguard sites. As a general recap of the theory, Vanguard sites have fairly low damage output compared to other incursion sites, but require high tracking to make large weapons useful. As such, you often have the luxury of reducing your buffer somewhat (again, compared to HQs and other sites) in favour of more utility modules which can increase damage output.
It is recommended that you visit this page after reading Preparing for Incursions and Fitting principles. These articles will guide you to a fuller understanding of how the modules in the fits below work, and together, meet the task of engaging small ships effectively. These articles also detail the theory and reasoning behind the fittings below, and additional information such as what skills are needed, what implants are recommended and the like, is also placed there.
Finally, the four guidelines below are vital to the success of the fleet. Please bear them in mind when fitting your first ship.
Shields focus
Bring Lyavite
All the fits have had their ammo adjusted to make sure they have room for a stack of Lyavite (255 units, 306 m3 worth of cargo space), so before you undock to join the fleet, make sure you have a stack with you (see acquisition for information on how to get some). One stack is used per site, so everyone must carry a stack. The lyavite is jettisoned during the site and given to the logistics runner, who use it to finish the Nation Mining Colony site (only this vanguard site needs it). |
Don't compromise these 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
These fits are tailored in order to get a solidly tanked ship – with a good level of performance – for you to begin running incursions. However, there is room for individual taste and preference. See the ship progression page as well as the upgrade priorities section of the fitting principles page for more guidance on progression in terms of ship upgrades and fits as well as skills. |
All fits use Miranda's template. One of the advantages with the fitting template is that it is compatabile with the ingame browser. If you view this page there, 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 fit window complete with which and how much ammunition to bring, what drones to use and any scripts you need for your modules. Be sure to read the SKILLS and NOTES section as well, they contain valuable information about the fit and if there are any common tweaks you could do. Note to editors: if you wish to edit them, they are most easily converted by Pehuen's parser.
Minimum fits
These fits are minimum fits, able to contribute to fleet efficiency. The logistics are cap stable under minimum skills (but please check to be sure), while the battleships bring decent damage and 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 you see here may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. If you have a substantially similar incursions rig that is already attached to your ship, please do not feel obliged to switch those incursion rigs out in order to run with us.
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
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Experimental 10MN Afterburner I
Cap Recharger II
Cap Recharger II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Medium Ancillary Current Router I
Medium Capacitor Control Circuit I
Light Shield Maintenance Bot I x1
Medium Shield Maintenance Bot I x4
- All the required skills for logistics
- 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.
- The second invulnerability field is mostly to compensate for low overall support skills, such as Shield Management and navigation skills which indirectly influences how much damage you take.
- Train into the recommended fit below as soon as possible.
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
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Power Diagnostic System II
Medium Ancillary Current Router II
Medium Capacitor Control Circuit II
Light Shield Maintenance Bot I x1
Medium Shield Maintenance Bot I x4
- When you get a little bit of experience and better support skills, 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.
- Consider training into the advanced fit below as soon as possible.
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, Tracking Speed Script
Remote Tracking Computer II, Optimal Range Script
Remote Tracking Computer II, Optimal Range Script
Capacitor Power Relay II
Capacitor Power Relay II
Capacitor Power Relay II
Power Diagnostic System II
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 x1
Optimal Range Script x1
- 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)
- Shield Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one shield bots while you're training.
- 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.
- Only one of the logistics need the Afterburner, one of the logi can replace it with an additional Remote Tracking Computer.
Basilisk
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large S95a Remote Shield Booster
Large 'Regard' Remote Capacitor Transmitter
Large 'Regard' Remote Capacitor Transmitter
Adaptive Invulnerability Field II
EM Ward Field II
Large Shield Extender II
Experimental 10MN Afterburner I
Remote Tracking Computer II
Damage Control II
Reactor Control Unit I
Medium Ancillary Current Router I
Medium Core Defense Field Extender I
Light Shield Maintenance Bot I x5
Tracking Speed Script x1
Optimal Range Script x1
- All the required skills for logistics
- 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.
- Train into the recommended fit below as soon as possible.
Large Remote Shield Booster II
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
Adaptive Invulnerability Field II
EM Ward Field II
Republic Fleet Large Shield Extender
Experimental 10MN Afterburner I
Remote Tracking Computer II
Damage Control II
True Sansha Power Diagnostic System
Medium Core Defense Field Extender II
Medium Ancillary Current Router II
Light Shield Maintenance Bot I x5
Tracking Speed Script x1
Optimal Range Script x1
- All the required skills for logistics
- Power Grid Management V
- CPU Management V
- Shield Rigging IV (optional)
o Jury Rigging III (prerequisite)
- The rigging skill isn't strictly needed but is still useful in reducing the 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.
- Consider training into the advanced fit below as soon as possible.
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large Remote Shield Booster II
Large S95a Remote Shield Booster
Large 'Regard' Remote Capacitor Transmitter
Adaptive Invulnerability Field II
Caldari Navy EM Ward Field
Republic Fleet Large Shield Extender
Experimental 10MN Afterburner I
Remote Tracking Computer II
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
Optimal Range Script x1
Tracking Speed Script x1
- All the required skills for logistics
- Power Grid Management V
- CPU Management V
- [[Skills:Logistics V]]
- Capacitor Systems Operation V
- Shield Rigging IV (optional)
o Jury Rigging III (prerequisite)
- The rigging skill isn't strictly needed but is still useful in reducing the penalties.
- Shield Maintenance Bot II drones are nice but not critical, so feel free to use this fit with tech one shield bots while you're training.
- Always carry a spare remote capacitor transmitter with you in case the next replacement needs two transmitters to remain cap stable.
- 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.
Battleships
Battleships bring enough utility midslots for sensor boosters, webs and potentially tracking computers and sometimes even utility highslots and their large weaponry offer the necessary damage projection.
Maelstrom
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
Sensor Booster II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
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 I
Medium Shield Maintenance Bot I x5
Acolyte II x10
Scan Resolution Script x1
Republic Fleet EMP L x9700
- All the required skills for damage dealers
- With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a second Tracking Enhancer II.
- If there are enough webs in the fleet, one of the webs can be swapped out for a Tracking Computer II or a Target Painter II.
- The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
- Once you can use tech two projectiles, upgrade to 800mm Repeating Cannon II guns but stick with the faction ammo.
Rokh
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Sensor Booster II
Tracking Computer II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
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-EM Screen Reinforcer I
Large Anti-Thermal Screen Reinforcer I
Light Shield Maintenance Bot I x5
Acolyte II x5
Scan Resolution Script x1
Tracking Speed Script x1
Optimal Range Script x1
Caldari Navy Antimatter Charge L x12000
- All the required skills for damage dealers
- With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a second Tracking Enhancer II.
Alternatively you can drop one of the Adaptive Invulerability Field II modules for either a Tracking Computer II or a Target Painter.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range and either Void L or faction ammo for short range.
Hyperion
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Large S95a Remote Shield Booster
Sensor Booster II
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer 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 I
Heavy Shield Maintenance Bot I x5
Acolyte II x10
Scan Resolution Script x1
Caldari Navy Antimatter Charge L x12000
- All the required skills for damage dealers
- With a good offgrid booster pushing perfect siege boosts you can drop the Damage Control II in favour of a fourth Magnetic Field Stabilizer II.
- The EM Ward Amplifier II is primarily used to allow you to refit for assaults more easily, but also serve as a cap reliver compared to the active hardener. You can continue to use the regular EM Ward Field II for vanguards, if you wish.
- Once you can use tech two hybrids, upgrade to Neutron Blaster Cannon II guns and carry Null L for long range but keep faction ammo for short range.
- For T1, Navy Antimatter is used, as Navy Tungsten has scarcely better projection, due to the range bonus and approximately halved the damage nullifying each other.
Hacker
Hacking is required for one of the vanguard sites, the Override Transfer Array. A cheap ship on an alt is preferred, as there is little to gain by using more advanced hulls. This ship naturally fills the role of a scout as well, but that doesn't require you to fly anything special or fit any particular modules. See Hacker/Scout for more information on how to perform this role.
Hacking in incursions doesn't use the new minigame, but instead uses the old method where each module has a chance of successfully hacking the logistics control array. This is why in exploration you only need one data analyzer, but in incursion hacking you need as many as you can fit.
Heron
It doesn't necessarily need to be a Heron, but it is one of the most useful ships and the basics for fitting a hacker remains the same regardless of hull. Microwarpdrive and as many Data Analyzer modules as you can fit and some Memetic Algorithm Bank rigs for increased hacking chance.
Data Analyzer I
Data Analyzer I
Data Analyzer I
Data Analyzer I
5MN Microwarpdrive I
Nanofiber Internal Structure I
Nanofiber Internal Structure I
Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I
- Just a single required skill for the ship
(~15 minutes worth of training) - Hacking III (optional, 11 hours and 14 minutes)
- The skill Hacking is by far the biggest contributor to efficiency when hacking, consider training Hacking III at it's a very quick train that gives a big performance boost.
- Being able to fit Data Analyzer II modules is nice, but usually overkill as the skill-level needed to fit those modules would make your regular tech one modules more than good enough. Plus, four tech one modules with Hacking III is usually enough to get the hack on the first or second try.
- Right-clicking your microwarpdrive and selecting the option "Set auto-repeat off" is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.
Advanced fits
There are many ways to improve past the minimum fits and tech one ships. While each progression path varies based on the pilot, we are able to offer general advice for experienced players: see ship progression in incursions, and again the Incursion-Fitting principles article, Upgrade priorities section, for more information.
It is mentioned several times below, but it bears repeating generally: this page is not intended to give any specific advice beyond the compulsory minimum fittings, so we will not provide any specific upgrade plans in writing. This is so as to not pressure people to unnecessarily commit or invest large sums of ISK to running with us, when it is not appropriate to do so yet. While we do not want to be restrictive of our participating pilots, we would prefer to be ready to advise you on that matter, so that you understand the hull, its fitting, bonuses, weaknesses and strengths, and then know how to fit those hulls for yourself: all before you make that investment. In this way, nothing is unnecessarily or vainly risked.
Pirate faction battleships
The Machariel, Nightmare and Vindicator hulls are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts. There will be no recommended fits in writing for these ships however, for several reasons but especially the following two:
- They can be fitted in a million and one different ways and each fit has its strengths and weaknesses. As above, these fits are often dependent on the pilot's preference and capabilities.
- We do not want to indirectly encourage people to fly these ships, until they are ready with a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships.
In short, ideally by the time you are ready to fly them, you will already know enough to figure out a proper fit by yourself. Eve is fundamentally a game of risk and if you are running these fits with us, we want you to make the most of your investment in the ship. As above, the incursion fitting principles page offers advice in the E-Uni community, and would like additional advice, for the transition, please feel free to ask us in person via the usual channels; within in-game chat, the forum, or Mumble.
Command Ships and Strategic Cruisers
Advanced cruiser-sized hulls like Tech 2 Command Ships and Tech 3 Strategic Cruisers can often compensate their relatively less powerful medium weaponry by using long range weapons, since the loss of pure tracking is often offset by the lower signature of medium weapons. While they can never rival the power of the pirate faction battleships, they can be good enough for our community and very useful for Nation Consolidation Network assault sites. There will be no recommended fits for these ships either, for much the same reasons as above:
- These ships are much more skill-intensive, requiring several skills trained to V just to sit in them and they often require you to field tech two weaponry. On top of that strategic cruisers need to max out most subsystem skills and command ships ideally want Command Ships V because so much of their effectiveness rely on maxing those skills.
- Each ship has a different resist profile, strengths and weaknesses and thus the solution on how to properly fit them is different for each ship.
- While we are flexible and will gladly take these ships, most public vanguard communities will probably force you to train into the more traditional battleships.
- 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.