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| = Advanced fits = | | = Advanced fits = |
| There are many ways to improve past the minimum fits and tech one ships. See [[Ship progression in Incursions|ship progression in incursions]] and [[fitting principles]] for more information. | | There are many ways to improve past the minimum fits and tech one ships, but for many reasons there will be no recommended fits for these ships or advanced fits on this page. |
| == Pirate faction battleships ==
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| 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 for these ships however, for several reasons but mainly the following two:
| | * The more advanced fits are often tailored to specific communities or fleet compositions in order to maximize efficiency by capitalizing on their individual strengths while working around their weaknesses. This means that fits that are perfect for one community might not work or even be acceptable by another community's standards. |
| <p>
| | * We want to encourage people to talk to us about how to improve, so you get the much needed context surrounding certain fits; how and why they work. Without that it's very easy to miss what makes or breaks certain fits and you could end up being forced to rip out expensive rigs or replace expensive modules to ''"fix"'' your fit. |
| * They can be fitted in a million and one different ways and each fit has its strengths and weaknesses. | | * We do not want to indirectly encourage people to spend a lot of ISK on costly modules or expensive ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships. |
| * 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. | | |
| </p>
| | See the [[Ship progression in Incursions|ship progression in incursions]] and [[fitting principles]] articles (especially the [[fitting principles#Upgrade_priorities|upgrade priority]] section) for more information about high-end ships and the kind of questions you need to ask yourself before you start spending your ISK on new ships and modules. |
| == Command Ships and Strategic Cruisers ==
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| Cruiser-sized hulls like '''Command Ships''' and '''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:
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| <p>
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| * 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 {{sk|Command Ships|V}} because so much of their effectiveness rides on those skills.
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| * 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.
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| * While we'll gladly take these ships, most public communities will probably force you to train into the more traditional battleships.
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| * 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. | |