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Anatomy of Incursions: Difference between revisions

From EVE University Wiki
Managing the incoming damage: Clarified "poor application" for torpedoes due to signature differences.
m Managing the incoming damage: Linked the missiles and torpedoes to Chruker's.
Line 406: Line 406:
Remember that not all ships can reliably hit the smaller targets, like frigates, with their high speed and small signature, so some flexibility needs to be applied here. Snipers usually can't hit smaller targets either and non-snipers cannot engage sniper-targets out at 100km+ either. Also remember that their engagement range should be considered as well. Not only because it's easier to shoot frigates at range compared to when they are orbiting close, but also because some ships won't be able to apply their damage until they get closer.
Remember that not all ships can reliably hit the smaller targets, like frigates, with their high speed and small signature, so some flexibility needs to be applied here. Snipers usually can't hit smaller targets either and non-snipers cannot engage sniper-targets out at 100km+ either. Also remember that their engagement range should be considered as well. Not only because it's easier to shoot frigates at range compared to when they are orbiting close, but also because some ships won't be able to apply their damage until they get closer.


The same goes for the Sansha's missiles and torpedoes. Tamas, Deltoles, Sansha's Nation Commander etc use '''Banshee Torpedoes''' (450m explosive radius), Lirsauttons use '''Compact Shade Torpedoes''' (1 750m explosive radius), Arnons use '''Ghost Heavy Missile''' (125m explosive radius) and Intakis use '''Haunter Cruise Missile''' (247.5m explosive radius). So while the Arnons have little issue applying damage, the Intakis have reduced damage due to signature and the rest using torpedoes have a hard time applying damage to small logistics and might even have issues with battleships if the fleet is running skirmish links pushing their signatures below the 450m threshold.
The same goes for the Sansha's missiles and torpedoes. Tamas, Deltoles, Sansha's Nation Commander etc use [http://games.chruker.dk/eve_online/item.php?type_id=2210 Banshee Torpedoes] (450m explosive radius), Lirsauttons use [http://games.chruker.dk/eve_online/item.php?type_id=2947 Compact Shade Torpedoes] (1 750m explosive radius), Arnons use [http://games.chruker.dk/eve_online/item.php?type_id=2212 Ghost Heavy Missiles] (125m explosive radius) and Intakis use [http://games.chruker.dk/eve_online/item.php?type_id=2165 Haunter Cruise Missiles] (247.5m explosive radius thanks to its bonuses to explosive radius). So while the Arnons have little issue applying damage, the Intakis have reduced damage due to signature and the rest using torpedoes have a hard time applying damage to small logistics and might even have issues with battleships if the fleet is running skirmish links pushing their signatures below the 450m threshold.


While focused fire from the entire fleet on targets one by one can be highly effective at quickly dropping the incoming damage, you sometimes run into diminishing return issues due to some ships being unable to apply their damage to all targets. People waste time trying to lock up things that die before they can shoot, or waste a full cycle and most of the damage potential of their guns just to pick off a tiny portion of the damage left. In those cases it can sometimes be more beneficial to assign targets to people in the fleet based on what they can most effectively hit. That way it might take longer to drop the initial damage, but the overall site completion times improve.
While focused fire from the entire fleet on targets one by one can be highly effective at quickly dropping the incoming damage, you sometimes run into diminishing return issues due to some ships being unable to apply their damage to all targets. People waste time trying to lock up things that die before they can shoot, or waste a full cycle and most of the damage potential of their guns just to pick off a tiny portion of the damage left. In those cases it can sometimes be more beneficial to assign targets to people in the fleet based on what they can most effectively hit. That way it might take longer to drop the initial damage, but the overall site completion times improve.