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→Advanced fits: Due to the low prices and different rig selection, I'm putting minimum pirate fits back on the wiki with the appropriate disclaimer and with links to the relevant sections on fitting principles. |
m Moved things around a bit. |
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== Logistics == | == 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. | 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. | ||
{{note box|Remember that you need to train {{sk|Target Management|V}} and {{sk|Advanced Target Management|III}} in order to be able to lock all 10 members of the fleet. You should also make sure that your fit is [[Cap_Stable#Cap_Stable|cap stable]], so you can run all modules all the time.}} | {{note box|Remember that you need to train {{sk|Target Management|V|icon=yes}} and {{sk|Advanced Target Management|III|icon=yes}} in order to be able to lock all 10 members of the fleet. You should also make sure that your fit is [[Cap_Stable#Cap_Stable|cap stable]], so you can run all modules all the time.}} | ||
=== Scimitar === | === Scimitar === | ||
</noinclude>{{#ifeq:{{{1|Scimitar}}}|Scimitar|{{ShipFitting | </noinclude>{{#ifeq:{{{1|Scimitar}}}|Scimitar|{{ShipFitting | ||
| Line 92: | Line 92: | ||
| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics | | skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics | ||
| showSKILLS=Y | | showSKILLS=Y | ||
| notes=You could use [[Incursion fitting principles#Recommended implants|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.</li><li>You can upgrade to four tech two reppers with the following skills:<br>{{sk|Power Grid Management|V}} (4 days, 6 hours)<br>{{sk|Capacitor Systems Operation|V}} (4 days, 6 hours)<br>{{sk|Shield Emission Systems|V}} (8 days, 12 hours)</li><li>After you've gotten all tech two reppers, train into the {{co|yellow|advanced fit}} below as soon as possible. | | notes=You could use [[Incursion fitting principles#Recommended implants|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.</li><li>You can upgrade to four tech two reppers with the following skills:<br>{{sk|Power Grid Management|V|icon=yes}} (4 days, 6 hours)<br>{{sk|Capacitor Systems Operation|V|icon=yes}} (4 days, 6 hours)<br>{{sk|Shield Emission Systems|V|icon=yes}} (8 days, 12 hours)</li><li>After you've gotten all tech two reppers, train into the {{co|yellow|advanced fit}} below as soon as possible. | ||
| showNOTES=Y | | showNOTES=Y | ||
| difficulty=1 | | difficulty=1 | ||
| Line 150: | Line 150: | ||
| drone4name=open | | drone4name=open | ||
| drone5name=open | | drone5name=open | ||
| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V}}</li><li>{{sk|Capacitor Systems Operation|V}}</li><li>{{sk|Fuel Conservation|III}}</li><li>{{sk|Shield Management|IV}}</li><li>{{sk|Logistics Cruisers|V}}</li><li>{{sk|Shield Emission Systems|V}}</li><li>{{sk|Repair Drone Operation|V}} ''(see notes)'' | | skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V|icon=yes}}</li><li>{{sk|Capacitor Systems Operation|V|icon=yes}}</li><li>{{sk|Fuel Conservation|III|icon=yes}}</li><li>{{sk|Shield Management|IV|icon=yes}}</li><li>{{sk|Logistics Cruisers|V|icon=yes}}</li><li>{{sk|Shield Emission Systems|V|icon=yes}}</li><li>{{sk|Repair Drone Operation|V|icon=yes}} ''(see notes)'' | ||
| showSKILLS=Y | | showSKILLS=Y | ||
| 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.</li><li>You could use [[Incursion fitting principles#Recommended implants|capacitor implants]] to help you get cap stable 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.</li><li>Only one of the logistics need the '''Afterburner''', one of the logi can replace it with an additional '''Shadow Serpentis Remote Tracking Computer'''. | | 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.</li><li>You could use [[Incursion fitting principles#Recommended implants|capacitor implants]] to help you get cap stable 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.</li><li>Only one of the logistics need the '''Afterburner''', one of the logi can replace it with an additional '''Shadow Serpentis Remote Tracking Computer'''. | ||
| Line 214: | Line 214: | ||
| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics | | skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics | ||
| showSKILLS=Y | | showSKILLS=Y | ||
| notes=You could use [[Incursion fitting principles#Recommended implants|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.</li><li>The '''Caldari Navy EM Ward Field''' can be replaced by a regular tech two if you've trained {{sk|CPU Management|V}}.</li><li>Training into the {{co|yellow|advanced fit}} below is useful if you want the option to fit a fifth repper and rely on only one incoming remote capacitor transmitter, but it'll require that your cap buddy is equally skilled and can manage with just one incoming transmitter as well. | | notes=You could use [[Incursion fitting principles#Recommended implants|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.</li><li>The '''Caldari Navy EM Ward Field''' can be replaced by a regular tech two if you've trained {{sk|CPU Management|V|icon=yes}}.</li><li>Training into the {{co|yellow|advanced fit}} below is useful if you want the option to fit a fifth repper and rely on only one incoming remote capacitor transmitter, but it'll require that your cap buddy is equally skilled and can manage with just one incoming transmitter as well. | ||
| showNOTES=Y | | showNOTES=Y | ||
| difficulty=0 | | difficulty=0 | ||
| Line 271: | Line 271: | ||
| drone4name=open | | drone4name=open | ||
| drone5name=open | | drone5name=open | ||
| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V}}</li><li>{{sk|Capacitor Systems Operation|V}}</li><li>{{sk|Fuel Conservation|III}}</li><li>{{sk|Shield Management|IV}}</li><li>{{sk|Logistics Cruisers|V}}</li><li>{{sk|Shield Emission Systems|V}}</li><li>{{sk|Capacitor Emission Systems|V}}</li><li>{{sk|Repair Drone Operation|V}} ''(optional, see notes)''</li><li>{{sk|Shield Rigging|IV}} ''(optional, see notes)''<br>o {{sk|Jury Rigging|III}} ''(prerequisite)'' | | skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V|icon=yes}}</li><li>{{sk|Capacitor Systems Operation|V|icon=yes}}</li><li>{{sk|Fuel Conservation|III|icon=yes}}</li><li>{{sk|Shield Management|IV|icon=yes}}</li><li>{{sk|Logistics Cruisers|V|icon=yes}}</li><li>{{sk|Shield Emission Systems|V|icon=yes}}</li><li>{{sk|Capacitor Emission Systems|V|icon=yes}}</li><li>{{sk|Repair Drone Operation|V|icon=yes}} ''(optional, see notes)''</li><li>{{sk|Shield Rigging|IV|icon=yes}} ''(optional, see notes)''<br>o {{sk|Jury Rigging|III|icon=yes}} ''(prerequisite)'' | ||
| showSKILLS=Y | | showSKILLS=Y | ||
| notes=The rigging skill isn't strictly needed but is still useful in reducing the penalties.</li><li>'''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.</li><li>'''Always''' carry a spare remote capacitor transmitter with you in case the next replacement needs two transmitters to remain cap stable.</li><li>You could use [[Incursion fitting principles#Recommended implants|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.</li><li>With perfect skills and implants, you can upgrade the fifth repper to a tech two. | | notes=The rigging skill isn't strictly needed but is still useful in reducing the penalties.</li><li>'''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.</li><li>'''Always''' carry a spare remote capacitor transmitter with you in case the next replacement needs two transmitters to remain cap stable.</li><li>You could use [[Incursion fitting principles#Recommended implants|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.</li><li>With perfect skills and implants, you can upgrade the fifth repper to a tech two. | ||
| Line 519: | Line 519: | ||
| fleetup= | | fleetup= | ||
}}}}<noinclude> | }}}}<noinclude> | ||
== Pirate faction battleships == | |||
== | |||
{{important note box|The [[EVE University Incursion Community]] doesn't require '''unistas''' to use fancy hulls due to the constant threat of war. Pilots who take the necessary precautions are of course allowed to, but should do so of their own free will being aware of the risk.}} | {{important note box|The [[EVE University Incursion Community]] doesn't require '''unistas''' to use fancy hulls due to the constant threat of war. Pilots who take the necessary precautions are of course allowed to, but should do so of their own free will being aware of the risk.}} | ||
So long as pirate faction battleship prices remain reasonably low, they are the single most efficient way to make our fleets both safer and more effective. The role bonuses and higher base values alone make these ships far superior to tech one ships, so regardless of your skill level they are an immediate upgrade. See [[Incursion fitting principles#Upgrade_priorities|upgrade priority]] for more information. | So long as pirate faction battleship prices remain reasonably low, they are the single most efficient way to make our fleets both safer and more effective. The role bonuses and higher base values alone make these ships far superior to tech one ships, so regardless of your skill level they are an immediate upgrade. See [[Incursion fitting principles#Upgrade_priorities|upgrade priority]] for more information. | ||
If you are not comfortable with the cost of these ships, you can also improve your efficiency (and thus making our fleets even safer) by continuing to use our minimum tech one ships above but train into tech two guns and improve your support skills. See the [[Preparing_for_Incursions#Recommended_skills_for_damage_dealers|recommended skills]] for more information. | If you are not comfortable with the cost of these ships, you can also improve your efficiency (and thus making our fleets even safer) by continuing to use our minimum tech one ships above but train into tech two guns and improve your support skills. See the [[Preparing_for_Incursions#Recommended_skills_for_damage_dealers|recommended skills]] for more information. | ||
{{note box|Out of all the '''pirate faction battleships''' the [[Machariel]], [[Nightmare]] and [[Vindicator]] stand out with their suitable slot layout and multiple offensive damage bonuses as well as good role bonuses especially suitable to both damage projection and application. Their fits use a cheap and flexible offensive setup that differs a little bit from that of the tech one battleships, but otherwise follow our usual [[Incursion fitting principles|fitting principles]]. For more specific information about your rig options and general ship fit progression, see the [[Incursion_fitting_principles#Rigging_choice|rigging choice]], [[Ship_progression_in_Incursions#Fit_progression|fit progression]] and [[Incursion_fitting_principles#Utility_modules|utility mids]] sections.}} | |||
Out of the '''pirate faction battleships''' the [[Machariel]], [[Nightmare]] and [[Vindicator]] stand out with their suitable slot layout and multiple offensive damage bonuses as well as good role bonuses especially suitable to both damage projection and application. | |||
=== Machariel === | === Machariel === | ||
{{ShipFitting | {{ShipFitting | ||
| Line 959: | Line 766: | ||
| alphacanuse=N | | alphacanuse=N | ||
}} | }} | ||
== Ongrid booster == | |||
Having a command ship with command bursts will always be more valuable than any other option for vanguards. The [[EVE University Incursion Community]] runs with a single booster to ensure that their fleets can run safely. See the [[Anatomy_of_Incursions#Ongrid_boosts|Anatomy of Incursions]] page for more information on the effects of ongrid boosting. | |||
=== Sleipnir === | |||
While both the [[Sleipnir]] and [[Claymore]] can be used for ongrid boosting in vanguards, the Sleipnir is simply the better choice. The turret-based weaponry of the Sleipnir is far more suitable to incursions than the Claymore's missile-based weaponry. | |||
{{ShipFitting | |||
| ship=Sleipnir | |||
| shipTypeID=22444 | |||
| fitName=Incursions (ongrid booster) | |||
| fitID=Incursions-(ongrid-booster) | |||
| low1name=Damage Control II | |||
| low1typeID=2048 | |||
| low2name=Tracking Enhancer II | |||
| low2typeID=1999 | |||
| low3name=Gyrostabilizer II | |||
| low3typeID=519 | |||
| low4name=Gyrostabilizer II | |||
| low4typeID=519 | |||
| low5name=Gyrostabilizer II | |||
| low5typeID=519 | |||
| mid1name=Federation Navy Stasis Webifier | |||
| mid1typeID=17559 | |||
| mid2name=Tracking Computer II, Tracking Speed Script | |||
| mid2typeID=1978 | |||
| mid3name=Republic Fleet Target Painter | |||
| mid3typeID=31944 | |||
| mid4name=Adaptive Invulnerability Field II | |||
| mid4typeID=2281 | |||
| mid5name=Adaptive Invulnerability Field II | |||
| mid5typeID=2281 | |||
| high1name=720mm 'Scout' Artillery I, Republic Fleet EMP M | |||
| high1typeID=9451 | |||
| high2name=720mm 'Scout' Artillery I, Republic Fleet EMP M | |||
| high2typeID=9451 | |||
| high3name=720mm 'Scout' Artillery I, Republic Fleet EMP M | |||
| high3typeID=9451 | |||
| high4name=Shield Command Burst II, Active Shielding Charge | |||
| high4typeID=43555 | |||
| high5name=Shield Command Burst II, Shield Harmonizing Charge | |||
| high5typeID=43555 | |||
| high6name=Skirmish Command Burst II, Evasive Maneuvers Charge | |||
| high6typeID=43556 | |||
| charge1name=Tracking Speed Script x1 | |||
| charge1typeID=29001 | |||
| charge2name=Republic Fleet EMP M x11400 | |||
| charge2typeID=21896 | |||
| charge3name=Active Shielding Charge x600 | |||
| charge3typeID=42694 | |||
| charge4name=Shield Harmonizing Charge x600 | |||
| charge4typeID=42695 | |||
| charge5name=Evasive Maneuvers Charge x600 | |||
| charge5typeID=42838 | |||
| high7name=Skirmish Command Burst II, Interdiction Maneuvers Charge | |||
| high7typeID=43556 | |||
| charge6name=Interdiction Maneuvers Charge x600 | |||
| charge6typeID=42839 | |||
| charge7name=Optimal Range Script x1 | |||
| charge7typeID=28999 | |||
| rig1name=Medium Command Processor I | |||
| rig1typeID=43896 | |||
| rig2name=Medium Command Processor I | |||
| rig2typeID=43896 | |||
| drone1name=Acolyte II x5 | |||
| drone1typeID=2205 | |||
| drone2name=open | |||
| drone3name=open | |||
| drone4name=open | |||
| drone5name=open | |||
| skills={{sk|Cybernetics|V|icon=yes}} ''(see note)''</li><li>{{sk|Minmatar Battlecruiser|V|icon=yes}} ''(prerequisite)''<br>o {{sk|Minmatar Cruiser|III|icon=yes}} ''(prerequisite)''<br>o {{sk|Minmatar Destroyer|III|icon=yes}} ''(prerequisite)''<br>o {{sk|Minmatar Frigate|III|icon=yes}} ''(prerequisite)''</li><li>{{sk|Command Ships|IV|icon=yes}}<br>o {{sk|Leadership|V|icon=yes}} ''(prerequisite)''<li>{{sk|Shield Command Specialist|V|icon=yes}}<br>o {{sk|Shield Command|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Skirmish Command Specialist|V|icon=yes}}<br>o {{sk|Skirmish Command|V|icon=yes}} ''(prerequisite)''</li> | |||
| showSKILLS=Y | |||
| notes={{sk|Cybernetics|V|icon=yes}}, {{sk|Skirmish Command Specialist|V|icon=yes}} and {{sk|Shield Command Specialist|V|icon=yes}} is required for the following mindlink: | |||
<p>[[image:icon_implant_hardwiring.png|20px|link=]] {{co|coral|Republic Fleet Command Mindlink}}</p></li><li>Make sure you have the following charges: | |||
<p>[[image:icon_active_shielding.png|20px|link=]] {{co|coral|Active Shielding Charge}} x 600<br>[[image:icon_shield_harmonizing.png|20px|link=]] {{co|coral|Shield Harmonizing Charge}} x 600<br>[[image:icon_evasive_maneuvers.png|20px|link=]] {{co|coral|Evasive Maneuvers Charge}} x 600<br>[[image:icon_interdiction_maneuvers.png|20px|link=]] {{co|coral|Interdiction Maneuvers Charge}} x 600</p></li><li>Either of the '''Republic Fleet EMP M''', '''Fusion''' or '''Phased Plasma''' ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest. | |||
| showNOTES=Y | |||
| difficulty=2 | |||
| warsop=A | |||
| warsopReason= | |||
| version=Ascension | |||
| showTOC=N | |||
| shipDNA=22444:2048;1:1999;1:519;3:17559;1:1978;1:29001;2:31944;1:2281;2:9451;3:21896;11401:43555;2:42694;601:42695;601:43556;2:42838;601:42839;601:43896;2:2205;5:28999;1:: | |||
| fleetup= | |||
}} | |||
== 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 [[Roles_in_Incursions#Hacker.2FScout|Hacker/Scout]] for more information on how to perform this role. | |||
Hacking in incursions doesn't use the [[Hacking|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. | |||
</noinclude>{{#ifeq:{{{1|Heron}}}|Heron|{{ShipFitting|showTOC=N| | |||
ship=Heron| | |||
shipTypeID=605| | |||
fitName=Incursions (hacker)| | |||
fitID=Incursions-(hacker)| | |||
high1name=open| | |||
high2name=open| | |||
high3name=open| | |||
mid1name=Data Analyzer I| | |||
mid1typeID=22175| | |||
mid2name=Data Analyzer I| | |||
mid2typeID=22175| | |||
mid3name=Data Analyzer I| | |||
mid3typeID=22175| | |||
mid4name=Data Analyzer I| | |||
mid4typeID=22175| | |||
mid5name=5MN Microwarpdrive I| | |||
mid5typeID=434| | |||
low1name=Nanofiber Internal Structure I| | |||
low1typeID=2603| | |||
low2name=Nanofiber Internal Structure I| | |||
low2typeID=2603| | |||
drone1name=open| | |||
drone2name=open| | |||
drone3name=open| | |||
drone4name=open| | |||
drone5name=open| | |||
rig1name=Small Memetic Algorithm Bank I| | |||
rig1typeID=31238| | |||
rig2name=Small Memetic Algorithm Bank I| | |||
rig2typeID=31238| | |||
rig3name=open| | |||
difficulty=0| | |||
warsop=Y| | |||
warsopReason=| | |||
showSKILLS=Y| | |||
showNOTES=Y| | |||
version=Ascension| | |||
shipDNA=605:434;1:22175;4:2603;2:31238;2::| | |||
skills=You'll need {{sk|Caldari Frigate|I|icon=yes}} to fly this ship.<br>(~15 minutes worth of training)<br><br></li><li>{{sk|Hacking|III|icon=yes}} ''(optional, 11 hours and 14 minutes)''| | |||
notes=The skill {{sk|Hacking|icon=yes}} 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.</li><li>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.</li><li>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.}}}}<noinclude> | |||
=== Venture === | |||
For [[Clone States|Alpha clones]] you can easily utilize the [[Venture]] as an option either of them can fly, as they all start with {{sk|Mining Frigate|I|icon=yes}} and {{sk|Hacking|I|icon=yes}} for free. So this ship could by flown by anyone, regardless of race and skillpoints (at the cost of taking twice as long to hack due to limited midslots). | |||
It's also possible to use the racial frigates, such as the {{icon|amarr2|20}}[[Crucifier]], {{icon|gallente2|20}}[[Maulus]] or the {{icon|minmatar2|20}}[[Vigil]]. You would just adjust the fit by filling any extra midslots with more data analyzers and any extra lows with nanofibers. | |||
</noinclude>{{#ifeq:{{{1|Venture}}}|Venture|{{ShipFitting | |||
| ship=Venture | |||
| shipTypeID=32880 | |||
| fitName=Incursions (alpha hacker) | |||
| fitID=Incursions-(alpha-hacker) | |||
| low1name=Nanofiber Internal Structure I | |||
| low1typeID=2603 | |||
| mid1name=5MN Microwarpdrive I | |||
| mid1typeID=434 | |||
| mid2name=Data Analyzer I | |||
| mid2typeID=22175 | |||
| mid3name=Data Analyzer I | |||
| mid3typeID=22175 | |||
| rig1name=Small Memetic Algorithm Bank I | |||
| rig1typeID=31238 | |||
| rig2name=Small Memetic Algorithm Bank I | |||
| rig2typeID=31238 | |||
| high1name=open | |||
| high2name=open | |||
| high3name=open | |||
| rig3name=open | |||
| charge1name=open | |||
| charge2name=open | |||
| charge3name=open | |||
| charge4name=open | |||
| charge5name=open | |||
| drone1name=open | |||
| drone2name=open | |||
| drone3name=open | |||
| drone4name=open | |||
| drone5name=open | |||
| skills={{sk|Hacking|III|icon=yes}} ''(optional, less than a day)'' | |||
| showSKILLS=Y | |||
| notes=The skill {{sk|Hacking|icon=yes}} 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.</li><li>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. | |||
| showNOTES=Y | |||
| difficulty=0 | |||
| warsop=A | |||
| warsopReason= | |||
| version=Ascension | |||
| showTOC=N | |||
| shipDNA=32880:2603;1:434;1:22175;2:31238;2:: | |||
| fleetup= | |||
| alphacanuse=Y | |||
}}}}<noinclude> | |||
= Advanced fits = | |||
<!-- If the ships themselves are way to expensive, it isn't a good idea to even recommend them. Use this disclaimer. | |||
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. | |||
* 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. | |||
* 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. | |||
* 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. | |||
See the [[Ship progression in Incursions|ship progression in Incursions]] and [[Incursion fitting principles|fitting principles]] articles (especially the [[Incursion 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. | |||
--> | |||
There are many ways to improve past the minimum fits, but for many reasons there will be no advanced fits with expensive faction or deadspace modules on this page, apart from those we need, like faction webs. | |||
* 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. | |||
* 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. | |||
* 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. | |||
See the [[Ship progression in Incursions|ship progression in Incursions]] and [[Incursion fitting principles|fitting principles]] articles (especially the [[Incursion 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. | |||