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Drebin 679 (talk | contribs) Updated Mach warning regarding HQ group usage to also cover the NM following Warp to Me upgrade policy changes. Reorganized pirate fits as a result. Small wording tweak to account for Escape Bay frigates now being able to store modules and rigs. |
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{{incursions links}} {{eunic}} | {{incursions links}} {{eunic}} | ||
= Vanguard fittings = | = Vanguard fittings = | ||
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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 {{sh| | {{note box|Out of all the '''pirate faction battleships''', the {{sh|Vindicator}} stands out with its best-in-class application support bonuses, seeing usage in nearly all Incursion groups. The {{sh|Machariel}}, {{sh|Nightmare}} are also excellent hulls, with good bonuses and slot layout, but have fallen behind their more powerful Marauder counterparts. The fits below recommend 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.}} | ||
{{Color box|color=sienna|border=sandybrown|As of October 2022, both the {{sh|Machariel}} and {{sh|Nightmare}} are either not accepted by headquarters groups, or considered intermediate ships with an upgrade deadline to move to an optimal hull after a number of fleet hours. Further, unlike the Vindicator or Nightmare, the Mach is only accepted by shield groups, and typically require T2 autocannons at minimum. Please take this into consideration if you are looking into either hull.}} | |||
{{Color box|color=sienna|border=sandybrown|As of | |||
=== Vindicator === | |||
{{ShipFitting | {{ShipFitting | ||
| ship= | | ship=Vindicator | ||
| fitName= Incursions (vanguards) | | fitName= Incursions (vanguards) | ||
| fitID= Incursions (vanguards) | | fitID= Incursions (vanguards) | ||
| high1name= | | high1name=Modal Mega Neutron Particle Accelerator I | ||
| high1typeID= | | high1typeID=7783 | ||
| high2name= | | high2name=Modal Mega Neutron Particle Accelerator I | ||
| high2typeID= | | high2typeID=7783 | ||
| high3name= | | high3name=Modal Mega Neutron Particle Accelerator I | ||
| high3typeID= | | high3typeID=7783 | ||
| high4name= | | high4name=Modal Mega Neutron Particle Accelerator I | ||
| high4typeID= | | high4typeID=7783 | ||
| high5name= | | high5name=Modal Mega Neutron Particle Accelerator I | ||
| high5typeID= | | high5typeID=7783 | ||
| high6name= | | high6name=Modal Mega Neutron Particle Accelerator I | ||
| high6typeID= | | high6typeID=7783 | ||
| high7name= | | high7name=Modal Mega Neutron Particle Accelerator I | ||
| high7typeID= | | high7typeID=7783 | ||
| high8name= | | high8name=Modal Mega Neutron Particle Accelerator I | ||
| high8typeID= | | high8typeID=7783 | ||
| mid1name=Alumel-Wired Enduring Sensor Booster | | mid1name=Alumel-Wired Enduring Sensor Booster | ||
| mid1typeID=6159 | | mid1typeID=6159 | ||
| mid2name= | | mid2name=Federation Navy Stasis Webifier | ||
| mid2typeID= | | mid2typeID=17559 | ||
| mid3name= | | mid3name=Federation Navy Stasis Webifier | ||
| mid3typeID= | | mid3typeID=17559 | ||
| mid4name= | | mid4name=Multispectrum Shield Hardener II | ||
| mid4typeID= | | mid4typeID=2281 | ||
| mid5name=Multispectrum Shield Hardener II | | mid5name=Multispectrum Shield Hardener II | ||
| mid5typeID=2281 | | mid5typeID=2281 | ||
| low1name=Damage Control II | | low1name=Damage Control II | ||
| low1typeID=2048 | | low1typeID=2048 | ||
| low2name=Tracking Enhancer II | | low2name=Tracking Enhancer II | ||
| low2typeID=1999 | | low2typeID=1999 | ||
| low3name= | | low3name=Tracking Enhancer II | ||
| low3typeID= | | low3typeID=1999 | ||
| low4name= | | low4name=Magnetic Field Stabilizer II | ||
| low4typeID= | | low4typeID=10190 | ||
| low5name= | | low5name=Magnetic Field Stabilizer II | ||
| low5typeID= | | low5typeID=10190 | ||
| low6name= | | low6name=Magnetic Field Stabilizer II | ||
| low6typeID= | | low6typeID=10190 | ||
| low7name=Magnetic Field Stabilizer II | |||
| low7typeID=10190 | |||
| rig1name=Large EM Shield Reinforcer II | | rig1name=Large EM Shield Reinforcer II | ||
| rig1typeID=26436 | | rig1typeID=26436 | ||
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| drone2name=Medium Shield Maintenance Bot I x5 | | drone2name=Medium Shield Maintenance Bot I x5 | ||
| drone2typeID=23717 | | drone2typeID=23717 | ||
| charge1name= | | charge1name=Federation Navy Antimatter Charge L x14000 | ||
| charge1typeID= | | charge1typeID=22993 | ||
| charge2name | | charge2name=Nanite Repair Paste x200 | ||
| charge2typeID=28668 | |||
| charge3name=Scan Resolution Script x1 | |||
| | | charge3typeID=29011 | ||
| | | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)</li><li>The {{sk|Minmatar Battleship|icon=yes}} is by far the most important skill to improve, as it improves the effectiveness of your webs. | ||
| | |||
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill) | |||
| showSKILLS=Y | | showSKILLS=Y | ||
| notes= | | notes=Both {{co|coral|Federation Navy}} and {{co|coral|Caldari Navy Antimatter Charge L}} ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to {{co|coral|Neutron Blaster Cannon II}} guns and carry {{co|coral|Null L}} for long range but keep faction ammo for short range.</li><li>[[Clone_states#Omega_clones|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Shield Maintenance Bots}} instead of mediums.</li><li>This fit places greater emphasis on the Vindicator's webbing abilities over the single web, burst aerator fit previously recommended. The previous fit remains acceptable, as does its rig setup.</li><li>A tech one EM Shield Reinforcer can be used in place of the tech two listed. | ||
| showNOTES=Y | | showNOTES=Y | ||
| difficulty=0 | | difficulty=0 | ||
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}} | }} | ||
=== | === Machariel === | ||
{{ShipFitting | {{ShipFitting | ||
| ship= | | ship=Machariel | ||
| fitName= Incursions (vanguards) | | fitName= Incursions (vanguards) | ||
| fitID= Incursions (vanguards) | | fitID= Incursions (vanguards) | ||
| high1name= | | high1name=800mm Heavy 'Scout' Repeating Cannon I | ||
| high1typeID= | | high1typeID=9327 | ||
| high2name= | | high2name=800mm Heavy 'Scout' Repeating Cannon I | ||
| high2typeID= | | high2typeID=9327 | ||
| high3name= | | high3name=800mm Heavy 'Scout' Repeating Cannon I | ||
| high3typeID= | | high3typeID=9327 | ||
| high4name= | | high4name=800mm Heavy 'Scout' Repeating Cannon I | ||
| high4typeID= | | high4typeID=9327 | ||
| high5name= | | high5name=800mm Heavy 'Scout' Repeating Cannon I | ||
| high5typeID= | | high5typeID=9327 | ||
| high6name= | | high6name=800mm Heavy 'Scout' Repeating Cannon I | ||
| high6typeID= | | high6typeID=9327 | ||
| high7name= | | high7name=800mm Heavy 'Scout' Repeating Cannon I | ||
| high7typeID= | | high7typeID=9327 | ||
| high8name= | | high8name=Large Asymmetric Enduring Remote Shield Booster | ||
| high8typeID= | | high8typeID=8639 | ||
| mid1name=Alumel-Wired Enduring Sensor Booster | | mid1name=Alumel-Wired Enduring Sensor Booster | ||
| mid1typeID=6159 | | mid1typeID=6159 | ||
| mid2name= | | mid2name=Republic Fleet Target Painter | ||
| mid2typeID= | | mid2typeID=31944 | ||
| mid3name= | | mid3name=Tracking Computer II | ||
| mid3typeID= | | mid3typeID=1978 | ||
| mid4name= | | mid4name=Tracking Computer II | ||
| mid4typeID= | | mid4typeID=1978 | ||
| mid5name=Multispectrum Shield Hardener II | | mid5name=Multispectrum Shield Hardener II | ||
| mid5typeID=2281 | | mid5typeID=2281 | ||
| mid6name=Multispectrum Shield Hardener II | |||
| mid6typeID=2281 | |||
| low1name=Damage Control II | | low1name=Damage Control II | ||
| low1typeID=2048 | | low1typeID=2048 | ||
| low2name=Tracking Enhancer II | | low2name=Tracking Enhancer II | ||
| low2typeID=1999 | | low2typeID=1999 | ||
| low3name= | | low3name=Gyrostabilizer II | ||
| low3typeID= | | low3typeID=519 | ||
| low4name= | | low4name=Gyrostabilizer II | ||
| low4typeID= | | low4typeID=519 | ||
| low5name= | | low5name=Gyrostabilizer II | ||
| low5typeID= | | low5typeID=519 | ||
| low6name= | | low6name=Gyrostabilizer II | ||
| low6typeID= | | low6typeID=519 | ||
| rig1name=Large EM Shield Reinforcer II | | rig1name=Large EM Shield Reinforcer II | ||
| rig1typeID=26436 | | rig1typeID=26436 | ||
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| drone2name=Medium Shield Maintenance Bot I x5 | | drone2name=Medium Shield Maintenance Bot I x5 | ||
| drone2typeID=23717 | | drone2typeID=23717 | ||
| charge1name= | | charge1name=Tracking Speed Script x2 | ||
| charge1typeID= | | charge1typeID=29001 | ||
| charge2name=Nanite Repair Paste x200 | | charge2name=Scan Resolution Script x2 | ||
| | | charge2typeID=29011 | ||
| | | charge3name=Nanite Repair Paste x200 | ||
| | | charge3typeID=28668 | ||
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill) | | charge4name=Republic Fleet EMP L x14000 | ||
| charge4typeID=21894 | |||
| charge5name=Optimal Range Script x2 | |||
| charge5typeID=28999 | |||
| charge6name=Federation Navy Stasis Webifier x1 | |||
| charge6typeID=17559 | |||
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill) | |||
| showSKILLS=Y | | showSKILLS=Y | ||
| notes= | | notes=Either of the {{co|coral|Republic Fleet EMP L}}, {{co|coral|Fusion}} or {{co|coral|Phased Plasma}} ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two projectiles, upgrade to {{co|coral|800mm Repeating Cannon II}} guns but stick with the faction ammo.</li><li>[[Clone_states#Omega_clones|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.</li><li>Pilots can choose between a {{co|coral|Republic Fleet Target Painter}} for improved application, or an {{co|coral|Alamel-Wired Enduring Sensor Booster}} to lower lock times.</li><li>Should a lack of {{sh|Vindicator}}s in fleet be noted, swap a tracking computer for a web. | ||
| showNOTES=Y | | showNOTES=Y | ||
| difficulty=0 | | difficulty=0 | ||
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}} | }} | ||
== Ammo Hauler == | == Ammo Hauler == | ||
The Amarr T1 Exploration frigate, the [[Magnate]], is useful for transporting your ammo, | The Amarr T1 Exploration frigate, the [[Magnate]], is useful for transporting your ammo, modules, rigs, and scripts. The four low slots can be filled with expanded cargoholds to maximize carrying capacity and, since the Magnate is a frigate, it can be transported in the [[Battleships#Frigate_Escape_Bay|frigate escape bay]] of a battleship. Unfortunately, the ship cannot be put in the frigate escape bay unless it only contains charges (such as ammo and scripts). This means you can't use this method for transporting Lyavite or spare drones. | ||
== Advanced fits == | == Advanced fits == | ||