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User:Olly Wakwako/sandbox/Incursion Fitting Principles: Difference between revisions

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It's very easy to dismiss the importance of the rig selection when buying a new ship. While it's usually not something a new pilot needs to worry about when getting any of the [[Vanguard Incursion fits|minimum fits]] posted on the wiki, it's extremely important for people looking to get a new ship as it heavily influences your options in terms of flexibility and utility slots (which is everything in incursions). Don't spend too much ISK on a temporary setup, either go for a cheap ''"good enough"'' setup while you're saving up for your ideal setup, or just wait until you can afford the whole setup you want in the end.
It's very easy to dismiss the importance of the rig selection when buying a new ship. While it's usually not something a new pilot needs to worry about when getting any of the [[Vanguard Incursion fits|minimum fits]] posted on the wiki, it's extremely important for people looking to get a new ship as it heavily influences your options in terms of flexibility and utility slots (which is everything in incursions). Don't spend too much ISK on a temporary setup, either go for a cheap ''"good enough"'' setup while you're saving up for your ideal setup, or just wait until you can afford the whole setup you want in the end.


==== Defense Rigs ====
It is common for fits to have one or a combination of an Explosive, Thermal, or Kinetic armour resistance rig. It is also common for some fits to utilize a trimark armour pump rig, especially for those ships with less raw armour HP such as the Praxis. This can help eek out enough armour HP to avoid the need for a plate in the lowslots.


==== Offence Rigs ====
{|
| valign="top" | {{icon|turret new|64}}
| {{co|coral|Defense Rigs}}
 
It is common for fits to have one or a combination of an Explosive, Thermal, or Kinetic armour resistance rig. It is also common for some fits to utilize a trimark armour pump rig, especially for those ships with less raw armour HP such as the Praxis. This can help eek out enough armour HP to avoid the need for a plate in the lowslots.
|-
| valign="top" | {{icon|drones|64}}
| {{co|coral|Offence Rigs}}
 
Going for damage means that you're limited somewhat due to the high calibration cost of rigs such as Burst Aerators. Alternatively, Hyperspatial Velocity Optimization rigs offer the benefit of allowing your ship to warp faster, which is particularly advantageous in a situation where every fleet member is capable of the same, minimising the time the fleet spends in warp thus improving fleet efficiency.
Going for damage means that you're limited somewhat due to the high calibration cost of rigs such as Burst Aerators. Alternatively, Hyperspatial Velocity Optimization rigs offer the benefit of allowing your ship to warp faster, which is particularly advantageous in a situation where every fleet member is capable of the same, minimising the time the fleet spends in warp thus improving fleet efficiency.
|}