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User:Olly Wakwako/sandbox/Incursion Upgrades and Progression: Difference between revisions

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* Following buying and fitting a Marauder, you should finish by completing your implant set following the Implants Guide.
* Following buying and fitting a Marauder, you should finish by completing your implant set following the Implants Guide.


== Ship progression ==
= Ship progression =


Progression varies a little between the roles of [[Roles in Incursions#Logistics|logistics]] and [[Roles in Incursions#Damage dealers|damage dealers]], but is somewhat straight forward with easily identified high-end ships to aim for.
Progression varies a little between the roles of [[Roles in Incursions#Logistics|logistics]] and [[Roles in Incursions#Damage dealers|damage dealers]], but is somewhat straight forward with easily identified high-end ships to aim for.


=== Logistics ===
== Logistics ==


The Oneiros is the optimal logistics ship for Vanguard sites. There is little in terms of hull progression in this regard - the best progression opportunity is skill-based, and comes in the training of {{sk|Logistics Cruisers|V}}, which affords a significant improvement in capacitor stability as compared to Logistics Cruisers IV.
The Oneiros is the optimal logistics ship for Vanguard sites. There is little in terms of hull progression in this regard - the best progression opportunity is skill-based, and comes in the training of {{sk|Logistics Cruisers|V}}, which affords a significant improvement in capacitor stability as compared to Logistics Cruisers IV.
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=== Pirate faction battleships ===
== Pirate faction battleships ==
The '''Machariel''', '''Nightmare''', and '''Vindicator''' are the preferred ''intermediate hulls''for incursions due to a combination of higher base stats, better bonuses and better slot layouts as compared to T1 battleships and the Praxis.
The '''Machariel''', '''Nightmare''', and '''Vindicator''' are the preferred ''intermediate hulls''for incursions due to a combination of higher base stats, better bonuses and better slot layouts as compared to T1 battleships and the Praxis.


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=== Marauders ===
== Marauders ==


==== Paladin ====
==== Paladin ====
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==== Kronos ====
==== Kronos ====


== Fit Progression ==
= Fit Progression =


For the most part, fit progression is really only relevant for high-end ships like the three pirate faction battleships mentioned above. Logistics ships use pretty much the same rigs, changing only a few modules based on their desired fit. Remember that upgrading from a regular battleship to a pirate faction battleship alone is a big upgrade and the best use of your ISK for the initial upgrade.
For the most part, fit progression is really only relevant for high-end ships like the three pirate faction battleships mentioned above. Logistics ships use pretty much the same rigs, changing only a few modules based on their desired fit. Remember that upgrading from a regular battleship to a pirate faction battleship alone is a big upgrade and the best use of your ISK for the initial upgrade.


See [[Incursion fitting principles#Upgrade priorities|upgrade priorities]] for more information and remember that your options are highly limited by your [[Incursion fitting principles#Rigging choice|choice of rigs]]. That choice also heavily influences the amount of ISK you need to front to make the fit work. The examples below will use the more common setups, so will not include specialized fits such as the '''warp speed''' variant.
See [[Incursion fitting principles#Upgrade priorities|upgrade priorities]] for more information and remember that your options are highly limited by your [[Incursion fitting principles#Rigging choice|choice of rigs]]. That choice also heavily influences the amount of ISK you need to front to make the fit work. The examples below will use the more common setups, so will not include specialized fits such as the '''warp speed''' variant.
=== Cheap ===
== Cheap ==
If you're not entirely sure how you want to fit your ship in the end, the same principle that we follow to fit our [[Incursion fitting principles#Minimum setup|minimum fits]] can be applied to pirate faction ships as well. Practically you can fit a '''Vindicator''' more or less the same way you'd fit a [[Vanguard Incursion fits#Hyperion|Hyperion]]. The same goes for fitting a '''Machariel''' similar to how you fit a [[Vanguard Incursion fits#Maelstrom|Maelstrom]].
If you're not entirely sure how you want to fit your ship in the end, the same principle that we follow to fit our [[Incursion fitting principles#Minimum setup|minimum fits]] can be applied to pirate faction ships as well. Practically you can fit a '''Vindicator''' more or less the same way you'd fit a [[Vanguard Incursion fits#Hyperion|Hyperion]]. The same goes for fitting a '''Machariel''' similar to how you fit a [[Vanguard Incursion fits#Maelstrom|Maelstrom]].


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=== Effective ===
== Effective ==
{{quote|... will free up an extra midslot.}}
{{quote|... will free up an extra midslot.}}
If you want to keep the cost of the fit down while still having some improvements, you could go halfway with the cheapest deadspace modules. The [[Incursion fitting principles#Thermal rig|advanced EM rig setup]] from the '''fitting principles''' page will free up an extra midslot.
If you want to keep the cost of the fit down while still having some improvements, you could go halfway with the cheapest deadspace modules. The [[Incursion fitting principles#Thermal rig|advanced EM rig setup]] from the '''fitting principles''' page will free up an extra midslot.
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=== Optimal ===
== Optimal ==
{{quote|... gives you maximum damage and will free up two extra midslots.}}
{{quote|... gives you maximum damage and will free up two extra midslots.}}
If you're willing to spend a little bit more on your favourite cash-cow ship, you can take it one step further with one of the more costly deadspace hardeners. The [[Incursion fitting principles#Electromagnetic rig|advanced electromagnetic rig setup]] from the '''fitting principles''' page gives you maximum damage and will free up an extra midslot.
If you're willing to spend a little bit more on your favourite cash-cow ship, you can take it one step further with one of the more costly deadspace hardeners. The [[Incursion fitting principles#Electromagnetic rig|advanced electromagnetic rig setup]] from the '''fitting principles''' page gives you maximum damage and will free up an extra midslot.
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== Faction and deadspace modules ==
= Faction and deadspace modules =
First of all, remember that getting a pirate faction hull is always going to give you better applied damage (and often many other advantages) compared to spending ISK on faction and deadspace modules. With the exception of the '''Federation Navy''' or '''Serpentis Stasis Webifier''' and '''tech two weapons''', it is recommended that you get a better hull long before you look into upgrading modules.
First of all, remember that getting a pirate faction hull is always going to give you better applied damage (and often many other advantages) compared to spending ISK on faction and deadspace modules. With the exception of the '''Federation Navy''' or '''Serpentis Stasis Webifier''' and '''tech two weapons''', it is recommended that you get a better hull long before you look into upgrading modules.


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== Injecting implants ==
= Injecting implants =
There are plenty of hardwiring implants that are useful for incursion runners, with effects ranging from damage projection (tracking, damage or rate of fire) to fitting/support related effects (increased capacitor, powergrid or CPU) and warp speed. The bonuses from implants do not suffer stacking penalties, thus even the +3% variants are quite potent and cheap enough to use even while at war due to the low risk of actually losing your pod.
There are plenty of hardwiring implants that are useful for incursion runners, with effects ranging from damage projection (tracking, damage or rate of fire) to fitting/support related effects (increased capacitor, powergrid or CPU) and warp speed. The bonuses from implants do not suffer stacking penalties, thus even the +3% variants are quite potent and cheap enough to use even while at war due to the low risk of actually losing your pod.


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== Skill progression ==
= Skill progression =
For the most part skill progression is as simple as just topping off the '''minimum''' skills you needed to get ready and perhaps train a couple of new skills to be able to use a different set of drones or a situational module. There are however some differences between skill progression for logistics and damage dealers.
For the most part skill progression is as simple as just topping off the '''minimum''' skills you needed to get ready and perhaps train a couple of new skills to be able to use a different set of drones or a situational module. There are however some differences between skill progression for logistics and damage dealers.
=== Logistics ===
== Logistics ==
Progression for logistics is practically an intertwined mess of both fit and skill progression, as skills like {{sk|Logistics Cruisers|V}} and all the support skills all play a vital role. The more powerful tech two remote shield boosters require better fitting skills and utility modules require more cap, at the same time you want to use less fitting modules to free up room for even more utility modules while still keeping a good enough tank.
Progression for logistics is practically an intertwined mess of both fit and skill progression, as skills like {{sk|Logistics Cruisers|V}} and all the support skills all play a vital role. The more powerful tech two remote shield boosters require better fitting skills and utility modules require more cap, at the same time you want to use less fitting modules to free up room for even more utility modules while still keeping a good enough tank.


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=== Damage dealers ===
== Damage dealers ==
Most of the progression in terms of skill for damage dealers surrounds gunnery and drones, but also to some extent capacitor management and fitting skills. Skill progression for damage dealers are completely disjointed and separate from ship progression due to the fact that you'll perform better in a pirate faction than you would in a tech one hull no matter what your skills are. So as your skills improve you'll progress the same regardless if it's in a fancy ship or your old but trustworthy tech one battleship; You simply upgrade when your skills allow you to.
Most of the progression in terms of skill for damage dealers surrounds gunnery and drones, but also to some extent capacitor management and fitting skills. Skill progression for damage dealers are completely disjointed and separate from ship progression due to the fact that you'll perform better in a pirate faction than you would in a tech one hull no matter what your skills are. So as your skills improve you'll progress the same regardless if it's in a fancy ship or your old but trustworthy tech one battleship; You simply upgrade when your skills allow you to.