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== Fitting | == Fitting principles == | ||
The EVE University Incursion community suggests fits based on a set of principles which are designed to allow us to run the sites safely and efficiently. These principles act as guidelines that are followed in every fit we suggest to our community. | The EVE University Incursion community suggests fits based on a set of principles which are designed to allow us to run the sites safely and efficiently. These principles act as guidelines that are followed in every fit we suggest to our community. | ||
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== Why these principles? == | == Why these principles? == | ||
=== Shield vs armor | === Shield vs armor doctrine === | ||
Incursions can be done with both shield and armor doctrines. Previously the EVE University Incursion Community has used a shield doctrine, however we now use an armor doctrine. There are pros and cons to both: | Incursions can be done with both shield and armor doctrines. Previously the EVE University Incursion Community has used a shield doctrine, however we now use an armor doctrine. There are pros and cons to both: | ||
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In the [[EVE University Incursion Community]] we run armor doctrine because of a mix of these reasons, as well as the fact that the majority of the public incursion communities now run armor doctrine fleets, meaning Unistas who wish to explore the incursions content that the University cannot provide are best positioned to do so. | In the [[EVE University Incursion Community]] we run armor doctrine because of a mix of these reasons, as well as the fact that the majority of the public incursion communities now run armor doctrine fleets, meaning Unistas who wish to explore the incursions content that the University cannot provide are best positioned to do so. | ||
=== Sansha | === Sansha incursion rats === | ||
The Sansha incursion rats deal damage in two ways, lasers (EM and thermal) and torpedoes (kinetic and explosive). As such, they hit across all four resist types. While you can sometimes compensate for a low kinetic resist by having a higher explosive resist, or get away with lower resists due to having a small signature and high speed, generally you don't have the luxury of having resist holes in incursions. | The Sansha incursion rats deal damage in two ways, lasers (EM and thermal) and torpedoes (kinetic and explosive). As such, they hit across all four resist types. While you can sometimes compensate for a low kinetic resist by having a higher explosive resist, or get away with lower resists due to having a small signature and high speed, generally you don't have the luxury of having resist holes in incursions. | ||
The incursion rats also do a wide variety of Electronic Warfare, including ECM, target painting, stasis webifying, warp disrupting, and energy neutralizing. You can find out more statistics about the Sansha incursion rats on the [[Sansha's Manual]] page. | The incursion rats also do a wide variety of Electronic Warfare, including ECM, target painting, stasis webifying, warp disrupting, and energy neutralizing. You can find out more statistics about the Sansha incursion rats on the [[Sansha's Manual]] page. | ||
=== Applied DPS === | === Applied DPS === | ||
Just as they do damage across the board, the Sansha incursion rats also have omni tank. The only notable exception is the '''Lirsautton Parichaya''', which is a little weaker against thermal damage and stronger against explosive damage. So contrary to missions where Amarr and Gallente weapons are somewhat limited due to their set damage types, these weapons are not hampered by resists in incursions. | |||
One of the most important aspects to realize is that whatever DPS (damage per second) your favorite third party fitting tool tells you that you have, or whatever the fitting window ingame tells you, is worth nothing if you cannot apply that damage. Hence the term ''"applied DPS"'' as opposed to ''"paper DPS"'' which is basically just your potential damage. | One of the most important aspects to realize is that whatever DPS (damage per second) your favorite third party fitting tool tells you that you have, or whatever the fitting window ingame tells you, is worth nothing if you cannot apply that damage. Hence the term ''"applied DPS"'' as opposed to ''"paper DPS"'' which is basically just your potential damage. | ||
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=== Utility | === Utility === | ||
Utility modules refer to modules you fit that doesn't directly give you a higher dps in your favorite third party fitting program or on your fitting screen ingame. Instead they act as force multipliers of sorts making up for weaknesses or capitalize on strengths for increased efficiency. There are also modules that has no impact on your offensive capabilities, but are invaluable when things go wrong. | Utility modules refer to modules you fit that doesn't directly give you a higher dps in your favorite third party fitting program or on your fitting screen ingame. Instead they act as force multipliers of sorts making up for weaknesses or capitalize on strengths for increased efficiency. There are also modules that has no impact on your offensive capabilities, but are invaluable when things go wrong. | ||
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==== Stacking penalties and ongrid | ==== Stacking penalties and the ongrid booster ==== | ||
A ship with fewer modules or rigs stacking will also benefit more from boosts, thus not suffering quite as much as they might initially seem to. Thus, the way in which a ship obtains the required resist profile to be allowed into a fleet run by the EVE University Incursion Community is important - using a large number of cheap multispectrum energized membranes (see the Praxis fit in ~~link~~) leads to the ongrid boosts being much less effective, causing the incoming damage to be increased as compared to a similarly tanked ship with fewer, but higher quality tank modules. | A ship with fewer modules or rigs stacking will also benefit more from boosts, thus not suffering quite as much as they might initially seem to. Thus, the way in which a ship obtains the required resist profile to be allowed into a fleet run by the EVE University Incursion Community is important - using a large number of cheap multispectrum energized membranes (see the Praxis fit in ~~link~~) leads to the ongrid boosts being much less effective, causing the incoming damage to be increased as compared to a similarly tanked ship with fewer, but higher quality tank modules. | ||
With that said, it is worth noting that the reverse is true - if the ongrid boosts were to no longer be present, a ship with fewer tank modules would be taking relatively more damage as compared to a normal situation. This can sometimes become important to consider in ships fit with an expensive A-Type energized membrane, which would likely be accepted onto a fleet (at the FC's discretion) but which might be under the tank guidelines of the community. | With that said, it is worth noting that the reverse is true - if the ongrid boosts were to no longer be present, a ship with fewer tank modules would be taking relatively more damage as compared to a normal situation. This can sometimes become important to consider in ships fit with an expensive A-Type energized membrane, which would likely be accepted onto a fleet (at the FC's discretion) but which might be under the tank guidelines of the community. | ||
== Applying the | == Applying the guidelines - a practical example == | ||
This section serves as a guide on how to apply the fitting principles in a way that could generate a suitable fit for any suitable hull. In this example, we will work towards a fit for a pilot who has been flying a pulse Praxis, and wants to Begin flying a Nightmare. They have the skills to fit T2 guns, but don't have a whole lot of isk to be spending on excessive expensive modules. | This section serves as a guide on how to apply the fitting principles in a way that could generate a suitable fit for any suitable hull. In this example, we will work towards a fit for a pilot who has been flying a pulse Praxis, and wants to Begin flying a Nightmare. They have the skills to fit T2 guns, but don't have a whole lot of isk to be spending on excessive expensive modules. | ||
==== Required | ==== Required modules - rigs, tank, and guns ==== | ||
We begin with the rigs, as we would like for our fit to be useful outside of Vanguards. The rigs used by Contingency Incursions for their "Advanced" Nightmare fit (and also by The Ditanian Fleet, but strangely only in their "Antigank" fit) are a T1 Explosive and Kinetic Armor Reinforcer, and a T2 Hyperspatial Velocity Optimizer. | We begin with the rigs, as we would like for our fit to be useful outside of Vanguards. The rigs used by Contingency Incursions for their "Advanced" Nightmare fit (and also by The Ditanian Fleet, but strangely only in their "Antigank" fit) are a T1 Explosive and Kinetic Armor Reinforcer, and a T2 Hyperspatial Velocity Optimizer. | ||
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==== Rounding out the | ==== Rounding out the lowslots ==== | ||
Now we have a fit which, while not particularly useful or effective, meets all of the requirements to join a fleet. Now we have some choices to make regarding the remaining slots. The easiest of these choices is what to do with the low slots. These slots are the only ones which allow us to directly increase the raw DPS that the ship does, and it would be advisable to make use of these slots in that way. As this is a ship using energy weapons, we require heat sinks. Here, we choose to splash some isk to get faction heat sinks, as they provide a nice bump in DPS but are generally cheaper than faction midslots. | Now we have a fit which, while not particularly useful or effective, meets all of the requirements to join a fleet. Now we have some choices to make regarding the remaining slots. The easiest of these choices is what to do with the low slots. These slots are the only ones which allow us to directly increase the raw DPS that the ship does, and it would be advisable to make use of these slots in that way. As this is a ship using energy weapons, we require heat sinks. Here, we choose to splash some isk to get faction heat sinks, as they provide a nice bump in DPS but are generally cheaper than faction midslots. | ||
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}} | }} | ||
==== Utility | ==== Utility midslots ==== | ||
The Nightmare is designed to be a shield-tanked ship, so benefits from an abundance of midslots, especially now that we are not using those slots for tank modules. As such, we are spoiled for choice, and we choose to be greedy. The first thing we should choose to include is a set of tracking computers. These massively increase our applied DPS by causing us to miss our shots less often, and allowing us to use higher damage charges at longer range. Being scripted also makes them a good choice, especially compared to their lowslot counterparts. | The Nightmare is designed to be a shield-tanked ship, so benefits from an abundance of midslots, especially now that we are not using those slots for tank modules. As such, we are spoiled for choice, and we choose to be greedy. The first thing we should choose to include is a set of tracking computers. These massively increase our applied DPS by causing us to miss our shots less often, and allowing us to use higher damage charges at longer range. Being scripted also makes them a good choice, especially compared to their lowslot counterparts. | ||
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}} | }} | ||
==== Finishing the | ==== Finishing the fit ==== | ||
Finally, we have a pair of utility highslots to fill, as well as our drone bay. Continuing the theme of greed, we will use an Auto Targeting System II in one of our highslots, which will allow us to lock a few more targets, making our experience in fleet a bit nicer. We will also include a Remote Armor Repairer, as this can be used in emergencies to keep our fleetmates alive, especially if the logistics pilot disconnects. Finally, we will include a set of 5 Imperial Navy Acolytes for our damage drones, and a set of 5 Medium Armor Maintenance Bots for further emergency logistics. | Finally, we have a pair of utility highslots to fill, as well as our drone bay. Continuing the theme of greed, we will use an Auto Targeting System II in one of our highslots, which will allow us to lock a few more targets, making our experience in fleet a bit nicer. We will also include a Remote Armor Repairer, as this can be used in emergencies to keep our fleetmates alive, especially if the logistics pilot disconnects. Finally, we will include a set of 5 Imperial Navy Acolytes for our damage drones, and a set of 5 Medium Armor Maintenance Bots for further emergency logistics. | ||