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User:Paxte Eriker/incursions/Fleet setup in Incursions: Difference between revisions

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= Improving fleet efficiency =
= Improving fleet efficiency =
Gang links and utility modules offer tremendous effects for a fleet, easily capable of increasing efficiency for individual pilots or the entire fleet. Be that by pushing range of certain modules past a critical threshold to fleet-wide increases that allow you to operate effectively with fewer people, or simply be that much stronger with the people you already have.
Command Bursts and utility modules offer tremendous effects for a fleet, easily capable of increasing efficiency for individual pilots or the entire fleet. Be that by pushing range of certain modules past a critical threshold to fleet-wide increases that allow you to operate effectively with fewer people, or simply be that much stronger with the people you already have.


Below are lists of skills required for and the effects of gang links, stacking penalties for webs and various utility modules and their effects.
Below are lists of skills required for and the effects of gang links, stacking penalties for webs and various utility modules and their effects.
== Warfare Links ==
== Command Bursts ==
Gang links, or so called ''"warfare links"'', are immensely powerful modules that improves the efficiency of ever single ship that receives their boosts. The links themselves boosts anything from armour and shield defenses, efficiency of remote repairs, electronic warfare, propulsion modules, locking ranges to reducing the signature radius of ships and making them harder to jam.
[[Command Bursts|Command bursts]] are immensely powerful modules that improves the efficiency of ever single ship that receives their boosts. The bursts themselves boost anything from armour and shield defenses, efficiency of remote repairs, electronic warfare, propulsion modules, locking ranges to reducing the signature radius of ships and making them harder to jam.


The combination of several links can create very powerful effects, like making logistics capable of operating with twice the efficiency thanks to the boosts. The combination of increased resists, reduced signature, faster cycle times etc all adds up.
The combination of several bursts can create very powerful effects, like making logistics capable of operating with twice the efficiency thanks to the boosts. The combination of increased resists, reduced signature, faster cycle times etc all adds up.


Even single links can be tremendously useful, like the skirmish link boosting web range making it possible to use webs efficiently, or the information warfare link increasing locking range thus giving most snipers enough locking range without fitting a single sensor booster.
Even single burst can be tremendously useful, like the skirmish burst boosting web range making it possible to use webs efficiently, or information bursts increasing locking range thus giving most snipers enough locking range without fitting a single sensor booster.
=== Relevant skills ===
=== Relevant skills ===
Below are the skills required to become an incursion booster. If you're only going to use one implant, it's enough to train just two of the specialization skills. The '''Fleet Command''' skills aren't strictly needed for one-boost setups, as you'll never be in the actual Wing Command position. But if you want to be use a two-boost setup one of the boosters will need to have those skills trained.
Below are the skills required to become an incursion booster. If you're only going to use one implant, it's enough to train just two of the specialization skills. The '''Fleet Command''' skills aren't strictly needed for Vanguard fleets as the ships are always in a tight clump, but are useful for Headquarters fleets where ships will spread out a lot more.


If you want to go for a truly perfect booster you'll need to train all four specialization skills as well as taking fleet command to V. You'll also need [[Jump Clones|jump clones]] so you can setup the appropriate mindlink implant clones.
If you want to go for a truly perfect booster you'll need to train all four specialization skills as well as taking fleet command to V. You'll also need [[Jump Clones|jump clones]] so you can setup the appropriate mindlink implant clones.
{| class="wikitable" style="font-size:90%;"
{| class="wikitable" style="font-size:90%;"
! style="background:#222222;" | [[File:Warfare-links.png|24px|link=|Warfare Gang Links]] Warfare Gang Links
! style="background:#222222;" | [[File:Warfare-links.png|24px|link=|Warfare Gang Links]] Command Bursts
<!-- ! Strategic cruisers -->
<!-- ! Strategic cruisers -->
! style="background:#222222;" | [[File:icon_ship_other.png|24px|Command Ships]] Command Ships
! style="background:#222222;" | [[File:icon_ship_other.png|24px|Command Ships]] Command Ships
! style="background:#222222;" | [[File:icon_implant_mindlink_faction.png|24px|Warfare Mindlink implant]] Warfare Mindlink implants
! style="background:#222222;" | [[File:icon_implant_mindlink_faction.png|24px|Warfare Mindlink implant]] Command Mindlink implants
! style="background:#222222;" | [[File:icon_fleet.png|24px|Fleet Command skills]] {{co|grey|Fleet Command}}
! style="background:#222222;" | [[File:icon_fleet.png|24px|Fleet Command skills]] {{co|grey|Fleet Command}}
|- valign="top"
|- valign="top"
| style="padding:8px;" |
| style="padding:8px;" |
Leadership V<br>
Leadership V<br>
Armored Warfare V<br>
Armored Command V<br>
Information Warfare V<br>
Information Command V<br>
Siege Warfare V<br>
Shield Command V<br>
Skirmish Warfare V<br>
Skirmish Command V<br>
<primary> Warfare Specialist V<br>
<primary> Command Specialist V<br>
<secondary> Warfare Specialist V
<secondary> Command Specialist V
<!-- Removing strategic cruisers for now, since they are inferior.
<!-- Removing strategic cruisers for now, since they are inferior.
| style="padding:8px;" |
| style="padding:8px;" |
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Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that the Command Ships are slightly better than Strategic Cruisers and have a much easier time fitting 6-7 links while fielding a decent tank (to ward off suicide gankers).
Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that the Command Ships are slightly better than Strategic Cruisers and have a much easier time fitting 6-7 links while fielding a decent tank (to ward off suicide gankers).


The following will assume you have all the relevant skills trained to V and using tech two gang links, then show the difference between the various ships with or without (numbers in parenthesis) the appropriate mindlink implant. You can read more about warfare links and the details on the [[warfare links]] page.
The following will assume you have all the relevant skills trained to V and using tech two gang links, then show the difference between the various ships with or without (numbers in parenthesis) the appropriate mindlink implant. You can read more about command bursts and the details on the [[Command Bursts]] page.
{| class="wikitable" style="font-size:90%;"  
{| class="wikitable" style="font-size:90%;"  
|- align="center"
|- align="center"