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{{Incursions links}} | {{Incursions links}} | ||
{{important note box|The [[EVE University Incursion Community]] doesn't require '''unistas''' to use fancy hulls and modules or put expensive implants into your head. If you wish, you may use our loaner battleships indefinitely. However, we encourage those that enjoy the content and have the means to upgrade their ships, as it opens the possibility to take part in other communities, and allows us to run Vanguards more effectively}} | {{important note box | ||
|The [[EVE University Incursion Community]] doesn't require '''unistas''' to use fancy hulls and modules or put expensive implants into your head. If you wish, you may use our loaner battleships indefinitely. However, we encourage those that enjoy the content and have the means to upgrade their ships, as it opens the possibility to take part in other communities, and allows us to run Vanguards more effectively | |||
}} | |||
There are a lot of ways to spend ISK on your incursion character in order to improve your performance, be that '''buying a pirate faction battleship''', getting '''faction and deadspace modules''' or '''injecting implants''' into your head. Some of these options are more effective than others, so before you start ''"throwing ISK at the problem"'' with wild abandon ... take a moment to consider your options. | There are a lot of ways to spend ISK on your incursion character in order to improve your performance, be that '''buying a pirate faction battleship''', getting '''faction and deadspace modules''' or '''injecting implants''' into your head. Some of these options are more effective than others, so before you start ''"throwing ISK at the problem"'' with wild abandon ... take a moment to consider your options. | ||
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==== Oneiros ==== | ==== Oneiros ==== | ||
{| | {| | ||
| | | style="padding: 0;" | <div style="border: 1px solid #525252; position: relative;"> | ||
| | <div style="border: 0; position: absolute; top: -4px; left: 0;">[[File:Icon_tech2.png|24px|link=]]</div> | ||
<div style="border: 0; position: absolute; top: 80px; left: 85px;">{{icon|gallente|48}}</div> | |||
[[File:Oneiros.jpg|128px|link=]]</div> | |||
| style="padding: 4px; vertical-align: top;" | The {{ship|Oneiros|tooltip}} is cap stable on its own and does not require a cap chain to run all its remote armor repairers. That and the bonus to '''remote tracking computers''' means it's favored in any fleet. It is also allowed in headquarters sites, though moreso for the remote tracking computers than the logistics it can provide. | |||
{{icon|gallente2|28}}{{sk|Gallente Cruiser}}<br> | {{icon|gallente2|28}}{{sk|Gallente Cruiser}}<br> | ||
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==== Nestor ==== | ==== Nestor ==== | ||
{| | {| | ||
| | | style="padding: 0;" | <div style="border: 1px solid #525252; position: relative;"> | ||
| | <div style="border: 0; position: absolute; top: -4px; left: 0;">[[File:Icon_tech2.png|24px|link=]]</div> | ||
<div style="border: 0; position: absolute; top: 80px; left: 85px;">{{icon|sisters|48}}</div> | |||
[[File:Nestor.jpg|128px|link=]]</div> | |||
| style="padding: 4 px; vertical-align: top" | The {{ship|Nestor|tooltip}} is an extremely proficient logistics ship, able to dish out an overwhelming amount of remote repairs. Having one opens the door to trying out logistics in a Headquarters fleet. However, the Nestor does not represent a progression from the Oneiros for a fleet running Vanguard sites (particularly as it does not have a bonus to remote tracking computers). Though it can fit a local armor repair module, it does not benefit from the same benefits as the Marauders, and does not benefit from the small signature of the Logistics Cruisers, so is marginal on tank for Vanguards. | |||
{{icon|amarr2|28}}{{sk|Amarr Battleship}}<br> | {{icon|amarr2|28}}{{sk|Amarr Battleship}}<br> | ||
{{icon|gallente2|28}}{{sk|Gallente Battleship}}<br> | {{icon|gallente2|28}}{{sk|Gallente Battleship}}<br> | ||
{{icon|drones|28}}Though we do not normally use damage dealing drones on our logistics ships, [[Drones#Skills|Drone skills]] could be useful as the Nestor is bonused for drone hitpoints and damage. | {{icon|drones|28}}Though we do not normally use damage dealing drones on our logistics ships, [[Drones#Skills|Drone skills]] could be useful as the Nestor is bonused for drone hitpoints and damage. | ||
|} | |} | ||
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==== Nightmare ==== | ==== Nightmare ==== | ||
{| | {| | ||
| | | style="padding: 0;" | <div style="border:1px solid #525252; position:relative;"> | ||
| | <div style="border: 0; position: absolute; top: -4px; left: 0;">[[File:Icon_faction.png|24px|link=]]</div> | ||
<div style="border: 0; position: absolute; top: 80px; left: 85px;">{{icon|sansha's nation|48}}</div> | |||
[[File:Nightmare.jpg|128px|link=]]</div> | |||
| style="padding: 4 px; vertical-align: top;" | The {{ship|Nightmare|tooltip}} has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has plenty of utility midslots available. Has some cap issues putting some pressure on good cap skills. | |||
{{icon|amarr2|28}}{{sk|Amarr Battleship}} (increases turret tracking speed)<br> | {{icon|amarr2|28}}{{sk|Amarr Battleship}} (increases turret tracking speed)<br> | ||
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==== Vindicator ==== | ==== Vindicator ==== | ||
{| | |||
{| | | style="padding: 0;" | <div style="border: 1px solid #525252; position: relative;"> | ||
| | <div style="border: 0; position: absolute; top: -4px; left: 0;">[[File:Icon_faction.png|24px|link=]]</div> | ||
| | <div style="border: 0; position: absolute; top: 80px; left: 85px;">{{icon|serpentis|48}}</div> | ||
[[File:Vindicator.jpg|128px|link=]]</div> | |||
| style="padding: 4px; vertical-align: top" | The {{ship|Vindicator|tooltip}} is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it can also apply at range with Null ammunition once upgraded with Tech II blasters. | |||
{{icon|gallente2|28}}{{sk|Gallente Battleship}}<small> <ref name="galmin">{{sk|Minmatar Battleship}} is shared between both the [[Tempest Fleet Issue]] and the [[Vindicator]], so if you like flying multiple hulls you'd have some of the ship skills covered and you'd only need to train a new racial turret skill.</ref></small> (increases turret tracking speed)<br> | {{icon|gallente2|28}}{{sk|Gallente Battleship}}<small> <ref name="galmin">{{sk|Minmatar Battleship}} is shared between both the [[Tempest Fleet Issue]] and the [[Vindicator]], so if you like flying multiple hulls you'd have some of the ship skills covered and you'd only need to train a new racial turret skill.</ref></small> (increases turret tracking speed)<br> | ||
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==== Tempest Fleet Issue ==== | ==== Tempest Fleet Issue ==== | ||
{{important note box|The TFI is pretty good value for money, and is a neat stepping stone towards the Vargur. However, it is not accepted in other communities, and would not be accepted for use in headquarters sites. You should only choose this ship if you are certain you wish to fly the Vargur in future, and do not want to cross-train into other ships such as the Vindicator.}} | {{important note box | ||
|The TFI is pretty good value for money, and is a neat stepping stone towards the Vargur. However, it is not accepted in other communities, and would not be accepted for use in headquarters sites. You should only choose this ship if you are certain you wish to fly the Vargur in future, and do not want to cross-train into other ships such as the Vindicator. | |||
}} | |||
{| | {| | ||
| | | style="padding: 0;" | <div style="border:1px solid #525252; position:relative;"> | ||
| | <div style="border: 0; position: absolute; top: -4px; left: 0">[[File:Icon_faction.png|24px|link=]]</div> | ||
<div style="border: 0; position: absolute; top: 80px; left: 85px;">{{icon|minmatar|48}}</div> | |||
[[File:Tempest Fleet Issue.jpg|128px|link=]]</div> | |||
| style="padding: 4px; vertical-align: top;" | The {{ship|Tempest Fleet Issue|tooltip}} combines a flexible engagement range for autocannons with a high rate of fire. Unlike it's bigger brother the Vargur, it is well-suited to armour tanking, with enough lowslots, while also having 5 midslots to equip with utility modules. | |||
{{icon|minmatar2|28}}{{sk|Minmatar Battleship}}<small> <ref name="galmin"/></small> (increases turret damage and rate of fire)<br> | {{icon|minmatar2|28}}{{sk|Minmatar Battleship}}<small> <ref name="galmin"/></small> (increases turret damage and rate of fire)<br> | ||
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==== Paladin ==== | ==== Paladin ==== | ||
{| | {| | ||
| | | style="padding: 0;" | <div style="border:1px solid #525252; position:relative;"> | ||
| | <div style="border :0; position: absolute; top: -4px; left: 0">[[File:Icon_faction.png|24px|link=]]</div> | ||
<div style="border :0; position: absolute; top: 80px; left: 85px;">{{icon|amarr empire|48}}</div> | |||
[[File:Paladin.jpg|128px|link=]]</div> | |||
| style="padding: 4px; vertical-align: top;" | The {{ship|Paladin|tooltip}} is the king of projection - it can apply over 2000 DPS at ranges of 70km or more without breaking a sweat. To pay for this, it suffers from a lack of midslots, hampering it's versatility, anemic tracking, and somewhat poor capacitor life. | |||
{{icon|amarr2|28}}{{sk|Amarr Battleship}} Improves capacitor and range projection<br> | {{icon|amarr2|28}}{{sk|Amarr Battleship}} Improves capacitor and range projection<br> | ||
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==== Kronos ==== | ==== Kronos ==== | ||
{| | {| | ||
| | | style="padding: 0;" | <div style="border:1px solid #525252; position:relative;"> | ||
| valign="top" style="padding:4px;" | The {{ship|Kronos|tooltip}} is the poster child of raw damage - within 30km it can dump out 4000 DPS with sufficient tracking to apply to frigates as well as cruisers. It suffers from a lack of projection, but can compensate somewhat with its mid slots. | <div style="border: 0; position: absolute; top: -4px; left: 0">[[File:Icon_faction.png|24px|link=]]</div> | ||
<div style="border: 0; position: absolute; top: 80px; left: 85px;">{{icon|gallente federation|48}} | |||
</div>[[File:Kronos.jpg|128px|link=]]</div> | |||
| valign="top" style="padding: 4px;" | The {{ship|Kronos|tooltip}} is the poster child of raw damage - within 30km it can dump out 4000 DPS with sufficient tracking to apply to frigates as well as cruisers. It suffers from a lack of projection, but can compensate somewhat with its mid slots. | |||
{{icon|gallente2|28}}{{sk|Gallente Battleship}} Improves damage and range<br> | {{icon|gallente2|28}}{{sk|Gallente Battleship}} Improves damage and range<br> | ||
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{{note box|Armour tanked Vargurs are not very good. However, as the Marauders mostly rely on local reps, we tend to allow shield-tanked Vargurs at FCs discretion.}} | {{note box|Armour tanked Vargurs are not very good. However, as the Marauders mostly rely on local reps, we tend to allow shield-tanked Vargurs at FCs discretion.}} | ||
{| | {| | ||
| | | style="padding: 0;" | <div style="border:1px solid #525252; position:relative;"> | ||
<div style="border: 0; position: absolute; top: -4px; left: 0">[[File:Icon_faction.png|24px|link=]]</div> | |||
<div style="border: 0; position: absolute; top: 80px; left: 85px;">{{icon|minmatar republic|48}}</div> | |||
[[File:Vargur.jpg|128px|link=]]</div> | |||
| valign="top" style="padding:4px;" | The {{ship|Vargur|tooltip}} is the definition of a tank. Though it is somewhat forced into being shield tanked, it can easily be fit to survive inside a site alone from downtime to downtime. Sitting somewhat in the middle of the Paladin and Kronos in terms of projection, application, and damage, it makes a good all rounder. However, the Jack of all trades is the master of none, so the Vargur is slightly disfavored compared to the other turreted Marauders. | | valign="top" style="padding:4px;" | The {{ship|Vargur|tooltip}} is the definition of a tank. Though it is somewhat forced into being shield tanked, it can easily be fit to survive inside a site alone from downtime to downtime. Sitting somewhat in the middle of the Paladin and Kronos in terms of projection, application, and damage, it makes a good all rounder. However, the Jack of all trades is the master of none, so the Vargur is slightly disfavored compared to the other turreted Marauders. | ||
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{| class="wikitable" style="text-align:center | {| class="wikitable" style="text-align:center;" | ||
|- style="background-color: | |- style="background-color: var(--background-color-warning-subtle);" | ||
! rowspan=2 | Statistic | ! rowspan=2 | Statistic | ||
! colspan=3 | Energy Turrets | ! colspan=3 | Energy Turrets | ||
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! colspan=2 | Projectile Turrets | ! colspan=2 | Projectile Turrets | ||
|- | |- | ||
|- style="background-color: | |- style="background-color: var(--background-color-warning-subtle);" | ||
| Apoc. Navy | | Apoc. Navy | ||
| Nightmare | | Nightmare | ||
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| 3.5 AU/s <ref name="marauder_warp"/> | | 3.5 AU/s <ref name="marauder_warp"/> | ||
|- | |- | ||
| {{icon|money| | | {{icon|money|24}} Price | ||
| 640M | | 640M | ||
| 1.87B | | 1.87B | ||
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== Fit progression == | == Fit progression == | ||
{{Note box|As the new armor doctrine is thoroughly tested, fits here may change.}} | {{Note box | ||
|As the new armor doctrine is thoroughly tested, fits here may change. | |||
}} | |||
For the most part, fit progression is really only relevant for high-end ships like the three pirate faction battleships and marauders 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 and marauders 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. | ||
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==== Module variants and price deviation ==== | ==== Module variants and price deviation ==== | ||
{| | {| | ||
| [[Image:Market.png|64px|link=]] | |||
| When you're shopping for faction or deadspace modules, check all equivalent variants for price deviations. For example, the {{co|coral|Federation Navy Tracking Computer}} is identical in all but the name to the {{co|coral|Shadow Serpentis Tracking Computer}} and their prices fluctuate over time, so use the [[Show Info and Compare]]-feature ingame to find potential alternatives and you might save millions. | |||
|} | |} | ||
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See the [[EVE University Incursion Community Implant Guide|Incursion Community Implant Guide]] for more information about recommended implants. This guide will cover the two types of implants that we suggest: Skill Hardwiring (slots 6-10) and Attribute Enhancing (slots 1-5). These implants are not required to fly in our community, but they do greatly improve ship performance. In order to use any of the implants listed in this guide, you will need to have the Cybernetics skill trained to at least level V. This will allow you to use 6% implants, which can be purchased with Concord Loyalty Points (LP) earned by running Incursions. These implants can be found at Concord Stations and cost 250 million ISK and 250,000 LP. | See the [[EVE University Incursion Community Implant Guide|Incursion Community Implant Guide]] for more information about recommended implants. This guide will cover the two types of implants that we suggest: Skill Hardwiring (slots 6-10) and Attribute Enhancing (slots 1-5). These implants are not required to fly in our community, but they do greatly improve ship performance. In order to use any of the implants listed in this guide, you will need to have the Cybernetics skill trained to at least level V. This will allow you to use 6% implants, which can be purchased with Concord Loyalty Points (LP) earned by running Incursions. These implants can be found at Concord Stations and cost 250 million ISK and 250,000 LP. | ||
== 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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Some skills improve basic capacitor regeneration, others reduce capacitor usage instead. Some ships will have little to no issues with cap, while others are much more subject to it and require very high skills. Implants play a small role in this as well, so your mileage will vary here depending on your skills, ship, fit and implants. | Some skills improve basic capacitor regeneration, others reduce capacitor usage instead. Some ships will have little to no issues with cap, while others are much more subject to it and require very high skills. Implants play a small role in this as well, so your mileage will vary here depending on your skills, ship, fit and implants. | ||
|- | |- | ||
| {{icon|cpu| | | {{icon|cpu|64}} | ||
| {{co|coral|Fitting skills}} | | {{co|coral|Fitting skills}} | ||