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Incursion Fitting: Vanguard: Difference between revisions

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Aethlyn (talk | contribs)
Modification to indicate these suggestions are for Vanguards and the other Incursion sites have different considerations.
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Also note that Tech II weapons are strongly recommended for Incursions. The increased damage output and ability to use Tech II ammunition is very relevant, although using standard or Faction ammunition is perfectly fine. While a new pilot is not required to have these for their first Incursion, training towards them is expected.
Also note that Tech II weapons are strongly recommended for Incursions. The increased damage output and ability to use Tech II ammunition is very relevant, although using standard or Faction ammunition is perfectly fine. While a new pilot is not required to have these for their first Incursion, training towards them is expected.
===Vanguard Requirements===
The previous requirements hold for all Incursion sites. This section will talk about fitting concerns specific to Vanguards.
All enemies in Vanguards are Frigate or Cruiser sized and have high velocities. Further the majority of enemies orbit in the 10km to 20km range, with one notable exception with orbits at 60km to 70km. This means weapons should be optimized for hitting small, fast targets which orbit close. This makes missiles not ideal due to explosion velocity and travel time. Guns should be of the close range type, Blasters, Beam Lasers, and Autocannons, and should have tracking above .1 radians per second. Further this makes EWAR modules like Stasis Webifiers and Target Painters extra valuable due to the difference in ship sizes as most pilots will be in Battlecruisers or Battleships. Finally, there is little room in fleets for dedicated support ships besides Logistics ships due to damage output needs and low fleet cap for maximum payout.


== Basic Incursion Fitting Walkthrough==
== Basic Incursion Fitting Walkthrough==
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===Weapons===
===Weapons===
The weapons fitted should match any bonuses the ship hull gives. For example the [[Hurricane]] gives a bonus to projectile turrets damage and rate of fire. So Artillery Cannons or Autocannons should be fit to a Hurricane. When fitting fill as many high slots with the boosted weapon system. The Hurricane has 8 high slots and 6 turret hard ports, so should fit 6 projectile turrets. Weapon size should be picked to maximize damage to ships orbiting between 10km & 20km. Further, weapons effective against Frigates are preferred as most NPCs in Vanguard sites are Frigates. Therefore, statistics like explosion radius and signature resolution should be taken into account when choosing.
The weapons fitted should match any bonuses the ship hull gives. For example the [[Hurricane]] gives a bonus to projectile turrets damage and rate of fire. So Artillery Cannons or Autocannons should be fit to a Hurricane. When fitting fill as many high slots with the boosted weapon system. The Hurricane has 8 high slots and 6 turret hard ports, so should fit 6 projectile turrets. Weapon size should be picked to maximize damage to ships orbiting between 10km & 20km. Further, weapons effective against Frigates are preferred as most NPCs in Vanguard sites are Frigates. Therefore, statistics like explosion radius and signature resolution should be taken into account when choosing. Also most Sansha ships are very fast so gun ships should aim for tracking above .1 radians per second.


Tech II weapons are preferred, but take time to train. For BCs this is not too long, so FCs requiring only Tech 2 BCs is not unreasonable. When using Tech I guns stick to as high a Meta level as possible. Meta 4 is preferred, but Meta 3 might have a better value for its cost. Don’t go below Meta 2 is possible. Also, don’t mix Meta levels, so the cycle times stay in synch. Don’t fit a secondary weapon system yet. The Hurricane has 2 open high slots with a full set of turrets and 3 launcher hard ports. Wait for the utility section to consider fitting a secondary weapon system.
Tech II weapons are preferred, but take time to train. For BCs this is not too long, so FCs requiring only Tech 2 BCs is not unreasonable. When using Tech I guns stick to as high a Meta level as possible. Meta 4 is preferred, but Meta 3 might have a better value for its cost. Don’t go below Meta 2 if possible. Also, don’t mix Meta levels, so the cycle times stay in synch. Don’t fit a secondary weapon system yet. The Hurricane has 2 open high slots with a full set of turrets and 3 launcher hard ports. Wait for the utility section to consider fitting a secondary weapon system.


====Hybrid Turrets====
====Hybrid Turrets====
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Also Capacitor stability needs to be checked at this point. Being stable is preferred. If that is not possible using capacitor modules aim for 15+ minutes of capacitor time. That way a pilot should be able to do a Vanguard site without running out of Capacitor. Note that running out of Capacitor is one of the worst things that can happen as this shuts down all defensive modules. These resistance modules are key to a pilot’s survival in an Incursion. Without them running there is a high likelihood of losing one’s ship.
Also Capacitor stability needs to be checked at this point. Being stable is preferred. If that is not possible using capacitor modules aim for 15+ minutes of capacitor time. That way a pilot should be able to do a Vanguard site without running out of Capacitor. Note that running out of Capacitor is one of the worst things that can happen as this shuts down all defensive modules. These resistance modules are key to a pilot’s survival in an Incursion. Without them running there is a high likelihood of losing one’s ship.
It is often beneficial to bring multiple possible utility modules if a pilot's ships has options. This way a pilot can quickly adjust the fit based on the needs of the current fleet.


====Medium Slots====
====Medium Slots====