Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Incursion Fitting: Vanguard: Difference between revisions

From EVE University Wiki
Tech II & III Hulls: Vagabond Shield Incursion
m Requirements: moved section
Line 11: Line 11:


==Requirements==
==Requirements==
</noinclude>{{#ifeq:{{{1|IncursionRequirements}}}|IncursionRequirements|'''Warning: Incursion are NOT a low skill activity.''' In addition to being able to fly the ships and fit the tank listed below, pilots should have all relevant support skills at least to IV. This includes:
</noinclude>{{#ifeq:{{{1|IncursionRequirements}}}|IncursionRequirements|
*Capacitor
*Targeting
*Fitting
*Weapon Supports
*Tanking Supports
Essentially pilots should have the Core Competency and their weapon of choice certificates at the Standard level for Incursions. This is for the safety of you and all the pilots you are flying with.
 
When entering an incursion fleet the Fleet Commander (FC) will ask to see your current fit. This section will detail the bare minimums all FCs are looking for. Note that having these does not guarantee entrance. Some FCs might want more, though most EVE Uni FCs will not.
When entering an incursion fleet the Fleet Commander (FC) will ask to see your current fit. This section will detail the bare minimums all FCs are looking for. Note that having these does not guarantee entrance. Some FCs might want more, though most EVE Uni FCs will not.


Line 47: Line 40:
Most Incursion ships also fit Tech II Weapon Upgrade modules and some FCs might require them. The skill needed to fit them is [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades IV]] and it is extremely useful as it not only unlocks these modules, but because it reduces the CPU requirements of Turrets and Missile Launchers as well. All the fittings on this page will assume the pilot has this skill trained to at least level IV.
Most Incursion ships also fit Tech II Weapon Upgrade modules and some FCs might require them. The skill needed to fit them is [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades IV]] and it is extremely useful as it not only unlocks these modules, but because it reduces the CPU requirements of Turrets and Missile Launchers as well. All the fittings on this page will assume the pilot has this skill trained to at least level IV.


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.<br>}}<noinclude>
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.
 
'''Warning: Incursion are NOT a low skill activity.''' In addition to being able to fly the ships and fit the tank listed above, pilots should have all relevant support skills at least to IV. This includes:
*Capacitor
*Targeting
*Fitting
*Weapon Supports
*Tanking Supports
Essentially pilots should have the Core Competency and their weapon of choice certificates at the Standard level for Incursions. This is for the safety of you and all the pilots you are flying with.<br>}}<noinclude>
===Vanguard Requirements===
===Vanguard Requirements===
The previous requirements hold for all Incursion sites. This section will talk about fitting concerns specific to Vanguards.  
The previous requirements hold for all Incursion sites. This section will talk about fitting concerns specific to Vanguards.