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

Anatomy of Incursions: Difference between revisions

From EVE University Wiki
m Changed category to "Incursions" so as not to confuse it with the expansion "Incursion".
m Added a section on securing the fleet and did minor corrections to grammar and typoes.
Line 1: Line 1:
{{Incursions links}}
{{Incursions links}}
= Commanding a fleet =
= Commanding a fleet =
Remember that EVE is a game where ''"It depends!"'' is the single most important thing to remember. Don't blindly follow set tactics or kill-orders you've read here or somewhere else. Put things into perspective and adjust to what's happening in every site, where the enemies spawn as well as your current fleet composition. This is a good example of where the ''"why"'' (ability to put things into context) is more important than the ''"how"'' or ''"what"'' (rigid kill-order lists etc), as knowing the ''"why"'' allows you to tackle anything the game throws at you, whereas only knowing the ''"how"'' or ''"what"'' will catch you off-guard whenever something out of order happens.
Remember that EVE is a game where ''"It depends!"'' is the single most important thing to remember. Don't blindly follow set tactics or kill-orders you've read here or somewhere else. Put things into perspective and adjust to what's happening in every site, where the enemies spawn as well as your current fleet composition. This is a good example of where the ''"why"'' (ability to put things into context) is more important than the ''"how"'' or ''"what"'' (rigid kill-order lists etc.), as knowing the ''"why"'' allows you to tackle anything the game throws at you, whereas only knowing the ''"how"'' or ''"what"'' will catch you off-guard whenever something out of order happens.


Do not underestimate the dangers of inflexibility or lack of knowledge surrounding the ''"why"''. A fleet led by someone who is flexible and adjusts to the actual situation and fleet composition can easily avoid disasters that would cause immediate losses for a fleet led by someone following a standard kill-order list without taking into consideration the fleet composition. Additionally, having the knowledge of ''"why"'' will allow you to foresee problems before they happen and act proactively instead of reactively.
Do not underestimate the dangers of inflexibility or lack of knowledge surrounding the ''"why"''. A fleet led by someone who is flexible and adjusts to the actual situation and fleet composition can easily avoid disasters that would cause immediate losses for a fleet led by someone following a standard kill-order list without taking into consideration the fleet composition. Additionally, having the knowledge of ''"why"'' will allow you to foresee problems before they happen and act proactively instead of reactively.
=== Secure your fleet ===
When it comes to having enough logistics in the fleet, one of the key aspects you need to consider is how fast your logistics will cycle their repairs (which indirectly also controls how fast they can switch targets) and how vulnerable they are if they receive aggro. The fewer logistics you have in the fleet, the more vulnerable they will be if they themselves get aggro.
If you have four logistics, you’ll be able to repair a fellow logistics at 75% strength (the other three logistics will be able to rep you). When you drop to just two logistics, your efficiency drops to 50% repping power. You’re losing half your repping power at that point, while simultaneously forcing your remaining logistics pilot to commit more reppers at any given point (adding to the time it takes to switch reps from one target to another).
An incursion fleet should be able to warp into a site, have one of their logistics take full aggro and still be able to keep that logistics alive indefinitely. Anything less and you should keep the fleet docked up until you can adequately protect the fleet.


=== Know your fleet ===
=== Know your fleet ===
It is important to be aware of your fleet composition and what your strengths and weaknesses are.
It is also important to be aware of your fleet composition and what your strengths and weaknesses are. Remember that this your fleet composition is constantly changing as people drop and others replace them. Mentally reassess your fleet strengths and weaknesses based on what kind of ship and utility is leaving and what’s replacing it.


How many webs do you have and at what range can they be applied? How far can your damage dealers shoot and still do damage? Do you have an overall high damage or low damage fleet? How fast are most of them locking up targets? What kind of offgrid boosts are you getting? Do you have enough emergency energy transfers and backup maintenance bots? How responsive is your fleet, will a fast pace be efficient or just confusing and downright dangerous?
How many webs do you have and at what range can they be applied? How far can your damage dealers shoot and still do damage? Do you have an overall high damage or low damage fleet? How fast are most of them locking up targets? What kind of offgrid boosts are you getting? Do you have enough emergency energy transfers and backup maintenance bots? How responsive is your fleet, will a fast pace be efficient or just confusing and downright dangerous?
Line 13: Line 20:


=== Issuing commands ===
=== Issuing commands ===
It doesn't matter if you're calling target, calling for aligns or something else entirely; Always issue commands with a clear voice and repeat the command if it is really important. If possible, have keywords like ''"Fleet"'' (everyone), ''"DD"'', ''"Snipers"'', ''"Logistics"'', ''"Dronebunny"'' or something similar, then follow up with the actual command. The use of keywords will make it clear that you're issuing in order and to whom. Have them confirm orders if need be, even if it's just a simple ''"Ok"'', ''"Copy"'' or ''"Roger!"''.
It doesn't matter if you're calling target, calling for aligns or something else entirely; Always issue commands with a clear voice and repeat the command if it is really important. If possible, have keywords like ''"Fleet"'' (everyone), ''"DD"'' (usually excluding the dronebunny), ''"Snipers"'', ''"Logistics"'', ''"Dronebunny"'' or something similar, then follow up with the actual command. The use of keywords will make it clear that you're issuing in order and to whom. Have them confirm orders if need be, even if it's just a simple ''"Ok"'', ''"Copy"'' or ''"Roger!"''.


This helps people realize a command is about to be given, especially if you have open comms allowing people to talk and ask questions while you're running sites. Use existing ''"Break, break!"'' keywords to get people to stop talking if you need to. Put yourself as prioritized speaker, if you own the channel, just in case someone doesn't. It also serves a purpose in letting the tagger know what to tag. This is especially helpful if you're commanding a fleet as a logistics pilot, or when doing larger sites where tagging is delegated to each group's commander.
This helps people realize a command is about to be given, especially if you have open comms allowing people to talk and ask questions while you're running sites. Use existing ''"Break, break!"'' keywords to get people to stop talking if you need to. Put yourself as prioritized speaker, if you own the channel, just in case someone doesn't. It also serves a purpose in letting the tagger know what to tag. This is especially helpful if you're commanding a fleet as a logistics pilot, or when doing larger sites where tagging is delegated to each group's commander.


=== Stay calm ===
=== Stay calm ===
People who get nervous or worked up tend to miss details or end up with butterfingers doing what they should't be doing. This is true for everyone and the fleet commander sets the tone for most of this. Don't make rash, split-second decisions. Instead, take that extra second or two and consider your options, in the end that will serve you better. That said, it is important to make a decision, a clear and concise decision, so the fleet knows what to do. The longer you wait, the higher the chance someone will panic and do something stupid, potentially risking the entire fleet.
People who get nervous or worked up tend to miss details or end up with butterfingers doing what they shouldn't be doing. This is true for everyone and the fleet commander sets the tone for most of this. Don't make rash, split-second decisions. Instead, take that extra second or two and consider your options, in the end that will serve you better. That said, it is important to make a decision, a clear and concise decision, so the fleet knows what to do. The longer you wait, the higher the chance someone will panic and do something stupid, potentially risking the entire fleet.


=== Be in control ===
=== Be in control ===
Line 25: Line 32:
Control and structure doesn't necessarily mean you have to run the fleet as a ruthless slaver cracking their whip, nor does it mean you can't be in control of a relaxed fleet. It's all about the members of your fleet. Some will be able to work autonomously without being reminded what to do while others will slack off and pay less attention unless you keep reminding. Don't be lulled into a false sense of security when running with ''"experienced players"'' ... they can grow complacent and trivialize responsibility thinking someone else will do this or keep an eye on that.
Control and structure doesn't necessarily mean you have to run the fleet as a ruthless slaver cracking their whip, nor does it mean you can't be in control of a relaxed fleet. It's all about the members of your fleet. Some will be able to work autonomously without being reminded what to do while others will slack off and pay less attention unless you keep reminding. Don't be lulled into a false sense of security when running with ''"experienced players"'' ... they can grow complacent and trivialize responsibility thinking someone else will do this or keep an eye on that.


Being in control also means you need to realize how much you can do and limit yourself to that, while delegating the rest to others. While it's admirable to take on many things at once, even grateful when it means the fleet takes off because of it, doing so is more harmlful than helpful in the long run. Almost all non-essential tasks can be delegated to people, even fairly new incursion runners, so there's absolutely no excuse for you to be saddled with doing everything. Also, just because you can do all these things on your own, doesn't mean you should. Every extra thing you take upon yourself pulls attention from everything else you're doing, adding unnecessary risk to fleet safety.
Being in control also means you need to realize how much you can do and limit yourself to that, while delegating the rest to others. While it's admirable to take on many things at once, even grateful when it means the fleet takes off because of it, doing so is more harmful than helpful in the long run. Almost all non-essential tasks can be delegated to people, even fairly new incursion runners, so there's absolutely no excuse for you to be saddled with doing everything. Also, just because you can do all these things on your own, doesn't mean you should. Every extra thing you take upon yourself pulls attention from everything else you're doing, adding unnecessary risk to fleet safety.


=== Keep your fleet engaged ===
=== Keep your fleet engaged ===
Line 79: Line 86:
Try to make the most out of your webs and target painters in the fleet.  
Try to make the most out of your webs and target painters in the fleet.  


If you have multiple [[Vindicator]]s, assign one to web primary targets and the other to web the dronebunny's targets. Alternatively, use more advanced tactics where they go for the frigates instead, and really put the webs to good use.
If you have multiple [[Vindicator]]s, assign one to web primary targets and the other to web the dronebunny's targets. Alternatively, use more advanced tactics where they go for the frigates instead and really put the webs to good use.


If you have long-webbed [[Loki]]s and [[Bhaalgorn]]s, make sure they aren't webbing things too far out. Always adjust the range of which you web things down to your fleet's damage projection capabilities. There's no point webbing things at 40km if more than half your fleet is unable to hit things for any kind of damage at that range.
If you have long-webbed [[Loki]]s and [[Bhaalgorn]]s, make sure they aren't webbing things too far out. Always adjust the range of which you web things down to your fleet's damage projection capabilities. There's no point webbing things at 40km if more than half your fleet is unable to hit things for any kind of damage at that range.
Line 103: Line 110:
Whenever targets spawn at range, there's a window of opportunity for any fleet with ships able to lock fast and shoot at a distance. While on approach, enemies come in at a low angular velocity with their microwarpdrive turned on and thus much easier to hit compared to when they slow down and start orbiting under your guns.
Whenever targets spawn at range, there's a window of opportunity for any fleet with ships able to lock fast and shoot at a distance. While on approach, enemies come in at a low angular velocity with their microwarpdrive turned on and thus much easier to hit compared to when they slow down and start orbiting under your guns.


Given enough scan resolution, good enough range and tracking, even battleships can pick off smaller ships as they come rushing towards you. Most tech one battleships have no real means of doing this, but faction battleships and strategic cruisers are usually more than capable of finishing off a few frigates before they even get close, reducing the danger of the spawn immediately. Done right, it might even remove the threat of Tamas for example, because they need to get within a certain range before their short-range torpedos can reach its target. Fleets with a majority of ships able to do this, can often swap some of their webs over to tracking computers for increased efficiency, while leaving only a minimum of webs (like a handful of bonused webs). Doing that requires that you are fully aware of your fleet composition and can swap the web back when needed.
Given enough scan resolution, good enough range and tracking, even battleships can pick off smaller ships as they come rushing towards you. Most tech one battleships have no real means of doing this, but faction battleships and strategic cruisers are usually more than capable of finishing off a few frigates before they even get close, reducing the danger of the spawn immediately. Done right, it might even remove the threat of Tamas for example, because they need to get within a certain range before their short-range torpedoes can reach its target. Fleets with a majority of ships able to do this, can often swap some of their webs over to tracking computers for increased efficiency, while leaving only a minimum of webs (like a handful of bonused webs). Doing that requires that you are fully aware of your fleet composition and can swap the web back when needed.


Overall such ships gives the fleet commander a tremendous flexibility in target calling. It is also one of the most important aspects of the fleet's ability to compete against others. A fleet can have superior damage and still lose, if they take too long to lock targets or if they are unable to apply that damage at range.
Overall such ships give the fleet commander a tremendous flexibility in target calling. It is also one of the most important aspects of the fleet's ability to compete against others. A fleet can have superior damage and still lose, if they take too long to lock targets or if they are unable to apply that damage at range.


=== Moving fleets ===
=== Moving fleets ===
Line 116: Line 123:
This tactic is most suited for armour fleets, that generally has more utility midslots and often has less range compared to shield fleets. By fitting microwarpdrives and burning towards spawnpoints they capitalize on their utility midslots as well as compensate for their shorter damage projection capabilities.
This tactic is most suited for armour fleets, that generally has more utility midslots and often has less range compared to shield fleets. By fitting microwarpdrives and burning towards spawnpoints they capitalize on their utility midslots as well as compensate for their shorter damage projection capabilities.


Naturally this tactic is also more useful in sites where the waves all spawn at the same spot (so you only need to move once), while less useful where the waves spawn far from each other (and you have to constantly move between spawns). It also matters what kind of enemies you are facing, as moving in sites where you face mostly battleship is less of an issue than moving in sites where you're trying to shoot frigates and cruisers with your large turrets.
Naturally this tactic is also more useful in sites where the waves all spawn at the same spot (so you only need to move once), while less useful where the waves spawn far from each other (and you have to constantly move between spawns). It also matters what kind of enemies you are facing, as moving in sites where you face mostly battleships is less of an issue than moving in sites where you're trying to shoot frigates and cruisers with your large turrets.


You also need to keep in mind that you should still keep your fleet together. Mixing afterburners and microwarpdrives or have some ships without any kind of propulsion module would lead to your fleet being split up with some ships constantly moving (and potentially completely useless due to reduced tracking). You also run the risk of enemies being pulled out of optimal range from the main bulk of the fleet if they go for the ship that isn't with the rest of the fleet.
You also need to keep in mind that you should still keep your fleet together. Mixing afterburners and microwarpdrives or have some ships without any kind of propulsion module would lead to your fleet being split up with some ships constantly moving (and potentially completely useless due to reduced tracking). You also run the risk of enemies being pulled out of optimal range from the main bulk of the fleet if they go for the ship that isn't with the rest of the fleet.