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Incursion fitting principles: Difference between revisions

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=== Utility modules ===
=== Utility modules ===
These modules are usually what makes or breaks incursion fleets. They are force multipliers of sorts making up for weaknesses or capitalize on strengths for increased efficiency. You should always bring as many of these modules are you can fit, so that you can tailor your ship to the needs of the fleet based on your current fleet composition.
First of all, when the term ''"utility slots"'' is used it means the slots you have left over once you've fitted your tank and your weapons. So if your ship has five midslots and four are needed for your tank, then the fifth slot is your one utility midslot. If you ship has eight highslots and seven turrets, you have one utility highslot.


If your ship has three utility midslots, you should bring at least two sensor boosters, two webs, two or three tracking computers, a couple of target painters etc. Logistics should bring extra tracking links, afterburner, remote sensor boosters etc. And don't forget to bring enough scripts and charges for these modules.
Second, the term ''"utility modules"'' refer to modules you fit that doesn't directly give you a higher dps in your favourite third party fitting program or on your fitting screen ingame. Instead they act as force multipliers<small> <ref>While a tracking computer only helps you, a web or a painter will help any ship shooting the target you apply the module on, hence the reference to ''force multiplication''.</ref></small> of sorts making up for weaknesses or capitalize on strengths for increased efficiency. There are also modules that has no impact on your offensive capabilities, but are invaluable when things go wrong.


Same goes for highslots, emergency shield transporters and energy transporters are both needed, so make sure you have both and can fit according to your fleet's needes.  
You should always bring as many of these modules are you can fit, so that you can tailor your ship to the needs of the fleet based on your current fleet composition. For example, if you have two free utility midslots, bring two of each of the below listed utility midslot modules. Do the same for any of the utility highslot modules you can theoretically fit to your ship. Keep the modules in the staging system for quick refits.


Below is a list of utility modules that you could bring.
The fits presented for [[Vanguard Incursion fits|Vanguards]] and [[Assault Incursion fits|Assaults]] will have a default selection of these modules to ensure we have a good base for most fleets. See [[Anatomy of Incursions]] for more information on how you can change these modules around for different tactics based on your fleet composition.
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