Difference between revisions of "Fleet setup in Incursions"

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* These modules suffer from stacking penalties as well, so the effect isn't necessarily as good as the numbers shown.
 
* These modules suffer from stacking penalties as well, so the effect isn't necessarily as good as the numbers shown.
 
 
[[Category:Fleets]]
 
[[Category:Fleets]]
[[Category:Incursions]]
 

Revision as of 15:24, 29 March 2013

Fleet Structure in Incursions

Below are a few examples of how you can setup the fleet. Remember that each command position unlocks the use of a booster, but is not limited to being the booster themselves.

Also if you assign someone other than the commander to be the booster, remember that you need to reset all booster roles below that for the chain to initiate correctly. So for example, everytime you set or change a Wing Booster, revoke and reset all Squad Boosters. If you change the Fleet Booster you'll have to reset everything else, Wing Boosters first, then all Squad Boosters.

You can read more about fleet structures and leadership on the Fleet Leadership page.

Basic fleet supporting a single wing booster

Fleet structure Description
  • [Fleet Commander] <empty slot>
    • [Wing Commander] Tagger
      • [Squad Commander] Tagger ++
        • Fleet members
      • [Squad Commander] <empty slot>
        • Booster +

+ Booster set to Wing Booster.
++ Squad Commander set to Squad Booster.

This is the basic fleet setup allowing the Squad and Wing Commander to tag enemies and the Wing Commander to warp the entire fleet with the Warp Wing mechanics.
  • Two potential taggers.
  • Ability to warp the entire fleet.
  • Booster won't automatically get boss if someone leaves.
  • Everyone gets the wing boosts.
  • Only requires one person with Wing Command II and another with Leadership V.

Fleet supporting multiple boosters

Fleet structure Description
  • [Fleet Commander] Booster +
    • [Wing Commander] Tagger
      • [Squad Commander] Tagger +++
        • Fleet member (damage dealers)
        • ... more fleet members ...
      • [Squad Commander] Fleet member (logistics)
        • Fleet members (logistics)
        • Booster ++
        • ... potential booster ++++

+ Fleet Commander set to Fleet Booster.
++ Booster set to Wing Booster.
+++ Squad Commander set to Squad Booster.
++++ Potential booster set to Squad Booster.

By having a Fleet Commander you unlock the ability to use Fleet, Wing and Squad boosters. The most common use of this is to have both an implanted Skirmish booster as well as an implanted Siege/Armour booster, so you can get perfect boosts for both.

The exact setup can be more flexible. If you have a damage dealer with Fleet Command trained, you can assign anyone in the fleet to be the Fleet Booster for example. The second squad doesn't necessarily need to be a logistics squad either, and one of the boosters can easily be the Squad Commander for either squad.

  • More flexibility in adding multiple offgrid boosters.
    • Everyone but the wing commander will get the fleet boosts (bug).
  • Requires Fleet Command I on one person, Wing Command II on another and two people with Leadership V.

Improving fleet efficiency

Gang links and utility modules offer tremendous effects for a fleet, easily capable of increasing efficiency for individual pilots or the entire fleet. Be that by pushing range of certain modules past a critical threshold to fleet-wide increases that allow you to operate effectively with fewer people, or simply be that much stronger with the people you already have.

Below are lists of skills required for and the effects of gang links, stacking penalties for webs, maintenance bot efficiency and various utility modules and their effects.

Command Ships and Fleet Assistance Modules

Relevant skills

Below are the skills required to become a perfect booster. The skills under Warfare Gang Links and Warfare Mindlink implants are general skills needed, while the skills differ if you're going to use a Command Ship for boosting or a Strategic Cruiser.

Warfare Gang Links Strategic cruisers Command Ships Warfare Mindlink implants
  • Leadership V
  • Warfare Link Specialist V
  • <racial> Warfare V
  • <racial> Warfare Specialist V
  • Mechanics V
  • Electronics V
  • Engineering V
  • Navigation V
  • Gunnery V (all but Tengu)
  • Drones III (Legions & Proteus)
  • Missile Launcher Operation III (Lokis)
  • Missile Launcher Operation V (Tengu)
  • Shield Operation III
  • Spaceship Command III
  • <racial> Cruiser V
  • <racial> Defensive Subsystem V
  • Spaceship Command V
  • Signal Analysis V
  • Long Range Targeting V
  • Logistics IV
  • <racial> Cruiser V
  • Battlecruisers V
  • Command Ships V
  • Science III
  • Cybernetics V
  • <racial> Warfare V
  • <racial> Warfare Specialist V
  • <racial> Cruiser V means Amarr, Caldari, Gallente or Minmatar Cruiser V.
  • <racial> Warfare (Specialist) V means Armor, Siege, Skirmish or Information Warfare (Specialist) V.

Command Ships vs Strategic Cruisers

Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that while Command Ships may not give quite as good boosts as Strategic Cruisers, they have a much easier time fitting 5-6 links while fielding a decent tank (to ward off suicide gankers). Being able to fit both both skirmish and siege/armour links on a single ship adds flexibility.

The following will assume you have all the relevant skills trained to V and using tech 2 gang links, then show the difference between the various ships with or without (numbers in parenthesis) the appropriate mindlink implant.

You can read more about warfare links and the details on the warfare links page.

Type of Ship Skirmish Links Armour/Siege Links Practical effects (bonus with correct implant):
Web range Signature Resists, cycle & cap
Claymore (skirmish) +32,34%
(+48,52%)
-21,56%
(-32,34%)
+18,75%
(+28,12%)
Federation webs go from 14km to 18,5 km (20,8 km).
True Sansha webs go from 15 km to 19,9 km (22,3 km).
Meta 4 reps go from 5 sec to 4,1 sec (3,6 sec).
Tech 2 reps go from 4,5 to 3,7 sec (3,2 sec).
Damnation (armour)
Vulture (shield)
+28,13%
(+42,19%)
-18,75%
(-28,12%)
+21,56%
(+32,34%)
Federation webs go from 14km to 17,9 km (19,9 km).
True Sansha webs go from 15 km to 19,2 km (21,3 km).
Meta 4 reps go from 5 sec to 3,9 sec (3,4 sec).
Tech 2 reps go from 4,5 to 3,7 sec (3,0 sec).
Loki (skirmish) +35,2%
(+52,7%)
-23,4%
(-35,2%)
+18,75%
(+28,12%)
Federation webs go from 14 km to 18,9 km (21,4 km).
True Sansha webs go from 15 km to 20,3 km (22,9 km).
Meta 4 reps go from 5 sec to 4,1 sec (3,6 sec).
Tech 2 reps go from 4,5 to 3,7 sec (3,2 sec).
Legion (armour)
Tengu (shield)
+28,13%
(+42,19%)
-18,75%
(-28,12%)
+23,44%
(+35,16%)
Federation webs go from 14 km to 17,9 km (19,9 km).
True Sansha webs go from 15 km to 19,2 km (21,3 km).
Meta 4 reps go from 5 sec to 3,8 sec (3,2 sec).
Tech 2 reps go from 4,5 to 3,4 sec (2,9 sec).

Bonused webs and stacking

The primary percentage is from using a 60% base reduction web, like the Federation Navy Stasis Webifier and the percentages in parenthesis is for 55% base reduction webs, like the True Sansha Stasis Webifier. The parenthesis in the header is the effective rating of each new web given the stacking penalty.

Velocity bonused ships like the Vindicator or the Vigilant have a 50% stronger reduction in speed (90% and 82,5% respectively for the two faction webs).

Type of ship Effective speed for webbed targets with stacking Practical effects
First web
(100%)
Second web
(86,9%)
Third web
(57,1%)
Fourth web
(28,3%)
Fifth web
(10,6%)
Sixth web
(3,0%)
Vindicator
Vigilant
10,00%
(17,50%)
2,18%
(4,95%)
1,06%
(2,62%)
0,79%
(2,01%)
0,71%
(1,83%)
0,69%
(1,79%)
Given a base speed of 1000 m/s:
Federation reduce speed to 100, 22, 11 and 8 m/s.
True Sansha reduce speed to 175, 50, 26 and 20 m/s.
Non-bonused
ships
40,00%
(45,00%)
19,14%
(23,49%)
12,59%
(16,11%)
10,45%
(13,61%)
9,78%
(12,81%)
9,61%
(12,60%)
Given a base speed of 1000 m/s:
Federation reduce speed to 400, 191, 126 and 104 m/s.
True Sansha reduce speed to 450, 235, 161 and 136 m/s.

Maintenance Bots

Below is a breakdown on the statistics of logistical drones compared to remote armour repairs and shield transporters. The regular values are for tech one drones & modules and the values in parenthesis are for tech two drones & modules. The numbers are split up into unbonused ships, regular ships, and logistics ships who get bonus to drone repairs and range of remote armour repairs and shield transporters.

Module/Drone Light Bots (unbonused) Light Bots (logistics) Medium Bots (unbonused) Medium Bots (logistics) Heavy Bots (unbonused) Heavy Bots (logistics) Remote Repair Modules
Armour Shield Armour Shield Armour Shield Armour Shield Armour Shield Armour Shield No Boosts Max Boosts
Optimal Range 6,250 m
(6,250 m)
9,375 m
(9,375 m)
12,500 m
(12,500 m)
8,400 m (normal ships)
71,500 m (for logistics)
MWD Speed 4,000 m/s
(4,800 m/s)
3,437,5 m/s
(4,125 m/s)
2,500 m/s
(3,000 m/s)
Instant
Speed 350 m/s
(420 m/s)
300 m/s
(360 m/s)
250 m/s
(300 m/s)
Instant
HP / cycle 15 hp
(17,5 hp)
15 hp
(18 hp)
30 hp
(35 hp)
30 hp
(36 hp)
30 hp
(35 hp)
30 hp
(36 hp)
60 hp
(70 hp)
60 hp
(72 hp)
75 hp
(90 hp)
150 hp
(180 hp)
384 hp
(384 hp)
Duration 5 seconds
(5 seconds)
5 s
(4,5 s)
3,24 s
(2,92 s)
HP / sec 3 hp/s
(3,5 hp/s)
3 hp/s
(3,6 hp/s)
6 hp/s
(7 hp/s)
6 hp/s
(7,2 hp/s)
6 hp/s
(7 hp/s)
6 hp/s
(7,2 hp/s)
12 hp/s
(14 hp/s)
12 hp/s
(14,4 hp/s)
15 hp/s
(18 hp/s)
30 hp/s
(36 hp/s)
76,8 hp/s
(85,3 hp/s)
118,4 hp/s
131,6 hp/s)
5 x
(full flight)
15 hp/s
(17,5 hp/s)
15 hp/s
(18 hp/s)
30 hp/s
(35 hp/s)
30 hp/s
(36 hp/s)
30 hp/s
(35 hp/s)
30 hp/s
(36 hp/s)
60 hp/s
(70 hp/s)
60 hp/s
(72 hp/s)
75 hp/s
(90 hp/s)
150 hp/s
(180 hp/s)
  • Tech two light and medium armour drones only increase efficiency by 16,67% whereas the tech two shield drones are 20% more effecive. Both heavy armour and shield drones have the same +20% efficiency however.
  • A single flight of Heavy Shield Maintenance Bot II drones can keep a logistics ship alive for a quite some time, as could a few flights of Medium Shield Maintenance Bot II drones, so do not underestimate the value of having tech two maintenance bots as backups on damage dealers.
  • Logistics drones rarely get any aggro, so there is no reason not to use tech two drones if you can.

Tracking Links and Remote Sensor Boosters

Tracking links are extremely useful to push the range on weapons or give battleships a much needed boost to their tracking. Remote sensor boosters aren't quite as good, but can still be useful to boost a battleship's scan resolution, allowing them to actually lock frigates in time or push targeting range for snipers.

Tracking links Scripted Unscripted
Tracking speed script Optimal range script
Tech two
(bonused)
+30% tracking
(+45% tracking)
+15% optimal and +30% falloff
(+22,5% optimal and +45% falloff)
+15% tracking, +7,5% optimal and +15% falloff
(+22,5% tracking, +11,25% optimal and +22,5% falloff)
Shadow Serpentis
Federation Navy
(bonused)
+35% tracking
(+52,5% tracking)
+16% optimal and +32% falloff
(+24% optimal and +48% falloff)
+17% tracking, +8% optimal and +16% falloff
(+26,5% tracking, +12% optimal and +24% falloff)
Remote sensor boosters Scripted Unscripted
Scan resolution script Targeting range script
Linked Sensor Network +81% scan resolution +67,5% targeting range +40,5% scan resolution and +33,75% targeting range
Remote Sensor Booster II +81% scan resolution +81% targeting range +40,5% scan resolution and +40,5% targeting range
  • These modules suffer from stacking penalties as well, so the effect isn't necessarily as good as the numbers shown.