Difference between revisions of "Incursus"
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Revision as of 08:39, 17 September 2013
RELATED UNI-WIKI REFERENCES
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The Incursus may be found both spearheading and bulwarking Gallente military operations. Its speed makes it excellent for skirmishing duties, while its resilience helps it outlast its opponents on the battlefield. Incursus-class ships move together in groups and can quickly and effectively gang up on ships many times their size and overwhelm them. In recent years the Incursus has increasingly found its way into the hands of pirates, who love its aggressive appearance. SHIP BONUSES
Traits:
Ship Attributes
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Summary
The Incursus is a gallente combat frigate. It is quite quick and maneuverable and has bonuses for hybrid turrets and armor repair units. Its 3/3/4 slot layout means it can tackle in pvp. New gallente pilots should look to this frigate as their first pve upgrade from the Atron, since it is more durable and has more firepower. The Incursus tends to perform better at lower skill levels than the other combat frigate, the Tristan.
Skills
Further information about additional or recommended skills to pilot Incursus for a specific or it's common role(s) can be written here.
Fitting
125mm Railgun I
125mm Railgun I
125mm Railgun I
1MN Afterburner I
Cap Recharger I
Cap Recharger I
Damage Control I
Small Armor Repairer I
Hobgoblin I x1
75mm Gatling Rail I
75mm Gatling Rail I
1MN Microwarpdrive I
Stasis Webifier I
Warp Disruptor I
Damage Control I
Overdrive Injector System I
Warrior I x1
- With Electronics IV it is possible to fit a third 75mm Gatling Rail I.
- The theory behind using 75mm Gatling Rails is that they are projectile weapons and do not consume capacitor like the hybrid turrets do.
- Weapon Upgrades I allows the fitting of three named variants of 75mm railguns (for example the '75mm Carbide Railgun I'), with Electronics skill still at level III.
- Like other frigates, the Incursus is at risk of being popped quickly by smartbomb fitted battleships. Range should be maintained over 7,500m from battleships unless they are seen shooting from gun ports or missile launcher bays.
- Dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters.
75mm Gatling Rail I
75mm Gatling Rail I
75mm Gatling Rail I
1MN Microwarpdrive I
Warp Scrambler I
Medium Shield Extender I
Damage Control I
Overdrive Injector System I
Overdrive Injector System I
Nanofiber Internal Structure I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Warrior I x1
Antimatter Charge S x1
- This fit came from Azual skoll. For a full discussion of tackling and this fit, please visit http://www.evealtruist.com/2012/08/newbie-tackling-guide.html
Light Electron Blaster II
Light Electron Blaster II
Light Electron Blaster II
Limited 1MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Medium Shield Extender II
Damage Control II
Overdrive Injector System II
Overdrive Injector System II
Nanofiber Internal Structure II
Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Warrior II x1
Void S x1
- This fit came from Azual skoll. For a full discussion of tackling and this fit, please visit http://www.evealtruist.com/2012/08/newbie-tackling-guide.html
Light Ion Blaster II
Light Ion Blaster II
Light Ion Blaster II
Limited 1MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Small Capacitor Booster II
Damage Control II
Small Armor Repairer II
Small Armor Repairer II
Adaptive Nano Plating II
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Small Nanobot Accelerator I
Hobgoblin II x1
Navy Cap Booster 400 x1
Antimatter Charge S x1
- This fit came from Azual skoll. For a full discussion of tackling and this fit, please visit http://www.evealtruist.com/2012/08/newbie-tackling-guide.html
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Fleeting Progressive Warp Scrambler I
Fleeting Propulsion Inhibitor I
1MN Afterburner II
Damage Control II
200mm Reinforced Steel Plates II
Adaptive Nano Plating II
Small Ancillary Armor Repairer
Small Nanobot Accelerator I
Small Auxiliary Nano Pump I
Small Trimark Armor Pump I
Hobgoblin II x1
Nanite Repair Paste x32
Caldari Navy Antimatter Charge S x2000
Void S x1000
Null S x1500
- Power Grid Management V
- Weapon Upgrades V
- Advanced Weapon Upgrades V
- The skills alone will not provide enough PowerGrid for this fit. At least a Genolution Core Augmentation CA-1 or a powergrid hardwire implant is required.
Tactics
Engagement tactics depends largely on the type of gun fitted. If you are running short range weapons such as blasters, or in the case of fleet tackle possibly autocannons, your aim should be to orbit as close to the enemy ship as possible to try to get "under the guns" of your target. If you have rails fitted, your aim should be to try to stay back at the edge of scram/web range and kite with your superior range dictation and damage projection.
A notable exception applies in the case of battleships and a few other select hulls that can fit large numbers of large smartbombs. If this is the case, you should approch no closer then 6km, idealy staying back at 7.5 km or more to give you time to adjust your orbit as they move around.
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.