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Incursion fitting principles: Difference between revisions

From EVE University Wiki
m Gunnery implants: Added information about Pashan's implants.
Fitting principles: Added the burst rig setup and some overall resist profile information.
Line 15: Line 15:
The reason we still use the erroneous ''"70% resists across the board"'' term is that if you have 70% resists in all categories, you're good and there's no risk of anyone getting it wrong thinking you can combine a low EM resist with a high explosive resist.
The reason we still use the erroneous ''"70% resists across the board"'' term is that if you have 70% resists in all categories, you're good and there's no risk of anyone getting it wrong thinking you can combine a low EM resist with a high explosive resist.


== Vanguard setups ==
== Resist profiles ==
A lot of ships share a standard resist profile, so they share the same resist holes and have the same issues and weaknesses. Understanding what innate weaknesses a ship has is key to knowing how to best raise it to the desired high average resists mentioned above.
 
Below is a list of different resist profiles for various ship classes as well as a few specific ships with deviating profiles. The last column lists the obvious weaknesses of the class/hull, which will help you determine how to best achieve the desired resist profile. It also helps new [[Roles_in_Incursions#Waitlist_manager|waitlist managers]] as it tells them what to look for.
{| class="wikitable" style="font-size:90%; vertical-align:middle; padding:0px; border-collapse:collapse;""
! style="background:#222222;" | Ship
! style="background:#222222;" | Base resist profile
! style="background:#222222;" | Comments
|-
| nowrap | Regular/faction battleships<small>&nbsp;<ref>Includes '''regular battleships''', '''navy''' and '''fleet issue battleships''' as well as '''pirate faction battleships'''.</ref></small>
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]20%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
| An {{co|slateblue|EM}} hole and a weak {{co|crimson|thermal}} resist.
|-
| nowrap | Resist bonused battleships<small>&nbsp;<ref>Like the '''Rokh''' and other ships with 4% per level resist bonuses. The values are assuming maximum skills, so the full +20% better resists.</ref></small>
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]20%[[Image:icon_resist_therm.png|24px|Thermal resistance]]36%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]52%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
| Weak {{co|slateblue|EM}} and {{co|crimson|thermal}} resists, but no resist holes.
|-
| Vargur
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]25%[[Image:icon_resist_therm.png|24px|Thermal resistance]]30%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
| Slightly lower {{co|slateblue|EM}} and {{co|crimson|thermal}} resists, but no resist holes.
|-
| Scimitar
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]75%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
| No resist holes.
|-
| Basilisk
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]80%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
| An {{co|slateblue|EM}} hole.
|-
| nowrap | Legion
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]20%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]87,5%
| An {{co|slateblue|EM}} hole and weak {{co|crimson|thermal}} resists.
|-
| nowrap | Loki (resist bonus)
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]80%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]52%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
| No resist holes.
|-
| nowrap | Proteus
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]85%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
| An {{co|slateblue|EM}} hole.
|-
| nowrap | Tengu
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]80%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
| An {{co|slateblue|EM}} hole.
|-
| nowrap | Tengu (resist bonused)
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]20%[[Image:icon_resist_therm.png|24px|Thermal resistance]]84%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]76%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
| Weak {{co|slateblue|EM}} resists.
|}
<small><references/></small>
== Applied DPS ==
One of the most important aspects to realize is that whatever dps (damage per second) your favourite third party fitting tool tells you that you have, or whatever the fitting window ingame tells you, is worth nothing if you cannot apply that damage. Hence the term ''"applied dps"'' as opposed to ''"paper dps"'' which is basically just your potential damage.
 
Your velocity, your target's velocity, approach vectors, your gun's signature resolution, your target's ship signature, locking speed, locking range, your weapon's optimal and falloff range and tracking all play a vital part in how much of your damage you'll be able to apply on your enemy. See [[Turret Damage|turret damage]] for a more comprehensive introduction to the factors determining how much damage you'll end up doing when you undock and leave your bubble.
 
Practically this means that utility modules often make or break fleets.
<small><references/></small>
== Utility modules ==
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.
 
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 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.
 
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.
 
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.
{| class="wikitable" style="font-size:90%; " valign="top" cellpadding="0" cellspacing="0"
! style="background:#222222;" | Slot
! style="background:#222222;" | Icons
! style="background:#222222;" align="left" | Name
! style="background:#222222;" align="left" | Effect
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/6160_32.png http://image.eveonline.com/Type/1952_32.png
| nowrap | F-90 Positional Sensor Subroutines<br>Sensor Booster II
| Scripted module to increase either your scan resolution or your targeting range, or both to a lesser degree<small> <ref>In Vanguards, a battleship is useless without a sensor booster because it will not be able to lock anything in any kind of timely fashion. As such, a sensor booster is always fitted for vanguards, even at the cost of not having a web. For assaults, it is usually a matter of targeting range. Command ships or strategic cruisers can usually get away without a sensor booster, but even they can make good use of faster locking if they have the slots to spare. Being able to lock fast is also necessary in order to quickly lock up a logistics to apply repair drones in an emergency.</ref></small>.
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/17559_32.png http://image.eveonline.com/Type/14268_32.png
| nowrap | Federation Navy Stasis Webifier<br>True Sansha Stasis Webifier
| Stasis webifiers slow down the target, dramatically increasing the chance to land good hits and thus increase applied dps<small> <ref>Webs are always better than tracking computers for shooting smaller targets, assuming the target will come into web range. The '''Federation Navy Stasis Webifier''' or '''True Sansha Stasis Webifier''' is needed for the extra range as regular webs fall short, literally.</ref></small>.
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/1978_32.png http://image.eveonline.com/Type/14238_32.png
| nowrap | Tracking Computer II<br>Shadow Serpentis Tracking Computer
| Tracking computers can be scripted for additional range or tracking, or both to a lesser degree<small> <ref>If you primarily engage targets outside web-range, tracking computers become more important, as they'll be able to improve your range and/or your tracking. For Vanguard you almost always favour webs anyway, even if the fleet has many, because you can spread webs for increased efficiency.</ref></small>.
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/19806_32.png http://image.eveonline.com/Type/31944_32.png
| nowrap | Phased Weapon Navigation Array Generation Extron<br>Republic Fleet Target Painter<small> <ref>The '''Domination Target Painter''' is strictly better but also costs a lot more. So the Republic version is suggested for unistas, in an effort to not completely overbling ships for the sake of it.</ref></small>
| Target painters increase the signature of the target, making it easier to lock and shoot<small> <ref>Target painters would not be your first choice, but assuming the other needs are met, you sometimes reach a point where additional webs won't be needed and then the target painter would actually be of more use than another web.</ref></small>.
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/2104_32.png http://image.eveonline.com/Type/14240_32.png
| nowrap | Tracking Link II<br>Shadow Serpentis Tracking Link
| Tracking links are like remote tracking computers, able to project increased range or tracking to a friendly player.
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/5282_32.png http://image.eveonline.com/Type/1964_32.png
| nowrap | F-23 Reciprocal Sensor Cluster Link<br>Remote Sensor Booster II
| Remote sensor boosters projected the same kind of effect as sensor boosters, stronger but can only be used on others.
|- valign="middle"
| nowrap | [[image:Icon hi slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/8641_32.png http://image.eveonline.com/Type/3608_32.png
| nowrap | Large S95a Partial Shield Transporter<br>Large Shield Transporter II
| Repairs the friendly target's shields. Having a few extra shield transporters for emergency is invaluable.
|- valign="middle"
| nowrap | [[image:Icon hi slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/16487_32.png http://image.eveonline.com/Type/12102_32.png
| nowrap | Large 'Regard' Power Projector<br>Large Energy Transfer Array II
| Consumes cap in order to send it to a friendly target. Giving each other cap like this creates more cap than it consumes.
|- valign="middle"
| [[image:Icon hi slot.png|32px]]
| http://image.eveonline.com/Type/1182_32.png http://image.eveonline.com/Type/1436_32.png
| nowrap | Auto Targeting System I<br>Auto Targeting System II
| Increases the number of targets your ship can potentially lock, still limited by your own skills however.
|- valign="middle"
| [[image:Icon hi slot.png|32px]]
| http://image.eveonline.com/Type/23527_32.png http://image.eveonline.com/Type/24427_32.png
| nowrap | Drone Link Augmentor I<br>Drone Link Augmentor II
| Increases the your drone control range.
|}
<small><references/></small>
= Vanguard setups =
Below is a standard setup for your tank in our fleets. These fits are probably considered overtanked by many public communities and they are in fact overtanked for the most part. There are several reasons for it, mainly it is for safety, to give us a larger buffer and more leeway to save ships if things go wrong. We are not as concerned about pushing for efficiency above safety.
Below is a standard setup for your tank in our fleets. These fits are probably considered overtanked by many public communities and they are in fact overtanked for the most part. There are several reasons for it, mainly it is for safety, to give us a larger buffer and more leeway to save ships if things go wrong. We are not as concerned about pushing for efficiency above safety.


We also recommend fits that are flexible in terms of being able to do vanguards, assaults and even headquarter sites with the same ship. So some seemingly superfluous rigs are there to enable the ships to just swap out a few midslots and go from vanguards to headquarter sites.
We also recommend fits that are flexible in terms of being able to do vanguards, assaults and even headquarter sites with the same ship. So some seemingly superfluous rigs are there to enable the ships to just swap out a few midslots and go from vanguards to headquarter sites.
==== Standard setup ====
== Standard battleship setups ==
The main goal of these fits are to remain as cheap as possible while still being safe enough to run with minimal skills. Staying as cheap as possible is also useful for times of war.
The main goal of these fits are to remain as cheap as possible while still being safe enough to run with minimal skills and rigged in a way that they can easily refit for vanguards as well as assaults and headquarter sites. Staying as cheap as possible is also useful for times of war.
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
|-  
|-  
! style="background:#222222;" | Slots
! style="background:#222222;" | Slots
! style="background:#222222;" | Regular ships<small> <ref>This fit is intentionally overtanked. It's supposed to be a fit you can run even before you get all your support skills to V, before you've maxed out skills like '''Shield Management''' and gotten a decent buffer on your ship. The amplifier isn't quite as effective as the active hardener, but good enough and serves to give some cap relief.</ref></small>
! style="background:#222222;" | Regular ships
! style="background:#222222;" | Resist-bonused ships<small> <ref>Ships with resist bonuses like the [[Rokh]], especially if they also have good base shield hit points, can use a different setup to free up a midslot. The resists given are based on a generic 4% resist bonus per level, assuming a ship level of IV. If your skills are low, just leave the damage control on or simply fit your ship like you would a regular ship.</ref></small>
! style="background:#222222;" | Resist-bonused ships
! style="background:#222222;" | Navy / Fleet Issue<small> <ref>'''Navy''' and '''Fleet Issue''' ships have much higher base stats than regular ships, so they rarely need the extender rigs to boost their shield hp buffer. Some will still have one, for more flexibility when doing [[Incursion sites#Assault sites|assault]] and [[Incursion sites#Headquarter sites|headquarter sites]].
! style="background:#222222;" | Navy / Fleet Issue
This variant could be adopted to normal ships as well, unless they have very low base hit points.</ref></small>
|- valign="top"
|- valign="top"
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
Line 61: Line 182:
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]65,2%[[Image:icon_resist_therm.png|24px|Thermal resistance]]70,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|24px|Explosive resistance]]77,4%
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]65,2%[[Image:icon_resist_therm.png|24px|Thermal resistance]]70,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|24px|Explosive resistance]]77,4%
|- valign="top"
|- valign="top"
! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px]]
! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px|Resist profile when you're overheating your defensive modules.]]
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]72,8%[[Image:icon_resist_therm.png|24px|Thermal resistance]]74,5%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]76,9%[[Image:icon_resist_exp.png|24px|Explosive resistance]]80,8%
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]72,8%[[Image:icon_resist_therm.png|24px|Thermal resistance]]74,5%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]76,9%[[Image:icon_resist_exp.png|24px|Explosive resistance]]80,8%
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]69,4%[[Image:icon_resist_therm.png|24px|Thermal resistance]]75,5%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]77,8%[[Image:icon_resist_exp.png|24px|Explosive resistance]]81,5%
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]69,4%[[Image:icon_resist_therm.png|24px|Thermal resistance]]75,5%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]77,8%[[Image:icon_resist_exp.png|24px|Explosive resistance]]81,5%
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]69,2%[[Image:icon_resist_therm.png|24px|Thermal resistance]]74,5%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]76,9%[[Image:icon_resist_exp.png|24px|Explosive resistance]]80,8%
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]69,2%[[Image:icon_resist_therm.png|24px|Thermal resistance]]74,5%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]76,9%[[Image:icon_resist_exp.png|24px|Explosive resistance]]80,8%
|- valign="top"
! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px|Resist profile if all your defensive modules run out of capacitor and turn off.]]
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]43,1%[[Image:icon_resist_therm.png|24px|Thermal resistance]]44,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50,0%
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]41,2%[[Image:icon_resist_therm.png|24px|Thermal resistance]]53,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]49,6%[[Image:icon_resist_exp.png|24px|Explosive resistance]]58,0%
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]35,0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]44,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50,0%
|}
|}
<small><references/></small>
; Regular ships
=== Advanced setup ===
: This fit is intentionally overtanked. It's supposed to be a fit you can run even before you get all your support skills to V, before you've maxed out skills like '''Shield Management''' and gotten a decent buffer on your ship. The amplifier isn't quite as effective as the active hardener, but good enough and serves to give some cap relief.
There are several ways to improve your fits, especially with some of the more efficient but costly deadspace modules and tech two rigs. Below are just examples of two common ways to upgrade your tank to free up more slots for additional offensive modules to increase your applied damage.
; Resist-bonused ships
: Ships with resist bonuses like the '''Rokh''', especially if they also have good base shield hit points, can use a different setup to free up a midslot. The resists given are based on a generic 4% resist bonus per level, assuming a ship level of IV. If your skills are low, just leave the damage control on or simply fit your ship like you would a regular ship.
; Navy / Fleet Issue
: '''Navy''' and '''Fleet Issue''' ships have much higher base stats than regular ships, so they rarely need the extender rigs to boost their shield hp buffer. Some will still have one, for more flexibility when doing [[Incursion sites#Assault sites|assault]] and [[Incursion sites#Headquarter sites|headquarter sites]]. This variant could be adopted to normal ships as well, unless they have very low base hit points.
 
== Advanced battleship setups ==
There are several ways to improve your fits, especially with some of the more efficient but costly deadspace modules and tech two rigs. Below are just examples of three common ways to upgrade your tank to free up more slots for additional offensive modules to increase your applied damage.
 
While it's possible to use these setups on ordinary tech one hulls it makes little sense to put several hundreds of millions, if not billions, worth of deadspace modules and rigs on anything but the efficient '''pirate faction battleships'''. Just remember that your best initial upgrade option is still investing in your favourite pirate faction battleship, even if it's just with any of the regular setups with tech one rigs.
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
|-  
|-  
! style="background:#222222;" | Slots
! style="background-color:#222222;" | Slots
! style="background:#222222;" | Weighted resists<small> <ref>This variant is mostly suited for [[Incursion sites#Vanguard sites|vanguard]] and [[Incursion sites#Assault sites|assault sites]] where the threat of neuting is small and the incoming damage is slightly skewed towards more torpedoes, thus kinetic and explosive resists are slightly more important.
! style="background-color:#222222;" | Weighted resists
 
! style="background-color:#222222;" | Balanced resists
The anti-EM rig ensures that in the case of being completely neuted out, you still have at least some EM-resists even if both invulnerability fields gets shut down.</ref></small>
! style="background-color:#222222;" | All-out offense
! style="background:#222222;" | Balanced resists<small> <ref>For sites where heavy neuting is common, like in [[Incursion sites#Headquarter sites|headquarter]] and [[Incursion sites#Mothership sites|mothership sites]], a more balanced setup might be favoured. The damage control module also adds some additional buffer to your armour and structure in case the higher alpha punches through your shields before reps land.
 
The combination of the anti-thermal rig and EM amplifier allows for a high, balanced, resist profile even when completely neuted out.</ref></small>
|- valign="top"
|- valign="top"
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invulnerability Field<br>
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invuln ...<br>
[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
[[image:icon mid slot.png|24px]] Freed up mid slot
[[image:icon mid slot.png|24px]] Freed up mid slot
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invulnerability Field<br>
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invuln ...<br>
[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II<br>
[[image:icon shield_amplifier_deadspace.png|24px|Pithum C-Type EM Ward Amplifier]] Pithum C-Type EM Ward Amplifier<br>
[[image:icon mid slot.png|24px]] Freed up mid slot
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum A-Type Adaptive Invulnerability Field]] Pithum A-Type Adaptive Invuln ...<br>[[image:icon mid slot.png|24px]] Freed up mid slot<br>
[[image:icon mid slot.png|24px]] Freed up mid slot
[[image:icon mid slot.png|24px]] Freed up mid slot
|- valign="top"
|- valign="top"
| nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
| nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
| nowrap | [[image:icon low slot.png|24px]] Freed up low slot
| nowrap | [[image:icon low slot.png|24px]] Freed up low slot
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
|- valign="top"
|- valign="top"
| nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px]]
| nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px]]
| nowrap | [[image:module icon shield rig tech2.png|24px|Large Core Defense Field Extender II]] Core Defense Field Extender II<br>
| nowrap | [[image:module icon shield rig tech2.png|24px|Large Core Defense Field Extender II]] Core Defense Field Extender II<br>[[image:module icon shield rig tech2.png|24px|Large Anti-EM Screen Reinforcer II]] Anti-EM Screen Reinforcer II<br>[[image:icon rigs.png|24px]] Freed up rig slot
[[image:module icon shield rig tech2.png|24px|Large Anti-EM Screen Reinforcer II]] Anti-EM Screen Reinforcer II<br>
| nowrap | [[image:module icon shield rig tech2.png|24px|Large Core Defense Field Extender II]] Core Defense Field Extender II<br>[[image:module icon shield rig tech2.png|24px|Large Anti-Thermal Screen Reinforcer II]] Anti-Thermal Screen Reinforcer II<br>[[image:icon rigs.png|24px]] Freed up rig slot
[[image:icon rigs.png|24px]] Freed up rig slot
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Anti-EM Screen Reinforcer I]] Anti-EM Screen Reinforcer I<br>[[image:module icon hybrid rig tech2.png|24px|Large  Burst Aerator II]] Burst Aerator II<br>
| nowrap | [[image:module icon shield rig tech2.png|24px|Large Core Defense Field Extender II]] Core Defense Field Extender II<br>
[[image:icon rigs.png|24px]] {{co|grey|Unusable rig slot}}
[[image:module icon shield rig tech2.png|24px|Large Anti-Thermal Screen Reinforcer II]] Anti-Thermal Screen Reinforcer II<br>
[[image:icon rigs.png|24px]] Freed up rig slot
|- valign="top"
|- valign="top"
! style="text-align:center; background:#111111;" | Resists
! style="text-align:center; background:#111111;" | Resists
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]65,8%[[Image:icon_resist_therm.png|24px|Thermal resistance]]64,9%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]73,7%[[Image:icon_resist_exp.png|24px|Explosive resistance]]78,1%
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]65,8%[[Image:icon_resist_therm.png|24px|Thermal resistance]]64,9%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]73,7%[[Image:icon_resist_exp.png|24px|Explosive resistance]]78,1%
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]69,9%[[Image:icon_resist_therm.png|24px|Thermal resistance]]71,1%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]68,8%[[Image:icon_resist_exp.png|24px|Explosive resistance]]74,0%
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]72,6%[[Image:icon_resist_therm.png|24px|Thermal resistance]]71,1%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]68,8%[[Image:icon_resist_exp.png|24px|Explosive resistance]]74,0%
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]65,6%[[Image:icon_resist_therm.png|24px|Thermal resistance]]62,8%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]72,1%[[Image:icon_resist_exp.png|24px|Explosive resistance]]76,8%
|- valign="top"
|- valign="top"
! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px]]
! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px]]
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]71,8%[[Image:icon_resist_therm.png|24px|Thermal resistance]]71,8%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]78,9%[[Image:icon_resist_exp.png|24px|Explosive resistance]]82,4%
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]71,8%[[Image:icon_resist_therm.png|24px|Thermal resistance]]71,8%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]78,9%[[Image:icon_resist_exp.png|24px|Explosive resistance]]82,4%
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]73,4%[[Image:icon_resist_therm.png|24px|Thermal resistance]]75,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]73,1%[[Image:icon_resist_exp.png|24px|Explosive resistance]]77,6%
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]75,6%[[Image:icon_resist_therm.png|24px|Thermal resistance]]75,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]73,1%[[Image:icon_resist_exp.png|24px|Explosive resistance]]77,6%
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]71,7%[[Image:icon_resist_therm.png|24px|Thermal resistance]]69,4%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]77,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]80,9%
|- valign="top"
|- valign="top"
! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px]]
! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px]]
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]35,0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]20,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50,0%
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]35,0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]20,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50,0%
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]46,9%[[Image:icon_resist_therm.png|24px|Thermal resistance]]48,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50,0%
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]51,6%[[Image:icon_resist_therm.png|24px|Thermal resistance]]48,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50,0%
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]30,0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]20,0%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40,0%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50,0%
|}
|}
<small><references/></small>
; Weighted resists
: This variant is mostly suited for [[Incursion sites#Vanguard sites|vanguard]] and [[Incursion sites#Assault sites|assault sites]] where the threat of neuting is small and the incoming damage is slightly skewed towards more torpedoes, thus kinetic and explosive resists are slightly more important. The anti-EM rig ensures that in the case of being completely neuted out, you still have at least some EM-resists even if both invulnerability fields gets shut down. Buffing the tank for this kind of setup usually involves a mix of using a second deadspace hardener or a damage control (or even both).
; Balanced resists
: For sites where heavy neuting is common, like in [[Incursion sites#Headquarter sites|headquarter]] and [[Incursion sites#Mothership sites|mothership sites]], a more balanced setup might be favoured. The damage control module also adds some additional buffer to your armour and structure in case the higher alpha punches through your shields before reps land. The combination of the anti-thermal rig and EM amplifier allows for a high, balanced, resist profile even when completely neuted out. Buffing the tank is as simple as adding a second invulnerability field.
; All-out offense
: Most commonly used for [[Incursion sites#Vanguard sites|vanguard sites]], this all out offensive setup sacrifices tank for even more gank and utility. While upping your resists for [[Incursion sites#Assault sites|assault]] and [[Incursion sites#Headquarter sites|headquarter sites]] is as simple as adding a second invulnerability field, you'll still be extremely vulnerable to neuting and have a considerably lower buffer due to not having room for a core defense field extender rig.
 
= Assault and Headquarter setups =
The significantly higher alpha in assault sites warrants adding a shield extender to your ship. Most ships simply swap out one of their webs for the large shield extender.


For headquarter and mothership sites the need to move isalso greater, which is why most of these sites requires you to fit a propulsion module as well. While the microwarpdrive is harder to fit and more of a drain on your capacitor, it's always preferred over the afterburner due to the repeated need to quickly travel significant distances.
== Interchangeable fits ==
== Interchangeable fits ==
As mentioned above, our fits are mostly interchangeable so that we can shift focus from vanguards to assaults or higher by changing a few modules. So here are the major differences in what you need added to your fits as you move up the site sizes.
As mentioned above, our fits are mostly interchangeable so that we can shift focus from vanguards to assaults or higher by changing a few modules. So here are the major differences in what you need added to your fits as you move up the site sizes.
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|- valign="top"
|- valign="top"
! style="background:#222222;" | Slots
! style="background:#222222;" | Slots
! style="background:#222222;" | Assault sites<small> <ref>The significantly higher alpha in assault sites warrants adding a shield extender to your ship. Most ships simply swap out one of their webs for the large shield extender.</ref></small>
! style="background:#222222;" | Assault sites
! style="background:#222222;" colspan="2" | Headquarter / Mothership sites<small> <ref>For headquarter and mothership sites the need to move is greater, which is why most of these sites requires you to fit a propulsion module as well. While the microwarpdrive is harder to fit and more of a drain on your capacitor, it's almost always preferred over the afterburner due to the repeated need to quickly travel significant distances.</ref></small>
! style="background:#222222;" | Headquarter / Mothership sites
|- valign="top"
|- valign="top"
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
| nowrap | [[image:Module icon shield extender tech2.png|24px|Large Shield Extender II]] Large Shield Extender II
| nowrap | [[image:Module icon shield extender tech2.png|24px|Large Shield Extender II]] Large Shield Extender II
| nowrap | [[image:Module icon shield extender tech2.png|24px|Large Shield Extender II]] Large Shield Extender II<br>[[image:Module icon afterburner tech1.png|24px|Afterburner]] Experimental 100MN Afterburner I
| nowrap | [[image:Module icon shield extender tech2.png|24px|Large Shield Extender II]] Large Shield Extender II<br>[[image:Module icon microwarpdrive tech1.png|24px|Microwarpdrive]] Prototype 100MN Microwarpdrive I
| nowrap | [[image:Module icon shield extender tech2.png|24px|Large Shield Extender II]] Large Shield Extender II<br>[[image:Module icon microwarpdrive tech1.png|24px|Microwarpdrive]] Prototype 100MN Microwarpdrive I
|- valign="top"
|- valign="top"
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| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
|}
<small><references/></small>
== Applied DPS ==
One of the most important aspects to realize is that whatever dps (damage per second) your favourite third party fitting tool tells you that you have, or whatever the fitting window ingame tells you, is worth nothing if you cannot apply that damage. Hence the term ''"applied dps"'' as opposed to ''"paper dps"'' which is basically just your potential damage.
Your velocity, your target's velocity, approach vectors, your gun's signature resolution, your target's ship signature, locking speed, locking range, your weapon's optimal and falloff range and tracking all play a vital part in how much of your damage you'll be able to apply on your enemy. See [[Turret Damage]] for a more comprehensive introduction to the factors determining how much damage you'll end up doing when you undock and leave your bubble.
Practically this means that utility modules often make or break fleets.
<small><references/></small>
== Utility modules ==
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.
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 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.
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.
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.
{| class="wikitable" style="font-size:90%; " valign="top" cellpadding="0" cellspacing="0"
! style="background:#222222;" | Slot
! style="background:#222222;" | Icons
! style="background:#222222;" align="left" | Name
! style="background:#222222;" align="left" | Effect
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/6160_32.png http://image.eveonline.com/Type/1952_32.png
| nowrap | F-90 Positional Sensor Subroutines<br>Sensor Booster II
| Scripted module to increase either your scan resolution or your targeting range, or both to a lesser degree<small> <ref>In Vanguards, a battleship is useless without a sensor booster because it will not be able to lock anything in any kind of timely fashion. As such, a sensor booster is always fitted for vanguards, even at the cost of not having a web. For assaults, it is usually a matter of targeting range. Command ships or strategic cruisers can usually get away without a sensor booster, but even they can make good use of faster locking if they have the slots to spare. Being able to lock fast is also necessary in order to quickly lock up a logistics to apply repair drones in an emergency.</ref></small>.
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/17559_32.png http://image.eveonline.com/Type/14268_32.png
| nowrap | Federation Navy Stasis Webifier<br>True Sansha Stasis Webifier
| Stasis webifiers slow down the target, dramatically increasing the chance to land good hits and thus increase applied dps<small> <ref>Webs are always better than tracking computers for shooting smaller targets, assuming the target will come into web range. The '''Federation Navy Stasis Webifier''' or '''True Sansha Stasis Webifier''' is needed for the extra range as regular webs fall short, literally.</ref></small>.
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/1978_32.png http://image.eveonline.com/Type/14238_32.png
| nowrap | Tracking Computer II<br>Shadow Serpentis Tracking Computer
| Tracking computers can be scripted for additional range or tracking, or both to a lesser degree<small> <ref>If you primarily engage targets outside web-range, tracking computers become more important, as they'll be able to improve your range and/or your tracking. For Vanguard you almost always favour webs anyway, even if the fleet has many, because you can spread webs for increased efficiency.</ref></small>.
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/19806_32.png http://image.eveonline.com/Type/31944_32.png
| nowrap | Phased Weapon Navigation Array Generation Extron<br>Republic Fleet Target Painter<small> <ref>The '''Domination Target Painter''' is strictly better but also costs a lot more. So the Republic version is suggested for unistas, in an effort to not completely overbling ships for the sake of it.</ref></small>
| Target painters increase the signature of the target, making it easier to lock and shoot<small> <ref>Target painters would not be your first choice, but assuming the other needs are met, you sometimes reach a point where additional webs won't be needed and then the target painter would actually be of more use than another web.</ref></small>.
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/2104_32.png http://image.eveonline.com/Type/14240_32.png
| nowrap | Tracking Link II<br>Shadow Serpentis Tracking Link
| Tracking links are like remote tracking computers, able to project increased range or tracking to a friendly player.
|- valign="middle"
| nowrap | [[image:Icon mid slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/5282_32.png http://image.eveonline.com/Type/1964_32.png
| nowrap | F-23 Reciprocal Sensor Cluster Link<br>Remote Sensor Booster II
| Remote sensor boosters projected the same kind of effect as sensor boosters, stronger but can only be used on others.
|- valign="middle"
| nowrap | [[image:Icon hi slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/8641_32.png http://image.eveonline.com/Type/3608_32.png
| nowrap | Large S95a Partial Shield Transporter<br>Large Shield Transporter II
| Repairs the friendly target's shields. Having a few extra shield transporters for emergency is invaluable.
|- valign="middle"
| nowrap | [[image:Icon hi slot.png|32px]]
| nowrap | http://image.eveonline.com/Type/16487_32.png http://image.eveonline.com/Type/12102_32.png
| nowrap | Large 'Regard' Power Projector<br>Large Energy Transfer Array II
| Consumes cap in order to send it to a friendly target. Giving each other cap like this creates more cap than it consumes.
|- valign="middle"
| [[image:Icon hi slot.png|32px]]
| http://image.eveonline.com/Type/1182_32.png http://image.eveonline.com/Type/1436_32.png
| nowrap | Auto Targeting System I<br>Auto Targeting System II
| Increases the number of targets your ship can potentially lock, still limited by your own skills however.
|- valign="middle"
| [[image:Icon hi slot.png|32px]]
| http://image.eveonline.com/Type/23527_32.png http://image.eveonline.com/Type/24427_32.png
| nowrap | Drone Link Augmentor I<br>Drone Link Augmentor II
| Increases the your drone control range.
|}
|}
<small><references/></small>
<small><references/></small>