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Roles in Incursions: Difference between revisions

From EVE University Wiki
m Hacker/Scout: Added some more information about a suitable d-scan and tagging practice.
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== Hacker/Scout ==
== Hacker/Scout ==
{{example|Not all communities use dedicated hacker/scouts, to avoid having more people than necessary in their fleets. But for us it's an excellent excuse to incorporate more people into our fleets, especially low skilled pilots who are still training. It also allows our logistics to focus solely on providing remote assistance instead of wasting valuable midslots on hacking modules.}}
''Primary function:''
''Primary function:''
* Find empty sites and broadcast them for the fleet before they finish their current site.
* Find empty sites and broadcast them for the fleet before they finish their current site.
* Hack the logistics tower in the [[Override Transfer Array]] sites.
* Hack the logistics tower in the [[Override Transfer Array]] sites.
''Requirements:''
''Requirements:''
* Able to operate the onboard [[Directional Scanner]].
* Able to operate the onboard [[Directional Scanner|directional scanner]].
* Data Analyzer I or II fitted.
* Data Analyzer I or II fitted.
* Microwarpdrive fitted.
* Microwarpdrive fitted.
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''Skills:''
''Skills:''
* Train Hacking to IV or V (to improve hacking chance).
* Train Hacking to IV or V (to improve hacking chance).
''Modules:''
''Ships & modules:''
* Try to fit as many Data Analyzer I or II modules as you can to reduce the hacking time.
* Try to fit as many Data Analyzer I or II modules as you can to reduce the hacking time.
''Gameplay:''
* You gain very little by excessively fitting a hacker/scout, use a cheap ship like the [[Vanguard_Incursion_fits#Heron|Heron]].
* While ideally you should combine both hacking and scouting into one role, you can compromise by having members in the active fleet fit a propulsion module and a data analyzer. This is an undesirable compromise however, as it wastes precious utility midslots.
''Scout gameplay:''
* You gain very little by excessively fitting a hacker/scout, keep this ship as cheap as possible (see [[Vanguard_Incursion_fits#Heron|Heron]]).
* Bounce between sites and actively use your directional scanner, often referred to as ''"d-scan"'', to scan down the sites to see if they are available.
* Learn the positions of the logistics control towers (they are placed roughly 30km away from the warp-in point, position and activation sequence remains the same in all sites, beginning with the control tower to the left).
** A convenient setup is to set your distance to 100 000 - 200 000 km and 360 degrees angle. This will allow you to scan down even the larger multi-room headquarter sites without risking overlap with nearby objects or sites.
** The hack lasts for about six minutes and is usually more than enough for a decent fleet to finish the site. The control tower to hack will be available in a repeating sequence; Control tower to your left, then the one to the right closest to the battletower, then the one to the right furthest away from the battletower.
** Be sure to uncheck the ''"Use active overview settings"'' box or use an overview tab with ships and wrecks visible.
* Wait until the fleet has landed on grid and are fully engaged, then jump in and burn to the tower and hack it. Remember to turn off the microwarpdrive once you reach the tower (usually one cycle is enough).
** With this setup, ships on the directional scanner means there's either a fleet inside or one just about to land on the beacon. If there are wrecks on the scan, that means at least some of the Sansha has been killed already.
** Right-clicking your microwarpdrive and selecting the option ''"Set auto-repeat off"'' is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.
** While the beacon disappears when a site is finished, the gate always remain. So if you see wrecks but no ships on a site, double-check the beacon.
** Warp out once you've hacked the tower and fly back to the gate (in case the fleet isn't fast enough to finish the site before the tower becomes functional again). Otherwise proceed and scout for the next site.
*** No beacon - Regardless of what your directional scanner says the site is gone, move on.
*** Wrecks but no ships - If the beacon is still there the site isn't finished, so go ahead and take it.
*** Ships but no wrecks - They just started, ask the fleet commander about competing, otherwise move on.
* Once you've scanned a site, either sit on it if it's available or go find a new one if it's taken.
** When the fleet arrives and starts the site, tag the beacon with an ''"A"'' for "already begun" (or something similar) then either hack the site before finding a new one, or scurry off right away if no hacking is necessary.
** Should someone show up and take the site before your fleet arrives, or if it's taken already, simply tag the beacon with an ''"X"'' and go find another site.
** Tagging serves as a way of identifying the sites you've already checked, making life much easier for you. Just remember to tag while you're sitting on the beacons, as you cannot tag something at a distance.
** You can also use the tags to optimize the way you pick new sites. You can pick sites closer to where the fleet is, to minimize the warp time between sites. You can also help avoid competitions by staying as far away as possible from competing fleets, picking sites they are less likely to take.
* If you run across another fleet, report the fleet composition to the fleet commander. That way he knows what he's up against and can make better decisions on what sites to prioritize, whether to actively seek out competitions, among other things.
''Hacking gameplay:''
* Wait until the fleet has taken the site and engaged before activating the gate, then as soon as you land in the pocket start burning to the tower and hack it.
** The fleet commander can tell you when to come in, or you could wait for the logistics pilots to jump into the site before taking the gate from a stand-still.
** Remember to turn off the microwarpdrive once you reach the tower (usually one cycle is enough). Right-clicking your microwarpdrive and selecting the option ''"Set auto-repeat off"'' is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding capping out before you can finish hacking the tower.
* The control tower to hack will be available as an interactive object (much like a mission container) in a repeating clockwise-pattern starting with the left-most tower. See the [[Override_Transfer_Array#Hacking|hacking]] portion of the '''Override Transfer Array''' page for more information.
** Completing the hack adds a graphical glow on the remote logistics station and a popup saying ''"Local Sansha logistics systems subverted. Hostile logistics disabled."''
** Warp out as soon as you've hacked the tower to avoid being targeted by the next wave.
* The hack lasts for about six minutes and is usually more than enough for a decent fleet to finish the site. Fly back to the gate in case the fleet isn't fast enough to finish the site before the tower becomes functional again. Otherwise proceed and scout for the next site.
* This role isn't paid by game mechanics, but rely on [[Roles_in_Incursions#Unpaid_roles_and_tipping|tips]] to be compensated for their work.


== Offgrid booster ==
== Offgrid booster ==