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Anatomy of Incursions: Difference between revisions

From EVE University Wiki
Know your fleet: Added some more information about running with or without boosts, so people can put it into the proper context.
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Without knowing these things you can't really make a good decision on how to tackle a site, because you'll need to put that into the context of the site you're doing and the challenges in it. The differences in spawns can make certain tactics very viable, or next to useless.
Without knowing these things you can't really make a good decision on how to tackle a site, because you'll need to put that into the context of the site you're doing and the challenges in it. The differences in spawns can make certain tactics very viable, or next to useless.
===== Warp speeds =====
==== [[image:icon_warp_speed.png|32px|link=]] Warp speeds ====
Not only do ships align faster or slower depending on their hulls and the skills of the pilot, they also accelerate into and warp faster or slower based on their hulls. This is important to be aware of when you're using acceleration gates as logistics enter the site much faster than the slower battleships.
Not only do ships align faster or slower depending on their hulls and the skills of the pilot, they also accelerate into and warp faster or slower based on their hulls. This is important to be aware of when you're using acceleration gates as logistics enter the site much faster than the slower battleships.
{| class="wikitable" style="font-size:95%;"
{| class="wikitable" style="font-size:95%;"
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Similarly, if you're using a hacking frigate for sites like the [[Override Transfer Array]], the frigate would in turn take the gate from a stand-still as the logistics disappear off grid. Then they'd land inside the pocket after most of the Eysturs have already spawned.
Similarly, if you're using a hacking frigate for sites like the [[Override Transfer Array]], the frigate would in turn take the gate from a stand-still as the logistics disappear off grid. Then they'd land inside the pocket after most of the Eysturs have already spawned.


===== Remote shield boost capabilities =====
==== {{icon|shield transporter|32}} Remote shield boost capabilities ====
It's important to know how how much of your repair capabilities are tied up into each ship. That way you'll be able to quickly gauge whether you have enough support left to handle the incoming damage if one of your logistics disconnects.
It's important to know how how much of your repair capabilities are tied up into each ship. That way you'll be able to quickly gauge whether you have enough support left to handle the incoming damage if one of your logistics disconnects.


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<small>&nbsp;&nbsp;&nbsp;&nbsp;Legend: &nbsp;<font color="DarkSlateBlue">&#9608;</font> Base repair amount &nbsp;<font color="SlateBlue">&#9608;</font> Ship bonuses &nbsp;<font color="indigo">&#9608;</font> Siege warfare link bonus
<small>&nbsp;&nbsp;&nbsp;&nbsp;Legend: &nbsp;<font color="DarkSlateBlue">&#9608;</font> Base repair amount &nbsp;<font color="SlateBlue">&#9608;</font> Ship bonuses &nbsp;<font color="indigo">&#9608;</font> Siege warfare link bonus
<references/></small>
<references/></small>
==== {{icon|warfare links|32}} Running without offgrid boosts ====
Using offgrid boosters is pretty much a given in any community that run incursions. The boosts they provide are so strong that even if CCP forced boosters ongrid, you'd sacrifice a slot for the booster ongrid in a heartbeat. A vanguard fleet with 2 logistics and an ongrid booster performs much better than a fleet with 3 logistics and no booster, simply from a defensive standpoint. Add to that the secondary benefits from skirmish and possibly even information links.
Below are some examples (with rounded off values) of how much difference boosts make:
{| class="wikitable" style="font-size:90%;"
! style="background-color:#222222;" | Attribute
! style="background-color:#222222;" | Difference with or without boosts
|-
| {{icon|shield|24}} Shield hit points
| <div style="width:230px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +15% increase</div></div>
|-
| [[image:icon_targeting_range_script.png|24px|link=]] Targeting range
| <div style="width:272px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +36% increase</div></div>
|-
| [[image:icon_scan_resolution_script.png|24px|link=]] Targeting speed
| <div style="width:220px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +10% increase</div></div>
|-
| {{icon|web|24}} Web range
| <div style="width:270px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +34,5% increase</div></div>
|-
| {{icon|sig|24}} Signature radius
| <div style="width:200px;background-color:SlateBlue"><div style="width:130px;background-color:lightgreen">&nbsp; {{co|black|35% reduction}}</div></div>
|-
| [[image:icon_shield_glow.png|24px|link=]] Effective shield hit points<small>&nbsp;<ref>The increase can be up to as much as +50% more effective shield hit points depending on base resists and how many modules stack with the boosts. This effect is a combined boost of higher resists and more shield hit points.</ref></small>
| <div style="width:260px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +30% increase</div></div>
|-
| {{icon|shield transporter|24}} Remote shield booster cycle<small>&nbsp;<ref>The 26% reduction to cycle time translated into a +35% increase in practical repping power.</ref></small>
| <div style="width:200px;background-color:SlateBlue"><div style="width:148px;background-color:lightgreen">&nbsp; {{co|black|26% reduction}}</div></div>
|-
| {{icon|velocity|24}} Propulsion speed increase
| <div style="width:232px;background-color:lightgreen"><div style="width:200px;background-color:SlateBlue">&nbsp; +16% increase</div></div>
|-
| [[image:icon_align_time.png|24px|link=]] Align time
| <div style="width:200px;background-color:SlateBlue"><div style="width:170px;background-color:lightgreen">&nbsp; {{co|black|15% reduction}}</div></div>
|}
<small>&nbsp;&nbsp;&nbsp;&nbsp;Legend: &nbsp;<font color="DarkSlateBlue">&#9608;</font> Without offgrid boosts &nbsp;<font color="lightgreen">&#9608;</font> With offgrid boosts</small>
<small><references/></small>
[[image:weird_math.png|thumb|When it comes to boosts in EVE:<br>1 + 1 = 3]]
These bonuses are even more powerful when combined in a practical scenario. The repping power isn't just boosted by +35% from the reduction of the cycle time, combined with the increased resists alone it'll turn into an actual bonus of '''at least +50% stronger reps''' on most ships (with several hardeners and rigs) and '''up to +75% stronger''' on ships that have the least amount of stacking penalties (like scimitars with just one hardener).
On top of that you'll also take less damage due to a smaller signature (and any ship with a propulsion module even more from the increased speed), the increased web range allows you to web the majority of the Sansha that would otherwise sit just outside your normal web range.
So if you do run without boosts, those are the things you need to keep in mind and compensate for. At least three logistics pilots. People can't skimp the tank anymore. Can't drop webs in favour of tracking computers. You might even need more painters for things that consistently stay out of web range. Your logistics will also be much slower to shift their reps over to someone else due to much longer cycles.
You can read more about setting up fleets with boosts and the expected results of warfare links, stacking webs and remote assistance modules on the [[Fleet setup in Incursions]] page.


== Issuing commands ==
== Issuing commands ==