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Anatomy of Incursions: Difference between revisions

From EVE University Wiki
{{icon|fighter|32|Dronebunny}} Selecting a dronebunny: Added information about selecting multiple dronebunnies.
Advanced tactics: Added some more things to consider for advanced tactics.
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= Advanced tactics =
= Advanced tactics =
Once you have the basics of Incursion running down, consider further refining your tactics, or even fitting principles, to improve your fleet's performance. You might want to further increase your safety margin, or maximise your income by completing sites faster and/or winning competitions.
Once you have the basics of Incursion running down, consider further refining your tactics, or even fitting principles, to improve your fleet's performance. You might want to further increase your safety margin, or maximise your income by completing sites faster and/or winning competitions.
== Bonused webs and flexible dronebunny ==
== Bonused webs and flexible dronebunny ==
Webs from [[Vindicator]]s are incredibly powerful (up to 90% velocity reduction instead of 60%) and takes angular velocity out of the equation most of the time, especially in combination with the good base tracking of blasters. This allows them to become excellent frigate-killers, as soon as the target comes within webbing range. Given the right circumstances (enough bonused webs, good offgrid bonuses extending the range of webs) you can completely turn the tables and have the damage dealers with bonused webs take care of the frigates, leaving the dronebunny to follow the regular targets (like cruisers and battleships).
Webs from [[Vindicator]]s are incredibly powerful (up to 90% velocity reduction instead of 60%) and takes angular velocity out of the equation most of the time, especially in combination with the good base tracking of blasters. This allows them to become excellent frigate-killers, as soon as the target comes within webbing range. Given the right circumstances (enough bonused webs, good offgrid bonuses extending the range of webs) you can completely turn the tables and have the damage dealers with bonused webs take care of the frigates, leaving the dronebunny to follow the regular targets (like cruisers and battleships).
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Webbing stuff at range is often a detriment, as it often leads to range issues and lower applied damage from your fleet. But if the fleet has the range, webbing things at a distance would help tracking and potentially reduce damage for some enemies (as they too would be stuck in falloff or even out of range completely).
Webbing stuff at range is often a detriment, as it often leads to range issues and lower applied damage from your fleet. But if the fleet has the range, webbing things at a distance would help tracking and potentially reduce damage for some enemies (as they too would be stuck in falloff or even out of range completely).


== Fast-locking ships with good range ==
== Autonomous fleet members ==
Whenever targets spawn at range, there's a window of opportunity for any fleet with ships able to lock fast and shoot at a distance. While on approach, enemies come in at a low angular velocity with their microwarpdrive turned on and thus much easier to hit compared to when they slow down and start orbiting under your guns.
Sometimes you can afford to give certain members free reigns in what they shoot, if they are knowledgeable about incursions or fly a specific ship that doesn't quite fit your pre-determined roles. More experienced players for example could determine on their own if there's room for taking a few shots at an incoming frigate before moving on to the cruisers. Some pilots could be entrusted to direct their own drones instead of assigning them to the dronebunny, if for example they have the range and ability to use them to shoot ships that spawn outside normal drone control range. This would of course require that the pilots are well accustomed to the needs of the fleet commander and knows the limits of their ship, so as not to waste their potential.
 
In certain fleets it might even be worth it to simply call ''New wave!''' instead of actually calling specific targets, leaving comms open for more important information or simply to allow for more conversation. This of course assumes you're running with experienced players who know what to shoot already. Be mindful of new people joining the fleet, so you adjust accordingly.
 
Just be careful giving people this freedom, because unless they know your style and can anticipate when to stop going off on their own and fall back on your orders you can quickly end up with an unruly fleet with no direction.
 
== Situational target calling ==
While there are some standard target orders and priorities, there's often room for improvement based on a number of variables.
 
==== {{icon|warfare|32|Fleet composition}} Fleet composition ====
The individual skills of the pilots in your fleet can range from low skilled to high skilled, their ships from tech one to pirate faction battleships, their modules from meta 4 to tech 2, faction, deadspace or even officer modules. Ships can fit for short or long range, people can be more or less experienced and more or less attentive to your sudden commands etc.
 
All these things make for very different fleets and you'll need to factor that into how you run your fleet. A very high skilled and blinged out fleet can easily neutralize threats whenever you tell them to, allowing you to leave potentially dangerous targets for later, in favour of removing damage from the field. The same couldn't be done in a fleet where the damage application is low or when people aren't reacting fast enough to new target calls.
 
This also means that a good balance of short and long ranged ships is necessary to achieve optimal performance.
 
==== [[image:icon_optimal_range_script.png|32px|Range projection]] Range projection ====
With poor range projection it can sometimes be more beneficial to have some of your short range ships shoot the enemies that are close, even though they are of lower priority simply because they don't have the range to shoot anything else. Just remember to make a second call for them to swap back to their primary target once they get into range.
 
The other ships, capable of ranged projection, could then be directed to targets further out that the short ranged fleet members cannot reach. While this might lead to higher overall incoming damage early on (since the high priority targets won't die as fast) it would lead to faster overall completion times because each ship in the fleet will be able to utilize their damage capabilities better.
 
==== [[image:icon_tracking speed script.png|32px|Damage application]] Damage application ====
Similar to range projection, some ships will have an easier time applying their damage to certain sized ships or speeds due to tracking.


Given enough scan resolution, good enough range and tracking, even battleships can pick off smaller ships as they come rushing towards you. Most tech one battleships have no real means of doing this, but faction battleships and strategic cruisers are usually more than capable of finishing off a few frigates before they even get close, reducing the danger of the spawn immediately. Done right, it might even remove the threat of Tamas for example, because they need to get within a certain range before their short-range torpedoes can reach its target. Fleets with a majority of ships able to do this, can often swap some of their webs over to tracking computers for increased efficiency, while leaving only a minimum of webs (like a handful of bonused webs). Doing that requires that you are fully aware of your fleet composition and can swap the web back when needed.
Large guns have an easier time hitting battlecruisers and battleships than they have hitting close orbiting frigates and cruisers. While webs often cancel this effect, there's still room for micromanaging your fleet to keep people shooting targets they can apply the most damage to. The need for this increases with the number of ships in your fleet, so as not to waste damage potential.
 
==== {{icon|sensor resolution|32|Fast-locking ships}} Fast-locking ships ====
Whenever targets spawn at range, there's a window of opportunity for any fleet with ships able to lock fast and shoot at a distance. While on approach, enemies come in at a low angular velocity with their microwarpdrive turned on and thus much easier to hit compared to when they slow down and start orbiting under your guns. Given enough scan resolution, good enough range and tracking, even battleships can pick off smaller ships as they come rushing towards you. Most tech one battleships have no real means of doing this, but faction battleships and strategic cruisers are usually more than capable of finishing off a few frigates before they even get close.
 
==== {{icon|x|32|Ignore some targets}} Ignore some targets ====
Some sites will have targets that you don't necessarily need to kill to finish the site. Sometimes they can be ignored completely, like in the case of the '''Eystur Rhomben''' in [[Override Transfer Array]] sites and the '''Antem Neo''' in [[Overwhelmed Civilian Facility]] sites.
 
In other sites, like the [[True Creations Research Center]] and [[The Kundalini Manifest]], you trim down the waves to a point where your logistics can handle the incoming damage, after which you ignore most of them (except a handful of respawns) in favour of finishing the main objective.


Overall such ships give the fleet commander a tremendous flexibility in target calling. It is also one of the most important aspects of the fleet's ability to compete against others. A fleet can have superior damage and still lose, if they take too long to lock targets or if they are unable to apply that damage at range.
== Moving fleets ==
== Moving fleets ==
If you sit still in a site, you're limited to the pre-set engagement range of the site based on where enemies spawn and how fast they fly towards your position. The benefit of sitting still is that you don't add to your tracking issues by moving and inflating the angular velocity.
If you sit still in a site, you're limited to the pre-set engagement range of the site based on where enemies spawn and how fast they fly towards your position. The benefit of sitting still is that you don't add to your tracking issues by moving and inflating the angular velocity.
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So a moving fleet can be extremely efficient, but requires more coordination and homogeneous fitting requirements in order to be pulled off successfully.
So a moving fleet can be extremely efficient, but requires more coordination and homogeneous fitting requirements in order to be pulled off successfully.


== Highly specialized fleets ==
== Specialized fleets ==
Some communities specialize in just Vanguards or just Headquarter sites, perhaps even focusing on specific type of sites as well for increased efficiency. Some even build fleets for the sole purpose of competing against other fleets. Such specialized fleets can be extremely powerful if used right, but since they require highly specific fits and the fact that they often sacrifice efficiency in some areas in favour of others, they are usually somewhat limited and less flexible. They also require strict fleet compositions in order to function, specific roles would need to be filled and not just anyone could replace people when they drop.
Some communities specialize in just [[Incursion sites#Vanguard sites|Vanguard]] or just [[Incursion sites#Headquarter sites|Headquarter sites]], perhaps even focusing on specific type of sites as well for increased efficiency. Some even build fleets for the sole purpose of competing against other fleets.


Common examples of specializing vanguard fleets would be to have all long-range, alpha-focused ships with just one or two ships, like [[Vindicator]]s to handle the few ships that slip past. Some drop down to one single logistics ship in favour of having another damage dealer on grid, relying on skilled pilots and well-fitted ships to simply reduce the incoming damage to a manageable level before the Sansha are able to apply it. For competition fleets it's not unusual to run a little heavy with 12 members on grid instead of the usual 10 or 11, to ensure that they win every competition or at least gain a favourable edge over other fleets.
Such specialized fleets can be extremely powerful if used right, but since they require specific fits and the fact that they often sacrifice efficiency in some areas in favour of others, they are usually somewhat limited and less flexible. They also require strict fleet compositions in order to function, specific roles would need to be filled and not just anyone could replace people when they drop.
 
One examples of specializing vanguard fleets would be to have all long range, alpha focused ships that fit tracking computers and target painters, with just one or two ships like '''Vindicators''' with webs to handle the few ships that slip past. Some drop down to one single logistics ship in vanguards in favour of having another damage dealer on grid, relying on skilled pilots and well-fitted ships to simply reduce the incoming damage to a manageable level before the Sansha are able to apply it. For competition fleets it's not unusual to run a little heavy with 12 members on grid instead of the usual 10 or 11, to ensure that they win every competition or at least gain a favourable edge over other fleets.
 
Another example would be fleets that focus on reducing warp speeds as a means to both allow them to quickly move to another site to compete, but also to simply reduce the time between sites. While it might seem weird, there's a certain point where improving your ongrid performance further isn't effective anymore due to diminishing returns. With ascendancy implants and warp speed rigs and modules you can sacrifice some of your damage application in favour of greatly reducing the time it takes you to warp, ending up gaining giving you overall faster completion times when factoring in moving.


== Competition ==
== Competition ==
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Second, competition is all about beating your opponent. In order to do that you need simply be better than them, in everything (lock faster, shoot further, do more damage etc.) … or you need to play at your strengths and their weaknesses. In order to do that, you naturally have to know not only your own fleet, but theirs as well, and quickly be able to judge them.
Second, competition is all about beating your opponent. In order to do that you need simply be better than them, in everything (lock faster, shoot further, do more damage etc.) … or you need to play at your strengths and their weaknesses. In order to do that, you naturally have to know not only your own fleet, but theirs as well, and quickly be able to judge them.


Third, it is a widely held belief that competitions are measured in raw damage done to the Sansha. This means that hitting the armour and hull (which have little to no resists) earns you more points compared to hitting the shield (which has high resists). As such, trying to prioritize making hits to armour and hull is a common strategy to gain an edge, because if you can alpha away the armour and hull on a ship, you ''"win"'' that ship even if someone else chipped away the entire shield.
Third, it is a widely held belief that competitions are measured in raw damage done to the Sansha. This means that hitting the armour and hull (which have little to no resists) earns you more points compared to hitting the shield (which has high resists). As such, trying to prioritize making hits to armour and hull is a common strategy to gain an edge, because if you can alpha away the armour and hull on a ship, you ''"win"'' that ship even if someone else chipped away the entire shield. Given how a cruiser like the '''Auga Hypophysis''' has 31,185 raw hit points, compared to a frigate like the '''Tama Cerebellum''' with its 5,390 raw hit points, you can clearly see the value in focusing on the Auga to make sure you get the most points from that, even if it means completely ignoring the 3-4 Tamas on grid.
 
Given how a cruiser like the '''Auga Hypophysis''' has 31,185 raw hit points, compared to a frigate like the '''Tama Cerebellum''' with its 5,390 raw hit points, you can clearly see the value in focusing on the Auga to make sure you get the most points from that, even if it means completely ignoring the 3-4 Tamas on grid.


Things to consider, but not be limited to:
Things to consider, but not be limited to:
* '''Shifting priorities'''
* '''Shifting priorities'''
: Priorities change when you're running in competition mode, so don't be afraid to deviate from your normal kill orders. Ships like '''Niarja Myelen''' and '''Arnon Epithalamus''' who are usually prioritized targets because they jam, might end up being key pieces in your struggle for dominance. If any of your fleet members are jammed, they remain high priority targets, but if they jam any of the members of the competing fleet, you'd want them alive for as long as possible. Have fleet members call out if they get jammed during competitions, so you can make the right call.
: Priorities change when you're running in competition mode, so don't be afraid to deviate from your normal kill orders. Ships like '''Niarja Myelen''' and '''Arnon Epithalamus''' who are usually prioritized targets because they jam, might end up being key pieces in your struggle for dominance. If any of your fleet members are jammed, they remain high priority targets, but if they jam any of the members of the competing fleet, you'd want them alive for as long as possible. Have fleet members call out if they get jammed during competitions, so you can make the right call.
* '''Tactical overheat'''
: Calling for the fleet to overheat is not just something you do in an emergency to squeeze out more resists or faster remote shield boosting. It can also be used with great effect to increase your offensive capabilities to give you that edge you need to win a contest.
* '''Suitable engagement range?'''
* '''Suitable engagement range?'''
: Can you outrange them or perform better at short range because they are range-fit? This is highly situational based on what site you’re running. The enemies would need to spawn out of their range for you to outrange them. Similarly they’d need to all spawn within your range if you planned to outperform them at close range.
: Can you outrange them or perform better at short range because they are range-fit? This is highly situational based on what site you’re running. The enemies would need to spawn out of their range for you to outrange them. Similarly they’d need to all spawn within your range if you planned to outperform them at close range.
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* '''Should you cut your losses?'''
* '''Should you cut your losses?'''
: Sometimes you're forced to compete against your will, or bite off more than you can swallow. If the site allows it, make a graceful but controlled exit and go to another site. Sites with very few warp disrupt capable ships are ideal for such ''"strategic retreats"''. For sites with too many ships capable of warp disrupting you're pretty much committed however, as the window without warp disrupts can be a very short and dangerous one.
: Sometimes you're forced to compete against your will, or bite off more than you can swallow. If the site allows it, make a graceful but controlled exit and go to another site. Sites with very few warp disrupt capable ships are ideal for such ''"strategic retreats"''. For sites with too many ships capable of warp disrupting you're pretty much committed however, as the window without warp disrupts can be a very short and dangerous one.
* '''Will drugs help?'''
: Consumables like drugs may become worth considering if you compete a lot, to give you another edge.


Just remember that hesitation is often viewed as a sign of weakness in the eyes of the other fleet commander, so delaying on a gate increased the risk of being contested. Aggressive aligning and going into the site quickly is often viewed as confidence, which will give the other fleet commander pause even if he has a better fleet.  
Just remember that hesitation is often viewed as a sign of weakness in the eyes of the other fleet commander, so delaying on a gate increased the risk of being contested. Aggressive aligning and going into the site quickly is often viewed as confidence, which will give the other fleet commander pause even if he has a better fleet.  


Whatever you decide to do, remember to do it in a controlled manner. Don't throw caution to the wind just because you have another fleet at the gate.
Whatever you decide to do, remember to do it in a controlled manner. Don't throw caution to the wind just because you have another fleet at the gate.
== Other Considerations ==
Further optimising your fleet is very much into the realm of ''it depends'' - both experimentation and calculation are likely to be rewarding. Some possibilities:
* Split damage may not be bad any more. You might, for example, aim to kill each entire wave as fast as possible, rather than to reduce incoming damage as fast as possible.
* You may choose to not kill some enemies - Assaults and up include certain rats that can be left alive, by the right fleet.
* Experienced fleet members will require less explicit direction, leaving communication channels open for micromanagement of target selection, or unrelated chat.
* You might choose to experiment with unconventional ship and fitting choices, perhaps reducing your tank when you are confident of the capabilities of your logi.
* Utility modules like webs and target painters generally suffer from diminishing returns. You might choose to try and optimise the number of each that your fleet brings.
* Consumables like drugs may become worth considering, especially in competitions.
* Overheating of modules has many applications, and nanite paste is cheap on the scale of incursion income. You may find additional uses for Thermodynamics.