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Anatomy of Incursions: Difference between revisions

From EVE University Wiki
Advanced tactics: Added some more things to consider for advanced tactics.
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While there are some standard target orders and priorities, there's often room for improvement based on a number of variables.
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 ====
; {{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.
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.


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This also means that a good balance of short and long ranged ships is necessary to achieve optimal performance.
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 ====
; [[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.
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.
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 ====
; [[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.
Similar to range projection, some ships will have an easier time applying their damage to certain sized ships or speeds due to tracking.


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.
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 ====
; {{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.
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 ====
; {{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.
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.