Difference between revisions of "User:Cassiel Seraphim/Sandbox7"
(→Rokh) |
|||
Line 362: | Line 362: | ||
== Fleet & Navy Issue Battleships == | == Fleet & Navy Issue Battleships == | ||
These ships have stronger base values than their tech one counterparts and often make them more efficient for incursions. | These ships have stronger base values than their tech one counterparts and often make them more efficient for incursions. | ||
− | {{example| | + | {{example|The navy battleships are nowhere near as good as the pirate faction battleships and you might be better off saving your ISK until you have enough to get a proper pirate faction battleship instead.}} |
=== Apocalypse Navy Issue === | === Apocalypse Navy Issue === | ||
− | + | This ship has too many issues to be suitable for headquarter sites, mostly due to the fact it has the slot layout of a predominately armour-tanked ship and the innate capacitor issues of laser ships. While it is possible to compensate for this in [[Vanguard_Incursion_fits#Apocalypse_Navy_Issue|vanguard]] and [[Assault_Incursion_fits#Apocalypse_Navy_Issue|assault fits]], you end up compromising too much for headquarter sites (or forced to use a completely different set of rigs). | |
− | ship | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | As such we do not recommend that people fly this ship for these type of sites. If you want to fly it, check with the fleet commander if he'll make an exception, but don't be surprised if he doesn't. | |
− | |||
− | |||
− | |||
=== Megathron Navy Issue === | === Megathron Navy Issue === | ||
</noinclude>{{#ifeq:{{{1|Megathron Navy Issue}}}|Megathron Navy Issue|{{ShipFitting|showTOC=N| | </noinclude>{{#ifeq:{{{1|Megathron Navy Issue}}}|Megathron Navy Issue|{{ShipFitting|showTOC=N| |
Revision as of 14:20, 24 September 2014
Incursion links |
---|
General |
Advanced |
EVE University |
Preparations |
Fittings |
Guides |
Headquarter fittings
The main differences between Vanguard sites and even Assault sites is that the largest waves are just that, larger, as well as heavier ships and more damage in general. It also requires snipers being able to lock and shoot at great distances. It's also not possible to simply sit still like in Assault sites, so you need propulsion modules to move about. See Preparing for Incursions and Fitting principles for more information on what skills and implants are recommended and the reason behind the fittings.
Apart from the need of more tank and snipers, there are other differences. For one, there are fewer ships capable of webbing you, but on the other hand there are more ships capable of target painting and neuting you. While there are more and stronger logistics ships in Headquarter sites, the added numbers of ships in your own fleet will ironically make it less important for you to remove them.
All fits use Miranda's new template, fits converted from here
One of the advantages with the new fitting template is that if you view this page in the ingame browser, clicking on any of the modules brings up the ingame show info window for that module. Similarly, clicking the EVE-button will open up a fitting complete with how much ammunition you need and any scripts you need for your modules.
Shields focus
Always bring faction ammunition
Utility modules
Sometimes your fleet commander will ask you to make minor adjustments. Be sure to read up on utility modules for more details on utility modules. |
Don't compromise the recommended fits
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill matters, every module matters. |
Improving fits
Naturally it's ok to upgrade to tech two weapons if you can, or use better faction variants of tech two modules. Just remember that while faction and deadspace modules have lower skill requirements compared to tech two modules, they are never to be used to compensate for poor skills. You also need to be aware of the potential risk of putting too much ISK on your ship, from a suicide ganking perspective as well as the real threat of war targets during war. |
Minimum fits
These fits are minimum fits, able to contribute to fleet efficiency with decent damage projection, utility modules and drones.
Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites.
At some point you'll be knowledgeable enough about incursions to do your own little tweaks when it comes to fittings. Perhaps you have several ships and can afford to rig a ship specifically for vanguards and use a different ship for assaults or headquarter sites. At that point, there is naturally room for individual taste and preference, but these fits are tailored to get a good solid ship to run incursions with.
Logistics
The entry-level for logistics is pretty high, simply because they are the backbone of the fleet. Due to the limited number of capsuleers in the fleet each logistics pilot needs to be of a much higher caliber in order to keep the number of logistic ships to a minimum, allowing for as many damage dealers as possible.
Scimitar
This fit is identical to the minimum scimitar fits for vanguards and work fine for both type of sites. You are recommended to keep the second invulnerability field for headquarter sites though, as the waves and incoming damage is soo much higher.
Basilisk
This fit is identical to the minimum basilisk fits for vanguards and work fine for both type of sites. You are recommended to keep the second invulnerability field for headquarter sites though, as the waves and incoming damage is soo much higher.
Battleships
Battleships bring enough utility midslots for a propulsion module, extra tank and potentially tracking computers and sometimes even utility highslots and their large weaponry offer the necessary damage projection.
For sniping you will definitely need to have good support skills, like Trajectory Analysis and Long Range Targeting trained to IV, as you'll need to be able to lock and shoot at 150km range. Due to the increased fitting requirement, you might also need Engineering or Eletronics V.
Maelstrom
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
Prototype 100MN Microwarpdrive I
Tracking Computer II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Beta Reactor Control: Reaction Control I
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Valkyrie II x5
Warrior II x10
Republic Fleet EMP L x10500
Republic Fleet Proton L x10500
Nanite Repair Paste x200
Optimal Range Script x1
Tracking Speed Script x1
- If you have the skills for tech two artillery, bring the advanced Quake L ammo as well.
- With good skills, like Power Grid Management V you can swap the Beta Reactor Control: Reaction Control I module for a Power Diagnostic System II, which will be enough power grid wise while also boosting your shield hit points and capacitor recharge a little.
Rokh
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L
Prototype 100MN Microwarpdrive I
Tracking Computer II, Tracking Speed Script
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Beta Reactor Control: Diagnostic System I
Damage Control II
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Large Anti-EM Screen Reinforcer I
Infiltrator II x5
Caldari Navy Antimatter Charge L x12400
Caldari Navy Iridium Charge L x12400
Optimal Range Script x1
Tracking Speed Script x1
Nanite Repair Paste x200
- All the required skills for damage dealers
- Power Grid Management V (see notes)
- Medium Drone Operation V (see notes)
- This fit will require you to have either Power Grid Management IV (recommended) or Weapon Upgrades V and Advanced Weapon Upgrades I trained. Alternatively can also utilize a +1% power grid implant.
- If you cannot field Infiltrator II drones, bring a flight of Acolyte II drones and some Light Armor Maintenance Bot I drones instead.
- Script the Tracking Computer II with the appropriate script based on your range needs.
- With Caldari Battleship V trained and your resists rigs upgraded to tech two rigs you can either drop the Large Shield Extender or the Pithum C-Type EM Amplifier (but not both) in favour of another tracking computer or something else to help you apply better damage.
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Prototype 100MN Microwarpdrive I
Federation Navy Stasis Webifier
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Large Anti-EM Screen Reinforcer I
Infiltrator II x5
Null L x12400
Caldari Navy Antimatter Charge L x12400
Nanite Repair Paste x200
- All the required skills for damage dealers
- Power Grid Management V (see notes)
- Large Blaster Specialization I
o Large Hybrid Turret V
o Motion Prediction V - Medium Drone Operation V (see notes)
- If you can't use tech two guns, fly the sniper-fit instead.
- This fit will require you to have either Power Grid Management IV (recommended) or Weapon Upgrades V and Advanced Weapon Upgrades I trained. Alternatively can also utilize a +1% power grid implant.
- If you cannot field Infiltrator II drones, bring a flight of Acolyte II drones and some Light Armor Maintenance Bot I drones instead.
- With Caldari Battleship V trained and your resists rigs upgraded to tech two rigs you can either drop the Large Shield Extender or the Pithum C-Type EM Amplifier (but not both) in favour of another web or a tracking computer to help you apply better damage.
Hyperion
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Heavy Diminishing Power System Drain I
Prototype 100MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Valkyrie II x5
Ogre I x5
Caldari Navy Antimatter Charge L x26900
Nanite Repair Paste x200
- If you have the skills for tech two blasters, bring the advanced Void L and Null L ammo as well.
- If you got the skills for Ogre II drones, or the ISK for Federation Navy Ogre drones, by all means use those.
These ships have stronger base values than their tech one counterparts and often make them more efficient for incursions.
This ship has too many issues to be suitable for headquarter sites, mostly due to the fact it has the slot layout of a predominately armour-tanked ship and the innate capacitor issues of laser ships. While it is possible to compensate for this in vanguard and assault fits, you end up compromising too much for headquarter sites (or forced to use a completely different set of rigs).
As such we do not recommend that people fly this ship for these type of sites. If you want to fly it, check with the fleet commander if he'll make an exception, but don't be surprised if he doesn't.
{{#ifeq:Megathron Navy Issue|Megathron Navy Issue|
Tempest Fleet Issue
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
Prototype 100MN Microwarpdrive I
Tracking Computer II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Anti-EM Screen Reinforcer II
Large Anti-Thermal Screen Reinforcer I
Valkyrie II x5
Warrior II x5
Republic Fleet EMP L x12900
Republic Fleet Depleted Uranium L x12900
Nanite Repair Paste x200
Optimal Range Script x1
Tracking Speed Script x1
- Shield Rigging IV (see notes)
- With good skills like Power Grid Management V you could probably squeeze in a Large 'Regard' Remote Capacitor Transmitter in one of your spare high slot and perhaps a Drone Link Augmentor I in the other.
- You don't need Shield Rigging IV to fly the ship, someone else can rig it for you.
- If you have the skills for tech two artillery, bring the advanced Quake L ammo as well.
- Change scripts based on your need. When you're sniping you'll use the Optimal Range Scripts. For short range you'll swap to the Tracking Speed Scripts.
Advanced ships and fits
The following ships are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts. There will be no recommended fits for these ships however, for several reasons but mainly the following two:
- They can be fitted in a million and one different ways and each fit has its strengths and weaknesses.
- We do not want to indirectly encourage people to fly these ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships. By the time you are ready to fly them, you will already know enough to figure out how to fit them properly.
Pirate Faction Battleships
These ships are good ships all around, regardless of which type of site you do. Their slot layout is good, plenty of midslots, their ship bonuses are often purely offensive, making them ideal for incursions where tanking bonuses are highly overrated.
Strategic Cruisers
Being cruiser hulls some strategic cruisers suffer from the same ailments as other ships with medium weaponry, but the Legion and the Loki stand out. The Tengu does surprisingly well, especially when railgun-fit.
Command Ships
Very few Command Ships have the range and utility needed to make them good for incursions in general, suffering the same problems as most ships with medium weaponry. Apart from the Vulture they lack the range to tank and snipe effectively, so having more than a few of these would limit the fleet's ability.
Faction and deadspace modules
There are many ways to use faction and deadspace modules to vastly improve the efficiency of your incursion ship. Some of these modules are cheap and might not be too much of a concern, but others are worth quite a bit of ISK and a second thought is warranted if you consider getting them. The cost of improving your efficiency rises exponentially as well, so while the first round of upgrades might be very cost-efficient, taking it one step further will quickly put you in a position where you're literally throwing ISK away for minor improvements.
Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot and potentially a lowslot as well. But a faction tracking computer or a sensor booster might make sense for public fleets built to compete, but for our community that is hardly a worthwhile investment.