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User:Cassiel Seraphim/Sandbox3: Difference between revisions

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See [[Preparing for Incursions]] for more information about what skills are needed.
See [[Preparing for Incursions]] for more information about what skills are needed.
== Omni damage ==
== Omni damage and resists ==
The Sansha incursion rats deal two types of damages, lasers (EM and thermal) and torpedoes (kinetic and explosive). As such, they hit across all four resist types and therefore all incursion fits have to have even resists. It is important to know that there is more to it than that.
The Sansha incursion rats deal damage in two ways, lasers (EM and thermal) and torpedoes (kinetic and explosive). As such, they hit across all four resist types. While you can sometimes compensate for a low kinetic resist by having a higher explosive resist, or get away with lower resists due to having a small signature and high speed, generally you don't have the luxury of having resist holes in incursions.


First of all, it's more of an average resist per type of damage, so you can often compensate one resist for the other. The Basilisk for example can have a lower EM resist thanks to their higher thermal resist and still stand up to the damage inflicted by lasers. It also means that most ships can have a slightly lower kinetic resist as long as their explosive resist is equally higher, averaging a solid resist-profile for the damage inflicted by torpedoes.
Second, smaller ships take less damage from torpedoes than larger ships, especially if they are also faster. As such, logistics and strategic cruisers can often get away with slightly lower resists for kinetic and explosive, whereas battleships (especially those with huge signatures) would be better off pushing their kinetic and explosive resists a little bit higher to compensate for taking more damage from torpedoes.
== Omni tank ==
Just as they do damage across the board, the Sansha incursion rats have omni tanks as well. The only notable exception is the '''Lirsautton Parichaya''', it's a little weaker against thermal damage and stronger against explosive damage. So contrary to missions where Amarr and Gallente weapons are somewhat limited due to their set damage types, these weapons are not hampered by resists in incursions.
Just as they do damage across the board, the Sansha incursion rats have omni tanks as well. The only notable exception is the '''Lirsautton Parichaya''', it's a little weaker against thermal damage and stronger against explosive damage. So contrary to missions where Amarr and Gallente weapons are somewhat limited due to their set damage types, these weapons are not hampered by resists in incursions.


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Practically this means that utility modules often make or break fleets.
Practically this means that utility modules often make or break fleets.
==== Engagement ranges ====
In vanguards there will be a lot of small ships that orbit close, with only a few larger ships and they all spawn well within 70 - 75 km. The major engagement ranges for these kind of sites are of the 15 - 25 km range and the odd 60 - 65 km range for the '''Mara Paleo'''. For assaults and headquarters there will be fewer small ships and more large ships that initially spawn much further out. The engagement range for these sites vary a bit more, with brawlers engaging anywhere from 0 - 15 km and the rest at 20 - 25 km, 35 - 45km and 60+ km.
==== Short and long range weaponry ====
Regardless of what type of site you'll be running, you'll need to ensure that you can handle both ships that orbit close and ships that orbit further out. In vanguards the emphasis is much higher on tracking and webs to deal with the myriad of small agile frigates, whereas for assaults and headquarters the emphasis is on projection.
In general you get the best performance by carefully balancing your short and long range capabilities, tailored to the type of sites you use. That way you can ensure that your entire fleet is more or less constantly applying good damage throughout the entire site, improving your overall fleet performance.
Since all the warp disruption capable ships orbit close, and usually frigate-sized, coupled with the fact that we cater to low-skilled pilots in cost-efficient ships during wartime, we focus on short range weapons and lots of webs in vanguards. That way we can always ensure that we can kill anything that warp disrupts or does high damage, if we need to [[Anatomy_of_Incursions#Facilitating_a_controlled_warp-out|facilitate a controlled warp-out]]. It also allows us to be a lot more inclusive, since we wouldn't have to worry about replacing specific ships when people drop, but can take anyone from the waitlist regardless which ship they fly and what skills they have (barring having enough logistics of course).
== Utility modules ==
== Utility modules ==
First of all, when the term ''"utility slots"'' is used it means the slots you have left over once you've fitted your tank and your weapons. So if your ship has five midslots and four are needed for your tank, then the fifth slot is your one utility midslot. If you ship has eight highslots and seven turrets, you have one utility highslot.
First of all, when the term ''"utility slots"'' is used it means the slots you have left over once you've fitted your tank and your weapons. So if your ship has five midslots and four are needed for your tank, then the fifth slot is your one utility midslot. If you ship has eight highslots and seven turrets, you have one utility highslot.
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== Rigging choice ==
== Rigging choice ==
[[image:albert_einstein.jpg|thumb|200px|[http://en.wikipedia.org/wiki/Albert_Einstein ''"It’s all relative, you might say."'']]]
[[image:albert_einstein.jpg|thumb|200px|[http://en.wikipedia.org/wiki/Albert_Einstein ''"It’s all relative, you might say."'']]]
It's very easy to dismiss the importance of the rig selection when buying a new ship. While it's usually not something a new pilot needs to worry about when getting any of the minimum fits posted on the wiki, it's extremely important for people looking to get a new ship as it heavily influences your options in terms of flexibility and utility slots (which is everything in incursions).
It's very easy to dismiss the importance of the rig selection when buying a new ship. While it's usually not something a new pilot needs to worry about when getting any of the minimum fits posted on the wiki, it's extremely important for people looking to get a new ship as it heavily influences your options in terms of flexibility and utility slots (which is everything in incursions). Don't spend too much ISK on a temporary setup, either go for a cheap ''"good enough"'' setup while you're saving up for your ideal setup, or just wait until you can afford the whole setup you want in the end.
 
You should also consider if the tank setup you're getting is going to be your final setup or just a stop-gap until you can afford a better one. Don't spend too much ISK on a temporary setup, either go for a cheap ''"good enough"'' setup while you're saving up for your ideal setup, or just wait until you can afford the whole setup you want in the end.


==== Electromagnetic or thermal rig ====
==== Electromagnetic or thermal rig ====
One of the most determining choices to make when tanking your ship is your choice of resist rig.
In general the electromagnetic rig will free up more midslots, but tends to require fancier deadspace modules to compensate for the overall lower resists. The thermal rig gives you a stronger and more flexible tank without having to rely on the high-end deadspace modules, at the cost of not being able to free up as many midslots.
In general the electromagnetic rig will free up more midslots, but tends to require fancier deadspace modules to compensate for the overall lower resists. The thermal rig gives you a stronger and more flexible tank without having to rely on the high-end deadspace modules, at the cost of not being able to free up as many midslots.


==== Defence or offence ====
==== Defence or offence ====
Another important choice to make when it comes to your rig selection is whether you want to go for more offence or more defence.
Going for offence means that you're limited to a single tech one resist rig in combination to your burst or collision rig, due to the high calibration cost of the tech two damage rigs. Choosing a more defensive setup will allow you to fit a tech two resist rig as well as making full use of the other two rigs. The offensive rigs are usually much cheaper than the defensive ones, but since the offensive setup usually has to up the quality of their deadspace modules to get a comparable resist profile, they're often forced to use higher tiered deadspace mods.
Going for offence means that you're limited to a single tech one resist rig in combination to your burst or collision rig, due to the high calibration cost of the tech two damage rigs. Choosing a more defensive setup will allow you to fit a tech two resist rig as well as making full use of the other two rigs. The offensive rigs are usually much cheaper than the defensive ones, but since the offensive setup usually has to up the quality of their deadspace modules to get a comparable resist profile, they're often forced to use higher tiered deadspace mods.


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| valign="middle" | [[Incursion sites#Headquarter sites|Headquarters]] ''(52k+ effective shield hit points + 100k effective hit points in total)''<br>73% resists and at least 14,000 raw shield hit points.
| valign="middle" | [[Incursion sites#Headquarter sites|Headquarters]] ''(52k+ effective shield hit points + 100k effective hit points in total)''<br>73% resists and at least 14,000 raw shield hit points.
|}
|}
Naturally lower shield hit points is doable if you adjust your resists accordingly. Increasing your resists from 70% to 73% will drop the incoming damage from 30% to 27%, a decrease in 10% which means you can get away with at 10% lower shield hit points. In vanguards and assaults it's also possible to drop a little lower in really good fleets, but since we focus mainly on low skilled, kitchen sink setups we're going with a relatively higher recommended level for our community.  
Naturally lower shield hit points is doable if you adjust your resists accordingly. Increasing your resists from 70% to 73% will drop the incoming damage from 30% to 27%, a decrease in 10% which means you can get away with at 10% lower shield hit points. In vanguards and assaults it's also possible to drop a little lower in really good fleets. Just remember that resists are far more important than raw shield hit points, as higher resists has the secondary benefit of increasing the efficiency of remote repairs.


Just remember that resists are far more important than raw shield hit points, as higher resists has the secondary benefit of increasing the efficiency of remote repairs.
Since we focus mainly on low skilled, kitchen sink setups we're going with a relatively higher recommended level for our community than mentioned above, if possible.  


= Battleship setups =
= Battleship setups =
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<small><references/></small>
<small><references/></small>


= Strategic cruisers =
= Strategic cruisers and command ships =
While a lot of communities avoid strategic cruisers and command ships due to the fact that their damage output cannot match that of pirate faction battleships, we still allow them as they can easily match the efficiency of tech one battleships. As such, we welcome properly fit strategic cruisers and command ships in our community, as they are good enough for our purposes and we don't benefit from alienating people who prefer to fly smaller ships.
 
Just be sure to inform people that if they have plans to fly with public communities, they will most likely need to train into a proper battleship.
== Different resist profiles ==
== Different resist profiles ==
One of the biggest differences fitting strategic cruisers compared to battleships is that they have a different resist profile. They are also much smaller in signature, so won't need the same raw buffer of shield hit points either.
One of the biggest differences fitting strategic cruisers and command ships compared to battleships is that they have a different resist profile. They are also much smaller in signature, especially the strategic cruisers, so won't need the same raw buffer of shield hit points either. As such, the solution could range from anything between a thermal and EM hardener for the '''Legion''' to a mere anti-EM rig on the '''Tengu''' or an invulnerability field for the '''Sleipnir'''.
{| class="wikitable" style="font-size:90%; vertical-align:middle; padding:0px; border-collapse:collapse;""
{| class="wikitable" style="font-size:90%; vertical-align:middle; padding:0px; border-collapse:collapse;""
! style="background:#222222;" | Ship
! style="background:#222222;" | Ship
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! style="background:#222222;" | Comments
! style="background:#222222;" | Comments
|-
|-
| nowrap | [[image:Legion_transparent.png|24px|Legion]] Legion
| nowrap | Astarte / Proteus
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]85%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
| An {{co|slateblue|EM}} hole.
|-
| nowrap | Legion
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]20%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]87,5%
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]20%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]87,5%
| An {{co|slateblue|EM}} hole and weak {{co|crimson|thermal}} resists.
| An {{co|slateblue|EM}} hole and weak {{co|crimson|thermal}} resists.
|-
|-
| nowrap | [[image:Loki_transparent.png|24px|Loki]] Loki<small>&nbsp;<ref name="resist_subsystem">This is with the '''resist bonused''' defensive subsystem fitted.</ref></small>
| nowrap | Loki<small>&nbsp;<ref name="resist_subsystem">This is with the '''resist bonused''' defensive subsystem fitted.</ref></small>
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]80%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]52%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]80%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]52%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
| No resist holes.
| No resist holes.
|-
|-
| nowrap | [[image:proteus_transparent.png|24px|Proteus]] Proteus
| nowrap | Sleipnir
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]85%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]75%[[Image:icon_resist_therm.png|24px|Thermal resistance]]60%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]40%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
| An {{co|slateblue|EM}} hole.
| No resist holes.
|-
|-
| nowrap | [[image:Tengu_transparent.png|24px|Tengu]] Tengu<small>&nbsp;<ref name="resist_subsystem"></ref></small>
| nowrap | Tengu<small>&nbsp;<ref name="resist_subsystem"></ref></small>
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]20%[[Image:icon_resist_therm.png|24px|Thermal resistance]]84%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]76%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]20%[[Image:icon_resist_therm.png|24px|Thermal resistance]]84%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]76%[[Image:icon_resist_exp.png|24px|Explosive resistance]]60%
| Weak {{co|slateblue|EM}} resists.
| Weak {{co|slateblue|EM}} resists.
|}
|-
<small><references/></small>
| nowrap | Vulture
== Different setups ==
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]&nbsp;&nbsp;0%[[Image:icon_resist_therm.png|24px|Thermal resistance]]80%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]70%[[Image:icon_resist_exp.png|24px|Explosive resistance]]50%
Since the resist profiles vary quite a lot between the different strategic cruisers, the way they plug holes are vastly different.  Their low signature and high agility can allow for some compromises as well, but in general they plug their resist profiles just like any other ship. Here's a few examples of ways to attain the desired resist profiles.
| An {{co|slateblue|EM}} hole.
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
|-
! style="background:#222222;" | Slots
! style="background:#222222;" | Legion<small>&nbsp;<ref>...</ref></small>
! style="background:#222222;" | Loki<small>&nbsp;<ref>...</ref></small>
|- valign="top"
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invulnerability Field<br>
[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
[[image:icon mid slot.png|24px]] Freed up mid slot
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invulnerability Field<br>
[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II<br>
[[image:icon mid slot.png|24px]] Freed up mid slot
|- valign="top"
| nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
| nowrap | [[image:icon low slot.png|24px]] Freed up low slot
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
|- valign="top"
| nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px|Rigs]]
| nowrap | [[image:module icon shield rig tech2.png|24px|Large Core Defense Field Extender II]] Core Defense Field Extender II<br>
[[image:module icon shield rig tech2.png|24px|Large Anti-EM Screen Reinforcer II]] Anti-EM Screen Reinforcer II<br>
[[image:icon rigs.png|24px]] Freed up rig slot
| nowrap | [[image:module icon shield rig tech2.png|24px|Large Core Defense Field Extender II]] Core Defense Field Extender II<br>
[[image:module icon shield rig tech2.png|24px|Large Anti-Thermal Screen Reinforcer II]] Anti-Thermal Screen Reinforcer II<br>
[[image:icon rigs.png|24px]] Freed up rig slot
|- valign="top"
| nowrap style="text-align:center; background:#111111;" | [[image:EVE SubIcon.png|24px|Subsystem]]
| nowrap | [[image:Module icon subsystem defensive.png|24px|Legion Defensive - Augmented Plating]] Legion Defensive - Augmented Plating
| nowrap | [[image:Module icon subsystem defensive.png|24px|Loki Defensive - X]] Legion Defensive - X
|- valign="top"
! style="text-align:center; background:#111111;" | Resists
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|24px|Thermal resistance]]-%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|24px|Explosive resistance]]-%
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|24px|Thermal resistance]]-%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|24px|Explosive resistance]]-%
|- valign="top"
! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px]]
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|24px|Thermal resistance]]-%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|24px|Explosive resistance]]-%
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|24px|Thermal resistance]]-%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|24px|Explosive resistance]]-%
|- valign="top"
! style="text-align:center; vertical-align:middle; background:#0F0719; padding:0px;" | [[image:Icon energy neutralizer i.png|24px]]
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|24px|Thermal resistance]]-%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|24px|Explosive resistance]]-%
! nowrap style="background:#0F0719;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]-%[[Image:icon_resist_therm.png|24px|Thermal resistance]]-%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]-%[[Image:icon_resist_exp.png|24px|Explosive resistance]]-%
|}
|}
<small><references/></small>
<small><references/></small>