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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 | 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. | ||
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. | ||
== 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. | ||
==== Electromagnetic or thermal rig ==== | ==== Electromagnetic or thermal 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 ==== | ||
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, | 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. | ||
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 | [[ | | nowrap | Astarte / Proteus | ||
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]] 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]] 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]] 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 | | | nowrap | Loki<small> <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 | | | nowrap | Sleipnir | ||
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]] | | 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% | ||
| | | No resist holes. | ||
|- | |- | ||
| nowrap | | | nowrap | Tengu<small> <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. | ||
| | |- | ||
| nowrap | Vulture | |||
| nowrap style="background:#111111;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]] 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% | |||
| An {{co|slateblue|EM}} hole. | |||
| nowrap | |||
| | |||
| nowrap style=" | |||
|} | |} | ||
<small><references/></small> | <small><references/></small> | ||