|
|
| Line 6: |
Line 6: |
| 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. | | 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 [http://wiki.eveuniversity.org/Template:ShipFitting Miranda's new template], fits converted from [http://eve.sonicreality.x10.mx/template/ here]. -->
| |
| All fits use [http://wiki.eveuniversity.org/Template:ShipFitting Miranda's new template], fits converted from [http://eve.ciambotti.com/shipfitting_parser.php here] | | All fits use [http://wiki.eveuniversity.org/Template:ShipFitting Miranda's new template], fits converted from [http://eve.ciambotti.com/shipfitting_parser.php 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. | | One of the advantages with the 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 {{button|EVE}} button will open up a fit window complete with which and how much ammunition to bring, what drones to use and any scripts you need for your modules. Be sure to read the {{button|SKILLS}} and {{button|NOTES}} section as well, they contain valuable information about the fit and if there are any common tweaks you could do. |
| === Shields focus === | | === Shields focus === |
| {| | | {| |
| Line 15: |
Line 14: |
| | valign="top" | Currently we run almost exclusively shield fleets. Until we find a good solution for armour fleets and what fittings are reasonable to expect people to bring, this page will only show shield-fits so as not to give people the impression that armour fleets are common. | | | valign="top" | Currently we run almost exclusively shield fleets. Until we find a good solution for armour fleets and what fittings are reasonable to expect people to bring, this page will only show shield-fits so as not to give people the impression that armour fleets are common. |
| |} | | |} |
| === Always bring faction ammunition ===
| |
| {|
| |
| | valign="top" nowrap | [[image:icon_ammo_antimatter_faction.png|32px|Caldari Navy Antimatter Charge L]][[image:icon_ammo_emp_faction.png|32px|Republic Fleet EMP Charge L]]<br>[[image:icon_ammo_multifrequency_faction.png|32px|Imperial Navy Multifrequency L]][[image:icon_ammo_scorch.png|32px|Scorch L]]
| |
| | valign="top" | We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, but most of the time you'll be using faction ammunition since it does not suffer the tracking or range penalties most short range tech two ammunitions do.
| |
|
| |
| If you click the '''EVE'''-button on the fit it'll show you which type of ammunition you need and how much to bring.
| |
| |}
| |
| === Utility modules ===
| |
| {|
| |
| | valign="top" nowrap | [[image:icon_mid_slot.png|32px|Utility mislots]][[image:icon_hi_slot.png|32px|Utlity highslots]]
| |
| | valign="top" | Sometimes your fleet commander will ask you to make minor adjustments. Be sure to read up on [[Fitting principles#Utility_modules|utility modules]] for more details on utility modules.
| |
| |}
| |
|
| |
| === Don't compromise the recommended fits === | | === Don't compromise the recommended fits === |
| {| | | {| |
| Line 39: |
Line 25: |
| |} | | |} |
| <small><references/></small> | | <small><references/></small> |
|
| |
| = Minimum fits = | | = Minimum fits = |
| These fits are minimum fits, able to contribute to fleet efficiency with decent damage projection, utility modules and drones. | | These fits are minimum fits, able to contribute to fleet efficiency with decent damage projection, utility modules and drones. |
| Line 757: |
Line 742: |
| {{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.}} | | {{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). | | 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). 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. |
| | | = Advanced fits = |
| 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. | | There are many ways to improve past the minimum fits and tech one ships. See [[Ship progression in Incursions|ship progression in incursions]] and [[fitting principles]] for more information. |
| === Megathron Navy Issue === | | == Pirate faction battleships == |
| </noinclude>{{#ifeq:{{{1|Megathron Navy Issue}}}|Megathron Navy Issue|{{ShipFitting|showTOC=N|
| | The [[Machariel]], [[Nightmare]] and [[Vindicator]] hulls 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: |
| | |
| }}<noinclude>
| |
| | |
| === Tempest Fleet Issue === | |
| </noinclude>{{#ifeq:{{{1|Tempest Fleet Issue}}}|Tempest Fleet Issue|}}<noinclude>
| |
| | |
| = 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:
| |
| <p> | | <p> |
| * They can be fitted in a million and one different ways and each fit has its strengths and weaknesses. | | * 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. | | * 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. |
| </p> | | </p> |
| | | == Command Ships and Strategic Cruisers == |
| == Pirate Faction Battleships == | | Cruiser-sized hulls like '''Command Ships''' and '''Strategic Cruisers''' can often compensate their relatively less powerful medium weaponry by using long range weapons, since the loss of pure tracking is often offset by the lower signature of medium weapons. While they can never rival the power of the pirate faction battleships, they can be good enough for our community and very useful for [[Nation Consolidation Network]] assault sites. There will be no recommended fits for these ships either, for much the same reasons as above: |
| 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.
| | <p> |
| <!--
| | * Each ship has a different resist profile, strengths and weaknesses and thus the solution on how to properly fit them is different for each ship. |
| | | * While we'll gladly take these ships, most public communities will probably force you to train into the more traditional battleships. |
| NO LINKS TO THE SHIP PAGES PLEASE.
| | * 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. |
| | |
| Those pages will not have official fits on them and linking to them has proven to give people the impression that the fits other people put on the individual ship-pages are approved fits (which they are not).
| |
| | |
| -->
| |
| {| class="wikitable" style="text-align:left; font-size:90%; border-collapse:collapse; border:1px solid #333333; padding:5px;"
| |
| |-
| |
| ! style="background:#222222;" | Races
| |
| ! style="background:#222222;" | Ship
| |
| ! style="background:#222222;" | Description
| |
| |- valign="top"
| |
| | nowrap style="padding:0px;" | [[image:logo_faction_minmatar_republic.png|64px]][[image:logo_faction_gallente_federation.png|64px]]
| |
| | style="padding:0px;" | [[image:Machariel.jpg|64px]]
| |
| | The '''Machariel''' combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched. It also has enough midslots to fit for any occasion.
| |
| |- valign="top"
| |
| | nowrap style="padding:0px;" | [[image:logo_faction_amarr_empire.png|64px]][[image:logo_faction_caldari_state.png|64px]]
| |
| | style="padding:0px;" | [[image:Nightmare.jpg|64px]]
| |
| | The '''Nightmare''' has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has plenty of utility midslots available. Has some cap issues.
| |
| |- valign="top"
| |
| | nowrap style="padding:0px;" | [[image:logo_faction_gallente_federation.png|64px]][[image:logo_faction_minmatar_republic.png|64px]]
| |
| | style="padding:0px;" | [[image:Vindicator.jpg|64px]]
| |
| | The '''Vindicator''' is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it is also a very potent sniper when fitted with railguns, and tech two ammo makes it possible to use blasters at medium range.
| |
| |}
| |
| | |
| == 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.
| |
| <!--
| |
| | |
| NO LINKS TO THE SHIP PAGES PLEASE.
| |
| | |
| Those pages will not have official fits on them and linking to them has proven to give people the impression that the fits other people put on the individual ship-pages are approved fits (which they are not).
| |
| | |
| -->
| |
| {| class="wikitable" style="text-align:left; font-size:90%; border-collapse:collapse; border:1px solid #333333; padding:5px;"
| |
| |-
| |
| ! style="background:#222222;" | Races
| |
| ! style="background:#222222;" | Ship
| |
| ! style="background:#222222;" | Description
| |
| |- valign="top"
| |
| | nowrap style="padding:0px; text-align:center;" | [[image:logo_faction_amarr_empire.png|64px]]
| |
| | nowrap style="padding:0px;" | [[image:Legion.jpg|64px]]
| |
| | The '''Legion''' combines powerful short range capabilities with instant-swapping long range capabilities due to how crystals work. Ideal ship if you prefer smaller, more agile ships to the bulkier battleships.
| |
| |- valign="top"
| |
| | nowrap style="padding:0px; text-align:center;" | [[image:logo_faction_minmatar_republic.png|64px]]
| |
| | nowrap style="padding:0px;" | [[image:Loki.jpg|64px]]
| |
| | The '''Loki''' combines multiple long webs with extreme tracking which makes it very useful. Main focus in assaults are the long webs, so make sure you make good use of them.
| |
| |- valign="top"
| |
| | nowrap style="padding:0px; text-align:center;" | [[image:logo_faction_gallente_federation.png|64px]]
| |
| | nowrap style="padding:0px;" | [[image:Proteus.jpg|64px]]
| |
| | The '''Proteus''' doesn't stand out quite as much as the Legion and Loki, but it's still a solid choice for people who like small ships. Due to range issues it's forced to use railguns.
| |
| |- valign="top"
| |
| | nowrap style="padding:0px; text-align:center;" | [[image:logo_faction_caldari_state.png|64px]]
| |
| | nowrap style="padding:0px;" | [[image:Tengu.jpg|64px]]
| |
| | The '''Tengu''' is not something you'd ever train into for the sake of doing incursions, but it can still be useful if you have good skills and it's fitted properly with railguns. While missiles could work, they are less than ideal.
| |
| |}
| |
| | |
| == 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.
| |
| <!--
| |
| | |
| NO LINKS TO THE SHIP PAGES PLEASE.
| |
| | |
| Those pages will not have official fits on them and linking to them has proven to give people the impression that the fits other people put on the individual ship-pages are approved fits (which they are not).
| |
| | |
| -->
| |
| {| class="wikitable" style="text-align:left; font-size:90%; border-collapse:collapse; border:1px solid #333333; padding:5px;"
| |
| |-
| |
| ! style="background:#222222;" | Races
| |
| ! style="background:#222222;" | Ship
| |
| ! style="background:#222222;" | Description
| |
| |- valign="top"
| |
| | nowrap style="padding:0px;" | [[image:logo_faction_caldari_state.png|64px]][[image:logo_ishukone.png|64px]]
| |
| | nowrap style="padding:0px;" | [[image:Vulture.jpg|64px]]
| |
| | The '''Vulture''' is a solid ship for incursions, capable of performing well even as a sniper. Lots of utility midslots and good range projection with railguns.
| |
| |- valign="top"
| |
| | nowrap style="padding:0px;" | [[image:logo_faction_gallente_federation.png|64px]][[image:logo_duvolle_labs.png|64px]]
| |
| | nowrap style="padding:0px;" | [[image:Astarte.jpg|64px]]
| |
| | The '''Astarte''' has some amazing damage capabilities, but the lack of native shield tank forces it to use up all midslots for tank and while it has good medium range projection it cannot snipe.
| |
| |- valign="top"
| |
| | nowrap style="padding:0px;" | [[image:logo_faction_minmatar_republic.png|64px]][[image:logo_boundless_creation.png|64px]]
| |
| | nowrap style="padding:0px;" | [[image:Sleipnir.jpg|64px]]
| |
| | The '''Sleipnir''' has exceptional tracking and good damage capabilities for vanguards, but suffers from range issues and while it has decent medium range projection it is unable to snipe.
| |
| |}
| |
| | |
| == 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.
| |
| </noinclude>
| |