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m →Heron: Quick patch up of MWD to new, scientifically imprecise, name (5mn) |
→Advanced fits: I thought it would be worth specifically mentioning general info on faction modules here as there is little info (other than progression) elsewhere. Also, edits to PFB re:knowledge and 1-2 minor tweaks to CS/SC section. |
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= Advanced fits = | = Advanced fits = | ||
There are many ways to improve past the minimum fits and tech one ships. | There are many ways to improve past the minimum fits and tech one ships. While each progression path varies based on the pilot, we are able to offer generalised advice: see [[Ship progression in Incursions|ship progression in incursions]] and incursion [[fitting principles]] for more information. | ||
== Faction modules and T2 guns == | |||
While we do not require faction modules or T2 guns, there is generally always an expectation in incursion communities that you invest your incursion returns into improving your ship, and thus hasten the completion times of the fleet you run with. While we will not provide any specific requirements in writing, so as to not pressure people to commit or invest large sums of ISK to running with us. However, we do offer advice for more experienced players on the incursion fitting principles page, under the [[fitting principles#Upgrade_priorities|upgrade priorities]] section. | |||
A note that T2 guns can be trained after alternative skill required for the Pirate Faction hull, as the train time is significantly longer, even though the benefit of these guns is quite large. | |||
== Pirate faction battleships == | == Pirate faction battleships == | ||
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 | 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 in writing for these ships however, for several reasons but especially 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. As above, these fits are often dependent on the pilot's preference and capabilities. | ||
* We do not want to indirectly encourage people to fly these ships until they | * We do not want to indirectly encourage people to fly these ships, until they are ready with a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships. | ||
</p> | </p> | ||
In short, ideally by the time you are ready to fly them, ''you will already know enough to figure out a proper fit by yourself''. Eve is fundamentally a game of risk and if you are running these fits with us, we want you to make the most of your investment in the ship. As above, the incursion [[fitting principles]] page offers advice in the E-Uni community, and would like additional advice, for the transition, please feel free to ask us in person via the usual channels; within in-game chat, the forum, or Mumble. | |||
== Command Ships and Strategic Cruisers == | == Command Ships and Strategic Cruisers == | ||
Advanced cruiser-sized hulls like Tech 2 '''Command Ships''' and Tech 3 '''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: | |||
<p> | <p> | ||
* These ships are much more skill-intensive, requiring several skills trained to V just to sit in them and they often require you to field tech two weaponry. On top of that strategic cruisers need to max out most subsystem skills and command ships ideally want {{sk|Command Ships|V}} because so much of their effectiveness rely on maxing those skills. | * These ships are much more skill-intensive, requiring several skills trained to V just to sit in them and they often require you to field tech two weaponry. On top of that strategic cruisers need to max out most subsystem skills and command ships ideally want {{sk|Command Ships|V}} because so much of their effectiveness rely on maxing those skills. | ||
* 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. | * 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 | * While we are flexible and will gladly take these ships, most public vanguard communities will probably force you to train into the more traditional battleships. | ||
* 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. | ||
<small><references/></small> | <small><references/></small> | ||