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Preparing for Incursions: Difference between revisions

From EVE University Wiki
Orca: New skill requirements come Vanguard (people start with more basic skills), also trimmed the info a little bit.
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! [[file:Module icon microwarpdrive tech1.png|32px|link=]] Navigation skills
! [[file:Module icon microwarpdrive tech1.png|32px|link=]] Navigation skills
|- valign="top" style="background:#222222;"  
|- valign="top" style="background:#222222;"  
| ~ 6 days and 7 hours
| ~ 5 days and 3 hours
| ~ 5 days and 15 hours
| ~ 5 days and 15 hours
| ~ 10 days and 16 hours
| ~ 10 days and 16 hours
| ~ 1 days and 19 hours
| ~ 1 days and 14 hours
|- valign="top" nowrap
|- valign="top" nowrap
| style="padding:8px;" |
| style="padding:8px;" |
Cybernetics I<br>
Mechanics III<br>
Capacitor Management III<br>
Capacitor Systems Operation III<br>
{{co|grey|Power Grid Management III}}<small>&nbsp;<ref>You start with this skill at III for free, but consider spending 20 hours training {{sk|Power Grid Management|IV}} because this will allow you to skip the '''ancillary current router''' rig.</ref></small><br>
Hull Upgrades IV<br>
Hull Upgrades IV<br>
Tactical Shield Manipulation IV<br>
Tactical Shield Manipulation IV
Jury Rigging I
| style="padding:8px;" |
| style="padding:8px;" |
Spaceship Command V<br>
Spaceship Command V<br>
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Mining Director I
Mining Director I
| style="padding:8px;" |
| style="padding:8px;" |
Afterburner III<br>
High Speed Maneuvering III<br>
High Speed Maneuvering III<br>
Acceleration Control III<br>
Acceleration Control III<br>
Warp Drive Operation III
Warp Drive Operation III
|- valign="top" style="background:#222222;"
|- valign="top" style="background:#222222;"
| colspan=4 | ~ 24 days and 9 hours worth of training in total
| colspan=4 | ~ 23 days worth of training in total
|}
|}
<small><references/></small>
<small><references/></small>
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| mid2name=Adaptive Invulnerability Field II
| mid2name=Adaptive Invulnerability Field II
| mid2typeID=2281
| mid2typeID=2281
| mid3name=Adaptive Invulnerability Field II
| mid3name=Thermic Dissipation Field II
| mid3typeID=2281
| mid3typeID=2303
| mid4name=Adaptive Invulnerability Field II
| mid4name=Kinetic Deflection Field II
| mid4typeID=2281
| mid4typeID=2299
| rig1name=Large Ancillary Current Router I
| rig1typeID=25956
| high1name=open
| high1name=open
| high2name=open
| high2name=open
| high3name=open
| high3name=open
| rig1name=open
| rig2name=open
| rig2name=open
| rig3name=open
| rig3name=open
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| charge5name=open
| charge5name=open
| skills=
| skills=
| showSKILLS=N
| showSKILLS=Y
| notes=If you train {{sk|Power Grid Management|IV}} you can get rid of the '''ancillary current router''' rig.</li><li>The two (or three) empty rigs are most commonly used for buffer or warp speed. With {{co|coral|'''Large Transverse Bulkhead II'''}} rigs and good skills your buffer can exceed 415k ehp. With {{co|coral|'''Large Hyperspatial Velocity Optimizer II'''}} rigs your warp speed can be as high as 3,5 AU/s.</li><li>You could swap out two of the '''adaptive invulnerability fields''' for a {{co|coral|'''Thermic Dissiplation Field II'''}} module and a {{co|coral|'''Kinetic Deflection Field II'''}} module, to increase your tank vs gallente-gankers who do primarily {{icon|th damage|14}}thermal and {{icon|ki damage|14}}kinetic damage. This will raise your average ehp when overheat hardeners from the average 429k ehp to 460k ehp, without really making you too vulnerable to minmatar gankers using {{icon|em damage|14}}EMP ammo.
| notes=With just the modules present you'll have a tank of well over '''200k effective hit points''' (ehp).</li><li>If you want tank and go with {{co|coral|'''Large Transverse Bulkhead II'''}} rigs your buffer can exceed 400k ehp vs regular gallente gankers.</li><li>If you fit for warp speed with {{co|coral|'''Large Hyperspatial Velocity Optimizer II'''}} rigs your warp speed can be as high as 3,5 AU/s.</li><li>The {{co|coral|'''Thermic Dissiplation Field II'''}} and {{co|coral|'''Kinetic Deflection Field II'''}} module will increase your tank vs gallente-gankers who do primarily {{icon|th damage|14}}thermal and {{icon|ki damage|14}}kinetic damage. This will raise your average ehp without really making you too vulnerable to minmatar gankers using {{icon|em damage|14}}EMP ammo.
| showNOTES=Y
| showNOTES=Y
| difficulty=0
| difficulty=0
| warsop=A
| warsop=A
| warsopReason=
| warsopReason=
| version=Carnyx
| version=Vanguard
| showTOC=N
| showTOC=Y
| shipDNA=28606:1335;1:2048;1:35661;1:2281;3:25956;1::
| shipDNA=28606:1335;1:2048;1:35661;1:2281;1:2303;1:2299;1::
| fleetup=
| fleetup=
}}
}}
==== Ore Hold ====
==== Ore Hold ====
{|
{|
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==== Ship Maintenance Bay ====
==== Ship Maintenance Bay ====
Ships in the maintenance bay can drop as loot if your Orca is destroyed, just like anything else. If your Orca is cargo scanned, they will be able to see what ships are in your maintenance bay as well. However, the cargo scan will not show any modules fitted to ships in the maintenance bay. You can take advantage of this by putting your more costly modules on ships inside the maintenance bay, thus hiding them from scans. Ships in the maintenance bay cannot have anything in their cargohold except charges (ammunition, scripts etc.), so modules must be fitted to the ships (but need not be online). Before the Rhea release in December 2014, ships stored in the maintenance bay could not drop and were simply destroyed if the Orca was destroyed. This is no longer the case.
{{important note box|While it's only possible to see the ships in the ship maintenance bay and '''not''' their content, ships have the same chance of dropping as any other item on your ship. If a ship drops, it drops whole with all modules and rigs intact (just like a container does).}}
The main function of a ship maintenance bay is that it can take fully assembled ships (no need to repackage them). Below is a short summary of the benefits and limitations of the ship maintenance bay.


The ship maintenance bay can hold 400,000 m3 worth of assembled ships which is enough to hold ships as large as a battlecruiser-hull, or a selection of cruiser-hull or smaller. You could fill out the maintenance bay with some extra ships for exploration, low level missioning (or even high level missioning with a Tengu), mining ships (for lyavite or just in general). For those with the skills to fly several ships, it is also ideal for moving multiple logistics or strategic cruisers as well as a command ship. Keep in mind, though, that carrying several more valuable ships in the bay can make your Orca an attractive suicide gank target.
* The ship maintenance bay can hold '''400,000 m3''' worth of assembled ships which is enough to hold ships as large as a battlecruiser-hull but not a battleship-hull (their size exceeds the 400k limit). Keep in mind that carrying several more valuable ships in the bay can make your Orca an attractive suicide gank target.
* The cargo scan will not show any modules fitted to ships in the maintenance bay, which is something you can take advantage of by putting your more costly modules on ships inside the maintenance bay, thus '''hiding''' them from scans, but remember they can still drop.
* Ships in the maintenance bay cannot have anything in their cargohold except '''charges''' (ie, ammunition and scripts), so modules must be fitted to the ships (but can be offlined) or placed in the Orca's regular '''cargohold''' or '''fleet hangar'''.
* You can give fleet members access to the ship maintenance bay while in space, allowing them to '''store''', '''launch''' and '''board ships''' directly.


Below is a list of ships and how much room they take up:
The ship maintenance bay allows for Orca pilots to bring several small ships or a select few cruiser-hulls. This will allow you to bring several incursion ships, or other ships to use while you wait; like mission/exploration ships. Here's a list of a few ships commonly used and how much room they take up in the maintenance bay.
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
! colspan="6" | [[file:icon_ship_dark.png|32px|link=]] Logistics and strategic cruisers
! colspan="6" | [[file:icon_ship_dark.png|32px|link=]] Logistics and strategic cruisers
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! colspan="2" | [[File:icon_ship.png|32px|link=]] Other ships
! colspan="2" | [[File:icon_ship.png|32px|link=]] Other ships
|- valign="top"
|- valign="top"
| style="padding:0px;" | [[image:Scimitar.jpg|64px|Scimitar]]
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech2.png|16px|link=]]</div>[[image:Scimitar.jpg|64px|Scimitar]]</div>
| style="padding:0px;" | [[image:Basilisk.jpg|64px|Basilisk]]
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech2.png|16px|link=]]</div>[[image:Basilisk.jpg|64px|Basilisk]]</div>
| style="padding:0px;" | [[image:Legion.jpg|64px|Legion]]
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech3.png|16px|link=]]</div>[[image:Legion.jpg|64px|Legion]]</div>
| style="padding:0px;" | [[image:Loki.jpg|64px|Loki]]
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech3.png|16px|link=]]</div>[[image:Loki.jpg|64px|Loki]]</div>
| style="padding:0px;" | [[image:Tengu.jpg|64px|Tengu]]
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech3.png|16px|link=]]</div>[[image:Tengu.jpg|64px|Tengu]]</div>
| style="padding:0px;" | [[image:Proteus.jpg|64px|Proteus]]
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech3.png|16px|link=]]</div>[[image:Proteus.jpg|64px|Proteus]]</div>
| style="padding:0px;" | [[image:Claymore.jpg|64px|Claymore (or Sleipnir)]]
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech2.png|16px|link=]]</div>[[image:Claymore.jpg|64px|Claymore (or Sleipnir)]]</div>
| style="padding:0px;" | [[image:Vulture.jpg|64px|Vulture]]
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech2.png|16px|link=]]</div>[[image:Vulture.jpg|64px|Vulture]]</div>
| style="padding:0px;" | [[image:Damnation.jpg|64px|Damnation]]
| style="padding:0px;" | <div style="border:0px; position:relative;"><div style="border:0px; position:absolute; top:-3px; left:-1px">[[image:Icon_tech2.png|16px|link=]]</div>[[image:Damnation.jpg|64px|Damnation]]</div>
| style="padding:0px;" | [[image:Heron.jpg|64px|Heron]]
| style="padding:0px;" | [[image:Heron.jpg|64px|Heron]]
| style="padding:0px;" | [[image:Procurer.jpg|64px|Procurer (or a Skiff)]]
| style="padding:0px;" | [[image:Procurer.jpg|64px|Procurer (or a Skiff)]]
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| 100,000 m3
| 100,000 m3
|}
|}
==== Making the most of it ====
If you can afford to spend a little more time on it, there are various things you could do to make life a little easier for your Orca-pilot.
As soon as your skills allow for it, you can drop the second ancillary current router rig and use the two spare rigs for either tank or warp speed. The '''transverse bulkhead''' rigs increases your hull at the cost of cargo capacity while the '''hyperspacial velocity optimizer''' rigs increases your warp speed at the cost of CPU.
Should you have a lot of time and an interest in mining as well, the Orca is the premier booster for mining operations, shadowed only by the [[Rorqual]]. But that would be a considerable time investment.
{| class="wikitable" style="font-size:90%; text-align:center; padding:1px;"
! [[file:icon_cogs.png|32px|link=]] Support skills
! [[file:Module icon microwarpdrive tech1.png|32px|link=]] Navigation skills
! [[File:warfare-links.png|32px|link=]] Mining Foreman links
|- valign="top" style="background:#222222;"
| ~ 5 days and 8 hours
| ~ 7 days and 12 hours
| ~ 58 days and 22 hours
|- valign="top" nowrap
| style="padding:8px;" |
Mechanics IV<br>
Capacitor Management IV<br>
Capacitor Systems Operation IV<br>
Industrial Command Ships III<small>&nbsp;<ref>The '''Industrial Command Ships''' skill will improve your normal cargo hold capacity.</ref></small><br>
Jury Rigging III<br>
Armor Rigging I<small>&nbsp;<ref>'''Armor Rigging I''' will allow you to use hull rigs.</ref></small><br>
Astronautics Rigging I<small>&nbsp;<ref>'''Astronautics Rigging I''' will allow you to use warp speed rigs.</ref></small>
| style="padding:8px;" |
Warp Drive Operation IV<br>
Acceleration Control IV<br>
High Speed Maneuvering IV
| style="padding:8px;" |
Cybernetics V<small>&nbsp;<ref>'''Cybernetics V''' is needed for the '''Mining Foreman Mindlink'''.</ref></small><br>
Mining Director V<small>&nbsp;<ref>'''Mining Director V''' is needed for the tech two '''Mining Foreman Links''', as well as improves the efficiency of the links by 100% per level.</ref></small><br>
Warfare Link Specialist IV<small>&nbsp;<ref>The '''Warfare Link Specialist''' skill isn't required to use the tech two '''Mining Foreman Links''', but it improves the efficiency of the links by 10% per level.</ref></small><br>
Industrial Command Ships IV<small>&nbsp;<ref>The '''Industrial Command Ships''' skill isn't required to use the tech two '''Mining Foreman Links''', but it improves the efficiency of the links by 3% per level.</ref></small>
|}
<small><references/></small>


== Valet alt ==
== Valet alt ==