Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Anatomy of Incursions: Difference between revisions

From EVE University Wiki
Line 567: Line 567:
: Can you outrange them or perform better at short range because they are range-fit? This is highly situational based on what site you’re running. The enemies would need to spawn out of their range for you to outrange them. Similarly they’d need to all spawn within your range if you planned to outperform them at close range.
: Can you outrange them or perform better at short range because they are range-fit? This is highly situational based on what site you’re running. The enemies would need to spawn out of their range for you to outrange them. Similarly they’d need to all spawn within your range if you planned to outperform them at close range.
* '''Is your fleet simply better?'''
* '''Is your fleet simply better?'''
: Can you simply overpower them with your fleet composition? If so, by all means do so.
: Can you simply overpower them with your fleet composition? If so, by all means do it.
* '''Do you even have to compete?'''
* '''Do you even have to compete?'''
: If there are plenty of sites around, then there’s no shame in not competing at all. Just don’t be bullied by another fleet if you think you can take them. If they are better, accept your fate and plan accordingly.
: If there are plenty of sites around, then there’s no shame in not competing at all. Just don’t be bullied by another fleet if you think you can take them. If they are better, accept your fate and plan accordingly.
Line 573: Line 573:
: Sometimes you're forced to compete against your will, or bite off more than you can swallow. If the site allows it, make a graceful but controlled exit and go to another site. Sites with very few warp disrupt capable ships are ideal for such ''"strategic retreats"''. For sites with too many ships capable of warp disrupting you're pretty much committed however, as the window without warp disrupts can be a very short and dangerous one.
: Sometimes you're forced to compete against your will, or bite off more than you can swallow. If the site allows it, make a graceful but controlled exit and go to another site. Sites with very few warp disrupt capable ships are ideal for such ''"strategic retreats"''. For sites with too many ships capable of warp disrupting you're pretty much committed however, as the window without warp disrupts can be a very short and dangerous one.
* '''Will drugs help?'''
* '''Will drugs help?'''
: Consumables like drugs may become worth considering if you compete a lot, to give you another edge.
: Consumables like drugs may become worth considering if you compete a lot, to give you another edge. The Synth variety of drugs while weaker than the rest of the available choices do have two major advantages: they are legal in high-sec space and they have no chance of side effects.  This makes them a decent choice for long-term consistent use in high-sec incursions.


Just remember that hesitation is often viewed as a sign of weakness in the eyes of the other fleet commander, so delaying on a gate increases the risk of being contested. Aggressive aligning and going into the site quickly is often viewed as confidence, which will give the other fleet commander pause even if he has a better fleet.  
Just remember that hesitation is often viewed as a sign of weakness in the eyes of the other fleet commander, so delaying on a gate increases the risk of being contested. Aggressive aligning and going into the site quickly is often viewed as confidence, which will give the other fleet commander pause even if he has a better fleet.  


Whatever you decide to do, remember to do it in a controlled manner. Don't throw caution to the wind just because you have another fleet at the gate.
Whatever you decide to do, remember to do it in a controlled manner. Don't throw caution to the wind just because you have another fleet at the gate.