Fleet setup in Incursions
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Fleet Structure in Incursions
Below are a few examples of how you can setup the fleet. Remember that each command position unlocks the use of a booster, but is not limited to being the booster themselves.
Also if you assign someone other than the commander to be the booster, remember that you need to reset all booster roles below that for the chain to initiate correctly. So for example, everytime you set or change a Wing Booster, revoke and reset all Squad Boosters. If you change the Fleet Booster you'll have to reset everything else, Wing Boosters first, then all Squad Boosters.
You can read more about fleet structures and leadership on the Fleet Leadership page.
Basic fleet supporting a single wing booster
Fleet structure | Description |
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Fleet (13) Fleet Commander (empty slot) |
This is the basic fleet setup we use for our community. It offers good flexibility for additional support roles as well as convenient use of fleet functions.
This setup can easily be expanded by putting a secondary booster in the Fleet Command position and add more squads to transition into an assault or headquarters fleet. |
Wing (13)
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Ongrid Squad (11)
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Squad Member (waitlist manager) Squad Members | |
Offgrid Squad (2)
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Squad Member (wing booster) |
Fleet supporting multiple boosters
Fleet structure | Description |
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Fleet (13) Fleet Commander (fleet booster) |
By having a Fleet Commander you unlock the ability to give both Fleet and Wing Boosters to most of your fleet.
The most common use of this is to have both a Siege/Skirmish booster (with the Republic Fleet Warfare Mindlink implant) as well as a Armour/Information booster (with the Imperial Navy Warfare Mindlink implant), so you can get perfect boosts for both. Preferably you put the Siege/Skirmish booster as your Wing Booster to make sure that everyone gets the defensive bonuses, then the Armour/Information booster in the Fleet Command position (remember that the Wing Commander won't get his boosts).
The exact setup can be more flexible.
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Ongrid Wing (13)
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Battleship Squad (11)
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Squad Member (waitlist manager) Squad Members (snipers) Squad Members (brawlers) | |
Logistics/Cruiser Squad (2)
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Squad Member (wing booster) Squad Members (logistics) Squad Members (cruisers) | |
Offgrid Wing (1)
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Offgrid Squad (1)
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Improving fleet efficiency
Gang links and utility modules offer tremendous effects for a fleet, easily capable of increasing efficiency for individual pilots or the entire fleet. Be that by pushing range of certain modules past a critical threshold to fleet-wide increases that allow you to operate effectively with fewer people, or simply be that much stronger with the people you already have.
Below are lists of skills required for and the effects of gang links, stacking penalties for webs, maintenance bot efficiency and various utility modules and their effects.
Command Ships and Fleet Assistance Modules
Relevant skills
Below are the skills required to become a perfect booster. The skills under Warfare Gang Links and Warfare Mindlink implants are general skills needed, while the skills differ if you're going to use a Command Ship for boosting or a Strategic Cruiser.
Warfare Gang Links | Strategic cruisers | Command Ships | Warfare Mindlink implants |
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- <racial> Cruiser V means Amarr, Caldari, Gallente or Minmatar Cruiser V.
- <racial> Warfare (Specialist) V means Armor, Siege, Skirmish or Information Warfare (Specialist) V.
Command Ships vs Strategic Cruisers
Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that while Command Ships may not give quite as good boosts as Strategic Cruisers, they have a much easier time fitting 5-6 links while fielding a decent tank (to ward off suicide gankers). Being able to fit both both skirmish and siege/armour links on a single ship adds flexibility.
The following will assume you have all the relevant skills trained to V and using tech 2 gang links, then show the difference between the various ships with or without (numbers in parenthesis) the appropriate mindlink implant.
You can read more about warfare links and the details on the warfare links page.
Type of Ship | Skirmish Links | Armour/Siege Links | Practical effects (bonus with correct implant): | |
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Web range | Signature | Resists, cycle & cap | ||
Claymore (skirmish) | +32,34% (+48,52%) |
-21,56% (-32,34%) |
+18,75% (+28,12%) |
Federation webs go from 14km to 18,5 km (20,8 km). True Sansha webs go from 15 km to 19,9 km (22,3 km). Meta 4 reps go from 5 sec to 4,1 sec (3,6 sec). Tech 2 reps go from 4,5 to 3,7 sec (3,2 sec). |
Damnation (armour) Vulture (shield) |
+28,13% (+42,19%) |
-18,75% (-28,12%) |
+21,56% (+32,34%) |
Federation webs go from 14km to 17,9 km (19,9 km). True Sansha webs go from 15 km to 19,2 km (21,3 km). Meta 4 reps go from 5 sec to 3,9 sec (3,4 sec). Tech 2 reps go from 4,5 to 3,7 sec (3,0 sec). |
Loki (skirmish) | +35,2% (+52,7%) |
-23,4% (-35,2%) |
+18,75% (+28,12%) |
Federation webs go from 14 km to 18,9 km (21,4 km). True Sansha webs go from 15 km to 20,3 km (22,9 km). Meta 4 reps go from 5 sec to 4,1 sec (3,6 sec). Tech 2 reps go from 4,5 to 3,7 sec (3,2 sec). |
Legion (armour) Tengu (shield) |
+28,13% (+42,19%) |
-18,75% (-28,12%) |
+23,44% (+35,16%) |
Federation webs go from 14 km to 17,9 km (19,9 km). True Sansha webs go from 15 km to 19,2 km (21,3 km). Meta 4 reps go from 5 sec to 3,8 sec (3,2 sec). Tech 2 reps go from 4,5 to 3,4 sec (2,9 sec). |
Bonused webs and stacking
The primary percentage is from using a 60% base reduction web, like the Federation Navy Stasis Webifier and the percentages in parenthesis is for 55% base reduction webs, like the True Sansha Stasis Webifier. The parenthesis in the header is the effective rating of each new web given the stacking penalty.
Velocity bonused ships like the Vindicator or the Vigilant have a 50% stronger reduction in speed (90% and 82,5% respectively for the two faction webs).
Type of ship | Effective speed for webbed targets with stacking | Practical effects | |||||
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First web (100%) |
Second web (86,9%) |
Third web (57,1%) |
Fourth web (28,3%) |
Fifth web (10,6%) |
Sixth web (3,0%) | ||
Vindicator Vigilant |
10,00% (17,50%) |
2,18% (4,95%) |
1,06% (2,62%) |
0,79% (2,01%) |
0,71% (1,83%) |
0,69% (1,79%) |
Given a base speed of 1000 m/s: Federation reduce speed to 100, 22, 11 and 8 m/s. True Sansha reduce speed to 175, 50, 26 and 20 m/s. |
Non-bonused ships |
40,00% (45,00%) |
19,14% (23,49%) |
12,59% (16,11%) |
10,45% (13,61%) |
9,78% (12,81%) |
9,61% (12,60%) |
Given a base speed of 1000 m/s: Federation reduce speed to 400, 191, 126 and 104 m/s. True Sansha reduce speed to 450, 235, 161 and 136 m/s. |
Tracking Links and Remote Sensor Boosters
Tracking links are extremely useful to push the range on weapons or give battleships a much needed boost to their tracking. Remote sensor boosters aren't quite as good, but can still be useful to boost a battleship's scan resolution, allowing them to actually lock frigates in time or push targeting range for snipers.
Tracking links | Scripted | Unscripted | |
Tracking speed script | Optimal range script | ||
Tracking Link II (bonused) |
+30% tracking (+45% tracking) |
+15% optimal and +30% falloff (+22,5% optimal and +45% falloff) |
+15% tracking, +7,5% optimal and +15% falloff (+22,5% tracking, +11,25% optimal and +22,5% falloff) |
Shadow Serpentis Tracking Link Federation Navy Tracking Link (bonused) |
+35% tracking (+52,5% tracking) |
+16% optimal and +32% falloff (+24% optimal and +48% falloff) |
+17% tracking, +8% optimal and +16% falloff (+26,5% tracking, +12% optimal and +24% falloff) |
Remote sensor boosters | Scripted | Unscripted | |
Scan resolution script | Targeting range script | ||
F-23 Reciprocal Sensor Cluster Link | +64% scan resolution | +76% targeting range | +32% scan resolution and +38% targeting range |
Remote Sensor Booster II | +66% scan resolution | +81% targeting range | +33% scan resolution and +40,5% targeting range |
- These modules suffer from stacking penalties as well, so the effect isn't necessarily as good as the numbers shown.