Incursus
RELATED UNI-WIKI REFERENCES
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The Incursus may be found both spearheading and bulwarking Gallente military operations. Its speed makes it excellent for skirmishing duties, while its resilience helps it outlast its opponents on the battlefield. Incursus-class ships move together in groups and can quickly and effectively gang up on ships many times their size and overwhelm them. In recent years the Incursus has increasingly found its way into the hands of pirates, who love its aggressive appearance. SHIP BONUSES
Gallente Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Incursus is a Gallente combat frigate. It is quite quick and maneuverable, and has bonuses for hybrid turrets and armour repair units. Its 3/3/4 slot layout means it can tackle in PvP. New Gallente pilots should take a look at this frigate for their first PvE upgrade from the Atron, since it is more durable and has more firepower. The Incursus tends to perform better at lower skill levels than the other Gallente combat frigate, the Tristan.
Skills
Further information about additional or recommended skills to pilot Incursus for a specific or it's common role(s) can be written here.
Fitting
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Warp Scrambler II
1MN Afterburner II
Small Electrochemical Capacitor Booster I
Small Armor Repairer II
Small Ancillary Armor Repairer
Adaptive Nano Plating II
Damage Control II
Small Nanobot Accelerator I
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Hobgoblin II x1
Nanite Repair Paste x16
Navy Cap Booster 400 x9
- Has no ability to control range, but strong active rep (250EHP) and DPS (176)
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Fleeting Compact Stasis Webifier
Initiated Compact Warp Scrambler
5MN Y-T8 Compact Microwarpdrive
Adaptive Nano Plating II
Magnetic Field Stabilizer II
200mm Rolled Tungsten Compact Plates
IFFA Compact Damage Control
Small Anti-Explosive Pump I
Small Anti-Thermal Pump I
Small Anti-Kinetic Pump I
Hobgoblin II x1
Caldari Navy Antimatter Charge S x1
Light Neutron Blaster II
Light Neutron Blaster II
Light Neutron Blaster II
Fleeting Compact Stasis Webifier
X5 Enduring Stasis Webifier
1MN Afterburner II
Magnetic Field Stabilizer II
Small Ancillary Armor Repairer
Adaptive Nano Plating II
Damage Control II
Small Hybrid Burst Aerator I
Small Hybrid Collision Accelerator I
Hobgoblin II x1
Void S x1000
Null S x1000
- Smash opponent until he realizes he is not scrammed
125mm Railgun II
125mm Railgun II
125mm Railgun II
1MN Y-S8 Compact Afterburner
Stasis Webifier II
Warp Scrambler II
Small Ancillary Armor Repairer
Magnetic Field Stabilizer II
Adaptive Nano Plating II
Damage Control II
Small Processor Overclocking Unit I
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Hobgoblin II x1
Spike S x1000
Javelin S x1000
Caldari Navy Antimatter Charge S x1000
- Load ammo that matches ACTUAL fight range.
Tactics
Engagement tactic depends largely on the type of gun fitted. If you are running short range weapons such as blasters, or in the case of fleet tackle possibly autocannons, your aim should be to orbit as close to the enemy ship as possible to try to get "under the guns" of your target. If you have rails fitted, your aim should be to try to stay back at the edge of scram/web range and kite with your superior range dictation and damage projection.
A notable exception applies in the case of battleships and a few other select hulls that can fit large numbers of large smartbombs. If this is the case, you should approach no closer than 6km, ideally staying back at 7.5 km or more to give you time to adjust your orbit as they move around.
The incursus suffers from too few mids, basically. You have a choice, make use of it's rep bonus but lose a mid for a cap booster and struggle with range control (Solo Dual Rep). Or try and find some middle ground between the whole lot.
Notes
You can add notes here.