User:Cassiel Seraphim/Sandbox7
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Headquarter fittings
The main differences between Vanguard sites and even Assault sites is that the largest waves are just that, larger, as well as heavier ships and more damage in general. It also requires snipers being able to lock and shoot at great distances. It's also not possible to simply sit still like in Assault sites, so you need propulsion modules to move about. See Preparing for Incursions and Fitting principles for more information on what skills and implants are recommended and the reason behind the fittings.
Apart from the need of more tank and snipers, there are other differences. For one, there are fewer ships capable of webbing you, but on the other hand there are more ships capable of target painting and neuting you. While there are more and stronger logistics ships in Headquarter sites, the added numbers of ships in your own fleet will ironically make it less important for you to remove them.
All fits use Miranda's new template, fits converted from here.
One of the advantages with the new fitting template is that if you view this page in the ingame browser, clicking on any of the modules brings up the ingame show info window for that module. Similarly, clicking the EVE-button will open up a fitting complete with how much ammunition you need and any scripts you need for your modules.
Shields focus
Always bring faction ammunition
Utility modules
Sometimes your fleet commander will ask you to make minor adjustments. Be sure to read up on utility modules for more details on utility modules. |
Don't compromise the recommended fits
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill matters, every module matters. |
Improving fits
Naturally it's ok to upgrade to tech two weapons if you can, or use better faction variants of tech two modules. Just remember that while faction and deadspace modules have lower skill requirements compared to tech two modules, they are never to be used to compensate for poor skills. You also need to be aware of the potential risk of putting too much ISK on your ship, from a suicide ganking perspective as well as the real threat of war targets during war. |
Recommended fits
These fits are recommended fits, able to contribute to fleet efficiency with decent damage projection, utility modules and drones.
Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between Vanguards, Assaults as well as Headquarter sites. As such, some fits may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites.
At some point you'll be knowledgeable enough about incursions to do your own little tweaks when it comes to fittings. Perhaps you have several ships and can afford to rig a ship specifically for vanguards and use a different ship for assaults or headquarter sites. At that point, there is naturally room for individual taste and preference, but these fits are tailored to get a good solid ship to run incursions with.
Logistics
The entry-level for logistics is pretty high, simply because they are the backbone of the fleet. Due to the limited number of capsuleers in the fleet each logistics pilot needs to be of a much higher caliber in order to keep the number of logistic ships to a minimum, allowing for as many damage dealers as possible.
Scimitar
This fit is identical to the recommended scimitar fits for vanguards and work fine for both type of sites. You are recommended to keep the afterburner for assault sites though, as the added speed is somewhat needed to mitigate the incoming damage.
Basilisk
This fit is identical to the recommended basilisk fits for vanguards and work fine for both type of sites. You are recommended to keep the afterburner for assault sites though, as the added speed is somewhat needed to mitigate the incoming damage.
Battleships
Battleships bring enough utility midslots for a propulsion module, extra tank and potentially tracking computers and sometimes even utility highslots and their large weaponry offer the necessary damage projection.
For sniping you will definitely need to have good support skills, like Trajectory Analysis and Long Range Targeting trained to IV, as you'll need to be able to lock and shoot at 150km range. Due to the increased fitting requirement, you might also need Engineering or Eletronics V.
Maelstrom
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
1400mm 'Scout' Artillery I
Prototype 100MN Microwarpdrive I
Tracking Computer II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Beta Reactor Control: Reaction Control I
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Valkyrie II x5
Warrior II x10
Republic Fleet EMP L x10500
Republic Fleet Proton L x10500
Nanite Repair Paste x200
Optimal Range Script x1
Tracking Speed Script x1
- With good skills, like Power Grid Management V you can swap the Beta Reactor Control: Reaction Control I module for a Power Diagnostic System II, which will be enough power grid wise while also boosting your shield hit points and capacitor recharge a little.
Rokh
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Prototype 100MN Microwarpdrive I
Stasis Webifier II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Cap Recharger II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Large Anti-EM Screen Reinforcer I
Valkyrie II x5
Caldari Navy Antimatter Charge L x24900
Nanite Repair Paste x200
- With good skills you can probably drop the Large Shield Extender II in favour of a Tracking Computer II for tracking or range.
- If you have the skills for tech two blasters, bring Void L and Null L as well as regular antimatter.
- Since you follow an anchor that runs up to the Sansha in headquarters, you can make do with a regular Stasis Webifier II and won't need the increased range of the Federation Navy Stasis Webifier.
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
Prototype 100MN Microwarpdrive I
Tracking Computer II
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Cap Recharger II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Power Diagnostic System II
Damage Control II
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Large Anti-EM Screen Reinforcer I
Valkyrie II x5
Caldari Navy Antimatter Charge L x12450
Caldari Navy Iridium Charge L x12450
Nanite Repair Paste x200
Optimal Range Script x1
Tracking Speed Script x1
- Power Grid Management V
- Energy Grid Upgrades IV (see notes)
- With good skills you can probably drop either the Large Shield Extender II in favour of a Tracking Computer II for additional tracking or range.
- If you have the skills for tech two railguns, bring Javelin L as well as regular antimatter and iridium.
- With Advanced Weapon Upgrades trained, you might be able to skip the Power Diagnostic System II in favour of a fourth Magnetic Field Stabilizer II or a Tracking Enhancer II.
Hyperion
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Modal Mega Neutron Particle Accelerator I
Heavy Diminishing Power System Drain I
Prototype 100MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
EM Ward Amplifier II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Valkyrie II x5
Ogre I x5
Caldari Navy Antimatter Charge L x26900
Nanite Repair Paste x200
- With good skills you can probably drop the Large Shield Extender II in favour of a Stasis Webifier II (you won't need the range from the Federation Navy Stasis Webifier since you run right up to your targets in headquarter sites).
- If you have the skills for tech two blasters, bring Void L and Null L as well.
- If you got the skills for Ogre II drones, or the ISK for Federation Navy Ogre drones, by all means use those.
These ships have stronger base values than their tech one counterparts and often make them more efficient for incursions.
{{#ifeq:Apocalypse Navy Issue|Apocalypse Navy Issue|
{{#ifeq:Armageddon Navy Issue|Armageddon Navy Issue|
{{#ifeq:Megathron Navy Issue|Megathron Navy Issue|
Tempest Fleet Issue
{{#ifeq:Tempest Fleet Issue|Tempest Fleet Issue|
Advanced ships and fits
The following ships 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 mainly the following two:
- They can be fitted in a million and one different ways and each fit has its strengths and weaknesses.
- 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.
Unistas are recommended to have the Graduate medal in order to fly the more advanced pirate faction battleships and strategic cruisers, as well as using costly faction and deadspace modules.
This in the hope that they understand the risks associated with flying expensive ships or fits, what precautions should be taken and the consequences of losing them to a war target. |
Pirate Faction Battleships
These ships are good ships all around, regardless of which type of site you do. Their slot layout is good, plenty of midslots, their ship bonuses are often purely offensive, making them ideal for incursions where tanking bonuses are highly overrated.
Races | Ship | Description |
---|---|---|
The Machariel combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched. It also has enough midslots to fit for any occasion. | ||
The Nightmare has very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has plenty of utility midslots available. Has some cap issues. | ||
The Vindicator is a brawler without match, both in terms of damage and incredibly strong webs. Despite appearances, it is also a very potent sniper when fitted with railguns, and tech two ammo makes it possible to use blasters at medium range. |
Strategic Cruisers
Being cruiser hulls some strategic cruisers suffer from the same ailments as other ships with medium weaponry, but the Legion and the Loki stand out. The Tengu does surprisingly well, especially when railgun-fit.
Races | Ship | Description |
---|---|---|
The Legion combines powerful short range capabilities with instant-swapping long range capabilities due to how crystals work. Ideal ship if you prefer smaller, more agile ships to the bulkier battleships. | ||
The Loki combines multiple long webs with extreme tracking which makes it very useful. Main focus in assaults are the long webs, so make sure you make good use of them. | ||
The Proteus doesn't stand out quite as much as the Legion and Loki, but it's still a solid choice for people who like small ships. Due to range issues it's forced to use railguns. | ||
The Tengu is not something you'd ever train into for the sake of doing incursions, but it can still be useful if you have good skills and it's fitted properly with railguns. While missiles could work, they are less than ideal. |
Command Ships
Very few Command Ships have the range and utility needed to make them good for incursions in general, suffering the same problems as most ships with medium weaponry. Apart from the Vulture they lack the range to tank and snipe effectively, so having more than a few of these would limit the fleet's ability.
Races | Ship | Description |
---|---|---|
The Vulture is a solid ship for incursions, capable of performing well even as a sniper. Lots of utility midslots and good range projection with railguns. | ||
The Astarte has some amazing damage capabilities, but the lack of native shield tank forces it to use up all midslots for tank and while it has good medium range projection it cannot snipe. | ||
The Sleipnir has exceptional tracking and good damage capabilities for vanguards, but suffers from range issues and while it has decent medium range projection it is unable to snipe. |
Faction and deadspace modules
There are many ways to use faction and deadspace modules to vastly improve the efficiency of your incursion ship. Some of these modules are cheap and might not be too much of a concern, but others are worth quite a bit of ISK and a second thought is warranted if you consider getting them. The cost of improving your efficiency rises exponentially as well, so while the first round of upgrades might be very cost-efficient, taking it one step further will quickly put you in a position where you're literally throwing ISK away for minor improvements.
Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot and potentially a lowslot as well. But a faction tracking computer or a sensor booster might make sense for public fleets built to compete, but for our community that is hardly a worthwhile investment.