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 |
---|---|
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)
| |
Squad Member (wing booster) |
Fleet supporting multiple boosters
Fleet structure | Description |
---|---|
Fleet (25) 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. This example is for a Nation Consolidation Network-capable fleet, but apart from the naming the same setup applies to any fleet as long as it stays within the limits of a single ongrid wing.
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 (23)
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Battleship Squad (11)
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Squad Member (waitlist manager) Squad Members (snipers) Squad Members (brawlers) | |
Logistics/Cruiser Squad (11)
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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 and various utility modules and their effects.
Warfare Links
Gang links, or so called "warfare links", are immensely powerful modules that improves the efficiency of ever single ship that receives their boosts. The links themselves boosts anything from armour and shield defenses, efficiency of remote repairs, electronic warfare, propulsion modules, locking ranges to reducing the signature radius of ships and making them harder to jam.
The combination of several links can create very powerful effects, like making logistics capable of operating with twice the efficiency thanks to the boosts. The combination of increased resists, reduced signature, faster cycle times etc all adds up.
Even single links can be tremendously useful, like the skirmish link boosting web range making it possible to use webs efficiently, or the information warfare link increasing locking range thus giving most snipers enough locking range without fitting a single sensor booster.
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. If you're only going to use one implant, it's enough to train just two of the specialization skills. But if you want to go for a truly perfect booster you'll need to train all four.
Warfare Gang Links | Command Ships | Warfare Mindlink implants |
---|---|---|
Leadership V |
Spaceship Command V |
Science III |
Command Ships vs Strategic Cruisers
Below is a breakdown on the differences between running in Command Ships and Strategic Cruisers. Keep in mind that the Command Ship is slightly better than Strategic Cruisers and have a much easier time fitting 6-7 links while fielding a decent tank (to ward off suicide gankers).
The following will assume you have all the relevant skills trained to V and using tech two 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): | |
---|---|---|---|---|
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 grey text is for 55% base reduction webs, like the True Sansha Stasis Webifier.
Velocity bonused ships like the Vindicator, or any of the Serpentis shiplines, have a 50% stronger reduction in speed. This leads to velocity reductions of 90% and 82,5% respectively for the two faction webs. The practical differences of different web types and bonuses are enormous.
Type of ship |
Effective speed for webbed targets with stacking | Practical effects of multiple webs (Given a base speed of 1000 m/s) | |||||||
---|---|---|---|---|---|---|---|---|---|
x 1 | x 2 | x 3 | x 4 | x 5 | x 6 | ||||
Vindicator
|
10,00% 17,50% |
2,18% 4,95% |
1,06% 2,62% |
0,79% 2,01% |
0,71% 1,83% |
0,69% 1,79% |
Federation reduce speed to 100, 22, 11 and 8 m/s. True Sansha reduce speed to 175, 50, 26 and 20 m/s. | ||
Unbonused | 40,00% 45,00% |
19,14% 23,49% |
12,59% 16,11% |
10,45% 13,61% |
9,78% 12,81% |
9,61% 12,60% |
Federation reduce speed to 400, 191, 126 and 104 m/s. True Sansha reduce speed to 450, 235, 161 and 136 m/s. |
Due to stacking penalties it's impossible for a non-bonused ship to get anywhere near the same result as two bonused webs, no matter how many webs they use. And while the True Sansha variant on a bonused ship can match the power of two Federation webs, it too falls short and cannot possibly match three.
Remote tracking computers and sensor boosters
Both remote tracking computers and sensor boosters can be a tremendous asset to your fleet. See Anatomy of Incursions for more information about how best to spread these among your fleet members.
Remote tracking computers are extremely useful to push the range on weapons or give battleships a much needed boost to their tracking. Worth noting is that a max skilled Scimitar pilot gets a 50% bonus to remote tracking computer efficiency and range, which combined with the stronger Shadow Serpentis or Federation Navy variants make quite a difference.
Remote tracking computers |
Scripted | Unscripted | Type of module | ||||||
---|---|---|---|---|---|---|---|---|---|
Tracking | Optimal | Tracking | Optimal | Falloff | |||||
Scimitar
|
+52,5% +45% |
+24% +22,5% |
+48% +45% |
+26,25% +22,5% |
+12% +11,25% |
+24% +22,5% |
Shadow Serpentis or Federation Navy Remote Tracking Computer II | ||
Unbonused | +35% +30% |
+16% +15% |
+32% +30% |
+17,5% +15% |
+8% +7,5% |
+16% +15% |
Shadow Serpentis or Federation Navy Remote Tracking Computer II |
- Remote Sensor Booster Remote sensor boosters
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. None of the ships used for incursions have a bonus to remote sensor boosters however.
Remote sensor boosters | Scripted | Unscripted | ||
---|---|---|---|---|
Scan Resolution | Targeting Range | Scan Resolution | Targeting Range | |
Remote Sensor Booster II | +66% | +81% | +33% | +40,5% |
F-23 Reciprocal Remote Sensor Booster | +64% | +76% | +32% | +38% |
While stacking penalties apply to both these type of modules, their bonuses are higher than local modules, so they put themselves on top of the stacking hierarchy. So while the bonuses might not be as high as this table indicates, they are still very effective in boosting individual fleet members. The exception is when you have unscripted modules, then they end up last in the stacking hierarchy due to being lower than the local variant.