User:Olly Wakwako/sandbox/Incursion Fitting Principles

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Overview

Incursion fleets rely rely on good resists, sufficient buffer, command bursts and active logistics. There are simply too many enemies to be able to fit a strong enough local tank, not to mention that by sacrificing a small portion of your fleet to bring in logistics instead of more damage dealers, the rest of the damage dealers can fit more offensive modules and your fleet will perform better.

Once you have a good enough tank, the rest of your spare slots should be used to augment your (and the fleet's) damage potential. While being undertanked is obviously dangerous, being overtanked is not only wasteful, but can present a a different kind of danger if done at the cost of offensive capability.

See Preparing for Incursions for more information about what skills we ask that members of the EVE University Incursion Community have trained. While other communities might have similar requirements, this is just what we recommend.

Fitting Principles

The EVE University Incursion community suggests fits based on a set of principles which are designed to allow us to run the sites safely and efficiently. These princples act as guidelines that are followed in every fit we suggest to our community.

Icon gunnery turret.png Armour Tank

The EVE University Incursion Community uses an armour-tanked doctrine to run sites. We aim for all of our damage-dealing ships to have 67% Armour resists in every damage type, and to have around 10,000 armour hitpoints before any command bursts are applied.

Icon drones.png Rigs

Our suggested fits are designed with rigs that are compatible with the suggested fits of public armour headquarters communities. This allows our members to join in with content that the Univeristy cannot provide without having to buy a separate ship or spend excess ISK on rerigging their ships.

Icon cogs.png Utility Modules

In general, we prefer that utility midslots are occupied with a mix of primarily Tracking Computers and Sensor Boosters. Beyond these, Target Painters can be useful, as well as Stasis Webifiers.

Icon cog.png Drones

Drones will not be called upon in every fleet, as they are of marginal benefit. However, they can get fleets out of sticky situations on occasion, so we ask that every ship be fitted with at least a set of Acolytes and a set of Armour Maintainance Bots for use in emergencies.

Icon cog.png Turrets

We do not accept ships that use missiles as their primary weapon system. This is due to the flight time of missiles leading to DPS being wasted on missiles which are in flight to targets which have already been killed.

Icon cog.png Damage Control

All of our fits make use of a Damage Control, as this both provides an okay bump in armour resistance, but vitally provides significant hull resistance, which could be the difference between a ship living or dying in an emergency.

Icon cog.png Hyperspatial Rig

A significant amount of time in fleet is spent in warp between sites. We include this rig as it is compatible with headquarters fits on ships where that applies, and by having it on all of our ships it allows the entire fleet to warp faster, thus making the fleet more efficient.

Why these principles?

Shield vs armour doctrines

Incursions can be done with both shield and armour doctrines. Previously the EVE University Incursion Community has used a shield doctrine, however we now use an armour doctrine. There are pros and cons to both:

  • Shield tanking modules are less skill dependant compared to armour, as passive armour modules require the armour compensation skills. However, there is no multispectrum passive shield amplifier, so shield tanking relies on capacitor, and can be turned off if a ship is sufficiently neuted. This aspect is most prevalent in Assault and Headquarters sites, where neut pressure is much more of a concern owing to the Otouni Mesen, which carries a capital-sized neutralizer, as well as the requirement of those sites to equip propulsion modules which are exceedingly capacitor hungry on their own.
  • Remote shield boosters apply their repairs at the start of a cycle, which can allow logistics to be applied sooner in the case of sudden aggro switches, however amour repairs tend to cycle faster, and have some buffer in their shields, meaning this benefit is somewhat negated.
  • In the event that a ships tank were to break, shield ships have more buffer than armour ships - a shield ship can bleed both armour and hull, whereas an armour tanked ship would only be bleeding hull.
  • Shield tanking modules occupy the midslots of a ship, which could otherwise be used by modules such as tracking computers and sensor boosters (which are more effective and flexible as compared to their lowslot counterparts), as well as other utility modules such as stasis webifiers and target painters. Armour tanking modules instead take up lowslots.

In the EVE University Incursion Community we run armour doctrine because of a mix of these reasons, as well as the fact that the majority of the public incursion communities now run armour doctrine fleets, meaning Unistas who wish to explore the incursions content that the University cannot provide are best positioned to do so.

Sansha Incursion Rats

The Sansha incursion rats deal damage in two ways, lasers (EM and thermal) and torpedoes (kinetic and explosive). As such, they hit across all four resist types. While you can sometimes compensate for a low kinetic resist by having a higher explosive resist, or get away with lower resists due to having a small signature and high speed, generally you don't have the luxury of having resist holes in incursions.

Just as they do damage across the board, the Sansha incursion rats have omni tanks as well. The only notable exception is the Lirsautton Parichaya, it's a little weaker against thermal damage and stronger against explosive damage. So contrary to missions where Amarr and Gallente weapons are somewhat limited due to their set damage types, these weapons are not hampered by resists in incursions.

The incursion rats also do a wide variety of Electronic Warfare, including ECM, target painting, stasis webifying, warp disrupting, and energy neutralizing. You can find out more statistics about the Sansha incursion rats on the Sansha's Manual page.

Applied DPS

One of the most important aspects to realize is that whatever DPS (damage per second) your favourite third party fitting tool tells you that you have, or whatever the fitting window ingame tells you, is worth nothing if you cannot apply that damage. Hence the term "applied DPS" as opposed to "paper DPS" which is basically just your potential damage.

One notable example of this is the use of missiles. Because of missile flight time, it is possible to fire missiles at a target, but have that target die before those missiles apply their damage. This is effectively lost DPS, and would be a common situation in any fleet involving ships with missile-based weapon systems. As such, we do not allow missile ships in our fleets, as they do not do anywhere near close to their paper DPS consistently throughout the fleet.

Your velocity, your target's velocity, approach vectors, your gun's signature resolution, your target's ship signature, locking speed, locking range, your weapon's optimal and falloff range and tracking all play a vital part in how much of your damage you'll be able to apply on your enemy. See turret damage or the gunnery guide for a more comprehensive introduction to the factors determining how much damage you'll end up doing when you undock and leave your theoretical bubble. Practically this means that utility modules (in particular the bonused stasis webifiers of a Vindicator) often make or break fleets.


Utility modules

Utility modules refer to modules you fit that doesn't directly give you a higher dps in your favourite third party fitting program or on your fitting screen ingame. Instead they act as force multipliers of sorts making up for weaknesses or capitalize on strengths for increased efficiency. There are also modules that has no impact on your offensive capabilities, but are invaluable when things go wrong.

Utility midslot Utility medium slots Utility highslot Utility high slots Utility drones Utility drones
link Sensor Booster II
Icon stasis webifier faction.png Federation Navy Stasis Webifier
Icon tracking computer ii.png Tracking Computer II
Icon target painter faction.png Republic Fleet Target Painter
Icon shield transporter i.png Large Asymmetric Enduring Remote Shield Booster
Icon remote capacitor transmitter ii.png Large Remote Capacitor Transmitter II
Icon auto targeting system i.png Auto Targeting System I
Icon drone link augmentor i.png Drone Link Augmentor I
Icon ISIS weapon Drones.png Heavy Shield Maintenance Bot I
Icon ISIS weapon Drones.png Medium Shield Maintenance Bot I
Icon ISIS weapon Drones.png Light Shield Maintenance Bot I
Icon ISIS weapon Drones.png Light Armor Maintenance Bot I

While the exact fits vary between communities as well as fleet compositions, there are a few common grounds for using utility mids. In vanguards, the sensor boosters allow you to lock up the much smaller frigates more quickly, webs are used to help apply damage to enemies that come close, while painters and tracking computers help apply damage at range. The same can be said for assaults and headquarters, although the need for sensor boosters rapidly diminish as you move on from vanguards, as there are fewer frigates in assaults and headquarter sites, reducing the need for sensor boosters. They are sometimes only needed on dronebunnies or to push your locking range.

Utility highs are selected based on individual ship needs or what type of logistics you have. A fleet with scimitars will often focus on remote shield boosters on battleships with utility highs for emergencies, unless individual ships require a cap chain in order to have enough cap (like certain nightmare fits). A fleet with basilisks might need a few spare remote capacitor transmitters amongst their damage dealers, in case one of the basilisks disconnects and they need someone else to establish a cap chain with. The auto targeting module (extra locks) and drone link augmentor (to push drone control range far enough to reach enemies where they spawn) are rare options, but used in case you don't need more remote shield boosters or remote capacitor transmitters.

As for utility drones, you have the choice of replacing some of your damage dealing drones with maintenance bots, or carry both, for emergencies.

Supporting short or long range setups

The priority for certain utility modules change depending on your setup. If you're fighting mostly within web range, webs themselves end up giving you far more applied damage than tracking computers do. On top of that, they benefit everyone who's shooting that target and not just you. But if you're engaging primarily at range, outside web range, a web is utterly useless and you benefit more from a target painter or local tracking computers to improve your damage application. While sensor boosters are critical in vanguards, they are less important in assaults and headquarters.

Below are some examples of how you could change your midslots depending on your fleet composition for vanguards.

Short range Long range
Flexible [1] Dedicated webber [2] Flexible [3] Alpha doctrine [4]
link Sensor Booster II
Icon stasis webifier faction.png Federation Navy Stasis Webifier
Icon stasis webifier faction.png Federation Navy Stasis Webifier
Icon tracking computer i.png Tracking Computer II
link Sensor Booster II
Icon stasis webifier faction.png Federation Navy Stasis Webifier
Icon stasis webifier faction.png Federation Navy Stasis Webifier
Icon stasis webifier faction.png Federation Navy Stasis Webifier
link Sensor Booster II
Icon stasis webifier faction.png Federation Navy Stasis Webifier
Icon target painter faction.png Republic Fleet Target Painter
Icon tracking computer i.png Tracking Computer II
link Sensor Booster II
link Sensor Booster II
Icon tracking computer i.png Tracking Computer II
Icon tracking computer i.png Tracking Computer II
  1. ^ If your fleet has a decent amount of webs already, a tracking computer to increase your tracking or extend your range will benefit you more than adding another web.
  2. ^ If you're one of the few with webs, use as many as possible to capitalize on your role.
  3. ^ In fleets where you're shooting targets both at range and within web range, a mix might be beneficial if you don't have dedicated webbers.
  4. ^ In a setup where you rely on shooting things where they spawn, you need both the tracking and range as well as the ability to quickly lock targets up. In competitions the faster lock time is also advantageous.

Standard loadout for the EVE University Incursion Community

In the EVE University Incursion Community we focus primarily on the ability to get rid of warp disrupt capable ships, which are mostly frigates. That means we go for the more flexible fittings to ensure decent locking times and enough webs and painters to apply damage.

When in doubt, just follow the recommended fits on the Vanguard page or ask your fleet commander for advice.

Drones

Drones can be a tremendous asset, if you pick the right ones and use them intelligently. The sum of all the drones in fleet can easily amount to the equivalent of adding an extra pilot or two on grid, so it's not something to treat lightly. See utilizing drones for tactical information on how to make the most of drones.

Drone choice

When selecting drones you need to factor in how to get the best mix of microwarpdrive and orbital speeds, as well as tracking and optimal range for the type of fleet and sites you run - generally smaller sites have more frigates, which need fast, well tracking drones. Amarr drones generally provide the best mix for most situations except for headquarter sites where slower drones, but with higher focused DPS, are useful for taking down large ships. See drones for more statistics about drone attributes.

Below are the drones we recommend within our community:

Recommended drones/site Light drones Medium drones Heavy drones Sentry drones
Vanguard sites Vanguard sites Acolyte II [1] Not recommended Not recommended Garde II [2]
Assault sites Assault sites Acolyte II Infiltrator II Not recommended Curator II [3]
Headquarter sites Headquarter sites [4] Hobgoblin II Hammerhead II Ogre II [5] Not recommended
  1. ^ Alpha Clones can use Imperial Navy Acolytes instead, due to skill restrictions.
  2. ^ (Situational) Unbonused sentries have considerably lower tracking and needs to operate at range or stay on cruisers..
  3. ^ (Situational) In order to use Curator II drones you need to remain stationary more often than not. The extra range of curators is needed for the 35 - 65 km engagement range.
  4. ^ Drones are often put on stationary objects in headquarter sites, thus focus shifts from Amarr drones (speed and application) to Gallente drones (maximum damage).
  5. ^ If cost isn't an issue, Gecko or 'Augmented' Ogre drones are preferred due to increased speed and better damage application.

Rigging choice

It's very easy to dismiss the importance of the rig selection when buying a new ship. While it's usually not something a new pilot needs to worry about when getting any of the minimum fits posted on the wiki, it's extremely important for people looking to get a new ship as it heavily influences your options in terms of flexibility and utility slots (which is everything in incursions). Don't spend too much ISK on a temporary setup, either go for a cheap "good enough" setup while you're saving up for your ideal setup, or just wait until you can afford the whole setup you want in the end.

For examples of these setups, see the advanced fits section below.

Electromagnetic or thermal rig

In general the electromagnetic rig will free up more midslots, but tends to require fancier deadspace modules to compensate for the overall lower resists. The thermal rig gives you a stronger and more flexible tank without having to rely on the high-end deadspace modules, at the cost of not being able to free up as many midslots.

Defence or offence

Going for offence means that you're limited to a single tech one resist rig in combination to your burst rig, due to the high calibration cost of the tech two damage rig (a tech one burst rig wouldn't work due to stacking penalties). Choosing a more defensive setup will allow you to fit a tech two resist rig as well as making full use of the other two rigs. The offensive rigs are usually much cheaper than the defensive ones, but since the offensive setup usually has to up the quality of their deadspace modules to get a comparable resist profile, they're often forced to use higher tiered deadspace mods.

Flexibility vs efficiency vs cost

Given the different needs for tank and utility modules between the different type of sites, most incursion communities go for the most efficient rig setup for the kind of sites they are running. A community running vanguards exclusively often have different setups than those who run headquarters only. Communities that push for high-end fits with expensive deadspace modules usually have different rig selections too, since those stronger modules opens up for a few more options.

Going for the most efficient setup is of course always going to be the strongest way to do it, but sometimes you have to be practical. In our case, within our community, we factor in flexibility and cost a lot more. We want our members to be able to use the same ship for any type of site without having to resort to spending billions on faction and deadspace modules. That doesn't stop people who want to from doing it, but it does mean that some of our recommended fits will differ quite a lot from that of public communities.

See fit progression for an example of how your efficiency and flexibility is increased (with additional midslots) going from the cheapest setup to more costly ones.

Determining a proper tank

There are a few easy ways to determine whether a tank is OK or not. Below are some key aspects that help when you're testing your ship in your favorite third-party fitting tool or if you've taken on the role of waitlist manager and need to quickly gauge whether the fit someone x up with is OK or not.

Resist holes

A lot of ships share a standard resist profile, so they share the same resist holes and have the same issues and weaknesses. Understanding what innate weaknesses a ship has is key to knowing how to best raise it to the desired high average resists mentioned above.

Below is a list of different resist profiles for various ship classes as well as a few specific ships with deviating profiles. The last column lists the obvious weaknesses of the class/hull, which will help you determine how to best achieve the desired resist profile. Plugging a hole is usually a simple matter of adding a resist rig or a combination of a rig and a shield amplifier, then up the resists in general by using one or two multispectrum hardeners.

Ship Base resist profile Comments
Regular/faction battleships [1] Electromagnetic resistance  0%Thermal resistance20%Kinetic resistance40%Explosive resistance50% An EM hole and a weak thermal resist.
Resist bonused battleships [2] Electromagnetic resistance20%Thermal resistance36%Kinetic resistance52%Explosive resistance60% Weak EM and thermal resists, but no resist holes.
Praxis Electromagnetic resistance28%Thermal resistance28%Kinetic resistance28%Explosive resistance28% Weak omni resists.
Scimitar Electromagnetic resistance75%Thermal resistance60%Kinetic resistance40%Explosive resistance50% No resist holes.
Basilisk Electromagnetic resistance  0%Thermal resistance80%Kinetic resistance70%Explosive resistance50% An EM hole.
  1. ^ Includes regular battleships, navy and fleet issue battleships as well as pirate faction battleships.
  2. ^ Like the Rokh and other ships with 4% per level resist bonuses. The values are assuming maximum skills, so the full +20% better resists.

Effective shield hit points

You can judge your tank by many means, but for Incursions the best way to measure your tank is to look at effective shield hit points (ESHP), as opposed to damage per second repaired (DPS-tank) or the generic effective hit points (EHP). This is because a lot of ships have significant armour and hull hit points, so the effective hit points value can be quite misleading on a battleship with a damage control for example, as the EHP-value skyrockets compared to a ship without a damage control fitted, but very little of it applies to the actual ESHP. You also need to factor in things like speed and signature, because a smaller ship that is orbiting will be a lot harder to hit than a large, stationary ship. So don't casually compare a ship's effective shield hit points against another without taking that into your consideration.

Shield hit points and resists

While the above mentioned effective shield hit points is a good measure, it is not always practical to use on the fly. For one it doesn't really tell you if the ship has any glaring resist holes, so for practical reasons we tend to speak in more general terms -- Shield hit points and resists. It's much easier to just ask the pilot "How many raw shield hit points do you have?" and "What are your resists if you undock and turn on all your modules?". It's very easy for people to check this ingame and it tells us enough to judge whether or not the fit is ok.

Guidelines

Values listed here are pre-Surgical Strike, which reduced the effectiveness of most resist modules by 20%. As such, shield Headquarters groups now only require 67% resists and 95k EHP (Warp to Me minimums).

Below are some rough guidelines for what a proper tank might be for a battleship (there isn't much variation to speak of for logistics). Since we focus mainly on low skilled, kitchen sink setups we're going with a relatively high recommended level for our community. The values below are of raw shield hit points and paired average resists (EM/thermal and kinetic/explosive), values before boosts for easy comparison.

Vanguards Vanguards (33k+ effective shield hit points)
70% resists and at least 10,000 raw shield hit points.
Assaults Assaults (40k+ effective shield hit points)
70% resists and at least 12,000 raw shield hit points.
Headquarters Headquarters (52k+ effective shield hit points + 100k effective hit points in total)
73% resists and at least 14,000 raw shield hit points.

Naturally lower shield hit points is doable if you adjust your resists accordingly. In vanguards and assaults it's also possible to drop a little lower in really good fleets. Just remember that resists are far more important than raw shield hit points, as higher resists has the secondary benefit of increasing the efficiency of remote repairs. Below is a graph illustrating how damage changes with scaling resists.

Resists Actual damage taken
61% resists 30% more damage (39% damage taken)
64% resists 20% more damage (36% damage taken)
67% resists 10% more damage (33% damage taken)
70% resists Baseline damage (30% damage taken)
73% resists 10% less damage (27% damage taken)
76% resists 20% less damage (24% damage taken)
79% resists 30% less damage (21% damage taken)

Stacking penalties and offgrid boosts

A ship with fewer modules or rigs stacking will also benefit more from boosts, thus not suffering quite as much as they might initially seem to. This of course means they also have more to lose if boosts go down, which is worth noting.

Further down this page you'll see examples of this with the advanced setups. If you pay attention to the normal resist profiles vs the resist profile with command bursts you'll see that the electromagnetic rig setup for vanguards for example has a deceptively low EM/thermal resist, averaging around 62% instead of the recommended 70%. This would suggest nearly +30% more damage taken from turret damage, as your resists are almost 9% lower (see the graph above). But due to less stacking penalties that setup ends up having roughly ~68% average EM/thermal resists after boosts which is fairly close to the 72% of our recommended fits and will eventually only take +10% more damage from turrets, while taking torpedoes just fine.

This is then further compensated by pirate faction hulls (which this expensive setup should be used on) who overall have much lower signatures. The signature difference is at the very least 22% between the highest signature pirate faction hull (Vindicator) and the lowest signature regular battleship (Maelstrom), thus pirate faction hulls take reduced damage from missiles thanks to their much lower signature. The Nightmare and Machariel have even smaller signatures, meaning they take even less damage.

Upgrade priorities

The EVE University Incursion Community doesn't require unistas to use fancy hulls and modules or put expensive implants into your head due to the constant threat of war. Pilots who take the necessary precautions are of course allowed to, but should do so of their own free will being aware of the risk.

There are a lot of ways to spend ISK on your incursion character in order to improve your performance, be that buying a pirate faction battleship, getting faction and deadspace modules or injecting implants into your head. Some of these options are more effective than others, so before you start "throwing ISK at the problem" with wild abandon ... take a moment to consider your options.

Buying a pirate faction battleship

In almost all cases, upgrading your hull should be your first goal if you're looking to invest more ISK. Generally speaking for hisec, while faction and deadspace modules are great, pirate faction hulls often give superior bonuses without inflating the value of droppable modules fit to your ship. In the case of Incursions specifically, the matter comes down to the pirate faction battleships having two damage bonuses and powerful role bonuses (instead of having an offensive and a defensive bonus), plus much better overall ship stats such as align time.

Below is a list of some of the differences (relevant to incursions) for a Vindicator compared to a Hyperion, a Machariel compared to a Maelstrom, and a Nightmare compared to a Praxis.

Improvements Hyperion » Vindicator Maelstrom » Machariel Praxis » Nightmare
Icon gunnery turret.png Effective turrets [1] +22,2% more damage +9,4% more damage +33,3% more damage
Icon tracking.png Tracking speed +37,5% more tracking Similar +37,5% more tracking
Icon target range.png Turret falloff Similar +50% more falloff Similar
Icon capacitor capacity.png Capacitor recharge [2] +14,3% capacitor recharge +4,7% capacitor recharge +17,8% capacitor recharge
Icon shield.png Shield hit points +16,7% more shield hp +16,5% more shield hp +62,3% more shield hp
Icon ship sig.png Signature 17,5% smaller signature 23,9% smaller signature 20,4% smaller signature
Icon target range.png Targeting range 20,8% longer lock range Similar 37,1% longer lock range
Icon drones.png Drone capacity -50 m3 drone bay +25 m3 drone bay -150 m3 drone bay
Icon sensor resolution.png Scan resolution -9,1% scan resolution +38,9% scan resolution -15,2% scan resolution
Icon warp speed.png Warp speed Same +1 AU/s warp speed Same
Icon inertia.png Inertia +29,7% more agile +29,4% more agile -18,0% less agile
Icon velocity.png Velocity[3] +14,7% faster +71,3% faster +52,0% faster
  1. ^ Effective turrets is a measure of raw turrets modified by rate of fire or damage bonuses of the hulls as well as role bonuses.
  2. ^ Peak recharge is a measure of capacitor capacity / capacitor recharge time * 2,5 (peak coefficient). See capacitor recharge rate for more information.
  3. ^ A ship's velocity is unimportant in Vanguards, but valued in Assaults and Headquarters, which involve moving with microwarpdrives to anchor positions.

Faction and deadspace modules

First of all, remember that getting a pirate faction hull is always going to give you better applied damage (and often many other advantages) compared to spending ISK on faction and deadspace modules. With the exception of the Federation Navy or Serpentis Stasis Webifier and tech two weapons, it is recommended that you get a better hull long before you look into upgrading modules.

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. But even though a faction tracking computer or a sensor booster might make sense for public fleets built to compete, for our community that isn't going to be as worthwhile of an investment as we usually don't compete.

What do you get in return?

To put this into perspective you need to factor in stacking penalties. If you're just using one module to a given effect, it's easy to calculate and see the difference, but when you have more intricate combinations where things end up 2nd, 3rd, 4th or 5th in the stacking hierarchy, it might be a little harder to see what you get out of it.

Module variants and price deviations

Market.png When you're shopping for faction or deadspace modules, check all equivalent variants for price deviations. For example, the Federation Navy Tracking Computer is identical in all but the name to the Shadow Serpentis Tracking Computer and their prices fluctuate over time, so use the Show Info and Compare-feature ingame to find potential alternatives and you might save millions.

Injecting implants

There are plenty of hardwiring implants that are useful for incursion runners, with effects ranging from damage projection (tracking, damage or rate of fire) to fitting/support related effects (increased capacitor, powergrid or CPU) and warp speed. The bonuses from implants do not suffer stacking penalties, thus even the +3% variants are quite potent and cheap enough to use even while at war due to the low risk of actually losing your pod.

The best hardwiring implants (apart from officer implants) come from the CONCORD Loyalty Point store and give a +6% bonus but require Cybernetics V. Implants are available for all skills and wallets however, ranging from the 1%, 3% and 5% implants of normal LP stores to the CONCORD specific 2%, 4% and 6% implants.

As with all things, do your research and see if it's cheaper to simply buy it off of the market instead of getting it yourself from the LP store. See hardwiring implants for a full list of available implants.

See the Incursion Community Implant Guide for more information about recommended implants. This guide will cover the two types of implants that we suggest: Skill Hardwiring (slots 6-10) and Attribute Enhancing (slots 1-5). These implants are not required to fly in our community, but they do greatly improve ship performance. In order to use any of the implants listed in this guide, you will need to have the Cybernetics skill trained to at least level V. This will allow you to use 6% implants, which can be purchased with Concord Loyalty Points (LP) earned by running Incursions. These implants can be found at Concord Stations and cost 250 million ISK and 250,000 LP.

Battleship setups

Below are some examples of tank setups for battleships; both the setups we use for our minimum fits as well as some advanced ones for high-end ships. The sections show the variance between tanking features of the ship, notably midslots but also rigs or other in-built resistances.

In order to highlight the transition of each type of fit from vanguards to headquarters, each setup will not only show the vanguard fit in question, but also how it works if you take off some tank as well as what's needed to make that setup work for assaults and headquarters.

Boosts are from a max skills, mindlinked attack command ship (e.g. Sleipnir) for Vanguards, and a max skills, mindlinked fleet command ship (e.g. Claymore) for Assaults and Headquarters.

Minimum setup

This is the minimum skill setup that we use within our community for vanguard fits. It is designed to be cheap and flexible enough to be useful in a variety of different sites. For assaults and headquarters, we often use a Large Shield Extender II to ensure that everyone has enough buffer, even with the minimum skills we require.

This assumes our minimum skills so the Icon resist em.pngEM resist can be up to 2% higher with Icon skillbook2.png EM Shield Compensation V instead of III.

Slots Vanguard (less tank) [1] Vanguard Assault Headquarter
Icon mid slot.png Icon mid slot.png Freed up mid slot
Icon mid slot.png Freed up mid slot
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Icon mid slot.png Freed up mid slot
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
EM Shield Amplifier II EM Shield Amplifier II
Large Shield Extender II Large Shield Extender II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
EM Shield Amplifier II EM Shield Amplifier II
Large Shield Extender II Large Shield Extender II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Pithum C-Type EM Shield Amplifier Pithum C-Type EM Shield Amplifier [2]
Icon low slot.png Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II
Icon rigs.png Large EM Shield Reinforcer I EM Shield Reinforcer I Large Thermal Shield Reinforcer I Thermal Shield Reinforcer I Large Thermal Shield Reinforcer I Thermal Shield Reinforcer I Large Thermal Shield Reinforcer II Thermal Shield Reinforcer II [2]
Large EM Shield Reinforcer I EM Shield Reinforcer I
Normal resist profile. Electromagnetic resistance59,6%Thermal resistance59,9%Kinetic resistance69,9%Explosive resistance74,9% Electromagnetic resistance63,9%Thermal resistance67,7%Kinetic resistance69,9%Explosive resistance74,9% Electromagnetic resistance63,9%Thermal resistance67,7%Kinetic resistance69,9%Explosive resistance74,9% Electromagnetic resistance69,5%Thermal resistance70,0%Kinetic resistance69,9%Explosive resistance74,9%
Resist profile with shield command bursts active. Electromagnetic resistance62,2%Thermal resistance65,1%Kinetic resistance73,8%Explosive resistance78,2% Electromagnetic resistance66,2%Thermal resistance69,8%Kinetic resistance73,8%Explosive resistance78,2% Electromagnetic resistance66,1%Thermal resistance69,7%Kinetic resistance73,6%Explosive resistance78,0% Electromagnetic resistance70,2%Thermal resistance71,8%Kinetic resistance73,6%Explosive resistance78,0%
Resist profile when you're overheating your defensive modules. Electromagnetic resistance65,9%Thermal resistance69,4%Kinetic resistance77,1%Explosive resistance80,9% Electromagnetic resistance69,3%Thermal resistance72,8%Kinetic resistance77,1%Explosive resistance80,9% Electromagnetic resistance69,2%Thermal resistance72,7%Kinetic resistance76,9%Explosive resistance80,8% Electromagnetic resistance70,6%Thermal resistance74,4%Kinetic resistance76,9%Explosive resistance80,8%
  1. ^ In a really good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the EM amplifier in favour of more application mods with an EM reinforcer.
  2. ^ a b This is a necessary upgrade in order to improve overall resists for headquarter sites.

Resist bonused ships

Ships like the CaldariRokh with resist bonuses can fit slightly different due to their higher base resistances.

This assumes our minimum skills so the various resist can go up by 1 - 3% higher with Icon skillbook2.png Caldari Battleship V instead of III and additional Icon resist em.pngEM resist can be gained by training Icon skillbook2.png EM Shield Compensation V.

Slots Vanguard (less tank) [1] Vanguard Assault Headquarter
Icon mid slot.png Multispectrum Shield Hardener II Multispectrum Shield Hardener II
EM Shield Amplifier II EM Shield Amplifier II
Icon mid slot.png Freed up mid slot
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
EM Shield Amplifier II EM Shield Amplifier II
Icon mid slot.png Freed up mid slot
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
EM Shield Amplifier II EM Shield Amplifier II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Multispectrum Shield Hardener II Multispectrum Shield Hardener II
Pithum C-Type EM Shield Amplifier Pithum C-Type EM Shield Amplifier [2]
Icon low slot.png Icon low slot.png Freed up low slot Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II
Icon rigs.png Large Thermal Shield Reinforcer I Thermal Shield Reinforcer I Large Thermal Shield Reinforcer I Thermal Shield Reinforcer I Large Thermal Shield Reinforcer I Thermal Shield Reinforcer I Large Thermal Shield Reinforcer I Thermal Shield Reinforcer I
Normal resist profile. Electromagnetic resistance55,4%Thermal resistance61,9%Kinetic resistance60,9%Explosive resistance67,4% Electromagnetic resistance61,0%Thermal resistance66,6%Kinetic resistance65,8%Explosive resistance71,5% Electromagnetic resistance66,8%Thermal resistance71,6%Kinetic resistance73,5%Explosive resistance77,9% Electromagnetic resistance68,1%Thermal resistance71,6%Kinetic resistance73,5%Explosive resistance77,9%
Resist profile with shield command bursts active. Electromagnetic resistance61,1%Thermal resistance66,8%Kinetic resistance68,6%Explosive resistance73,8% Electromagnetic resistance66,0%Thermal resistance70,9%Kinetic resistance72,5%Explosive resistance77,1% Electromagnetic resistance68,8%Thermal resistance73,3%Kinetic resistance76,8%Explosive resistance80,7% Electromagnetic resistance70,0%Thermal resistance73,3%Kinetic resistance76,8%Explosive resistance80,7%
Resist profile when you're overheating your defensive modules. Electromagnetic resistance63,4%Thermal resistance68,8%Kinetic resistance70,8%Explosive resistance75,6% Electromagnetic resistance68,0%Thermal resistance72,7%Kinetic resistance74,4%Explosive resistance78,7% Electromagnetic resistance71,6%Thermal resistance76,0%Kinetic resistance79,7%Explosive resistance83,1% Electromagnetic resistance72,8%Thermal resistance79,7%Kinetic resistance79,7%Explosive resistance83,1%
  1. ^ In a good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the damage control in favour of more damage mods.
  2. ^ This is a necessary upgrade in order to improve overall resists for headquarter sites.

Advanced fits

While there are several ways to fit high-end ships for incursions depending on your choice of rigs (see the rigging choice section above), here are some frequently used variants.

Calibration

Due to calibration point limits there are several combinations, but here are three common ones that capitalize on either offence, defence or warp speed.

Slots Offensive Defensive Warp speed
Icon mid slot.png Large EM Shield Reinforcer I EM Shield Reinforcer I
Large Hybrid Burst Aerator II Large Hybrid Burst Aerator II [1]
Large Thermal Shield Reinforcer I Thermal Shield Reinforcer II
Icon mid slot.png Spare rig slot
Icon mid slot.png Spare rig slot
Large EM Shield Reinforcer II EM Shield Reinforcer II
Large Hyperspatial Velocity Optimizer II Large Hyperspatial Velocity Optimizer II
Icon mid slot.png Spare rig slot
SUM 350/350 (0 points left) 75/350 (275 points left) 150/350 (200 points left)
  1. ^ This should of course be a Energy Burst Aerator II for laser weapons and a Projectile Burst Aerator II for projectile weapons.

Filling up the spare rig slots is a matter of figuring out what rig benefits you the most, based on the type of fleet compositions you run, what kind of ship you fly and if a rig can in some way help you free up a low- or midslot. If you need more range use a Locus Coordinator II rig (150 points), if you need more shield hit points use a Core Defense Field Extender II rig (75 points) and if you need more cap use either a Capacitor Control Circuit II rig (150 points) or a Discharge Elutriation II rig (150 points).

Just remember that any offensive rig you fit on your ship needs to be tech two, otherwise it'll end up at the end of stacking penalties and that will render it completely useless.

Thermal rig

The thermal rig setup is primarily a more defensive setup, used for even resists with the ability to really push the resists up. The downside of this setup is that you're forced to use two midslots and cannot drop down to one midslot for vanguards without taking some serious hits to your overall resists, even if you add a Damage Control II instead. Depending on what other rigs you use, you'll have enough calibration points to upgrade to a tech two anti-thermal rig further increasing your tank. The nerfs from the Surgical Strike update have limited the flexibility of this setup, precluding hardener-free fits and from using a Tech 2 Aerator in Headquarters fleets.

This assumes our minimum skills so the Icon resist em.pngEM resist can be up to 2% higher with Icon skillbook2.png EM Shield Compensation V instead of III.

Slots Vanguard Headquarter [1]
Icon mid slot.png Icon mid slot.png Freed up mid slot
Pithum C-Type Multispectrum Shield Hardener Pithum C-Type Multispectrum ...
Pithum C-Type EM Shield Amplifier Pithum C-Type EM Shield Amplifier
Icon mid slot.png Freed up mid slot
Pithum A-Type Multispectrum Shield Hardener Pithum A-Type Multispectrum ... [2]
Pithum C-Type EM Shield Amplifier Pithum A-Type EM Shield Amplifier [2]
Icon low slot.png Module icon damage control tech2.png Damage Control II Module icon damage control faction.png Syndicate Damage Control [2]
Icon rigs.png Large Thermal Shield Reinforcer I Thermal Shield Reinforcer I Large Thermal Shield Reinforcer II Thermal Shield Reinforcer II[2]
Large EM Shield Reinforcer I EM Shield Reinforcer I
Normal resist profile. Electromagnetic resistance60,5%Thermal resistance65,1%Kinetic resistance64,6%Explosive resistance70,5% Electromagnetic resistance71,3%Thermal resistance69,6%Kinetic resistance71,2%Explosive resistance72,7%
Resist profile with shield command bursts active. Electromagnetic resistance65,6%Thermal resistance69,6%Kinetic resistance71,5%Explosive resistance76,2% Electromagnetic resistance73,1%Thermal resistance73,3%Kinetic resistance73,3%Explosive resistance77,8%
Resist profile when you're overheating your defensive modules. Electromagnetic resistance68,5%Thermal resistance72,5%Kinetic resistance74,2%Explosive resistance78,5% Electromagnetic resistance76,0%Thermal resistance76,5%Kinetic resistance76,5%Explosive resistance80,4%
  1. ^ With just one multispectrum hardener it is more susceptible to neuts in headquarters prevalent in headquarters sites. Further, the use of two resist mods precludes the use of a Tech 2 Aerator.
  2. ^ a b c d This is a necessary upgrade in order to get enough resists with just one multispectrum hardener for headquarter sites.

Electromagnetic rig

The EM rig setup is primarily used to free up as many slots are possible, but requires you to spend considerably more ISK on deadspace hardeners and will still have slightly lower EM and thermal resists for vanguard fits compared to the others, but that is offset by the larger buffer, smaller signature of the pirate faction battleships this setup should be fitted to and the fact it takes less damage from missiles due to comparably higher kinetic and explosive resists.

Slots Vanguard (less tank) [1] Vanguard Assault Headquarter
Icon mid slot.png Icon mid slot.png Freed up mid slot
Icon mid slot.png Freed up mid slot
Pithum B-Type Multispectrum Shield Hardener Pithum B-Type Multispectrum ...
Icon mid slot.png Freed up mid slot
Icon mid slot.png Freed up mid slot
Pithum B-Type Multispectrum Shield Hardener Pithum B-Type Multispectrum ...
Icon mid slot.png Freed up mid slot
Pithum C-Type Multispectrum Shield Hardener Pithum C-Type Multispectrum ...
Pithum B-Type Multispectrum Shield Hardener Pithum B-Type Multispectrum ...
Icon mid slot.png Freed up mid slot
Pithum A-Type Multispectrum Shield Hardener Pithum A-Type Multispectrum ... [2]
Pithum A-Type Multispectrum Shield Hardener Pithum A-Type Multispectrum ...
Icon low slot.png Icon low slot.png Freed up low slot Module icon damage control tech2.png Damage Control II Module icon damage control tech2.png Damage Control II Module icon damage control faction.png Syndicate Damage Control
Icon rigs.png Large EM Shield Reinforcer I EM Shield Reinforcer I Large EM Shield Reinforcer I EM Shield Reinforcer I Large EM Shield Reinforcer I EM Shield Reinforcer I Large EM Shield Reinforcer I EM Shield Reinforcer I
Normal resist profile. Electromagnetic resistance51,9%Thermal resistance48,0%Kinetic resistance61,0%Explosive resistance67,5% Electromagnetic resistance58,0%Thermal resistance54,5%Kinetic resistance65,9%Explosive resistance71,6% Electromagnetic resistance66,2%Thermal resistance67,4%Kinetic resistance75,5%Explosive resistance79,6% Electromagnetic resistance70,0%Thermal resistance71,0%Kinetic resistance78,3%Explosive resistance81,9%
Resist profile with shield command bursts active. Electromagnetic resistance58,1%Thermal resistance58,2%Kinetic resistance68,6%Explosive resistance73,9% Electromagnetic resistance63,4%Thermal resistance63,4%Kinetic resistance72,5%Explosive resistance77,1% Electromagnetic resistance68,2%Thermal resistance71,4%Kinetic resistance78,5%Explosive resistance82,1% Electromagnetic resistance71,8%Thermal resistance74,6%Kinetic resistance80,9%Explosive resistance84,1%
Resist profile when you're overheating your defensive modules. Electromagnetic resistance62,6%Thermal resistance62,7%Kinetic resistance72,0%Explosive resistance76,7% Electromagnetic resistance67,3%Thermal resistance67,3%Kinetic resistance75,5%Explosive resistance79,6% Electromagnetic resistance73,9%Thermal resistance76,5%Kinetic resistance82,3%Explosive resistance85,3% Electromagnetic resistance77,6%Thermal resistance79,8%Kinetic resistance84,8%Explosive resistance87,4%
  1. ^ While your combined EM and thermal resists are a bit low, your kinetic and explosive resists remain high, so in a really good fleet with excellent damage projection, with an experienced fleet commander and seasoned logistics, you can usually remove the damage control in favour of more damage mods.
  2. ^ This is a necessary upgrade in order to get your EM and thermal resists up to an acceptable level for headquarter sites, especially if you run with less than recommended shield hit points.

Strategic cruisers and command ships

While a lot of communities avoid strategic cruisers and command ships due to the fact that their damage output cannot match that of pirate faction battleships, we still allow them as they can easily match the efficiency of tech one battleships. As such, we welcome properly fit strategic cruisers and command ships in our community, as they are good enough for our purposes and we don't benefit from alienating people who prefer to fly smaller ships.

Just be sure to inform people that if they have plans to fly with public communities, they will most likely need to train into a proper battleship.

Different resist profiles

One of the biggest differences fitting strategic cruisers and command ships compared to battleships is that they have a different resist profile. They are also much smaller in signature, especially the strategic cruisers, so won't need the same raw buffer of shield hit points either. As such, the solution could range from anything between a thermal and EM hardener for the Legion to a mere anti-EM rig on the Tengu or a multispectrum hardener for the Sleipnir.

Ship Base resist profile Comments
Astarte Electromagnetic resistance  0%Thermal resistance60%Kinetic resistance85%Explosive resistance50% An EM hole.
Loki Electromagnetic resistance50%Thermal resistance40%Kinetic resistance40%Explosive resistance50% No resist holes.
Sleipnir Electromagnetic resistance75%Thermal resistance60%Kinetic resistance40%Explosive resistance50% No resist holes.
Tengu Electromagnetic resistance  0%Thermal resistance60%Kinetic resistance55%Explosive resistance50% An EM hole.
Vulture [1] Electromagnetic resistance20%Thermal resistance84%Kinetic resistance76%Explosive resistance60% Weak EM resists.
  1. ^ This takes into account the Vulture's innate 20% resist bonus (as the ship requires Caldari Battlecruiser V to sit inside)

Planning ahead

Unless you are already heavily invested into a certain race or weapon system, it might be a good idea to think of which logistics ship, strategic cruiser or pirate faction battleship you'll want in the end, rather than what your first incursion ship should be. Don't worry too much about it though, as the race specific ship and weapon skills you train for the minimum skills only amount to a little over five days worth of training. So changing your mind along the way wouldn't be much of a detour.

Depending on the race, training for strategic cruisers will make quite some progress towards being able to fly logistics as well, or the other way around if your goal is to fly logistics. That said, most strategic cruisers pale in comparison to the pirate faction battleships who remain the epitome of incursion boats.

Synergy

You should also consider secondary value of whatever you train, perhaps you can find an end-of-the-line ship that not only furthers your goals for incursions but other goals as well given the skills you'll end up training for it. If you already know that you like smaller ships, or have plans for diving into a wormhole in the future, it would make much more sense training into a strategic cruiser than a pirate faction battleship.

So take some time to consider which racial ship line, what racial weapons would benefit you doing missions, exploration, PvP or whatever else you'd like to do in EVE.

Ship progression

The EVE University Incursion Community doesn't require unistas to use fancy hulls and modules or put expensive implants into your head due to the constant threat of war. Pilots who take the necessary precautions are of course allowed to, but should do so of their own free will being aware of the risk.

Progression varies a little between the roles of logistics and damage dealers, but is somewhat straight forward with easily identified high-end ships to aim for.

Logistics

While there's little in terms of progression for logistics, it's worth mentioning that it can be highly advantageous to train into both the Scimitar and the Basilisk. Progression is mostly based on skills once you can fly these two ships, most notably Logistics Cruisers V that opens up for a lot of options.

Scimitar

Icon tech2.png
Logo faction minmatar republic.png
Scimitar.jpg
The Scimitar
Scimitar.jpg
CornerT2s.png
Scimitar
Logistics Cruisers Scythe Class
Icon hi slot.png4 (1/2) Icon mid slot.png5 Icon low slot.png4
Icon powergrid.png735 MW Icon cpu.png445 tf
Icon velocity.png253 m/sec
Icon capacity.png440 m³
is cap stable on its own and does not require a cap chain to run all its remote shield boosters. That and the bonus to remote tracking computers means it's favoured in any fleet that either doesn't need utility cap or has it covered already.

Logo faction minmatar republic clean.pngMinmatar Cruiser
Icon shield transporter i.pngShield Emission Systems
Icon tracking computer i.pngSensor Linking (favoured in vanguard sites for their remote tracking computer bonus)

Basilisk

Icon tech2.png
Logo faction caldari state.png
Basilisk.jpg
The Basilisk
Basilisk.jpg
CornerT2s.png
Basilisk
Logistics Cruisers Osprey Class
Icon hi slot.png6 (2/1) Icon mid slot.png5 Icon low slot.png2
Icon powergrid.png1,050 MW Icon cpu.png460 tf
Icon velocity.png192 m/sec
Icon capacity.png485 m³
relies on establishing a cap chain in order to run all its remote shield boosters. The extra high slots allow for either more remote shield boosters or extra utility cap for the fleet. It is often used to ensure enough utility cap for the more difficult incursion sites featuring heavy neuting.

Logo faction caldari state clean.pngCaldari Cruiser
Icon shield transporter i.pngShield Emission Systems
Icon remote capacitor transmitter i.pngCapacitor Emission Systems (favoured in assault and headquarter sites for their ability to provide cap)

Pirate faction battleships

The Machariel, Nightmare and Vindicator hulls are preferred for incursions due to a combination of higher base stats, better bonuses and better slot layouts.

Some of these have a natural progression, like the Maelstrom pilot only needing Gallente Battleship to move into a Machariel and a Hyperion pilot only needing to train Minmatar Battleship to get into the Vindicator. Left a bit on the side is the Rokh with a low priority synergy with the Nightmare given the Caldari Battleship skill and a slightly stronger synergy with the Vindicator given that they both use the Large Hybrid Turret skill for their guns.

Training up a racial battleship skill from scratch to III takes less than four days and training a new racial turret skill to III is about a day and a half, so even if some of these ships have natural progression; don't feel like you're a slave to your initial choice of ship or weaponry.

Nightmare

Icon faction.png
Logo faction sanshas nation.png
Nightmare.jpg
The Nightmare
Nightmare.jpg
CornerTFs.png
Nightmare
Pirate Faction Battleships Nightmare Class
Icon highlights.pngHigh Amount of Medium Slots
Icon hi slot.png6 (0/4) Icon mid slot.png7 Icon low slot.png6
Icon powergrid.png14,500 MW Icon cpu.png710 tf
Icon velocity.png114 m/sec
Icon capacity.png830 m³
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 putting some pressure on good cap skills.

Logo faction amarr empire clean.pngAmarr Battleship (increases turret tracking speed)
Logo faction caldari state clean.pngCaldari Battleship (low priority as the afterburner effect is hardly used)
Icon turret pulse large.pngLarge Energy Turret

Machariel

Icon faction.png
Logo faction angel cartel.png
Machariel.jpg
The Machariel
Machariel.jpg
CornerTFs.png
Machariel
Pirate Faction Battleships Machariel Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png8 (0/7) Icon mid slot.png6 Icon low slot.png6
Icon powergrid.png17,950 MW Icon cpu.png600 tf
Icon velocity.png161 m/sec
Icon capacity.png860 m³
combines a flexible engagement range for autocannons with a high rate of fire. Fit for long range the impressive alpha is unmatched, although it does suffer comparably with lower overall dps. It also has enough midslots to fit for any occasion.

Logo faction gallente federation clean.pngGallente Battleship [1] (increases turret falloff)
Logo faction minmatar republic clean.pngMinmatar Battleship [1] (highest priority increases turret damage)
Icon turret autocannon large.pngLarge Projectile Turret

Vindicator

Icon faction.png
Logo faction serpentis.png
Vindicator.jpg
The Vindicator
Vindicator.jpg
CornerTFs.png
Vindicator
Pirate Faction Battleships Megathron Class
Icon highlights.pngHigh Amount of High Slots
Icon highlights.pngHigh Amount of Low Slots
Icon hi slot.png8 (0/8) Icon mid slot.png5 Icon low slot.png7
Icon powergrid.png17,500 MW Icon cpu.png630 tf
Icon velocity.png132 m/sec
Icon capacity.png850 m³
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.

Logo faction gallente federation clean.pngGallente Battleship [1] (increases turret tracking speed)
Logo faction minmatar republic clean.pngMinmatar Battleship [1] (highest priority as it increases webifier effectiveness)
Icon turret blaster large.pngLarge Hybrid Turret

  1. ^ a b c d Gallente Battleship and Minmatar Battleship are shared between both the Machariel and the Vindicator, so if you like flying multiple hulls you'd have the ship skills covered and you'd only need to train a new racial turret skill.

Command Ships and Strategic Cruisers

These ships are not ships you train into for for the sake of doing incursions as a damage dealer ...

Cruiser-sized hulls like Command Ships and Strategic Cruisers are less powerful with their weaker medium weaponry and sometimes low number of utility midslots. A lot of these ships also have some issues with range projection, even when using long range weapons. Unlike regular tech one battleships, they also focus on skills that make little to no headway towards the more powerful pirate faction battleships.

Given their lower dps potential, these ships also require very high skills (near max) and tech two guns to be able to perform. These ships are not ships you train into for the sake of doing incursions, with the exception of the ongrid booster role, but used as an alternative if you can't fly battleships and you happen to have these trained high already.

Ill-suited for public communities

Almost all communities shun these two ship classes (with the exception of command ships for ongrid boosting). Instead they favour having their members temporarily go into the tech one battleships, until they can afford to upgrade to the more powerful pirate faction battleships. Any other ship class is just a waste of time and effort better put into getting them skilled and ready in the appropriate high-end ships they desire, since people make enough ISK to upgrade to a proper pirate faction ship after just a handful of hours worth of running.

Accepted in the EVE University Incursion Community

In the EVE University Incursion Community we have no real reason to casually bar these ships as regular damage dealers, since properly fitted with long range medium turrets they can often perform similar to or slightly better than our tech one minimum fits. They can also be used effectively for Nation Consolidation Network assault sites. Since we have some members who spend the majority of their time in other communities flying smaller ships, this allows us to include more people into our community.

While we accept them, they are still not recommended for the majority of players as they require very high skills and tech two weapons to perform. They should only be used for very specific reasons when other alternatives are much less desirable.

Fit progression

For the most part, fit progression is really only relevant for high-end ships like the three pirate faction battleships mentioned above. Logistics ships use pretty much the same rigs, changing only a few modules based on their desired fit. Remember that upgrading from a regular battleship to a pirate faction battleship alone is a big upgrade and the best use of your ISK for the initial upgrade.

See upgrade priorities for more information and remember that your options are highly limited by your choice of rigs. That choice also heavily influences the amount of ISK you need to front to make the fit work. The examples below will use the more common setups, so will not include specialized fits such as the warp speed variant.

Cheap

If you're not entirely sure how you want to fit your ship in the end, the same principle that we follow to fit our minimum fits can be applied to pirate faction ships as well. Practically you can fit a Vindicator more or less the same way you'd fit a Hyperion. The same goes for fitting a Machariel similar to how you fit a Maelstrom.

Here's an example of a Nightmare fit according to our principles, with only a minor change to rigs since their increased stats make shield extender rigs superfluous.

Nightmare: Cheap setup (example)
EFT
[Nightmare, Cheap setup (example)]

Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
EM Shield Hardener II

Damage Control II

Large Thermal Shield Reinforcer I
Large Energy Burst Aerator II



Fitting template high slot label.png
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icon?size=64&.png
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FITTING DIFFICULTY
EVE VERSION
June 2020
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • The Nightmare is often the only decent entry-ship for Amarr pilots.
  • Even using the standard setup the ship sports plenty of midslots allowing for a high number of utility modules, four to be exact.


Effective

... will free up an extra midslot.

If you want to keep the cost of the fit down while still having some improvements, you could go halfway with the cheapest deadspace modules. The advanced EM rig setup from the fitting principles page will free up an extra midslot.

Icon information square.png Note: This fit changes the rig to a Icon resist em.pngLarge EM Shield Reinforcer I and will not work with other resist rigs.

Machariel: Effective setup (example)
EFT
[Machariel, Effective setup (example)]

Pithum C-Type Multispectrum Shield Hardener
Multispectrum Shield Hardener II

Damage Control II

Large EM Shield Reinforcer I
Large Projectile Burst Aerator II



Fitting template high slot label.png
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FITTING DIFFICULTY
EVE VERSION
April 2020
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • With a cheap setup you'd use up 3 midslots for tank, this only uses two, giving you one extra midslot for utility modules.
  • Increasing the tank for this fit is a bit limited, but you can either add a normal Multispectrum Shield Hardener II module for assaults, or if you want to solidify your tank for headquarters, two Pithum B-Type Multispectrum Shield Hardeners.


Optimal

... gives you maximum damage and will free up two extra midslots.

If you're willing to spend a little bit more on your favourite cash-cow ship, you can take it one step further with one of the more costly deadspace hardeners. The advanced electromagnetic rig setup from the fitting principles page gives you maximum damage and will free up an extra midslot.

Here's an example of a Vindicator fit according to that principle.

Icon information square.png Note: This fit changes the rig to a Icon resist em.pngLarge EM Shield Reinforcer I and will not work with other resist rigs.

Vindicator: Optimal setup (example)
EFT
[Vindicator, Optimal setup (example)]

Pithum B-Type Multispectrum Shield Hardener

Damage Control II

Large EM Shield Reinforcer I
Large Hybrid Burst Aerator II



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FITTING DIFFICULTY
EVE VERSION
June 2020
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • With a cheap setup you'd use up 3 midslots for tank, leaving only 2 midslots for utility modules. But since you're only using 1 midslot you now have room for two additional midslots.
  • Increasing the tank for this fit can be as cheap as adding a normal Multispectrum Shield Hardener II module for assaults, or if you want to solidify your tank for headquarters, a second Pithum B-Type or Pithum A-Type Multispectrum Shield Hardener.


Skill progression

For the most part skill progression is as simple as just topping off the minimum skills you needed to get ready and perhaps train a couple of new skills to be able to use a different set of drones or a situational module. There are however some differences between skill progression for logistics and damage dealers.

Logistics

Progression for logistics is practically an intertwined mess of both fit and skill progression, as skills like Logistics Cruisers V and all the support skills all play a vital role. The more powerful tech two remote shield boosters require better fitting skills and utility modules require more cap, at the same time you want to use less fitting modules to free up room for even more utility modules while still keeping a good enough tank.

See minimum and recommended skills for a list of specific skills to train early on to quickly move into the recommended and advanced logistics fits.

Icon implant hardwiring.png Implants

It's possible to change the priority or shorten the train early on by using implants to improve your capacitor regeneration or fitting room. This is because logistics have relatively small capacitor capacity and even small changes can often make or break a fit. See recommended implants for more information.

Damage dealers

Most of the progression in terms of skill for damage dealers surrounds gunnery and drones, but also to some extent capacitor management and fitting skills. Skill progression for damage dealers are completely disjointed and separate from ship progression due to the fact that you'll perform better in a pirate faction than you would in a tech one hull no matter what your skills are. So as your skills improve you'll progress the same regardless if it's in a fancy ship or your old but trustworthy tech one battleship; You simply upgrade when your skills allow you to.

See minimum and recommended skills for a list of specific skills to train early on.

Icon gunnery turret.png Tech two weapons

As soon as you have the skills for it, toss away those old meta turrets and replace them with your tech two turrets of choice. All ships, tech one battleships as well as pirate faction battleships benefit greatly from the much more powerful tech two turrets (and their advanced ammunition).

Icon drones.png Improved drone skills

There are several drone-related skills to help improve your performance. First training into medium drones and improving drone control range, then general drone support and specialization skills. Later on you might train heavy drones for headquarter sites or sentry drones for vanguard sites.

Icon cogs.png Capacitor management

Some skills improve basic capacitor regeneration, others reduce capacitor usage instead. Some ships will have little to no issues with cap, while others are much more subject to it and require very high skills. Implants play a small role in this as well, so your mileage will vary here depending on your skills, ship, fit and implants.

Icon cog.png Fitting skills

Long range weapons and propulsion modules in particular put a lot of strain on your power grid while tech two weapons and damage upgrades require a lot of CPU. This is not an issue early on, but as you move into assaults and headquarters, you might need to train skills that reduce the power grid and CPU requirements as well as improving the base output of your ship.