Difference between revisions of "Ship progression in Incursions"

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= Starter ships =
 
= Starter ships =
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The starter ships are pretty skill intensive, requiring you to have at least a couple of months worth training to get the [[Preparing_for_Incursions#Recommended_skills|recommended skills]] to effectively fly them.
 
== Recommended battleships ==
 
== Recommended battleships ==
 
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| The [[Basilisk]] is another logistics ship, but unlike the Scimitar, it needs someone to exchange energy transfers with to be effective. With good skills it can provide energy transfers to the fleet or field one more shield transporter for extra repping power.
 
| The [[Basilisk]] is another logistics ship, but unlike the Scimitar, it needs someone to exchange energy transfers with to be effective. With good skills it can provide energy transfers to the fleet or field one more shield transporter for extra repping power.
 
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= Moving on to high-end ships =
 
= Moving on to high-end ships =
 
== Command Ships ==
 
== Command Ships ==

Revision as of 18:12, 29 October 2013

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.

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.

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 logistcs. That said, most strategic cruisers pale in comparison to the pirate faction battleships who remain the epitome of incursion boats.

Starter ships

The starter ships are pretty skill intensive, requiring you to have at least a couple of months worth training to get the recommended skills to effectively fly them.

Recommended battleships

Races Ship Description
Logo faction minmatar republic.png Maelstrom.jpg The Maelstrom can easily lead into the Machariel, retaining the projectile skills and Minmatar skills, but requires Gallente battleship. Minmatar in general also offers the Loki and Sleipnir as well as the Scimitar for logistics.
Logo faction caldari state.png Rokh.jpg The Rokh can train into a Vindicator, retaining the hybrid skills, but forced to train both Gallente and Minmatar battleships. It can also train into the Nightmare, retaining the Caldari battleship skills, but forced to crosstrain into lasers. Caldari also offers the Basilisk for logistics.
Logo faction gallente federation.png Hyperion.jpg The Hyperion can easily lead into the Vindicator, retaining the hybrid skills and Gallente skills, but requires Minmatar battleship.

Logistics

Races Ship Description
Logo faction minmatar republic.pngLogo core complexion inc.png Scimitar.jpg The Scimitar is a logistics ship, the core of fleet defense. It does not rely on energy transfers to be cap stable and can therefor be fully operational on its own. The bonus to tracking links makes it an enormous asset on the field, on top of the repairs it supplies.
Logo faction caldari state.pngLogo lai dai.png Basilisk.jpg The Basilisk is another logistics ship, but unlike the Scimitar, it needs someone to exchange energy transfers with to be effective. With good skills it can provide energy transfers to the fleet or field one more shield transporter for extra repping power.

Moving on to high-end ships

Command Ships

Races Ship Description
Logo faction minmatar republic.pngLogo boundless creation.png Sleipnir.jpg Very few Command Ships have the range and utility needed to make them good for incursions, suffering the same problems as most ships with medium weaponry. The Sleipnir stands out with exceptional tracking, range and damage capabilities.

Strategic cruisers

Being cruiser hulls some strategic cruisers suffer from the same ailments as other ships with medium weaponry, but can often compensate by using long range weapons since the loss of pure tracking is often offset by the lower signature of medium weapons. They are also perfect for the Nation Consolidation Network assault sites, where the fleet splits up and parts of the fleet go through a gate only allowing cruiser-sized hulls.

While strategic cruisers cannot match the prowess of the pirate faction battleships, they perform above that of regular battleships. So if you like smaller, agile ships, strategic cruisers might be the answer you're looking for. Keep in mind that most public communities settle for one or two strategic cruisers, mostly a Loki for the long webs. As such it's less of an appealing option to fly strategic cruisers outside our community.

Races Ship Description
Logo faction amarr empire.png Legion.jpg 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.
Logo faction minmatar republic.png Loki.jpg The Loki combines multiple webs with extreme tracking which makes it very useful. It also has the option to fit for longer webs, which isn't always needed but makes a world of difference when it is.
Logo faction gallente federation.png Proteus.jpg 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 often forced to use railguns.
Logo faction caldari state.png Tengu.jpg 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 les than ideal.

Pirate faction battleships

Races Ship Description
Logo faction minmatar republic.pngLogo faction gallente federation.png Machariel.jpg 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.
Logo faction amarr empire.pngLogo faction caldari state.png Nightmare.jpg 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.
Logo faction gallente federation.pngLogo faction minmatar republic.png Vindicator.jpg 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.