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

Shield focus Currently we run almost exclusively shield fleets. Until we find a good solution for armour fleets and what fittings are reasonable to expect people to bring, this page will only show shield-fits so as not to give people the impression that armour fleets are common.

Always bring faction ammunition

Caldari Navy Antimatter Charge LRepublic Fleet EMP Charge L
Imperial Navy Multifrequency LScorch L
We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, but most of the time you'll be using faction ammunition since it does not suffer the tracking or range penalties most short range tech two ammunitions do.

If you click the EVE-button on the fit it'll show you which type of ammunition you need and how much to bring.

Utility modules

Utility mislotsUtlity highslots 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

Icon large red x.png 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

Icon large green check.png 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.

Minimum fits

These fits are minimum 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.

Remember that you need to train Target Management V and Advanced Target Management III in order to be able to lock all 10 members of the fleet.

Scimitar

This fit is identical to the minimum scimitar fits for vanguards and work fine for both type of sites. You are recommended to keep the second invulnerability field for headquarter sites though, as the waves and incoming damage is soo much higher.

Basilisk

This fit is identical to the minimum basilisk fits for vanguards and work fine for both type of sites. You are recommended to keep the second invulnerability field for headquarter sites though, as the waves and incoming damage is soo much higher.

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.

Many battleships are missing in this section, which is intentional. Not all battleships have the necessary base shield hitpoints or midslots to be suitable for incursions and some ships are so situational that they are not ideal for our kitchen-sink fleets. There are also some ships that potentially could work, but the skills required to fly them would allow you to fly a much more suitable ship with better bonuses, or the ISK needed to make them work could be better used to get a far superior hull.

Maelstrom

Rokh

Rokh: Incursions (headquarters sniper)
EFT
[Rokh, Incursions (headquarters sniper)]
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L
425mm Prototype Gauss Gun, Caldari Navy Antimatter Charge L

Prototype 100MN Microwarpdrive I
Tracking Computer II, Tracking Speed Script
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier

Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Beta Reactor Control: Diagnostic System I
Damage Control II

Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer I
Large Anti-EM Screen Reinforcer I


Infiltrator II x5

Caldari Navy Antimatter Charge L x12400
Caldari Navy Iridium Charge L x12400
Optimal Range Script x1
Tracking Speed Script x1
Nanite Repair Paste x200

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FITTING DIFFICULTY
EVE VERSION
Crius
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • This fit will require Power Grid Management V, alternatively Weapon Upgrades V and Advanced Weapon Upgrades I or a +1% power grid implant. With both Power Grid Management V and Advanced Weapon Upgrades II you can skip the power diagnostic in favour of another magnetic field stabilizer or a tracking enhancer.
  • If you cannot field Infiltrator II drones, bring a flight of Acolyte II drones and some Light Armor Maintenance Bot I drones instead.
  • Script the Tracking Computer II with the appropriate script based on your range needs.
  • With Caldari Battleship IV trained and your resists rigs upgraded to tech two rigs you can drop the Large Shield Extender in favour of another tracking computer or something else to help you apply better damage.
Rokh: Incursions (headquarters brawler)
EFT
[Rokh, Incursions (headquarters brawler)]
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L
Neutron Blaster Cannon II, Null L

Prototype 100MN Microwarpdrive I
Federation Navy Stasis Webifier
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier

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


Infiltrator II x5

Null L x12400
Caldari Navy Antimatter Charge L x12400
Nanite Repair Paste x200

Fitting template high slot label.png
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FITTING DIFFICULTY
EVE VERSION
Crius
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
NOTES
  • If you can't use tech two guns, fly the sniper-fit instead.
  • This fit will require Power Grid Management V, alternatively Weapon Upgrades V and Advanced Weapon Upgrades I or a +1% power grid implant.
  • If you cannot field Infiltrator II drones, bring a flight of Acolyte II drones and some Light Armor Maintenance Bot I drones instead.
  • With Caldari Battleship IV trained and your resists rigs upgraded to tech two rigs you can drop the Large Shield Extender in favour of another web to help you apply better damage.

Hyperion

Hyperion: Incursions (headquarters sniper)
EFT
[Hyperion, Incursions (headquarters sniper)]
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
425mm Prototype Gauss Gun
Large 'Regard' Remote Capacitor Transmitter

Prototype 100MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier

Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II
Type-D Attenuation Signal Augmentation
Damage Control II

Large Core Defense Field Extender I
Large Core Defense Field Extender I
Large Anti-Thermal Screen Reinforcer II


Ogre I x5
Acolyte II x5
Light Armor Maintenance Bot I x5

Federation Navy Antimatter Charge L x13400
Federation Navy Tungsten Charge L x13400
Nanite Repair Paste x200

Fitting template high slot label.png
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FITTING DIFFICULTY
EVE VERSION
Crius
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Hyperion: Incursions (headquarters brawler)
EFT
[Hyperion, Incursions (headquarters brawler)]
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Neutron Blaster Cannon II
Heavy Diminishing Power System Drain I

Prototype 100MN Microwarpdrive I
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II
Pithum C-Type EM Ward Amplifier

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 II


Ogre I x5
Infiltrator II x5

Void L x13440
Null L x13440
Nanite Repair Paste x200

Fitting template high slot label.png
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FITTING DIFFICULTY
EVE VERSION
Crius
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
NOTES
  • If you can't use tech two guns, fly the sniper-fit instead.
  • This fit requires Capacitor Emission Systems III for the energy vampire module.
  • If you cannot field Infiltrator II drones, bring a flight of Acolyte II drones and some Light Armor Maintenance Bot I drones instead. If you have Geckos, faction ogres or can use Ogre II drones, by all means do.
  • This ship has much lower base shield hit points than other ships. That and in combination with not having the midslots to field a Large Shield Extender II alongside the needed web it ends up having a much lower buffer than other ships and fits.

Fleet & Navy Issue Battleships

These ships have stronger base values than their tech one counterparts and often make them more efficient for incursions.

The navy battleships are nowhere near as good as the pirate faction battleships and you might be better off saving your ISK until you have enough to get a proper pirate faction battleship instead.

Apocalypse Navy Issue

This ship has too many issues to be suitable for headquarter sites, mostly due to the fact it has the slot layout of a predominately armour-tanked ship and the innate capacitor issues of laser ships. While it is possible to compensate for this in vanguard and assault fits, you end up compromising too much for headquarter sites (or forced to use a completely different set of rigs).

As such we do not recommend that people fly this ship for these type of sites. If you want to fly it, check with the fleet commander if he'll make an exception, but don't be surprised if he doesn't.

Megathron Navy Issue

{{#ifeq:Megathron Navy Issue|Megathron Navy Issue|

{{{ship}}}: {{{fitName}}}
EFT
[{{{ship}}}, {{{fitName}}}]





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FITTING DIFFICULTY
EVE VERSION
unknown
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES

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.

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
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.

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
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 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.
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 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 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
Logo faction caldari state.pngLogo ishukone.png Vulture.jpg 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.
Logo faction gallente federation.pngLogo duvolle labs.png Astarte.jpg 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.
Logo faction minmatar republic.pngLogo boundless creation.png Sleipnir.jpg 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.