Post by scaelieth on Feb 2, 2013 15:43:58 GMT -5
Assaults & You
As the title states this post will contain valuable information about the 20 man Incursion sites called assaults and will also run through a generic fit for a battleship that will work in any site. Please note this post is really for people just starting out, customising and pimping fits is for another post ;)
So first and foremost, things you will need to know & have set up before you jump into any site. jestertrek.com/eve/blog/guides/incursion_sh.png This link contains most things you need to know since the time that was posted though we all now have a button the left of the Hull, Armor & Shield bars please make sure this button is set to green or you could get concordokkened which in turn is quite entertaining for everyone but you. If you are still uncertain about any of these please contact us in-game and we will help you sort your UI out.
In these sites your most common hull is going to be of a Battleship size and since they are more likely to be a T1 hull compared to their smaller sized friends, fitting for some players can be an issue, below is an example fit which you can move onto other hulls and will find that it will be viable on your typical Battleship. Hyperions, Tempests (Note, not TFIs those things are amazing) Maelstroms and anything Caldari are completely different beasts altogether.
[Megathron, Example, Assault & HQ Sniper]
7x 425mm Railgun II (Spike L)
Sensor Booster II
Phased Weapon Navigation Array Generation Extron
Tracking Computer II (Optimal Range Script)
Sensor Booster II (Targeting Range Script)
2x Magnetic Field Stabilizer II
1600mm Reinforced Steel Plates II
2x Energized Adaptive Nano Membrane II
Energized Explosive Membrane II
Damage Control II
Large Anti-Kinetic Pump I
Large Anti-Thermic Pump I
Large Trimark Armor Pump I
On this fit you’ll notice we have an empty high and M4 target painter and that is because you lack CPU on a standard Megathron with Railguns, switching some of the TII gear to Faction will allow this fit to work easily. Alternatively any CPU implant will make it work.
Fitting Blasters on this and switching a SeBo for a Webifier makes this ship instantly VG viable.
The fit and why
We fit like this for a reason and I’ll go down the fit and explain why we fit certain modules.
Highs:
7 Railguns on the Megathron since it only has 7 turret hard points & we need the long range we do not get from using Blasters, the last high slot can be filled with a number of modules the ones you see sported the most and are the most useful to the fleet are; Large Energy Transfers, Large Armor/Shield Transporters or Drone Control Augmenters. Sometimes you may find a missile bay of some sort on turret ships with extra highs & hard points for that extra oomph.
Mids:
Two Sensor Boosters (SeBo), two because you cannot reach 150k targeting with just one TII SeBo, if you have a faction SeBo, you will only need one and can jam another TC on there.
Tracking Computer (TC), pretty easy to find a reason to fit one of these on any turret dps ship and that’s because you can get more range, tracking speed or a bit of both out of this module depending on scripts you have loaded, note we have optimal in this sniper fit, with all Vs and that script your optimal is 149k which means you’ll be slapping Sansha's (sniping) shit for full damage when using Spike L.
Target Painter (TP), pretty awesome module this one, works well with all damage choices. This will blow up the sig radius and improves everyone’s applied dps, especially useful on a fast locking ship to TP your fleets primary target to enable your slower locking ships to lock it faster and hit it harder.
Lows:
Magnetic Field Stabilizers/Heat Sinks/Gyrostabilizers/Ballistic Control Units depending on your weapons, you will switch which of these you fit, ideally you want two at the very least of the module affecting your primary weapon type, more is awesome but you tend to reach a point where a Tracking Enhancer or a Drone damage Augmenter gives you more.
Energized Membranes, the Adaptive Nano Membranes are a passive module that apply Omni resist to your armor and are a very good use of a low slot for Incursions as incursion rats apply all damage types equally two of these will round everything but your weakest resist in most cases nicely, in our example you also need to add two rigs to pull the resists up to a good standard. Fitting two of these is standard, three is a little over kill.
Energized Explosive Membranes, again another passive module but increase only one resist, this one gives us explosive and helps us cover up our explosive hole.
Damage Control Unit, probably an item you should never undock without unless you are pretty comfortable flying without it, has been known to save many ships from exploding and applies decent resists to your Armor and Shield as well a whopping 60% across Hull which is a nice emergency buffer on Battleships.
Rigs:
Anti-Kin & Anti-Therm Pumps are to cushion ourselves a bit more, if you’re willing to spend a bit more on your tank slots in your lows then you do not need these.
Trimark Armor Pump to give us a bit more raw buffer, needed on a T1 hull with only one plate with no implants.
Ideally for incursions you want as much dps as you can while maintaining a strong buffer, sporting at least 70% across all resists in Armor with at least 15k Armor hit points as minimum, any higher is better.
Using passive resists over Active Hardeners is something me and others try to enforce, active hardeners can leave you naked if you run out cap/get neuted and we will not always have a spare cap transfer for an active tank so where you can please fit passive.
This fit has 75% EM 74% Therm & Kin and 73% Explosive with all Skills five and 92.6k ehp which may look a little low but with some boosts is enough for Assaults & most HQs as long as you broadcast early enough.
If you are new to incursions or not yet used to broadcasting as soon as you are yellow boxed then feel free to drop a Magnetic Field Stabilizer II for a 1600mm Reinforced Steel Plates II as TI hulls are a bit more squishy if you are slow, for TCRCs and MoMs due to their nature it may be in your best interest to carry an extra 1600mm Reinforced Steel Plates II for these sites so keep an extra with you!
Stay safe and see you on grid.
As the title states this post will contain valuable information about the 20 man Incursion sites called assaults and will also run through a generic fit for a battleship that will work in any site. Please note this post is really for people just starting out, customising and pimping fits is for another post ;)
So first and foremost, things you will need to know & have set up before you jump into any site. jestertrek.com/eve/blog/guides/incursion_sh.png This link contains most things you need to know since the time that was posted though we all now have a button the left of the Hull, Armor & Shield bars please make sure this button is set to green or you could get concordokkened which in turn is quite entertaining for everyone but you. If you are still uncertain about any of these please contact us in-game and we will help you sort your UI out.
In these sites your most common hull is going to be of a Battleship size and since they are more likely to be a T1 hull compared to their smaller sized friends, fitting for some players can be an issue, below is an example fit which you can move onto other hulls and will find that it will be viable on your typical Battleship. Hyperions, Tempests (Note, not TFIs those things are amazing) Maelstroms and anything Caldari are completely different beasts altogether.
[Megathron, Example, Assault & HQ Sniper]
7x 425mm Railgun II (Spike L)
Sensor Booster II
Phased Weapon Navigation Array Generation Extron
Tracking Computer II (Optimal Range Script)
Sensor Booster II (Targeting Range Script)
2x Magnetic Field Stabilizer II
1600mm Reinforced Steel Plates II
2x Energized Adaptive Nano Membrane II
Energized Explosive Membrane II
Damage Control II
Large Anti-Kinetic Pump I
Large Anti-Thermic Pump I
Large Trimark Armor Pump I
On this fit you’ll notice we have an empty high and M4 target painter and that is because you lack CPU on a standard Megathron with Railguns, switching some of the TII gear to Faction will allow this fit to work easily. Alternatively any CPU implant will make it work.
Fitting Blasters on this and switching a SeBo for a Webifier makes this ship instantly VG viable.
The fit and why
We fit like this for a reason and I’ll go down the fit and explain why we fit certain modules.
Highs:
7 Railguns on the Megathron since it only has 7 turret hard points & we need the long range we do not get from using Blasters, the last high slot can be filled with a number of modules the ones you see sported the most and are the most useful to the fleet are; Large Energy Transfers, Large Armor/Shield Transporters or Drone Control Augmenters. Sometimes you may find a missile bay of some sort on turret ships with extra highs & hard points for that extra oomph.
Mids:
Two Sensor Boosters (SeBo), two because you cannot reach 150k targeting with just one TII SeBo, if you have a faction SeBo, you will only need one and can jam another TC on there.
Tracking Computer (TC), pretty easy to find a reason to fit one of these on any turret dps ship and that’s because you can get more range, tracking speed or a bit of both out of this module depending on scripts you have loaded, note we have optimal in this sniper fit, with all Vs and that script your optimal is 149k which means you’ll be slapping Sansha's (sniping) shit for full damage when using Spike L.
Target Painter (TP), pretty awesome module this one, works well with all damage choices. This will blow up the sig radius and improves everyone’s applied dps, especially useful on a fast locking ship to TP your fleets primary target to enable your slower locking ships to lock it faster and hit it harder.
Lows:
Magnetic Field Stabilizers/Heat Sinks/Gyrostabilizers/Ballistic Control Units depending on your weapons, you will switch which of these you fit, ideally you want two at the very least of the module affecting your primary weapon type, more is awesome but you tend to reach a point where a Tracking Enhancer or a Drone damage Augmenter gives you more.
Energized Membranes, the Adaptive Nano Membranes are a passive module that apply Omni resist to your armor and are a very good use of a low slot for Incursions as incursion rats apply all damage types equally two of these will round everything but your weakest resist in most cases nicely, in our example you also need to add two rigs to pull the resists up to a good standard. Fitting two of these is standard, three is a little over kill.
Energized Explosive Membranes, again another passive module but increase only one resist, this one gives us explosive and helps us cover up our explosive hole.
Damage Control Unit, probably an item you should never undock without unless you are pretty comfortable flying without it, has been known to save many ships from exploding and applies decent resists to your Armor and Shield as well a whopping 60% across Hull which is a nice emergency buffer on Battleships.
Rigs:
Anti-Kin & Anti-Therm Pumps are to cushion ourselves a bit more, if you’re willing to spend a bit more on your tank slots in your lows then you do not need these.
Trimark Armor Pump to give us a bit more raw buffer, needed on a T1 hull with only one plate with no implants.
Ideally for incursions you want as much dps as you can while maintaining a strong buffer, sporting at least 70% across all resists in Armor with at least 15k Armor hit points as minimum, any higher is better.
Using passive resists over Active Hardeners is something me and others try to enforce, active hardeners can leave you naked if you run out cap/get neuted and we will not always have a spare cap transfer for an active tank so where you can please fit passive.
This fit has 75% EM 74% Therm & Kin and 73% Explosive with all Skills five and 92.6k ehp which may look a little low but with some boosts is enough for Assaults & most HQs as long as you broadcast early enough.
If you are new to incursions or not yet used to broadcasting as soon as you are yellow boxed then feel free to drop a Magnetic Field Stabilizer II for a 1600mm Reinforced Steel Plates II as TI hulls are a bit more squishy if you are slow, for TCRCs and MoMs due to their nature it may be in your best interest to carry an extra 1600mm Reinforced Steel Plates II for these sites so keep an extra with you!
Stay safe and see you on grid.