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Missions & Complexes

 
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Incursions questions

Author
Taiyri Uchonela
Deep Core Mining Inc.
Caldari State
#1 - 2012-08-29 22:38:32 UTC
So I've started looking into doing incursions and they seem like they would appeal to what I like to do in Eve. I am still a long ways off from being able to field a battleship suitable for one but I'm starting to work my way there. (Currently working on getting a Lvl 4 mission runner ready to help save up ISK while I train)

With that in mind, what resources or steps should I take to be as ready as possible once I step foot inside one? I've read 2 guides on them so far, and while they were quite helpful I get the feeling there is a lot more information that wasn't conveyed.

How would you guys recommend getting enough information so I feel comfortable enough going into an Incursion without freaking out about screwing up and getting other people killed?

I don't mind waiting the necessary time to train and fit that awesome Machariel, but if I get someone else killed it's really not going to be worth it in my opinion.

http://thepvpexperience.com

goldiiee
Bureau of Astronomical Anomalies
#2 - 2012-08-29 23:44:20 UTC  |  Edited by: Goldiiee
There are several different groups to fly with depending on you ship preference and your skill lvl. the easy way is to find a maelstrom and fit it with a big buffer tank get all the resists above 70% and get in a fleet. learn from you mistakes and ask alot of questions.

Things that keep me up at night;  Why do we use a voice communication device to send telegraphs? Moore's Law should state, Once you have paid off the last PC upgrade you will need another.

DarthNefarius
Minmatar Heavy Industries
#3 - 2012-08-30 00:54:30 UTC
If armour ships are your thing you can visit the chat channel "The Ditanian Fleet" and ask a few questions there also
An' then Chicken@little.com, he come scramblin outta the    Terminal room screaming "The system's crashing! The system's    crashing!" -Uncle RAMus, 'Tales for Cyberpsychotic Children'
Lag Amplifier
Insidious Bastards
#4 - 2012-08-30 01:04:18 UTC
Their is The Valhalla Project (shield fleet for mainly HQ and Assault Sites) and The Ditanian Fleet (armor fleets). Another channel is ISN Secondary, but you need T2 guns and a pirate BS to fly with them most of the time.

I would work towards a shield tanked ship, easier to get fleets with. A 1400MM Maelstrom is good for HQ and Assault fleets and a easy stepping stone to a Mach. You can join any of those channels and people will be nice enough to answer your questions.
Taiyri Uchonela
Deep Core Mining Inc.
Caldari State
#5 - 2012-08-30 13:04:25 UTC  |  Edited by: Taiyri Uchonela
Alright, thanks for the help guys. Would it be more plausible to train for the maelstrom and get 2 hulls, one for missions, and one for starting incursions instead of training for the Raven then moving to the Maelstrom and of course finishing out with the Machariel?

Edit: I just answered my own question. Starter maelstrom fit will only take 29 days, as opposed to the 40 that it will take me to get into a raven.

http://thepvpexperience.com

Vrykolakasis
Sparrowhawks Corp
#6 - 2012-08-30 14:39:25 UTC
On Mael/Raven: gun skills of some type will help you out in incursions more than missile skills. While missiles do have excellent damage projection against many targets and are honestly a great option for missions, wormholes, or basically any solo PvE, direct fire fleets will often kill many of the main targets in incursions before missiles even hit, and you will almost always lose a volley.

Additionally, a properly fit Maelstrom is quite a good mission ship, given the shield boost bonus and slot layout.

Things that are important to train for missions and incursions include tracking computers, sensor boosters, and tech 2 projectile and shield rigs (eventually), along with the obvious tech 2 autocannons and artillery (or blasters/rails, pulses/beams), t2 hardeners, shield or armor compensation skills, and energy/shield transfer skills.
Pony Lord Planck
Doomheim
#7 - 2012-08-31 06:00:16 UTC
Vrykolakasis wrote:
On Mael/Raven: gun skills of some type will help you out in incursions more than missile skills. While missiles do have excellent damage projection against many targets and are honestly a great option for missions, wormholes, or basically any solo PvE, direct fire fleets will often kill many of the main targets in incursions before missiles even hit, and you will almost always lose a volley.

Additionally, a properly fit Maelstrom is quite a good mission ship, given the shield boost bonus and slot layout.

Things that are important to train for missions and incursions include tracking computers, sensor boosters, and tech 2 projectile and shield rigs (eventually), along with the obvious tech 2 autocannons and artillery (or blasters/rails, pulses/beams), t2 hardeners, shield or armor compensation skills, and energy/shield transfer skills.


False after many months in wormholes we came to the conclusion that missiles are still **** and a well fit gunboat still does more damage ;)
Vrykolakasis
Sparrowhawks Corp
#8 - 2012-08-31 07:01:39 UTC
Pony Lord Planck wrote:

False after many months in wormholes we came to the conclusion that missiles are still **** and a well fit gunboat still does more damage ;)


Direct fire support is always going to have faster application especially in fleet roles, no matter if you are in a wormhole or not; and in good fleets missiles may not hit. I did mention solo PvE. The complete lack of damage reduction based on range, the removal of transverse velocity from the damage equation, and the open midslots that would, on well fit gunboats, be used for tracking computers, means that in many cases, heavy missiles and cruise missiles do better/more reliable solo damage application against varied targets than their projectile counterparts, leading to slightly faster completion times. Missiles are in no way superior to direct-fire options, but are an effective, relatively balanced option.