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Missions & Complexes

 
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Incursions Start here.

First post
Author
Goldiiee
Bureau of Astronomical Anomalies
#81 - 2013-03-16 05:30:44 UTC
DarthNefarius wrote:

Incredible Screenshots, :)

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.

Pearlescent Blue
Perkone
Caldari State
#82 - 2013-03-19 08:24:19 UTC
With a friendly bump, back to the top. Big smile
Hyperr
Alpha Qew
#83 - 2013-03-20 03:08:07 UTC
few questions


armor or shield fleets more active?


top 3 ships to fly "in armor and shields. sides logi to get into fleets fastest"


Shields
1.
2.
3.

Armor
1.
2.
3.



currently can fly a legion teched 2 out


and amarr battle ships t2 meta 4 guns


what would be better
Sturmwolke
#84 - 2013-03-20 04:23:21 UTC  |  Edited by: Sturmwolke
Shields
1. Nightmare
2. Vargur / Machariel
3. Kitchen Sink

Armor
1. Paladin
2. Vindicator / Kronos
3. Megathron Navy / Machariel
BlackPyroStorm
Caldari Provisions
Caldari State
#85 - 2013-03-20 10:14:53 UTC
From sheer numbers alone shield fleets are a lot more popular.
Top3 shield dps ships: Nightmare, Machariel, Vindi. Vindi might be best as it's the only one that occasionally has a specific role as a drone bunny.

Armor would most commonly be as Sturmwolke had said. Nightmare can be used effectively in armour fleet comps too
Gerark
#86 - 2013-03-21 10:31:46 UTC  |  Edited by: Gerark
I currently have 2 potential pilots that I would like to get into incursions. This guy is probably more DPSish, both hybrids and projectiles, with BS5, decent shield and armor tanking skills. But I could also be a back up logistics, Logi 5, if needed. What skills should I get to 5 for Logi duty?
I've never understood how fleet/wing/squad boosting works, can a single pilot with Fleet command 4 boost 20 squadrons? Do only people on-grid get payouts? So could you have a single OGB boosting 4 squads split into 2 groups running 2 sites at the same time without messing with the optimum payout formula thing? Again, I don't know how it works. My question is would it be desirable to get Command Ships on my second character that already has Fleet Command 4 and all other Leadership skills at 5 to be an OGB? The same character will eventually be able to pull Logi duty, also has Logi 5, but has no support/module skills for it at all, so no remote modules yet. This way I can contribute in some way while I train for a more active role.
I only do high-sec PvE, so if there is some trouble causing people to clash for Incursion sites I would probably not join... I'm a wuss.
Goldiiee
Bureau of Astronomical Anomalies
#87 - 2013-03-21 11:45:36 UTC  |  Edited by: Goldiiee
Wow that’s a lot of good questions, I will try to answer them one at a time and in order.

Having both Logistics and DPS covered is the best way to maximize your time doing incursions, while running both at the same time is a really bad idea, having both available for fleet is great. A fleet often falls apart due to lack of a logi or dps pilot replacement, being able to field both pilots will be of great benefit to a fleet, and ensure longer fleet running times. I recommend that all logistics pilots train Logi 5 to provide the most cap stable highest repair rate ship a fleet can have. And Multitasking to 3 will give you 10 locked ships, Multitasking 4 will give you 11 locks but you will need to fit a Signal Amplifier, Multitasking 5 gives you 12 but is rarely necessary.

For some communities the logi pilot handles Ore running in the ’Nation Mining Colony’: basically dropping a stack of ore in a can 60km from warp in point that completes the site when all the rats are dead. Additional task that Logi pilot get is Hacker in the VG site ‘Override Transfer Array’ so Hacking will need to be trained to 3 or 4.

This is a pair of high end logi fits [Scimitar]
[Scimitar, VG utillity]
4x Large Shield Transporter II

Pithum C-Type Adaptive Invulnerability Field
Corelum B-Type 10MN Microwarpdrive
2x Codebreaker I
Cap Recharger II

Capacitor Power Relay II
3x Dark Blood Power Diagnostic System

Medium Ancillary Current Router II
Medium Capacitor Control Circuit II

4x Medium Armor Maintenance Bot II
1x Light Armor Maintenance Bot II

[Scimitar, Links]
4x Large Shield Transporter II

4x Shadow Serpentis Tracking Link (Tracking Speed Script)
Pithum C-Type Adaptive Invulnerability Field

3x True Sansha Capacitor Power Relay
Signal Amplifier II

Medium Capacitor Control Circuit II
Medium Ancillary Current Router II

4x Medium Armor Maintenance Bot II
1x Light Armor Maintenance Bot II



Only the pilots on grid, in fleet, and in a ship that is not a noob ship or shuttle will get paid.

Fleet and wing boosts are a real PITA till someone explains it one time; it’s easiest to do all this if you look at the fleet composition in the Hierarchy view. First of all Leadership 5 allows for 10 pilots in a squad so this must be trained to 5. Additionally each level of Wing Command allows the FC to add one squad of 10 pilots, plus himself, to his fleet, so a minimum of squad command 2 is required to run a VG fleet with 12 people in it. Assaults will require 20 pilots, so two full squads, but I would recommend training it to 3, as it will simplify squad structure IE: Logi squad, Long range squad, short range squad.

The boosts are distributed by assigning a booster the role of Wing boost usually revoking everyone’s booster roles and then assigning them in ascending order will correctly distribute the boosts, so the OGB gets wing boost, and squad leaders get squad boosts, the FC will be in the wing lead role but not assigned as a wing booster unless the OGB is in a higher Hierarchical role such as fleet Commander.

An OGB can be shared between two Wings, but the Broadcasts from the FC will get very confusing if it is not configured correctly (both fleets will be getting the same commands from warp to, align to, and whatnot) so usually one OGB per fleet and one FC per OGB.

There is a constant competition for premium sites, and E-Peen is rabid among Incursion communities and this usually amounts to trolling in local, and forum bombing at its worst, any danger to your ship will be on grid with you. To ensure the safety of all fleet members War Deced pilots are not repped in most fleets, as the aggression timers would bring a fleet to a standstill the same as if a war target entered local, pilots are usually informed of this when they get in a fleet.

The clash for Incursion sites is done on grid, if two fleets enter a site, the fleet that does the most damage for the duration of the site gets paid, the other fleet does not get paid at all, this causes a lot of discord.

Phew... Well I think I covered everything.

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.

marVLs
#88 - 2013-03-21 17:35:17 UTC
Sturmwolke wrote:
Shields
1. Vindi
2. Nightmare
3. Machariel


Fixed
Lokna Rohgar
Logars Heroes
#89 - 2013-03-22 07:42:24 UTC
In the original post could you fix the typo in The Ditanian Fleet channel name, thanks!
Goldiiee
Bureau of Astronomical Anomalies
#90 - 2013-03-22 07:46:35 UTC
Lokna Rohgar wrote:
In the original post could you fix the typo in The Ditanian Fleet channel name, thanks!

Fixed, sorry sometimes a few typos seem to slip past.

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.

Fehyd Rautha
The Scope
Gallente Federation
#91 - 2013-03-22 13:50:21 UTC  |  Edited by: Fehyd Rautha
Just a little question about this. Aside from Logistics 5, is it mandatory to have Shield Emission and Energy Emission skills at 5 as well, or will a T2 fit (and thus the skills at 4) suffice?
Goldiiee
Bureau of Astronomical Anomalies
#92 - 2013-03-22 14:02:17 UTC
Fehyd Rautha wrote:
Just a little question about this. Aside from Logistics 5, is it mandatory to have Shield Emission and Energy Emission skills at 5 as well, or will a T2 fit (and thus the skills at 4) suffice?

You can make both the shield logistics ships work with Both, Shield Emisions and, Energy Emisions at 4. Getting them to 5 is not needed as far as I can tell.

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.

Fehyd Rautha
The Scope
Gallente Federation
#93 - 2013-03-22 15:04:42 UTC
Alright thanks. I've got armor / shield / energy transfers at 4 so can do whatever. I'll come visit the public channels and see if I can get some action. :)
Goldiiee
Bureau of Astronomical Anomalies
#94 - 2013-03-25 12:33:01 UTC  |  Edited by: Goldiiee
Desperate bump, couldn't think of anything to write about other than the tedium of waiting for a new high sec spawn.

Safe flying for those in need, and much Pew Pew for the rest.

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.

Pearlescent Blue
Perkone
Caldari State
#95 - 2013-03-25 13:33:46 UTC
Goldiiee wrote:
Desperate bump, couldn't think of anything to write about other than the tedium of waiting for a new high sec spawn.

Safe flying for those in need, and much Pew Pew for the rest.



while you wait Goldiiee, what are good clearing times for VG/AS/HQ?
Goldiiee
Bureau of Astronomical Anomalies
#96 - 2013-03-26 09:08:36 UTC  |  Edited by: Goldiiee
Pearlescent Blue wrote:
while you wait Goldiiee, what are good clearing times for VG/AS/HQ?

I like to think of an hourly rate and work backwards, so for 100mil an hour Vg’s should be completed in 6 minutes gate to gate. Assaults should be completed in 11 minutes, and HQ’s in 18 minutes (takes three hours to make the average of 100mil/hour to become evident)

Of course there are groups that do these sites anywhere from 20% to 50% faster, but they are fielding well over 190 billion worth of equipment in fleet. Add to that the total Skill Points in the fleet approaching or above 1,230,000,000, to get a better handle on that, it’s 55 years worth of training time at 2550 SP/hour. (I did a quick poll of HQ fleet members and got the average of 30mil SP per toon) Taking all that into account should help explain why some communities do Incursions so much faster than others.

Making less than 100mil an hour is dangerously close to LVL-4 mission pay, add the waiting time for fleets, and the increased risk of something going catastrophically wrong, and you will have to consider whether you’re doing this for the community, challenge and fun, or for the ISK.

If you feel your completion times are slow, and you are sure it’s not you that is lacking in SP and damage projection, then it is probably a good idea to poll the fleet for SP and DPS to see if there are some hole that needs filled.

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.

Goldiiee
Bureau of Astronomical Anomalies
#97 - 2013-03-29 13:40:51 UTC
Bump for access

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.

Numba2 Special
State War Academy
Caldari State
#98 - 2013-03-29 14:02:02 UTC
Are Machs only wanted as 1400mm snipers? I recently trained into one (first turret boat, I've been a missile pilot for some time) and have run a couple incursions with 800mm AC and 1400mm Arty fits, and I greatly preferred the AC fit. But all of the incursion channels I've found that list fits only include Arty fits for Machs. If I want to stay with short range dps turrets do I need to work towards a Vindicator instead? I only have Large Projectile Turrets to 3 so it would be quick to train large hybrids up to my current projectile skill level.
Goldiiee
Bureau of Astronomical Anomalies
#99 - 2013-03-29 15:13:57 UTC
Numba2 Special wrote:
Are Machs only wanted as 1400mm snipers? I recently trained into one (first turret boat, I've been a missile pilot for some time) and have run a couple incursions with 800mm AC and 1400mm Arty fits, and I greatly preferred the AC fit. But all of the incursion channels I've found that list fits only include Arty fits for Machs. If I want to stay with short range dps turrets do I need to work towards a Vindicator instead? I only have Large Projectile Turrets to 3 so it would be quick to train large hybrids up to my current projectile skill level.

If you prefer Autos then X up with autos, I don’t think I have ever turned down a pilot because he preferred autocannons, and I think most FC’s would feel the same way. 800 mm Machs are still very useful for fleets, although not as handy as a Vindicator for roasting up close targets it still does wonders blapping Tamas on approach, keep a set of Fed Navy webs handy so you can assist in the webbing of orbiting targets, and bring a whole lot of ammo.

I know one of the reasons I switched to artillery was for the savings in ammo, going through roughly 1 million ISK worth of faction EMP for each VG site was bad enough but the 3 to 5 million in HQ’s was just obscene.

Arty Machs are great for sniper and clearing Sansha BS’s from the site, in contests a well timed artillery shot will remove the armour and structure entirely (I get 17k hits quite regularly). But if you love the rapid fire of the autos then train them up and follow with arties.

Or like you said train Hybrids, Blaster Vindi is good for Drone commander, and the Web bonus makes it a no brainer for an FC to pick it for that role. But be aware the blasters work best at T2, the T2 ammo has specific purposes in site so ammo changes should be expected, if your closer to T2 autos and Artys, than T2 blaster and rails, you will be better off finishing training one before switching to the other.

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.

Numba2 Special
State War Academy
Caldari State
#100 - 2013-03-29 15:24:31 UTC
Glad to hear that, thank you :)