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Best incursion ship(s) to aim for?

Author
Mfume Apocal
Brutor Tribe
Minmatar Republic
#21 - 2011-12-23 08:32:29 UTC
IMeres wrote:
Assuming I go for legion, roughly how much isk/hour would I be looking at?


Between 60-80M/hr consistently, with spurts up to 100M/hr.

EDIT: Before LP.
Tsubutai
Perkone
Caldari State
#22 - 2011-12-23 08:44:01 UTC  |  Edited by: Tsubutai
IMeres wrote:
So pretty much no chance of getting in a decent fleet that makes cash unless I bring a legion with decent faction mods or better, right?

If you want to get started with less fancy ships, join HQ/assault fleets instead - they're much more laid back and willing to take sub-optimal shiptypes, at the cost of taking longer to form up and pumping out somewhat less ISK/hr than VGs under ideal conditions. Alternatively, play outside of euro primetime - there's a lot less competition at oddball hours, making it much easier to get fleets with ships that would be passed over when things are busier. However, you'll want to get into something shiny as quickly as possible to get VG fleet invites quickly and consistently. While I know you said you'd prefer a DPS role, do be aware that flying a well-fit logi and being good at it is easily the most cost-effective way of getting into good fleets.
Endeavour Starfleet
#23 - 2011-12-23 09:15:47 UTC
He does have a good point. Tho I will add that I consistently noticed logi pilots getting ignored for invites. (Again shiny only *sigh*) Tho atleast you are starting at around 100M for the ship instead of nearly a Billion. That will leave room for putting the good stuff on that gets you invites.

I started training for the logi role. However I just feel it in my bones that CCP is going to swing the nerf bat hard at incursions before I am ready to make any serious funds with it.
IMeres
Hellfire Heavy Industries
#24 - 2011-12-23 09:26:33 UTC
When was the last time CCP nerfed anything in high-sec? Only low/null have gotten the nerfbat income-wise in the past few years.
Jill Antaris
Imperial Academy
Amarr Empire
#25 - 2011-12-23 10:06:37 UTC  |  Edited by: Jill Antaris
Endeavour Starfleet wrote:
It is pretty sad that unless you are in a 2-3B isk ship with plenty of faction mods. You just don't get picked.

This is the consequence of having the incursion system without the necessary variation in DPS that would prevent as much will to use the "shiny" fleets.


Actually the really good setups aren't really expensive, since they don't relay on over pimped tankes, just on good hulls(Bahl, Pala, Legion, NM) and the pimp in the DPS/Web/T2 weapon rigs. Also the main difference about making a good buck or just sitting around like back in the days is fleet discipline and organization. I just tried out a new Incursion channel yesterday, and even with Megas and pretty bad fittings(Vindi w/o FN webs are pretty fail) we where able to pull off a acceptable runtime out of the sites(with some NM help and lucky me the fitting is build around working without webbing support). The main difference however was after every site you had someone that needs to leave or take a small break, people where more focused on small talking than the actual incursion and overall ISK/h was pretty much crap. It is much more about dedicated people than dedicated ships/fittings, however most people that are serious here are far more likely actually bringing a good setup. This is one of the major difference to stuff like Legion Blitz gangs or good Assault gangs, stuff like this isn't acceptable there and gets you replaced with a more effective player(no matter what hull you fly) and since this most likely also pulls good fittings and players in, it doesn't come at a big surprise that this fleets steamroll sites under competition.

Endeavour Starfleet wrote:
If CCP would make the spawn alot more random (Where suddenly you can get WTFpwned before the logis can get to you) stuff. Fitting for tank would atleast grow in importance and the overall DPS and ISK/hr reduction would atleast partially stem the waterfall of isk entering the economy and allow those who have invested in tank skills more of a chance to be picked.

Early in incursions I was able to get in with a POS raven with some buffer and launchers and it was fun. Now the ONLY thought is ISK/HR.


The reason because you can go light on tank in good gangs is that you most likely will also have good logis that are on the ball. You can take the same tank in a gang with 2 T2 RR fitted Logi 5 setups w/o hitting less then 80% on the tanking layer or 3 random logis wile constantly hitting below the 50% ballpark because somebody doesn't pay attention. VGs don't even push you as a good logi, since you should have anybody locked/in watchlist, the more tricky part is to catch people in Assaults+ that forget to post by confirming visually what ships takes the damage and marking the RR target to the other logis as Logi FC or starting cycle schemes in the cap chain to keep cap heavy/neuted ships running while keeping every logi caped up at the same time.

I can remember people forming Assault fleets in the early days, 1h formup, by a guy that never FCed such sides, with T1 Snipers that forget long range ammo, Ravens that forget SBs and Logis leaving right in the site because they had something better to do. The reason this fleets where just a wast of time for anybody evolved was not that the lack of expensive hulls but the lack of organization.

IMeres wrote:
So pretty much no chance of getting in a decent fleet that makes cash unless I bring a legion with decent faction mods or better, right?

Assuming I go for legion, roughly how much isk/hour would I be looking at?


Depends a lot what kind of fleet you are in and how good it is organized. A well FCed Legion only fleet can pull off the 100M+. In my opinion it is a lot more about you being effective in your ship, knowing what counts(200M for faction damage mods and FN webs does, super pimped tanks don't), knowing yourself how to run the sites very efficient and being a good team player.
Dravidshky
Falling Outside The Normal Moral Constraints
#26 - 2011-12-23 10:20:10 UTC
I used to run with a T2/Meta 4 fitted Megathron until I amde the isk to upgrade, and even now the only expensive modules I use are fed navy webs, imp navy EANMs and imp navy heatsinks.

and a friend of mine recently started running incs with pretty much the same fit as I started out with and he don't have any trouble getting into a fleet.

If you cant get into a fleet without a 3b pimpmobile you're X'ing up in the wrong channel.
IMeres
Hellfire Heavy Industries
#27 - 2011-12-23 11:44:24 UTC  |  Edited by: IMeres
Thanks everyone for the feedback:)

Re ppl leaving after one site: how long (sites and time) does an incursion op usually last?

Also, I'd be most grateful if smb pointed me to some decent incursion channels(armor ones, since I'm set on a legion)
Jill Antaris
Imperial Academy
Amarr Empire
#28 - 2011-12-23 12:00:45 UTC  |  Edited by: Jill Antaris
IMeres wrote:
Thanks everyone for the feedback:)

Re ppl leaving after one site: how long (sites and time) does an incursion op usually last?

Also, I'd be most grateful if smb pointed me to some decent incursion channels(armor ones, since.I'm set on a legion


Depends a bit, some gangs run basically 23/7 they just swap out logis, DPS and FCs.

Most will be alive and kicking for 3-5h, if you have a proper FC that also can replace people quick you looking at about 25-40 VGs or 12-20 Assault sites.

Try "The Ditanian Fleet" for armor gangs.
Xavier Angelo
Protean Concept
Sedition.
#29 - 2011-12-23 13:58:46 UTC
For Shield VG's

Vindi has the highest DPS and the Nightmare has the highest applied DPS w/o webs

The mach is inferior to both ships. I ran the math for all 3 BEFORE the blaster tracking buff
Goose99
#30 - 2011-12-23 16:36:34 UTC
Xavier Angelo wrote:
For Shield VG's

Vindi has the highest DPS and the Nightmare has the highest applied DPS w/o webs

The mach is inferior to both ships. I ran the math for all 3 BEFORE the blaster tracking buff


Lol@math. Note the EFT warrioring right there. If math comes into it Vindi fleet would have a chance contesting with Legion fleet in NCOs. Ironically, armor Mach fleet is the only one that stands a chance - similar dmg projection, tracking speed, cruiser sized locking speed, sig, agility, speed, etc.
Sokniw
Deep Core Mining Inc.
Caldari State
#31 - 2011-12-23 16:54:13 UTC  |  Edited by: Sokniw
Armor fleets - Navy issue bs, or Legion, Loki, Protues, Absolution, Paladin, Bhaalgorn, Vindicator, Kronos, Mach. Logi - Gaurdian or Oneiors. Any of these ships would be ideal, ask for recommended fits, fit all t2 except for rigs, and you should get picked up somewhere along the way. I fly a Navy Mega, i FC when i look for members those t2 and t3 ships get my first pick.

i dont fly shield fleets so... i see machs, nightmares, tengu. ect ect ect lol
Mfume Apocal
Brutor Tribe
Minmatar Republic
#32 - 2011-12-23 21:30:59 UTC
Goose99 wrote:
Lol@math. Note the EFT warrioring right there. If math comes into it Vindi fleet would have a chance contesting with Legion fleet in NCOs. Ironically, armor Mach fleet is the only one that stands a chance - similar dmg projection, tracking speed, cruiser sized locking speed, sig, agility, speed, etc.


I like how you call someone out for EFT warrioring, then immediately imply that sig, agility and speed matter while running NCOs.
m0cking bird
Doomheim
#33 - 2011-12-23 21:36:50 UTC
Optimal armour VG Fleet
-
Legion
Zealot
Absolution (Harbinger sub)
Bhaalgorn (loki sub)
Onieros
Guardian
railgun-Proteus

2 logistics
9 damage ships or 10 (max)
J Kunjeh
#34 - 2011-12-23 22:37:24 UTC
I highly, highly recommend you read through all 4 parts of Jester's guide's to Incursions. They can be found here:

Guide: Introduction to Incursions, Part 1

Guide: Introduction to Incursions, Part 2

Guide: Introduction to Incursions, Part 3

Guide: Introduction to Incursions, Part 4

He also has Incursion fits occassionally as part of his Fit Of The Week feature.

"The world as we know it came about through an anomaly (anomou)" (The Gospel of Philip, 1-5) 

Goose99
#35 - 2011-12-24 05:25:06 UTC  |  Edited by: Goose99
Mfume Apocal wrote:
Goose99 wrote:
Lol@math. Note the EFT warrioring right there. If math comes into it Vindi fleet would have a chance contesting with Legion fleet in NCOs. Ironically, armor Mach fleet is the only one that stands a chance - similar dmg projection, tracking speed, cruiser sized locking speed, sig, agility, speed, etc.


I like how you call someone out for EFT warrioring, then immediately imply that sig, agility and speed matter while running NCOs.


It's all connected, and originate from the fact that Mach handles not like a BS, but one hull size smaller. Sig, in particular, is a factor in its locking speed being competitive with Legion. Agility is responsible for align and bounce. All are interrelated to "handling." Fly it first, then look at stats, and you'll see why it handles the way it does. Just EFT, and you'll miss everything that matters.
Archare
Aliastra
Gallente Federation
#36 - 2011-12-24 07:16:06 UTC
Goose99 wrote:
Mfume Apocal wrote:
Goose99 wrote:
Lol@math. Note the EFT warrioring right there. If math comes into it Vindi fleet would have a chance contesting with Legion fleet in NCOs. Ironically, armor Mach fleet is the only one that stands a chance - similar dmg projection, tracking speed, cruiser sized locking speed, sig, agility, speed, etc.


I like how you call someone out for EFT warrioring, then immediately imply that sig, agility and speed matter while running NCOs.


It's all connected, and originate from the fact that Mach handles not like a BS, but one hull size smaller. Sig, in particular, is a factor in its locking speed being competitive with Legion. Agility is responsible for align and bounce. All are interrelated to "handling." Fly it first, then look at stats, and you'll see why it handles the way it does. Just EFT, and you'll miss everything that matters.


For NCO's a t3/BC fleet will generally beat out a battleship fleet simply due to locking and killing targets and applying dps before battleships get their locks in. Generally armor fleets run legion fleets because when in a battleship fleet configuration the OTA shield battleship blitz fleet will outdamage an armor one when standard pubbie fit. (yes a lot of armor bses can fit 3 gyros/magstabs/heatsinks but most generally only have 2). I wanna bet however that a shield loki/sleipner fleet could probably give a legion fleet a good run for it's money, but I think most shield fleets have the mentality of why bother when I can just blitz OTA's.

Anyways for shield shiney ships, the nightmare is currently king mainly because most ppl are lazy in their isk farming. With the long range of pulse scorch lasers they are generally in optimal range of everything and if not, within a few seconds. This lets them sit at a warpin and just mash their f1 rainbows of doom. After the nightmare, the machariel with barrage can do well pumping out damage in falloff on targets. and lastly is the vindicator which having a few along in the fleet is nice to keep NCO's relatively painless.

In some ways the best pirate BS for each vanguard site directly correlates with their weapon systems. NCO's all spawn within 20k or so with small frigate targets so generally the high tracking 90% web vindicators are the best performing ships. In NMC's the close range romis followed by the 60-70km spawns of frigates favor the machariel due to it's ability to hit distant targets, and do a lot of damage close up, while the OTA the nightmare performs becuase of the long ranges of spawns.

Caveat to the above statement is that it's true only if people are lazy and just sit on the warpin and don't move. I'm starting to have some success with a MWD vindicator to close the distance to increase blaster dps, and think the same would work well on a machariel. It's especially nice to light up a deltole with void ammo at <5km

Ideal ship set up would be for me

2 basis with remote sebos and at least one of the basi's 4/2 fit to feed cap requests
4 nightmares
3 machariels
2 vindicators

All of the dps ships should be dual faction webs and an offgrid skirmish booster. Also vindicators should fit MWD to be useful in OTAs
Mina Sebiestar
Minmatar Inner Space Conglomerate
#37 - 2011-12-24 07:23:58 UTC  |  Edited by: Mina Sebiestar
@ Goose 99 sig rad don't have anything with locking speed scan resolution does and it cant touch legion one when fitted with correct sub but it is fastish to lock for a battleship.

NM or Mach as main raw dmg dealers

Bhaalgorns and Vindis as webers

odd loki or sleip here and there

logis all flavors.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Philderbeast
Native Freshfood
Minmatar Republic
#38 - 2011-12-24 10:32:47 UTC
I gave most of this info to my corp recently, here are the important parts.

start with a t1 BS, I only do shield fleets (cause that's what my alliance has the logi for) and make sure you have a t2 tank at minimum, aim for 70% as a minimum for your resists and as much EHP as you can squeeze out of it (with in reason).

I recommend an Abbadon, Rokh, Megathron or Maelstrom to start, and yes you can sheild tank them all for incursions (and use those lows for DPS (and a DCII) your Choice will depend on what race you fly. and put short range guns in the Highs (Blasers, pulse and AC's) using meta 4's if you cant fit t2 guns.

if you have any spare mids other mods to consider are tracking computers (with tracking scripts), sensor boosters, webs and target painters.

Contrary to what a lot of people in here have said this will get you in to fleets in BTL. and i have run fleets almost entirely made up of ships like this and BEAT shiny fleets in contests, by simply coordinating my fleets.

ideally with this fleet you will have 1 long rage webber (i like a loki) with faction webs to help stop the frigs so the BS guns will hit them, and i like 3 logi, particularly if your starting out, to give you a little more safety net (although VG sites can be run with 2 logi)

for more information have a read of http://incursions.nexsoft.de/?mode=news there is a lot of info there on what to use, and why so your not fitting your ship blindly.
Killstealing
Brutor Tribe
Minmatar Republic
#39 - 2011-12-25 00:54:53 UTC
lowsec incursions add up to 100m/hour even for the newbies in hurricanes that join up. It's pretty cool cash and because it's lowsec we don't get the annoying publords that sperg about everything.
Isan'na
Ministry of War
Amarr Empire
#40 - 2011-12-25 03:02:17 UTC
Archare wrote:


Caveat to the above statement is that it's true only if people are lazy and just sit on the warpin and don't move. I'm starting to have some success with a MWD vindicator to close the distance to increase blaster dps, and think the same would work well on a machariel. It's especially nice to light up a deltole with void ammo at <5km

Ideal ship set up would be for me

2 basis with remote sebos and at least one of the basi's 4/2 fit to feed cap requests
4 nightmares
3 machariels
2 vindicators

All of the dps ships should be dual faction webs and an offgrid skirmish booster. Also vindicators should fit MWD to be useful in OTAs


Caveat to the movement is that if they aggress the MWD Vindi then the spawns will be pushed away from the main fleet; also, if you're competing, you have less time to get in range and be useful.

As for the Machariel vs Nightmare:

NM faction ammo is more affordable.
NM close range ammo does the same damage at 15 and tracks better (0.076 vs 0.0933)
NM scorch does more damage between 40km and 70km vs RF EMP on the Mach.
NM with a scan-res SeBo has the same scan-res as a Mach without a SeBo, but the Mach doesn't have the extra midslot to fit one.
Same tank, NM has one more utility high. Granted, this assumes a WELL FIT NM and not a scrubfit...

I'd take a fleet of 2 basis and 8 NM to be honest.
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