These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
 

Stupid Newbie Incursion questions (sniper HQ)

Author
Deuce Danger
Center for Advanced Studies
Gallente Federation
#1 - 2015-01-25 20:26:45 UTC
So I've got a character who is able to fully fit out a Nightmare with T2 guns and I thought I'd try incursions (probably with Warp To Me or TVP). I've read a lot of information, but there are still a few dumb questions that I have (these are in regard to HQs).

1) As a sniper, I guess there is someone who is the 'anchor' for me. Do I orbit this person at some range, or just 'keep at range' (and what range?). I'll probably also need a cap buddy, do I have to monitor them or can I just rely on them being nearby since we are both 'keeping at range' on the same anchor? Can I use two remote cap transfers on the same person if they use two on me or is there some sort of limit?

2) Most fits I see have a MWD (or an afterburner if your Caldari BS skill is high enough). Is this just to burn from gate to gate during the mission?

3) What ammo do nightmare pilots typically use (tachyon 2s)? There are a whole lot of types, but I imagine most pilots only use 2-4 of them.

4) Most fits list up to three tracking computers. What scripts do you typically load in these (and when)?


Thanks for reading!
ShahFluffers
Ice Fire Warriors
#2 - 2015-01-25 21:00:54 UTC
I can only answer #3.

Gleam (very short range, tracking bonus)
[Faction] Standard (medium range, capacitor use bonus)
Aurora (long range, tracking penalty)
Thomas Builder
Center for Advanced Studies
Gallente Federation
#3 - 2015-01-25 21:01:58 UTC
For incursions, you're better of asking in the Mission and Complexes subforum:
https://forums.eveonline.com/default.aspx?g=topics&f=248
And I guess you already read "Incursions start here" ( https://forums.eveonline.com/default.aspx?g=posts&t=206859 ), but know that you can also ask questions in that thread.

Finally, once you chose an incursion group, they should be able to answer these questions.
Solonius Rex
Federal Navy Academy
Gallente Federation
#4 - 2015-01-26 03:08:42 UTC
Deuce Danger wrote:
So I've got a character who is able to fully fit out a Nightmare with T2 guns and I thought I'd try incursions (probably with Warp To Me or TVP). I've read a lot of information, but there are still a few dumb questions that I have (these are in regard to HQs).

1) As a sniper, I guess there is someone who is the 'anchor' for me. Do I orbit this person at some range, or just 'keep at range' (and what range?). I'll probably also need a cap buddy, do I have to monitor them or can I just rely on them being nearby since we are both 'keeping at range' on the same anchor? Can I use two remote cap transfers on the same person if they use two on me or is there some sort of limit?

2) Most fits I see have a MWD (or an afterburner if your Caldari BS skill is high enough). Is this just to burn from gate to gate during the mission?

3) What ammo do nightmare pilots typically use (tachyon 2s)? There are a whole lot of types, but I imagine most pilots only use 2-4 of them.

4) Most fits list up to three tracking computers. What scripts do you typically load in these (and when)?


Thanks for reading!


I dont know about 1, but i can answer 2-4.

2. Yes.

3. All. You switch ammo when they come closer. Each ammo gives you a different optimal range. You want to maximize this by switching between ammos so that as the enemy gets closer, you will always deal maximum DPS.

4. Optimal range, if youre a sniper.
Elinari Rhodan
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#5 - 2015-02-02 12:27:25 UTC
And I can answer #1 for you

In most (if not all) incursion fleets there is a designated anchor (this will often be the FC). Common practice is to set the anchor to Keep At Range at a certain distance (the fleets I run, it's 2500m, but different FCs/communities will have different practices).

Nightmares don't often get cap buddies assigned- they can either sort it out themselves with another fleetmate, or just broadcast 'Need Capacitor' and let the logis send you some if they have some battlecaps going spare. If you're capped up with another fleetmate, you're more than likely to be in range because of the anchor.

As for cap transfers, it's usually a fair exchange (one for one, two for two, etc.) just so you're both stable as possible. If there are logi in fleet, broadcasting for cap will usually solve any little issues that arise. But if you're capping with another BS with a cap transfer, then you guys will strike a deal between you :)

Hope it helps!