When fitted to either ship, a Large Energy Transfer Array II can output over five times the amount of capacitor it uses up. In addition to their huge bonuses to shield transporter or remote armour repair modules, both the Basilisk and Guardian have bonuses to energy transfer arrays. The optimum group for 10-man Vanguard sites, for example, is two logistics ships and up to eight damage-dealers.Īlthough the Scimitar and Oneiros are valuable logistics ships, their values to incursion fleets are greatly dwarfed by the Basilisk and Guardian. For every five pilots in your gang, one of them will need to be flying a specialised tech 2 logistics ship. The EVE fitting window calculates effective hitpoints incorrectly, so the most accurate way to check your effective hitpoints is to enter your setup into EVE Fitting Tool. Splitting your logistics ships between shield and armour cuts down the maximum repair capability of the group when focused on any one player, which could prove to be a dangerous mistake if the Sansha bomber frigates decide to gang up on a single battleship.Įvery ship in your gang should have at least 50,000 effective hitpoints, and battleships should aim to have significantly more as they'll be taking more damage from Sansha torpedoes. In the same way that it's a bad idea to fit both an armour and shield tank on one ship, it's generally unwise to both armour-tank and shield-tank in the same fleet. When forming your fleet, you must decide whether it's going to be an armour-tanking or shield-tanking fleet. This proved to be unreliable in pick-up groups, and the strategy was quickly superseded by the use of logistics ships. Homogenised fleets of damage-dealing ships, each with a single remote armour repairer or shield transfer, were an initially popular choice. In the first few days following the Incursion expansion's final release, players experimented with a wide variety of tanking strategies in Sansha encounters. In this week's EVE Evolved, I tackle the fundamentals of incursion fleet design and tanking, which should be enough to help your group jump right into 10-man Vanguard encounters. This part of the guide is aimed mainly at those interested in Vanguard-level sites, but the fleet setup and tanking strategies described are fundamental to all encounter sizes. ![]() In this week's first part of the guide, we get the ball rolling with vital information on incursion fleet composition and tanking strategies. Over the next few editions of the EVE Evolved column, I'll be smashing my way through EVE's incursions to compile a comprehensive guide from the ground up. It seems that what players need most right now is a solid guide to tackling incursions. With the right fleet composition and strategy, however, all of those challenges can be overcome with ease. ![]() ![]() In some encounters, Sansha's Nation will even use deployable remote repair platforms and other structures to its advantage and will call in random reinforcement waves if your group is too slow. Incursions throw some difficult challenges at players, with focus fire melting vulnerable targets, energy neutralisers and ECM disabling your support ships, and bomber frigates wreaking havoc on large hulls. Many groups are now tackling the incursions in relative safety, and yet every incursion still sees several ill-prepared fleets decimated at the hands of Sansha's ships. The Sansha incursions have been running for over a week now, and players have come up with some clearly effective strategies for clearing the sites. In last week's EVE Evolved, I gave my first impressions of EVE Online's newest group PvE activity based on a cautious first night spent at an incursion in Obray.
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