Difference between revisions of "User:Cassiel Seraphim/Sandbox"

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= Always bring faction ammunition =
 
We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, but most of the time you'll be using faction ammunition since it does not suffer the tracking or range penalties most short range tech two ammunitions do.
 
 
===== Projectile ammunition =====
 
http://image.eveonline.com/Type/21894_32.png '''Republic Fleet EMP L'''<small> <ref>'''Republic Fleet Fusion L''' and '''Phased Plasma''' works too, any of the short range ammo is good. Get the cheapest available when you stock up.</ref></small> ''(for both autocannons and artillery)''<br>
 
<small><references/></small>
 

Revision as of 08:00, 20 March 2013

New icons

Warp scrambling Warp disrupting Energy neutralizing Target painting Webbing Jamming

Warp scrambling Warp scrambling Warp scrambling

Warp disrupting Warp disrupting Warp disrupting

Energy neutralizing Energy neutralizing Energy neutralizing

Target painting Target painting Target painting

Webbing Webbing Webbing

Jamming Jamming Jamming

Scripts Sensor Boosters -

Tracking Speed Script Optimal Range Script Scan Resolution Script Targeting Range Script


Hull Resists

Shield Armour Structure

Electromagnetic resistance Thermal resistance Kinetic resistance Explosive resistance

Template

Enemy Description
JammingWarp scramblingEnergy neutralizingTarget paintingWebbing Something Textaboutsomething

Sansha's Manual

Enemy Defensive Data Offensive Data
17924_256.png Eystur Rhomben

JammingWarp scramblingEnergy neutralizingTarget paintingWebbing

Ship Stats Electromagnetic Resistance Thermal Resistance Kinetic Resistance Explosive Resistance
Shield Hit Points 2,500 HP
 60 %
 60 %
 60 %
60 %
Armour Hit Points 1,250 HP
 43 %
 43 %
 43 %
 43 %
Structure Hit Points 625 HP
 0 %
 0 %
 0 %
 0 %

Effective Shield Hit Points XX,XXX Effective Shield Hit Points

Damage / Volley Electromagnetic Damage Thermal Damage Kinetic Damage Explosive Damage
Turret Damage 2,500 HP - - - -
Torpedo Damage 1,250 HP - - - -

Optimal Range Script 10km optimal + 1km falloff range
Tracking Speed Script 0,4 tracking speed
Signature Radius49 meter signature radius
Targeting Range Script 12km attack range

Shortlist

Icon target frigate.png Evil Sansha Frigate JammingWarp scramblingEnergy neutralizingTarget paintingWebbing
Icon target cruiser.png Evil Sansha Cruiser JammingWarp scramblingEnergy neutralizingTarget paintingWebbing
Icon target battleship.png Evil Sansha Battleship JammingWarp scramblingEnergy neutralizingTarget paintingWebbing

Progression template

 67%

For resists:

 60 %
 43 %
 33 %
 90 %

Resists

shield electromagnetic resistance shield thermal resistance shield kinetic resistance shield explosive resistance

Resist-table

Ship Stats shield electromagnetic resistance shield thermal resistance shield kinetic resistance shield explosive resistance
Icon shield.png 2,500 HP
 60 %
60 %
60 %
60 %
borderless 1,250 HP
 43 %
 43 %
 43 %
 43 %
Icon hull.png 625 HP
 0 %
 0 %
 0 %
 0 %

Synth boosters

The synth boosters are expensive and only lasts for 30 minutes, but they are legal and has no drawbacks. It's not a common practice to use boosters, but if you're looking for that extra edge and is willing to pay for it, you can.

The first slot offers the following legal boosters:

28670_32.png Synth Blue Pill Booster (+3% shield boost)
28676_32.png Synth Exile Booster (+3% armour repairs)
28680_32.png Synth Mindflood Booster (+3% capacitor capacity)
28682_32.png Synth X-Instinct Booster (-2,25% signature radius)

The second slot offers the following legal boosters:

28674_32.png Synth Drop Booster (+3% turret tracking speed)
28678_32.png Synth Frentix Booster (+3% optimal range)
28684_32.png Synth Sooth Sayer Booster (+3% falloff range)

The third slot offers the following legal booster:

28672_32.png Synth Crash Booster (+5% speed and +5% scan resolution)