Difference between revisions of "User:Cassiel Seraphim/Sandbox4"

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== Standard setup ==
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= Recommended implants =
Below is a standard setup for your tank in our fleets. These fits are probably considered overtanked by many public communities and they are in fact overtanked for the most part. There are several reasons for it, mainly it is for safety, to give us a larger buffer and more leeway to save ships if things go wrong. We are not as concerned about pushing for efficiency above safety.
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There are plenty of implants that are useful for incursion runners. While one shouldn't run around with a head full of expensive implants during war, there are some rather cheap +3% implants you could use even while at war.
  
We also recommend fits that are flexible in terms of being able to do vanguards, assaults and even headquarter sites with the same ship. So some seemingly superfluous rigs are there to enable the ships to just swap out a few midslots and go from vanguards to headquarter sites.
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When the cost of your clone isn't an issue, there are +6% implant variants of these implants that greatly increase your efficiency.
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
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== Gunnery implants ==
|-
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There are several implants improving damage, rate of fire, tracking. Below are implants that help you regardless which ship you fly as they benefit all turret ships.
! style="background:#222222;" | Slots
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{| style="font-size:90%;"
! style="background:#222222;" | Regular ships
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|-
! style="background:#222222;" | Navy / Fleet Issue
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| [[image:icon_implant_hardwiring.png‎|30px]] '''Eifyr and Co. 'Gunslinger' Motion Prediction MR-703''' ''(slot 7, +3% turret tracking speed)''
! style="background:#222222;" | Advanced
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|-
|- valign="top"
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| [[image:icon_implant_hardwiring.png‎|30px]] '''Inherent Implants 'Lancer' Gunnery RF-903''' ''(slot 9, +3% rate of fire)''
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
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|}
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
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For '''Battleships''' and large guns, the next implant is split across each racial weapon system.
[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
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{| style="font-size:90%;"
[[Image:icon_hardener_em_ii.png|24px|EM Ward Field II]] EM Ward Field II
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|-
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
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| [[image:icon_implant_hardwiring.png‎|30px]] '''Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1003''' ''(slot 10, +3% to large projectile weapons)''
[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
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|-
[[Image:icon_hardener_em_ii.png|24px|EM Ward Field II]] EM Ward Field II
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| [[image:icon_implant_hardwiring.png‎|30px]] '''Inherent Implants 'Lancer' Large Energy Turret LE-1003''' ''(slot 10, +3% to large energy weapons)''
| nowrap style="vertical-align:middle;" | [[Image:icon_hardener_adaptive_deadspace.png|24px|Pithum C-Type Adaptive Invulnerability Field]] Pithum C-Type Adaptive Invuln ...<br>
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|-
[[Image:icon_hardener_adaptive_ii.png|24px|Adaptive Invulnerability Field II]] Adaptive Invulnerability Field II<br>
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| [[image:icon_implant_hardwiring.png‎|30px]] '''Zainou 'Deadeye' Large Hybrid Turret LH-1003''' ''(slot 10, +3% to large hybrid weapons)''
[[image:icon mid slot.png|24px]] Freed up mid slot
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|}
|- valign="top"
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For those flying '''strategic cruisers''' as their preferred ships, there's an implant for slot 8.
| nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
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{| style="font-size:90%;"
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
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|-
| nowrap | [[image:icon low slot.png|24px]] Freed up low slot
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| [[image:icon_implant_hardwiring.png‎|30px]] '''Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-803''' ''(slot 8, +3% to medium projectiles)''
| nowrap | [[image:icon low slot.png|24px]] Freed up low slot
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|-
|- valign="top"
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| [[image:icon_implant_hardwiring.png‎|30px]] '''Inherent Implants 'Lancer' Medium Energy Turret ME-803''' ''(slot 8, +3% to medium energy weapons)''
| nowrap style="text-align:center; background:#111111;" | [[image:icon rigs.png|24px]]
+
|}
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Core Defense Field Extender I]] Core Defense Field Extender I<br>
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== Genolution implants ==
[[image:module icon shield rig tech1.png|24px|Large Core Defense Field Extender I]] Core Defense Field Extender I<br>
+
For people without +4 or +5 attribute implants, the '''Genolution''' implants can be quite useful.
[[image:module icon shield rig tech1.png|24px|Large Anti-Thermal Screen Reinforcer I]] Anti-Thermal Screen Reinforcer I
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{| style="font-size:90%;"
| nowrap | [[image:module icon shield rig tech1.png|24px|Large Core Defense Field Extender I]] Core Defense Field Extender I<br>
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|-
[[image:module icon shield rig tech2.png|24px|Large Anti-Thermal Screen Reinforcer II]] Anti-Thermal Screen Reinforcer II<br>
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| http://image.eveonline.com/Type/2082_32.png
[[image:icon rigs.png|24px]] Freed up rig slot
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| '''Genolution Core Augmentation CA-1'''<br>''(increases powergrid and capacitor)''
| nowrap | [[image:module icon shield rig tech2.png|24px|Large Core Defense Field Extender II]] Core Defense Field Extender II<br>
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|-
[[image:module icon shield rig tech2.png|24px|Large Anti-EM Screen Reinforcer II]] Anti-EM Screen Reinforcer II<br>
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| http://image.eveonline.com/Type/2589_32.png
[[image:icon rigs.png|24px]] Freed up rig slot
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| '''Genolution Core Augmentation CA-2'''<br>''(increases CPU and capacitor)''
|- valign="top"
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|}
! style="text-align:center; background:#111111;" | Resists
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== Capacitor implants ==
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]75,9%[[Image:icon_resist_therm.png|24px|Thermal resistance]]70%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]72,8%[[Image:icon_resist_exp.png|24px|Explosive resistance]]77,4%
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For the less used slots 6 and 8 you haven't got much worthwhile to use in terms of increasing your damage. For those slots you could increase your capacitor if you're flying logistics or a ship with cap-hungry turrets.
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]72,4%[[Image:icon_resist_therm.png|24px|Thermal resistance]]68,1%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]69%[[Image:icon_resist_exp.png|24px|Explosive resistance]]74,1%
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{| style="font-size:90%;"
! nowrap style="background:#222222;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]65,8%[[Image:icon_resist_therm.png|24px|Thermal resistance]]64,9%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]73,7%[[Image:icon_resist_exp.png|24px|Explosive resistance]]78,1%
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|-
|- valign="top"
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| [[image:icon_implant_hardwiring.png‎|30px]] '''Inherent Implants 'Squire' Energy Systems Operation EO-603''' ''(slot 6, decreases capacitor recharge)''
! style="text-align:center; vertical-align:middle; background:#200000; padding:0px;" | [[image:icon overheating.png|24px]]
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|-
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]83,8%[[Image:icon_resist_therm.png|24px|Thermal resistance]]74,5%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]76,9%[[Image:icon_resist_exp.png|24px|Explosive resistance]]80,8%
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| [[image:icon_implant_hardwiring.png‎|30px]] '''Inherent Implants 'Squire' Energy Management EM-803''' ''(slot 8, increases capacitor capacity)''
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]81,4%[[Image:icon_resist_therm.png|24px|Thermal resistance]]71,8%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]73,6%[[Image:icon_resist_exp.png|24px|Explosive resistance]]78%
 
! nowrap style="background:#200000;" | [[Image:icon_resist_em.png|24px|Electromagnetic resistance]]71,8%[[Image:icon_resist_therm.png|24px|Thermal resistance]]71,8%[[Image:icon_resist_kin.png|24px|Kinetic resistance]]78,9%[[Image:icon_resist_exp.png|24px|Explosive resistance]]82,4%
 
|- valign="top"
 
! style="text-align:center; background:#111111;" | Reason
 
| This fit is intentionally overtanked. It's supposed to be a fit you can run even before you get all your support skills to V, before you've maxed out skills like '''Shield Management''' and gotten a decent buffer on your ship.
 
 
 
On ships like the [[Rokh]] with shield resist bonuses, you can safely remove one invulnerability field or the damage control and still have good resists.
 
| '''Navy''' and '''Fleet Issue''' ships have much higher base stats than regular ships, so they rarely need the extender rigs to boost their shield hp buffer. Some will still have one, for more flexibility when doing Assaults or Headquarter sites.
 
 
 
This variant could be adopted to normal ships as well, unless they have very low base hit points.
 
| The upgrade to a deadspace hardener means you can free up a valuable midslot. The tech two anti-EM rig is there to bring the EM up to par, whilst the tech two extender rig is merely there because you're using the rig anyway (and blowing up your signature) so making it a tech two rig is simply to give the most out of it.
 
|- valign="top"
 
! style="background:#111111;" | Price
 
! style="background:#002000;" | Cheap
 
! style="background:#000020;" | Affordable
 
! style="background:#200000;" | Costly
 
 
|}
 
|}
=== Interchangeable fits ===
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== Mindlink implants ==
As mentioned above, our fits are mostly interchangeable so that we can shift focus from vanguards to assaults or higher by changing a few modules. So here are the major differences in what you need added to your fits as you move up the site sizes.
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For the boosters, slot 10 is taken up by the mindlink implants.
{| class="wikitable" style="font-size:90%; text-align:left; padding:0px; border-collapse:collapse;"
+
{| style="font-size:90%;"
|- valign="top"
+
|-
! style="background:#222222;" | Slots
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| [[image:icon_implant_mindlink.png|30px]] '''Siege Warfare Mindlink''' ''(slot 10, +50% bonus to siege command bonus)''
! style="background:#222222;" | Assaults
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|-
! style="background:#222222;" | Headquarters
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| [[image:icon_implant_mindlink.png|30px]] '''Skirmish Warfare Mindlink''' ''(slot 10, +50% bonus to skirmish command bonus)''
! style="background:#222222;" | Motherships
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon mid slot.png|24px]]
 
| nowrap | [[image:Module icon shield extender tech2.png|24px|Large Shield Extender II]] Large Shield Extender II
 
| nowrap | [[image:Module icon shield extender tech2.png|24px|Large Shield Extender II]] Large Shield Extender II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II<br>[[image:Module icon afterburner tech1.png|24px|Afterburner]] Experimental 100MN Afterburner I
 
| nowrap | [[image:Module icon shield extender tech2.png|24px|Large Shield Extender II]] Large Shield Extender II<br>[[image:Module icon shield extender tech2.png|24px|Large Shield Extender II]] Large Shield Extender II<br>[[image:Module icon em ward amplifier tech2.png|24px|EM Ward Amplifier II]] EM Ward Amplifier II<br>[[image:Module icon afterburner tech1.png|24px|Afterburner]] Experimental 100MN Afterburner I
 
|- valign="top"
 
| nowrap style="text-align:center; background:#111111;" | [[image:icon low slot.png|24px]]
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
| nowrap | [[image:module icon damage control tech2.png|24px]] Damage Control II
 
|- valign="top"
 
! style="text-align:center; background:#111111;" | Reason
 
| The significantly higher alpha in assault sites warrants adding another shield extender to your ship.
 
 
 
Most ships simply swap out one of their webs for the large shield extender.
 
| For headquarter sites the need to move is greater, as well as the need to mitigate damage, which is why most headquarter sites requires you to fit an afterburner as well.
 
 
 
You also swap out the '''EM Ward Field''' for an '''EM Ward Amplifier''', which is weaker but will remain in effect even if you get completely neuted out.
 
| For mothership sites the need to move about is less, but the need to move in order to mitigate damage is still there. The neuting thread also remains.
 
 
 
The increased alpha from the mothership's bombers warrants adding yet another shield extender to survive the initial volley of the bombers.
 
 
|}
 
|}

Revision as of 03:48, 11 April 2013

Recommended implants

There are plenty of implants that are useful for incursion runners. While one shouldn't run around with a head full of expensive implants during war, there are some rather cheap +3% implants you could use even while at war.

When the cost of your clone isn't an issue, there are +6% implant variants of these implants that greatly increase your efficiency.

Gunnery implants

There are several implants improving damage, rate of fire, tracking. Below are implants that help you regardless which ship you fly as they benefit all turret ships.

Icon implant hardwiring.png Eifyr and Co. 'Gunslinger' Motion Prediction MR-703 (slot 7, +3% turret tracking speed)
Icon implant hardwiring.png Inherent Implants 'Lancer' Gunnery RF-903 (slot 9, +3% rate of fire)

For Battleships and large guns, the next implant is split across each racial weapon system.

Icon implant hardwiring.png Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1003 (slot 10, +3% to large projectile weapons)
Icon implant hardwiring.png Inherent Implants 'Lancer' Large Energy Turret LE-1003 (slot 10, +3% to large energy weapons)
Icon implant hardwiring.png Zainou 'Deadeye' Large Hybrid Turret LH-1003 (slot 10, +3% to large hybrid weapons)

For those flying strategic cruisers as their preferred ships, there's an implant for slot 8.

Icon implant hardwiring.png Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-803 (slot 8, +3% to medium projectiles)
Icon implant hardwiring.png Inherent Implants 'Lancer' Medium Energy Turret ME-803 (slot 8, +3% to medium energy weapons)

Genolution implants

For people without +4 or +5 attribute implants, the Genolution implants can be quite useful.

2082_32.png Genolution Core Augmentation CA-1
(increases powergrid and capacitor)
2589_32.png Genolution Core Augmentation CA-2
(increases CPU and capacitor)

Capacitor implants

For the less used slots 6 and 8 you haven't got much worthwhile to use in terms of increasing your damage. For those slots you could increase your capacitor if you're flying logistics or a ship with cap-hungry turrets.

Icon implant hardwiring.png Inherent Implants 'Squire' Energy Systems Operation EO-603 (slot 6, decreases capacitor recharge)
Icon implant hardwiring.png Inherent Implants 'Squire' Energy Management EM-803 (slot 8, increases capacitor capacity)

Mindlink implants

For the boosters, slot 10 is taken up by the mindlink implants.

Icon implant mindlink.png Siege Warfare Mindlink (slot 10, +50% bonus to siege command bonus)
Icon implant mindlink.png Skirmish Warfare Mindlink (slot 10, +50% bonus to skirmish command bonus)