Updated up to industrials. |
m removing categories so you don't clutter up category pages :) |
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== Class Information == | == Class Information == | ||
This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. '''General Information''' includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under '''Notes for the Teacher'''. | This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. '''General Information''' includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under '''Notes for the Teacher'''. | ||
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==== Industrials ==== | ==== Industrials ==== | ||
===== Badger | ===== [[Badger]] ===== | ||
* | * 1/4/2 slot layout | ||
* Second largest cargo capacity of industrial requiring only industrial level 1 | |||
* '''Bonus''' | |||
** Caldari Industrial skill bonus | |||
*** 5% bonus to cargo capacity and max velocity | |||
===== [[Badger Mark II]] ===== | |||
* 2/6/3 slot layout | |||
* Highest possible tank for Tech 1 industrials due to six mid slots | |||
* '''Bonuses''' | |||
** Caldari Industrial skill bonuses | |||
*** 5% bonus to cargo capacity and max velocity | |||
=== Skills for Caldari Ships === | === Skills for Caldari Ships === | ||
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* Caldari Battleship (8X) | * Caldari Battleship (8X) | ||
* Caldari Industrial (4X) | * Caldari Industrial (4X) | ||
==== Fitting Skills ==== | ==== Fitting Skills ==== | ||
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* Weapon Upgrades (2X) -- 5% reduction per skill level in the CPU need of weapon turrets and launchers. (Level 4 required for T2 gyrostabilizers and heat sinks) | * Weapon Upgrades (2X) -- 5% reduction per skill level in the CPU need of weapon turrets and launchers. (Level 4 required for T2 gyrostabilizers and heat sinks) | ||
* Advanced Weapon Upgrades (6X) -- 2% reduction per level in Power Grid need of weapon turrets and launchers (Requires Weapon Upgrades at 5) | * Advanced Weapon Upgrades (6X) -- 2% reduction per level in Power Grid need of weapon turrets and launchers (Requires Weapon Upgrades at 5) | ||
==== Capacitor Skills ==== | ==== Capacitor Skills ==== | ||
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* Energy Grid Upgrades (2X) -- 5% reduction in CPU needs of modules that require Energy Grid Upgrades to fit (i.e. Cap Rechargers and Power Diagnostic Systems) | * Energy Grid Upgrades (2X) -- 5% reduction in CPU needs of modules that require Energy Grid Upgrades to fit (i.e. Cap Rechargers and Power Diagnostic Systems) | ||
* Energy Emission Systems (2X) -- 5% reduction in capacitor use of energy emission weapons per skill level (i.e. Neut's and Nos's) | * Energy Emission Systems (2X) -- 5% reduction in capacitor use of energy emission weapons per skill level (i.e. Neut's and Nos's) | ||
==== Navigation Skills ==== | ==== Navigation Skills ==== | ||
* Very important skills, can make a noticeable difference in the speed and agility of your ships | * Very important skills, can make a noticeable difference in the speed and agility of your ships | ||
* Spaceship Command (1X) -- 2% improved agility per skill level | |||
* Navigation (1X) -- 5% bonus to ship velocity per skill level | * Navigation (1X) -- 5% bonus to ship velocity per skill level | ||
* Evasive Maneuvering (2X) -- 5% improved agility for all ships per skill level | * Evasive Maneuvering (2X) -- 5% improved agility for all ships per skill level | ||
* Afterburner (1X) -- 10% bonus to AB duration per skill level | * Afterburner (1X) -- 10% bonus to AB duration per skill level | ||
* Fuel Conservation (2X) -- Reduces capacitor requirement of AB's | * Fuel Conservation (2X) -- Reduces capacitor requirement of AB's | ||
* | * High Speed Maneuvering (5X) -- 5% reduction in MWD capacitor usage per skill level | ||
* Acceleration Control (4X) -- 5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level | |||
* Warp Drive Operation (1X) -- 10% reduction in capactior need of initiating warp (Don't forget this skill! It's a good idea to get it to at least 3) | * Warp Drive Operation (1X) -- 10% reduction in capactior need of initiating warp (Don't forget this skill! It's a good idea to get it to at least 3) | ||
==== Missile Skills ==== | ==== Missile Skills ==== | ||
*Crucial for Caldari pilots, as missiles are their signature weapons | *Crucial for Caldari pilots, as missiles are their signature weapons | ||
* Missile Launcher Operation (1x) -- 2% Bonus to missile launcher rate of fire per skill level. | |||
* Missile Launcher Size Specific Skills (2X-7X) -- Allow you to use missile launchers of that size, and add damage to that size launcher as well | * Missile Launcher Size Specific Skills (2X-7X) -- Allow you to use missile launchers of that size, and add damage to that size launcher as well | ||
* Rapid Launch (2X) -- 3% reduction in fire time per skill level (DPS Increase) | |||
* Warhead Upgrades (5X) -- 2% more damage per level (DPS Increase) | |||
* Target Navigation Prediction (2X) -- 10% reduction per level in the influence of target's velocity on your damage (useful for attacking faster ships) | |||
* Guided Missile Precision (5X) -- Target signature radius has 5% less influence on the damage of your guided missiles per level. (key for attacking smaller ships) | |||
* Missile Bombardment (2X) -- 10% more flight time for all missiles per level (effectively a range increase) | * Missile Bombardment (2X) -- 10% more flight time for all missiles per level (effectively a range increase) | ||
* Missile Projection (4X) -- 10% increased missile velocity per level (Effectively another range increase) | * Missile Projection (4X) -- 10% increased missile velocity per level (Effectively another range increase) | ||
==== Gunnery Skills ==== | ==== Gunnery Skills ==== | ||
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* Gunnery (1X) -- 2% increase in all turrets rate of fire (DPS increase; also, Rank 5 is required for large guns and all Tech 2 guns) | * Gunnery (1X) -- 2% increase in all turrets rate of fire (DPS increase; also, Rank 5 is required for large guns and all Tech 2 guns) | ||
* Hybrid Turret Skills (1X-5X) -- Allow you to use hybrid turrets of that size, and add damage to that size turret as well | * Hybrid Turret Skills (1X-5X) -- Allow you to use hybrid turrets of that size, and add damage to that size turret as well | ||
* Rapid Firing (2X) –- 4% bonus to weapon turret rate of fire per level | |||
* Motion Prediction (2X) -– 5% bonus to weapon turret tracking speeds per level | * Motion Prediction (2X) -– 5% bonus to weapon turret tracking speeds per level | ||
* | * Controlled Bursts (2X) –- 5% reduction in capacitor need of weapon turrets per level | ||
* Sharpshooter (2X) –- 5% bonus to weapon turret optimal range per level | * Sharpshooter (2X) –- 5% bonus to weapon turret optimal range per level | ||
* Trajectory Analysis (5X) –- 5% bonus to weapon turret falloff per level | |||
* Surgical Strike (4X) -– 3% bonus to damage of all weapon turrets per level | * Surgical Strike (4X) -– 3% bonus to damage of all weapon turrets per level | ||
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* Most Caldari ships are shield tanked, making these skills very vital to your survival | * Most Caldari ships are shield tanked, making these skills very vital to your survival | ||
* Shield Management (2X) -– 5% bonus to shield capacity per level (Level 5 unlocks Tech 2 Shield Boost Amplifiers) | |||
* Shield Operation (1X) -– 5% reduction in shield recharge time per level (Higher level unlock larger Tech 2 shield boosters) | |||
* Shield Upgrades (2X) -– 5% reduction in Power Grid needs of shield mods per level, i.e. shield extenders and rechargers (Level 4 unlocks Tech 2 Large Shield Extenders) | * Shield Upgrades (2X) -– 5% reduction in Power Grid needs of shield mods per level, i.e. shield extenders and rechargers (Level 4 unlocks Tech 2 Large Shield Extenders) | ||
* Tactical Shield Manipulation (4X) -– Reduces chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at Level 5 (Level 4 unlocks Tech 2 Shield Hardners) | * Tactical Shield Manipulation (4X) -– Reduces chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at Level 5 (Level 4 unlocks Tech 2 Shield Hardners) | ||
* Energy Grid Upgrades (2X) –- 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per level, i.e. shield power relays (Level 4 unlocks Tech 2 Shield Power Relays) | * Energy Grid Upgrades (2X) –- 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per level, i.e. shield power relays (Level 4 unlocks Tech 2 Shield Power Relays) | ||