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| == Fleet & Navy Issue Battleships ==
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| These ships have stronger base values than their tech one counterparts and often make them more efficient for incursions.
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| {{example|The navy battleships are nowhere near as good as the pirate faction battleships and you might be better off saving your ISK until you have enough to get a proper pirate faction battleship instead.}}
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| === Apocalypse Navy Issue ===
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| This ship has too many issues to be suitable for headquarter sites, mostly due to the fact it has the slot layout of a predominately armour-tanked ship and the innate capacitor issues of laser ships. While it is possible to compensate for this in [[Vanguard_Incursion_fits#Apocalypse_Navy_Issue|vanguard]] and [[Assault_Incursion_fits#Apocalypse_Navy_Issue|assault fits]], you end up compromising too much for headquarter sites (or forced to use a completely different set of rigs). As such '''we do not recommend''' that people fly this ship for these type of sites. If you want to fly it, check with the fleet commander if he'll make an exception, but don't be surprised if he doesn't.
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| = Advanced fits = | | = Advanced fits = |
| There are many ways to improve past the minimum fits and tech one ships. See [[Ship progression in Incursions|ship progression in incursions]] and [[fitting principles]] for more information. | | There are many ways to improve past the minimum fits and tech one ships. See [[Ship progression in Incursions|ship progression in incursions]] and [[fitting principles]] for more information. |