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| 1 x {{co|mediumslateblue|Republic Fleet Tracking Enhancer}} is only {{co|crimson|0,46%}} stronger than a {{co|grey|Tracking Enhancer II}}.<br>2 x {{co|mediumslateblue|Republic Fleet Tracking Enhancers}} are only {{co|crimson|0,67%}} stronger (2nd and 3rd in the hierarchy<small> <ref name="stack">'''Tracking Computer''', both local and remote ones from scimitars, that are scripted for tracking are stronger than the tracking bonus from tracking enhancers. So if you have a tracking computer, or two, or an incoming link, the small bonus will be 2nd and 3rd, 3rd and 4th or even 5th and | | 1 x {{co|mediumslateblue|Republic Fleet Tracking Enhancer}} is only {{co|crimson|0,46%}} stronger than a {{co|grey|Tracking Enhancer II}}.<br>2 x {{co|mediumslateblue|Republic Fleet Tracking Enhancers}} are only {{co|crimson|0,67%}} stronger (2nd and 3rd in the hierarchy<small> <ref name="stack">'''Tracking Computer''', both local and remote ones from scimitars, that are scripted for tracking are stronger than the tracking bonus from tracking enhancers. So if you have a tracking computer, or two, or an incoming link, the small bonus will be 2nd and 3rd, 3rd and 4th or even 5th and 6th (suffering harsh [[stacking penalties]]).</ref></small>).<br>2 x {{co|mediumslateblue|Republic Fleet Tracking Enhancers}} are only {{co|crimson|0,41%}} stronger (3rd and 4th in the hierarchy)<small> <ref name="stack"></ref></small>). | ||
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<small><references/></small> | <small><references/></small> | ||
== Injecting implants == | == Injecting implants == | ||
There are plenty of hardwiring implants that are useful for incursion runners, with effects ranging from damage projection (tracking, damage or rate of fire) to fitting/support related effects (increased capacitor, powergrid or CPU) and warp speed. The bonuses from implants do not suffer stacking penalties, thus even the +3% variants are quite potent and cheap enough to use even while at war due to the low risk of actually losing your pod. | There are plenty of hardwiring implants that are useful for incursion runners, with effects ranging from damage projection (tracking, damage or rate of fire) to fitting/support related effects (increased capacitor, powergrid or CPU) and warp speed. The bonuses from implants do not suffer stacking penalties, thus even the +3% variants are quite potent and cheap enough to use even while at war due to the low risk of actually losing your pod. | ||