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

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= Ship progression =
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{| class="wikitable" style="text-align:left; border-collapse:collapse; border:1px solid #333333; padding:5px;"
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| valign="top" | [[image:Incursions scout filters.png|thumb|Foo ...]]
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| valign="top" | [[image:Incursions scout site taken.png |thumb|Foo ...]]
! style="background:#222222;" | Races
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| valign="top" | [[image:Incursions hacker array.png|thumb|Foo ...]]
! style="background:#222222;" | Ship
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| valign="top" | [[image:Incursions scout site clear.png |thumb|Foo ...]]
! style="background:#222222;" | Description
 
|-
 
|- valign="top"
 
| nowrap | [[image:logo_faction_amarr_empire.png|80px]][[image:logo_faction_gallente_federation.png|75px]]
 
| [[image:Machariel.jpg|frameless|80px]]
 
| The [[Machariel]] has excellent range and good tracking accompanied by enough midslots to fit for any occasion.  
 
|- valign="top"
 
| [[image:Nightmare.jpg|frameless|40px]]
 
| [[image:logo_faction_amarr_empire.png|40px]]
 
| The [[Nightmare]] have very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has a lot of utility midslots available, allowing it to easily fit for any occasion.
 
|- valign="top"
 
| [[image:Vindicator.jpg|frameless|40px]]
 
| [[image:logo_faction_amarr_empire.png|40px]]
 
| The [[Vindicator]] is a short range brawler without match, both in terms of damage and their extremely effective webs, while still having long range capabilities with the tech two Null L ammunition.
 
|- valign="top"
 
| [[image:Legion.jpg|frameless|40px]]
 
| [[image:logo_faction_amarr_empire.png|40px]]
 
| The [[Legion]] combines powerful short range capabilities with instant-swapping long range capabilities due to how crystals work. Ideal ship if you prefer smaller, more agile ships to the bulkier battleships.  
 
|- valign="top"
 
| [[image:Loki.jpg|frameless|40px]]
 
| [[image:logo_faction_amarr_empire.png|40px]]
 
| The [[Loki]]'s combination of multiple webs and extreme tracking makes it very useful. It also has the option to fit for longer webs, which isn't always needed but makes a world of difference when it is.
 
|- valign="top"
 
| [[image:Sleipnir.jpg|frameless|40px]]
 
| [[image:logo_faction_amarr_empire.png|40px]]
 
| Very few Command Ships have the range and utility needed to make them good for incursions, suffering the same problems as most ships with medium weaponry. The [[Sleipnir]] stands out with exceptional tracking, range and damage capabilities.  
 
|- valign="top"
 
| [[image:Scimitar.jpg|frameless|40px]]
 
| [[image:logo_faction_amarr_empire.png|40px]]
 
| [[Scimitar]]
 
|- valign="top"
 
| [[image:Basilisk.jpg|frameless|40px]]
 
| [[image:logo_faction_caldari_state.png|40px]]
 
| [[Basilisk]]
 
|}
 
 
 
= 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.
 
{| style="font-size:90%;"
 
|-
 
| [[image:icon_implant_hardwiring.png‎|30px]] '''Eifyr and Co. 'Gunslinger' Motion Prediction MR-703''' ''(slot 7, +3% turret tracking speed)''
 
|-
 
| [[image:icon_implant_hardwiring.png‎|30px]] '''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.
 
{| style="font-size:90%;"
 
|-
 
| [[image:icon_implant_hardwiring.png‎|30px]] '''Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1003''' ''(slot 10, +3% to large projectile weapons)''
 
|-
 
| [[image:icon_implant_hardwiring.png‎|30px]] '''Inherent Implants 'Lancer' Large Energy Turret LE-1003''' ''(slot 10, +3% to large energy weapons)''
 
|-
 
| [[image:icon_implant_hardwiring.png‎|30px]] '''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.
 
{| style="font-size:90%;"
 
|-
 
| [[image:icon_implant_hardwiring.png‎|30px]] '''Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-803''' ''(slot 8, +3% to medium projectiles)''
 
|-
 
| [[image:icon_implant_hardwiring.png‎|30px]] '''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.
 
{| style="font-size:90%;"
 
|-
 
| http://image.eveonline.com/Type/2082_32.png
 
| '''Genolution Core Augmentation CA-1'''<br>''(increases powergrid and capacitor)''
 
|-
 
| http://image.eveonline.com/Type/2589_32.png
 
| '''Genolution Core Augmentation CA-2'''<br>''(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.
 
{| style="font-size:90%;"
 
|-
 
| [[image:icon_implant_hardwiring.png‎|30px]] '''Inherent Implants 'Squire' Energy Systems Operation EO-603''' ''(slot 6, decreases capacitor recharge)''
 
|-
 
| [[image:icon_implant_hardwiring.png‎|30px]] '''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.
 
{| style="font-size:90%;"
 
|-
 
| [[image:icon_implant_mindlink.png|30px]] '''Siege Warfare Mindlink''' ''(slot 10, +50% bonus to siege command bonus)''
 
|-
 
| [[image:icon_implant_mindlink.png|30px]] '''Skirmish Warfare Mindlink''' ''(slot 10, +50% bonus to skirmish command bonus)''
 
 
|}
 
|}

Latest revision as of 21:28, 18 November 2019

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