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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;" | | | 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
| | | valign="top" | [[image:Incursions hacker array.png|thumb|Foo ...]] |
| ! style="background:#222222;" | Ship
| | | valign="top" | [[image:Incursions scout site clear.png |thumb|Foo ...]] |
| ! style="background:#222222;" | Description
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| |- valign="top" | |
| | nowrap | [[image:logo_faction_amarr_empire.png|80px]][[image:logo_faction_gallente_federation.png|75px]]
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| | [[image:Machariel.jpg|frameless|80px]]
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| | The [[Machariel]] has excellent range and good tracking accompanied by enough midslots to fit for any occasion. | |
| |- valign="top"
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| | [[image:Nightmare.jpg|frameless|40px]]
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| | [[image:logo_faction_amarr_empire.png|40px]]
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| | 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.
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| |- valign="top" | |
| | [[image:Vindicator.jpg|frameless|40px]] | |
| | [[image:logo_faction_amarr_empire.png|40px]]
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| | 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.
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| |- valign="top"
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| | [[image:Legion.jpg|frameless|40px]]
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| | [[image:logo_faction_amarr_empire.png|40px]]
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| | 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. | |
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| | [[image:Loki.jpg|frameless|40px]]
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| | [[image:logo_faction_amarr_empire.png|40px]]
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| | 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.
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| |- valign="top" | |
| | [[image:Sleipnir.jpg|frameless|40px]]
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| | [[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. | |
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| | [[image:Scimitar.jpg|frameless|40px]]
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| | [[image:logo_faction_amarr_empire.png|40px]]
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| | [[Scimitar]]
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| |- valign="top" | |
| | [[image:Basilisk.jpg|frameless|40px]]
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| | [[image:logo_faction_caldari_state.png|40px]]
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| | [[Basilisk]]
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| |}
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| = Recommended implants =
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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.
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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.
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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.
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| {| style="font-size:90%;"
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| | [[image:icon_implant_hardwiring.png|30px]] '''Eifyr and Co. 'Gunslinger' Motion Prediction MR-703''' ''(slot 7, +3% turret tracking speed)''
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| | [[image:icon_implant_hardwiring.png|30px]] '''Inherent Implants 'Lancer' Gunnery RF-903''' ''(slot 9, +3% rate of fire)''
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| |}
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| For '''Battleships''' and large guns, the next implant is split across each racial weapon system.
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| {| style="font-size:90%;"
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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)''
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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)''
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| | [[image:icon_implant_hardwiring.png|30px]] '''Zainou 'Deadeye' Large Hybrid Turret LH-1003''' ''(slot 10, +3% to large hybrid weapons)''
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| |}
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| For those flying '''strategic cruisers''' as their preferred ships, there's an implant for slot 8.
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| {| style="font-size:90%;"
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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)''
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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)'' | |
| |}
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| == Genolution implants ==
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| For people without +4 or +5 attribute implants, the '''Genolution''' implants can be quite useful.
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| {| style="font-size:90%;"
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| | http://image.eveonline.com/Type/2082_32.png
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| | '''Genolution Core Augmentation CA-1'''<br>''(increases powergrid and capacitor)''
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| | http://image.eveonline.com/Type/2589_32.png
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| | '''Genolution Core Augmentation CA-2'''<br>''(increases CPU and capacitor)''
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| |}
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| == Capacitor implants ==
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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.
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| {| style="font-size:90%;"
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| | [[image:icon_implant_hardwiring.png|30px]] '''Inherent Implants 'Squire' Energy Systems Operation EO-603''' ''(slot 6, decreases capacitor recharge)''
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| | [[image:icon_implant_hardwiring.png|30px]] '''Inherent Implants 'Squire' Energy Management EM-803''' ''(slot 8, increases capacitor capacity)''
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| |} | |
| == Mindlink implants ==
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| For the boosters, slot 10 is taken up by the mindlink implants.
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| {| style="font-size:90%;"
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| | [[image:icon_implant_mindlink.png|30px]] '''Siege Warfare Mindlink''' ''(slot 10, +50% bonus to siege command bonus)''
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| | [[image:icon_implant_mindlink.png|30px]] '''Skirmish Warfare Mindlink''' ''(slot 10, +50% bonus to skirmish command bonus)''
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| |} | | |} |