More actions
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|recommended3=Propulsion Jamming III<br>Rapid Firing III<br>Scout Drone Operation III<br>Sharpshooter III<br>Signature Analysis III<br>Small Hybrid Turret III<br>Targeting III<br>Warp Drive Operation III | |recommended3=Propulsion Jamming III<br>Rapid Firing III<br>Scout Drone Operation III<br>Sharpshooter III<br>Signature Analysis III<br>Small Hybrid Turret III<br>Targeting III<br>Warp Drive Operation III | ||
|notes=* Electronics IV is required to fit the third 75mm railgun with listed fitting. With Electronics III two 75mm rails will do.<br> | |notes=* Electronics IV is required to fit the third 75mm railgun with listed fitting. With Electronics III two 75mm rails will do.<br> | ||
* Weapon Upgrades I allow fitting three named variants of 75mm railguns with Electronics skill still at level III.<br> | |||
* For Uni fleets, ammo that gives an optimal range of approximately 7,500m (iridium with recommended skills when using 75mm rails) is ideal to orbit battleships at this distance to avoid smartbomb range. This may vary according to skills. Although dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters. | * For Uni fleets, ammo that gives an optimal range of approximately 7,500m (iridium with recommended skills when using 75mm rails) is ideal to orbit battleships at this distance to avoid smartbomb range. This may vary according to skills. Although dealing damage is not a tackler's priority, and cap should not be wasted on guns if it is needed to maintain tackle in prolonged encounters. | ||
}} | }} | ||