More actions
→Projectile Turrets: first pass |
→Weapon Upgrades: re-format |
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===Weapon Upgrades=== | ===Weapon Upgrades=== | ||
Next fill all remaining low slots with weapon upgrade modules. These might need to be removed later due to fitting skills, but try to fit them first before adding fitting modules. Again Tech II versions are preferred. Only [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]] IV is required, which is always a useful skill as it reduces weapon fitting requirements as well. | *Ballistic Control Unit II (Missile) | ||
*Gyrostabilizer II (Projectile) | |||
*Heat Sink II (Laser) | |||
*Magnetic Field Stabilizer II (Hybrid) | |||
*Tracking Enhancer (Gun) | |||
Next fill all remaining low slots with weapon upgrade modules for the hull's primary weapon system. These might need to be removed later due to fitting skills, but try to fit them first before adding fitting modules. Again Tech II versions are preferred. Only [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades]] IV is required, which is always a useful skill as it reduces weapon fitting requirements as well. All shield ships should fit at least 2 damage modules. Further all gun ships should fit at least 1 damage and 1 tracking modules regardless of tank type. | |||
===Utility Modules=== | ===Utility Modules=== | ||