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

From EVE University Wiki
Jump to: navigation, search
Line 274: Line 274:
 
[[The Kundalini Manifest]] - [[Uroborus]] (mothership sites)
 
[[The Kundalini Manifest]] - [[Uroborus]] (mothership sites)
 
|}
 
|}
= 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.
 
{| class="wikitable" style="font-size:90%;"
 
|-
 
! style="background:#222222;" | Slot
 
! style="background:#222222;" | Type
 
! style="background:#222222;" | Implant
 
! style="background:#222222;" | Description
 
|-
 
| Slot 1
 
| Attribute Enhancers
 
| Genolution Core Augmentation CA-1
 
| Increased powergrid and capacitor.
 
|-
 
| Slot 4
 
| Attribute Enhancers
 
| Genolution Core Augmentation CA-2
 
| Increased CPU and capacitor.
 
|-
 
| Slot 6
 
| Hardwiring
 
| Inherent Implants 'Squire' Energy Systems Operation EO-603
 
| Increases capacitor (reducing recharge).
 
|-
 
| Slot 8
 
| Hardwiring
 
| Inherent Implants 'Squire' Energy Management EM-803
 
| Increases capacitor (increasing capacity)
 
|-
 
| Slot 7
 
| Hardwiring
 
| Eifyr and Co. 'Gunslinger' Motion Prediction MR-703
 
| +3% turret tracking speed
 
|-
 
| Slot 8
 
| Hardwiring
 
| Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-803
 
| +3% to medium projectiles
 
|-
 
| Slot 8
 
| Hardwiring
 
| Inherent Implants 'Lancer' Medium Energy Turret ME-803
 
| +3% to medium energy weapons
 
|-
 
| Slot 9
 
| Hardwiring
 
| Inherent Implants 'Lancer' Gunnery RF-903
 
| +3% rate of fire
 
|-
 
| Slot 10
 
| Hardwiring
 
| Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1003
 
| +3% to large projectile weapons
 
|-
 
| Slot 10
 
| Hardwiring
 
| Inherent Implants 'Lancer' Large Energy Turret LE-1003
 
| +3% to large energy weapons
 
|-
 
| Slot 10
 
| Hardwiring
 
| Zainou 'Deadeye' Large Hybrid Turret LH-1003
 
| +3% to large hybrid weapons
 
|}
 
 
 
= Recommended implants =
 
= 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.
 
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.

Revision as of 16:21, 15 March 2013

New icons

Warp scrambling Warp disrupting Energy neutralizing Target painting Webbing Jamming

Warp scrambling Warp scrambling Warp scrambling

Warp disrupting Warp disrupting Warp disrupting

Energy neutralizing Energy neutralizing Energy neutralizing

Target painting Target painting Target painting

Webbing Webbing Webbing

Jamming Jamming Jamming

Scripts Sensor Boosters -

Tracking Speed Script Optimal Range Script Scan Resolution Script Targeting Range Script

-

Sensor Booster Sensor Booster Sensor Booster

-


Hull Resists

Shield Armour Structure

Electromagnetic resistance Thermal resistance Kinetic resistance Explosive resistance

Template

Enemy Description
JammingWarp scramblingEnergy neutralizingTarget paintingWebbing Something Textaboutsomething

Sansha's Manual

Enemy Defensive Data Offensive Data
17924_256.png Eystur Rhomben

JammingWarp scramblingEnergy neutralizingTarget paintingWebbing

Ship Stats Electromagnetic Resistance Thermal Resistance Kinetic Resistance Explosive Resistance
Shield Hit Points 2,500 HP
 60 %
 60 %
 60 %
60 %
Armour Hit Points 1,250 HP
 43 %
 43 %
 43 %
 43 %
Structure Hit Points 625 HP
 0 %
 0 %
 0 %
 0 %

Effective Shield Hit Points XX,XXX Effective Shield Hit Points

Damage / Volley Electromagnetic Damage Thermal Damage Kinetic Damage Explosive Damage
Turret Damage 2,500 HP - - - -
Torpedo Damage 1,250 HP - - - -

Optimal Range Script 10km optimal + 1km falloff range
Tracking Speed Script 0,4 tracking speed
Signature Radius49 meter signature radius
Targeting Range Script 12km attack range

Shortlist

Icon target frigate.png Evil Sansha Frigate JammingWarp scramblingEnergy neutralizingTarget paintingWebbing
Icon target cruiser.png Evil Sansha Cruiser JammingWarp scramblingEnergy neutralizingTarget paintingWebbing
Icon target battleship.png Evil Sansha Battleship JammingWarp scramblingEnergy neutralizingTarget paintingWebbing

Progression template

 67%

For resists:

 60 %
 43 %
 33 %
 90 %

Resists

shield electromagnetic resistance shield thermal resistance shield kinetic resistance shield explosive resistance

Resist-table

Ship Stats shield electromagnetic resistance shield thermal resistance shield kinetic resistance shield explosive resistance
Icon shield.png 2,500 HP
 60 %
60 %
60 %
60 %
borderless 1,250 HP
 43 %
 43 %
 43 %
 43 %
Icon hull.png 625 HP
 0 %
 0 %
 0 %
 0 %

Site header

Incursion sites
Scout sites Nation Industrial Proxy - Distress Beacon - Forward Reconnaissance Outpost - Propaganda Cluster
Vanguard sites Nation Mining Colony - Nation Commander Outpost - Override Transfer Array
Assault sites Overwhelmed Civilian Facility - Nation Consolidation Network - Nation Commander Stronghold
Headquarter sites True Power Provisional Headquarters - Nation Rebirth Facility - True Creations Research Center

The Kundalini Manifest - Uroborus (mothership sites)

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.

Gunnery implants

There are several implants improving damage, rate of fire, tracking.

13259_32.png Eifyr and Co. 'Gunslinger' Motion Prediction MR-703
(slot 7, +3% turret tracking speed)
13259_32.png Inherent Implants 'Lancer' Gunnery RF-903
(slot 9, +3% rate of fire)
13259_32.png Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1003
(slot 10, +3% to large projectile weapons)
13259_32.png Inherent Implants 'Lancer' Large Energy Turret LE-1003
(slot 10, +3% to large energy weapons)
13259_32.png 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.

13259_32.png Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-803
(slot 8, +3% to medium projectiles)
13259_32.png 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.

2082_32.png Genolution Core Augmentation CA-1
(increases powergrid and capacitor)
2589_32.png Genolution Core Augmentation CA-2
(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.

When the cost of your clone isn't an issue, there are +6% implant variants of these implants that greatly increase your efficiency.

13260_32.png Inherent Implants 'Squire' Energy Systems Operation EO-603
(slot 6, decreases capacitor recharge)
13259_32.png 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.

21888_32.png Siege Warfare Mindlink
(slot 10, +50% bonus to siege command bonus)
21890_32.png Skirmish Warfare Mindlink
(slot 10, +50% bonus to skirmish command bonus)