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

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= Ship progression =
 
{| class="wikitable" style="text-align:left; border-collapse:collapse; border:1px solid #333333; padding:5px;"
 
|-
 
! style="background:#222222;" | Races
 
! style="background:#222222;" | Ship
 
! 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 =
 
= 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 20:45, 14 April 2013

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.

Icon implant hardwiring.png Eifyr and Co. 'Gunslinger' Motion Prediction MR-703 (slot 7, +3% turret tracking speed)
Icon implant hardwiring.png 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.

Icon implant hardwiring.png Eifyr and Co. 'Gunslinger' Large Projectile Turret LP-1003 (slot 10, +3% to large projectile weapons)
Icon implant hardwiring.png Inherent Implants 'Lancer' Large Energy Turret LE-1003 (slot 10, +3% to large energy weapons)
Icon implant hardwiring.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.

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

Icon implant hardwiring.png Inherent Implants 'Squire' Energy Systems Operation EO-603 (slot 6, decreases capacitor recharge)
Icon implant hardwiring.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.

Icon implant mindlink.png Siege Warfare Mindlink (slot 10, +50% bonus to siege command bonus)
Icon implant mindlink.png Skirmish Warfare Mindlink (slot 10, +50% bonus to skirmish command bonus)