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Most of these modules are relatively quick to train for. T2 modules ''often'' (not always) give a significant advantage over T1 and so are recommended in most cases. | Most of these modules are relatively quick to train for. T2 modules ''often'' (not always) give a significant advantage over T1 and so are recommended in most cases. | ||
*{{sk|Electronics|Propulsion Jamming}} Level 2 is necessary for Tech 2 points, and level 4 allows T2 webs. | *{{sk|Electronics|Propulsion Jamming}} Level 2 is necessary for Tech 2 points, and level 4 allows T2 webs. | ||
*{{sk| | *{{sk|Navigation|High Speed Maneuvering}} Helps your cap life tremendously. Level 4 is recommended, a T2 MWD is usually not a good idea on an interceptor. | ||
*{{sk|Mechanic|Hull Upgrades}} Level 2 is required for T2 Nanofibre Internal Structures and Overdrive Injectors. | *{{sk|Mechanic|Hull Upgrades}} Level 2 is required for T2 Nanofibre Internal Structures and Overdrive Injectors. | ||
*{{sk|Science|Thermodynamics}} Allows overheating of modules: vital in tight situations to give an extra boost of speed or point range. {{sk|Mechanic|Nanite Operation}} is required for Nanite Paste, used to repair heat damage. | *{{sk|Science|Thermodynamics}} Allows overheating of modules: vital in tight situations to give an extra boost of speed or point range. {{sk|Mechanic|Nanite Operation}} is required for Nanite Paste, used to repair heat damage. | ||