More actions
→Command Ships: linked ships |
|||
| Line 1,024: | Line 1,024: | ||
| nowrap style="padding:0px;" | [[image:logo_faction_caldari_state.png|64px]][[image:logo_ishukone.png|64px]] | | nowrap style="padding:0px;" | [[image:logo_faction_caldari_state.png|64px]][[image:logo_ishukone.png|64px]] | ||
| nowrap style="padding:0px;" | [[image:Vulture.jpg|64px]] | | nowrap style="padding:0px;" | [[image:Vulture.jpg|64px]] | ||
| The | | The [[Vulture]] is a solid command ship for incursions. It combines decent damage with excellent range projection and lots of utility midslots. | ||
|- valign="top" | |- valign="top" | ||
| nowrap style="padding:0px;" | [[image:logo_faction_gallente_federation.png|64px]][[image:logo_duvolle_labs.png|64px]] | | nowrap style="padding:0px;" | [[image:logo_faction_gallente_federation.png|64px]][[image:logo_duvolle_labs.png|64px]] | ||
| nowrap style="padding:0px;" | [[image:Astarte.jpg|64px]] | | nowrap style="padding:0px;" | [[image:Astarte.jpg|64px]] | ||
| The | | The [[Astarte]] has some amazing damage projection capabilities for vanguards, although it is lacking somewhat in terms of of range and tank, due to lack of midslots. A nice option if you only run vanguards. | ||
|- valign="top" | |- valign="top" | ||
| nowrap style="padding:0px;" | [[image:logo_faction_minmatar_republic.png|64px]][[image:logo_boundless_creation.png|64px]] | | nowrap style="padding:0px;" | [[image:logo_faction_minmatar_republic.png|64px]][[image:logo_boundless_creation.png|64px]] | ||
| nowrap style="padding:0px;" | [[image:Sleipnir.jpg|64px]] | | nowrap style="padding:0px;" | [[image:Sleipnir.jpg|64px]] | ||
| The | | The [[Sleipnir]] has exceptional tracking and good damage capabilities for vanguards. It still suffers from some range issues and it doesn't have that many utility midslots. | ||
|} | |} | ||
== Faction and deadspace modules == | == Faction and deadspace modules == | ||
There are many ways to use faction and deadspace modules to vastly improve the efficiency of your incursion ship. Some of these modules are cheap and might not be too much of a concern, but others are worth quite a bit of ISK and a second thought is warranted if you consider getting them. The cost of improving your efficiency rises exponentially as well, so while the first round of upgrades might be very cost-efficient, taking it one step further will quickly put you in a position where you're literally throwing ISK away for minor improvements. | There are many ways to use faction and deadspace modules to vastly improve the efficiency of your incursion ship. Some of these modules are cheap and might not be too much of a concern, but others are worth quite a bit of ISK and a second thought is warranted if you consider getting them. The cost of improving your efficiency rises exponentially as well, so while the first round of upgrades might be very cost-efficient, taking it one step further will quickly put you in a position where you're literally throwing ISK away for minor improvements. | ||
Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot and potentially a lowslot as well. But a faction tracking computer or a sensor booster might make sense for public fleets built to compete, but for our community that is hardly a worthwhile investment. | Consider the actual benefit you will get from upgrading a certain module. Getting a deadspace hardener is useful for most ships as it frees up a midslot and potentially a lowslot as well. But a faction tracking computer or a sensor booster might make sense for public fleets built to compete, but for our community that is hardly a worthwhile investment. | ||