More actions
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==== Midslot options ==== | ==== Midslot options ==== | ||
{| class="wikitable" style="font-size:90%" | {| class="wikitable" style="font-size:90%" | ||
| style="background-color:#111111;" valign="middle" | {{icon|sensor resolution|48}} | | style="background-color:#111111; padding:0px;" valign="middle" | {{icon|sensor resolution|48}} | ||
| style="padding:8px;" valign="top" | In Vanguards, a battleship needs a sensor booster to be able to lock enemy frigates in any kind of timely fashion. For assaults, it is usually a matter of targeting range. Command ships or strategic cruisers can usually get away without a sensor booster. Being able to lock fast is also necessary in order to quickly lock up a logistics to apply repair drones in an emergency. | | style="padding:8px;" valign="top" | In Vanguards, a battleship needs a sensor booster to be able to lock enemy frigates in any kind of timely fashion. For assaults, it is usually a matter of targeting range. Command ships or strategic cruisers can usually get away without a sensor booster. Being able to lock fast is also necessary in order to quickly lock up a logistics to apply repair drones in an emergency. | ||
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| style="background-color:#111111;" valign="middle" | [[image:icon_stasis_webifier_faction.png|48px|link=]] | | style="background-color:#111111; padding:0px;" valign="middle" | [[image:icon_stasis_webifier_faction.png|48px|link=]] | ||
| style="padding:8px;" valign="top" | Stasis webifiers slow down the target, drastically increasing the chance to land good hits and thus increase applied dps. Webs are always better than tracking computers for shooting smaller targets, assuming the target will come into web range. The '''Federation Navy Stasis Webifier''' or '''True Sansha Stasis Webifier''' is needed for the extra range as regular webs fall short, literally. | | style="padding:8px;" valign="top" | Stasis webifiers slow down the target, drastically increasing the chance to land good hits and thus increase applied dps. Webs are always better than tracking computers for shooting smaller targets, assuming the target will come into web range. The '''Federation Navy Stasis Webifier''' or '''True Sansha Stasis Webifier''' is needed for the extra range as regular webs fall short, literally. | ||
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| style="background-color:#111111;" valign="middle" | [[image:icon_tracking_computer_i.png|48px|link=]] | | style="background-color:#111111; padding:0px;" valign="middle" | [[image:icon_tracking_computer_i.png|48px|link=]] | ||
| style="padding:8px;" valign="top" | Tracking computers can be scripted for additional range or tracking, or both to a lesser degree. If you primarily engage targets outside web-range, tracking computers become more important, as they'll be able to improve your range and/or your tracking. Remember that this module use scripts, so be sure to bring '''Tracking Speed Scripts''' and '''Optimal Range Scripts'''. | | style="padding:8px;" valign="top" | Tracking computers can be scripted for additional range or tracking, or both to a lesser degree. If you primarily engage targets outside web-range, tracking computers become more important, as they'll be able to improve your range and/or your tracking. Remember that this module use scripts, so be sure to bring '''Tracking Speed Scripts''' and '''Optimal Range Scripts'''. | ||
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| style="background-color:#111111;" valign="middle" | [[image:icon_target_painter_i.png|48px|link=]] | | style="background-color:#111111; padding:0px;" valign="middle" | [[image:icon_target_painter_i.png|48px|link=]] | ||
| style="padding:8px;" valign="top" | Target painters increase the signature of the target, making it easier to lock and shoot. Target painters would not be your first choice, but assuming the other needs are met, you sometimes reach a point where additional webs won't be needed and then the target painter would actually be of more use than another web. | | style="padding:8px;" valign="top" | Target painters increase the signature of the target, making it easier to lock and shoot. Target painters would not be your first choice, but assuming the other needs are met, you sometimes reach a point where additional webs won't be needed and then the target painter would actually be of more use than another web. | ||
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| style="background-color:#111111;" valign="middle" | [[image:module_icon_microwarpdrive_tech1.png|48px|link=]] | | style="background-color:#111111; padding:0px;" valign="middle" | [[image:module_icon_microwarpdrive_tech1.png|48px|link=]] | ||
| style="padding:8px;" valign="top" | The microwarpdrive is used primarily in headquarter sites but can also be used in assaults. In those sites you need the extra speed to either fly to a specific position or to continuously move into new optimal positions for each wave. The Nightmare has the option to use an afterburner, due to its ship bonus to afterburner speeds. | | style="padding:8px;" valign="top" | The microwarpdrive is used primarily in headquarter sites but can also be used in assaults. In those sites you need the extra speed to either fly to a specific position or to continuously move into new optimal positions for each wave. The Nightmare has the option to use an afterburner, due to its ship bonus to afterburner speeds. | ||
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==== Highslot options ==== | ==== Highslot options ==== | ||
{| class="wikitable" style="font-size:90%" | {| class="wikitable" style="font-size:90%" | ||
| style="background-color:#111111;" valign="middle" | [[image:icon_shield_transporter_i.png|48px|link=]] | | style="background-color:#111111; padding:0px;" valign="middle" | [[image:icon_shield_transporter_i.png|48px|link=]] | ||
| style="padding:8px;" valign="top" | Large S95a Remote Shield Booster or Large Remote Shield Booster II modules repairs the friendly target's shields. Having a few extra remote shield boosters for emergencies are invaluable. When the fleet doesn't have any Basilisks, it makes more sense to use remote shield boosters in your spare highs, as there won't be much need for utility cap. | | style="padding:8px;" valign="top" | Large S95a Remote Shield Booster or Large Remote Shield Booster II modules repairs the friendly target's shields. Having a few extra remote shield boosters for emergencies are invaluable. When the fleet doesn't have any Basilisks, it makes more sense to use remote shield boosters in your spare highs, as there won't be much need for utility cap. | ||
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| style="background-color:#111111;" valign="middle" | [[image:icon_remote_capacitor_transmitter_i.png|48px|link=]] | | style="background-color:#111111; padding:0px;" valign="middle" | [[image:icon_remote_capacitor_transmitter_i.png|48px|link=]] | ||
| style="padding:8px;" valign="top" | Large 'Regard' Capacitor Transmitters or Large Capacitor Transmitter II consumes cap in order to send it to a friendly target. It creates more cap than it consumes, so giving each other cap like this creates both recipients more cap. It's a favoured module for when you have Basilisks in your fleet, so members can act as emergency cap buddies. | | style="padding:8px;" valign="top" | Large 'Regard' Capacitor Transmitters or Large Capacitor Transmitter II consumes cap in order to send it to a friendly target. It creates more cap than it consumes, so giving each other cap like this creates both recipients more cap. It's a favoured module for when you have Basilisks in your fleet, so members can act as emergency cap buddies. | ||
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| style="background-color:#111111;" valign="middle" | [[image:icon auto targeting system i.png|48px|link=]] | | style="background-color:#111111; padding:0px;" valign="middle" | [[image:icon auto targeting system i.png|48px|link=]] | ||
| style="padding:8px;" valign="top" | The Auto Targeting System I module can be a decent choice if you have a high slot to spare but not the fitting for any of the above mentioned modules (or your fleet has no need for them). Assuming you have the skills to lock more, it gives your ship the ability to lock an additional +2 targets at the cost of 1 powergrid and 1 CPU. | | style="padding:8px;" valign="top" | The Auto Targeting System I module can be a decent choice if you have a high slot to spare but not the fitting for any of the above mentioned modules (or your fleet has no need for them). Assuming you have the skills to lock more, it gives your ship the ability to lock an additional +2 targets at the cost of 1 powergrid and 1 CPU. | ||
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