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= Upgrade priorities = | = Upgrade priorities = | ||
{{important note box|The [[EVE University Incursion Community]] doesn't require '''unistas''' to use fancy hulls and modules or put expensive implants into your head due to the constant threat of war. Pilots who take the necessary precautions are of course allowed to, but should do so of their own free will being aware of the risk.}} | |||
There are a lot of ways to spend ISK on your incursion character in order to improve your performance, be that '''buying a pirate faction battleship''', getting '''faction and deadspace modules''' or '''injecting implants''' into your head. Some of these options are more effective than others, so before you start ''"throwing ISK at the problem"'' with wild abandon ... take a moment to consider your options. | There are a lot of ways to spend ISK on your incursion character in order to improve your performance, be that '''buying a pirate faction battleship''', getting '''faction and deadspace modules''' or '''injecting implants''' into your head. Some of these options are more effective than others, so before you start ''"throwing ISK at the problem"'' with wild abandon ... take a moment to consider your options. | ||
== Buying a pirate faction battleship == | == Buying a pirate faction battleship == | ||
In almost all cases, upgrading your hull should be your first goal if you're looking to invest more ISK. While faction and deadspace modules are great, pirate faction hulls often give superior bonuses without inflating the value of droppable modules fit to your ship. For the most part it's a matter of certain pirate faction battleships having double damage bonuses and powerful role bonuses instead of having an offensive and a defensive one, plus much better overall ship stats. | In almost all cases, upgrading your hull should be your first goal if you're looking to invest more ISK. While faction and deadspace modules are great, pirate faction hulls often give superior bonuses without inflating the value of droppable modules fit to your ship. For the most part it's a matter of certain pirate faction battleships having double damage bonuses and powerful role bonuses instead of having an offensive and a defensive one, plus much better overall ship stats. | ||
Below is a list of some of the differences (relevant to incursions) for a [[Vindicator]] compared to a Hyperion and a [[Machariel]] compared to a Maelstrom. The same kind of vast improvement is found when upgrading to [[Nightmare]] as well, even though it doesn't have a direct tech one ship to compare it to. | Below is a list of some of the differences (relevant to incursions) for a [[Vindicator]] compared to a Hyperion and a [[Machariel]] compared to a Maelstrom. The same kind of vast improvement is found when upgrading to a [[Nightmare]] as well, even though it doesn't have a direct tech one ship to compare it to. | ||
{| class="wikitable" style="font-size:90%;" | {| class="wikitable" style="font-size:90%;" | ||
! style="background-color:#222222;" | Improvements | ! style="background-color:#222222;" | Improvements | ||
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<small><references/></small> | <small><references/></small> | ||
== Faction and deadspace modules == | == Faction and deadspace modules == | ||
First of all, remember that getting a pirate faction hull is always going to give you better applied damage (and often many other advantages) compared to spending ISK on faction and deadspace modules. With the exception of the '''Federation Navy Stasis Webifier''' and '''tech two weapons''', it is recommended that you get a better hull long before you look into upgrading modules. | |||
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. | 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 (or two) 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. | |||
==== What do you get in return? ==== | ==== What do you get in return? ==== | ||
To put this into perspective you need to factor in [[stacking penalties]]. If you're just using one module to a given effect, it's easy to calculate and see the difference, but when you have more intricate combinations where things end up 2nd, 3rd, 4th or 5th in the stacking hierarchy, it might be a little harder to see what you get out of it. | To put this into perspective you need to factor in [[stacking penalties]]. If you're just using one module to a given effect, it's easy to calculate and see the difference, but when you have more intricate combinations where things end up 2nd, 3rd, 4th or 5th in the stacking hierarchy, it might be a little harder to see what you get out of it. | ||
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<small><references/></small> | <small><references/></small> | ||
== Injecting implants == | == Injecting implants == | ||
There are plenty of hardwiring implants that are useful for incursion runners, with effects ranging from damage projection (tracking, damage or rate of fire) to fitting/support related effects (increased capacitor, powergrid or CPU) and warp speed. The bonuses from implants do not suffer stacking penalties, thus even the +3% variants are quite potent. | There are plenty of hardwiring implants that are useful for incursion runners, with effects ranging from damage projection (tracking, damage or rate of fire) to fitting/support related effects (increased capacitor, powergrid or CPU) and warp speed. The bonuses from implants do not suffer stacking penalties, thus even the +3% variants are quite potent and cheap enough to use even while at war due to the low risk of actually losing your pod. | ||
The best hardwiring implants (apart from officer implants) come from the [[Loyalty_Points#CONCORD_loyalty_points|CONCORD Loyalty Point]] store and give a +6% bonus but require {{sk|Cybernetics|V}}. Implants are available for all skills and wallets however, ranging from the 1%, 3% and 5% implants of normal LP stores to the CONCORD specific 2%, 4% and 6% implants. | The best hardwiring implants (apart from officer implants) come from the [[Loyalty_Points#CONCORD_loyalty_points|CONCORD Loyalty Point]] store and give a +6% bonus but require {{sk|Cybernetics|V}}. Implants are available for all skills and wallets however, ranging from the 1%, 3% and 5% implants of normal LP stores to the CONCORD specific 2%, 4% and 6% implants. | ||
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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. A set of 4% implants from the CONCORD Loyalty Point store might also be worth considering, they go for 37,5M ISK and 37,5k CONCORD LP each. | 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. A set of 4% implants from the CONCORD Loyalty Point store might also be worth considering, they go for 37,5M ISK and 37,5k CONCORD LP each. | ||
==== Recommended implants ==== | ==== Recommended implants ==== | ||
Given the focus on applied damage in incursions, most of our recommended implants will be in that group. The numbers after the - denotes the slot it uses. For example the {{co|slateblue|Motion Prediction MR-703}} implant occupies slot 7 and gives a 3% bonus. The bonus is omitted in this table as people will get different bonuses based on their skills and budget. | |||
The | |||
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! style="background-color:#222222;" | {{icon|turret new|24}} Gunnery implants | ! style="background-color:#222222;" | {{icon|turret new|24}} Gunnery implants | ||
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| valign="top" style="padding:6px;" nowrap | {{co|coral|'''Motion Prediction MR-7'''}}<small> <ref>For the high-end tracking speed implants, the {{co|coral|'''Ogdin's Eye Coordination Enhancer'''}} implant is often much cheaper than the 6% implant from CONCORD. It only requires {{sk|Cybernetics|III}}.</ref></small> (turret tracking)<br>{{co|coral|'''Gunnery RF-9'''}} (turret rate of fire)<br>{{co|coral|'''Large Projectile Turret LP-10'''}} (damage)<br>{{co|coral|'''Large Energy Turret LE-10'''}} (damage)<br>{{co|coral|'''Large Hybrid Turret LH-10'''}} (damage) | | valign="top" style="padding:6px;" nowrap | {{co|coral|'''Motion Prediction MR-7'''}}<small> <ref>For the high-end tracking speed implants, the {{co|coral|'''Ogdin's Eye Coordination Enhancer'''}} implant is often much cheaper than the 6% implant from CONCORD. It only requires {{sk|Cybernetics|III}}.</ref></small> (turret tracking)<br>{{co|coral|'''Gunnery RF-9'''}} (turret rate of fire)<br>{{co|coral|'''Large Projectile Turret LP-10'''}} (damage)<br>{{co|coral|'''Large Energy Turret LE-10'''}} (damage)<br>{{co|coral|'''Large Hybrid Turret LH-10'''}} (damage) | ||
| valign="top" style="padding:6px;" nowrap | {{co|coral|'''Engineering EG-6'''}}<small> <ref name="alt">For people who doesn't need slot 6 for capacitor implants or special implant sets like ascendancies, either the '''Engineering EG-6''' or '''Acceleration Control AC-6''' implants could be useful to help fit for larger assault and headquarter sites.</ref></small> (powergrid)<br>{{co|coral|'''Acceleration Control AC-6'''}}<small> <ref name="alt"></ref></small> (AB/MWD speed)<br>{{co|coral|'''Energy Systems Operation EO-6'''}} (capacitor recharge)<br>{{co|coral|'''Energy Management EM-8'''}} (capacitor capacity)<br>{{co|coral|'''Zor's Custom Navigation Hyper-Link''' [8]}} (AB/MWD speed) | | valign="top" style="padding:6px;" nowrap | {{co|coral|'''Engineering EG-6'''}}<small> <ref name="alt">For people who doesn't need slot 6 for capacitor implants or special implant sets like ascendancies, either the '''Engineering EG-6''' or '''Acceleration Control AC-6''' implants could be useful to help fit for larger assault and headquarter sites.</ref></small> (powergrid)<br>{{co|coral|'''Acceleration Control AC-6'''}}<small> <ref name="alt"></ref></small> (AB/MWD speed)<br>{{co|coral|'''Energy Systems Operation EO-6'''}} (capacitor recharge)<br>{{co|coral|'''Energy Management EM-8'''}} (capacitor capacity)<br>{{co|coral|'''Zor's Custom Navigation Hyper-Link''' [8]}}<small> <ref name="alt"></ref></small> (AB/MWD speed) | ||
|} | |} | ||
<small><references/></small> | <small><references/></small> | ||