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→Heron: New skill requirements come Vanguard (people start with more basic skills). |
→Fleet & Navy Issue Battleships: No longer a viable option due to price changes. Many Fleet and Navy Issue ships cost the same or more than pirate faction ships. |
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Fleet and navy issue ships are no longer cheap enough to be a stepping stone or an alternative. Removing this section atm. | |||
== Fleet & Navy Issue Battleships == | == Fleet & Navy Issue Battleships == | ||
These ships have stronger base values than their tech one counterparts and could potentially be slightly more efficient for incursions, but often they aren't good enough to warrant the extra cost and you're better off skipping this ship class in favour of saving up for a proper pirate faction battleship instead. | These ships have stronger base values than their tech one counterparts and could potentially be slightly more efficient for incursions, but often they aren't good enough to warrant the extra cost and you're better off skipping this ship class in favour of saving up for a proper pirate faction battleship instead. | ||
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skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>{{sk|Energy Grid Upgrades|IV}}| | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>{{sk|Energy Grid Upgrades|IV}}| | ||
notes=With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a fourth '''Heat Sink II'''.</li><li>With excellent skills you should be upgrading to a '''Nightmare''', but barring that you can drop one of the '''Capacitor Power Relay''' modules for a third '''Tracking Enhancer II''', or a fourth '''Heat Sink II''' if you already swapped your damage control out.</li><li>This ship has some cap issues and could use make good use of the cap implants for slot 6 and 8.</li><li>Once you can use tech two lasers, upgrade to '''Mega Pulse Laser II''' guns and carry '''Scorch L''' for long range and '''Conflagration L''' and '''Imperial Navy Multifrequency L''' for short range (cruisers and frigates, respectively).}}}}<noinclude> | notes=With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a fourth '''Heat Sink II'''.</li><li>With excellent skills you should be upgrading to a '''Nightmare''', but barring that you can drop one of the '''Capacitor Power Relay''' modules for a third '''Tracking Enhancer II''', or a fourth '''Heat Sink II''' if you already swapped your damage control out.</li><li>This ship has some cap issues and could use make good use of the cap implants for slot 6 and 8.</li><li>Once you can use tech two lasers, upgrade to '''Mega Pulse Laser II''' guns and carry '''Scorch L''' for long range and '''Conflagration L''' and '''Imperial Navy Multifrequency L''' for short range (cruisers and frigates, respectively).}}}}<noinclude> | ||
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== Hacker == | == Hacker == | ||