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m →Battleships: Ammo clarifications. |
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shipDNA=24688:7783;8:1952;1:1978;1:2281;2:17559;2:1999;1:2048;1:10190;3:26076;1:26082;1:26088;1:2205;5:23719;5:21740;12000:28999;1:29001;1:29011;1::| | shipDNA=24688:7783;8:1952;1:1978;1:2281;2:17559;2:1999;1:2048;1:10190;3:26076;1:26082;1:26088;1:2205;5:23719;5:21740;12000:28999;1:29001;1:29011;1::| | ||
skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers| | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers| | ||
notes=With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a second '''Tracking Enhancer II'''.<p>Alternatively you can drop one of the '''Adaptive Invulerability Field II''' modules for either a '''Tracking Computer II''' or a '''Target Painter'''.</p></li><li>Once you can use tech two hybrids, upgrade to '''Neutron Blaster Cannon II''' guns and carry '''Null L''' for long range and either '''Void L''' or faction ammo for short range.}}}}<noinclude> | notes=With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a second '''Tracking Enhancer II'''.<p>Alternatively you can drop one of the '''Adaptive Invulerability Field II''' modules for either a '''Tracking Computer II''' or a '''Target Painter'''.</p></li><li>Either of the '''Federation Navy''' och '''Caldari Navy Antimatter Charge L''' ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to '''Neutron Blaster Cannon II''' guns and carry '''Null L''' for long range and either '''Void L''' or faction ammo for short range.}}}}<noinclude> | ||
=== Hyperion === | === Hyperion === | ||
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skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers| | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers| | ||
notes=With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a fourth '''Magnetic Field Stabilizer II'''.</li> | notes=With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a fourth '''Magnetic Field Stabilizer II'''.</li> | ||
<li>The '''EM Ward Amplifier II''' is primarily used to allow you to refit for assaults more easily, but also serve as a cap reliver compared to the active hardener. You can continue to use the regular '''EM Ward Field II''' for vanguards, if you wish.</li> | <li>The '''EM Ward Amplifier II''' is primarily used to allow you to refit for assaults more easily, but also serve as a cap reliver compared to the active hardener. You can continue to use the regular '''EM Ward Field II''' for vanguards, if you wish.</li><li>Either of the '''Federation Navy''' och '''Caldari Navy Antimatter Charge L''' ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to '''Neutron Blaster Cannon II''' guns and carry '''Null L''' for long range but keep faction ammo for short range.</li> | ||
<li>Once you can use tech two hybrids, upgrade to '''Neutron Blaster Cannon II''' guns and carry '''Null L''' for long range but keep faction ammo for short range.</li> | |||
}}}}<noinclude> | }}}}<noinclude> | ||