Difference between revisions of "Imperial Navy Slicer"
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| info=<b>Development</b><br>The Slicer is the Imperial Navy's pride and joy, and one of its biggest weapons in the continual fight against Matari insurgents. Boasting tremendous range and versatility in equipment fittings, a great deal of armor strength and a powerful capacitor, the skilled Slicer pilot is able to take out most frigates with ease. | | info=<b>Development</b><br>The Slicer is the Imperial Navy's pride and joy, and one of its biggest weapons in the continual fight against Matari insurgents. Boasting tremendous range and versatility in equipment fittings, a great deal of armor strength and a powerful capacitor, the skilled Slicer pilot is able to take out most frigates with ease. | ||
| bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>10% bonus to Small Energy Turret optimal range<br>25% bonus to Small Energy Turret damage<br> | | bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>10% bonus to Small Energy Turret optimal range<br>25% bonus to Small Energy Turret damage<br> |
Revision as of 15:41, 12 June 2016
RELATED UNI-WIKI REFERENCES
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Development SHIP BONUSES
Amarr Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Imperial Navy Slicer is a ship with a distinctive role - that of a fast frigate sized kiter/sniper. Its impressive optimal range bonus allows it to snipe at long range with beam lasers, or to kite very effectively with pulse lasers loaded with scorch. It only has 2 turret slots, but its ship bonus can give them the damage of more than 4, while only needing the fitting and cap for two. Finally, the ship has a fast base speed and low mass, making it very quick and agile.
Skills
- Amarr Frigate to at least IV to take advantage of the Slicer's 10% bonus to Small Energy Turret optimal range and 25% bonus to Small Energy Turret damage that comes with every extra level in the skill.
- With the massive bonus to small energy turret damage and only 2 slots it is highly recommended to have T2 Small Energy Turret with supporting Gunnery skills to maximize the benefit.
Prequisite Skills:
- Propulsion Jamming Level 2 is necessary for Tech 2 points, and level 4 allows T2 webs.
- High Speed Maneuvering Level 3 for T2 MWDs. Level 4 is recommended.
- Hull Upgrades Level 2 is required for T2 Nanofiber Internal Structures and Overdrive Injectors and also increases your armor HP.
Helpful Skills:
- Hull Upgrades, CPU Management and Power Grid Management should be at level 5 (they are important for any ship you fly).
- Navigation 5% bonus to sub-warp speed per level. Level 5 is recommended.
- Acceleration Control 5% bonus to afterburner and MWD speed per level. Level 4 is recommended.
- Evasive Maneuvering 4% to ship agility per level. Level 5 is recommended.
- Signature Analysis 5% scan resolution per level; getting this to level 5 will greatly boost your target locking speed.
Fitting
For more info on fittings, please click here
Tactics
No sub-article about Imperial Navy Slicer roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Imperial Navy Slicer here.