More actions
m →Interceptors: Added mention of Spaceship Command V needed to align fast enough with hyperspatial rigs. |
m Uniform usage of skillbook icon and skill multiplier. |
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| style="background-color:#111111; padding:0px;" | [[image:icon_rigs.png|32px|Rig slot]] | | style="background-color:#111111; padding:0px;" | [[image:icon_rigs.png|32px|Rig slot]] | ||
| style="background-color:#111111; padding-top:0px; padding:0px;" | [[image:module_icon_propulsion_rig_tech2.png|32px|link=]] | | style="background-color:#111111; padding-top:0px; padding:0px;" | [[image:module_icon_propulsion_rig_tech2.png|32px|link=]] | ||
| style="background-color:#222222; padding:4px;" | {{co|coral|Low Friction Nozzle Joints II}} (-14% inertia modifier, -10% armour hp <ref>The armour hit point penalty of '''Astronautic Rigs''' can be reduced by training the {{sk|Astronautics Rigging}} skill.</ref>) | | style="background-color:#222222; padding:4px;" | {{co|coral|Low Friction Nozzle Joints II}} (-14% inertia modifier, -10% armour hp <ref>The armour hit point penalty of '''Astronautic Rigs''' can be reduced by training the {{sk|Astronautics Rigging|mult=yes|icon=yes}} skill.</ref>) | ||
|} | |} | ||
<small><references/></small> | <small><references/></small> | ||
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==== Improving your hull tank ==== | ==== Improving your hull tank ==== | ||
Perhaps one of the easiest and least skill intensive ways to buff your tank is to simply add a '''Damage Control II''' and try to increase your structure points as much as you can. The skill requirements for that is fairly easy, requiring only {{sk|Mechanics|III|mult=yes}} and {{sk|Hull Upgrades|IV|mult=yes}} for the damage control. Further increasing '''mechanics''' will increase the overall efficiency of the buff, since it increases your structure points by 5% per level. | Perhaps one of the easiest and least skill intensive ways to buff your tank is to simply add a '''Damage Control II''' and try to increase your structure points as much as you can. The skill requirements for that is fairly easy, requiring only {{sk|Mechanics|III|mult=yes|icon=yes}} and {{sk|Hull Upgrades|IV|mult=yes|icon=yes}} for the damage control. Further increasing '''mechanics''' will increase the overall efficiency of the buff, since it increases your structure points by 5% per level. | ||
{| class="wikitable" | {| class="wikitable" | ||
| style="background-color:#111111; padding:0px;" | [[image:icon_low_slot.png|32px|Low slot]] | | style="background-color:#111111; padding:0px;" | [[image:icon_low_slot.png|32px|Low slot]] | ||
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==== Improving your armor tank ==== | ==== Improving your armor tank ==== | ||
Fitting an armor tank can be a little bit more skill intensive, especially a passive resist setup since the efficiency of passive resist modules rely heavily on the armor compensation skills such as {{sk|EM Armor Compensation|mult=yes}}, {{sk|Thermal Armor Compensation|mult=yes}}, {{sk|Kinetic Armor Compensation|mult=yes}} and {{sk|Explosive Armor Compensation|mult=yes}}. A setup with active hardeners would potentially give you higher resists, but would take up too many modules leaving scarcely few slots for actual armor plates. | Fitting an armor tank can be a little bit more skill intensive, especially a passive resist setup since the efficiency of passive resist modules rely heavily on the armor compensation skills such as {{sk|EM Armor Compensation|mult=yes|icon=yes}}, {{sk|Thermal Armor Compensation|mult=yes|icon=yes}}, {{sk|Kinetic Armor Compensation|mult=yes|icon=yes}} and {{sk|Explosive Armor Compensation|mult=yes|icon=yes}}. A setup with active hardeners would potentially give you higher resists, but would take up too many modules leaving scarcely few slots for actual armor plates. | ||
As such it might not be something you'll be doing as a young capsuleer, but for people with high armor support skills flying certain ships (with more armor than structure hp) it might be slightly stronger than the structure approach mentioned above. | As such it might not be something you'll be doing as a young capsuleer, but for people with high armor support skills flying certain ships (with more armor than structure hp) it might be slightly stronger than the structure approach mentioned above. | ||
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==== Improving your shield tank ==== | ==== Improving your shield tank ==== | ||
The skills to use a proper tech two shield tank isn't quite as skill intensive as armour, requiring just {{sk|Shield Upgrades|IV|mult=yes}} and {{sk|Tactical Shield Manipulation|IV|mult=yes}}. Since there aren't any passive omni tanked shield modules, you need to use an active invulnerability field. You can fit for anti-gank by using an invulnerability field as well as thermal and kinetic hardener, since the strongest gankers are gallente. Use the rest of the midslots for as many shield extenders as possible and an afterburner/microwarpdrive to cut then align time down (see below). | The skills to use a proper tech two shield tank isn't quite as skill intensive as armour, requiring just {{sk|Shield Upgrades|IV|mult=yes|icon=yes}} and {{sk|Tactical Shield Manipulation|IV|mult=yes|icon=yes}}. Since there aren't any passive omni tanked shield modules, you need to use an active invulnerability field. You can fit for anti-gank by using an invulnerability field as well as thermal and kinetic hardener, since the strongest gankers are gallente. Use the rest of the midslots for as many shield extenders as possible and an afterburner/microwarpdrive to cut then align time down (see below). | ||
{| class="wikitable" | {| class="wikitable" | ||
| style="background-color:#111111; padding:0px;" | [[image:icon_mid_slot.png|32px|Mid slot]] | | style="background-color:#111111; padding:0px;" | [[image:icon_mid_slot.png|32px|Mid slot]] | ||
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This method relies on fitting an '''Improved Cloaking Device II''' and a '''microwarpdrive''' to allow you to be cloaked while aligning, minimizing the time you're actually visible on grid. This is commonly referred to as the '''MWD + cloak trick''', see [[cloak trick]] or [https://www.youtube.com/watch?v=bVi1CWcbSUE Seamus Donohue's video] for more information. | This method relies on fitting an '''Improved Cloaking Device II''' and a '''microwarpdrive''' to allow you to be cloaked while aligning, minimizing the time you're actually visible on grid. This is commonly referred to as the '''MWD + cloak trick''', see [[cloak trick]] or [https://www.youtube.com/watch?v=bVi1CWcbSUE Seamus Donohue's video] for more information. | ||
In order to use the microwarpdrive and cloak you'll need to train {{sk|High Speed Maneuvering|III|mult=yes}} and {{sk|Cloaking|III|mult=yes}} and use the appropriately sized microwarpdrive for your ship class. Frigates use the 5MN-variant, cruisers the 50MN-variant and battleships the 500MN-variant. While there are 50,000MN-variants for capital ships, certain ships like [[Orca]]s and [[Bowhead]]s can only fit "undersized" 500MN Microwarpdrives due to powergrid restrictions. As such they are limited to using them only as a means to align in 10 seconds flat (see above). They cannot combine their microwarpdrive with a cloak to do this trick, as they will simply not be able to accelerate fast enough. | In order to use the microwarpdrive and cloak you'll need to train {{sk|High Speed Maneuvering|III|mult=yes|icon=yes}} and {{sk|Cloaking|III|mult=yes|icon=yes}} and use the appropriately sized microwarpdrive for your ship class. Frigates use the 5MN-variant, cruisers the 50MN-variant and battleships the 500MN-variant. While there are 50,000MN-variants for capital ships, certain ships like [[Orca]]s and [[Bowhead]]s can only fit "undersized" 500MN Microwarpdrives due to powergrid restrictions. As such they are limited to using them only as a means to align in 10 seconds flat (see above). They cannot combine their microwarpdrive with a cloak to do this trick, as they will simply not be able to accelerate fast enough. | ||
The main risk of this method is messing up the cloak and getting locked before you manage to get your cloak up, which would make it impossible for you to cloak up. It's also possible for people to burn towards your location and decloak you before you've managed to align. Having a '''Warp Core Stabilizer I''' or two might save you from a lone enemy with just a long point, but for that to be useful you'll need to be able to warp away before anyone else shows up with a second or third point, or a scram. | The main risk of this method is messing up the cloak and getting locked before you manage to get your cloak up, which would make it impossible for you to cloak up. It's also possible for people to burn towards your location and decloak you before you've managed to align. Having a '''Warp Core Stabilizer I''' or two might save you from a lone enemy with just a long point, but for that to be useful you'll need to be able to warp away before anyone else shows up with a second or third point, or a scram. | ||
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Shuttles are dirt cheap and are often ignored by most in high security space. This can be a cheap option for new players to move around even if they are at war. Even if they are caught, as long as they don't have too many expensive implants, they potentially risk but a shuttle and a pod. This option is slightly less useful in low and null security space, due to its paper tank and the ease of simply smartbombing you as you approach the gate ... picking off both you and your pod in one fell swoop. Shuttles aren't always available at decent prices as well, but can easily be stockpiled or even built if you regularly need to use them. | Shuttles are dirt cheap and are often ignored by most in high security space. This can be a cheap option for new players to move around even if they are at war. Even if they are caught, as long as they don't have too many expensive implants, they potentially risk but a shuttle and a pod. This option is slightly less useful in low and null security space, due to its paper tank and the ease of simply smartbombing you as you approach the gate ... picking off both you and your pod in one fell swoop. Shuttles aren't always available at decent prices as well, but can easily be stockpiled or even built if you regularly need to use them. | ||
Getting the shuttle to less than two second align time only requires {{sk|Navigation|II|mult=yes}} and {{sk|Evasive Maneuvering|III|mult=yes}}. | Getting the shuttle to less than two second align time only requires {{sk|Navigation|II|mult=yes|icon=yes}} and {{sk|Evasive Maneuvering|III|mult=yes|icon=yes}}. | ||
{| class="wikitable" | {| class="wikitable" | ||
| style="background-color:#111111; padding:0px;" | [[image:Gallente_Shuttle.jpg|128px|Gallente Shuttle]] | | style="background-color:#111111; padding:0px;" | [[image:Gallente_Shuttle.jpg|128px|Gallente Shuttle]] | ||
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While the travelceptor-variant below is vastly superior to moving about safely and quickly, there are low skilled options such as a travel-fit [[Atron]]. It doesn't have the bubble immunity of an interceptor, but it's a nice option for low skilled pilots in high security space to move around in something with a bit more effective hit points, speed and cargo space (compared to a simple shuttle). | While the travelceptor-variant below is vastly superior to moving about safely and quickly, there are low skilled options such as a travel-fit [[Atron]]. It doesn't have the bubble immunity of an interceptor, but it's a nice option for low skilled pilots in high security space to move around in something with a bit more effective hit points, speed and cargo space (compared to a simple shuttle). | ||
This fit only requires you to train a {{sk|Evasive Maneuvering|III}} and if you don't already have it, {{sk|Gallente Frigate|I}} which in total is less than 9 hours worth of training. This makes it a very accessible method of moving around, until you can fly the more effective interceptors. | This fit only requires you to train a {{sk|Evasive Maneuvering|III|mult=yes|icon=yes}} and if you don't already have it, {{sk|Gallente Frigate|I|mult=yes|icon=yes}} which in total is less than 9 hours worth of training. This makes it a very accessible method of moving around, until you can fly the more effective interceptors. | ||
{{ShipFitting | {{ShipFitting | ||
| ship=Atron | | ship=Atron | ||
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A very common method of travelling is to use an interceptor fit to align in less than two seconds, with hyperspatial rigs to improve its already impressive warp speed. With a proper fit you can even tank it enough to survive a few smartbombs, making it a favourite for capsuleers moving vast distances, especially in low- and null security space. | A very common method of travelling is to use an interceptor fit to align in less than two seconds, with hyperspatial rigs to improve its already impressive warp speed. With a proper fit you can even tank it enough to survive a few smartbombs, making it a favourite for capsuleers moving vast distances, especially in low- and null security space. | ||
Below is an example of a [[Raptor]] fitted for fast travel, that will require {{sk|Spaceship Command|V|icon=yes}} if you want to keep the hyperspatial rigs. | Below is an example of a [[Raptor]] fitted for fast travel, that will require {{sk|Spaceship Command|V|mult=yes|icon=yes}} if you want to keep the hyperspatial rigs. | ||
{{ShipFitting | {{ShipFitting | ||
| ship=Raptor | | ship=Raptor | ||
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=== Covert Ops === | === Covert Ops === | ||
Ships capable of fitting the '''Covert Ops Cloaking Device II''' module<small> <ref>Astero, Blockade Runner, Covert Ops, Etana, Prospect, Force Recon, Stealth Bomber, Strategic Cruiser, Stratios, Victorieux Luxury Yacht.</ref></small><small> <ref>The Covert Ops Cloaking Device II (aka. Covops Cloak) requires {{sk|Cloaking|IV|mult=yes}} to use.</ref></small> can be very effective in moving about in hostile space, such as low-, null- and wormhole space. Their ability to remain cloaked at all times, assuming you don't let anything get too close, will allow them to safely scout out gates for gate camp as well as letting them use covert cynosural fields. | Ships capable of fitting the '''Covert Ops Cloaking Device II''' module<small> <ref>Astero, Blockade Runner, Covert Ops, Etana, Prospect, Force Recon, Stealth Bomber, Strategic Cruiser, Stratios, Victorieux Luxury Yacht.</ref></small><small> <ref>The Covert Ops Cloaking Device II (aka. Covops Cloak) requires {{sk|Cloaking|IV|mult=yes|icon=yes}} to use.</ref></small> can be very effective in moving about in hostile space, such as low-, null- and wormhole space. Their ability to remain cloaked at all times, assuming you don't let anything get too close, will allow them to safely scout out gates for gate camp as well as letting them use covert cynosural fields. | ||
Regular covert ops ships are often favoured for travel via wormholes, given the fickle nature of wormholes, the value of remaining unseen and the ability to scan down a new ''"door"'' should the old one close on you. | Regular covert ops ships are often favoured for travel via wormholes, given the fickle nature of wormholes, the value of remaining unseen and the ability to scan down a new ''"door"'' should the old one close on you. | ||