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Vanguard Incursion fits: Difference between revisions

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m Just minor things.
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| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V|icon=yes}}</li><li>{{sk|Capacitor Systems Operation|V|icon=yes}}</li><li>{{sk|Fuel Conservation|III|icon=yes}}</li><li>{{sk|Shield Management|IV|icon=yes}}</li><li>{{sk|Logistics Cruisers|V|icon=yes}}</li><li>{{sk|Shield Emission Systems|V|icon=yes}}</li><li>{{sk|Repair Drone Operation|V|icon=yes}} ''(see notes)''
| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V|icon=yes}}</li><li>{{sk|Capacitor Systems Operation|V|icon=yes}}</li><li>{{sk|Fuel Conservation|III|icon=yes}}</li><li>{{sk|Shield Management|IV|icon=yes}}</li><li>{{sk|Logistics Cruisers|V|icon=yes}}</li><li>{{sk|Shield Emission Systems|V|icon=yes}}</li><li>{{sk|Repair Drone Operation|V|icon=yes}} ''(see notes)''
| showSKILLS=Y
| showSKILLS=Y
| notes='''Shield Maintenance Bot II''' drones are nice but not critical, so feel free to use this fit with tech one shield bots while you're training.</li><li>You could use [[Incursion fitting principles#Recommended implants|capacitor implants]] to help you get cap stable without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.</li><li>Only one of the logistics need the '''Afterburner''', one of the logi can replace it with an additional '''Shadow Serpentis Remote Tracking Computer'''.
| notes={{co|coral|Shield Maintenance Bot II}} drones are nice but not critical, so feel free to use this fit with tech one shield bots while you're training.</li><li>You could use [[Incursion fitting principles#Recommended implants|capacitor implants]] to help you get cap stable without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.</li><li>Only one of the logistics need the '''Afterburner''', one of the logi can replace it with an additional {{co|coral|Shadow Serpentis Remote Tracking Computer}}.
| showNOTES=Y
| showNOTES=Y
| difficulty=2
| difficulty=2
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| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics
| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics
| showSKILLS=Y
| showSKILLS=Y
| notes=You could use [[Incursion fitting principles#Recommended implants|capacitor implants]] to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.</li><li>The '''Caldari Navy EM Ward Field''' can be replaced by a regular tech two if you've trained {{sk|CPU Management|V|icon=yes}}.</li><li>Training into the {{co|yellow|advanced fit}} below is useful if you want the option to fit a fifth repper and rely on only one incoming remote capacitor transmitter, but it'll require that your cap buddy is equally skilled and can manage with just one incoming transmitter as well.
| notes=You could use [[Incursion fitting principles#Recommended implants|capacitor implants]] to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.</li><li>The {{co|coral|Caldari Navy EM Ward Field}} can be replaced by a regular tech two if you've trained {{sk|CPU Management|V|icon=yes}}.</li><li>Training into the {{co|yellow|advanced fit}} below is useful if you want the option to fit a fifth repper and rely on only one incoming remote capacitor transmitter, but it'll require that your cap buddy is equally skilled and can manage with just one incoming transmitter as well.
| showNOTES=Y
| showNOTES=Y
| difficulty=0
| difficulty=0
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| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V|icon=yes}}</li><li>{{sk|Capacitor Systems Operation|V|icon=yes}}</li><li>{{sk|Fuel Conservation|III|icon=yes}}</li><li>{{sk|Shield Management|IV|icon=yes}}</li><li>{{sk|Logistics Cruisers|V|icon=yes}}</li><li>{{sk|Shield Emission Systems|V|icon=yes}}</li><li>{{sk|Capacitor Emission Systems|V|icon=yes}}</li><li>{{sk|Repair Drone Operation|V|icon=yes}} ''(optional, see notes)''</li><li>{{sk|Shield Rigging|IV|icon=yes}} ''(optional, see notes)''<br>o {{sk|Jury Rigging|III|icon=yes}} ''(prerequisite)''
| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V|icon=yes}}</li><li>{{sk|Capacitor Systems Operation|V|icon=yes}}</li><li>{{sk|Fuel Conservation|III|icon=yes}}</li><li>{{sk|Shield Management|IV|icon=yes}}</li><li>{{sk|Logistics Cruisers|V|icon=yes}}</li><li>{{sk|Shield Emission Systems|V|icon=yes}}</li><li>{{sk|Capacitor Emission Systems|V|icon=yes}}</li><li>{{sk|Repair Drone Operation|V|icon=yes}} ''(optional, see notes)''</li><li>{{sk|Shield Rigging|IV|icon=yes}} ''(optional, see notes)''<br>o {{sk|Jury Rigging|III|icon=yes}} ''(prerequisite)''
| showSKILLS=Y
| showSKILLS=Y
| notes=The rigging skill isn't strictly needed but is still useful in reducing the penalties.</li><li>'''Shield Maintenance Bot II''' drones are nice but not critical, so feel free to use this fit with tech one shield bots while you're training.</li><li>'''Always''' carry a spare remote capacitor transmitter with you in case the next replacement needs two transmitters to remain cap stable.</li><li>You could use [[Incursion fitting principles#Recommended implants|capacitor implants]] to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.</li><li>With perfect skills and implants, you can upgrade the fifth repper to a tech two.
| notes=The rigging skill isn't strictly needed but is still useful in reducing the penalties.</li><li>{{co|coral|Shield Maintenance Bot II}} drones are nice but not critical, so feel free to use this fit with tech one shield bots while you're training.</li><li>'''Always''' carry a spare remote capacitor transmitter with you in case the next replacement needs two transmitters to remain cap stable.</li><li>You could use [[Incursion fitting principles#Recommended implants|capacitor implants]] to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.</li><li>With perfect skills and implants, you can upgrade the fifth repper to a tech two.
| showNOTES=Y
| showNOTES=Y
| difficulty=0
| difficulty=0
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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
| showSKILLS=Y
| showSKILLS=Y
| notes=The '''EM Ward Amplifier II''' is primarily used to allow you to refit for assaults more easily. You can continue to use the regular '''EM Ward Field II''' for vanguards, if you wish.</li><li>Either of the '''Republic Fleet EMP L''', '''Fusion''' or '''Phased Plasma''' 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 projectiles, upgrade to '''800mm Repeating Cannon II''' guns but stick with the faction ammo.
| notes=The {{co|coral|EM Ward Amplifier II}} is primarily used to allow you to refit for assaults more easily. You can continue to use the regular {{co|coral|EM Ward Field II}} for vanguards, if you wish.</li><li>Either of the {{co|coral|Republic Fleet EMP L}}, {{co|coral|Fusion}} or {{co|coral|Phased Plasma}} 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 projectiles, upgrade to {{co|coral|800mm Repeating Cannon II}} guns but stick with the faction ammo.
| showNOTES=Y
| showNOTES=Y
| difficulty=0
| difficulty=0
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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
| showSKILLS=Y
| showSKILLS=Y
| notes=The '''EM Ward Amplifier II''' is primarily used to allow you to refit for assaults more easily. You can continue to use the regular '''EM Ward Field II''' for vanguards, if you wish.</li><li>Both '''Federation Navy''' and '''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.
| notes=The {{co|coral|EM Ward Amplifier II}} is primarily used to allow you to refit for assaults more easily. You can continue to use the regular {{co|coral|EM Ward Field II}} for vanguards, if you wish.</li><li>Both {{co|coral|Federation Navy}} and {{co|coral|Caldari Navy Antimatter Charge L}} ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to {{co|coral|Neutron Blaster Cannon II}} guns and carry {{co|coral|Null L}} for long range but keep faction ammo for short range.
| showNOTES=Y
| showNOTES=Y
| difficulty=0
| difficulty=0
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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
| showSKILLS=Y
| showSKILLS=Y
| notes=The '''EM Ward Amplifier II''' is primarily used to allow you to refit for assaults more easily, but also serve as a cap relief 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''' or '''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.
| notes=The {{co|coral|EM Ward Amplifier II}} is primarily used to allow you to refit for assaults more easily, but also serve as a cap relief compared to the active hardener. You can continue to use the regular {{co|coral|EM Ward Field II}} for vanguards, if you wish.</li><li>Either of the {{co|coral|Federation Navy}} or {{co|coral|Caldari Navy Antimatter Charge L}} ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to {{co|coral|Neutron Blaster Cannon II}} guns and carry {{co|coral|Null L}} for long range but keep faction ammo for short range.
| showNOTES=Y
| showNOTES=Y
| difficulty=0
| difficulty=0
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If you are not comfortable with the cost of these ships, you can also improve your efficiency (and thus making our fleets even safer) by continuing to use our minimum tech one ships above but train into tech two guns and improve your support skills. See the [[Preparing_for_Incursions#Recommended_skills_for_damage_dealers|recommended skills]] for more information.
If you are not comfortable with the cost of these ships, you can also improve your efficiency (and thus making our fleets even safer) by continuing to use our minimum tech one ships above but train into tech two guns and improve your support skills. See the [[Preparing_for_Incursions#Recommended_skills_for_damage_dealers|recommended skills]] for more information.
{{note box|Out of all the '''pirate faction battleships''' the [[Machariel]], [[Nightmare]] and [[Vindicator]] stand out with their suitable slot layout and multiple offensive damage bonuses as well as good role bonuses especially suitable to both damage projection and application. The fits recommend a cheap and flexible offensive setup that differs a little bit from that of the tech one battleships, but otherwise follow our usual [[Incursion fitting principles|fitting principles]]. For more specific information about your rig options and general ship fit progression, see the [[Incursion_fitting_principles#Rigging_choice|rigging choice]], [[Ship_progression_in_Incursions#Fit_progression|fit progression]] and [[Incursion_fitting_principles#Utility_modules|utility mids]] sections.}}
{{note box|Out of all the '''pirate faction battleships''' the {{sh|Machariel}}, {{sh|Nightmare}} and {{sh|Vindicator}} stand out with their suitable slot layout and multiple offensive damage bonuses as well as good role bonuses especially suitable to both damage projection and application. The fits recommend a cheap and flexible offensive setup that differs a little bit from that of the tech one battleships, but otherwise follow our usual [[Incursion fitting principles|fitting principles]]. For more specific information about your rig options and general ship fit progression, see the [[Incursion_fitting_principles#Rigging_choice|rigging choice]], [[Ship_progression_in_Incursions#Fit_progression|fit progression]] and [[Incursion_fitting_principles#Utility_modules|utility mids]] sections.}}
=== Machariel ===
=== Machariel ===
{{ShipFitting
{{ShipFitting
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| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)
| showSKILLS=Y
| showSKILLS=Y
| notes=The '''EM Ward Amplifier II''' is primarily used to allow you to refit for assaults more easily. You can continue to use the regular '''EM Ward Field II''' for vanguards, if you wish.</li><li>Either of the '''Republic Fleet EMP L''', '''Fusion''' or '''Phased Plasma''' 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 projectiles, upgrade to '''800mm Repeating Cannon II''' guns but stick with the faction ammo.
| notes=The {{co|coral|EM Ward Amplifier II}} is primarily used to allow you to refit for assaults more easily. You can continue to use the regular {{co|coral|EM Ward Field II}} for vanguards, if you wish.</li><li>Either of the {{co|coral|Republic Fleet EMP L}}, {{co|coral|Fusion}} or {{co|coral|Phased Plasma}} 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 projectiles, upgrade to {{co|coral|800mm Repeating Cannon II}} guns but stick with the faction ammo.
| showNOTES=Y
| showNOTES=Y
| difficulty=0
| difficulty=0
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| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>The {{sk|Caldari Battleship|icon=yes}} skill can favourably be left at '''Level 1''', as it only gives you an afterburner bonus (which we do not use in incursions).
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>The {{sk|Caldari Battleship|icon=yes}} skill can favourably be left at '''Level 1''', as it only gives you an afterburner bonus (which we do not use in incursions).
| showSKILLS=Y
| showSKILLS=Y
| notes=The '''EM Ward Amplifier II''' is primarily used to allow you to refit for assaults more easily. You can continue to use the regular '''EM Ward Field II''' for vanguards, if you wish.</li><li>'''Tachyon Beam Lasers''' (long range) can often work for vanguards, thanks to the Nightmare's strong tracking bonuses. So feel free to carry a set of tachyons with you and ask the fleet commander which he prefers.</li><li>Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.</li><li>Once you can use tech two lasers, upgrade to either '''Mega Pulse Laser II''' and use your '''Imperial Navy Multifrequency L''' along with '''Conflagration L''' and '''Scorch L''', or '''Tachyon Beam Laser II''' with '''Imperial Navy Multifrequency L''', '''Gleam L''' and whichever crystal gets you decent range at 60-70km, usually '''Imperial Navy Gamma L''' or '''Imperial Navy Xray L'''.
| notes=The {{co|coral|EM Ward Amplifier II}} is primarily used to allow you to refit for assaults more easily. You can continue to use the regular {{co|coral|EM Ward Field II}} for vanguards, if you wish.</li><li>'''Tachyon Beam Lasers''' (long range) can often work for vanguards, thanks to the Nightmare's strong tracking bonuses. So feel free to carry a set of tachyons with you and ask the fleet commander which he prefers.</li><li>Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.</li><li>Once you can use tech two lasers, upgrade to either {{co|coral|Mega Pulse Laser II}} and use your {{co|coral|Imperial Navy Multifrequency L}} along with {{co|coral|Conflagration L}} and {{co|coral|Scorch L}}, or {{co|coral|Tachyon Beam Laser II}} with {{co|coral|Imperial Navy Multifrequency L}}, {{co|coral|Gleam L}} and whichever crystal gets you decent range at 60-70km, usually {{co|coral|Imperial Navy Gamma L}} or {{co|coral|Imperial Navy Xray L}}.
| showNOTES=Y
| showNOTES=Y
| difficulty=0
| difficulty=0
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| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)</li><li>The {{sk|Minmatar Battleship|icon=yes}} is by far the most important skill to improve, as it improves the effectiveness of your webs.
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)</li><li>The {{sk|Minmatar Battleship|icon=yes}} is by far the most important skill to improve, as it improves the effectiveness of your webs.
| showSKILLS=Y
| showSKILLS=Y
| notes=The '''EM Ward Amplifier II''' is primarily used to allow you to refit for assaults more easily. You can continue to use the regular '''EM Ward Field II''' for vanguards, if you wish.</li><li>Both '''Federation Navy''' and '''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.
| notes=The {{co|coral|EM Ward Amplifier II}} is primarily used to allow you to refit for assaults more easily. You can continue to use the regular {{co|coral|EM Ward Field II}} for vanguards, if you wish.</li><li>Both {{co|coral|Federation Navy}} and {{co|coral|Caldari Navy Antimatter Charge L}} ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to {{co|coral|Neutron Blaster Cannon II}} guns and carry {{co|coral|Null L}} for long range but keep faction ammo for short range.
| showNOTES=Y
| showNOTES=Y
| difficulty=0
| difficulty=0
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Having a command ship with command bursts will always be more valuable than any other option for vanguards. The [[EVE University Incursion Community]] runs with a single booster to ensure that their fleets can run safely. See the [[Anatomy_of_Incursions#Ongrid_boosts|Anatomy of Incursions]] page for more information on the effects of ongrid boosting.
Having a command ship with command bursts will always be more valuable than any other option for vanguards. The [[EVE University Incursion Community]] runs with a single booster to ensure that their fleets can run safely. See the [[Anatomy_of_Incursions#Ongrid_boosts|Anatomy of Incursions]] page for more information on the effects of ongrid boosting.
=== Sleipnir ===
=== Sleipnir ===
While both the [[Sleipnir]] and [[Claymore]] can be used for ongrid boosting in vanguards, the Sleipnir is simply the better choice. The turret-based weaponry of the Sleipnir is far more suitable to incursions than the Claymore's missile-based weaponry.
While both the {{sh|Sleipnir}} and {{sh|Claymore}} can be used for ongrid boosting in vanguards, the Sleipnir is simply the better choice. The turret-based weaponry of the Sleipnir is far more suitable to incursions than the Claymore's missile-based weaponry.
{{ShipFitting
{{ShipFitting
| ship=Sleipnir
| ship=Sleipnir
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| notes={{sk|Cybernetics|V|icon=yes}}, {{sk|Skirmish Command Specialist|V|icon=yes}} and {{sk|Shield Command Specialist|V|icon=yes}} is required for the following mindlink:
| notes={{sk|Cybernetics|V|icon=yes}}, {{sk|Skirmish Command Specialist|V|icon=yes}} and {{sk|Shield Command Specialist|V|icon=yes}} is required for the following mindlink:
<p>[[image:icon_implant_hardwiring.png|20px|link=]] {{co|coral|Republic Fleet Command Mindlink}}</p></li><li>Make sure you have the following charges:
<p>[[image:icon_implant_hardwiring.png|20px|link=]] {{co|coral|Republic Fleet Command Mindlink}}</p></li><li>Make sure you have the following charges:
<p>[[image:icon_active_shielding.png|20px|link=]] {{co|coral|Active Shielding Charge}} x 600<br>[[image:icon_shield_harmonizing.png|20px|link=]] {{co|coral|Shield Harmonizing Charge}} x 600<br>[[image:icon_evasive_maneuvers.png|20px|link=]] {{co|coral|Evasive Maneuvers Charge}} x 600<br>[[image:icon_interdiction_maneuvers.png|20px|link=]] {{co|coral|Interdiction Maneuvers Charge}} x 600</p></li><li>Either of the '''Republic Fleet EMP M''', '''Fusion''' or '''Phased Plasma''' ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
<p>[[image:icon_active_shielding.png|20px|link=]] {{co|coral|Active Shielding Charge}} x 600<br>[[image:icon_shield_harmonizing.png|20px|link=]] {{co|coral|Shield Harmonizing Charge}} x 600<br>[[image:icon_evasive_maneuvers.png|20px|link=]] {{co|coral|Evasive Maneuvers Charge}} x 600<br>[[image:icon_interdiction_maneuvers.png|20px|link=]] {{co|coral|Interdiction Maneuvers Charge}} x 600</p></li><li>Either of the {{co|coral|Republic Fleet EMP M}}, {{co|coral|Fusion}} or {{co|coral|Phased Plasma}} ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.
| showNOTES=Y
| showNOTES=Y
| difficulty=2
| difficulty=2
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Hacking in incursions doesn't use the [[Hacking|minigame]], but instead uses the old method where each module has a chance of successfully hacking the logistics control array. This is why in exploration you only need one data analyzer, but in incursion hacking you need as many as you can fit.
Hacking in incursions doesn't use the [[Hacking|minigame]], but instead uses the old method where each module has a chance of successfully hacking the logistics control array. This is why in exploration you only need one data analyzer, but in incursion hacking you need as many as you can fit.
=== Heron ===
=== Heron ===
It doesn't necessarily need to be a '''Heron''', but it is one of the most useful ships and the basics for fitting a hacker remains the same regardless of hull. '''Microwarpdrive''' and as many '''Data Analyzer''' modules as you can fit and some '''Memetic Algorithm Bank''' rigs for increased hacking chance.
It doesn't necessarily need to be a {{sh|Heron}}, but it is one of the most useful ships and the basics for fitting a hacker remains the same regardless of hull. {{co|coral|Microwarpdrive}} and as many {{co|coral|Data Analyzer}} modules as you can fit and some {{co|coral|Memetic Algorithm Bank}} rigs for increased hacking chance.
</noinclude>{{#ifeq:{{{1|Heron}}}|Heron|{{ShipFitting|showTOC=N|
</noinclude>{{#ifeq:{{{1|Heron}}}|Heron|{{ShipFitting|showTOC=N|
ship=Heron|
ship=Heron|
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version=Ascension|
version=Ascension|
shipDNA=605:434;1:22175;4:2603;2:31238;2::|
shipDNA=605:434;1:22175;4:2603;2:31238;2::|
skills=You'll need {{sk|Caldari Frigate|I|icon=yes}} to fly this ship.<br>(~15 minutes worth of training)<br><br></li><li>{{sk|Hacking|III|icon=yes}} ''(optional, 11 hours and 14 minutes)''|
skills=You'll need {{sk|Caldari Frigate|I|icon=yes}} to fly this ship.<br>(~15 minutes worth of training)</li><li>{{sk|Hacking|III|icon=yes}} ''(optional, 11 hours and 14 minutes)''
notes=The skill {{sk|Hacking|icon=yes}} is by far the biggest contributor to efficiency when hacking, consider training '''Hacking III''' at it's a very quick train that gives a big performance boost.</li><li>Being able to fit '''Data Analyzer II''' modules is nice, but usually overkill as the skill-level needed to fit those modules would make your regular tech one modules more than good enough. Plus, four tech one modules with '''Hacking III''' is usually enough to get the hack on the first or second try.</li><li>Right-clicking your microwarpdrive and selecting the option ''"Set auto-repeat off"'' is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.}}}}<noinclude>
|notes=The skill {{sk|Hacking|icon=yes}} is by far the biggest contributor to efficiency when hacking, consider training it to III as it's a very quick train that gives a big performance boost.</li><li>Being able to fit {{co|coral|Data Analyzer II}} modules is nice, but usually overkill as the skill-level needed to fit those modules would make your regular tech one modules more than good enough. Plus, four tech one modules with {{sk|Hacking|III|icon=yes}} is usually enough to get the hack on the first or second try.</li><li>Right-clicking your microwarpdrive and selecting the option ''"Set auto-repeat off"'' is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.}}}}<noinclude>


=== Venture ===
=== Venture ===
For [[Clone States|Alpha clones]] you can easily utilize the [[Venture]] as an option either of them can fly, as they all start with {{sk|Mining Frigate|I|icon=yes}} and {{sk|Hacking|I|icon=yes}} for free. So this ship could by flown by anyone, regardless of race and skillpoints (at the cost of taking twice as long to hack due to limited midslots).
For [[Clone States|Alpha clones]] you can easily utilize the {{sh|Venture}} as an option either of them can fly, as they all start with {{sk|Mining Frigate|I|icon=yes}} and {{sk|Hacking|I|icon=yes}} for free. So this ship could by flown by anyone, regardless of race and skillpoints (at the cost of taking twice as long to hack due to limited midslots).


It's also possible to use the racial frigates, such as the {{icon|amarr2|20}}[[Crucifier]], {{icon|gallente2|20}}[[Maulus]] or the {{icon|minmatar2|20}}[[Vigil]]. You would just adjust the fit by filling any extra midslots with more data analyzers and any extra lows with nanofibers.
It's also possible to use the racial frigates, such as the {{sh|Crucifier}}, {{sh|Maulus}} or the {{sh|Vigil}}. You would just adjust the fit by filling any extra midslots with more data analyzers and any extra lows with nanofibers.
</noinclude>{{#ifeq:{{{1|Venture}}}|Venture|{{ShipFitting
</noinclude>{{#ifeq:{{{1|Venture}}}|Venture|{{ShipFitting
| ship=Venture
| ship=Venture
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| skills={{sk|Hacking|III|icon=yes}} ''(optional, less than a day)''
| skills={{sk|Hacking|III|icon=yes}} ''(optional, less than a day)''
| showSKILLS=Y
| showSKILLS=Y
| notes=The skill {{sk|Hacking|icon=yes}} is by far the biggest contributor to efficiency when hacking, consider training '''Hacking III''' at it's a very quick train that gives a big performance boost.</li><li>Right-clicking your microwarpdrive and selecting the option ''"Set auto-repeat off"'' is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.
| notes=The skill {{sk|Hacking|icon=yes}} is by far the biggest contributor to efficiency when hacking, consider training it to III as it's a very quick train that gives a big performance boost.</li><li>Right-clicking your microwarpdrive and selecting the option ''"Set auto-repeat off"'' is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.
| showNOTES=Y
| showNOTES=Y
| difficulty=0
| difficulty=0