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m Shifted some of the new summary to tactics, as it seemed to fit better there. |
→Skills: Updated: made clearer distinction between skills useful for new players stepping up to cruisers and skills useful in the long term. Excised outdated reference to deprecated Uni T2 tank policy. |
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==Skills== | ==Skills== | ||
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* | As a Tech 1 cruiser and one of the first steps that new players take out of small ships into medium-sized hulls, the Rupture is relatively forgiving, and can perform adequately in undemanding roles with limited character skills. Players can get much more out of the Rupture with better skills, however. Some basic skills to focus on in the short term for new pilots are: | ||
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* | * {{sk|Minmatar Cruiser}} to IV: with two DPS bonuses, the Rupture's damage potential jumps dramatically with each level of this skill | ||
* [[Skills:Gunnery#Support_Skills|Gunnery support skills]] to help turrets hit harder, shoot further &c. {{sk|Sharpshooter}} is less important for autocannon but still helps artillery. {{sk|Controlled Bursts}} is not relevant to projectile turrets, as they don't use capacitor to fire. | |||
* [[Fitting skills]]: squeezing everything onto a ship becomes more challenging as players move up to cruisers and unlock more advanced modules. | |||
* In the Minmatar ship line, the step up to cruisers is the point at which pilots begin to have large enough drone bays to field a full flight of drones. This makes training {{sk|Drones}} to V an early priority, together with at least basic levels in drone support skills. Drones V is a relatively long train for a new character, but will be useful in many ships. | |||
In the longer term, the Rupture, like many ships, will benefit from the skills necessary to fit Tech 2 tanking modules, and the skills necessary to fit Tech 2 autocannon and Tech 2 artillery pieces, unlocking Tech 2 ammo for more tactical flexibility. | |||
==Tactics== | ==Tactics== | ||