More actions
Sam seraph (talk | contribs) |
Sam seraph (talk | contribs) |
||
| Line 58: | Line 58: | ||
== Secondary Skills == | == Secondary Skills == | ||
While your fitting will depend on what your player skills will allow, the ideal combat logistics pilot should try to balance RSS capability and capacitor stability. | While your fitting will depend on what your player skills will allow, the ideal combat logistics pilot should try to balance RSS capability and capacitor stability. | ||
* Electronics – An increase to a ship’s CPU by 5% per skill level. | |||
* Energy Grid Upgrades – A skill with a 5% reduction in CPU needs per skill level. | |||
* Energy Management – A 5% per skill level increase to your ship’s overall energy capacity helps your ability to remain capacitor stable. | |||
* Energy Systems Operations – A 5% reduction in Cap recharge rate per skill level. | |||
* Engineering – An increase to a ship’s Power Grid by 5% per skill level. | |||
* Leadership – provides non-direct RSS bonuses. | |||
* Long Range Targeting – A requirement to fly Tech 2 logistics ships; and even though you may not be able to use some RSS as far as you can target, it is always a good idea to be able to lock a target as far out as you can for situation assessment. | |||
* Repair Systems - Decreases repairer cycle time. | |||
* Science - This skill is necessary to use Shield Maintenance Logistics Drones. | |||
* Signature Analysis – A 5% per skill level improved targeting speed is beneficial, this skill is also necessary to fly Tech 2 Logistics ships. | |||
* Targeting and Multitasking - +1 Target per skill level. Being able to keep lock on multiple ships for quicker RSS is essential. | |||
== Advanced Skills == | == Advanced Skills == | ||