More actions
mNo edit summary |
|||
| Line 41: | Line 41: | ||
Most Incursion ships also fit Tech II Weapon Upgrade modules and some FCs might require them. The skill needed to fit them is [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades IV]] and it is extremely useful as it not only unlocks these modules, but because it reduces the CPU requirements of Turrets and Missile Launchers as well. All the fittings on this page will assume the pilot has this skill trained to at least level IV. | Most Incursion ships also fit Tech II Weapon Upgrade modules and some FCs might require them. The skill needed to fit them is [[Skills:Gunnery#Weapon_Upgrades|Weapon Upgrades IV]] and it is extremely useful as it not only unlocks these modules, but because it reduces the CPU requirements of Turrets and Missile Launchers as well. All the fittings on this page will assume the pilot has this skill trained to at least level IV. | ||
Also note that Tech II weapons are strongly recommended for Incursions. The increased damage output and ability to use Tech II ammunition is very relevant, although using standard or Faction ammunition is perfectly fine. While a new pilot is not required to have these for their first Incursion, training towards them is expected. | Also note that Tech II weapons are strongly recommended for Incursions. The increased damage output and ability to use Tech II ammunition is very relevant, although using standard or Faction ammunition is perfectly fine. While a new pilot is not required to have these for their first Incursion, training towards them is expected.}} | ||
}}<noinclude> | <noinclude> | ||
===Vanguard Requirements=== | ===Vanguard Requirements=== | ||
The previous requirements hold for all Incursion sites. This section will talk about fitting concerns specific to Vanguards. | The previous requirements hold for all Incursion sites. This section will talk about fitting concerns specific to Vanguards. | ||