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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.<br>}} | 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.<br>}}<noinclude> | ||
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===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. | ||
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*To upgrade to T2 Lasers, a Medium Algid Energy Administrations Unit I is needed. Also bring Scorch M crystals if using T2 Lasers. | *To upgrade to T2 Lasers, a Medium Algid Energy Administrations Unit I is needed. Also bring Scorch M crystals if using T2 Lasers. | ||
*A Caldari Navy Large Shield Extender may be used. Pilots with higher fitting skills can use the Large Shield Extender II. | *A Caldari Navy Large Shield Extender may be used. Pilots with higher fitting skills can use the Large Shield Extender II. | ||
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{{Ship|Drake|box}} | {{Ship|Drake|box}} | ||
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*A Caldari Navy Large Shield Extender can be used instead. The Large Shield Extender II requires Launcher Rigging V due to CPU limitations. | *A Caldari Navy Large Shield Extender can be used instead. The Large Shield Extender II requires Launcher Rigging V due to CPU limitations. | ||
*The Auto Targeting System can be removed if the pilot cannot lock 9 or more targets. | *The Auto Targeting System can be removed if the pilot cannot lock 9 or more targets. | ||
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{{Ship|Myrmidon|box}} | {{Ship|Myrmidon|box}} | ||
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*Upgrade Drones and Guns to T2 as skills allow. | *Upgrade Drones and Guns to T2 as skills allow. | ||
*The DLA is to enable the Drones to reach the Mara. | *The DLA is to enable the Drones to reach the Mara. | ||
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{{Ship|Hurricane|box}} | {{Ship|Hurricane|box}} | ||
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*Upgrade to Tech II as skills allow. | *Upgrade to Tech II as skills allow. | ||
*This fit has very low tracking, which can be an issue in fleets without sufficient Webs. | *This fit has very low tracking, which can be an issue in fleets without sufficient Webs. | ||
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<br> | <br> | ||
{{Ship|Rokh|box}} | {{Ship|Rokh|box}} | ||
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**Energy Systems Operation V | **Energy Systems Operation V | ||
*Upgrade to Tech II as skills allow, may require a fitting rig. | *Upgrade to Tech II as skills allow, may require a fitting rig. | ||
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{{Ship|Megathron|box}} | {{Ship|Megathron|box}} | ||
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*Drone bay can be customized based on fleet. A full flight of sentry drones is an option which can greatly improve damage output. | *Drone bay can be customized based on fleet. A full flight of sentry drones is an option which can greatly improve damage output. | ||
*Upgrade to Tech II as skills allow. | *Upgrade to Tech II as skills allow. | ||
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{{Ship|Maelstrom|box}} | {{Ship|Maelstrom|box}} | ||
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|notes= | |notes= | ||
*Upgrade to Tech II as skills allow. | *Upgrade to Tech II as skills allow. | ||
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{{Ship|Tempest|box}} | {{Ship|Tempest|box}} | ||
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|notes= | |notes= | ||
*Upgrade to Tech II as skills allow. | *Upgrade to Tech II as skills allow. | ||
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===Tech II & III Hulls=== | ===Tech II & III Hulls=== | ||
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*Stasis Webifier II's are used due to the larger velocity modifier than FN Webs. This provides enough range for most targets, but if the Mara needs to be webbed due to fleet composition, switching to FN Webs is recommended. | *Stasis Webifier II's are used due to the larger velocity modifier than FN Webs. This provides enough range for most targets, but if the Mara needs to be webbed due to fleet composition, switching to FN Webs is recommended. | ||
*One Stasis Webifier might be replaced with a Large Shield Extender to improve the tank (more interesting for harder sites). | *One Stasis Webifier might be replaced with a Large Shield Extender to improve the tank (more interesting for harder sites). | ||
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''(Under construction)'' | ''(Under construction)'' | ||