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→Minimum fits: Elaborated on why the fits are important as is. |
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One of the advantages with the new fitting template is that if you view this page in the ingame browser, clicking on any of the modules brings up the ingame ''show info'' window for that module. Similarly, clicking the '''EVE'''-button will open up a fitting complete with how much ammunition you need and any scripts you need for your modules. | One of the advantages with the new fitting template is that if you view this page in the ingame browser, clicking on any of the modules brings up the ingame ''show info'' window for that module. Similarly, clicking the '''EVE'''-button will open up a fitting complete with how much ammunition you need and any scripts you need for your modules. | ||
== Always bring faction ammunition == | |||
We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, but most of the time you'll be using faction ammunition since it does not suffer the tracking or range penalties most short range tech two ammunitions do. | We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, but most of the time you'll be using faction ammunition since it does not suffer the tracking or range penalties most short range tech two ammunitions do. | ||
If you click the '''EVE'''-button on the fit it'll show you which type of ammunition you need and how much to bring. | If you click the '''EVE'''-button on the fit it'll show you which type of ammunition you need and how much to bring. | ||
== Don't compromise these fits == | |||
We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill matters, every module matters. | |||
A lot of modules may not seem that much better than their meta four counterparts, but in those cases the skills themselves, trained to the level required by the tech two module, is why we require it. By fitting that module we instantly know that you have certain skill trained to a specific level. | |||
Sometimes the skills are needed for something else, like in the case of tech two drones. The drones are better than the tech one variant, but the skills needed for them are also a requirement for maintenance bots which is a security issue. So the reason we ask for tech two hobgoblin drones are twofold, both for their efficiency over tech one hobgoblins as well as the skills being a prerequisite for shield maintenance bots (which can be trained in mere hours once you have the skills for tech two drones). | |||
{{example|Remember that these ships are by no means efficient ships and that you should train out of battlecruisers and into something better as soon as your skills allow you to. Also that the battlecruiser fits below will have '''Phased Weapon Navigation Array Generation Extron''' modules fitted instead of '''Federation Navy Stasis Webifier''' modules due to the limitations on faction modules during war. If we're currently not at war and you have the CPU to spare, the target painter module should be upgraded to a web (with the exception of the Drake).}} | {{example|Remember that these ships are by no means efficient ships and that you should train out of battlecruisers and into something better as soon as your skills allow you to. Also that the battlecruiser fits below will have '''Phased Weapon Navigation Array Generation Extron''' modules fitted instead of '''Federation Navy Stasis Webifier''' modules due to the limitations on faction modules during war. If we're currently not at war and you have the CPU to spare, the target painter module should be upgraded to a web (with the exception of the Drake).}} | ||
== Ship progression == | == Ship progression == | ||