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→Advanced fits: I thought it would be worth specifically mentioning general info on faction modules here as there is little info (other than progression) elsewhere. Also, edits to PFB re:knowledge and 1-2 minor tweaks to CS/SC section. |
→Faction modules and T2 guns: Renamed to Module Upgrades. According with Seraphim, noted the original messages at the top of the page more strongly |
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There are many ways to improve past the minimum fits and tech one ships. While each progression path varies based on the pilot, we are able to offer generalised advice: see [[Ship progression in Incursions|ship progression in incursions]] and incursion [[fitting principles]] for more information. | There are many ways to improve past the minimum fits and tech one ships. While each progression path varies based on the pilot, we are able to offer generalised advice: see [[Ship progression in Incursions|ship progression in incursions]] and incursion [[fitting principles]] for more information. | ||
== | == Module Upgrades == | ||
As noted at the top of the page, we do not require faction modules or T2 guns. However, there is generally always an expectation in incursion communities that you invest your incursion returns into improving your ship, and thus hasten the completion times of the fleet you run with. For more experienced players, we do offer advice in the appropriate upgrades – again on the incursion fitting principles page, specifically under the [[fitting principles#Upgrade_priorities|§ upgrade priorities section]]. | |||
Again, this page is not intended to give any specific advice beyond the compulsory minimum fittings, we will not provide any specific requirements in writing. This is so as to not pressure people to commit or invest large sums of ISK to running with us when it is not appropriate to do so yet. | |||
== Pirate faction battleships == | == Pirate faction battleships == | ||