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m →Battleships: Ammo clarifications. |
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shipDNA=24688:7783;8:1952;1:1978;1:2281;2:17559;2:1999;1:2048;1:10190;3:26076;1:26082;1:26088;1:2205;5:23719;5:21740;12000:28999;1:29001;1:29011;1::| | shipDNA=24688:7783;8:1952;1:1978;1:2281;2:17559;2:1999;1:2048;1:10190;3:26076;1:26082;1:26088;1:2205;5:23719;5:21740;12000:28999;1:29001;1:29011;1::| | ||
skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers| | skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers| | ||
notes=With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a second '''Tracking Enhancer II'''.<p>Alternatively you can drop one of the '''Adaptive Invulerability Field II''' modules for either a '''Tracking Computer II''' or a '''Target Painter'''.</p></li><li> | notes=With a good offgrid booster pushing perfect siege boosts you can drop the '''Damage Control II''' in favour of a second '''Tracking Enhancer II'''.<p>Alternatively you can drop one of the '''Adaptive Invulerability Field II''' modules for either a '''Tracking Computer II''' or a '''Target Painter'''.</p></li><li>Both '''Federation Navy''' and '''Caldari Navy Antimatter Charge L''' ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to '''Neutron Blaster Cannon II''' guns and carry '''Null L''' for long range and either '''Void L''' or faction ammo for short range.}}}}<noinclude> | ||
=== Hyperion === | === Hyperion === | ||