User:Cassiel Seraphim/Sandbox4
Ship progression
Races | Ship | Description |
---|---|---|
The Machariel has excellent range and good tracking accompanied by enough midslots to fit for any occasion. | ||
The Nightmare have very good damage at any range due to fast-swapping crystals and compensates for the innate low tracking of lasers with the ship's tracking bonus. It also has a lot of utility midslots available, allowing it to easily fit for any occasion. | ||
The Vindicator is a short range brawler without match, both in terms of damage and their extremely effective webs, while still having long range capabilities with the tech two Null L ammunition. | ||
The Legion combines powerful short range capabilities with instant-swapping long range capabilities due to how crystals work. Ideal ship if you prefer smaller, more agile ships to the bulkier battleships. | ||
The Loki's combination of multiple webs and extreme tracking makes it very useful. It also has the option to fit for longer webs, which isn't always needed but makes a world of difference when it is. | ||
Very few Command Ships have the range and utility needed to make them good for incursions, suffering the same problems as most ships with medium weaponry. The Sleipnir stands out with exceptional tracking, range and damage capabilities. | ||
Scimitar | ||
Basilisk |
Recommended implants
There are plenty of implants that are useful for incursion runners. While one shouldn't run around with a head full of expensive implants during war, there are some rather cheap +3% implants you could use even while at war.
When the cost of your clone isn't an issue, there are +6% implant variants of these implants that greatly increase your efficiency.
Gunnery implants
There are several implants improving damage, rate of fire, tracking. Below are implants that help you regardless which ship you fly as they benefit all turret ships.
Eifyr and Co. 'Gunslinger' Motion Prediction MR-703 (slot 7, +3% turret tracking speed) |
Inherent Implants 'Lancer' Gunnery RF-903 (slot 9, +3% rate of fire) |
For Battleships and large guns, the next implant is split across each racial weapon system.
For those flying strategic cruisers as their preferred ships, there's an implant for slot 8.
Eifyr and Co. 'Gunslinger' Medium Projectile Turret MP-803 (slot 8, +3% to medium projectiles) |
Inherent Implants 'Lancer' Medium Energy Turret ME-803 (slot 8, +3% to medium energy weapons) |
Genolution implants
For people without +4 or +5 attribute implants, the Genolution implants can be quite useful.
Genolution Core Augmentation CA-1 (increases powergrid and capacitor) | |
Genolution Core Augmentation CA-2 (increases CPU and capacitor) |
Capacitor implants
For the less used slots 6 and 8 you haven't got much worthwhile to use in terms of increasing your damage. For those slots you could increase your capacitor if you're flying logistics or a ship with cap-hungry turrets.
Inherent Implants 'Squire' Energy Systems Operation EO-603 (slot 6, decreases capacitor recharge) |
Inherent Implants 'Squire' Energy Management EM-803 (slot 8, increases capacitor capacity) |
Mindlink implants
For the boosters, slot 10 is taken up by the mindlink implants.
Siege Warfare Mindlink (slot 10, +50% bonus to siege command bonus) |
Skirmish Warfare Mindlink (slot 10, +50% bonus to skirmish command bonus) |