Difference between revisions of "Skills for flying a Skirmish Fleet Interceptor"
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It is not intended to be a list of "You need all of those at 5 to fly", but serves as an overview. | It is not intended to be a list of "You need all of those at 5 to fly", but serves as an overview. | ||
− | + | ==Skills affecting capacitor life== | |
− | Energy Management - 4 recommended, 5 great | + | *Energy Management - 4 recommended, 5 great |
− | Energy Systems Operation - 4 recommended, 5 great | + | *:will result in better cap life |
− | High Speed Maneuvering - 4 recommended, 5 great | + | *Energy Systems Operation - 4 recommended, 5 great |
− | Propulsion Jamming - 4 recommended, 5 great | + | *:will result in better cap life |
+ | *High Speed Maneuvering - 4 recommended, 5 great | ||
+ | *:will result in better cap life. Strong impact | ||
+ | *Propulsion Jamming - 4 recommended, 5 great | ||
+ | *:will result in better cap life. Minor impact | ||
− | Warp Drive Operation - 4 recommended, 5 great | + | *Warp Drive Operation - 4 recommended, 5 great |
− | + | *:affects how long your warps carry you/how much cap is used there. Minor impact | |
− | |||
− | + | ==Skills affecting survivability== | |
− | + | ||
− | + | ||
+ | *Interceptors - 4 recommended, 5 great | ||
+ | *:gives a nice bonus to point range and makes you harder to hit. Long train, but noticable | ||
− | + | *Navigation - 5 recommended | |
+ | *:gives more speed | ||
+ | *Acceleration control - 4 recommended, 5 great | ||
+ | *:gives more speed | ||
+ | *Spaceship Command - 4 recommended, 5 great | ||
+ | *:adds another bit of agility, always handy | ||
− | |||
− | |||
− | + | ==Skills making your job easier ("utility")== | |
− | Thermodynamics - 3 recommended, 4-5 great | + | *Long Range Targeting - 4 recommended, 5 great |
− | Biology - 3 recommended | + | *:you can never have enough/too much targeting range |
− | Nanite Control/Neurotoxin Recovery - 3 recommended | + | *Signature Analysis - 4 recommended, 5 great |
+ | *:inties already lock fast, but it never hurts to get another bit of bonus | ||
+ | |||
+ | *''Racial'' Sensor Compensation - 3 recommended, 4-5 great | ||
+ | *:every little bit helps against those pesky EC-300s - pick the skill for the inty you fly | ||
+ | |||
+ | *Thermodynamics - 3 recommended, 4-5 great | ||
+ | *:heat is your friend - more range on points, more speed from the MWD - and now less damage from this skill | ||
+ | |||
+ | *Biology - 3 recommended | ||
+ | *:extends the duration of useful drugs like ''Quafe Zero'' or ''X-Instinct'' | ||
+ | *Nanite Control/Neurotoxin Recovery - 3 recommended | ||
+ | *:if you pop a ''X-Instinct'', it helps a bit with the side effects |
Revision as of 16:39, 24 March 2013
Contents
Introduction
The article briefly goes through skills that will affect your abilitiy to fly a fleet interceptor and mention how it affects them. It is not intended to be a list of "You need all of those at 5 to fly", but serves as an overview.
Skills affecting capacitor life
- Energy Management - 4 recommended, 5 great
- will result in better cap life
- Energy Systems Operation - 4 recommended, 5 great
- will result in better cap life
- High Speed Maneuvering - 4 recommended, 5 great
- will result in better cap life. Strong impact
- Propulsion Jamming - 4 recommended, 5 great
- will result in better cap life. Minor impact
- Warp Drive Operation - 4 recommended, 5 great
- affects how long your warps carry you/how much cap is used there. Minor impact
Skills affecting survivability
- Interceptors - 4 recommended, 5 great
- gives a nice bonus to point range and makes you harder to hit. Long train, but noticable
- Navigation - 5 recommended
- gives more speed
- Acceleration control - 4 recommended, 5 great
- gives more speed
- Spaceship Command - 4 recommended, 5 great
- adds another bit of agility, always handy
Skills making your job easier ("utility")
- Long Range Targeting - 4 recommended, 5 great
- you can never have enough/too much targeting range
- Signature Analysis - 4 recommended, 5 great
- inties already lock fast, but it never hurts to get another bit of bonus
- Racial Sensor Compensation - 3 recommended, 4-5 great
- every little bit helps against those pesky EC-300s - pick the skill for the inty you fly
- Thermodynamics - 3 recommended, 4-5 great
- heat is your friend - more range on points, more speed from the MWD - and now less damage from this skill
- Biology - 3 recommended
- extends the duration of useful drugs like Quafe Zero or X-Instinct
- Nanite Control/Neurotoxin Recovery - 3 recommended
- if you pop a X-Instinct, it helps a bit with the side effects