Difference between revisions of "Skills for flying a Skirmish Fleet Interceptor"

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m (Introduction)
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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===
+
==Skills affecting capacitor life==
  
Energy Management - 4 recommended, 5 great (will result in better cap life)
+
*Energy Management - 4 recommended, 5 great  
Energy Systems Operation - 4 recommended, 5 great (will result in better cap life)
+
*:will result in better cap life
High Speed Maneuvering - 4 recommended, 5 great (will result in better cap life. Strong impact)
+
*Energy Systems Operation - 4 recommended, 5 great  
Propulsion Jamming - 4 recommended, 5 great (will result in better cap life. Minor impact)
+
*: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)
+
*Warp Drive Operation - 4 recommended, 5 great  
===Skills affecting survivability===
+
*:affects how long your warps carry you/how much cap is used there. Minor impact
  
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)
+
==Skills affecting survivability==
Acceleration control - 4 recommended, 5 great (gives more speed)
+
Spaceship Command - 4 recommended, 5 great (adds another bit of agility, always handy)
+
  
 +
*Interceptors - 4 recommended, 5 great
 +
*:gives a nice bonus to point range and makes you harder to hit. Long train, but noticable
  
===Skills making your job easier ("utility")===
+
*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
  
Long Range Targeting - 4 recommended, 5 great (you can never have 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 EC-300s - pick the skill for the inty you fly)
+
==Skills making your job easier ("utility")==
  
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)
+
*Long Range Targeting - 4 recommended, 5 great
Biology - 3 recommended (extends the duration of useful drugs like ''Quafe Zero'' or ''X-Instinct'')
+
*:you can never have enough/too much targeting range
Nanite Control/Neurotoxin Recovery - 3 recommended (if you pop a ''X-Instinct'', it helps a bit with the side effects)
+
*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

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