![]() Modules to your ship, increasing its effectiveness. The above fit should be usable with starting skills unless otherwise noted,Īnd it uses relatively cheap and widely-available modules.Īs you accumulate skill points and ISK, you will be able to fit more potent Keep an eye on your capacitor, and try not to let it go below about 25%.Īs always, if the incoming damage is proving too much for your shipĪnd you’re beginning to take structure damage, warp out. Under normal circumstances, use your repper sparingly, off your ship’s base capacitor. When you need the extra capacitor to run your repair module continuously. Try to save the Booster charges for emergencies If targets are getting closer than that, use your Afterburner Try to hang back from your targetsĪt a range of about 7500m to 10000m, locking and destroying them in quick succession. Small Thermal Shield Reinforcer I rig, to improve its shields’ resistance to damage. This ship is fit with two Small EM Shield Reinforcer I rigs and one Unlike modules, rigs cannot be removed without being destroyed.Īs a starter fit, this fit makes limited use of rigging, since many “optimal” rigsĪre often relatively expensive and may be difficult to find near your starter station. Rigs are passive modifications to a ship, trading off one attribute against another. ![]() Load it withĬap Booster 200 bought from the market, and bring along as many spares as you can carry (about 30-50). This module must be fueled by charges, which act as consumable batteries. The Small Capacitor Booster I can provide your ship with an instant injection of Capacitor. This both makes it easier toĬatch enemy ships and also makes your ship harder to hit. The 1MN Afterburner I provides your ship with additional speed. It also fits a Damage Control I to increase its resistance to damage. The capacitor consumption of this module is very high, so it should be used sparingly. This ship uses a Medium Shield Booster I in one of the mid slots to repair incoming damage. This passively increases the damage output and rate of fire of its railguns. You should keep about 2500 spare rounds in your cargohold.Īdditionally, this fit uses a Magnetic Field Stabilizer I in a low slot. The base range of your railguns will allow you to easily outrange your enemiesĮven with this short-ranged ammo, so more damage is always nice. The railguns are loaded with Antimatter Charge S ammunition.Īntimatter is the shortest-ranged basic hybrid charge, but does the most damage. In exchange, they deal less damage over time,Īre harder to fit, and have very poor tracking against close-in targets. Railguns are the “long-ranged” hybrid system, with some of the longest firing ranges in the game,Ĭompared to the extremely short-ranged Blasters. The Cormorant uses 7 125mm Railgun I turrets. ![]()
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