Hey All,
You may still be daunted by the vast number of things in the game. I hope that for a new player I will simplify it a great deal. Or atleast, make it more of a gradual learning process instead of a crash course in advanced rocket science and warp field dynamics.
Tech 2 Modules, they greatly improve your ship attributes on the ships that you put them on. Don't go to sleep without something tech 2.
Several Tech 2 Modules as they appear in my market window
Tech 2 Modules are great items and you can get acces to many of them wth relatively little training. Tech 2 modules usually cost inbetween 200K-1,2M ISK but they are well worth their while and often more affordable then lower meta items in their categories. (except for Tech 1 Items, small tech 1 items are the most inexpensive in EVE)
I have listed the skills you need to train for many of the regular tech 2 modules in the game which are useful to Amarr.
Generally, training a skill to
level 1 takes about 8 minutes (250 skill points is the base)
level 2 takes about 32 minutes (1.168 skill points on top of level 1)
level 3 takes about 4 hours (about 6.600 skill points on top of level 2)
level 4 takes about 18 hours (38.000 on top of level 3)
level 5 takes about 7 days (200.000 sill points on top of level 4, 256.000 total)
In this post I do not considder tech 2 modules that take a full week to train a lot.
While training a skill you accumulate about 1.800 skill points per hour, or 43.200 per day.
In the following sections I list the underlined skills that you need to train to which level, to be able to fit the tech 2 module listed and italicized below it a short list. Next to the tech 2 module I list the bonus it gives compared to the tech 1 module.
Propulsion Jamming 4
Webifier - 20% extra reduction to your targets velocity
Target Painting 4
Painter - 20% extra range and 20% extra signature radius on your target
Weapon Disruption 4
Tracking Disruptors - 11% increased disruption! Highly annoying!
Propulsion Jamming 2
Warp Scrambler - 20% range
Electronics Upgrades 4
Co-Processor - 40% extra bonus to ship CPU
Energy Grid Upgrades 3
Medium Capacitator Battery - 40% extra bonus to capacitator
Energy Grid Upgrades 4
Capacitator Flux Coil - 20% extra recharge bonus
Energy Systems Operation 4
Medium capacitator booster - 20% faster booster use
Energy Emissions System 4
Energy Neutralizer - 20% extra drain on Energy Neutralizers
Energy transfer Arrays - 30% extra energy transfer and 33% extra range
Energy Grid Upgrades 4
Capacitator Flux Coil - 20% extra capacitator recharge
Capacitator Power Relay - 20% extra recharge
Cap Recharger - 33% extra recharge
Energy Grid Upgrades 5 (I list this, because the bonus is quite huge!)
Reactor Control Unit - 50% extra powergrid.
Repair Systems 4
Armor Repairer - 33% extra HP repaired.
Hull Upgrades 4
200mm reinforced steel plates - 40% extra armor gain!
Damage Control II - Approx 40% more bonus to shield/armor and 20% extra resistance to structure to structure.
EM/Thermic/Explosive/Kinetic Plating - 33% extra resistance bonus
Afterburner 4
Afterburner - 20% extra velocity bonus!
High Speed Maneuvering 3
Microwarpdrive - 33% less drain on capacitator capacity while fitted
Weapon Upgrades 4
Heat Sink - 33% extra rate of fire and damage modifier!
Other weapon upgrades - 33% extra rate of fire and damage modifier too!
Tracking Enhancer - 33% extra tracking and 50% extra falloff bonus and optimal range bonus!
Trajectory Analysis 4
Tracking Computer - 50% extra boost to tracking/faloff/optimal range
Sensor Linking 4 - Tracking links give 50% more bonus to the stats they boost!
Mining Upgrades 4
Mining Laser Upgrade - 25% extra bonus to mining
Ice Harvester Upgrade - 80% extra reduction bonus to harvesting cycle time reduction
Mining 4
Miner - 50% extra ore yield!
However, Tech 2 modules also have downsides. They take more fitting requirements. They use more CPU and sometimes more powergrid, too! But proportionally, compared to the increase in their fittings they still give more bonus then they take by being Tech 2 instead of Tech 1.
Please check out the difference between Tech 1 and Tech 2 modules and make your decisions accordingly. They are generally named very simply like their Tech 1 counterparts and have almost the exact same name, and that little II tag at the top left corner of their icon.
Be safe and fly well!
Ilena Grace, Ceo of PaFaH
(I have a new face today! New patch gave us all new faces to choose from!)


Geen opmerkingen:
Een reactie posten