User Tools

Site Tools


guides:combat_boosters

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
Last revision Both sides next revision
guides:combat_boosters [2016/06/28 20:42]
Aygo Swagtomo
guides:combat_boosters [2016/07/24 21:21]
Aygo Swagtomo
Line 2: Line 2:
 Combat Boosters or "​Drugs"​ as they are sometimes known are a great way to boost your ship's abilities for a small cost. They are an interesting mechanic and can make a ship very fun to fly since they give highly noticeable effects. Combat Boosters or "​Drugs"​ as they are sometimes known are a great way to boost your ship's abilities for a small cost. They are an interesting mechanic and can make a ship very fun to fly since they give highly noticeable effects.
  
-===== STOP! Mandatory Skills to Use Boosters In Our Fleets ===== +===== Do not use Standard/​Improved/​Strong ​Boosters In Our Fleets ===== 
-Standard, improved and strong boosters have penalties. These penalties can negatively effect your ship and actually decrease its performance, however there are skills that reduce both the probability of receiving penalties ​and the actual penalty itself if it is incurredYou **must not** use standard, improved or strong boosters in our fleets unless you have the following skills trained: +Standard, improved and strong boosters have penalties. These penalties can negatively effect your ship and actually decrease its performance. As such we do not recommend them. The only combat boosters that pilots are allowed to use in fleet are the drifter boosters ​and special boosters such as Quafe ZeroThese have no penalties.
-  * Neurotoxin Control IV +
-  * Neurotoxin Recovery IV +
-For cost effectiveness we also highly recommend:​ +
-  * Biology V +
-Which will increase the time a booster lasts from 30 minutes (Level 0) to 1 hour (Level V).+
  
-<WRAP group> +===== Skills ​===== 
-<WRAP column 67.5% left> +You should train **Biology Level 5** to increase the duration of boosters ​from 30 minutes at Level 0 to 1 hour at Level 5, this will decrease costs.
-===== Synth vs. Standard vs. Improved vs. Strong ​===== +
-Synth boosters ​have so little effect that they'​re not really worth running.+
  
-Improved and Strong ​boosters ​are both very expensive ​and also their penalties ​can be huge, so they'​re not particularly useful for incursion runners.+===== Legality ===== 
 +As of 28 June 2016 (28/​06/​2016) all boosters ​have been legalised ​and can be legally transported in empire space with no fines/​standing losses/etc.
  
-Standard boosters hit a nice balance between price, penalties and usefulness. We'd recommend Standard over anything else. +Drifter Boosters/Special ​Boosters have always been legal.
- +
-===== Drifter Boosters ​===== +
-As well as the normal boosters which come in the Synth/Standard/​Improved/​Strong variants with penalties, there are also special boosters called Drifter ​Boosters. These have no penalties and only come in one variant. They begin with the word "​Antipharmakon"​ and are a little bit more expensive than Standard Boosters and don't provide as great an effect, however their lack of penalties is super cool.  +
- +
-As an example, for Nightmares/​Machariels,​ we would love to be able to recommend Standard Drop for its +25% bonus to tracking, however one of its possible penalties is Shield Capacity, which can be effected by as much as 20% at 0 skills. This would be dangerous for the fleet and therefore we can't recommend it. Antipharmakon Iokira on the other hand only provides an 8% bonus however doesn'​t have the shield penalty so it's one of our boosters of choice for Nightmares/​Machariels.+
  
 ===== Useful Boosters by Ship Type ===== ===== Useful Boosters by Ship Type =====
 You have three booster slots, slot 1, 2 and 3. Like with implants, each booster type fits into a certain slot. The only slot 3 booster is only relevant for missile ships so we don't use slot 3 boosters. With some ships you may want to run 2 boosters, for others only one booster may be useful enough to use it on a regular basis. You have three booster slots, slot 1, 2 and 3. Like with implants, each booster type fits into a certain slot. The only slot 3 booster is only relevant for missile ships so we don't use slot 3 boosters. With some ships you may want to run 2 boosters, for others only one booster may be useful enough to use it on a regular basis.
- 
-We only display the relevant possible penalties to our fleets. For example Mindflood has a possible penalty to Shield Boost, Armor Repair and Missile Explosion Radius however none of these are relevant to our fleets so they are not listed. 
  
 ==== Vindicator ==== ==== Vindicator ====
-^ Slot ^ Booster Name ^ Bonus ^ Relevant Possible Penalties ​^ Estimated Price ^ Notes ^ +^ Slot ^ Booster Name ^ Bonus ^ Estimated Price ^ Notes ^ 
-| 1 | Standard Mindflood ​| +10% Capacitor Capacity | Optimal Range | 2.5M ISK | Really nice addition, allows you to avoid need for cap broadcasts in combination with good skills | +| 1 | Antipharmakon Aeolis ​| +8% Capacitor Capacity | 3.9M ISK | Really nice addition, allows you to avoid the need for cap broadcasts in combination with good skills | 
-| 2 | Standard Frentix ​| +10Optimal Range | Velocity, ​Tracking | 2.5M ISK | Gives nice optimal bonusand counteracts ​the optimal penalty of Mindflood if you're unlucky enough to get it |+| 2 | Antipharmakon Iokira ​| +8% Tracking | 3.1M ISK | It's not like the Vindi suffers from lack of tracking anywaybut this can be useful, particularly for the DDD |
  
 ==== Nightmare ==== ==== Nightmare ====
-^ Slot ^ Booster Name ^ Bonus ^ Relevant Possible Penalties ​^ Estimated Price ^ Notes ^ +^ Slot ^ Booster Name ^ Bonus ^ Estimated Price ^ Notes ^ 
-| 1 | Standard Mindflood ​| +10% Capacitor Capacity | Optimal Range | 2.5M ISK | Helps with maintaining good cap levels when waiting on your cap buddy/​burning/​etc. | +| 1 | Antipharmakon Aeolis ​| +8% Capacitor Capacity | 3.9M ISK | Helps with maintaining good cap levels when waiting on your cap buddy/​burning/​etc. | 
-| 2 | Antipharmakon Iokira | +8% Tracking ​| None | 3.0M ISK | Gives you godly levels of application in combination with good skills ​|+| 2 | Antipharmakon Iokira | +8% Tracking | 3.1M ISK | Gives a nice tracking bonus |
  
 ==== Machariel ==== ==== Machariel ====
-^ Slot ^ Booster Name ^ Bonus ^ Relevant Possible Penalties ​^ Estimated Price ^ Notes ^ +^ Slot ^ Booster Name ^ Bonus ^ Estimated Price ^ Notes ^ 
-| 1 | Quafe Zero | +5% Velocity, -5% Lock Speed | None | 5.8M ISK | Only recommended for pilots who don't mind the price | +| 1 | Quafe Zero | +5% Velocity, -5% Lock Speed | 5.8M ISK | Only recommended for pilots who don't mind the price | 
-| 2 | Antipharmakon Iokira | +8% Tracking ​| None | 3.0M ISK | Helps you land those huge alpha shots | +| 2 | Antipharmakon Iokira | +8% Tracking | 3.1M ISK | Helps you land those huge alpha shots |
-</​WRAP>​+
  
-<WRAP column right 25%> +==== Logi ==== 
-{{ :​guides:​boosters.png?​direct&​200|}} +^ Slot ^ Booster Name ^ Bonus ^ Estimated Price ^ Notes ^ 
-</​WRAP>​ +| 1 | Quafe Zero | +5% Velocity, -5% Lock Speed | 5.8M ISK | Only recommended for pilots who don't mind the price |
-</​WRAP>​+
guides/combat_boosters.txt · Last modified: 2016/12/08 16:47 by Aygo Swagtomo