User Tools

Site Tools


guides:combat_boosters

Differences

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

Link to this comparison view

Next revision
Previous revision
guides:combat_boosters [2016/06/28 20:40]
Aygo Swagtomo created
guides:combat_boosters [2016/12/08 16:47] (current)
Aygo Swagtomo
Line 1: Line 1:
 ====== Combat Boosters/​Drugs ====== ====== Combat Boosters/​Drugs ======
-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.
  
-===== 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 ​affect ​your ship and decrease its overall ​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 60% 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, makes the already fast Machariel zip around at the speed of light 
-| 2 | Antipharmakon Iokira | +8% Tracking ​| None | 3.0M ISK | Helps you land those huge alpha shots | +| 2 | Antipharmakon Iokira | +8% Tracking | 3.1M ISK | Nice tracking bonus that helps you land those huge alpha shots |
-</​WRAP>​+
  
-<WRAP column right 30%> +==== 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, allows you to lock faster and improves your tank (we speed tank our logistics ships) ​|
-</​WRAP>​+
guides/combat_boosters.1467146453.txt.gz · Last modified: 2016/06/28 20:40 by Aygo Swagtomo