![]() It replaces one of the EM resistance modules with a Limited Adaptive Invulnerability Field Iįor better across-the-board resistances. With room to spare for their fittings and ammunition. This increases its cargo bay to 12908.6 m3 - enough for five frigates, two destroyers, or a cruiser, Combined with the upgrade to Expanded Cargohold II modules, The improved fit replaces the shield resistance rigs with three Medium Cargohold Optimization Iįor additional cargo capacity. The improved fit will require the training of the following skills to use all installed equipment: We recommend working towards the following improved fit: Readily available outside of trade hubs, but it can be worth the trip. 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 If you join a low-security, null-security or wormhole corporation and live in their space,Īsk them for assistance if you need to do anything requiring an Industrial ship. You should not take an Industrial ship outside of high-security space (0.5 and up). To enter warp is 75% of your current maximum speed.) (Leaving the afterburner on will make it take longer, as the speed required The additional acceleration will help you get up to warp speed faster. (click it so that it glows green, then immediately click it again so it glows red). To improve this,Īfter clicking “Warp” on a destination, you can activate your Afterburner for a single cycle Industrials are very slow, and sluggish to get into warp. To scan your cargo for valuables and plan a potential attack. Do not use your Autopilot,Īs it will land you a substantial distance from the gate, making it easy for other players Gate to gate, and jump immediately upon landing. When moving between stations, you should always fly your Industrial directly from Station to another, sticking to safe space and avoiding combat. It should be primarily hauling goods from one The starter fit does not use or require any rigs. 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. That this is a cruiser-sized module, not the 1MN afterburners used on frigates and destroyers!) Rigs The 10MN Afterburner I provides your ship with additional speed. ![]() It also fits a Damage Control I in a low slot to increase its resistance to damage. To enhance its shield’s damage resistance. It also mounts two EM Ward Amplifier I and a Thermal Dissipation Amplifier I In its mid slots to grant it additional shield HP. ![]() This ship uses a Large Shield Extender I and a Medium Shield Extender I Two frigates or a destroyer, along with their fittings and ammunition. These increase its cargo bay from 4095 m3 to 6643 m3 - enough to carry The ship’s cargo capacity and help it perform its primary function. The lowslots are used for three Expanded Cargohold I, to further increase Be mindful of your surroundings, and try to keep your cargo’s value under about 20 million ISK. Industrials are a favorite target of many players - and even in high-security space, where CONCORD will appear to punish illegal attacks, they will usually arrive after your attackers have reduced your ship to a flaming wreck.
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