Solo Pvp Guide

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    SOLO PVP GUIDEby

    Talana Mershie

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    FOREWORD

    This guide is meant to be a basic introduction to the methodology I use when roamingsolo and even tandem. This is not the end all be all of pvp knowledge, but it should give

    you a good idea of what goes into soloing successfully and getting the most out of your

    ship.

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    Table of Contents

    Knowledge Is Power ...................................................................................4Modules.................................................................................................................4

    Ships......................................................................................................................4

    Patrol Area............................................................................................................5

    Selecting Your Ship ....................................................................................6Considerations ......................................................................................................6

    Fittings ..................................................................................................................6

    Undock! Undock! Undock! ........................................................................7Safe spots & Pounce Points ..................................................................................7

    Onboard Scanner..................................................................................................7

    Intel Gathering......................................................................................................7

    Engage!.........................................................................................................9Watch Your Modules.............................................................................................9

    Incoming Ewar......................................................................................................9Range to Target.....................................................................................................9

    Overheat................................................................................................................9

    Fight Over..................................................................................................11Damage Control..................................................................................................11

    Round 2...............................................................................................................11

    Tips & Tricks.............................................................................................12ECM Drones .......................................................................................................12

    Split Large Groups..............................................................................................12

    DPS Hiding ......................................................................................................12

    Dont Do Drugs ..................................................................................................12

    Slingshot Tackling...............................................................................................12PvP Module Quick Reference..................................................................13

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    I. KNOWLEDGE IS POWER

    Modules & Items: The best tool to have is broad range knowledge of game

    equipment and how they work and affect other things. Knowing the effect a module hasagainst your ship will help you understand the weaknesses and strengths of your own

    setup. If you're flying Amarr you should know that since neutralizers remove yourcapacitor, you need to stay away from them since your guns and possibly tank are reliantupon it. If you're using guns, tracking disruptors can severely cut into your potential DPS.

    Having broad range knowledge is crucial to seeing the 'Big Picture' during a fight.

    Ship Specs & Bonuses: Many ships in the game have bonuses and roles which

    allow them to excel at certain activities or tasks. Battlecruisers such as the drake get a

    resistance bonus which gives then an increase to the tank they are able to field. Otherships like the lachesis and huginn get a bonus to their respective Ewar modules which

    allow them to tackle and web targets at extreme ranges. Knowing the bonuses each ship

    is crucial to understanding what you're going to be able to accomplish and how viable

    certain tactics will be. If a rapier shows up on grid, you won't be going very quickly if ithas 2 or 3 stasis webifiers on you.

    Vagabond and Stabber have the same hull, but much different attributes

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    Patrol Area: It's important to know the area that you're going to be roaming in.You don't need to know the lengths of warp distances, but knowing which systems have

    stations, mission agents, are patrolled by large corporations/pirate groups, and knowing

    the main pipes and alternative routes gives you a strategic advantage over those whohaven't bothered to gather this basic knowledge. I highly recommend acquainting

    yourself with Dotlan or Ombey's '2D EveMaps'.

    Notice that there are quite a few routes between these systems.

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    II. SELECTING YOUR SHIP

    Considerations: It's important to pick your ship based on a few key

    considerations. Those include, but may not be limited to: your preferred target size,engagement style, & possible target ship types.

    1. TARGET SIZE: If you're planning on going after cruisers it'sgenerally best to take something that will be able to counter them fairly easily. If you're

    going after BS or larger you're going need more DPS that a frigate will likely put out.(Although that may not always be the case.) Basically, bring the right tool to do the job.

    2. ENGAGEMENT STYLE: Consider how you want to engage your

    targets. If you prefer and want to keep them at range, it's probably best to bringsomething quick and agile. A plated and trimarked Harbinger is not going to kite many

    ships, whereas a double nano drake can be fairly effective at it even though it is also a

    battlecruiser hull.

    3. TARGET SHIP TYPES: Most times you won't have a clue about the

    ship types you'll face ahead of time. However, on the off chance that you do or that youcan swap into different ships, try to bring a ship that focuses on your target's weaknesses

    and doesn't play to his strengths.

    Fittings: Most ships can be fitted in a variety of ways. Some fittings, however,

    are better than others at accomplishing their goal of destroying the enemy. The fittings

    you choose should be tailored to your ship's module layout, bonuses, and your

    engagement style. Fitting a ship to be quick and agile with a smaller tank doesn't helpyou if you're going to engage targets at point blank range. Likewise, if you're not taking

    advantage of the bonuses for a ship you're hurting yourself. If a ship gets a bonus toprojectile range and dps, it's most likely best to fit those guns on the ship in question.Fitting blasters would likely lower the potential of your ship.

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    III. UNDOCK! UNDOCK! UNDOCK!

    Safe Spots/Off & On-Grid Pounce Points: It's a good idea as you move

    through an area to setup safe spots in systems as well as pounce points from gates. Whilenot essential in systems where there are a lot of stations available, it is sometimes not

    desirable to find yourself camped into a station. This gives you a place to warp whenhaving to run and evade hostiles quickly. Safe spots work well for this if they'repositioned well, requiring the enemy to scan you down, (if they have probes available),

    while you bounce from place to place. Pounce points are priceless when you need to geteyes or even a scan of a gate before actually committing to landing on the gate. This

    tactic can help you get fleet compositions and avoid drag bubbles.

    On-Board Scanner: Learn this tool! Utilize this to determine potential threats,hunt down prey, and get an advance warning of possible incoming targets before they're

    on grid. A simple scan at max range of 360 degrees with show you all non-cloaked ships

    within that range. This can give you possible targets that are undocked for you to find.

    Narrowing the angle will allow you to pinpoint the direction of the ships. This is greatfor determining what ships are sitting on a gate you might wish to jump through. And as

    a counter point, will tell you which ships aren't on the gate in case you're trying to make agetaway. It's also useful to scan while you're stationary to see if any new ships appear on

    the scanner. This can give you an advance warning of possible hostiles.

    The onboard scanner shows me the potential ship targets

    Intel Gathering: Try to gather as much information as you can before you

    actually engage. Many times a fight will just happen. At that point you can't do much

    more than react. However, if you can time before engaging try to get information such astheir ship type, age, and possible fittings. The first two are pretty easy to do by utilizing

    the ship scanner to get the ship type and looking up the character info of a character. If

    they're fairly young to be flying the ship they're in, it's possible that they don't have the

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    skills to maximize its potential. That will make them a softer target than you mightexpect. Getting their ship type will help you to determine the weakness and strengths of

    your target. The third bit of information is a bit harder to gather. If you have ship

    scanner available on your ship... FAIL! What they hell are you flying a solo PVP shipwith a ship scanner for? You'd better be suicide ganking. But, since this isn't a suicide

    ganking guide, GET THE FUCK OUT! It's possible to get likely ship fits by looking upyour target on their personal/corp/alliance killboard or a public killboard such asBattleclinic. Knowing 'armor vs shield', 'gank vs tank', and what possible electronic

    warfare they may field will help you prepare for the fight.

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    IV. ENGAGE!

    Ok, you've sized up your target and decided to engage. Or possibly the hostile

    made that decision for you. Now what do you do?

    Watch your modules: Keep an eye on your modules. Make sure that you'rerunning all necessary and useful modules and not running useless ones. If you're guns orlaunchers have to reload, make sure you're ready to reactivate them. If you're running

    short range modules such as small neutralizers and warp scramblers, be sure that you'rewatching for when you're in range to activate them. If you try to activate a warp

    scrambler when the target is 15km away, you're going to be awfully sad when your target

    escapes because you forgot to check and make sure you had him scrambled.

    Incoming E-War: Targets will undoubtedly be using various forms of warfare

    on you. They'll be shooting you and tackling you, but they're also likely to have tracking

    disruptors, dampeners, and neutralizers. Knowing this can help you prioritize targets on

    the fly. If only one ship is tackling you to keep you on the field, eliminating him nowgives you the option of warping away should the fight not be going in your favor. Also,

    knowing which ships are fitted with neutralizers can help you take down any capacitorwarfare ships before they cripple your tank or DPS output.

    The overview shows me that Im tackled by two ships and being neuted.

    Range to Target: Keep a steady watch on your range to the hostiles. This

    allows you to know when you're in range of your modules to activate them. This also lets

    you know what modules you're in range of as well. Generally if you're in a 'brawler' fitship you're going to dive right in and get in close to the target. Keeping range isn't much

    of an issue here, but if the target is staying at range, knowing how close you are can let

    you know when they're in warp scrambler range to get that elusive tackle on them. On

    the other side of the coin, nano ships are almost entirely based on their necessity to stay

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    outside tackle and possibly neutralizer range from their targets. If you get to close to atarget in a nano ship it can be the end of you rather quickly.

    It Burns! (Overheat): Overheating at key points in the fight can buy you crucialseconds of tank and dps. This could be the difference between your tank breaking and

    you going home in your pod or the other ship exploding and you reaping in the benefitsof his loot. Be sure to keep an eye on the module damage being done by overheat so youdon't destroy your modules outright. The can be deadly for you. Many ships have died

    because their guns and launchers burned out in their attempt to kill their target quickly.

    All that will do is leave you to watch your ship burn slowly to the hull.

    Heat damage to guns and armor repairers is close to breaking them.

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    V. FIGHT OVER!

    Damage Control: Time to repair your modules and ship. If you have access to a

    station with repair services it is likely your best option. You can also repair yourmodules by using nanite repair paste, however, this method can be extremely pricey after

    long fought battles.

    Round 2: Get ready for the next fight. Try and loot the field, but be aware that

    the next fight could start right away if someone else decides to drop in on you or theytarget has more friends inbound. If you're not prepared for another fight, it's best to get

    out and regroup.

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    VI. TIPS & TRICKS

    ECM Drones: Put out ECM drones. Tell them to engage a target and when

    they've attempted their jamming, pull them back. Then reengage the drones to attack.This will cycle the drone targeting and allow them to avoid the jam cycle counter.

    Split Large Groups: Outnumbered? No problem. Just Divide & Conquer thetargets. You can do this by a couple ways. Two of my favorites are to use a quicker ship

    and burn away from the main group if they're slower. If you're lucky, the tacklers willchase you down and you can take them out while the larger ships are still struggling to

    get into range. The other method involves getting part of the hostile gang to engage you

    and then jumping through the gate to engage the remaining ships. This will give you an

    opportunity to take down some of the ships before the full firepower of the gang can bebrought to bear on you.

    DPS 'Hiding': Maybe you know you can take a larger ship on, but the pilot is

    shy to engage. Try baiting him by ungrouping your weapons and engaging with only 1weapon. He may think that you don't have enough DPS to kill him and engage. If he

    makes this mistake, regroup weapons and pour on the DPS.

    Don't Do Drugs! (Just Kidding): Some booster drugs can be extremely helpful

    during a fight. Exile can increase your armor tank. Blue Pills can increase your shieldtank. Other boosters can increase weapons effectiveness and even capacitor levels of

    your ship. Use these sparingly though. Not only do they cost a bit of ISK, but they do

    have potential drawbacks (excluding Synth boosters) that can actually reduce the

    operation of your ship.

    Sling Shot Tackling: If a quicker ship is keeping you tackled, but is outside ofyour scrambler and webifier range try to draw them in closer. You can accomplish thisby microwarpdriving (MWDing) in a straight line and when the hostile is reaching the

    apex of his orbit directly behind you, turn toward him and close the gap. If you time it

    right and can overcome the target's speed and agility advantage you can get close enoughto tackle him and apply your damage. I find that in these situations it's best not to engage

    any modules on the target until you have him tackled. This will leave you the option of

    jumping through the gate if you're unable to tackle him. If you fire on him before he's

    tackled you could easily wind up watching him slowly chew your tank down withoutdoing a damn thing about it.

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    Solo PvP Module Quick Reference

    Electronic Warfare

    Name: ECCMSlot Used: MidTarget: N/A

    Capacitor Required: Yes

    Stacking Penalty: Yes

    Description/Use: Once activated, this module increases the sensor strength of the ship itis fitted onto. There are different types. One for each race and a multispectral version.

    Name: Electronic Counter MeasuresSlot Used: Mid

    Target: Hostile

    Capacitor Required: YesStacking Penalty: No

    Description/Use: When activated on the target ship, there is a percentage based chance

    that the target ship will lose all target locks and be unable to lock anything until the cycletime is complete. As with ECCM, there are 5 different forms of ECM.

    Name: Sensor Backup Arrays

    Slot Used: LowTarget: N/A

    Capacitor Required: NoStacking Penalty: Yes

    Description/Use: The use is the same as ECCM, however, it boosts the sensor strength

    less and requires no capacitor.

    Name: ECM Burst

    Slot Used: MidTarget: AoE

    Capacitor Required: Yes

    Stacking Penalty: NoDescription/Use: When activated, the ECM burst breaks locks on surrounding ships.

    Name: Remote Sensor Dampeners

    Slot Used: MidTarget: Hostile

    Capacitor Required: Yes

    Stacking Penalty: YesDescription/Use: Damps have two possible roles. Either to reduce the targeting range or

    the scan resolution of the hostile ship. They can be scripted to perform one of these tasks

    or left unscripted to do them each horribly.

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    Name: Stasis WebifiersSlot Used: Mid

    Target: Hostile

    Capacitor Required: YesStacking Penalty: Yes

    Description/Use: Reduces the subwarp speed of the targeted ship.

    Name: Target Painter

    Slot Used: Mid

    Target: Hostile

    Capacitor Required: YesStacking Penalty: Yes

    Description/Use: Increases the signature radius of the targeted ship.

    Name: Tracking Disruptor

    Slot Used: Mid

    Target: HostileCapacitor Required: Yes

    Stacking Penalty: Yes

    Description/Use: Reduces the tracking speed or optimal range of the turrets on thehostile ship. These modules can be scripted to perform one of these tasks or left

    unscripted to do both horribly.

    Name: Warp Disruption Field GeneratorSlot Used: High

    Target: Hostile or AoECapacitor Required: Yes

    Stacking Penalty: No

    Description/Use: Provides infinite warp disruption strength when scripted. When noscript is used, it provides an area of effect warp bubble.

    Name: Warp DisruptorSlot Used: Mid

    Target: Hostile

    Capacitor Required: YesStacking Penalty: No

    Description/Use: Applies 1 point of warp disruption to the targeted ship to prevent them

    from warping.

    Name: Warp Scrambler

    Slot Used: Mid

    Target: HostileCapacitor Required: Yes

    Stacking Penalty: No

    Description/Use: Applies 2 points of warp disruption to the targeted ship and alsodisables the ships microwarpdrive module.

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    Electronics and Sensor Upgrades

    Name: Sensor Booster

    Slot Used: MidTarget: N/A

    Capacitor Required: YesStacking Penalty: YesDescription/Use: This item increases your ships targeting range or scan resolution when

    scripted. If left unscripted it will increase both to a lesser degree.

    Name: Signal Amplifier

    Slot Used: Low

    Target: N/ACapacitor Required: No

    Stacking Penalty: Yes

    Description/Use: Increases the targeting range and scan resolution of the ship it is fitted

    to.

    Engineering Equipment

    Name: Capacitor Battery

    Slot Used: MidTarget: N/A

    Capacitor Required: No

    Stacking Penalty: NoDescription/Use: Increases the max capacitor amount.

    Name: Capacitor BoosterSlot Used: Mid

    Target: N/A

    Capacitor Required: No

    Stacking Penalty: NoDescription/Use: Requires a Cap Booster Charge to be loaded into the booster. When

    activated, the cap isinjected into your ships capacitor reserves.

    Name: Energy Destabilizer

    Slot Used: High

    Target: HostileCapacitor Required: Yes

    Stacking Penalty: No

    Description/Use: Removes a specified amount of capacitor from the targeted hostile ship.

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    Name: Energy VampireSlot Used: High

    Target: Hostile

    Capacitor Required: YesStacking Penalty: No

    Description/Use: Removes a specified amount of capacitor from the hostile ship, only ifyour ships capacitor is lower than the target, and adding it to your capacitor reserves.

    Name: Capacitor Flux Coil

    Slot Used: Low

    Target: N/ACapacitor Required: No

    Stacking Penalty: Yes

    Description/Use: Increases the capacitor regeneration amount, but reduces the totalships capacitor.

    Name: Capacitor Power RelaySlot Used: Low

    Target: N/A

    Capacitor Required: NoStacking Penalty: Yes

    Description/Use: Increases capacitor regeneration while reducing the effectiveness of

    shield boosters.

    Name: Capacitor Recharger

    Slot Used: MidTarget: N/A

    Capacitor Required: No

    Stacking Penalty: YesDescription/Use: Increases capacitor regeneration rate.

    Name: Power Diagnostic SystemsSlot Used: Mid

    Target: N/A

    Capacitor Required: NoStacking Penalty: Yes

    Description/Use: Increases the maximum capacitor amount, maximum powergrid, and

    maximum shield hit point amounts.

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    Hull & Armor

    Name: Armor Repair Systems

    Slot Used: LowTarget: N/A

    Capacitor Required: YesStacking Penalty: NoDescription/Use: Repairs a certain amount of the armor of the ship it is installed on.

    Name: Hull Repair Systems

    Slot Used: Mid

    Target: N/A

    Capacitor Required: YesStacking Penalty: No

    Description/Use: Repairs a certain amount of the hull of the ship it is installed on.

    Name: Nanofiber Internal StructuresSlot Used: Low

    Target: N/ACapacitor Required: No

    Stacking Penalty: Yes

    Description/Use: Increases the top speed of your ship and reduces the inertia as well.

    Name: Reinforced Bulkheads

    Slot Used: Low

    Target: N/ACapacitor Required: No

    Stacking Penalty: NoDescription/Use: Increases the hull hit points of the ship and reduces maximum speed.

    Name: Armor Hardeners

    Slot Used: LowTarget: N/A

    Capacitor Required: Yes

    Stacking Penalty: Yes

    Description/Use: When active, increases the resistance of a specific damage type on theship.

    Name: Armor PlateSlot Used: Low

    Target: N/A

    Capacitor Required: NoStacking Penalty: No

    Description/Use: Increases the maximum armor amount of the ship theyre fitted to.

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    Name: Damage ControlSlot Used: Low

    Target: N/A

    Capacitor Required: YesStacking Penalty: No (Can only fit 1)

    Description/Use: Boosts the resistances of the ships hull.

    Name: Energized Plating

    Slot Used: Low

    Target: N/A

    Capacitor Required: NoStacking Penalty: Yes

    Description/Use: Increases the resistance of a specific damage type or all damages types

    while consuming CPU.

    Name: Resistance Plating

    Slot Used: LowTarget: N/A

    Capacitor Required: No

    Stacking Penalty: YesDescription/Use: Increases the resistance of a specific damage type or all damage types.

    Only 1 CPU required to fit, but boost is less than Energized Platings.

    Name: Inertia StabilizersSlot Used: Low

    Target: N/ACapacitor Required: No

    Stacking Penalty: Yes

    Description/Use: Decreases the inertia of the ship at the cost of increasing the signatureradius.

    Name: OverdriveSlot Used: Low

    Target: N/A

    Capacitor Required: NoStacking Penalty: Yes

    Description/Use: Increases the maximum speed of the ship at the cost of reducing the

    cargo capacity.

    Name: Afterburner

    Slot Used: Mid

    Target: N/ACapacitor Required: Yes

    Stacking Penalty: No (Can only fit 1)

    Description/Use: Increases the maximum speed of the ship slightly with a slight increaseto the ships signature radius.

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    Name: MicrowarpdriveSlot Used: Mid

    Target: N/A

    Capacitor Required: YesStacking Penalty: No (Can only fit 1)

    Description/Use: Increases the maximum speed of the ship significantly, but alsoincreases the ships signature radius by roughly 500%

    Shield

    Name: Shield Booster

    Slot Used: Mid

    Target: N/ACapacitor Required: Yes

    Stacking Penalty: No

    Description/Use: Repairs a specific amount of shield HP during each cycle of operation.

    Name: Shield Extender

    Slot Used: MidTarget: N/A

    Capacitor Required: No

    Stacking Penalty: NoDescription/Use: Increases the maximum hit points of the ship.

    Name: Shield Flux Coil

    Slot Used: LowTarget: N/A

    Capacitor Required: NoStacking Penalty: YesDescription/Use: Increases shield recharge rate while reducing maximum shield hit

    points.

    Name: Shield Hardener

    Slot Used: Mid

    Target: N/A

    Capacitor Required: YesStacking Penalty: Yes

    Description/Use: Increases the resistance of a specific damage type or a smaller amount

    to all damage types.

    Name: Shield Power Relay

    Slot Used: LowTarget: N/A

    Capacitor Required: No

    Stacking Penalty: Yes

    Description/Use: Increases shield recharge rate at the expense of capacitor recharge.

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    Name: Shield RechargerSlot Used: Mid

    Target: N/A

    Capacitor Required: NoStacking Penalty: Yes

    Description/Use: Increases shield recharge rate.

    Name: Shield Resistance Amplifier

    Slot Used: Mid

    Target: N/A

    Capacitor Required: NoStacking Penalty: Yes

    Description/Use: Increases the shield resistance of a specific damage type.

    Smartbombs

    Name: Smartbomb

    Slot Used: HighTarget: AoE

    Capacitor Required: Yes

    Stacking Penalty: NoDescription/Use: When activated it deals damage to all objects in a specific range.

    Turrets & Bays

    Name: Hybrid Turret - BlasterSlot Used: HighTarget: Hostile

    Capacitor Required: Yes

    Stacking Penalty: No

    Description/Use: Close range, high dps weapon.

    Name: Hybrid Turret - Railgun

    Slot Used: HighTarget: Hostile

    Capacitor Required: Yes

    Stacking Penalty: NoDescription/Use: Long range weapon.

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    Name: Laser Turret - PulseSlot Used: High

    Target: Hostile

    Capacitor Required: YesStacking Penalty: No

    Description/Use: Close range weapon.

    Name: Laser Turret - Beam

    Slot Used: High

    Target: Hostile

    Capacitor Required: YesStacking Penalty: No

    Description/Use: Long range weapon.

    Name: Projectile Turret - Autocannon

    Slot Used: High

    Target: HostileCapacitor Required: No

    Stacking Penalty: No

    Description/Use: Close range weapon.

    Name: Projectile Turret - Artillery

    Slot Used: High

    Target: HostileCapacitor Required: No

    Stacking Penalty: NoDescription/Use: Long range with extremely high alpha capability.

    Name: Missle LauncherSlot Used: High

    Target: Hostile

    Capacitor Required: NoStacking Penalty: No

    Description/Use:

    Rocket Launcher Short Range. Frigate-class weapon.Standard Launcher Medium Range. Frigate-class weapon.

    Assault Launcher Standard launcher w/ quicker rate of fire.

    Heavy Launcher Medium to Long Range. Cruiser/Battlecruiser class weapon.

    Heavy Assault Launcher Short Range. Cruiser/Battlecruiser class weapon.Cruise Launcher Long Range. Battlecruiser and Battleship class weapon.

    Torpedo Launcher Short Range. Battleship class weapon.

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    Weapon Upgrades

    Name: Ballistic Control System

    Slot Used: LowTarget: N/A

    Capacitor Required: NoStacking Penalty: YesDescription/Use: Increases the rate of fire for missile launchers and missile damage.

    Name: Gyrostabilizer

    Slot Used: Low

    Target: N/A

    Capacitor Required: NoStacking Penalty: Yes

    Description/Use: Increases projectile turret rate of fire and damage.

    Name: Heat SinkSlot Used: Low

    Target: N/ACapacitor Required: No

    Stacking Penalty: Yes

    Description/Use: Increases laser turret rate of fire and damage.

    Name: Magnetic Field Stabilizer

    Slot Used: Low

    Target: HostileCapacitor Required: No

    Stacking Penalty: YesDescription/Use: Increases hybrid turret rate of fire and damage.

    Name: Tracking Computer

    Slot Used: MidTarget: N/A

    Capacitor Required: Yes

    Stacking Penalty: Yes

    Description/Use: Can increase the tracking speed or optimal range of turrets whenscripted. When unscripted it will increase both to a lesser degree.

    Name: Tracking EnhancerSlot Used: Low

    Target: N/A

    Capacitor Required: NoStacking Penalty: Yes

    Description/Use: Increases the tracking speed and optimal range of turrets.

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    Good Luck and Good Hunting!