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Copy-edit. Added short "see also" section. |
m Minor edit that there are two skills above CPU Management and Power Grid Management |
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The '''fitting skills''' are a group of skills that improve a capsuleer's ability to fit [[module]]s to ships, either by increasing the ship's CPU and powergrid ("PG") or by decreasing the CPU and PG use of modules. While these skills do not directly improve a ship's performance, they allow fits that vastly outperform the options available without them. | The '''fitting skills''' are a group of skills that improve a capsuleer's ability to fit [[module]]s to ships, either by increasing the ship's CPU and powergrid ("PG") or by decreasing the CPU and PG use of modules. While these skills do not directly improve a ship's performance, they allow fits that vastly outperform the options available without them. | ||
== Basic | == Basic skills == | ||
There are two skills that improve the CPU and powergrid output of every ship. New capsuleers start with these skills at level III | There are two skills that improve the CPU and powergrid output of every ship. New capsuleers start with these skills at level III; training them to level IV should be an early priority, and training them to level V is a good medium-term goal. | ||
=== CPU Management === | === CPU Management === | ||
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{{sk|Power Grid Management}} increases a ship's Power Grid output by 5% per level. | {{sk|Power Grid Management}} increases a ship's Power Grid output by 5% per level. | ||
== | == Other fitting skills == | ||
These skills are all useful in some way, but their usefulness depends more on what types of ships a capsuleer flies than the two skills above. A well-rounded pilot is likely to reach level V in all of them, but a specialist may find that some are not applicable to their situation. | |||
These skills are all useful in some way, but their usefulness depends more on what types of ships a capsuleer flies than the | |||
=== Advanced Weapon Upgrades === | === Advanced Weapon Upgrades === | ||
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=== Energy Grid Upgrades === | === Energy Grid Upgrades === | ||
{{sk|Energy Grid Upgrades}} unlocks modules that affect a ship's Power Grid output and capacitor. It also reduces the CPU use of these modules by 5% per level. The capacitor modules are common on [[logistics]] ships, and some logistics fits require Energy Grid Upgrades V to fit everything. The PG modules are sometimes used to make an otherwise impossible fit work (although an Ancillary Current Router rig is usually the preferred option), and they can be a useful temporary solution for capsuleers who haven't yet trained the skills needed to make tight fits work. Energy Grid Upgrades V is a prerequisite for the [[Marauder]] and [[Heavy Assault Cruiser]] ship skills. | {{sk|Energy Grid Upgrades}} unlocks modules that affect a ship's Power Grid output and capacitor. It also reduces the CPU use of these modules by 5% per level. The capacitor modules are common on [[logistics]] ships, and some logistics fits require Energy Grid Upgrades V to fit everything. The PG modules are sometimes used to make an otherwise impossible fit work (although an Ancillary Current Router rig is usually the preferred option), and they can be a useful temporary solution for capsuleers who haven't yet trained the skills needed to make tight fits work. Energy Grid Upgrades V is a prerequisite for the [[Skills:Spaceship_Command#Marauders|Marauder]] and [[Heavy Assault Cruiser]] ship skills. | ||
=== Shield Upgrades === | === Shield Upgrades === | ||
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{{sk|Weapon Upgrades}} decreases the CPU use of weapons by 5% per level and unlocks damage upgrades for turrets and launchers. Level IV is a prerequisite for {{sk|Advanced Weapon Upgrades}} (and the Tech 2 variants of all damage-boosting low slot modules), making the skill a high priority. Level V is a prerequisite for [[Heavy Assault Cruisers]]; most capsuleers will need Advanced Weapon Upgrades before HACs are a realistic option. | {{sk|Weapon Upgrades}} decreases the CPU use of weapons by 5% per level and unlocks damage upgrades for turrets and launchers. Level IV is a prerequisite for {{sk|Advanced Weapon Upgrades}} (and the Tech 2 variants of all damage-boosting low slot modules), making the skill a high priority. Level V is a prerequisite for [[Heavy Assault Cruisers]]; most capsuleers will need Advanced Weapon Upgrades before HACs are a realistic option. | ||
== See | === Rigging skills === | ||
{{sk|Jury Rigging}} must be trained to fit any rigs to a ship at all. First, it allows the use of rig slots, which are important to getting the most out of a ship. It also unlocks rigs that improve Powergrid (Ancillary Current Routers) and CPU (Processor Overclocking Units). These rigs are usually preferred to the equivalent lowslot modules when a fit needs a bit more PG or CPU to function. | |||
Some specific rigs come with a drawback that increases the CPU or PG load of modules. For example, a Nanobot Accelerator rig speeds up the cycle time of armour repairers, but increases the PG requirements of armour repairers. Similarly, the various Burst Aerator rigs increase the rate of fire of turrets but also increase those turrets' PG demand. For such rigs, training the relevant rigging skill reduces the size of the drawback, making fitting easier | |||
== See also == | |||
* [[Support skills]]: other skills which are not necessarily required by ship hulls, but can dramatically improve ship performance | * [[Support skills]]: other skills which are not necessarily required by ship hulls, but can dramatically improve ship performance | ||