Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Fitting skills: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
Tweaked placing of rigging skills and expanded explanation of why some are relevant. Headings to sentence case when not skill names, as per MoS.
Jury Rigging is not required to use rigs. Add list of rigging skills
 
(4 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Skills Links}}
{{Skills Links}}
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 Power Grid (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 skills ==
== 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; training them to level IV should be an early priority, and training them to level V is a good medium-term goal.
There are two skills that improve the CPU and Power Grid 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 ===
Line 12: Line 12:


== Other fitting skills ==
== 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 three 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 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.


=== Advanced Weapon Upgrades ===
=== Advanced Weapon Upgrades ===
Line 24: Line 24:


=== 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 ===
Line 33: Line 33:


=== Rigging skills ===
=== 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.
{{sk|Jury Rigging}} must be trained to level III to be able to train the specific rigging skills.  


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
Rigs come with a drawback that increases the CPU or Power Grid (PG) load of modules. For example, a Nanobot Accelerator rig speeds up the cycle time of armor repairers but increases the PG requirements of armor repairers. Similarly, the various Burst Aerator rigs increase the rate of fire of hybrid 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.
 
* {{sk|Armor Rigging}}
* {{sk|Astronautics Rigging}}
* {{sk|Drones Rigging}}
* {{sk|Electronic Superiority Rigging}}
* {{sk|Projectile Weapon Rigging}}
* {{sk|Energy Weapon Rigging}}
* {{sk|Hybrid Weapon Rigging}}
* {{sk|Launcher Rigging}}
* {{sk|Shield Rigging}}


== See also ==
== 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
** [[The Magic 14]]: skills which affect ''every'' ship
** [[The Magic 14]]: skills which affect ''every'' ship
* [[Fitting ships]]: good guidelines for designing fits
* [[Fitting ships]]: good guidelines for designing fits


[[Category:Fitting]]
[[Category:Fitting]]
[[Category:Skills]]
[[Category:Skills]]