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Fitting skills: Difference between revisions

From EVE University Wiki
m Minor edit that there are two skills above CPU Management and Power Grid Management
Jury Rigging is not required to use rigs. Add list of rigging skills
 
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{{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 ===
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=== 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]]