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Support skills: Difference between revisions

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Jackie no (talk | contribs)
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===Rigging===
===Rigging===
Most (but not all) rigs come with a drawback (a 10% penalty to something) as well as a benefit. Each subset of rigs has an associated skill which lets you fit them, and that skill itself reduces the drawback effect of those rigs by 10% per level out of the original penalty, so you lower the penalty by 1%/level to 5% with max skills. You can use a ship which has rigs on it which you don't have the skills to fit -- you have to get someone else (someone that you trust) to rig the ship for you beforehand, and you'll get the full, unreduced drawback.
Most (but not all) rigs come with a drawback (a 10% penalty to something) as well as a benefit. Each subset of rigs has an associated skill which lets you fit them, and that skill itself reduces the drawback effect of those rigs by 10% per level out of the original penalty, so you lower the penalty by 1%/level to 5% with max skills. You can use a ship which has rigs on it which you don't have the skills to fit -- you have to get someone else (someone that you trust) to rig the ship for you beforehand, and you'll get the full, unreduced drawback.


In practice getting other people to rig your ships for you is a pain, since you can't always be sure someone will always be (a) free, (b) willing and (c) near where you are. Furthermore, when you start flying battleships and specialized T2 ships you'll find the pool of people who have the skills to pilot the ship you want to rig (you need to get into the ship to open the fitting screen and fit the rigs) gets much smaller.
====Training to Fit Rigs====
 
In practice getting other people to rig your ships for you is a pain, since you can't always be sure someone will always be (a) free, (b) willing and (c) near where you are. Furthermore, when you start flying battleships and specialized T2 ships, you'll find the pool of people who have the skills to pilot the ship you want to rig (you need to get into the ship to open the fitting screen and fit the rigs) gets much smaller.
 
It is, therefore, a good idea to train a few levels in the fitting skills required for any rigs you plan to use at all regularly. You'll need [[Skills:Mechanic#Jury_Rigging|Jury Rigging]] level III as a prerequisite for other rigging skills, though it appears to give you no other real benefits. Electronic and Energy Grid rigs however only requires Jury Rigging level 1 (or 4 for T2 rigs) since they do not have a specific rigging skill dedicated to them.
 
====Training to Reduce Drawbacks====
 
In some circumctances, training specific rigging skills to high levels may not be a very efficient use of your time. The amelioration of the drawbacks doesn't hurt, but it can be a very minor reduction in what is usually a minor penalty in the first place. You need the relevant rigging skill at IV to fit T2 rigs, but almost all T2 rigs are -- at the time of writing -- much too expensive to use wisely on most ship fittings.


It is therefore a good idea to train a few levels in the fitting skills required for any rigs you plan to use at all regularly. You'll need [[Skills:Mechanic#Jury_Rigging|Jury Rigging]] level III as a prerequisite for other rigging skills, though it appears to give you no other real benefits. Electronic and Energy Grid rigs however only requires Jury Rigging level 1 (or 4 for T2 rigs) since they do not have a specific rigging skill dedicated to them.
However, for PvP combat pilots, reducing the drawbacks to armor and shield rigs can be the difference between winning and losing a battle. For example, the [[Skills:Mechanic#Armor_Rigging|Armor Rigging]] skill reduces the drawback of Trimark Armor Plates (armor buffer rigs), which is a drawback to speed. The reason is each rig compounds the drawback penalty, and all T1 ships can fit up to three buffer and/or resists rigs to improve effective hit points. While one rig may not create much of a penalty, three rigs can.


Training specific rigging skills to high levels may not be a very efficient use of your time: the amelioration of the drawbacks doesn't hurt, but it's a very minor reduction in what is usually a minor penalty in the first place. You need the relevant rigging skill at IV to fit T2 rigs, but T2 rigs are mostly -- at the time of writing -- so hilariously expensive that only the rich and/or foolish fit them.
To continue the example, an armor-tanked Hurricane using a 10MN Microwarpdrive II, fitting one 1600mm plate and flown by a pilot with all relevant navigation skills at Level V, has a max speed of 1161 m/s. Add three Trimark Armor Pump I rigs with [[Skills:Mechanic#Armor_Rigging|Armor Rigging]] only trained to Level 1, and his max speed is reduced to 924 m/s, a more than 20% reduction in velocity. Increasing training to [[Skills:Mechanic#Armor_Rigging|Armor Rigging V]] increases max speed back up to 1025 m/s, which is 11% faster than having the skill trained to Level 1. Is it worth training a skill like [[Skills:Mechanic#Armor_Rigging|Armor Rigging]] from Level IV to Level V? With [[Skills:Mechanic#Armor_Rigging|Armor Rigging IV]], this hurricane will have a max speed of 999 m/s; it some PvP situations, that 2.5% extra speed will make a big difference.


Getting the weapon rigging skills, at least, up a few levels is usually a good idea though. A few percent lower penalty to your guns' powergrid use can make a big difference: every two levels of the rigging skill is roughly equivalent to training Advanced Weapon Upgrades one extra level, multiplied by the number of weapon rigs you have fitted.
Getting the weapon rigging skills up a few levels is usually a good idea, too. A few percent lower penalty to your guns' powergrid use can make a big difference: every two levels of the rigging skill is roughly equivalent to training Advanced Weapon Upgrades one extra level, multiplied by the number of weapon rigs you have fitted.


===Overheating===
===Overheating===