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Copy-edit. Added short "see also" section. |
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 | 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 | == Basic skills == | ||
There are two skills that improve the CPU and | 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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{{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. | ||
== | === Rigging skills === | ||
{{sk|Jury Rigging}} must be trained to level III to be able to train the specific rigging skills. | |||
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 == | |||
* [[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]] | ||