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Rigs: Difference between revisions

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#redirect [[:Category:Eve Lexicon#Rig]]
[[File:Icon_fit_rig.png|left|32px]]
'''Rigs''' are permanent ship modifications that fit into the rigging slots of a ship. Once fit, in most ships they must be destroyed in order to be removed (unlike regular [[modules]]). The exceptions are T3 Strategic Cruisers which feature removable rigs.  Most rigs have some other drawback associated with them; these penalties are reduced by training more levels in the associated [[Skills:Rigging|rigging skill]]: the amount of speed reduction caused by armor rigs, for example, is lessened (though never completely eliminated) by your {{sk|Armor Rigging}} skill. However, if you're willing to face the full drawback, you can fit any rig with no skills whatsoever.
 
Rigs don't have powergrid or CPU fitting requirements, but instead require ''calibration'', a rig-specific fitting resource. All ships that can fit rigs have 400 calibration points, except for [[Pirate Faction Ship Guide|pirate faction ships]] which have 350. [[Alliance Tournament]] ships have 400 points regardless of faction, while other special edition ships follow the pirate faction rule. A Tech 1 rig requires between 50 and 250 calibration points, with Tech 2 variants requiring 50% more calibration than their Tech 1 equivalents.
 
Rigs fit into ''rig slots'', and, just like modules, each rig takes up one rig slot. Tech 1 ships have 3 rig slots, Tech 2 ships have 2, and a few ships (notably [[Freighters]], [[Jump Freighters]], [[Corvettes]], and [[Shuttles]]) have none.
 
Rigs come in four sizes:
* Small, for [[frigates]] and [[destroyers]]
* Medium, for [[cruisers]], [[battlecruisers]], [[haulers]], and [[mining Barge]]s
* Large, for [[battleships]]
* Capital, for [[capital Ships]]
 
Unlike for modules, it's not possible to fit a "wrong-sized" rig on a ship. Nearly all rigs come in all four sizes, with identical stats for each size.
 
Rigs are [[manufacturing|manufactured]] by players, using [[Salvaging|salvaged material]].
 
== Armor ==
{{see also|Armor Tanking|Logistics}}
The drawbacks of armor rigs can be mitigated by training {{sk|Armor Rigging|icon=yes}}.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''EM Armor Reinforcer'''
| Increase armor resistance to EM damage
| rowspan=4 | Decreases ship's maximum velocity
|-
| '''Explosive Armor Reinforcer'''
| Increase armor resistance to explosive damage
|-
| '''Kinetic Armor Reinforcer'''
| Increase armor resistance to kinetic damage
|-
| '''Thermal Armor Reinforcer'''
| Increase armor resistance to thermal damage
|-
| '''Auxillary Nano Pump'''
| Increase amount a local armor repair module repairs per cycle
| rowspan=2 | Increases armor repairer powergrid requirements
|-
| '''Nanobot Accelerator'''
| Decrease local armor repair module cycle time<ref>This is not subject to [[stacking penalties]], despite what the rig's description says.</ref>
|-
| '''Remote Repair Augmentor'''
| Reduces capacitor used by remote armor repair modules
| Decreases ship's maximum velocity
|-
| '''Transverse Bulkhead'''
| Increases hull hit points by a percentage
| Decreases ship's cargo capacity
|-
| '''Trimark Armor Pump'''
| Increases armor hit points by a percentage
| Decreases ship's maximum velocity
|}
<small><references /></small>
 
==Astronautic==
The drawbacks of astronautic rigs can be mitigated by training {{sk|Astronautics Rigging|icon=yes}}.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''Auxiliary Thruster'''
| Increase maximum velocity
| rowspan=4 | Decreases armor hit points
|-
| '''Cargohold Optimization'''
| Increases cargo capacity<ref>This only affects the "normal" cargo bay, it doesn't increase the capacity of any "special" cargo bays (e.g. mining hold, fleet hangar, etc)</ref>
|-
| '''Dynamic Fuel Valve'''
| Decreases the capacitor used by afterburners and microwarpdrives
|-
| '''Engine Thermal Shielding'''
| Increases cycle duration of afterburners and microwarpdrives
|-
| '''Higgs Anchor'''<ref>Only one Higgs Anchor rig can be fit to a ship at time. Additionally, there is no Tech 2 variant of this rig.</ref>
| Increase mass and agility while greatly reducing maximum velocity
| Reduces warp velocity
|-
| '''Hyperspatial Velocity Optimizer'''
| Increases maximum warp velocity
| Increases signature radius
|-
| '''Low Friction Nozzle Joints'''
| Increases agility
| rowspan=2 | Decreases armor hit points
|-
| '''Polycarbon Engine Housing'''
| Increases maximum velocity and agility
|-
| '''Warp Core Optimizer'''
| Reduces the capacitor needs for warping
| Increases signature radius
|}
<small><references /></small>
 
== Drone ==
{{see also|Drones}}
The drawbacks of drone rigs can be mitigated by training {{sk|Drones Rigging|icon=yes}}.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''Drone Control Range Augmentor'''
| Increases the drone control range
| rowspan=8 | Decreases ship's CPU
|-
| '''Drone Durability Enhancer'''
| Increases drones' hit points (armor, shield, and hull)
|-
| '''Drone Mining Augmentor'''
| Increases the yield of mining drones and decreases cycle time for ice harvesting drones
|-
| '''Drone Repair Augmentor'''
| Increases the amount repaired by repair drones
|-
| '''Drone Scope Chip'''
| Increases the optimal range of drones' weapons
|-
| '''Drone Speed Augmentor'''
| Increases the speed of drones
|-
| '''Sentry Damage Augmentor'''
| Increases the damage of sentry drones
|-
| '''Stasis Drone Augmentor'''
| Increases the amount by which stasis webifier drones reduce their target's velocity
|}
 
== Electronic superiority ==
{{see also|Electronic warfare}}
The drawbacks of electronic superiority rigs can be mitigated by training {{sk|Electronic Superiority Rigging|icon=yes}}.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''Inverted Signal Field Generator'''
| Increases the strength of remote sensor dampener modules
| rowspan=3 | Decreases shield hit points
|-
| '''Particle Dispersion Augmentor'''
| Increases the strength of ECM modules
|-
| '''Particle Dispersion Projector'''
| Increases the range of EWAR modules<ref>This applies to all forms of electronic warfare (remote sensor dampeners, weapon disruptors, ECM, and target painters).</ref>
|-
| '''Signal Disruption Amplifier'''
| Decreases the capacitor need for ECM and ECM Burst modules
| No drawback
|-
| '''Targeting Systems Stabilizer'''
| Decreases the targeting delay after uncloaking
| rowspan=2 | Decreases shield hit points
|-
| '''Tracking Diagnostic Subroutines'''
| Increases the strength of tracking disruptor modules
|}
<small><references /></small>
 
== Engineering ==
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''Ancillary Current Router'''
| Increases ship's powergrid
| rowspan=8 | No drawback
|-
| '''Capacitor Control Circuit'''
| Increases ship's capacitor recharge rate
|-
| '''Command Processor'''<ref>There is no Tech 2 variant of this rig.</ref>
| Increase the number of Command Burst modules that can be equipped to a command-capable ship
|-
| '''Egress Port Maximizer'''
| Decreases the capacitor use of capacitor [[Guide_to_Logistics#Remote_Capacitor_Transfer|transfer]] and [[Capacitor warfare|neutralizer]] modules
|-
| '''Liquid Cooled Electronics'''
| Reduces the CPU needs of modules that require the {{sk|Electronics Upgrades}}<ref>This includes modules like Co-Processors and Signal Amplifiers.</ref> skill
|-
| '''Powergrid Subroutine Maximizer'''
| Decreases the CPU need for all power upgrade modules<ref>All modules which increase a ship's powergrid, e.g. Micro-Auxiliary Power Cores, Power Diagnostic Systems, and Reactor Control Units.</ref>
|-
| '''Processor Overclocking Unit'''
| Increases ship's CPU, -5% shield recharge rate
|-
| '''Semiconductor Memory Cell'''
| Increases ship's total capacitor
|}
<small><references /></small>
 
== Missile launcher ==
{{see also|Missile Launchers}}
The drawbacks of missile launcher rigs can be mitigated by training {{sk|Launcher Rigging|icon=yes}}.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''Bay Loading Accelerator'''
| Increases the rate of fire of launchers
| rowspan=6 | Increases CPU cost of missile launchers
|-
| '''Hydraulic Bay Thrusters'''
| Increases missile velocity
|-
| '''Rocket Fuel Cache Partition'''
| Increases missile flight time
|-
| '''Warhead Calefaction Catalyst'''
| Increases missile damage
|-
| '''Warhead Flare Catalyst'''
| Increases missile explosion velocity
|-
| '''Warhead Rigor Catalyst'''
| Decreases missile explosion radius
|}
 
== Resource processing ==
{{see also|Ice harvesting|Mining|Salvaging}}
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''Ice Harvester Accelerator'''<ref name="medonly" />
| Reduces the cycle time of ice harvester modules
| rowspan=2 | No drawback
|-
| '''Mercoxit Mining Crystal Optimization'''<ref name="medonly" />
| Increase the mining yield of modules using Mercoxit mining crystals
|-
| '''Salvage Tackle'''
| Increases the chance to salvage successfully
| Decreases maximum velocity<ref>This can be mitigated by training {{sk|Armor Rigging}}.</ref>
|}
<small><references>
<ref name="medonly">This rig is only available as a Tech 1, medium-sized rig.</ref>
</references></small>
 
==Scanning==
{{see also|Scanning}}
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''Emission Scope Sharpener'''
| Increases virus coherence of relic analyzer modules
| rowspan=3 | No drawback
|-
| '''Gravity Capacitor Upgrade'''
| Increases scan strength of scan probes
|-
| '''Memetic Algorithm Bank'''
| Increases virus coherence of data analyzer modules
|-
| '''Signal Focusing Kit'''
| Increases speed of cargo, ship, and survey scanners
| Decreases shield hit points<ref>This can be mitigated by training {{sk|Electronic Superiority Rigging}}.</ref>
|}
<small><references /></small>
 
== Shield ==
{{see also|Shield Tanking}}
The drawbacks of shield rigs can be mitigated by training {{sk|Shield Rigging|icon=yes}}.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''EM Shield Reinforcer'''
| Increase shield resistance to EM damage
| rowspan=9 | Increases ship's signature radius
|-
| '''Explosive Shield Reinforcer'''
| Increase shield resistance to explosive damage
|-
| '''Kinetic Shield Reinforcer'''
| Increase shield resistance to kinetic damage
|-
| '''Thermal Shield Reinforcer'''
| Increase shield resistance to thermal damage
|-
| '''Core Defense Capacitor Safeguard'''
| Decreases the capacitor used by modules that require the {{sk|Shield Operation}}<ref>Shield Boosters and Ancillary Shield Boosters.</ref> skill
|-
| '''Core Defense Charge Economizer'''
| Decreases powergrid use of shield upgrade modules
|-
| '''Core Defense Field Extender'''
| Increases shield capacity
|-
| '''Core Defense Field Purger'''
| Increases shield recharge rate
|-
| '''Core Defense Operation Solidifier'''
| Decreases the cycle time of shield boosters
|}
<small><references /></small>
 
== Targeting ==
The drawbacks of targeting rigs can be mitigated by training {{sk|Electronic Superiority Rigging|icon=yes}}.
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''Ionic Field Projector'''
| Increases your maximum targeting range
| rowspan=2 | Decreases shield hit points
|-
| '''Targeting System Subcontroller'''
| Increases your targeting speed
|}
 
== Turret weapons ==
{{see also|Turrets}}
Each of the three turret types (energy, hybrid, and projectile) have a separate set of rigs. The drawback of turret weapon rigs can be reduced by training {{sk|Energy Weapon Rigging|icon=yes}}, {{sk|Hybrid Weapon Rigging|icon=yes}}, or {{sk|Projectile Weapon Rigging|icon=yes}}, as appropriate.
 
{| class="wikitable"
|- style="background-color: var(--background-color-warning-subtle);"
! Name
! Effect
! Drawback
|-
| '''Algid Administrations Unit'''
| Decreases turret CPU needs
| rowspan=7 | Increases turret powergrid needs
|-
| '''Ambit Extension'''
| Increases turret accuracy falloff
|-
| '''Burst Aerator'''
| Increases turret rate of fire
|-
| '''Collision Accelerator'''
| Increases turret damage
|-
| '''Discharge Elutriation'''<ref>There is no version of this rig for projectile weapons, since they don't use capacitor.</ref>
| Decreases turret capacitor use
|-
| '''Locus Coordination'''
| Increases turret optimal range
|-
| '''Metastasis Adjuster'''
| Increases turret tracking speed
|}
<small><references /></small>
 
== See also ==
* [[Stacking penalties]]
* [[Fitting ships]]
 
 
[[Category:Fitting]]