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

Support skills: Difference between revisions

From EVE University Wiki
Jackie no (talk | contribs)
Jackie no (talk | contribs)
Line 158: Line 158:
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.
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.


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.
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 Pumps (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.


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.
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.