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Updated with notes for Crius changes; and converted to {{sk}} templates; added drones rigging. |
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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. | ||
Starting with the Crius release in late July 2014, there are no longer any skill requirements to fit rigs (or any other module). Therefore, rigging skills are solely for the purpose of reducing the drawback. | |||
==== Training to Fit Rigs ==== | ==== Training to Fit Rigs ==== | ||
This sub-section becomes obsolete, as of July 22, 2014. | |||
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. | 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 | 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 {{sk|Jury Rigging|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 ==== | ==== Training to Reduce Drawbacks ==== | ||
In some | In some circumstances, 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'll need {{sk|Jury Rigging|III}} as a prerequisite for other rigging skills, though it appears to give you no other real benefits. | |||
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 {{sk|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 {{sk|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 {{sk|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 {{sk|Armor Rigging}} from Level IV to Level V? With {{sk|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 ({{sk|Energy Weapon Rigging}}, {{sk|Hybrid Weapon Rigging}}, {{sk|Launcher Rigging}}, {{sk|Projectile Weapon Rigging}}) up a few levels is usually a good idea. A few percent lower penalty to your guns' powergrid usage can make a big difference: every two levels of the rigging skill is roughly equivalent to training {{sk|Advanced Weapon Upgrades}} one extra level, multiplied by the number of weapon rigs you have fitted. | |||
If you're a drone user, and fit any of the Drones rigs, then training {{sk|Drones Rigging}} gives you a 10% reduction in the CPU penalty that these drone rigs have. | |||
=== Overheating === | === Overheating === | ||