Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.
Revision as of 09:02, 8 September 2013 by Kerodan alduin (talk | contribs)

Overview

The Engineering category contains capacitor support skills, capacitor warfare skills.

The following are the skills in the Engineering section (in alphabetical order):


  Advanced Weapon Upgrades

Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level.
  Attributes:   
  Multiplier: 6x
  Price: 1M ISK
  Alpha max level: III
  Prerequisites: Weapon Upgrades V; Gunnery II
  V required for: Doomsday Operation; Marauders; Tactical Weapon Reconfiguration
  Notes: Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and not just guns. Weapon Upgrades V is a long prerequisite, but the cumulative effect of WU V and AWU to IV really makes a difference to fitting, especially when you start encountering the greater fitting demands of T2 equipment.



  Capacitor Emission Systems

Operation of energy transfer array and other capacitor emission systems. 5% reduced capacitor need of energy emission weapons per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 75k ISK
  Alpha max level: IV
  Prerequisites: Power Grid Management III
  I required for: T1 and Faction small energy transfer arrays and other capacitor emission systems
  II required for: T1 and Faction medium energy transfer arrays and other capacitor emission systems
  III required for: T1 and Faction heavy and T2 small energy transfer arrays and other capacitor emission systems; energy neutralizer drones
  IV required for: T2 medium energy transfer arrays and other capacitor emission systems
  V required for: T2 heavy energy transfer arrays and other capacitor emission systems; Capital Energy Emission Systems IV
  Notes: The governing skill for energy neutralizers, energy vampires and energy transfer arrays. Neutralizers and vampires are useful utility modules in PvP, particularly small gang or solo PvP, so PvP pilots will find this skill helpful. Energy transfer can be key to certain kinds of logistics ship fits.



  Capacitor Management

Skill at regulating your ship's overall energy capacity. 5% bonus to capacitor capacity per skill level.
  Attributes:   
  Multiplier: 3x
  Price: 200k ISK
  Alpha max level: IV
  Prerequisites: Power Grid Management III
  I required for: T1 and Faction micro power grid modules
  III required for: Thermodynamics
  V required for: T2 micro power grid modules
  Notes: Key capacitor support skill, useful for everyone. Getting it to V takes a little while because of the x3 multiplier, but is worth it in the long run.



  Capacitor Systems Operation

Skill at operating your ship's capacitor, including the use of capacitor boosters and other basic energy modules. 5% reduction in capacitor recharge time per skill level.
  Attributes:   
  Multiplier: 1x
  Price: 60k ISK
  Alpha max level: III
  Prerequisites: Power Grid Management I
  I required for: T1 and Faction capacitor boosters
  II required for: Micro capacitor booster II
  III required for: Small capacitor booster II
  IV required for: Medium and Heavy capacitor boosters II
  Notes: Another important capacitor support skill which makes your capacitor more resilient. A short train to level V.



  Capital Energy Emission Systems

Operation of capital sized energy transfer array and other energy emission systems. 5% reduced capacitor need of capital energy emission systems per skill level.
  Attributes:   
  Multiplier: Capital Energy Emission Systems
  Price: <span style="cursor: help;" title="The skillbook for this skill costs Capital Energy Emission Systems ISK">Capital Energy Emission Systems ISK
  Alpha max level: <span style="cursor: help;" title="Alpha pilot can train and use this skill to at most level Unknown">Unknown
  Prerequisites: Power Grid Management V; Capacitor Emission Systems V
  I required for: Capital Murky Energy Transmitter I; Capital Energy Transfer Array I



  CPU Management

Basic understanding of spaceship sensory and computer systems. 5% Bonus to ship CPU output per skill level.
  Attributes:   
  Multiplier: 1x
  Price: 30k ISK
  Alpha max level: V
  Prerequisites: none
  I required for: T1 survey scanners and scanner backups; Electronic Warfare; Targe Management; Signature Analysis; Survey
  II required for: CPU modules; T2 scanners; Long Range Targeting; Electronics Upgrades
  III required for: Frequency Modulation; Target Painting; Sensor Link; Weapon Disruption; Propulsion Jamming
  IV required for: Magnetometric Sensor Compensation; Gravimetric Sensor Compensation; Ladar Sensor Compensation; Radar Sensor Compensation; Target Breaker Amplification; Cloaking; Long Distance Jamming
  V required for: Amarr Electronic Systems; Gallente Electronic Systems; Caldari Electronic Systems; Minmatar Electronic Systems; Nanite_Engineering; Electromagnetic Physics; Electronic Engineering; Signal Dispersion; Signal Suppression; Turrent Destabilization; Signature Focusing; Cynosural Field Theory
  Notes: A vital fitting skill which any combat pilot should train to V. Also the prerequisite for many of the other skills in this category.



  Electronics Upgrades

Skill at installing Electronic upgrades, e.g. signal amplifier, Co-Processors and backup sensor array. 5% reduction of sensor upgrade CPU needs per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 100k ISK
  Alpha max level: V
  Prerequisites: CPU Management I; Power Grid Management II
  I required for: T1 cpu upgrades and scanners
  III required for: T2 scanner upgrades; Hacking
  IV required for: Co-Processor II
  V required for: Signal Amplifier II; Electronic Attack Ships; Covert Ops
  Notes: A useful skill which makes some modules easier to fit. Level IV is required for T2 co-processors, level V for T2 signal amplifiers.



  Energy Grid Upgrades

Skill at installing power upgrades e.g. capacitor battery and power diagnostic units. 5% reduction in CPU needs of modules requiring Energy Grid Upgrades per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 79k ISK
  Alpha max level: V
  Prerequisites: Power Grid Management II
  I required for: T1 capacitor upgrade modules
  II required for: T1 capacitor upgrade modules
  III required for: T1 and certain T2 capacitor upgrade modules
  IV required for: T2 capacitor upgrade modules
  V required for: Reactor Control Unit II; Marauders; Heavy Assault Cruisers
  Notes: Useful fitting requirement reduction for certain modules.



  Energy Pulse Weapons

Skill at using smartbombs. 5% decrease in smartbomb duration per skill level.
  Attributes:   
  Multiplier: 2x
  Price: 130k ISK
  Alpha max level: II
  Prerequisites: Power Grid Management II; Science II
  I required for: T1 and Faction smartbombs
  II required for: T2 micro smartbombs
  III required for: T2 small smartbombs
  IV required for: T2 medium smartbombs
  V required for: T2 large smartbombs; Doomsday Operation
  Notes: Note that the increased cycle speed of smartbombs with this skill at high levels means more DPS, but also more cap use.



  Nanite Interfacing

Improved control of general-purpose repair nanites, usually deployed in a paste form. 20% increase in damaged module repair amount per second.
  Attributes:   
  Multiplier: 3x
  Price: 5M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Mechanics V, Nanite Operation III
  Notes: Nanite paste can be used to repair module damage from overheating on the fly, while in space. This skill speeds up those repairs. This is a nice skill to have if you're a PvP pilot, but it's not a high priority.



  Nanite Operation

Skill at operating nanites. 5% reduction in nanite consumption per level.
  Attributes:   
  Multiplier: 2x
  Price: 1M ISK
  Alpha max level: Alpha pilot can not train this skill.
  Prerequisites: Mechanics V
  Notes: The skill required to use nanite paste to repair module damage from overheating on the fly. The reduction in nanite consumption will save you money in the long run. Good skill for PvP pilots, especially ones who go on longer roams and so rely on paste more.



  Power Grid Management

Basic understanding of spaceship energy grid systems. 5% Bonus to ship's powergrid output per skill level.
  Attributes:   
  Multiplier: 1x
  Price: 30k ISK
  Alpha max level: V
  Prerequisites: None
  I required for: Shield Operation; Capacitor Systems Operation
  II required for: Energy Pulse Weapons; Energy Grid Upgrades; Shield Upgrades; Electronic Upgrades
  III required for: Capacitor Management; Shield Management; Tactical Shield Manipulation; Shield Emission Systems; Capacitor Emission Systems
  V required for: Thermodynamics; Capital Shield Operation; Capital Shield Emission Systems; Capital Energy Emission Systems; Power Grid Management; High Energy Physics; Plasma Physics; Hydromagnetic Physics; Graviton Physics; Laser Physics; Nuclear Physics; Quantum Physics; Amarr Engineering Systems; Gallente Engineering Systems; Minmatar Engineering Systems; Caldari Engineering Systems; Assault Ships
  Notes: The basic skill of this whole category, and a key fitting skill. Quickly trained. 25% more powergrid is a big boost to your ability to fit more, better equipment on your ship.



  Thermodynamics

Advanced understanding of the laws of thermodynamics. Allows you to deliberately overheat a ship's modules in order to push them beyond their intended limit. Also gives you the ability to frown in annoyance whenever you hear someone mention a perpetual motion unit. Reduces heat damage by 5% per level.
  Attributes:   
  Multiplier: 3x
  Price: 4.5M ISK
  Alpha max level: IV
  Prerequisites: Power Grid Management V, Capacitor Management III, Science IV
  Notes:



  Weapon Upgrades

Knowledge of gunnery computer systems, including the use of weapon upgrade modules. 5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs.
  Attributes:   
  Multiplier: 2x
  Price: 80k ISK
  Alpha max level: V
  Prerequisites: Gunnery II
  I required for: T1 and Faction damage multiplier modules
  IV required for: T2 damage multiplier modules
  V required for: Advanced Weapon Upgrades; Heavy Assault Ships; Heavy Interdictors
  Notes: Note that this skill also applies to missile launchers (rockets / missiles / cruise missiles / torpedoes) and smartbombs and not just guns. A very useful fitting skill which every combat pilot should train. Level V can seem like a long train, especially for a new player who hasn't trained for T2 equipment yet, but it's a prerequisite for the excellent Advanced Weapon Upgrades.


Odyssey 1.1