optimal and falloff, we can measure and control those (to a certain extent depending on circumstance) What the heck is the tracking stat supposed to be now?Īre they trying to make EvE into space DnD?ģ main things would affect the chance to hit/do damage. The old system had the tracking stat in rad/s which I could directly map against my targets angular velocity as that is also rad/s. The downside of turret weapon rigs can be reduced by training Energy Weapon Rigging, Hybrid Weapon Rigging, or Projectile Weapon Rigging, as appropriate.Recently came back after a few years break. The downsides of targeting rigs can be mitigated by training Electronic Superiority Rigging.Įach of the three turret types (energy, hybrid, and projectile) have a separate set of rigs. ^ Shield Boosters and Ancillary Shield Boosters.Increases the chance to salvage successfully Increase the mining yield of modules using Mercoxit mining crystals Reduces the cycle time of ice harvester modules Resource processing See also: Mining Name The downsides of missile launcher rigs can be mitigated by training Launcher Rigging. Missile launcher See also: Missile Launchers Micro-Auxiliary Power Cores, Power Diagnostic Systems, and Reactor Control Units. ^ All modules which increase a ship's powergrid, e.g.^ This includes modules like Co-Processors and Signal Amplifiers.^ There is no Tech 2 variant of this rig.Increases the strength of tracking disruptor modules Increases the strength of remote sensor dampener modulesĭecreases the capacitor need for ECM (including Burst ECM) modulesĭecreases the targeting delay after uncloaking The downsides of electronic superiority rigs can be mitigated by training Electronic Superiority Rigging. Increases the amount by which stasis webifier drones reduce their target's velocityĮlectronic superiority See also: Electronic warfare Increases the optimal range of drones' weapons Increases the amount repaired by repair drones Increases the yield of mining drones and decreases cycle time for ice harvesting drones Increases drones' hit points (armor, shield, and hull) The downsides of drone rigs can be mitigated by training Drones Rigging. Additionally, there is no Tech 2 variant of this rig. ^ Only one Higgs Anchor rig can be fit to a ship at time.^ This only affects the "normal" cargo bay, it doesn't increase the capacity of any "special" cargo bays (e.g.Increases armor hit points by a percentage Increases hull hit points by a percentage Reduces capacitor used by remote armor repair modules Increases armor repairer powergrid requirementsĭecrease local armor repair module cycle time Increase amount a local armor repair module repairs per cycle Increase armor resistance to thermal damage Increase armor resistance to kinetic damage Increase armor resistance to explosive damage The downsides of armor rigs can be mitigated by training Armor Rigging. Rigs are manufactured by players, using salvaged material.Īrmor See also: Armor Tanking and Logistics Nearly all rigs come in all four sizes, with identical stats for each size. Unlike for modules, it's not possible to fit a "wrong-sized" rig on a ship. Medium, for cruisers, battlecruisers, haulers, and mining Barges.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 fit into rig slots, and, just like modules, each rig takes up one rig slot. A Tech 1 rig requires between 50 and 250 calibration points, with Tech 2 variants requiring 50% more calibration than their Tech 1 equivalents. Alliance Tournament ships have 400 points regardless of faction, while other special edition ships follow the pirate faction rule. All ships that can fit rigs have 400 calibration points, except for pirate faction ships which have 350. Rigs don't have powergrid or CPU fitting requirements, but instead require calibration, a rig-specific fitting resource. However, if you're willing to face the full downside, you can fit any rig with no skills whatsoever. Most rigs have some other drawback associated with them these penalties are reduced by training more levels in the associated rigging skill: the amount of speed reduction caused by armor rigs, for example, is lessened (though never completely eliminated) by your Armor Rigging skill. The exceptions are T3 Strategic Cruisers which feature removable rigs. Once fit, in most ships they must be destroyed in order to be removed (unlike regular modules). Rigs are permanent ship modifications that fit into the rigging slots of a ship.
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