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Darth Bob
Dark Excession
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Posted - 2006.12.06 10:40:00 -
[1]
Edited by: Darth Bob on 06/12/2006 10:47:19 I've been looking over the various different rigs and compiled a little list on which ones I like most. Feel free to completely disagree with me, most people usually do
Armor: (-10% velocity) -Auxiliary Nano Pump (+15% rep amount) -Salvage Tackle (+10% salvage) -Trimark Armor Pump (+15% armor HP) (am I right in thinking that the resist ones get stacking penalties?)
Astronautics: (-10% armor) -Auxiliary trusters (+10% Velocity) -Cargohold Optimization (+15% cargo) -Propellant Injection Vent (+15% MWD/AD boost)
Drone Rigs: (-10% total Cpu) -Drone Durability Enhancer (+20% drone HP) (I had to chose one )
Electronics Superiority: (-10% Shield HP) -Inverted Signal Field Projector (+10% Damp str) -Tracking Diagnostic Subroutines (+10% TD str)
Energy Grid: (no drawback) -Ancilliary Current Router (+10% Grid) -Capacitor Control Circuit (-15% Cap recharge time) -Semiconductor Memory Cell (+15% total cap)
Missile Launcher: (+10% launcher CPU use) -Bay Loading Accelerator (+10% launcher RoF)
Shield: (+10% sig radius) -Core Defence Capacitor Sa***uard (-10% Cap to boost) -Core Defence Field Extender (+15% Shield HP) -Core Defence Field Purger (-20% Shield Recharge time)
Gunnery ones: Don't think any will make it, never enough grid on any setups. But maybe I'm wrong and is this the way to go for Amarr ships fitting autocannons.
Any important ones I missed?
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Kesslan Osefice
Panther's Paw Industries Ltd
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Posted - 2006.12.06 10:51:00 -
[2]
Originally by: Darth Bob Edited by: Darth Bob on 06/12/2006 10:47:19 Feel free to completely disagree with me, most people usually do
Sayy.. isn that Darth Bob? Why yes.. I belive it is *screaches on over in a T2 ship* Hey Darth!. I DISSAGREE! *warp off*
You've probably got it on the nose to be honest. Though only time, and the actual usage of rigs will really prove it one way or another. And thats a ways off yet. ___ This space for rent! ___ Yay we finally have a forum: http://pantherspaw.freehostia.com/ |
neccette
Sebiestor tribe
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Posted - 2006.12.06 20:52:00 -
[3]
Personally I'm drooling over the Projectile damage rigs for PvE. My damage skills and modules are just about maxed out on my AC Wolf and I can easily tank any belt rat spawn in the game so I don't need cap/armor/repair/speed I need more damage. I have somewhere around 20 grid and 30 CPU left to play with so taking a PG penalty to gain more damage seems a good trade off for me since the extra grid I'm sitting with is useless right now.
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Nicocat
Caldari New Age Solutions
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Posted - 2006.12.06 21:42:00 -
[4]
Edited by: Nicocat on 06/12/2006 21:42:57
Originally by: Kesslan Osefice
Originally by: Darth Bob Edited by: Darth Bob on 06/12/2006 10:47:19 Feel free to completely disagree with me, most people usually do
Sayy.. isn that Darth Bob? Why yes.. I belive it is *screaches on over in a T2 ship* Hey Darth!. I DISSAGREE! *warp off*
Gasp! A drive-by disagreement! Call the po', someone's been BURNED!
Also, for projectile damage mods, I want one for my Cyclone. my Hurricane's a bit maxed on grid (yay for plating), but the Cyclone has plenty to go around ---------------------------- Buying Sabres. EVEmail or convo me in game! |
Sokratesz
Guardians of Hell's Gate Tactical Narcotics Team
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Posted - 2006.12.06 22:48:00 -
[5]
THe rigs are especially nice for already specced characters..for example, my alt flies things like....
- Basilisk...which could perfectly do with 15% more cap or 20% better recharge rate...
- Crane...which could do nicely with a 15% AB speed boost (faction AB for the win)
- Bustard...who could use some extra agility / warp speed / cargospace depending on purpose
They should give ships like that a bonus to certain rig attributes y'know :P
Basilisk Fitting Link |
Grimpak
Gallente Celestial Horizon Corp. Ascendant Frontier
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Posted - 2006.12.06 23:06:00 -
[6]
think there's a armor rig that decreases (even more) the repping cycle. -------
Originally by: Tiuwaz for caldari perception weapons that hit up to 100km are short range weapons
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Deschenus Maximus
Amarr In Articulo Mortis
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Posted - 2006.12.07 01:37:00 -
[7]
Since rigs are stacking-nerfed, I'd go for ones that give bonuses to stuff I don't normally mount or that give bonuses to things that have no modules for them. So all the energy grid ones are good, the speed one too, the energy weapon rig that reduces cap consumption (would be ideal on the Abaddon... in theory) and the falloff rig too. FOR THE EMPEROR!
The Fourth NtV (Noob to Vet) Lottery |
Sokratesz
Guardians of Hell's Gate Tactical Narcotics Team
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Posted - 2006.12.07 06:23:00 -
[8]
do they get stacking nerf onto each other or onto other normal mods that give bonuses?
Basilisk Fitting Link |
Nukeitall
Nukeitall Coterie
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Posted - 2006.12.07 07:02:00 -
[9]
Edited by: Nukeitall on 07/12/2006 07:03:16
Originally by: Sokratesz do they get stacking nerf onto each other or onto other normal mods that give bonuses?
Good question. I believe they are independent - I heard someone saying that the passive resist rigs DID NOT get stacking borked.
I assume it would still be worth it to run 2 cap recharge rigs. --------- >>Disclaimer: Anything Nukeitall says is not to be taken seriously. Mostly. |
TerrorWOLF
J.H.E.N.R Pure.
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Posted - 2006.12.07 07:28:00 -
[10]
What has a stacking panalty and what dont would interest me as well. In some post people sayed thet DMG rigs get a stacking panaty and there was a post that all rigs that have same bonus as modules that have stacking panatly have it as well. But in all honest only the Devs know for shure. Maybe a Dev blog on this would be nice.
As of now the engenering rigs are uber grid, cap recharge, cap amount and no panalty.
May Your Death Be Slow And Painful
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TheDevilsJury
principle of motion R i s e
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Posted - 2006.12.07 07:46:00 -
[11]
The best rigs are the ones that don't stack with anything.
^^^^ You can hide, but you can't run. ^^^^ |
Goumindong
Amarr Merch Industrial
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Posted - 2006.12.07 09:07:00 -
[12]
Rigs have straight up stacking penalties with modules that also have stacking penalties.
This means that the best rigs are the ones that dont stack and the ones that have small penalties.
The other thing to consider is their strength compared to modules. Damage rigs for instance, are HALF a module, where as a cap recharge rig is 60% of a CRP II.
The Gun rigs that will be big[if any] will be Optimal[for snipers] in order to compete with the Rokh and Falloff for the fast AC boats.
Missle launcher rigs will get more use than gun rigs due to the prevelence of ships that get missle launchers but no low slots to fit BCU's and the lack of low slots on Caldari vessles.
Shiled rigs are going to be ridiculously expensive due to the huge boost they give shiled tanked ships at basically zero penalty and the super fantastic ratio of quality they have between the modules and the mid slot equivelent and the fact that they have a non penalty.
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Akita T
Caldari Navy Volunteer Task Force
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Posted - 2006.12.07 09:34:00 -
[13]
I think we can narrow down the really "useful" rigs to just about 3 of them, and 3 of them only.
Cargohold Optimizations, for haulers (negligible penalities for a hauler) Core Defence Field Purgers, for passive shield tankers (not that much of a drawback for them either) Capacitor Control Circuits, for just about anybody else (no drawbacks whatsoever)
Every other rig either has too many drawbacks attached, or is easily replaced by one of the above and a change in normal fitting to compensate. If you don't believe it, run the math yourself for any "specialised" setup you can think of. _____ -sig-
This is my only char. These are my skills
Always question everything, including yourself |
Rafein
Eye of God Axiom Empire
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Posted - 2006.12.07 11:12:00 -
[14]
Anything that has a stacking penalty shares it with rigs. So , per your example,
Missile Launcher: (+10% launcher CPU use) -Bay Loading Accelerator (+10% launcher RoF)
Is best served if your not fitting any BCU's, which also increase RoF. If you have 3 BCU's, adding a rig would be ike adding half a BCU, just a bonus to the RoF, but it's stack with the BCu's, so you'll get MUCH less effect.
Things that are not stacked currently are still not stacked. Max cap, cap recharge, max armor (was fixed, regen plating was stacked), max shield, shield recharge, ect.
That being said, I still wonder bout some of th weapon attibutes, Two combat rigs in general, the explosion radius reducing, and the missile velocity increaseing missile rigs, I have not idea about. One would think they are stacking nerfed, as it would be akin to tracking and max range, but currently there are no mods that decrease exposion radius or increase missile speed, so they most likey are not stacking nerfed.
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neccette
Sebiestor tribe
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Posted - 2006.12.07 18:52:00 -
[15]
ouch, I forgot about the stacking penalty with modules for rigs. I'll have to rethink which rigs I'll be acquiring for my Wolf. |
Sir Bart
Vendetta Underground Rule of Three
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Posted - 2006.12.07 20:14:00 -
[16]
Due to the cost of rigs atm, I am mostly only interested in them for capital ships.
For dreads I think the capacitor recharge bonuses are very good (would be nice to be able to run a dual rep forever) but if you are satisfied with your tank, I think using the armor resistance bonuses can allow you to keep the same resists while adding a dmg mod or two.
For carriers I think the capacitor amount rigs are best.
-Bart
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Forino Ovoli
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Posted - 2006.12.07 20:57:00 -
[17]
Stacking penalty or not, I would be interested in putting an Anti Explosive Pump armor rig on a Dominix.
That would bring the +10% base hull resistance up more on par with the other damage types.
If the armor rigs are still available on Sisi, I'd fit this first, with some EANPs (or equivalent) to see how it works out.
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Captain Raynor
Caldari
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Posted - 2006.12.07 20:58:00 -
[18]
The DMG / ROF rigs are pointless.. you need two to equal 1 damage mod, why waste two rig slots when you can make up for it with 1 low slot?
The best rigs IMO are shield/armor resist, cap recharge/capacity, grid, ect..
Quote:
Daniel Jackson > a harbinger cant be a raven cause its not caldari Daniel Jackson > and its not a missle ship Jim Raynor > thank you for that expert analysis DJ
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Pralay
Gallente
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Posted - 2006.12.07 21:06:00 -
[19]
I'm suprised no one likes the drone range rig +15km.
Using these instead of the range module frees up a slot. Two of these would give me all the range I want in the forseeable future. The minus(CPU) doesn't bother me a bit. Unlike armor reducing speed, which makes my inner minmatar cry.
I don't imagine it would have stacking penalties either. Pralay |
neccette
Sebiestor tribe
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Posted - 2006.12.07 21:13:00 -
[20]
Originally by: Captain Raynor The DMG / ROF rigs are pointless.. you need two to equal 1 damage mod, why waste two rig slots when you can make up for it with 1 low slot?
That's not quite true. Say you want to use the rigs for PvE, you have a specific ship that you fly that normally sits at 70-90% cap is armor tanked and sits at 70-90% armor while engaging triple battleship spawns in 0.0, has ample grid and CPU, and has plenty of speed. why would you waste the rig slots on improvements that won't really help your ship?
Granted, since they do contribute to the stacking penalty, there's little reason to add damage rigs if you're already running 3x damage mods. |
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Captain Raynor
Caldari
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Posted - 2006.12.07 21:19:00 -
[21]
Originally by: neccette
Originally by: Captain Raynor The DMG / ROF rigs are pointless.. you need two to equal 1 damage mod, why waste two rig slots when you can make up for it with 1 low slot?
That's not quite true. Say you want to use the rigs for PvE, you have a specific ship that you fly that normally sits at 70-90% cap is armor tanked and sits at 70-90% armor while engaging triple battleship spawns in 0.0, has ample grid and CPU, and has plenty of speed. why would you waste the rig slots on improvements that won't really help your ship?
Granted, since they do contribute to the stacking penalty, there's little reason to add damage rigs if you're already running 3x damage mods.
Over two damage mods and the dmg/rof rigs are pointless and you still need two rigs to equal 1 damage mod, where as you might as well put the dmg mod on your ship and fill the rest of your rig slots with cap recharge or something useful that doesn't stack penalty.
I've still not seen a single good reason to use the rof/dmg rigs, the increased grid/cpu is also a coffin nailer.
Quote:
Daniel Jackson > a harbinger cant be a raven cause its not caldari Daniel Jackson > and its not a missle ship Jim Raynor > thank you for that expert analysis DJ
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Dammar
Ephorate
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Posted - 2006.12.07 21:38:00 -
[22]
Originally by: Deschenus Maximus Since rigs are stacking-nerfed, I'd go for ones that give bonuses to stuff I don't normally mount or that give bonuses to things that have no modules for them. So all the energy grid ones are good, the speed one too, the energy weapon rig that reduces cap consumption (would be ideal on the Abaddon... in theory) and the falloff rig too.
I tried the energy weapon cap reduction rig on sisi on an Abaddon with t2 mega beams...I wasn't impressed. The guns still took something like 40 cap/s each to fire. It was only a t1 rig tho, maybe t2 would be better.
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neccette
Sebiestor tribe
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Posted - 2006.12.07 21:40:00 -
[23]
Edited by: neccette on 07/12/2006 21:47:49
Originally by: Captain Raynor
Originally by: neccette
That's not quite true. Say you want to use the rigs for PvE, you have a specific ship that you fly that normally sits at 70-90% cap is armor tanked and sits at 70-90% armor while engaging triple battleship spawns in 0.0, has ample grid and CPU, and has plenty of speed. why would you waste the rig slots on improvements that won't really help your ship?
Granted, since they do contribute to the stacking penalty, there's little reason to add damage rigs if you're already running 3x damage mods.
Over two damage mods and the dmg/rof rigs are pointless and you still need two rigs to equal 1 damage mod, where as you might as well put the dmg mod on your ship and fill the rest of your rig slots with cap recharge or something useful that doesn't stack penalty.
I've still not seen a single good reason to use the rof/dmg rigs, the increased grid/cpu is also a coffin nailer.
I don't think you understand, my ship does not go below 70% cap and I have not found a 0.0 Battleship spawn I cannot tank. why do I need more cap recharge? it is useless to me. Same goes for armor, resists, more grid/cpu, it's all useless. I know with the stacking penalty, it's even more pointless to use the damage rigs. So maybe I'll just have to throw on extra cargo space to my Wolf
Edit: To bring the thread back in line, there are uses for damage rigs. the whole rig thing is really too new to say this one sucks, this one does'nt. How many people have actually tried various rig/module setups on their ships yet? right now there are few if any on tranquility. next week's patch will hopefully address some problems so we have more access to materials to construct rigs and see how things work out.
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Captain Raynor
Caldari
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Posted - 2006.12.07 23:28:00 -
[24]
Originally by: neccette Edited by: neccette on 07/12/2006 21:47:49
Originally by: Captain Raynor
Originally by: neccette
That's not quite true. Say you want to use the rigs for PvE, you have a specific ship that you fly that normally sits at 70-90% cap is armor tanked and sits at 70-90% armor while engaging triple battleship spawns in 0.0, has ample grid and CPU, and has plenty of speed. why would you waste the rig slots on improvements that won't really help your ship?
Granted, since they do contribute to the stacking penalty, there's little reason to add damage rigs if you're already running 3x damage mods.
Over two damage mods and the dmg/rof rigs are pointless and you still need two rigs to equal 1 damage mod, where as you might as well put the dmg mod on your ship and fill the rest of your rig slots with cap recharge or something useful that doesn't stack penalty.
I've still not seen a single good reason to use the rof/dmg rigs, the increased grid/cpu is also a coffin nailer.
I don't think you understand, my ship does not go below 70% cap and I have not found a 0.0 Battleship spawn I cannot tank. why do I need more cap recharge? it is useless to me. Same goes for armor, resists, more grid/cpu, it's all useless. I know with the stacking penalty, it's even more pointless to use the damage rigs. So maybe I'll just have to throw on extra cargo space to my Wolf
Edit: To bring the thread back in line, there are uses for damage rigs. the whole rig thing is really too new to say this one sucks, this one does'nt. How many people have actually tried various rig/module setups on their ships yet? right now there are few if any on tranquility. next week's patch will hopefully address some problems so we have more access to materials to construct rigs and see how things work out.
I've tried them a lot on SiSi.
The damage and rate of fire rigs ARE useless.
Again I say, WHY waste two rig slots on ROF/DMG when you can fit 1 low slot item? Rigs are expensive anyways so what is the point of fitting two of them, increasing your CPU/GRID on your weapons a buttload when you can put a dmg mod in there and use the rig slots for something more useful, like tanking, or something.
Yes I understand your whole "but my NPC setup is uber so me wasting a billion isk to make my ship harder to fit so I can kill a NPC half a second faster" argument but it makes no sense, I would rather put a cargo expander rig on my NPC setup ship than those rof/dmg mods... least then you could hold more loot.
Honestly I think CCP should reduce the dmg/rof rigs to 5% and 7.5 or 8% for the T2 and make them not stack with dmg mods, they might be useful then..
Quote:
Daniel Jackson > a harbinger cant be a raven cause its not caldari Daniel Jackson > and its not a missle ship Jim Raynor > thank you for that expert analysis DJ
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45thtiger011
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Posted - 2006.12.08 01:11:00 -
[25]
since no-one seems to have mentioned this, i'd just like to point out (for those of you who aren't yet aware) that training the relevant rigging skill reduces penalty by 10%/lvl for that class of rig.
e.g. with armour rigging lvl 4 velocity penalty would be 6% instead of 10%
btw for the damage mod/rig argument: Yes the ROF bonus is definetly useless, however there are situations where you want to increase damage without increasing rof (e.g. Ammar W/ Lazers to conserve cap)
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Arushia
Nova Inc.
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Posted - 2006.12.09 05:23:00 -
[26]
Originally by: Darth Bob
Drone Rigs: (-10% total Cpu) -Drone Durability Enhancer (+20% drone HP) (I had to chose one )
-Drone control Range augmentor (+15km drone control range) Frees up a high from a Drone Link Augmentor, and may take off less CPU than the 50 the DLA mod takes up. ---- I acknowledge that this post reflects upon my corp, even if I claim it does not. |
Queen Hades
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Posted - 2006.12.11 09:15:00 -
[27]
Megathron with +30% kin resist, +30% therm resist, +10% cap
Fit additional 1x t2 kin resist, 1x t2 therm resist in the lows and I guess the right hand of Zazzmatazz will lose it's grip (still 5 lowslots left, so fit nothing less than 2x larger repper II, 2x mag field stab II and 1x cap power relay II).
I love harakiri setups.
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Joerd Toastius
Octavian Vanguard
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Posted - 2006.12.11 10:03:00 -
[28]
Gravity Capacitor is the most useful rig in the game, followed by salvage tackle.
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Majutsu
Caldari S.Y.N.D
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Posted - 2006.12.11 10:22:00 -
[29]
3 x Cargo Expanders on my Covetor
3 x shield recharge bonus rigs on a passive tanked Drake/Vulture/Ferox Caldari Gunboat Pilot
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Xtro 2
Caldari Pre-nerfed Tactics
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Posted - 2006.12.11 11:38:00 -
[30]
I think 99% of the ships id fly (and probably everyone else) would have 3 cap recharge rigs slapped in them.
Cap is life.
. Xtro 2 - Tactically Insane Tradesman. Insanity, or madness, is a semi-permanent, severe mental disorder typically stemming from a form of mental illness. |
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