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Salpad
Caldari Deep Core Mining Inc.
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Posted - 2008.08.21 12:44:00 -
[1]
I've got Electronics, and Engineering, and Weapon Upgrades and Advanced Weapon Upgrades trained to level 5.
I can fit everything I need onto my passive tanked Drake. 7 tubes, passive tanking gear, a bit of gank boost (2 x BCS).
But I've got this 8th HIGH slot which I can't really utilize.
Are there some skillz I can train, that will give me a little more CPU or grid? By reducing the usage of fitted modules?
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The Djego
Minmatar merovinger inc
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Posted - 2008.08.21 13:12:00 -
[2]
Shield Upgrades lower the Powergrid Use for Extenders.
For CPU Faction Gear or Implants, same as on Armor Tanks... |
Baka Lakadaka
Gallente Agony Unleashed Agony Empire
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Posted - 2008.08.21 15:27:00 -
[3]
Are you using best named launchers and other items? That'll squeeze out a bit more of both CPU and Grid.
Shield upgrades will get a bit more grid from your passive tank modules.
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Balcura
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Posted - 2008.08.21 16:41:00 -
[4]
If it's for PvE then you can also use CN launchers that will help a little. |
Salpad
Caldari Deep Core Mining Inc.
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Posted - 2008.08.21 22:58:00 -
[5]
Originally by: Balcura If it's for PvE then you can also use CN launchers that will help a little.
Won't I miss out on some kind of bonus if I use non-tech2 launchers?
The Shield Upgrades skill sounds very nice, thanks for that suggestion. I already have it at level 4, but level 5 seems to take only 3 days or so, and it's 5% off which is quite a lot, so I'm already working at it.
-- Salpad |
Elhina Novae
Amarr Destruction Reborn CORPVS DELICTI
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Posted - 2008.08.21 23:16:00 -
[6]
Originally by: Salpad
Originally by: Balcura If it's for PvE then you can also use CN launchers that will help a little.
Won't I miss out on some kind of bonus if I use non-tech2 launchers?
The Shield Upgrades skill sounds very nice, thanks for that suggestion. I already have it at level 4, but level 5 seems to take only 3 days or so, and it's 5% off which is quite a lot, so I'm already working at it.
Not sure, but atleast the CN Cruise Launchers are better then T2 even with maxed skills. Faster Rate of Fire. ------------
Originally by: Boz Well
Originally by: SurrenderMonkey ... There's an Amarr problem?
Nothing that can't be solved by more Minmatar nerfs.
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Lance Fighter
Amarr
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Posted - 2008.08.22 01:44:00 -
[7]
You lose the ability to use t2 missiles. But the t2 heavy missiles suck anyway.
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Salpad
Caldari Deep Core Mining Inc.
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Posted - 2008.08.22 02:12:00 -
[8]
Originally by: Lance Fighter You lose the ability to use t2 missiles. But the t2 heavy missiles suck anyway.
Yes, tech 2 missiles such, but ISTR something about the bonus from the Heavy Missile Specialization skill only applying if I'm using tech 2 launchers. Or am I misrembering?
I'm not logged in now, so I can't go and check, but I'll look at it tomorrow.
-- Salpad |
Salpad
Caldari Deep Core Mining Inc.
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Posted - 2008.08.22 16:49:00 -
[9]
Originally by: Salpad
Originally by: Lance Fighter You lose the ability to use t2 missiles. But the t2 heavy missiles suck anyway.
Yes, tech 2 missiles such, but ISTR something about the bonus from the Heavy Missile Specialization skill only applying if I'm using tech 2 launchers. Or am I misrembering?
I'm not logged in now, so I can't go and check, but I'll look at it tomorrow.
I just checked, and it looks as if I'm correct.
This is the text from Standard Missile Specialization: Specialist training in the operation of advanced standard missile launchers and assault launchers. 2% bonus per level to the rate of fire of modules requiring Standard Missile Specialization.
The Caldari Navy Standard Missile Launcher does not require Standard Missile Specialiation, and hence appears to not be eligible for the bonus.
I assume that the same applies to the heavy launchers.
-- Salpad |
Balcura
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Posted - 2008.08.22 19:49:00 -
[10]
You are correct about your spec bonus not applying to the CN launchers (BTW with the spec at 5 it's a 10% ROF bonus). Take a look at the ROF for heavy launcher II's and CN heavy launchers... you will see that even with the 10% ROF bonus from the skill the CN launchers still out-perform the tech 2's, but they are a lot more expensive.
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Arkeladin
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Posted - 2008.08.23 02:21:00 -
[11]
Originally by: Salpad I've got Electronics, and Engineering, and Weapon Upgrades and Advanced Weapon Upgrades trained to level 5.
I can fit everything I need onto my passive tanked Drake. 7 tubes, passive tanking gear, a bit of gank boost (2 x BCS).
But I've got this 8th HIGH slot which I can't really utilize.
Are there some skillz I can train, that will give me a little more CPU or grid? By reducing the usage of fitted modules?
Do you have the lowslot available to fit a PDU or reactor control? If so, that may give you what you need to fit the 8th slot. Kinda hard to say, since you haven't told us what you're low on- CPU or powergrid.
CPU booster for CPU, PDU, MAPC or reactor control for powergrid. May boost you enough to do what you want.
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Herschel Yamamoto
Bloodmoney Incorporated
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Posted - 2008.08.23 05:53:00 -
[12]
Canonical PvE Drake config: 7x Heavy Missile Launcher II 1x Small Tractor Beam I 3x Large Shield Extender II 2x Mission-Specific Active Hardener II 1x Shield Recharger II 4x Shield Power Relay II 3x Core Defence Field Purger I
That should be well inside on CPU and usable on PG at AWU 4. If you want BCUs you have to fiddle with the CPU a bit, either by adding faction gear or by putting in a CPU implant, but there's a pile of ways you can do that. You shouldn't need any fancy fitting skills to run a tractor beam, and that's the best utility-high module for missioning. ------------------ Fix the forums! |
Utrak
Federation Navy Shipyards
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Posted - 2008.08.24 19:40:00 -
[13]
You could also plug in the Hardwiring Zainou 'Gypsy' KMB-75 (Slot 6) for 5% more CPU.
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Grarr Dexx
Amarr Ministry of War
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Posted - 2008.08.25 00:43:00 -
[14]
Or any of the PG-# series for 1%, 3% or 5% powergrid.
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steave435
Caldari Eve University Ivy League
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Posted - 2008.08.25 07:15:00 -
[15]
Energy grid upgrades decrease cpu use a bit for power relays and flux coils, and all other mods that use that skill.
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Cheru'bael
Amarr Ordo Ministorum
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Posted - 2008.08.25 11:13:00 -
[16]
there's the energy grid rig to increase powergrid. always hand. it's not stupidly expensive (anymore) either.
___________________________________________ Ordo Ministorum (backup) |
Drothum Devereux
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Posted - 2008.08.25 16:55:00 -
[17]
Originally by: Salpad
Are there some skillz I can train, that will give me a little more CPU or grid? By reducing the usage of fitted modules?
The man asked for skills and this would be an incredible resource for new people seeking out skills that affect CPU/PG usage of modules.
Engineering: 5% powergrid Electronics: 5% CPU Energy Grid Upgrades: 5% CPU reduction Electronics Upgrades: 5% CPU reduction Shield Upgrades: 5% powergrid reduction Weapon Upgrades: 5% CPU reduction Advanced Weapon Upgrades: 2% powergrid reduction Mining Upgrades: 5% CPU penalty reduction
Full list is found here: http://www.eve-onlinesupport.com/index.php?option=com_content&task=view&id=67&Itemid=85
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FT Diomedes
Gallente Ductus Exemplo
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Posted - 2008.08.25 23:20:00 -
[18]
Also consider that there are some best-named mods that are just as good as Tech II, but have lower fitting requirements. e.g. best-named SPRs ------------
Improvize. Adapt. Overcome. |
Baka Lakadaka
Gallente Agony Unleashed Agony Empire
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Posted - 2008.08.26 03:41:00 -
[19]
I've unashamedly stolen this from Pan Dora in the New Citizens forum - all credit to Pan Dora:
Skills:
Eletronics: +5% CPU output/lvl Energy managment:+5%cap/lvl Energy system operation:-5% cap recharge time/lvl Engineering:+5% PG/lvl
-5% in CPU need/lvl to related modules Electronics Upgrades: signal amplifier, backup sensor array. Energy grid upgrades:PDS, reaction control Weapon Upgrades:turrets, launchers
-5% CPU penality Mining upghrades: Mining upgrades(penality increase the cpu need of mining laser)
-5%PG need/lvl: Shield Upgrades:shield extenders, shield recharges
2%PG need/lvl: Advanced Weapons upgrades:turrets, lauchers
-5% Cap need reduction/lvl: Propulsion Jamming: warp scrambler and web Sensor linking: remote sensor booster/damper. Target Painting: target painters. Weapon disruption: remote weapon disruptors. energy emission system:Energy tranfer array Capital energy emission system:Capital Energy tranfer array shield Emission systens:shield tranporters Capital shield Emission systens:Capital shield tranporters Controled burst:weapon turrets Capital remote armor repair system:capital remote armor repair Capital rmote hull repair system: capital remote hull repair Remote armor repair systems:remote armor repair Remote hull repair systems:remote hull repair High speed maneuvering: MWD Jump Drive Operation:jump drives
2% cap need reduction: Capital shield operation: capital shield boster shield compensation:shield booster
-10% cap need/lvl: Fuel conservatin: afterburners Warp Drive Operation: warp drive ______________________ Isn't it time you learned to fight back? Agony Unleashed Home of the PvP University.
Now Recruiting. |
Baka Lakadaka
Gallente Agony Unleashed Agony Empire
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Posted - 2008.08.26 03:43:00 -
[20]
Part II (Credit to Pan Dora)
Modules(listed bonuses are for tech I-tech II): Co processor:+7-10%cpu, low slot Capacitor battery:38-53(micro), 75-105(small), 300-420(medium), 500-700(large) to cap amount, medium slot Auxiliary power control: 10-12PG amount, low slot Capacitor power relay:-20-24% cap recharge, low slot Cap recharge:-15-20% cap recharge, medium slot Power diagnostic sytem:-7,5-8,5%Cap recharge, +5%pg, +4-5%Cap amount, low slot Reactior control:+10-15% pg, low slot
Rigs drawbacks(rig skill: -10% drawback/lvl): Drone rigs:-10% CPU Energy weapons rigs:+10% pg requirments of energy weapons Hybrid weapons rigs:+10% pg requirments of hybrid weapons Missile launcher rigs:+10% CPU requeriments of missile launchers
Rigs: Liquid cooled eletronics:-10-15% CPU need to eletronics upgrades modules Signal Disruption Amplifier:-20-25% cap need to ecm and ecm burst Ancillary Current router:+10-15% PG Capacitor control circuit:-15-20% cap recharge time Egress port maximizer:-15-20% cap need of energy emission system modules Powergrid subroutine maximizer:-15-20%cpu need of power upgrades modules Semiconductor memory cell:+15-20%cap amount Algid energy administrations unit;-10-15% cpu need of energy weapons Energy discharge elutrtion:-20-25% cap need of energy weapons Algid hybrid administrations unit;-10-15% cpu need of hybrid weapons Hybrid discharge elutrtion:-20-25% cap need of hybrid weapons Core defense capacittor safeguard-10-15%: cap need of shield booster (except capital) Core defense charge economizer:-10-15% power need of shield upgrades
______________________ Isn't it time you learned to fight back? Agony Unleashed Home of the PvP University.
Now Recruiting. |
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Baka Lakadaka
Gallente Agony Unleashed Agony Empire
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Posted - 2008.08.26 03:46:00 -
[21]
Part III (once again thanks to Pan Dora)
Implants: 'highwall' HY-0(-1%); HY-1(-3%); HY-2(-5%). n CPU penality of mining upgrades 'gnome' KZA500(-1%); KZA1000(-3%); KZA2000(-5%). Turrets CPU needs. 'rougue' FY-0(-2%); FY-1(-6%); FY-2(-10%). Warp drive cap need 'squire' CR2(-1%); CR4(-3%); CR8(-5%). cap recharge 'squire' PG2(1%); PG4(3%); PG8(5%). powergrid 'gnome' KTA10(-1%); KTA100(-3%); KTA1000(-5%). launcher cPu needs 'gnome' KUA500(-1%); KUA1000(-3%); KUA2000(-5%). shield upgrades power needs 'gypsy' KLB-25(-1%); KLB-50(-3%); KLB-75(-5%). eletrocnics upgrades CPU needs 'gypsy' KMB-25(1%); KMB-50(3%); KMB-75(5%). CPU 'Sprite'KXX500(-1%); KXX1000(-3%); KXX2000(-5%). capital shield transportes cap needs 'Gentry' ZEX20(-1%); ZEX200(-3%); ZEX2000(-5%); capital remote armor repair cap needs 'Lancer' G0-Beta(-1%); G1-Beta(-3%); G2-Beta(-5%); turrets cap needs 'Noble' ZET20(-1%); ZET200(-3%); ZET2000(-5%); remote armor repair cap needs 'Squire' EE2(-1%); EE4(-3%); EE8(-5%); energy emission system cap needs 'Squire' GU2(-1%); GU4(-3%); GU8(-5%); energy grid upgrades system CPU needs 'rougue' DY-0(-1%); DY-1(-3%); DY-2(-5%). afterburner cap need 'Squire' CC2(1%); CC4(3%); CC8(5%); cap amount 'gnome' KXA500(-1%); KXA1000(-3%); KXA2000(-5%). shield tranporters cap needs 'gypsy' KQB-25(-1%); KQB-50(-3%); KQB-75(-5%). propulsion jamming cap needs 'rougue' GY-0(-1%); GY-1(-3%); GY-2(-5%). MWD cap needs 'gypsy' KOB-25(-1%); KOB-50(-3%); KOB-75(-5%). ECM cap needs 'gypsy' KRB-25(-1%); KRB-50(-3%); KRB-75(-5%). remote sensor dampner/booster cap needs 'gypsy' KSB-25(-1%); KSB-50(-3%); KSB-75(-5%). tracking disruptor cap needs 'gypsy' KTB-25(-1%); KTB-50(-3%); KTB-75(-5%). Target painter cap needs
Also several ship recieve bonuses based in your skill in the ship skill (e.g. -10% small energy weapon/ amarr frigate lvl for the punisher) or as role bonus (e.g. interceptors:-80% cap need for propulsion jamming modules)
______________________ Isn't it time you learned to fight back? Agony Unleashed Home of the PvP University.
Now Recruiting. |
Carniflex
Caldari StarHunt Fallout Project
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Posted - 2008.08.26 06:35:00 -
[22]
Use Auto Targeter I in that last hi slot. +2 max targets and takes only 1 power and 1 cpu. Ofc if you can then tractor beam is also sensible. Switch T2 shield relays out to beta's and you should have enough room for that. If not then there is other ways to save some CPU, like using CN rat specific hardeners over T2's and CN BCU's over T2 ones.
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Salpad
Caldari Deep Core Mining Inc.
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Posted - 2008.09.04 13:55:00 -
[23]
Baka, those lists look extremely useful. Ever since I started playing EVE, a year-and-a-half ago, I've wished to have that kind of information available. Thanks a lot!
(And is the information archived on some website?)
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