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EVE Isk>>News2009 >> Guide to using rigs in Eve Online
Guide to using rigs in Eve Online

WEAPON RIGS
Alright, I know what most of you are thinking. "Rig slots? Great! How can I use them to blow stuff up better?" It just so happens that each type of weapon has its very own set of rigs for just that purpose. Each type of turret - lasers, hybrids or projectiles - has a set of rigs which trade an increase in the powergrid use of the guns for increases in stats such as optimal range, tracking speed, rate of fire, accuracy falloff and, of course, damage. There is also a useful rig that lowers CPU usage and another that lowers capacitor use. Missiles get Eve Isk their own set of rigs, which trade an increase in launcher CPU use for various benefits such as increased flight time, rate of fire and damage.

For a PvP setup using capacitor boosters, all of these rigs could be quite useful. However, if you're currently using rechargers or power relays in order to obtain the capacitor to run your setup, you might be better off using Capacitor Control Circuit rigs to free up those mid and low slots. These can then be used for tracking computers, damage modules, tracking modules, target Eve Isk painters or even other electronic warfare modules. Weapon rigs tend to have very high calibration so choose wisely.

Drones get their own set of rigs, which trade your ship's CPU for attributes such as drone control range, durability, speed and mining yield. The only drone damage rig available is the Sentry Drone Augmentor, which applies only to sentry drones and offers 10% increased damage for a cost of 200 calibration. This high calibration cost is typical of very powerful rigs, removing the ability to fit too many.

Another useful rig for sentry drones is the Drone Scope Chip, which adds 15% to the drone's optimal range. The remaining drone rigs give bonuses to stasis webbing drones, EW drone range and logistics drone repair amount, all useful on specialised ships and setups.

RIGS AND TANKING
With the advent of Kali, a lot of new options are opened up regarding tanking and it's all thanks to rigs. The most obvious here is, once again, the Capacitor Recharge rig as unless you're passive tanking, your capacitor is what will keep your tank going. Starting with armour, we have the Anti-EM, Anti-Explosive, Anti-Kinetic and Anti-Thermic Pumps. All of these specialised rigs increase a ship's armour resistance in the same way that an armour hardener does but lower your speed a little in exchange, and all at the cost of 50 calibration points. The Tech I variant gives a decent 30% resistance bonus and the Tech II a hefty 35%, but all is not as it seems. Unfortunately, they share the armour hardener module's stacking penalty, making them not very effective compared to others.

[Source:Original] [Author:Admin] [Date:09-05-17] [Hot:]
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