Difference between revisions of "Skill Hardwiring"
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− | ====Summary==== | + | ====Summary by Slot==== |
Out of slots 6, 8, and 10 you probably have 1 obvious choice you care about, i.e. your favorite racial turret in your favorite size. | Out of slots 6, 8, and 10 you probably have 1 obvious choice you care about, i.e. your favorite racial turret in your favorite size. | ||
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10: +dam for racial large turret, else save CPU. | 10: +dam for racial large turret, else save CPU. | ||
+ | ====Summary by Skill==== | ||
+ | * [[Controlled Bursts]]: 'Lancer' Beta | ||
+ | * [[Motion Prediction]]: 'Gunslinger' AX | ||
+ | * [[Rapid Firing]] (and also [[Gunnery]], which has the same type of bonus): 'Lancer' Delta | ||
+ | * [[Sharpshooter]]: 'Deadeye' ZGA | ||
+ | * Small/Medium/[[Large Energy Turret]]: 'Lancer' Alpha/Gamma/Epsilon | ||
+ | * Small/Medium/[[Large Hybrid Turret]]: 'Deadeye' ZGS/M/L | ||
+ | * Small/Medium/[[Large Projectile Turret]]: 'Gunslinger' SX/MX/LX | ||
+ | * [[Surgical Strike]]: 'Gunslinger' CX | ||
+ | * [[Trajectory Analysis]]: 'Deadeye' ZGC | ||
+ | * [[Weapon Upgrades]]: 'Gnome' KZA | ||
===[[Missiles|Missiles]]=== | ===[[Missiles|Missiles]]=== |
Revision as of 22:48, 11 April 2010
Contents
[hide]Hardwiring by affected skill area
Note that each table entry represents a series of hardwirings not just one specific implant, any series consists of different grades of that specific hardwiring giving a bonus of different height (most often 1%, 3%, 5%).
Gunnery
For hardwires that include "(all)", the bonus affects all types of turrets, not just the racial turret otherwise featured in that set.
Racial specialization | Model name | Slot 6 | Slot 7 | Slot 8 | Slot 9 | Slot 10 |
---|---|---|---|---|---|---|
projectile turret | 'Gunslinger' | SX: small damage | AX: tracking (all) | MX: medium damage | CX: damage (all) | LX: large damage |
energy turret | 'Lancer' | Alpha: small damage | Beta: capacitor use (all) | Gamma: medium damage | Delta: rate of fire (all) | Epsilon: large damage |
hybrid turret | 'Deadeye' beginning with "ZG" | ZGS: small damage | ZGC: falloff (all) | ZGM: medium damage | ZGA: optimal range (all) | ZGL: large damage |
(non-racial) turret CPU | 'Gnome' (see rest of series below) | KZA: CPU need (all) |
Summary by Slot
Out of slots 6, 8, and 10 you probably have 1 obvious choice you care about, i.e. your favorite racial turret in your favorite size.
6: +dam for racial small turret, else use a utility hardwire.
7: +tracking, -cap, or +falloff.
8: +dam for racial medium turret, else use a utility hardwire.
9: +dam, +rof, or +optimal.
10: +dam for racial large turret, else save CPU.
Summary by Skill
- Controlled Bursts: 'Lancer' Beta
- Motion Prediction: 'Gunslinger' AX
- Rapid Firing (and also Gunnery, which has the same type of bonus): 'Lancer' Delta
- Sharpshooter: 'Deadeye' ZGA
- Small/Medium/Large Energy Turret: 'Lancer' Alpha/Gamma/Epsilon
- Small/Medium/Large Hybrid Turret: 'Deadeye' ZGS/M/L
- Small/Medium/Large Projectile Turret: 'Gunslinger' SX/MX/LX
- Surgical Strike: 'Gunslinger' CX
- Trajectory Analysis: 'Deadeye' ZGC
- Weapon Upgrades: 'Gnome' KZA
Missiles
Missile hardwires include all 'Sharpshooter', all 'Snapshot', and 'Deadeye' beginning with "ZM" ('Deadeye' begining with "ZG" are hybrid turret hardwires, see above). They have 3-letter series ID's starting with "ZM".
Missile type | Slot 6 | Slot 7 | Slot 8 | Slot 9 | Slot 10 |
---|---|---|---|---|---|
torpedo/citadel torpedo | ZMT/ZMX: damage | ||||
cruise | ZMU: damage | (*) | |||
heavy/heavy assault | ZMH/ZME: damage | (*) | |||
light/rocket | (*) | ZMN/ZMR: damage | |||
defender | ZMD: velocity | ||||
F.o.F. | ZMF: explosion radius | ||||
all | ZMC or ZML: range (flight time or velocity) | ZMA: explosion radius (for sizes noted with (*) above) | ZMS: explosion velocity | ZMM: rate of fire |
Note that the "KTA" series in slot 6 saves launcher CPU, but "KMB" fits in the same slot and boosts overall CPU, which is preferable.
Summary
6: +dam for cruise or heavier, else use a utility hardwire.
7: +dam for heavies, else range.
8: -explosion radius for cruise or smaller, else +vel for defenders (but a utility hardwire is probably preferable over that)
9: +dam for lights or rockets, else +explosion velocity.
10: +rof unless you really love FoF.
Navigation hardwires are 'Rogue'. They have two-letter series ID's ending in Y.
Slot 6 | Slot 7 | Slot 8 | Slot 9 |
---|---|---|---|
CY: velocity MY: afterburner/microwarpdrive speed bonus EY: afterburner duration FY: warp capacitor need, or HY: warp speed |
AY: agility | DY: afterburner capacitor need | GY: microwarpdrive capacitor need |
Mechanic
Mechanic hardwires are 'Noble' and 'Gentry', which have three-letter series ID's starting with ZET (for normal modules) and ZEX (for capital size modules), respectively. The number after the ZET/ZEX gives the slot, and the number of zeroes gives the strength.
Model name | Slot 6 | Slot 7 | Slot 8 | Slot 9 | Slot 10 |
---|---|---|---|---|---|
'Noble' | ZET-10: armor/hull repair duration | ZET-20: remote repair capacitor use | ZET-30: hull hitpoints | ZET-40: armor/hull repair amount | ZET-50: armor hitpoints |
'Gentry' | ZEX-10: capital armor/hull repair duration | ZEX-20: capital remote repair capacitor use |
Electronics
Electronics hardwires are 'Gypsy' and have three-letter model names beginning with K and ending in B. There are no electronics hardwires for implant slot 10.
Slot 6 | Slot 7 | Slot 8 | Slot 9 |
---|---|---|---|
KLB: electronics upgrade CPU usage KMB: total CPU output |
KNB: scan resolution | KPB: targeting range KQB: propusion jammer capacitor need |
KOB: electronic warfare capacitor need KRB: sensor link capacitor need KSB: weapon disruptor capacitor need KTB: target painter capacitor need |
Engineering
Engineering hardwires are 'Squire', 'Sprite', and most 'Gnome' models. 'Sprite' and 'Gnome' models enhance shield skills and have three-letter ID's beginning with K and ending in A or, for capital ship skills, X. 'Squire' models enhance the rest of the engineering skills follow a name pattern with two letters followed by a 2, 4, or 8 for strength.
Model name | Slot 6 | Slot 7 | Slot 8 | Slot 9 | Slot 10 |
---|---|---|---|---|---|
'Squire' | CR: capacitor recharge rate PG: powergrid output |
EE: energy emission systems capacitor need GU: energy upgrade CPU need EP: energy pulse weapon (smart bomb) duration |
CC: total capacitor output | ||
'Gnome' | KTA: see #Missiles note KUA: shield upgrade power need |
KVA: shield capacity | KXA: shield emission capacitor need | KYA: shield recharge rate | KZA: see #Gunnery note |
'Sprite' | KXX: capital shield emission systems capacitor need |
Science
Science hardwires cover two different science skills, astrometrics ('Prospector', which have three-letter model names beginning with PP) and skill boosters (most of the 'Alchemist' line, which have two-letter model names ending in A).
Model name | Slot 6 | Slot 7 | Slot 8 | Slot 9 | Slot 10 |
---|---|---|---|---|---|
'Prospector' | PPF: max scan deviation | PPG: scan strength | PPH: scan duration | PPW (*): chance of archaeological find PPX (*): chance of data retrieval PPY (*): chance of salvage |
PPZ (*): salvage, hacking, and archaeology duration |
'Alchemist' | WA: booster duration | YA: booster side effect severity | XA: booster side effect chance |
(*) PPW, PPX, PPY, and PPZ only have one strength of implant available, requiring Cybernetics III.
Industry
Industry hardwires are 'Beancounter' for research and production, which have one-letter model names; and 'Highwall', 'Yeti', and one 'Alchemist' for mining.
Model name | Slot 6 | Slot 7 | Slot 8 | Slot 9 | Slot 10 |
---|---|---|---|---|---|
'Beancounter' | I: blueprint manufacturing time | J: material efficiency research time | F: manufacturing time H: refinery waste reduction K: blueprint copy time |
||
'Highwall', 'Yeti', and 'Alchemist' | ZA: gas cloud harvester duration | HX: mining yield HY: CPU penalty of mining upgrades BX: ice harvester duration |
Hardwiring by slot, summarized
Slot 6
Skill area | Model names | Purpose |
---|---|---|
Gunnery | 'Gunslinger' SX, 'Lancer' Alpha, and 'Deadeye' ZGS | small racial turret damage |
Missiles | 'Snapshot' ZMT, 'Sharpshooter' ZMX, and 'Snapshot' ZMU; 'Gnome' KTA | cruise or larger damage; launcher CPU |
Navigation | 'Rogue' CY, MY, EY, FY and HY | velocity, AB/MWD speed bonus, afterburner duration, warp |
Mechanic | 'Noble' ZET-10 and 'Gentry' ZEX-10 | repair duration |
Shield | 'Gnome' KUA; 'Sprite' KXX | shield upgrade power need; capital shield emissions cap need |
Electronics | 'Gypsy' KLB, KMB | electronics upgrade CPU need, total CPU output |
Engineering | 'Squire' CR, PG | capacitor recharge, total powergrid output |
Science | 'Prospector' PPF | max scan deviation |
Industry | 'Beancounter' I | blueprint manufacturing time |
Slot 7
Skill area | Model names | Purpose |
---|---|---|
Gunnery | 'Gunslinger' AX; 'Lancer' Beta; 'Deadeye' ZGC | tracking; cap use; falloff |
Missiles | 'Snapshot' ZMH and ZME; 'Deadeye' ZMC and ZML | heavy damage; range |
Navigation | 'Rogue' AY | agility |
Mechanic | 'Noble' ZET-20 and 'Gentry' ZEX-20 | repair cap use |
Shield | 'Gnome' KVA | shield capacity |
Electronics | 'Gypsy' KNB | scan resolution |
Engineering | 'Squire' EE, GU, EP | energy emissions cap need, energy grid upgrade CPU need, energy pulse (smart bomb) duration |
Science | 'Prospector' PPG | scanner strength |
Industry | 'Beancounter' J | material effeciency research time |
Slot 8
Skill area | Model names | Purpose |
---|---|---|
Gunnery | 'Gunslinger' MX, 'Lancer' Gamma, and 'Deadeye' ZGM | medium racial turret damage |
Missiles | 'Snapshot' ZMD; 'Deadeye' ZMA | defender velocity; cruise or smaller explosion radius |
Navigation | 'Rogue' DY | afterburner cap need |
Mechanic | 'Noble' ZET-30 | hull hitpoints |
Shield | 'Gnome' KXA | shield emissions cap need |
Electronics | 'Gypsy' KPB, KQB | targeting range, propulsion jammer cap need |
Engineering | 'Squire' CC | total capacitor output |
Science | 'Prospector' PPH; 'Alchemist' WA | scan duration; skill booster duration |
Industry | 'Beancounter' F, H, K; 'Alchemist' ZA | manufacturing time, refinery waste, blueprint copy time; gas cloud harvester duration |
Slot 9
Skill area | Model names | Purpose |
---|---|---|
Gunnery | 'Gunslinger' CX, 'Lancer' Delta, and 'Deadeye' ZGA | damage, rate of fire, optimal range |
Missiles | 'Snapshot' ZMN/ZMR; 'Deadeye' ZMS | light/rocket damage; explosion velocity |
Navigation | 'Rogue' GY | MWD cap need |
Mechanic | 'Noble' ZET-40 | repair amount |
Shield | 'Gnome' KYA | shield recharge |
Electronics | 'Gypsy' KOB, KRB, KSB, KTB | electronic attacks and sensor link cap need |
Science | 'Prospector' PPW, X, Y; 'Alchemist' WA | chance of science module success; skill booster side effect severity |
Slot 10
Skill area | Model names | Purpose |
---|---|---|
Gunnery | 'Gunslinger' LX, 'Lancer' Epsilon, and 'Deadeye' ZGL; 'Gnome' KZA | large racial turret damage; turret CPU need |
Missiles | 'Deadeye' ZMM; 'Snapshot' ZMF | rate of fire; F.o.F. explosion radius |
Mechanic | 'Noble' ZET-50 | armor hitpoints |
Science | 'Prospector' PPZ; 'Alchemist' XA | science module duration; skill booster side effect chance |
Industry | 'Highwall' HX, HY; 'Yeti' BX | mining yield, mining upgrade CPU; ice harvester duration |
Hardwiring by series, summarized
Model name | Purpose(s) |
---|---|
'Alchemist' | skill boosters and gas cloud harvesting |
'Beancounter' | research and manufacturing |
'Deadeye' | ZG series: hybrid turret damage, all turret falloff and optimal range ZM series: missile range, explosion, and rate of fire |
'Gentry' | capital hull/armor repair |
'Gnome' | KZA series: turret CPU others: shield |
'Gunslinger' | projectile turret damage, all turret tracking and damage |
'Gypsy' | electronics |
'Highwall' | mining |
'Lancer' | energy turret damage, all turret cap use and rate of fire |
'Noble' | hull/armor repair and hitpoints |
'Prospector' | astrometrics |
'Rogue' | navigation |
'Sharpshooter' | citadel torpedo damage |
'Snapshot' | missile damage, specialty (defender/F.o.F.) missiles |
'Sprite' | capital shield emissions |
'Squire' | engineering |
'Yeti' | ice harvesting |