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Skill hardwirings are a type of implant. Hardwiring gives a bonus equivalent to improving your trained level of a given skill. Often the top of the line in a given hardwiring is equivalent to training another level in that skill, though only for the bonus granted by the skill, not for satisfying prerequisites.

Note that each table entry below represents a series of hardwirings, not just one specific implant. Any series consists of different grades of that specific hardwiring giving a different bonus amount (most often 1%, 3%, 5%).

Hardwiring by affected skill area

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

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 ZMT: damage
cruise ZMU: damage (*)
heavy assault ZME: damage
heavy ZMH: damage (*)
rocket ZMR: damage
light (*) ZMN: damage
defender ZMD: velocity
F.o.F. ZMF: explosion radius
all ZMC or ZML: range (flight time or velocity) ZMA: explosion radius (for guided missiles, types noted with (*) above) ZMS: explosion velocity ZMM: rate of fire

The "ZMX" series in the database for citadel torpedos does not appear to exist in-game.

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 by Slot

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.

Summary by Skill

Implants with no directly corresponding skill:

  • 'Snapshot' ZMF (F.o.F. bonus to explosion radius, the skill's bonus is to damage)

Navigation

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
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