Difference between revisions of "Skill Hardwiring"
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Revision as of 00:10, 12 April 2010
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%).
Contents
[hide]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
- 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 '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 'Sharpshooter' 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
- Cruise Missiles: 'Snapshot' ZMU
- Defender Missiles: 'Snapshot' ZMD
- Heavy Assault Missiles: 'Snapshot' ZME
- Heavy Missiles: 'Snapshot' ZMH
- Missile Bombardment: 'Deadeye' ZMC
- Missile Projection: 'Deadeye' ZML
- Rapid Launch: 'Deadeye' ZMM
- Rockets: 'Snapshot' ZMR
- Standard Missiles: 'Snapshot' ZMN
- Target Navigation Prediction: 'Deadeye' ZMS
- Torpedoes: 'Snapshot' ZMT
Implants with no directly corresponding skill:
- 'Snapshot' ZMF (F.o.F. bonus to explosion radius, the skill's bonus is to damage)
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 |
Summary by Skill
- Acceleration Control: 'Rogue' MY
- Afterburner: 'Rogue' EY
- Evasive Maneuvering: 'Rogue' AY
- Fuel Conservation: 'Rogue' DY
- High Speed Maneuvering: 'Rogue' GY
- Navigation: 'Rogue' CY
- Warp Drive Operation: 'Rogue' FY
Implants with no corresponding skill:
- 'Rogue' HY (there's no skill to increase warp speed)
Mechanic
Mechanic hardwires are 'Noble' and have three-letter series ID's starting with ZET. The number after the ZET changes by slot, and the number of zeroes gives the strength.
'Gentry' ZEX hardwiring for capital modules do not appear to be available in-game.
Model name | Slot 6 | Slot 7 | Slot 8 | Slot 9 | Slot 10 |
---|---|---|---|---|---|
'Noble' | ZET-10: armor/hull repair duration (Repair Systems skill) |
ZET-20: remote repair capacitor use (Remote Armor Repair Systems skill) |
ZET-30: hull hitpoints (Mechanic skill) |
ZET-40: armor/hull repair amount (no equivalent skill) |
ZET-50: armor hitpoints (Hull Upgrades skill) |
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' and most 'Gnome' models. 'Gnome' models enhance shield skills and have three-letter ID's beginning with K and ending in A. 'Squire' models enhance the rest of the engineering skills follow a name pattern with two (shockingly intuitive) letters followed by a 2, 4, or 8 for strength.
Like other capital-module implants in the database, 'Sprite' KXX hardwiring does not appear in-game.
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 |
Summary by Skill
- Energy Emission Systems: 'Squire' EE
- Energy Grid Upgrades: 'Squire' GU
- Energy Management: 'Squire' CC
- Energy Pulse Weapons: 'Squire' EP
- Energy Systems Operation: 'Squire' CR
- Engineering: 'Squire' PG
- Shield Emission Systems: 'Gnome' KXA
- Shield Management: 'Gnome' KVA
- Shield Operation: 'Gnome' KYA
- Shield Upgrades: 'Gnome' KUA
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 and ZMU; 'Gnome' KTA | cruise and torp 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; does not appear to exist in-game |
'Snapshot' | missile damage, specialty (defender/F.o.F.) missiles |
'Sprite' | capital shield emissions |
'Squire' | engineering |
'Yeti' | ice harvesting |