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EVE New Citizens Q&A

 
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Electronics Upgrades & Energy Grid Upgrades?

First post
Author
Paqii
Sebiestor Tribe
Minmatar Republic
#1 - 2014-02-26 06:23:47 UTC
I'm a new pilot and focusing primarily on PvP combat. I came across the Electronics Upgrades and Energy Grid Upgrades skills but they don't seem to be relevant to any modules which I've seen fitted on Minnie frigates (not that I've seen that many fits).

Can anyone explain or point me to a resource which explains when these skills are useful? I looked at what modules require them in the 'requirements' tab but I didn't recognize any of them. Are these skills that I'll use in larger ships, and if so which ones typically need these skills?

Thanks!
Thomas Builder
Center for Advanced Studies
Gallente Federation
#2 - 2014-02-26 06:58:14 UTC  |  Edited by: Thomas Builder
Electronics Upgrades basically allows 3 modules:

  • Co-processors
  • Give more CPU
    Occasionally found on frigates to make weird fits work
  • Sensor backup array
  • Reduce chance to be jammed and makes it harder to scan you down with probes
    Extremely rarely used
  • Signal amplifier
  • Improve targeting range and targeting speed.
    I've never seen them used on any fit.


Energy Grid Upgrades:
Covers any module that touches your capacitor even if only slightly. There's the saying "cap is life" and yes, you will fit those, even on frigates. The most commonly used ones are the Shield Power Relay (for passive shield tanks) and the Cap Recharger (for active tanks), and most of the other modules have common uses too.

(Edit: I had confused Signal Amplifiers with Sensor Boosters, but Sensor Boosters don't need Electronic Upgrades.)
Nik Hanin
Divergent Booty
#3 - 2014-02-26 07:51:30 UTC
Electronic grid upgrades is required for covert ops frigs
Energy grid upgrades is required for marauders and hacs I believe.
J'Poll
School of Applied Knowledge
Caldari State
#4 - 2014-02-26 12:34:38 UTC
Signal Amplifier =/= Sensor Booster.

2 totally different modules.

Hell. They dont even go in the same slot type.

Sensor booster is a mid slot, active item, that can use scripts.
Signal amplifier is a low slot, passivd item, that cant use scripts.

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Schmata Bastanold
In Boobiez We Trust
#5 - 2014-02-26 13:16:21 UTC  |  Edited by: Schmata Bastanold
Being newbie and doing pvp you don't need those skills at all because modules they enable are completely useless on frigs in general.

If your frig lacks CPU/PG you better skill fitting skills up or use rigs. And cases where rigs are really justified are not so common anyway so unless you know what you are doing and are going for some edge and niche fit you are most probably doing something wrong.

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Thomas Builder
Center for Advanced Studies
Gallente Federation
#6 - 2014-02-26 15:22:46 UTC
J'Poll wrote:
Signal Amplifier =/= Sensor Booster.
D'oh! StraightThat's why I found the name strange.

In my defense, I had never seen signal amplifiers used on any fit, they use almost the same icon, do something very similar and it was quite late. To the OP: that should give you an idea on how often they are used.
J'Poll
School of Applied Knowledge
Caldari State
#7 - 2014-02-26 15:42:28 UTC
Thomas Builder wrote:
J'Poll wrote:
Signal Amplifier =/= Sensor Booster.
D'oh! StraightThat's why I found the name strange.

In my defense, I had never seen signal amplifiers used on any fit, they use almost the same icon, do something very similar and it was quite late. To the OP: that should give you an idea on how often they are used.


Well they do the same thing.

And I've used them...once.

I was going for max sensor strength on a frigate just so I could pop pods asap.

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Malcanis
Vanishing Point.
The Initiative.
#8 - 2014-02-26 16:10:33 UTC
Thomas Builder wrote:
J'Poll wrote:
Signal Amplifier =/= Sensor Booster.
D'oh! StraightThat's why I found the name strange.

In my defense, I had never seen signal amplifiers used on any fit, they use almost the same icon, do something very similar and it was quite late. To the OP: that should give you an idea on how often they are used.


Sig amps are pretty useful for long range shield fleet doctrines.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Paqii
Sebiestor Tribe
Minmatar Republic
#9 - 2014-02-28 08:15:28 UTC  |  Edited by: Paqii
Thanks for all the replies!

It sounds like Energy Grid Upgrades helps anything that requires cap -- nos, afterburner, scrambler, webifier all included then?

Electronics Upgrades doesn't sound too useful yet. The biggest attraction for Electronics Upgrades V seems to be so that one could fly covert ops ships it seems.
Mara Rinn
Cosmic Goo Convertor
#10 - 2014-02-28 09:24:06 UTC
Signal Amplifiers also increase the number of targets you can lock on that hull by 1 or 2 (T1 variants, T2 variant respectively). This is very useful for Noctis pilots, for example, allowing them to tractor in distant wrecks while salvaging close ones.
Thomas Builder
Center for Advanced Studies
Gallente Federation
#11 - 2014-02-28 17:11:19 UTC
Paqii wrote:
It sounds like Energy Grid Upgrades helps anything that requires cap -- nos, afterburner, scrambler, webifier all included then?
Err, no. When I wrote "anything that touches your capacitor", this was a bit too vague.
Energy Grid Upgrades are required for modules that increase/decrease your total capacitor and/or increase/decrease capacitor recharge rate. But not for modules that simply use capacitor.

BTW why would you use a module that decreases your capacitor recharge rate? Because it will give you another benefit. E.g. the Shield Power Relay: it decreases your capacitor recharge, but increases your shield recharge rate and is used for passive shield tanks. (Tanks that rely on the recharge rate.)
Radius Prime
Tax Evading Ass.
#12 - 2014-02-28 19:13:18 UTC
I consider both to be core skills. You'll want them at V eventually and time spent training them is never a waste.

Covert Ops = freedom

Reopen the EVE gate so we can invade Serenity. Goons can go first.

Ralph King-Griffin
New Eden Tech Support
#13 - 2014-02-28 19:51:59 UTC
Radius Prime wrote:
I consider both to be core skills. You'll want them at V eventually and time spent training them is never a waste.

Covert Ops = freedom

While they're not really all that useful for you now, if you took someone s word on it and trained them soon ish, at some point you would be thankful.

A corpie of mine suggested I do this some time ago, I trained it to like 4.4 or so ( 5 is a long ass haul) while I took a week or two off, then I saw the tread about the marauders rebalancing in the features and ideas discussion forum (Rubicon) and was immediately greatfull I had invested.

Incidentaly ,you should have a glance at the stickys in there, the t1 combat frigs are up next for tweaking, along side the pirate ones.

Link here
Paqii
Sebiestor Tribe
Minmatar Republic
#14 - 2014-03-02 02:26:39 UTC
Ralph King-Griffin wrote:
Radius Prime wrote:
I consider both to be core skills. You'll want them at V eventually and time spent training them is never a waste.

Covert Ops = freedom

While they're not really all that useful for you now, if you took someone s word on it and trained them soon ish, at some point you would be thankful.


Sounds good; I'll give it a try! Thanks for the link, I just followed and see all the threads about upcoming changes, in particular the one on combat frigs. Looks like good reading, thanks for sharing!

https://forums.eveonline.com/default.aspx?g=posts&t=325209&find=unread