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EVE New Citizens Q&A

 
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HardPoints & Rig slots?

First post
Author
XinCasa Norde
Doomheim
#1 - 2012-06-20 22:14:52 UTC
Hey guys. What are hardpoints & rig slots? What are the prerequisites, and how do we equip & use them? Does anyone have a clue?

Everything is One...You.

You...are much greater than the outline of Your body.

Ryelek d'Entari
Horizon Glare
#2 - 2012-06-20 22:22:16 UTC  |  Edited by: Ryelek d'Entari
Hardpoints are one of your ship's resources. They are tied to High slots, which are used mostly for weapons modules. They enforce additional restrictions as to what type and how many weapons you can fit on a ship. If you have fewer turret/missile hardpoints than you do high slots, those excess high slots are often referred to as "utility highs" because you can't fit them with regular weapons modules. Each module says in its description whether it requires a hardpoint or not.

Your ship has a number (let's say 5) High Slots. You can put modules which require a High Slot into those slots. In addition, it has a number of Turret hardpoints, Missile hardpoints, or both. If you want to equip a turret weapon in a high slot, it will consume one of your Turret hardpoints.

For example, the Vexor (a gallente cruiser) has 5 high slots, 4 turret hardpoints, and 0 missile hardpoints. I can put 4 turret weapons on it, but not a 5th, even though it has a 5th high slot available. That high slot can be used for a non-turret/non-missile high slot module, such as a salvager.

Similarly, the Arbitrator (an amarr cruiser) has 4 high slots, 2 turret hardpoints, and 1 missile hardpoint. I can put two turret weapons, + 1 missile weapon, + 1 "utility high slot" item in there. I cannot fit a 3rd turret, or a 2nd missile. But I can fit up to 4 utility high slot items (such as salvagers and tractor beams) since they do not require any missile or turret hardpoints. That would use all the high slots, though, leaving me with no weapons modules fitted.


Upgrade hardpoints are similar, and they are related to the number of Calibration Points on your ship, and are used by rig modules. Each rig has a number of required calibration points, and eats one of your Upgrade (rig) Hardpoints. If your ship has 400 calibration points and 3 rig slots (as most T1 ships do), then you can fit 1, 2, or 3 rigs totalling 400 calibration points or less.
ISD Etetia
The Scope
Gallente Federation
#3 - 2012-06-20 23:11:12 UTC
Hello XinCasa Norde

Rigs are fitted on the ship Upgrade slots. They usually have a bonus and a drawback, and can only be removed by destroying them.
Since most of them has a drawback, their main purpose is to specialize your ship in a specific direction. For instance fitting rigs which increases your armor, will slow down your ship.

Rigs are special as the prerequisites are only for fitting them, not using them. If you have a good friend ingame, who you trust with your ship, you can have them fit the rigs for you, and they will still be fully operational when you pilot it.

Required skills for fitting are:
  • Mechanic III
  • Jury Rigging III
  • Rig dependant specilization skill

As Ryelek d'Entari said, rigs requires callibration points to fit, just like normal modules requires Powergrid and CPU.
Check out http://wiki.eveonline.com/wiki/Rigs for more information

ISD Etetia

Commander

ISD STAR / CCL Affiliate

Tau Cabalander
Retirement Retreat
Working Stiffs
#4 - 2012-06-21 00:52:28 UTC  |  Edited by: Tau Cabalander
XinCasa Norde wrote:
Hey guys. What are hardpoints & rig slots? What are the prerequisites, and how do we equip & use them? Does anyone have a clue?

Good place to start: http://wiki.eveonline.com/en/wiki/Category:New_Player_Experience

http://wiki.eveonline.com/en/wiki/Rigs
EVElopedia wrote:
Rigs are permanent ship modifications that provide bonuses to various ship functions, and work in much the same manner as hardwirings do for players: They can be inserted in specially designated slots, and will be destroyed if they are removed or the ship repackaged. There is also a rigs guide separate from this page.

Also in EVElopedia:
http://wiki.eveonline.com/en/wiki/Fitting_ships


I also recommend you start reading Industrial Sized Knowledgebase (PDF). It is a pretty good resource.

Tip: PDF files are also searchable (CTRL F).

For example, ship fitting starts on page 58:

ISK the Guide wrote:
HARDPOINTS AND BAYS
Most warships need weapons, in the form of either turrets or launchers. Since these weapons need a physical spot on the outer hull of the ship, in addition to being fit into a high slot, they also need a hardpoint. The amount of hardpoints a ship has can determine how many weapons you can fit on your ship.

Every turret uses a hardpoint when you fit it on the ship. Free (empty) hardpoints are indicated by white squares next to the turret icon on the Fitting screen, and if there are no further hardpoints left, you cannot put any new turrets on the ship even if you still have free high slots.

Every missile launcher needs a free launcher hardpoint to fit it on the ship. Launcher hardpoints are similar to turret hardpoints, but they are used by missile launchers of various kinds. On the Fitting screen, these are represented by white squares next to the launcher icon. It is common to have more high slots than hardpoints.


ISK the Guide wrote:
Rigs are the implants of ships, and all ships (except freighters and shuttles) have rig slots (like the implant slots of the character). All ships have a calibration point capacity, and all rigs have a calibration point requirement. We can check the ship’s info to see how many rig slots it has, its calibration point and what size of rig could fit in it.


EQUIP = left click and hold, then drag-and-drop on an empty slot on the fitting window, or right-click on the item and "Fit to ship" for the next available slot.
XinCasa Norde
Doomheim
#5 - 2012-06-21 02:39:16 UTC
Ryelek d'Entari wrote:
Hardpoints are one of your ship's resources. They are tied to High slots, which are used mostly for weapons modules. They enforce additional restrictions as to what type and how many weapons you can fit on a ship. If you have fewer turret/missile hardpoints than you do high slots, those excess high slots are often referred to as "utility highs" because you can't fit them with regular weapons modules. Each module says in its description whether it requires a hardpoint or not.

Your ship has a number (let's say 5) High Slots. You can put modules which require a High Slot into those slots. In addition, it has a number of Turret hardpoints, Missile hardpoints, or both. If you want to equip a turret weapon in a high slot, it will consume one of your Turret hardpoints.

For example, the Vexor (a gallente cruiser) has 5 high slots, 4 turret hardpoints, and 0 missile hardpoints. I can put 4 turret weapons on it, but not a 5th, even though it has a 5th high slot available. That high slot can be used for a non-turret/non-missile high slot module, such as a salvager.

Similarly, the Arbitrator (an amarr cruiser) has 4 high slots, 2 turret hardpoints, and 1 missile hardpoint. I can put two turret weapons, + 1 missile weapon, + 1 "utility high slot" item in there. I cannot fit a 3rd turret, or a 2nd missile. But I can fit up to 4 utility high slot items (such as salvagers and tractor beams) since they do not require any missile or turret hardpoints. That would use all the high slots, though, leaving me with no weapons modules fitted.


Upgrade hardpoints are similar, and they are related to the number of Calibration Points on your ship, and are used by rig modules. Each rig has a number of required calibration points, and eats one of your Upgrade (rig) Hardpoints. If your ship has 400 calibration points and 3 rig slots (as most T1 ships do), then you can fit 1, 2, or 3 rigs totalling 400 calibration points or less.

Thanks for the heads-up Ryelek d'Entari. I really appreciate your full & complete explanation.

Everything is One...You.

You...are much greater than the outline of Your body.

XinCasa Norde
Doomheim
#6 - 2012-06-21 02:50:01 UTC
ISD Etetia wrote:
Hello XinCasa Norde

Rigs are fitted on the ship Upgrade slots. They usually have a bonus and a drawback, and can only be removed by destroying them.
Since most of them has a drawback, their main purpose is to specialize your ship in a specific direction. For instance fitting rigs which increases your armor, will slow down your ship.

Rigs are special as the prerequisites are only for fitting them, not using them. If you have a good friend ingame, who you trust with your ship, you can have them fit the rigs for you, and they will still be fully operational when you pilot it.

Required skills for fitting are:
  • Mechanic III
  • Jury Rigging III
  • Rig dependant specilization skill

As Ryelek d'Entari said, rigs requires callibration points to fit, just like normal modules requires Powergrid and CPU.
Check out http://wiki.eveonline.com/wiki/Rigs for more information

Thanks for the info ISD Etetia. Your explanation complements Ryelek d'Entar's treatise, and is enlightening to all who read this thread, You guys are amazing.

Everything is One...You.

You...are much greater than the outline of Your body.

XinCasa Norde
Doomheim
#7 - 2012-06-21 03:01:59 UTC
Tau Cabalander wrote:
XinCasa Norde wrote:
Hey guys. What are hardpoints & rig slots? What are the prerequisites, and how do we equip & use them? Does anyone have a clue?

Good place to start: http://wiki.eveonline.com/en/wiki/Category:New_Player_Experience

http://wiki.eveonline.com/en/wiki/Rigs
EVElopedia wrote:
Rigs are permanent ship modifications that provide bonuses to various ship functions, and work in much the same manner as hardwirings do for players: They can be inserted in specially designated slots, and will be destroyed if they are removed or the ship repackaged. There is also a rigs guide separate from this page.

Also in EVElopedia:
http://wiki.eveonline.com/en/wiki/Fitting_ships


I also recommend you start reading Industrial Sized Knowledgebase (PDF). It is a pretty good resource.

Tip: PDF files are also searchable (CTRL F).

For example, ship fitting starts on page 58:

ISK the Guide wrote:
HARDPOINTS AND BAYS
Most warships need weapons, in the form of either turrets or launchers. Since these weapons need a physical spot on the outer hull of the ship, in addition to being fit into a high slot, they also need a hardpoint. The amount of hardpoints a ship has can determine how many weapons you can fit on your ship.

Every turret uses a hardpoint when you fit it on the ship. Free (empty) hardpoints are indicated by white squares next to the turret icon on the Fitting screen, and if there are no further hardpoints left, you cannot put any new turrets on the ship even if you still have free high slots.

Every missile launcher needs a free launcher hardpoint to fit it on the ship. Launcher hardpoints are similar to turret hardpoints, but they are used by missile launchers of various kinds. On the Fitting screen, these are represented by white squares next to the launcher icon. It is common to have more high slots than hardpoints.


ISK the Guide wrote:
Rigs are the implants of ships, and all ships (except freighters and shuttles) have rig slots (like the implant slots of the character). All ships have a calibration point capacity, and all rigs have a calibration point requirement. We can check the ship’s info to see how many rig slots it has, its calibration point and what size of rig could fit in it.


EQUIP = left click and hold, then drag-and-drop on an empty slot on the fitting window, or right-click on the item and "Fit to ship" for the next available slot.


Gee! You embarrass me Tau Cabalander. To think that you kindly took the time to inform me of the tools & guides that I coulldn't (or wouldn't) find on my own is really gracious & humbleing. I am really amazed at the effort & energy you guys spend to enlighten & inform.

Everything is One...You.

You...are much greater than the outline of Your body.