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Ships & Modules

 
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Tech 2 Rigs

Author
IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#1 - 2011-09-10 13:50:08 UTC  |  Edited by: IHaveCandyGetInTheVan69
Years down the line and it seems the vast majority of the eve playerbase remain ignorant of these mystical items. Most commonly they are considered either useless or too expensive. This is probably due to a few lolmails that circulate and everyone just looking at armour rigs and certain shield rigs, the prices of which are vastly inflated due to carebears and SCs.

Credit due to Aamrr for pointing out some errors and adding additional information which I have written into original guide

The issue with T2 rig prices is the demand is so low there is little incentive to build them which leads to big margins and hence prices, however the build costs for many are far below a trimark of that rig size, and some even trade on the market for a comparable amount to a trimark of that size.

So anyway I thought I'd write a quick guide to some of my favourite reasonably priced T2 rigs. I'll give a brief description of the rigs and some of their uses and then list some ships I personally use them for.

The sections I will cover are Shield, Astronautic, Electronics, Hybrid, Projectile, Energy and Launchers.

Shield

Lets start with shield, all of the resist rigs and the Core defence capacitor safeguard are pretty reasonably priced and on many ships are truly worth the money. Compared to the other T2 rigs I am going to list these are the most expensive but when you compared them to the price of deadspace / faction shield modules they seem a lot more logical. Compare faction invul prices to T2 resist.

Ships I like for the CDCS II - Sleipnir, Maelstrom.
Ships I like for T2 resists - Dramiel (EM)

Astronautic

Low friction nozzle joints and Auxiliary thrusters are the favourite here, although others have their place. Particularly good when you want to avoid stacking penalties, or are only interested in one attribute speed / agility. There are hundreds of ships these are good for. 3 X T2 Low friction are the ideal rigs for a T3 gangbooster (possibly a gav rig for probing instead of 1)

Ships I like for the Aux thrusers II - Slicer, inties, dram

Ships I like for the Low friction nozzle joints II - T3 ganglinks, lots of frigs / HACs

Electronics

Often overlooked but there are 2 great, cheap T2 rigs from this section. The Targeting system subcontroller, which is great for anything you want a faster lock from and the Ionic field projector which is great for the tackle interceptors to achieve the full range of their points without wasting slots, they are also useful although to a lesser extent on sniping ships but as these are often fitting sensor boosters this is more of a secondary role. This Rigs have a pretty average calibration cost, so easily fit with tanking / speed rigs. I am told the Targeting System Subcontroller does not stack with sensor boosters, adding to its appeal.
IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#2 - 2011-09-10 13:51:19 UTC  |  Edited by: IHaveCandyGetInTheVan69
Hybrid

I have to admit the rigs for this section currently are fairly ineffective, this is largely due to the issues with the weapon system at this time. That said if you have the calibration Burst and Collsion rigs are still a fair choice, however my true favourite for this section will be the metastasis rig. This is a great rig for blaster ships without a tracking bonus and will help a ship compensate for that weakness. For railguns the Locus rig is of course a useful choice, giving a greater range bonus than any other module ingame (even officer modules) it is a good rig for achieving full sniping capacity, sadly in the game at the moment this is of limited use.

Projectiles

Possibly the weapon group that gains the most from T2 rigs, I'll start with the Ambit extension as it is almost solely used in projectile form, although its bonus is somewhat lower than a tracking enhancer it does still have use on some AC fits, specifically ones with limited low slots, such as a gank fit maelstrom. Be creative, many kiting AC ships benefit from this one. Burst rigs also an option for some AC fits with calibration and burst rigs will give the greatest increase in DPS of any rig type. Collision rigs are great for alpha ships as they give the highest damage bonus, I love these rigs for thrasher gangs (gives 1900 alpha from a thrasher). Metastasis also an option for ships without a tracking bonus planning on fighting at close range, because so many projectile ships either kite or have a tracking bonus the projectile flavour of this rig is possibly not as important as hybrid.

Ships I like for the Ambit II - rifter, wolf, vaga, cane, mael
Ships I like for the Collision II - thrasher, munnin, cane, Alpha BS


Energy


This group contains my favourite T2 rig, the Energy Locus II, lets start there, this rig is fantastic for anything with scorch. My personal favourite is the slicer which can achieve an optimal of 25km with 2 Locus IIs, kiting foes at that distance makes scrams and webs a non-issue and makes this ship comparable to the crow for kiting frig pvp. Metastasis Burst, collision, Discharge all have their uses as well. The Locus rigs for all weapon types are a great asset because no other module ingame gives a greater increase to optimal range. The discharge rig is almost exclusively used in energy form so I'll write a little about that now, primarily used in PVE it can often provide better capacitor life than a CCC especially on ships without the cap use bonus or Tachyon fits, its use in PVP is fairly niche.

Energy Locus II - Slicer, 'sader, Zealot, Apoc, Baddon

Missiles

I have only recently looked into missile rigs but there are a great selection, many missile ships that don't need tanking rigs are good here (e.g non-drakes). Stealth bombers truly change role when you use T2 rigs, the range ones give you the option for massive sniping distance engagements, the sig radius and explosion velocity let you put damage onto smaller ships effectively and of course the damage / ROF ones make stuff explode fast. I can't write in much detail in this area but there are many options for these rigs

Ships I'm looking to T2 missile rig - Bombers, crow, vengence, cerb.

This concludes my guide I'm sure I've missed some bits out but I'll write a quick summary table which is completely arbitrary and probably useless so flame away but its just a a rough feel of how I personally perceive the T2 rigs

Rig type ---------- Cost ------- Calibation --------- Rating

Shield ------------ Average ------Low-----------------Good
Astro ---------------Low-----------Low-----------------Good
Electronic ---------Low---------Average---------------Average
Hybrid dmg -------V. Low--------High----------------Poor
Hybrid other ------V. Low--------Average-----------Average
Projectile dmg ----V. Low--------High---------------Average
Projectile other ---V. Low--------Average------------Good
Energy dmg -------V. Low--------High---------------Poor
Energy other ------V. Low--------Average------------Good
Missile dmg -------Average-------High---------------Average
Missile other -----Average-------Average------------Good

My all time favourites - Energy Locus, Core Defence Capacitor safeguard, Projectile Collision, Low Friction Nozzle Joints.
Aamrr
#3 - 2011-09-10 13:59:57 UTC  |  Edited by: Aamrr
Copied from my response on the old forums...

Projectiles
Specifically on the subject of ambit rigs, I'm not a fan. Ambits provide only a 15/20% bonus to your falloff. Scripted TCs and TEs both provide a 30% bonus. Generally speaking, T2 weapon rigs are useful because they can be added to the front of the stacking penalty chain. These can't. On the other hand, Metastasis rigs provide twice the tracking that tracking enhancers do, so if you're midslot constrained but need accuracy (Shield Incursion Machariel comes to mind), Metastasis rigs can be a tremendous asset.

As a final point on projectile rigs, Burst Aerators will add more DPS than Collision Accelerators. If you're using artillery, by all means use the collision accelerator -- but autocannons will generally be better off with a Burst Aerator.

Lasers
You also missed one of my favorite laser rigs: the Elutriation Discharge II. It's perfect for any ship trying to mitigate laser capacitor drain. I use them on my Nightmares so their Tachyons don't drain my capacitor booster supply, and on my Abaddons because they lack a capacitor reduction bonus.

Engineering
I personally think that CCC's are overused. Generally speaking, there's usually a better (and often cheaper) alternative to what's nothing more than a rigslotted T2 cap recharger. Ancillary current routers will do the same thing for T2 reactor controls, but powergrid is usually quite a bit harder to come by than capacitor. Logistics ships, in particular, benefit from this rig.

My favorites: Energy Locus Coordinator II, Ancillary Current Router II, Rigor Catalyst II
IHaveCandyGetInTheVan69
Crouching Woman Hidden Cucumber
#4 - 2011-09-10 14:14:14 UTC  |  Edited by: IHaveCandyGetInTheVan69
Thank you once again Aamrr, I have written some of your extra information into the guide and credited you for those who don't read past the OP

Edit - I was just thinking about adding a bit about Ancillary Current Router IIs and as you said they are particularly useful for logistics, and the difference between a T1 ACR fit guardian and a T2 ACR fit guardian is significant.
Aamrr
#5 - 2011-09-10 14:23:27 UTC  |  Edited by: Aamrr
You're not the only forgetful one. I'd actually forgotten one of the most (situationally) important rigs in the game:

Electronic Superiority
Particle Dispersion Augmentor II
Particle Disperson Projector I

Falcons (and Widows and Kitsunes) have two rig slots and 400 calibration to play with. These two rigs consume 400 calibration and provide the absolute best performance boost you can get for your jammers at a very reasonable price, and they do so without placing undue stress on your stacking penalty chain. Think of them as a T2 collision accelerator and T1 locus coordinator for your jammers.

Armor
Every last ****ing one of these is too expensive to use, at least as far as T2 rigs are concerned. Blame supercaps. With respect to T1 rigs, I'd be remiss if I didn't mention remote repair augmentors. They don't get quite as much use as they used to, but these were the way to get a Pantheon Archon stable before the everyone just started dropping supercaps on everything.