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Need recommendation on Skill Hardwiring implants

Author
SabotNoob
Doomheim
#1 - 2012-02-23 20:34:24 UTC
For the Skill Hardwiring slots (6-10), I'm looking for recommendations on a setup that would benefit a mission runner that primarily flies a Paladin and a Tengu. I alternate between the two ships depending on what the agent throws at me, and have some room here for slight improvements to hopefully benefit both ships (ex: PG4 for extra power grid for the Paladin, etc.).

So if you fly a Tengu or a Paladin for L4's, I'd love to hear what you prefer as implants in these 5 slots.

Additionally, does anyone know of a website or Excel file that compares the Skill Hardwiring implants side by side? It isn't that easy to compare them right now in-game, so I was wondering if someone developed something that could line up all the attributes of implants for each category (shields for example) for comparison.

Thanks
McRoll
Extraction and Exploration Ltd.
#2 - 2012-02-23 20:47:27 UTC  |  Edited by: McRoll
Well, you cannot fit implants for both since for missioning you are looking for as much damage output as possible and that leaves you either with gunnery or missile hardwirings. I'd go with gunnery personally.

-5% dmg to all turrets
-5% dmg to large energy turrets
-5% tracking or optimal range

the rest is up to you, maybe cap recharge and something else.

for tengu there are:

-5% explosion velocity
-5% rate of fire
-5% dmg to heavy missiles
-5% decrease factor of targets speed


dont know the names, i look them up in eft when i need them...

you can of course fit even the 6% ones if you have the wallet but the cost increase isnt worth it imo.
Substantia Nigra
Polaris Rising
Goonswarm Federation
#3 - 2012-02-23 21:18:39 UTC
Damage bonus implants are mode specific. The ones that improve your tengu missile damage output will not help your paladin's turret damage output. Fitting implants (e.g. cap and grid boosters) can offer benefits independent of what mode of weapons you're using ... although some are more helpful for certain weapon types.
So you can fit a combination of fitting implants and some implants that help either missiles or turrets / lasers ... but it's not a terribly efficient approach.

My approach to this issue, albeit usually between tengu and small projectile ships, is to have one clone setup for tengu (pretty well all implants boosting missile damage) and one for my specific gunnery roles (usually a wolf so implants boosting small projectile performance, and a ?CC fitting implant). On top of that my hisec mission / incursion running toon carries +5s while my nullsec / w-space toons have less-expensive-to-lose +4s.

This approach offers me the added benefit of being able to use the clone to quickly clone-jump to where I want to use the other ship (e.g. into Curse or Venal where I keep the wolves).

I guess I am almost a 'vet' by now. Hopefully not too bitter and managing to help more than I hinder. I build and sell many things, including large collections of bookmarks.

Lucas41
SOMACOM
#4 - 2012-02-23 23:28:52 UTC
Let me start off by saying. I understand what your trying to do. However one clone for ships with different offensive and defensive capabilities is not going to be very efficient for you.

I fly missile boats, so I use these.

-5% explosion velocity
-5% rate of fire
-5% dmg to heavy missiles
-5% decrease factor of targets speed
-3% Shield booster cap requirement. I believe there is a -5 hardwire for this as well.

You would be better served getting yourself a jump clone and setting one up for turrets and the other for missiles.
Zhilia Mann
Tide Way Out Productions
#5 - 2012-02-24 00:20:02 UTC  |  Edited by: Zhilia Mann
I fly missiles/guns on a single clone, albeit different ships (Machariel/Nighthawk that I'm just too stubborn to swap for a Tengu).

The critical ones for each don't overlap: ZMM in slot 10 for missile RoF and either Lancer Delta (all turret RoF; not recommended on a laser boat) or Gunslinger CX (all turret damage) in slot 9. Unfortunately, large turret damage goes in slot 10, so you'd have to give up the ZMM if you wanted that. Also note that Whelan Machorin's Ballistic Smartlink is identical to a ZMM1000 and can sometimes be found for less money.

Because both ships I use rely on a prop mod, I use Zor's Hyper-link in 8 but you might want to consider a Squire CC there instead (total cap) as it will help get both of your ships closer to stable. Another option for 8 would be a Deadeye ZMA for reduced explosion radius, helping the Tengu pick off smaller ships and use Fury in a wider variety of circumstances.

Slot 7 doesn't have a stand-out option for gunnery, though a Gunslinger AX is an option for tracking. Probably the better option is a Snapshot ZMH for heavy missile damage. If your forego the ZMM, definitely opt for the ZMH.

Slot 6 is pretty meh for that combination of ships. Notably most navigation implants live here. So do fitting implants (both grid and CPU, though I suspect the former is more important for you) and Squire CR, which helps with cap recharge rate. If you go with the CC rig, adding the CR can do quite a bit to extend cap life on most fits.

So it can be done. It won't make for a perfect clone for either ship but you can mix and match effectively.

This is probably the best resource out there for comparing implants:

http://wiki.eveonline.com/en/wiki/Skill_Hardwiring

It's not horribly easy to read, but given the number of options out there it isn't terrible. Having EFT open to figure out the names of the specific 1/3/5% variants is almost required.

Edit: for the love of god CCP, can we please fix the forums so we can at least link to the EVE wiki?
Outz Xacto
Echelon Munitions
#6 - 2012-02-24 00:38:08 UTC
I would highly recommend that you use the EFT implants management, I believe with the window checked to "show selected item info" or just the brief description portion being extended slighting you can very easily see and manage your options for implants.

As said many times already, dont try to use implants for multiple weapons systems, you're better off using specifics and if you think you'll change often just use the 3% ones instead of 5%.
SabotNoob
Doomheim
#7 - 2012-02-24 17:36:25 UTC
Thanks for all the info guys!

Yes I used EFT to play around with different implants.

Yes I know some implants won't overlap to benefit both Paladin and Tengu. They are usually very specific.

The reason I won't use two clones is because of the 24 hour clone-jumping restriction. When I start missioning again, I plan to stick with one agent and alternate ships depending on the mission thrown at me. Having to wait up to 24 hours to jump to my clone because the present one's implants/ship won't cut it, is not too feasible.

Having these two ships at the ready, each fitted for certain NPC mission entities, also eliminates having to switch out modules before every mission (depending on the mission itself).

So in the end I came up with 3 implants for the Paladin, and 2 for the Tengu. It's inefficient, but I figured it's better than nothing for either, and better than all 5 implants favoring just one ship. My skills are pretty good without the implants, but a mix for the two ships still improves the overall usefulness.