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EVE New Citizens Q&A

 
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A few questions regarding Implants:

Author
Kalatis Askold
Pator Tech School
Minmatar Republic
#1 - 2013-05-07 10:43:29 UTC  |  Edited by: Kalatis Askold
1) Is there a limit to how many Implants you can have? I'm guessing its one implant per level in Cybernetics.

2) Are there any implants in particular that would be good for a Minmatar pilot specializing in Missiles (and, to a lesser extent, Drones)? I just noticed I have enough LP to buy either a single Stat upgrade or two Skill-increasing ones.
Lors Dornick
Kallisti Industries
#2 - 2013-05-07 10:49:35 UTC  |  Edited by: Lors Dornick
Kalatis Askold wrote:
1) Is there a limit to how many Implants you can have? I'm guessing its one implant per level in Cybernetics.

2) Are there any implants in particular that would be good for a Minmatar pilot specializing in Missiles (and, to a lesser extent, Drones)? I just noticed I have enough LP to buy either a single Stat upgrade or two Skill-increasing ones.


You can have one implant per slot (5 stats and 5 skill).

Check info on each implant and it will list which slot it goes into.

Your level of cybernetics control how advanced implants you can use.

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Keilateau Shakor
Shakor Freight and Mining Service
#3 - 2013-05-07 10:51:11 UTC
Yes, there is a limit. One character can have up to 10 implants per clone. However this number is not affected by the Cybernetics skill, rather by the available number of slots you clone has (each clone has 10 implant slots).

You can read more on this subject on this wiki page.

As for the second part of your question, once again, I will point you to the direction of the appropriate page in the Eve Wikipedia.

Should still have any questions, ask them here.

J'Poll
School of Applied Knowledge
Caldari State
#4 - 2013-05-07 10:51:35 UTC
Kalatis Askold wrote:
1) Is there a limit to how many Implants you can have? I'm guessing its one implant per level in Cybernetics.

2) Are there any implants in particular that would be good for a Minmatar pilot specializing in Missiles (and, to a lesser extent, Drones)? I just noticed I have enough LP to buy either a single Stat upgrade or two Skill-increasing ones.


1. Yes. One in each slot (so a total of 10)

2. That really depends on the ship/fit you are going to use. One of my alts flies a ship that can knpy work with a 1% PG implant for jnstance.

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Snaggletooth Slackjaw
Banana Moon Industries
#5 - 2013-05-07 10:52:00 UTC
1) Yes, one implant per slot, and some implants require a higher level of cybernetics to plug in.

For example, if youhave a laser turret implant in slot 6, you couldn't fit, say, a hybrid turret upgrade in the same slot without removing (and destroying) the first implant.

2) Not sure, but probably.

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voetius
Grundrisse
#6 - 2013-05-07 16:14:07 UTC
Kalatis Askold wrote:
1) Is there a limit to how many Implants you can have? I'm guessing its one implant per level in Cybernetics.

2) Are there any implants in particular that would be good for a Minmatar pilot specializing in Missiles (and, to a lesser extent, Drones)? I just noticed I have enough LP to buy either a single Stat upgrade or two Skill-increasing ones.


As said above the two links to the evelopedia will answer your questions and it's a good idea to make it one of your first ports of call.

The page on hardwirings has a nice chart that lets you pick e.g. all the gunnery related hardwires if you fly gunboats.

You should also look up jumpclones on the evelopedia. If you have a standing of 8.0 or greater to an NPC corp (most NPC corps, all? I'm not completely sure) you can create jump clones. You could have a jumpclone that has all gunnery hardwires and another that has all missile & shield hardwires. Of course this comes at a cost, you need to buy separate sets of hardwires and learning implants to install in the different clones - but it's something to think about for the future. You can also keep a "blank" clone so you can go off to null sec (if you wanted to) on a roam and not have to worry about losing your implants / hardwires.

About your LP, I would prioritise learning implants before hardwires. Faster skill training would be my priority to start with. You can buy implants and hardwires off the market as well as get them from the LP store.
Thomas Builder
Center for Advanced Studies
Gallente Federation
#7 - 2013-05-07 18:46:28 UTC
It has been hinted at before, but just to clarify:

Each implant goes to a specific slot.

So e.g. a Limited Memory Augmentation will always go into slot 2 and even though you have 10 slots, you can never use more than one Memory Augmentation in the same clone, because they all go into slot 2.

1) Every clone has always 10 numbered slots
2) Every implant goes to a specific slot
3) Each implant has its own Cybernetics requirement - so the skill dictates which implants you can use, not how many

And I agree with voetius that faster skill training (= attribute implants) would be my priority.
Radius Prime
Tax Evading Ass.
#8 - 2013-05-07 21:39:17 UTC
Kalatis Askold wrote:
1) Is there a limit to how many Implants you can have? I'm guessing its one implant per level in Cybernetics.

2) Are there any implants in particular that would be good for a Minmatar pilot specializing in Missiles (and, to a lesser extent, Drones)? I just noticed I have enough LP to buy either a single Stat upgrade or two Skill-increasing ones.


Cybernetic skill decides which level of implant you can use. For +5 to stats (improved) implants for instance your require level 5. You can see in the implant info tab what level of cybernetics is required to use it. The higher end the implant, the higher the level.
you have 4 stat improving implants for each stat which provide faster learning speed depending on quality, they go into slot 1 through 5. You also have tech 2 stat improving implants, they also add a second stat like FE ship armor hp, shield hp, ship speed. Slot 6 through 10 are for hardwiring implants. They improve stats of your boat like tracking, firing speed, .... They are pretty rare so the higher end ones can run into billions of isk for a piece, same goes for tech 2 sets.

Other then that you can have 10 implants which is standard for all pilots (all have same amount of slots). Before you use an implant know that once you implant it, you cannot remove it without destroying it. Implants are also lost when people destroy your pod so make sure you don't implant stuff you cannot afford to lose.

Which implants to use and when to buy, is totally up to you. One piece of advice, use a jump clone without implants when you have a bigger then slim chance of being podded. Will save you tons of isk on the long run.

Cheers and fly hard o/

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