Category:Rigging

From Goonwiki

(Redirected from Rigs)
Jump to: navigation, search
Image:Generalgunov.png
Part of a series on
Advanced
Combat Guides

High-End PVP

Combat Implants \xE2\x80\xA2 Rigs
Thermodynamics · Nanite Repair Paste
Combat Boosters · Booster Questions
T2 Equipment Requirements

Advanced Techniques

Advanced Electronic Warfare
Advanced Sniping
Advanced Tackling
Cloaking · Uncloaking
Mobile Warp Disruptors
Ctrl Q
Gatecamps
Delayed Bubble Technique
Hictor JB Trap
Slingshot

Dangerous Pastimes

Baiting
Killing Farmers
Smartbombing Fighters
Suicide Ganking

Other Series

Fleet Ops
Fleet Commander Resources
Other Guides

View Full Advanced Combat Index

Contents

Introduction

In addition to high, mid and low slots, every ship has a few rig slots to which specialized rig modules can be fitted. Rigs serve the role as a bonus module which can drastically improve the performance of the ship. However, most rigs have an associated drawback (which is lessened by the rig skills) and are destroyed when removed.

Rigs do not require power grid or CPU to fit, but have a calibration cost. Each T1 ship has 400 calibration and 3 rig slots. T2 ships also have 400 calibration but only two rig slots. Rigs cannot be fitted to Freighters, Jump Freighters, shuttles and rookie ships.

Rigs are stacking nerfed on a per-bonus rather than a per-module basis, so rig bonuses will suffer from diminishing returns just like module bonuses. Furthermore, since rigs are essentially permanent alterations to your ship, be sure to remember to account for whatever penalties the rigs assign -- for example, a rig configuration that penalized your ship's power grid too heavily might leave you unable to fit basic module setups.

All rigs require Jury Rigging III and level I of the associated rigging skill, except Energy Grid rigs which only require Jury Rigging I. Rigged ships may be used by characters without the appropriate rigging skill, but will suffer the full drawback. Training the related rigging skill will reduce the associated penalty by 10% per level.

Currently there are 79 T1 rigs of three separate size groups: small, medium and large. Medium rigs use 1/5 the amount of salvage to build as large rigs, and small rigs use 1/5 the amount that mediums use. T2 rigs must be either invented (at a terrible ME penalty) or drop at certain Professional sites(2 runs, ME/PE 0/0).

Small, Medium and Large Rigs

As of Apocrypha 1.5, rigs now come in three sizes: small, medium, and large. (All preexisting rigs are now "large" rigs.) The only differences between the sizes is the amount of materials required to build them, and what ships they can be fitted on. Smaller rigs take less materials to build, and thus are much cheaper; however, they cannot be fitted on ships over a certain size.

Martin Riggs

Martin Riggs is literally a lethal weapon

File:RIGGS.jpg

Additional Information

See Manufacturing Rigs for more information.

Rig Stats

Armor Rigs

BPOs sold by Carthum Conglomerate, Amarr space. T1 rigs have a base 10% max velocity drawback.

Rig Bonus Calibration Cost
Anti-EM Pump I 30% Armor EM Resistance 50
Anti-Explosive Pump I 30% Armor Explosive Resistance 50
Anti-Kinetic Pump I 30% Armor Kinetic Resistance 50
Anti-Thermic Pump I 30% Armor Thermal Resistance 50
Auxillary Nano Pump I 15% Additional Armor Repair Amount (does not apply to capital modules) 100
Nanobot Accelerator I -15% Duration of Armor Repairers 100
Remote Repair Augmentator I 20% Capacitor Need for Remote Armor Repairors 50
Salvage Tackle I 10% Access Difficulty (Salvager module) 50
Trimark Armor Pump I 15% Armor HP 50

In order to build T1 armor rigs, you need the following salvaged materials:

  • Armor Plates (salvageable from Angel, Sansha, Drones and Blood Raiders wrecks)
  • Charred Micro Circuit (salvageable from most pirate wrecks)
  • Contaminated Nanite Compound (salvageable from Angel, Sansha, Drones and Blood Raiders wrecks)
  • Fried Interface Circuit (salvageable from most pirate wrecks)

Astronautic Rigs

BPOs sold by Core Complexion, Inc., Minmatar space. T1 rigs have a base 10% armor drawback.

Rig Bonus Calibration Cost
Auxiliary Thrusters I 10% Velocity 100
Cargohold Optimization I 15% Cargo Capacity 100
Dynamic Fuel Valve I -15% AB/MWD Capacitor Need 50
Engine Thermal Shielding I 20% AB/MWD Duration 50
Hyperspatial Velocity Optimizer I 20% Warp Speed 50
Low Friction Nozzle Joints I 15% Agility 50
Polycarbon Engine Housing I +5.5% Velocity, -9.1% Inertia 100
Warp Core Optimizer I -20% Warp Capacitor Need 50

In order to build T1 astronautic rigs, you need the following salvaged materials:

  • Burned Logic Circuit (salvageable from most pirate wrecks)
  • Charred Micro Circuit (salvageable from most pirate wrecks)
  • Thruster Console (salvageable from Angel and Thukker wrecks)
  • Alloyed Tritanium Bar (salvageable from Angel and Drones wrecks)
  • Fried Interface Circuit (salvageable from most pirate wrecks)
  • Tripped Power Circuit (salvageable from most pirate wrecks)

Drone Rigs

BPOs sold by Creodron, Gallente space. T1 rigs have a base 10% CPU drawback. Note: Many of these rigs have a reputation for not working properly or at all. Check in with other goons before buying or using any of these. The Mining Augmentor is confirmed to function correctly. Patchnotes for 2.0.1 claim Sentry Damage Augmentor I and II to be operational.

Rig Bonus Calibration Cost
Drone Control Range Augmentor I 15km Drone Control Range 100
Drone Durability Enhancer I 20% (Drone) HP 100
Drone Mining Augmentor I 10% Mining Amount 100
Drone Repair Augmentor I 10% Damage Repaired 50
Drone Scope Chip I 15% Optimal Range 50
Drone Speed Augmentor I 10% Velocity 50
EW Drone Range Augmentor I 10km Drone Control Range 50
Sentry Damage Augmentor I 10% Damage Multiplier 200
Stasis Drone Augmentor I 15% Speed Factor 50

In order to build T1 drone rigs, you need the following salvaged materials:

  • Burned Logic Circuit (salvageable from most pirate wrecks)
  • Charred Micro Circuit (salvageable from most pirate wrecks)
  • Broken Drone Transceiver (salvageable from Serpentis and Drones wrecks)
  • Tripped Power Circuit (salvageable from most pirate wrecks)

Electronics Rigs

BPOs sold by Core Complexion, Inc., Minmatar space. No drawback.

Rig Bonus Calibration Cost
Emission Scope Sharpener I 20% Access Difficulty Bonus (analyzer module) 200
Gravity Capacitor Upgrade I 10% Scan (probe) Strength 200
Liquid Cooled Electronics I -10% CPU Need (electronics upgrades-requiring modules) 100
Memetic Algorithm Bank I 20% Access Difficulty Bonus (hacking module) 200
Signal Disruption Amplifier I -20% (ECM) Capacitor Need 100

In order to build T1 electronics rigs, you need the following salvaged materials:

  • Conductive Polymer (salvageable from Serpentis, Mordu's Legion and Drones wrecks)
  • Damaged Artificial Neural Network (salvageable from Gallente Navy wrecks)
  • Fried Interface Circuit (salvageable from most pirate wrecks)
  • Burned Logic Circuit (salvageable from most pirate wrecks)
  • Charred Micro Circuit (salvageable from most pirate wrecks)
  • Tripped Power Circuit (salvageable from most pirate wrecks)

Electronics Superiority Rigs

T1 rigs have a base 10% shield capacity drawback.

Rig Bonus Calibration Cost seeded by
Inverted Signal Field Projector I 10% EW Strength (Remote Sensor Dampener) 200 Kaalakiota/ Lai Dai
Ionic Field Projector I 20% Targeting Range 50 CreoDron
Particle Dispersion Augmentor I 10% EW Strength (ECM) 200 Kaalakiota/ Lai Dai
Particle Dispersion Projector I 20% Optimal Range (All EW) 100 Kaalakiota/ Lai Dai
Signal Focusing Kit I 15% Scan Speed 50 CreoDron
Targeting System Subcontroller I 20% Scan Resolution 100 CreoDron
Targeting Systems Stabilizer I -10% Cloaking Targeting Delay 50 CreoDron
Tracking Diagnostic Subroutines I 10% EW Strength (Tracking Disruptors) 200 Kaalakiota/ Lai Dai

In order to build T1 electronics superiority rigs, you need the following salvaged materials:

  • Damaged Artificial Neural Network (salvageable from Gallente Navy wrecks)
  • Fried Interface Circuit (salvageable from most pirate wrecks)
  • Tripped Power Circuit (salvageable from most pirate wrecks)
  • Charred Micro Circuit (salvageable from most pirate wrecks)
  • Burned Logic Circuit (salvageable from most pirate wrecks)

Energy Grid Rigs

BPOs sold by Lai Dai/Core Complexion/Ishukone/CreoDron, Caldari space. No drawback.

Rig Bonus Calibration Cost
Ancillary Current Router I 10% Power Output (PowerGrid) 100
Capacitor Control Circuit I -15% Cap Recharge Time 100
Egress Port Maximizer I -15% Capacitor Need (energy emission modules) 100
Powergrid Subroutine Maximizer I -15% CPU Need (power upgrade modules) 50
Semiconductor Memory Cell I 15% Capacitor 100

In order to build T1 energy grid rigs, you need the following salvaged materials:

  • Burned Logic Circuit (salvageable from most pirate wrecks)
  • Tangled Power Conduit (salvageable from Blood Raiders, Sansha and Drones wrecks)
  • Tripped Power Circuit (salvageable from most pirate wrecks)
  • Melted Capacitor Console (salvageable from Blood Raiders, Sansha, and Drones wrecks)
  • Fried Interface Circuit (salvageable from most pirate wrecks)

It seems semiconductor memory cells aren't so hot. You get +15% total cap, which effectively gives you +15% cap regen. Capacitor control circuits give -15% cap recharge time which is 1/(1-15/100) = 17.6% bonus to cap regen. Neither are stacking penalized (? This may not be true, unsure). Even if the CCC is stacking penalized, it still gives 1/(1-15*0.8708860/100) = 15% bonus to cap regen. The semiconductor memory cells tend to cost about 2x as much as the capacitor control circuits. The only SMC advantage is to total cap.

CCC is not stacking penalized, I just checked. Putting them on my Raven one by one, I got cap recharge times of 731 -> 621 -> 528 -> 449, which is a 17.6% bonus for each one, and a total bonus of 62.8%.

Energy Weapon Rigs

BPOs sold by Carthum Conglomerate, Amarr space. T1 rigs have a base 10% powergrid need drawback.

Rig Bonus Calibration Cost
Algid Energy Administrations Unit I -10% CPU Need 50
Energy Ambit Extension I 15% Falloff 50
Energy Burst Aerator I 10% Rate of Fire 200
Energy Collision Accelerator I 1.1x Damage 200
Energy Discharge Elutriation I -15% Capacitor Need 100
Energy Locus Coordinator I 1.15x Max Range 100
Energy Metastasis Adjustor I 1.15x Tracking Speed 100

In order to build T1 energy weapon rigs, you need the following salvaged materials:

  • Charred Micro Circuit (salvageable from most pirate wrecks)
  • Fried Interface Circuit (salvageable from most pirate wrecks)
  • Defective Current Pump (salvageable from Sansha, Mordru and Blood Raiders wrecks)

Hybrid Weapon Rigs

BPOs sold by CreoDron, Gallente/Caldari space. T1 rigs have a base 10% powergrid need drawback.

Rig Bonus Calibration Cost
Algid Hybrid Administrations Unit I -10% CPU Need 50
Hybrid Ambit Extension I 15% Falloff 100
Hybrid Burst Aerator I 10% Rate of Fire 200
Hybrid Collision Accelerator I 1.1x Damage 200
Hybrid Discharge Elutriation I -15% Capacitor Need 100
Hybrid Locus Coordinator I 1.15x Max Range 100
Hybrid Metastasis Adjustor I 1.15x Tracking Speed 100

In order to build T1 hybrid weapon rigs, you need the following salvaged materials:

  • Charred Micro Circuit (salvageable from most pirate wrecks)
  • Fried Interface Circuit (salvageable from most pirate wrecks)
  • Contaminated Lorentz Fluid (salvageable from Serpentis and Drones wrecks)

Missile Launcher Rigs

BPOs sold by Lai Dai/Ishukone, Caldari space. T1 rigs have a base 10% CPU need drawback.

Rig Bonus Calibration Cost
Bay Loading Accelerator I 10% Rate of Fire 200
Hydraulic Bay Thrusters I 15% Max (missile) Velocity 100
Rocket Fuel Cache Partition I 15% Flight Time 100
Warhead Calefaction Catalyst I 10% Missile Damage 200
Warhead Flare Catalyst I 15% Explosion Velocity 50
Warhead Rigor Catalyst I -15% Explosion Radius 100

In order to build T1 missile launcher rigs, you need the following salvaged materials:

  • Scorched Telemetry Processor (salvageable from Guristas wrecks)
  • Burned Logic Circuit (salvageable from most pirate wrecks)
  • Tripped Power Circuit (salvageable from most pirate wrecks)

Projectile Weapon Rigs

BPOs sold by Core Complexion, Minmatar space. T1 rigs have a base 10% powergrid need drawback.

Rig Bonus Calibration Cost
Projectile Ambit Extension I 15% Falloff 100
Projectile Burst Aerator I 10% Rate of Fire 200
Projectile Collision Accelerator I 1.1x Damage 200
Projectile Locus Coordinator I 1.15x Optimal Range 100
Projectile Metastasis Adjustor I 1.15x Tracking Speed 100

In order to build T1 projectile weapon rigs, you need the following salvaged materials:

  • Charred Micro Circuit (salvageable from most pirate wrecks)
  • Fried Interface Circuit (salvageable from most pirate wrecks)
  • Smashed Trigger Unit (salvageable from Angel wrecks)

Consider comparing these damage rigs to a Gyrostab II. A single Gyrostab II has a 10.5% rof bonus and a 1.1x damage bonus. You would have to add both the Projectile Burst Aerator I and Projectile Collision Accelerator I to have a similar effect as a single Gyro II, plus adding both of these increase the powergrid usage of projectiles by 21%. These are also stacking penalized with gyros (for the same effect). When compared to the Capacitor Control Circuit I vs a cap recharger II, this is disappointing. A cap recharger II gives a -20% cap recharge rate bonus. The Capacitor Control Circuit I gives a -15% recharge rate bonus, has no stacking penalty, and has no drawback.

Shield Rigs

BPOs sold by Lai Dai/Ishukone, Caldari space. T1 rigs have a base 10% signature radius drawback.

Rig Bonus Calibration Cost
Anti-EM Screen Reinforcer I 30% EM Resistance 50
Anti-Explosive Screen Reinforcer I 30% Explosive Resistance 50
Anti-Kinetic Screen Reinforcer I 30% Kinetic Resistance 50
Anti-Thermal Screen Reinforcer I 30% Thermal Resistance 50
Core Defence Capacitor Safeguard I -10% Capacitor Need (modules requiring shield operations) 50
Core Defence Charge Economizer I -10% PowerNeed (all shield modules) 50
Core Defence Field Extender I 15% Shield Capacity 50
Core Defence Field Purger I -20% RechargeRate 50
Core Defence Operational Solidifier I -15% Duration (shield boosters) 100

In order to build T1 shield rigs, you need the following salvaged materials:

  • Charred Micro Circuit (salvageable from most pirate wrecks)
  • Fried Interface Circuit (salvageable from most pirate wrecks)
  • Burned Logic Circuit (salvageable from most pirate wrecks)
  • Tripped Power Circuit (salvageable from most pirate wrecks)
  • Malfunctioning Shield Emitter (salvageable from Serpentis and Guristas wrecks)
  • Ward Console (salvageable from Guristas wrecks)

Rig Production

To produce rigs you need components gathered from Salvaging as well as the appropriate skills and BPO.

Material research does reduce the components needed to produce rigs. When researching rig BPOs, always research to "perfect" ME. Take the highest-used material, divide by 5, round up, and that's perfect. Your only waste at this ME level will be from your production efficiency skill, and if you have that at 5 you'll have zero waste. For most rigs perfect ME will be between 15 and 30.

If you have a bunch of rig parts you can type the numbers into this website and it will tell you what rigs you can produce. http://www.wreckless-abandon.com/salvage/index.php

A list of ideal/wasteless ME-levels for Tech I rig blueprints can be found here.

Subcategories

This category has only the following subcategory.

S

Pages in category "Rigging"

The following 4 pages are in this category, out of 4 total.

J

O

R