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Rigs - are they worth it?
15/02/2007
There are two capacitor rigs, the Capacitor Control Circuit which provides 15% increased recharge rate (yes, it's as good as a cap recharger) and the Semiconductor Memory Cell, which provides 15% increased capacity. The Semiconductor Memory Cell increases capacitor/second generation by 15%, however the Capacitor Control Circuit increases it by 1/0.85, which is 1.1765. This means the Capacitor Control Circuit actually increases capacitor/second generation by 17.65%, which is better than the semiconductor memory cell. This and the fact that the semiconductor cell costs more in terms of components to build leads me to reccomend the Capacitor Control Circuit for most ships.
The next set of rigs are the armour rigs. I love my armour, I really do. Ignoring the resistance rigs for a moment (I'll come back to those), there is a rig which increases rate of repair 15%, another that increases repair amount by 15% and another that increases armour amount by 15%. The final one decreases remote rep cap use by 20% (but does not affect capital modules). The remote repair rig would be extremely useful on ships such as the onieros which already get a bonus to remote repairer capacitor use. Two of these tech 1 rigs, coupled with the cheap 3% hardwiring implant and the onieros bonus at level 4 logistics, your remote repairers will be using approximately 25% of the normal energy usage. The armour amount rig has very limited usefulness and I have yet to see anyone really find a situation where another rig wouldn't outperform it. The other two rigs, however, are quite useful...
Finally, we have the shield rigs. Among these are are rigs to increase recharge rate of the shields, decrease powergrid need of shield upgrades, decrease capacitor usage of shield boosters by 10%, decrease booster cycle time and increase shield HP. While there is no booster amount increase rig, the cycle time rig suffers the exact same problems as the armour version and should be avoided. The booster capacitor decrease rig is likely to be useful, however if 2/3 or more of your capacitor generation is being spent on shield boosting, you're better off with a capacitor recharge rig. The real bonuses here are the remaining two rigs - the recharge rate and shield amount rigs. Combined with Tech 2 shield power relays, people are starting to make some passive shield tank setups that can outdo normal active tanks... and that scares me slightly. There are vultures out there... out-tanking The Hardmobile without using capacitor. eep.
If the latter is the case, this instantly relegates your rig to second place and it gets hit with stacking penalty. 87% effectiveness for being the second module lowers this rig to 26.1%. That's 26.1% resistance to a single damage type out of four, hardly worth a rig slot that could get you a flat 15% to DPS tanked, regardless of resistance. If you have another module affecting that resistance, it's down to 17.1%, not even worth using. Since you can't use the resistance rigs to increase your resistance a fair bit against something you're already resisting against, the only time when this rig would be useful is if you are not resisting against that specific damage type. So say we're running a PvP tank and using rigs to cover the explosive resistance, that would make sense, right? Wrong. Three explosive rigs would be just a tiny bit more effective than a single Tech 2 explosive hardener. Instead, in those three rig slots, you could have put some modules to do a LOT better than that. 3 rig slots on a tech 1 ship can give you 45% more capacitor and 45% more cap per second (through cap amount rigs), 62.83% more capacitor/second (through cap recharge rigs) or 45% more DPS tanked through repairer amount rigs. Don't bother with resistance rigs, just go ahead and fit something more useful like capacitor rigs or repair amount rigs. I hope this guide has helped you understand how rigs can integrate into your tanking setup. I only covered Tech 1 rigs here as Tech 2 rigs are expensive to build and the bpcs are quite rare. |