Posts Tagged ‘implants

28
Dec
11

Lesser-known implant sets

Many experienced players know about the famous pirate implant sets that replace the slot 1-5 attribute-enhancing implants that younger players need so badly.

By accepting a lower attribute boost (+2 for low-grade, or +3 for high-grade implants), the player receives a substantial bonus to one aspect of their ship, which increases the more implants of the set you have plugged in.

The most famous pirate implants are, in decreasing order of fame, are:

  • Slave Set: +53.63% more armor (+33.83% low-grade)
  • Crystal Set: +53.63% shield boost amount (+33.83% low-grade)
  • Snake Set: +24.73% increased speed (+16.02% low-grade)
  • Halo Set: -20.7% reduced signature radius (-14.3% low-grade)
  • Talisman Set: -38.12% faster energy neutralizer and nosferatu effect (-26.94% low-grade)

however, there are a few lesser-known implant sets that provide some interesting benefits. While of course the high-grade sets are still expensive, the low-grade sets are often quite reasonably priced.

Navy Implant Sets

  • Grail Set (Amarr)
  • Talon Set (Caldari)
  • Spur Set (Gallente)
  • Jackal Set (Minmatar)

These implant sets provide +2 or +3 attributes plus increased sensor strength for ships of the same race as their creators. It’s interesting to note that the low-grade implant sets have a fixed sensor strength bonus (+7 full set), while the high-grade implants have a percentage increase (+75.63% full set), making the low-grade sets better than the high-grade sets for cruiser-size and smaller ships.

Minor Faction Implant Sets

  • Low-Grade Centurion Set (+33.83% Electronic warfare optimal range), offered by Mordus Legion
  • Low-Grade Edge Set (-26.94% booster side-effect duration), offered by the Intaki Syndicate
  • Low-Grade Harvest Set (+33.83% mining laser range), offered by ORE
  • Low-Grade Virtue Set (+33.83% Scan probe strength), offered by the Sisters of Eve
  • Low-Grade Nomad Set (-26.94% Agility), offered by Thukker Mix

Obviously, some of these implant sets will see limited use (e-war range is probably eclipsed by sensor strength for most fits, because being jammed out of your own ECM precludes using it on others), but others see solid, if niche use. Virtue sets are de rigeur for probe alts, and the Nomad set is ridiculously effective for freighter pilots, which is part of the reason why they are so expensive. Note that these sets are only available in low-grade strength.

So next time you’re browsing the market for the perfect set of hardwires for your new fit, check out some of the obscure implant sets – you might find something right up your alley.

Update: view the entire list on one page, courtesy of the Eve University wiki.

22
Sep
11

Interesting Link #8: Missile Implants

I wrote posts about gunnery and freighter implants, but there’s already a good guide for missile implants over at Kename Finn’s page.

http://eve.finkeworld.com/missiles-plugging-away/

21
Sep
11

Gunnery Implants

Following on from the freighter pilot implants post, I thought I’d write a short guide to what’s available for pure gunnery DPS for turret users.

Generally, dealing more damage is more important for PvE than tanking ability, so these implants are ideal for mixed usage clones.

I think the sweet spot for pvp clones are the 3% implants (with a few notable exceptions), which I have linked below. Note that, often, you’ll have to choose between different bonuses for the same slot with no clear best option – it’s a more difficult choice than missile implants.

Slot 6

Slot 7

Slot 8

Slot 9

  • Lancer G1-Delta  (3% turret RoF)
  • Gunslinger CX-1  (3% turret damage)
  • ZGA1000  (5% turret optimal)

Slot 10

  • LX-1  (3% large projectile damage)
  • G1-Epsilon  (3% large energy damage
  • ZGL100  (3% large hybrid damage)
  • KZA100  (turret cpu need if you’re really hard up or used up slot 6 already)
02
Sep
11

+5 Implants worth it?

It’s a fact of life in Eve that ships blow up and players get podded. Being podded is sometimes convenient, saving you from the worry of flying it home after a roam; other times, you lose Amarr Battleship V and become a sad panda for a lengthy period of time.

Besides the rare loss of skill points, being podded destroys any implants you had plugged in. There are some things you can do to lessen this loss, like clone-jump into a pvp clone, but it will happen eventually, so it’s important to decide what implants to plug in before you lose them.

The effect of implants

I’m not going to get into the effect of pirate hardwirings, of which all I know is that they are expensive but awesome.

Instead, I’m concentrating on attribute enhancing implants, because

  1. I can afford them
  2. I need more skill points

Let’s take, for example, a player training a skill with the minimum attributes (17 for primary and secondary). Training a rank 6 skill to V takes 34d 10h 27m 4s. With implants, that time drops to:

  • +0+0: 34d 10h 27m 4s
  • +1+0: 33d 3h 15m 51s (-1d 7h)
  • +2+0: 31d 22h 20m 44s (-1d 5h)
  • +3+0: 30d 19h 27m 22s (-1d 3h)
  • +4+0: 29d 18h 23m 23s (-1d 1h)
  • +3+3: 29d 6h 29m (-12.5h)
  • +4+3: 28d 7h 49m 21s (-23h)
  • +4+4: 27d 21h 1m 54s (-12h)
  • +5+4: 27d 26m 46s (-20h)
  • +5+5: 26d 14h 37m 16s (-10h)

So a +3 set of implants will save just over 5 days a month training time, a +4 set will save an additional day and a half, and a +5 set will save a bit less than a day and a half per month.

Note that the better your base attributes are, the worse, percentage-wise, the improvement that implants will provide.

Break-even point

Assuming a PLEX is 360M ISK, that’s puts a neat price of 12 million ISK on each day’s training, or 500k per hour saved. That means that the pay-off period for the various implants are:

  • +1/+1: a day or so
  • +2/+2: a couple of days
  • +3/+3: about nine days
  • +4/+4: about 18 days
  • +5/+5: about three months, assuming my math isn’t terrible.

however, that’s against base, rather than comparing against each other. If you do that, then the extra 30 hours a month that you get from +5/+5 instead of +4/+4 is only 15M isk, which takes a minimum fourteen months to repay the extra 210M isk you outlaid for the more expensive implants. Conversely, the outlay of +4/+4 pays off over +3/+3 in only two months or so.

Null-sec clones

Null-sec pods are much more vulnerable than anywhere else; bombs will pop you; bubbles will trap you, and security status is not a deterrent.

Recommendation: Always plug in +1/+1 implants on even the most suicidal mission unless you’re a dictor pilot. If you have a pvp clone that you expect to get podded often, run with +3/+2. If you have a PvE/low risk clone, run with +4/+4. Generally, you wouldn’t go above 3% hardwires in null unless you’re in a capital ship.

Low-sec clones

Low-sec pods are generally fairly safe due to no bubbles, so you’re much more likely to be fighting a Sleipnir with a high-grade Crystal set than in null.

Recommendation: +3/+2 minimum, and anywhere up to +4/+4 is quite common. Feel free to put in pirate hardwires if you’re rich, or some cheap 3% hardwires if you’re not.

High-sec clones

The land of apparent safety. Do whatever you want, here, but a rule of thumb is not to spend more on any individual implant than the cost of your hull. This means you jump-clone to a cheap +4/+4 clone if you’re going to fly to Jita in a stealth bomber, unless you’re pro at avoiding smart bombs and bored 0rphanage Thrasher pilots. And try not to get wardecced.

Personally, I still wouldn’t go for a +5/+5 configuration in high-sec – +5/+4 would be the highest I’d go unless that character literally never undocked. But hey, I also don’t fly officer-fit Marauders in level 4 missions, so what would I know.

21
Apr
11

Freighter Pilot Implants

DerMuffin mentioned his displeasure at his inability to pimp his freighter to go faster, to which I replied, “use implants”.

This spurred me to investigate which implants are actually good for freighter pilots.

Help! Im being bumped by a gigantic slug!

There are three different play styles for freighter pilots: those who AFK autopilot around the place, those who do manual piloting, and those who use jump freighters.  The autopilot drops a ship 15km from each gate, meaning that a maxed-out Obelisk pilot still takes about 150 seconds to fly to the gate and warp. Manually-piloted freighters don’t need to coast 15km to each gate, but do need to align before they warp. This can be nail-bitingly slow if you’ve just undocked from a station in Thakala after cynoing in, and are trying to warp to the safety of high-sec space. Jump freighters, on the other hand, don’t have to worry about aligning while they cyno about, but may have to slum it when flying in high-sec space.

However, as it eventuates, the limited slot selection that CCP has provided for implants suitable for freighter pilots means they will probably all end up with the same types of implants.

To this end, the recommended series of implants are:

  • Slot 6: ‘Rogue’ Navigation NN-6xx (1% to 6% Max Velocity) or
    Slot 6: ‘Rogue’ Warp Drive Speed WS-6xx (5% to 18% Warp Speed)
  • Slot 7: ‘Rogue’ Evasive Maneuvering EM-7xx (1% to 6% Agility)
  • Slot 8: ‘Noble’ Mechanic MC-8xx (1% to 6% Hull Hit Points)
  • Slot 9: ‘Gnome’ Shield Operation SO-9xx (1% to6% Shield Recharge Rate)
  • Slot 10: ‘Noble’ Hull Upgrades 10xx (1% to6% Armor Hit Points) or
    Slot 10: Skirmish Warfare Mindlink (15% Agility as fleet booster)

Why those?

Frankly, because freighters can’t fit modules that are affected by any other implants. However, breaking it down:

Slot 6

CCP nerfed a lot of navigation implants by moving them all to slot 6 where they become mutually exclusive choices. From a freighter point of view, the only choices are max velocity or warp speed. A 6% max speed implant would shave at most 8.9 seconds from a 12.5km autopilot trek (which nominally takes 150 seconds to traverse). Note that the faster your freighter goes, the less time you’ll save with the implant.

In contrast, a 29AU warp at 0.7AU/s takes 41.5 seconds, or 35.1 seconds with maxed HY implant. That’s only 6.4 seconds.  Why 29AU? It appears to be the average distance between two highsec stargates. So, the warp speed implant won’t save you as much time than the velocity implant, but that time is saved regardless of whether you’re autopiloting or not. Note that this calculation doesn’t take into account the time spent getting up and spooling down from max warp speed. Estimating that at 7 seconds, that means a normal warp is 48.5 seconds, and a 18% warp speed implant would shave 8.73 seconds from that.

In summary: unless your normal route has short warps and you autopilot it, then choose the warp speed implant.

Slot 7

Agility is the biggest drawback to freighters. They need agility to accelerate to warp speed, so an implant can shave about 2 seconds from a 36 second align time, and save a bit of autopilot time as well, since you’ll get to top speed faster.

Slot 8

The shields and armour on a freighter is only a small fraction of the amount of hull hit points it has, so  a hull implant will make a real difference in effective hit points.

Slot 9

This slot doesn’t have much of a choice for non-combat pilots, so a shield recharge implant is the most relevant. Since your shields are

  • thin
  • not going to recharge much while being ganked

then it is OK if you don’t even bother with implants in this slot.

Slot 10

Slot 10 has the Warfare Mindlinks, which are incredibly awesome but only if you have a fleet member in system so the bonuses turn on. If this is realistic, then a skirmish warfare mindlink will cut 5.4 seconds from your align time. However, a friendly web will cut a lot more off your align time so it might be a bit pointless.

If that doesn’t appeal, then adding a bit of armour is a fine alternative.

Example Cheap Selection

is a flat 3% implant set for about 40 million ISK and will save you about 13 seconds per system while on autopilot.

What about implant sets?

Slots 1-6 can also accept implant sets, which individually provide small bonuses, but also improve geometrically as you add more implants of the same type.

The two relevant implant sets are

  • Nomad set, which provides a bonus to agility, and
  • Ascendency set, which provides a bonus to warp speed

Generally, the Ascendency set is slightly better, because a webbing alt can help with agility issues but unless you’re strictly in-system, you’ll always need to warp a long distance. Both sets are pretty expensive, so I can’t really recommend them for general use.