Posts Tagged ‘ships

12
Nov
12

Running the numbers on fleet boosts

Continuing from my last post on this subject, I reiterate my position that the bonus mindlinks provide to fleet boosts make it irrelevant which actual ship you use to boost from. For those who arrived late, here’s the argument in graph form.

This is a fairly bad situation to be in, from a game design perspective; Fozzie is attempting to bring in 2%/level link bonuses for strategic cruisers, but even at max level, 10% is just noise compared to +50% from a mindlink.

Hypothetically Speaking

What would happen if mindlinks were nerfed, and ship bonuses were buffed to compensate?

Hypothetically, let’s nerf mindlinks to +10% bonus to a particular type. This gives it a clear boost, but you don’t feel like a suboptimal player if you fit off-racial links. Frankly, this is the minimum nerf that would be effective for our purpose; if mindlinks were, e.g. +25% I’d still run all-racials. I can see an argument for nerfing them all the way down to +5%, sad as that would make players.

To compensate, the current 3% and 5% bonuses would need to be buffed. This has two effects:

  1. What constitutes ‘off-racial’ links are now based on the ship, not an implant
  2. Which racial links your ship has a bonus for, actually matters now

Point 2 means that Fozzie’s change to have command ships offer bonuses to multiple racial links actually matters.

What would the boosts look like? Well, a little like this:

  • ‘TQ’ is a mindlinked command ship currently on the production Eve server.
  • ‘10% ship’ is the same setup, with mindlinks nerfed to 10% but the ship bonus buffed to 10% per level.
  • ‘7.5% ship’ follows this trend
  • ‘5% ship’ also follows logically

notbad.jpg

As can be seen, boosting the command ship bonus to 10% per level will almost reach the same power level (although it must be noted that this 10% per level will apply to all racial links, so potentially two races)

Boosting to +7.5% per level is a slight haircut, but also serves to lower the spread between unbonused (purple) and ship-bonused links a bit.

Boosting up to 5% per level is a further nerf to overall power, but this may be desired from a game design perspective anyway.

I think this idea has merit, and look forward to what Fozzie comes up with.

09
Nov
12

Fozzie on Mindlinks

Following on from the previous discussion:

Tsubutai wrote:

Interesting ideas. When you rebalance CS and leadership mechanics/offgrid boosting, will you be adjusting the way mindlinks interact with leadership skills? As it stands, mindlinks more or less double the strength of the corresponding ganglinks, making it much more important to have the mindlink plugged in than it is to max out the Command Ships skill or the appropriate T3 subsystem. Are there any plans to shift the emphasis such that mindlinks become less of a must-have for pilots with leadership skills?

Also, will T1 BCs retain the ability to fit gang links, or will fleet boosting become a CS/T3-only affair?

Shifting parts of the bonuses from the ganglinks to the other skills and bonuses is an option we have been considering but we have not made a decision there yet. It’s likely that the gang link stuff will not all show up in one patch.

And we have no plans to remove the gang link cpu reduction bonus from the Combat Battlecruisers (formerly known as tier 1 and 2).

(source)

So about mindlinks..

  • The fact that they are such a huge portion of the effectiveness of a booster isn’t something we like
  • The fact that people are forced to use multiple jump clones or pop a new expensive implant every time they want to switch link types isn’t something we like
  • The fact that they make the use of multiple gang link types at once so much worse isn’t something we like
  • The exact way to deal with these problems isn’t something we have hammered out yet, but we’ll keep you updated

And since questions keep coming up I’ll clarify some skill stuff again:

Assuming you have the (insert race here) Cruiser skill to 3, the level of (insert race here) Battlecruiser you get after the change will be the same as your Battlecruiser level before the change, not your Cruiser level.

And we don’t have a date to give you on the skill changes but here’s what I can say:

  • It won’t happen in Retribution
  • It won’t happen until we release the BC and BS changes
  • We can’t commit to exactly when those changes will release yet
  • But I have an internal estimate about when we’ll get it done, and that estimate makes me smug out
  • So if you’re choosing between training those skills either sooner or later, choose sooner

Sinzor Aumer wrote:
Why?

Normal implants give a small enough bonus that you may be incentivized to use the right clone with the right ship but you’re not crippled if you don’t. We don’t want committing to a jumpclone to lock you out of 3/4 of your role options for the duration.

So mindlinks providing a modest bonus would be fine, but the bonus is too big a part of the overall picture at the moment, we’d like to move some of that bonus elsewhere.

(source)
For reference, the link boost breakdown looks like this at the moment:


The graph is a bit misleading due to multiplicative bonuses, but I sorted the effects from the most common to the least common, but it’s clear that the ship bonuses don’t matter nearly as much as the mindlink…

08
Nov
12

Jester’s Cap: Battlecruiser Rebalancing

Jester is so far quiet on this, so I’m putting on my Jester’s Cap and having a stab at it.

So, CCP Fozzie and Ytterbium have a new dev blog. In it, they explain their plan for re balancing battlecruisers and battleships over the coming months.

The TLDR is

  • most tier 2 battlecruisers will lose a slot
  • most tier 1 battlecruisers will gain a slot
  • a few bonuses will be changed
  • battleships will also be slot normalised
  • command ships are getting comprehensively overhauled

Battlecruisers

The role changes are fairly self-explanatory, even though I disagree with the Ferox. In my opinion, the most likely changes in slots will be:

  • Harbinger loses mid slot (most Amarr ships have a utility high)
  • Prophecy gets +1 high slot
  • Ferox gets +1 mid
  • Brutix gains +1 low (+1 mid implies impressive shield tank)
  • Drake loses mid slot (losing high slot won’t affect anything)
  • Hurricane loses high slot (could also be low slot, but high slot stops the dual neut setups and leaves powergrid for a more viable armor tank)

You can see the current slot layout of the battlecruiser line here.

It will be interesting to see whether my predictions bear up. I’m not exactly the Nate Silver of Eve Predictions.

Battleships

Too early to say yet. However, there’s some isk to be made by speculating…

Command Ships

The most contentious part of the post was the bit about command ships. I have reproduced the intro:

  • Tech 3 ships to be able to carry more gang links at once than Command Ships, but with less effect
  • Tech 3 ships to be able to carry some gang links while still maintaining some combat capability
  • Command Ships to carry fewer types of gang links than Tech 3, but with stronger effects (specialization over generalization) – if fitted with gang links, they have less combat capability than Tech3 hulls.
  • All Command Ships to have a combat role on the field on top of having the possibility to be fit for a pure fleet commanding platform.

See infographic here:

The truth is that command ships (and link T3 cruisers) are inextricably linked to the warfare links they use for their arguably primary function, fleet boosting, and the skills that provide them.

I can understand Fozzie’s intense dislike of +5%/level bonuses – they make too large of a distinction between tech 1 and tech 2 ships in the same role (very few t2 ships are 25% better than their tech 1 counterpart), which is exacerbated by being able to fit multiple links without needing Command Processors (which I also suspect may be leaving the game soon)

However, the bulk of the bonuses provided by a fleet boost character is due to mind links, which provide a whopping +50% bonus to all boosts for a single racial set. Compare this to practically any other ship stat you can think of, where you need an entire pirate implant set to get a bonus that large.

This massive difference makes it utter stupidity to mix racial link types on the same ship until you hit your third or more likely fourth link, which makes Fozzie’s “small bonus to multiple types of link” idea dead on arrival.

I can see some real potential in Fozzie’s changes to command ships for flexibility and metagaming (selection of links, tank vs gank etc), as well as a resurgence of command ships having enough grunt to be worth fielding on-grid, but mindlinks need serious changes first.

29
Jul
12

More Mining Barge tweaks

Another day, another sisi build with tweaks from the last one.

tldr;

  • tech 1 barges now only require Astrogeology III and Mining Barge I
  • Covetor and Hulk lose -500hp from shield, armour and structure (about 20% less effective HP than last build)
  • Hulk gets increased yield; one of the +3% bonuses gets buffed to +5%/level
  • Procurer gets a massive 4 mid slots (+3 from last build) making it quite tough
  • Retriever ore hold goes from 30k to 28k, but more forgiving of those with low barge piloting skills
  • Exhumer shields reset to t1 resists + 5% per level (I think – hard to read diffs sometimes)
  • Mining crystals reduced to half the volume (inb4 mineral compression….)
24
Jul
12

New Mining Barge and Exhumer stats

As I posted to Reddit, the stats for the new mining barges and exhumers are on Singularity.

They’re everything I’d hoped for 🙂

17
May
12

Oh, is it bad fits day?

Poetic Stanziel mentions bad fits, and suggests “Next time you destroy a horri-fit, maybe spend 10 minutes and throw your victim an evemail, giving them two or three pointers on how to better fit their ships.”

Looks like these three guys we killed last night are due for some helpful suggestions…

22
Apr
12

Rebalancing Eve, One Blueprint at a Time

CCP Ytterbium posted a dev blog a month ago promising a more streamlined, consistent approach to the spaceship command skills required to pilot all ships use by capsuleers.

Personally, I think he might have forgotten something.

Hypothetically, given a few common ships, let’s look at the skills required to fly them (I will omit destroyer and battlecruiser-class ships, since they are Subject To Change)

Rifter:

  • Minmatar Frigate 3
    • Spaceship Command 1

Rupture:

  • Minmatar Cruiser 3
    • Spaceship Command 3
    • Minmatar Frigate 4
      • Spaceship Command 1

Maelstrom:

  • Minmatar Battleship 3
    • Spaceship Command 4
    • Minmatar Cruiser 4
      • Spaceship Command 3
      • Minmatar Frigate 4
        • Spaceship Command 1

Now, let us look at the skills required to build those ships:

Rifter:

  • Industry I

Rupture:

  • Industry I

Maelstrom:

  • Industry I
Something is wrong with this picture, both from a game design point of view, and because, well, it’s kinda unfair.
All tech 1 ships require the barest minimum of skills to construct. Yes, Production Efficiency is important, but frankly it pales in comparison to the support skills required to fly any ship in combat.

At present, only tech 2 ships use the Frigate/Cruiser/Battleship construction skills, and even there, contradictions emerge.

Piloting a Muninn

  • Minmatar Cruiser 5
    • Spaceship Command 3
    • Minmatar Frigate 4
      • Spaceship Command 1
  • Heavy Assault Ships 1
    • Assault Ships 4
      • Spaceship Command 3
      • Engineering 5
      • Mechanics 5
    • Weapon Upgrades 5
      • Gunnery 2
    • Spaceship Command 5
Five maxed skills required to pilot.

Building a Muninn

  • Industry 5
  • Cruiser Construction 4
    • Frigate Construction 4
  • Mechanical Engineering 1
    • Science 5
    • Mechanics 5
  • Minmatar Starship Engineering 1
    • Science 5
    • Mechanics 5
Three unique maxed skills required to build, all of which are 1x skills.

Battleship Construction requires Cruiser Construction IV, which requires Frigate Construction IV, the same as the piloting skills, but Capital Ship Construction does not require any of the ship construction skills as prerequisites.

I believe that the skill tree in manufacturing and science already lacks depth, and using a similar structure to the spaceship command skills, while a big nerf to prospective manufacturers, is necessary to keep game consistency.

My suggestion is this:

  • All <ship class> Construction skills provide a 2% faster manufacturing time per skill level (this is not a required change, but it helps to ease the butthurt the other changes will engender)
  • In return, all tech 1 ships require a matching level in ship construction as it takes to pilot it.
    For instance, a Rupture requires Minmatar Cruiser III to fly, so it should require Cruiser Construction III to make.
  • Destroyer Construction and Battlecruiser Construction skills are added and slot into the skill tree where you’d expect.
  • Capital Ship Construction now has an added prerequisite of Battleship Construction IV
  • All Tech 2 and Tech 3 ships require the relevant construction skill at V to manufacture.

Yes, this is a straight nerf to manufacturing characters. Yes, I also think it’s deserved.

I think it adds depth to the skill tree since you can no longer create an industry alt with two million skill points and have it able to make practically anything. In addition, ramping up the skill requirements adds design space for skills that currently would be too easy to meet any possible set of prerequisites for.

08
Aug
11

Know Your Enemy

Azual Skoll from The Altruist has a great series on his blog, compiling a comprehensive catalogue of Eve ships from a PvP perspective, starting from frigates and working up.

Check it out!

14
Apr
11

Fitting a Tengu

The Tengu series:

  1. Tengu Subsystems
  2. Fitting a Tengu
  3. Enjoying a Tengu
  4. The Salvage Tengu


Fitting a ship in Eve Online is a lot like playing with LEGO; things sometimes don’t fit, you get halfway through an edifice and realise it looks terrible, and scrounging for parts is part of the fun. However, when you build a spaceship out of LEGO, you can only blow up other people in your imagination. Score one for Eve.

However, there’s a few things to check before you undock for the first time…

Skills

To fly a Tengu, you need skills to be trained. Assuming you have the prerequisite support skills to fly a Caldari ship without embarrassing yourself, the only skills that are up for debate are the subsystem skills. I suggest that the minimum skill level required to fly a Tengu effectively is:

  • Caldari Offensive Subsystems V
  • Caldari Defensive Subsystems V
  • Caldari Engineering Subsystems IV
  • Caldari Electronics Subsystems IV
  • Caldari Propulsion Subsystems IV

Offensive and defensive subsystems should be maxed because the most common mix of subsystems provide massive benefits for each level trained, so why not max them out.

You can limp along with engineering, propulsion and electronics subsystems at IV for a fair while, although you’ll eventually find that engineering subsystems at V is worth it for increasing your cap stability. Electronics subsystems V is mandatory if you’re probing or jamming but you can get away with less if you’re just shooting things. Similarly for propulsion systems – if your tank isn’t breaking on IV, then training to V can be left until later.

Granted, most people eventually skill all subsystems to V, so enough said about subsystem skills.

Rigs

You can swap the subsystems in and out of a Tengu, but you can’t detach the jury rigs without destroying them, so it’s important to choose wisely.

Most Tengu fits use the Accelerated Ejection Bay, which lacks a drone bay. This makes killing frigates an important consideration, since they’re also the ship classes most likely to web and warp scramble your ship, with tragic results. To combat this, a Medium Warhead Rigor Catalyst or Flare Catalyst will mitigate the damage reduction frigates experience against heavy missiles. This is even more important when using Scourge Fury heavy missiles, which require assistance to even hit cruisers for full damage. Alternatively, a Bay Loading Accelerator will just pump more missiles at the target, killing faster via brute force, but chews up a lot of calibration points.

If you’re more concerned by tanking ability than DPS, then you’ll probably fit Capacitor Control Circuits instead – especially since your shield booster will be substantially larger than on a DPS fit.

Modules

With a ship as expensive as a strategic cruiser, it makes sense to fit faction modules where CPU or capacitor is tight. Of particular note are deadspace shield boosters, which are incredibly cap-efficient for their size and are often (ab)used in Tengu fits.

Now, onto some fits. I don’t claim these are optimal, but they’re representative of the sorts of popular fits that Tengus are configured for.

6-Launcher DPS Fit

[Tengu, pve slightly ganky]
Tengu Defensive – Amplification Node
Tengu Electronics – Dissolution Sequencer
Tengu Engineering – Augmented Capacitor Reservoir
Tengu Offensive – Accelerated Ejection Bay
Tengu Propulsion – Fuel Catalyst

Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Ballistic Control System II
Ballistic Control System II

Heat Dissipation Field II
Domination Shield Boost Amplifier
Gistii B-Type Small Shield Booster
Y-S8 Hydrocarbon I Afterburners
Ballistic Deflection Field II
Gistii B-Type Small Shield Booster

Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile

Medium Warhead Rigor Catalyst II
Medium Capacitor Control Circuit I
Medium Warhead Rigor Catalyst II

Tank: 700 DPS Guristas
Gank: 700 DPS with my skills
Cap stable (just)

This fit is for anomalies, level 4 missions and general ratting, where you don’t need to tank excessively. For example, this fit can run a Serpentis Sanctum without needing the second shield booster active, but needs the second shield booster in Angel Sanctums.

Six launchers provide maximum offense but capacitor may be an issue. Note the judicious use of faction fittings to save on CPU enough to fit the dissolution sequencer. If you don’t want to bother, just fit a CPU efficiency gate and deal with the reduced targeting range.

This fit has dual small deadspace shield boosters, which are extremely cap-efficient and cheapish. You can swap one with another shield boost amp (or use the slot for a utility mid) if you want to go cheaper but still cap-efficient, or upgrade to a single Pith booster for additional tanking ability.

5 launcher tank fit

[Tengu, pve cheap tank]
Tengu Defensive – Amplification Node
Tengu Electronics – CPU Efficiency Gate
Tengu Engineering – Capacitor Regeneration Matrix
Tengu Offensive – Accelerated Ejection Bay
Tengu Propulsion – Gravitational Capacitor

Caldari Navy Ballistic Control System
Caldari Navy Ballistic Control System
Ballistic Control System II
Capacitor Flux Coil II
Damage Control II

Domination Large Shield Booster
Caldari Navy Heat Dissipation Field
Domination Shield Boost Amplifier
Ballistic Deflection Field II
Ballistic Deflection Field II
Large Peroxide I Capacitor Power Cell

Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile
Heavy Missile Launcher II, Scourge Fury Heavy Missile

Medium Warhead Rigor Catalyst II
Medium Warhead Rigor Catalyst II
Medium Capacitor Control Circuit I

Tank: 2000 DPS Guristas
Gank: 550DPS
Cap stable at 46%

This fit trades the sixth launcher for a huge capacitor, enabling the use of a large shield booster for a ridiculous amount of tanking. This fit should tank all Level 4 missions, provided the hardeners are adjusted accordingly.

Note the modules used for cap-stability – swapping in some capacitor rigs would make the fit less awkward if you wanted to roll with this fit all the time. Options with this fit involve using a cap booster instead of the cap-related modules, downgrading the shield booster size (or upgrading to a large deadspace booster) for cap stability, or just managing your capacitor by pulsing the shield booster.

W-space remote repair fit

[Tengu, shield rep]
Ballistic Control System II
Ballistic Control System II
Damage Control II
Capacitor Power Relay II
Power Diagnostic System II

Caldari Navy Photon Scattering Field
Caldari Navy Photon Scattering Field
Invulnerability Field II
Invulnerability Field II
Large Shield Extender II

Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Large S95a Partial Shield Transporter

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I

Tengu Defensive – Adaptive Shielding
Tengu Electronics – CPU Efficiency Gate
Tengu Engineering – Capacitor Regeneration Matrix
Tengu Offensive – Accelerated Ejection Bay
Tengu Propulsion – Intercalated Nanofibers

Tank: 1120 omni damage with 1  incoming shield rep
Gank: 480DPS
Cap stable at 45%

This fit would be used for buddy-pair Tengus in wormhole space. Cap warfare might be an issue, in which case the low slots can be altered to provide more cap buffer, or tech 2 rigs installed. Due to the nature of wormhole space, it’s generally not worth pimping it out too much.

Exploration

[Tengu, High Sec Probing]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II

Pithi A-Type Small Shield Booster
Ballistic Deflection Field II
Invulnerability Field II
Codebreaker II
10MN Afterburner II
Pithum C-Type Magnetic Scattering Amplifier

Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Heavy Missile Launcher II, Scourge Heavy Missile
Sisters Expanded Probe Launcher, Sisters Core Scanner Probe I

Medium Capacitor Control Circuit I
Medium Capacitor Control Circuit I
Medium Gravity Capacitor Upgrade I

Tengu Defensive – Adaptive Shielding
Tengu Electronics – Emergent Locus Analyzer
Tengu Engineering – Augmented Capacitor Reservoir
Tengu Offensive – Accelerated Ejection Bay
Tengu Propulsion – Gravitational Capacitor

Tank: 240 DPS Omni
Gank: 505DPS (not using scourge fury)
Cap stable at 35%

This fit is from a friend’s exploration alt. He has this to say:

You can tweak it however to fit your wallet. e.g. Drop the expensive shield booster and passive EM hardener for 2 cheaper faction boosters. This fit works on the premise that you do Radar sites, otherwise you can drop the codebreaker too for a boost Amp. For me, this is also cap stable. I carry a EM Active hardener, Covert Subsystem and COCD in my hold for if I get a lowsec escalation.

What’s handy about exploration is that the modules you find can be used to pimp your Tengu further.

Travel

Obviously in Highsec you’re after a big buffer and good resists to prevent being alpha-striked on the Jita 4-4 undock, but elsewhere, you’ll want to take more stringent measures.

A fit dedicated to scouting and travel can be seen at Jester’s Trek.

Next up: how does it fly?

06
Apr
11

O Tengu

The Tengu series:

  1. Tengu Subsystems
  2. Fitting a Tengu
  3. Enjoying a Tengu
  4. The Salvage Tengu

How Do I Love Thee? Let me count the ways.

The Tengu is undoubtedly the most well-known of the Strategic Cruisers introduced in the Apocrypha expansion. The Strategic Cruisers (also known as T3 Cruisers) were also the last new sub-capital combat ships to be released into New Eden, and thus retain some semblance of newness.

Designed to be supremely configurable, strategic cruisers have been pressed into action in a variety of combat and non combat roles.

Some point to the relative unpopularity of certain racial subsystems as evidence that the T3 Experiment has failed and players only use the “best” fit and ignore the others. Perhaps that’s true; perhaps there are other factors at play, like relative balance between subsystems, or the dubious wisdom in configuring a very expensive ship to be a bad version of a much cheaper hull.

vicious-looking Tengu ship

OMG a Caldari ship that actually looks vaguely good

Of all the strategic cruisers, the Caldari Tengu is acknowledged as a solid performer so when it came time to switch from training support skills to a more aggressive bent, I naturally gave some serious consideration towards training to fly one.

What decided it for me were the subsystems skills. Some subsystem skills are Int-Mem primary; others are Per-Will so it made sense to train whichever were easiest now, before the neural remap.

For most ships, its role is predetermined; recon ships are for PVP engagements; logistics ships are for repairing; Heavy Assault ships for pure damage. However, a multi-role vessel such as a T3 necessitates a different approach.

A T3 poses the question: what roles do you want it to play? for me, I narrowed it down to a few roles:

  • HAC-like damage dealing for Sovereignty-related cosmic anomalies and belt ratting
  • Tanking like a brick for harder DED-rated complexes
  • Possibly a gang fit for either warfare links or (mutual) remote repair

An all-in-one exploration fit was discarded because I can easily swap ships, although some friends swear by their Tengu for high-sec exploration.

Similarly, a pvp fit was out of the question because I’d much rather lose a half dozen T2 ships than a single T3, not least because I would have had six times the number of fights.

So, Serps, I hear you say, why not just buy a Ship for each role? say, a CNR, an Ishtar and a basilisk?

Well, basically because I can’t fly them 😦 and anyway, what use is a T3 ship if you don’t change the subsystems from time to time?

With this in mind, I set about investigating the Caldari subsystems for purchase. Of course, I’ll have to choose at least one from each group, but since some of the subsystems are quite pricey, it’s worth taking the time to choose wisely.

Defensive Subsystems

As you’d expect, all the defensive subsystems affect defence, as well as providing different module slots.

Supplemental Screening

10% bonus to shield hitpoints per level

This is obviously the module of choice for PVP shield buffering: a buffer bonus, nice base shield amount, and two mid slots. I suppose you could make a passive tank fit but then the signature radius blows out and you lose a lot of the benefits to flying a small ship, as well as waste all the low slots on shield power relays instead of damage modules.
Good for: PVP buffer tanking
Buy? No

Adaptive Shielding

5% bonus to all shield resistances per level
10% bonus to shield transporter effectiveness per level

This is an intriguing module. It offers a high slot and a mid slot, but the shield resistance bonus compensates for the missing mid. It seems really good for remote repair setups, so depending on price, I’ll chalk this one up as a maybe.
Good For: Remote reps (wormholes)
Buy? Maybe

Amplification Node

10% bonus to shield booster effectiveness per level

Ah, this is nice: an excellent PvE tanking bonus; this will be the mainstay of my PvE fits.
Good For: PvE Solo tanking
Buy? Yes

Warfare Processor

5% bonus to effectiveness of Siege Warfare Links per subsystem skill level

Considering my siege warfare skills are terrible, I think I’ll delay this purchase, although I note that Tengus benefit greatly from each of the three types of Siege Warfare links. Fitting multiple warfare links will require a Command Processor, which is yet another long train, so this aspect of helping others will take a back seat, I fear. The missing second mid slot also means that a fleet boosting Tengu will be more fragile, which also doesn’t appeal.
Good For: Gang Boosting, getting awoxed by fleet members
Buy? No

Electronic Subsystems

The Electronics subsystems affect the targeting range, sensor strength and provide, it seems, a lot of mid slots.

CPU Efficiency Gate

5% bonus to CPU per level

T2 fitting a Tengu can be daunting at low skills like mine, so it’s good that this option is available. However, since its base CPU is pretty low, you need Caldari Engineering Subsystems III to even match the other subsystems, so you’re really only getting maybe 10% more rather than 25% more CPU. I appreciate the option of using this subsystem but I think I’ll give this a miss in favour of adjusting my fit downwards until my skills catch up.
Best For: Pilots who load up on missile rigs or T2 modules
Buy? No, but it’s cheap anyway

Dissolution Sequencer

15% bonus to ship sensor strength per level
5% bonus to targeting range per level

This subsystem provides resistance against ECM as well as longer targeting range for the heavy missiles I will be using. This is the best electronics sub yet.
Best For: Long range combat, especially vs Guristas rats
Buy? Yes

Obfuscation Manifold

10% bonus to ECM target jammer optimal range per level

ECM optimal range is good, since the only other cruiser with that bonus is the Blackbird with its tragically weak tank. By some accounts, the Tengu could be put to use as a durable ECM boat for incursions or wormhole space, but I will give this a miss for the time being
Best For: Pilots who want a really tanky Falcon
Buy? No

Emergent Locus Analyzer

10% increase to scan strength of probes per level
20% bonus to range and velocity of tractor beams per level
Role Bonus: -99% reduced CPU need for Scan Probe Launchers

I don’t need an exploration fit at the moment, but if I did, this would be awesome. 4 mid slots allow for exploration modules, or extra-tough tank for a brick fit. I will keep this one in mind.
Best For: Exploration, or really tanky fits
Buy? Yes, because it’s cheap.

Engineering Subsystems

Augmented Capacitor Reservoir

5% bonus to capacitor capacity per level

Bonuses to capacitor would be a lot better if the Tengu didn’t use its mid slots for tanking, so I could fit a large capacitor battery on at 150% strength. Still, the extra high slot is desirable for damage, so I rate this a buy, especially since I’ll be starting out on much less dangerous sites like belt ratting.
Best For: Moar Damage
Buy? Yes

Capacitor Regeneration Matrix

5% reduction in capacitor recharge rate per level

The truly huge base capacitor size, coupled with the recharge rate bonus and a few Capacitor Control rigs make for a cruiser that can comfortably fit a permanently-running large shield booster for incredible amounts of tanking ability (In the ballbark of 1800 rat-specific damage, not adjusted for damage mitigation due to signature radius and speed). The extra low slot allows for a Power Diagnostic System, Damage Control or Capacitor Flux Coil/Capacitor Power Relay for additional ease of tanking.
Best For: tanking stupid amounts of incoming DPS
Buy? Later, when I need it

Power Core Multiplier

5% bonus to power output per level

A pilot chooses this for the turrets, but it’s widely known that Hybrid Turrets are underpowered, especially on Caldari ships which don’t get damage bonuses for them. Using this subsystem on this ship is a mistake.
Best For: Hybrid Turret fits
Buy? Hell no

Supplemental Coolant Injector

5% Reduction in the amount of heat damage absorbed by modules per level

Considering that the most-overheated module are weapon turrets, the fact that this subsystem doesn’t have an extra turret is a huge strike against it. I suppose that overheating mid slots is a viable niche for T3 cruisers in PvP, but since the ECM subsystems are a bit ordinary, the Tengu is probably not the best strategic cruiser to benefit from this subsystem.
Best For: Overheating mid slots
Buy? No; train your Strategic Cruiser skill more instead.

Offensive Subsystems

Accelerated Ejection Bay

5% bonus to kinetic missile damage per level
7.5% bonus to Heavy, Heavy Assault and Assault missile launcher rate of fire per level
10% bonus to heavy missile and heavy assault missile velocity per level

Five launchers and substantial bonuses to kinetic damage means a big thumbs-up.  No drones for smaller targets, but compensated by moar damage(tm) so it’s a wash. Focused bonuses lend themselves towards best use of faction or tech 2 ammunition.
Best For: violencing cruisers and larger.
Buy? Of course. This is why you bought a Tengu.

Magnetic Infusion Basin

5% bonus to medium hybrid turret damage per level
20% bonus to medium hybrid turret optimal range per level

If hybrids didn’t suck, then maybe this would deserve a second glance.
Best For: Masochists (i.e. those who like hybrid turrets)
Buy? not unless you like pain

Rifling Launcher Pattern

10% bonus to ECM target jammer strength per level
5% bonus to Heavy, Heavy Assault and Assault missile launcher rate of fire per level

Well, this has a drone bay, and the missile bonus is not restricted to Kinetic damage (although lower than the Accelerated Ejection Bay). This may be an option for long-range ECM configurations, where the damage type flexibility for PvP comes into play, and the drones can be used to keep tacklers away, but I remain unconvinced that it’s worthwhile outside of C5 and C6 wormholes.
Best For: do-it-all scenarios, tanky Falcon fits, people who can’t make decisions
Buy? No. There, decision made.

Covert Reconfiguration

5% bonus to missile launcher rate of fire per level
Role Bonus: 100% reduction in Cloaking Device CPU use

Who doesn’t like the Covert Ops Cloak? While it’s nice to have, I suspect I will fit it to fly my Tengu to its null-sec destination, then repackage it and send it back to Jita to sell.
Best For: Cloaky Tengus, travel Tengus and some styles of Ninja Ratting Tengus
Buy? Yes, then sell after use.

Propulsion Subsystems

Fuel Catalyst

10% bonus to afterburner speed per level

Well, it doesn’t go particularly fast at 160m/s base speed, but the 50% bonus adds up to a pretty decent speed tank. Considering that many Tengus fill their low slots full of Ballistic Control Systems, dropping a BCS for a speed module should push you faster than 800m/s for only a small drop in damage output if you feel the need for speed.
Best for: PvE
Buy? Yes

Gravitational Capacitor

15% bonus to warp speed per level
15% reduction in capacitor need when initiating warp per level

The highest base speed (175m/s) makes up for bonuses that don’t affect your play style very much. The fastest subsystem when a MWD is fitted.
Best for: MWD fits, loltastic racing Tengus, expensive salvage boats.
Buy? No

Intercalated Nanofibers

5% increased agility per level

A popular choice. Many players don’t use an afterburner or MWD, or care more about the align time than speed. I’ve yet to see whether this is an issue, but no doubt someone will eventually violence my boat and I’ll wish I had this fitted instead.
Best for: scared carebears, close-orbit HAM PvP fits
Buy? No, but I’ll regret it later

Interdiction Nullifier

5% increased agility per level
Role Bonus: Immunity to non-targeted interdiction

It’s missing a lot slot which means that your fit is slightly gimped by using this (although nowhere near as gimped as an armour tanking ship) and it’s pretty slow and not particularly agile, but the ability to ignore warp bubbles is pretty awesome.
Best for: travel Tengus
Buy? Sure, it’s cheap


Next up: fitting a Tengu. I just can’t wait!