Copy/pasted from SHC, please PM me if you are the author and want credit
The 1% hardwires are actively cheap. The 3%s are sensible money. The 5%s are ... pricey, and require high levels of cybernetics, but ... 5%.
So I thought I'd just bash down some implants that work well together, because I don't know about you, but I get fed up of trying to figure out what they're called. Any 'sets' I've missed?
Slot 6 seems to get most of the good ones, and it also clashes with like, omegas. (No suprise there then)
Heavy/Cruise Missile users:
6: ZMU1000 - 3% cruise damage (Also ZMT1000 for Torps) | KTA100 (launcher CPU)
7: ZMH1000 - 3% heavy missile damage (ZME1000 = HAMs) | (3% flight velocity ZML100) | (3% flight time ZMC100)
8: ZMA1000 - 3% explosion radius on cruise/heavy/light missiles
9: ZMS100 - 3% exp vel (this slot also has ZMN1000 or ZMR1000 for light missile or rocket damage respectively)
10: ZMM100 - 3% RoF
Edit: Since QR change our speed implants:
Speed implants:
Slot 6:
Snake Omega
MY-1 (3% MWD velocity)
HY-1 (10% warp velocity)
FY-1 (6% warp capacitor use)
EY-1 (6% AB duration)
CY-1 (3% velocity)
Shaquils Speed Enhancer (8% speed)
Slot 7:
AY-1: 3% agility.
Slot 8:
DY-1 (3% AB cap use)
Zor's Custom Navigation Hyperlink
Slot 9:
GY-1 (3% cap use on MWDs.)
I can't think why you'd want anything other than:
6: CY-1
7: AY-1
8: Zor's Custom Navigation Hyperlink
9/10: Something else.
The rest don't really seem worth the slot space any more. Maybe it's worth looking at the booster implants below?
Cap users:
6: 'Squire' CR4 (3% cap recharge)
8: 'Squire' CC4 (3% cap amount)
Shield tankers:
7: KVA1000 - 3% shield amount
9: KYA1000 - 3% shield recharge.
(Combine cap users and shield users if you're a cap using shield tanker )
Armour tankers:
6: ZET100 - 3% repper speed
8: ZET300 - 3% hull hp (woo!. But it is cheap ;p)
9: ZET400 - 3% repair amount.
10: ZET500 - 3% armour hp
Turret Users:
6: SX-1 (small proj)| G1-Alpha (small energy) | ZGS100 (small hybrid)
7: ZGC100 (turret falloff) | G1-Beta (turret cap use) | AX-1 (3% tracking)
8: MX-1 (Med proj) | G1-Gamma (med laser) | ZGM100 (med hybrid)
9: Lancer G1-Delta - 3% turret RoF | Gunslinger CX-1 3% turret damage | ZGA100 - turret optimal
10: LX-1 (3% large projectile damage) | G1-Epsilon (3% large energy damage | ZGL100 (3% large hybrid damage) | KZA100 (turret cpu need)
Fittings enhancers
6: PG4 - 3% grid | KMB-50 3% CPU | KTA100 (-3% launcher CPU)
7: GU4 - 3% less cpu for energy grid upgrades (yeah, it is shit, but it's also cheap)
10: KZA100 (turret CPU)
(there's also a 3% energy grid upgrades CPU implant, and a 3% shield uprgade powergrid implant. They both go into slot 6 though, and so are in all ways worse)
Miners:
7: Michi's excavation augmentor (5% mining yield, probably very expensive)
10: Highwall HX-1 (increase mining yield)
Ice miners:
6: KMB-50 (3% CPU, which you need to fit 2 ice harvester upgrade IIs to a mackinaw)
10:'Yeti' BX-1 (Ice harvester cycle time)
Capital pilots:
6: 'Gentry' ZEX 100 - capital repper duration. (Seems to be no equivalent for capital shield boosters)
6: ZMX100 - citadel torp damage
6: Sprite KXX1000 - 3% less cap for capital remote shield transfers
7: 'Duelist' XX-1 - 3% capital projectile damage
7: Rifleman X1-Zeta - 3% capital energy turret damage
7: Gunsight ZGX100 - 3% capital hybrid damage
7: ZEX200 - 3% less cap for capital remote armour reps
Targeting stuff:
7: KNB-50 - 3% scan resolution.
8: KPB-50 - 3% targeting range
Booster Users:
Alchemist implants make a reasonable showing.
8: WA-1 (5% booster duration)
9: YA-1 (3% reduction to side effect magnitude)
10: XA-1 (3% lower side effect chance)
(Also have ZA-1 which is gas harvester cycle time)
Anyone care to fill in the 'set' for descerning 'people who build stuff' and 'people who research and invent stuff'?


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