See I’ve played EVE Online for like ten years, and the words “hull tank” make my manbits retract all the way up into my throat. I mean I know it’s different in this game (EVE tank is three layers–shield, armor, and hull. Anyone who tanks hull is either Leeroy Jenkins’ spirit guide, or has no idea what they’re doing.) But it’s just what I’ve been conditioned for.
Though, this brings to light another question from me, and I’m sorry for just hailstorming you guys with Q&A. But… what’s a good implant design for a Fed Guard? go for resists and hp? or speed? damage? Right now, my racial crews (have all 4, up to rank 9 on each) are straight down their faction. All Jericho implants are the bottom ones, all Federation implants are middle, and all Empire implants are top. But… well, is that a decent setup for a basic playstyle, learning, etc? Or do Federation guards and Empire Engineers (what I’m eventually going for as well, I prefer frigates just due to my playstyle) need more personalized implants?
At present, my goal is Jericho and Federation guards, and Empire LRF/Engineers.
Straight down is a pretty bad implant setup. If you have four, you have enough room to customize your crews for whatever ships you have in hangar. Typically, I have interceptors at the top, fighters in the middle, and frigates at the bottom, so I don’t need to change mine around much, even when I switch ships out.
Since I’m too lazy to go fully over each implant, have a quick (ish) overview of which ones are good.
Rank 1 - Hull resists. Volume or explosion + crit resistance can be nice, but resists are typically a good go-to implant.
Rank 2 - Your choice. Crit chance helps on weapons that do well with crit chance (positron, gauss, coils, lasers…). Range helps on weapons that do well with range (lasers, plasma cannon…). Spread reduction helps on weapons that need spread reduction (heavy blaster, rf blaster…), as well as dealing with white noise jammer, IR pulsar, ion diffuser, and stasis generator.
Rank 3 - Shield resists. Shield regen is next to useless, shield volume is also next to useless. Nothing else is going to give you 30 resists on your shields.
Rank 4 - Missile speed and rotation. If your missiles don’t hit, it doesn’t matter how much damage they do. Then again, it kind of depends on the missiles you’re using. Small missiles and the guided EM missiles don’t really need the extra speed and rotation, and extra damage on them can help a bit. Anomaly generator does better with 50% more range than it does with .2 seconds less warning. Up to you, in the end.
Rank 5 - Your choice. I like rotation on almost everything. I know folks who like strafe on almost everything. Just don’t go for the forward speed, since you’ll be getting less than 20 m/s no matter how much you push it.
Rank 6 - Your choice. Straight extra weapon damage can be really nice. Extra crit damage helps a lot, if you’re using a crit build. And the last implant helps if you’re using positrons, coils, singularities, shrapnel, or RF, and can’t lead your target quite as well as you need, or if you want longer heatup time on your lasers or heavy blasters.
Rank 7 - Adaptive energy cost reduction. It helps acceleration and speed a lot, and typically pushes the energy cost to the point where you don’t need to worry about energy during normal flying. Capacitor volume is generally only ever useful for commands that like to stay in one place. Energy recuperation is terrible unless you like not having energy stability unless shot at.
Rank 8 - Depends on the ship. If you use adaptive shields, use the slow invulnerability, to prevent your adaptives from failing. If you use a command with a decent diffusion shield, use the energy drain invulnerability, to prevent having your diffusion shield shut down prematurely. If you use neither, you’ll want either slow invulnerability (so you can reposition if a tackler is on you), or reload speed (so you can heal more often).
Rank 9 - Resists on lock on. More often than not, people will lock on to you when they shoot. That gives you 2 more resists on shields and 12 more on hull if one person is locked on to you than the bottom implant. The difference only grows when more people are locked on. If you hit asteroids a lot, then take the bottom implant. If you really, really like going fast, take the middle.
Rank 10 - Module effect bonus. This basically means your modules do more every time you use them. Unfortunately, if you use a guard, this means that you lose more when and ECM shuts you off. Module reload speed is similar, but spread out over time. Module energy cost helps a lot if you’re having difficulty using all the modules you want at the same time - a life saver on adaptive tacklers.
Rank 11 - Your choice. I like missile reload times. Some folks like rate of fire, even though that reduces time to heat up. Some other folks like resist reduction.
Rank 12 - Extra damage. You can’t go wrong with extra damage. If you use a command with diffusion tank, the energy regeneration helps a lot, though. Shield regen is less impressive, but there’s builds out there that can use it.
Rank 13 - Module reload. Support, heal, and damage more, more of the time. Of course, some folks will go with the temporary damage boost, which is great if you can carry a team by yourself. Others will go with the permanent damage boost, which is great if you dive in and out of the enemy team.
Rank 14 - Negative effect immunity. Once you get to T5, ECMs will have the ability to unplug your keyboard and mouse for 5 seconds with stasis, then shut off your modules and guns for 10 with ion diffuser, and then shut off your modules and afterburners (but not guns) for another 10 with energy drain. It’s really nice to get out of that before the 10 second mark hits, even though it takes forever for the implant to reload.
Rank 15 - Up to you. I use the fed implant, since I like the extra credit income.
Note: Implants only work on ships of that rank and above. Except for the income bonus part of the rank 15 implants.