All this data is potentially out of date, and should be taken with a truckload of salt
At a first glance this item seems severely overpowered, but as it is actually impossible to use on players older than 35 days and thus with extremely low SP, this item actually provides quite a large boost to a new players effectiveness without allowing that new player to get anywhere near an older players skill at damage dealing.
Consider that fact that the damage bonus that this item provides is equivalent to having a ship command skill at level 4. A player with next to no support skills in the first month of gameplay, even with a 20% boost to damage, will not be able to match a player with even level 3 in all needed support skills.
Cerebral Accelerators come in three different varieties. Standard, Prototype and Advanced, more information on each of them can be found below.
Cerebral accelerators are military-grade boosters that significantly increase a new pilot's skill development. This technology is usually available only to naval officers, but CONCORD has authorized the release of a small number to particularly promising freelance capsuleers.
This implant primes the brain's neural pathways and hippocampus, making it much more receptive to intensive remapping. This allows new capsuleers to more rapidly absorb information of all kinds.
The only drawback to this implant is that capsuleer training renders it ineffective after a while
Standard Cerebral Accelerator
This booster will cease to function for pilots who have been registered for more than 35 days.
+3 to all attributes; +20% Damage to Laser, Projectile and Hybrid weaponry; +20% Rate of Fire to Missile weaponry.
Prototype Cerebral Accelerator
This booster will cease to function for pilots who have been registered for more than 14 days.
+9 to all attributes
Advanced Cerebral Accelerator
This booster will cease to function for pilots who have been registered for more than 7 days.
+17 to all attributes