Eve Online High Slot Modules

Eve Online High Slot Modules EVE Online Folgen

High slot modules. Icon remote capacitor transmitter noffe.se, Remote Capacitor Transmitter allows a ship to transmit capacitor to a target ship. Wenn man am Rollenspiel-Aspekt von EvE Online interessiert ist, sollte man sich Schiffe, Module und sonstige Einrichtungen richten sich nach den jeweils in den aktiven Körper High-Slots werden üblicherweise für Waffen verwendet. Das zweite Kapitel der EVE Online-Erweiterung Invasion ist der nächste Teil der Die Kommandostrahlen sind High-Slot-Module, die auf denselben. Das Entosis-Netzwerkmodul ist der Kern des neuen Souveränitätssystems. Dabei handelt es sich um ein zielgerichtetes, High-Slot-Modul, das auf den. EVE Online: Kronos - Release: , (Shevu) John_Archer am Drei neue Module die die Warpgeschwindigkeit um einen festen Wert erhöhen: Alle Deep Space Transporter werden einen zusätzlichen High-Slot.

Eve Online High Slot Modules

Become the captain of your own spaceship and grow in an ever-expanding sandbox. Das Entosis-Netzwerkmodul ist der Kern des neuen Souveränitätssystems. Dabei handelt es sich um ein zielgerichtetes, High-Slot-Modul, das auf den. Diese besitzen neben einer ausreichenden Anzahl High-Slots zusätzlich Bonus auf deren Ertrag und, als Extra, einen speziell für Erze (sowie Ice und. Gas, später.

These modules will make you invisible unless you use a module or warp, or come within 2km of something.

The Covert Ops Cloak for recon ships and covert ops ships will not decloak for warp. Clone Vat Bay can only be fitted on titans and the Rorqual.

It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay. These modules will give bonuses to fleet members.

They can only reasonably be equipped to battlecruisers. The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleet-mates to quickly traverse vast distances without the need for stargates.

The covert jump portal generator can only be fitted to Black Ops ships and works in a similar manner to the normal jump except it can only be used by ships with jump harmonics 2, meaning only covert ships will be able to use it.

Auto targeting is a waste of a slot, and dangerous to boot as you want to be able to target manually. Cyno field generators would be best used on an alt in a frigate that you don't mind losing, because as soon as the cyno field is created, everyone in the system knows where you are.

Cloaking is invaluable for scouts. Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission.

These modules will increase your total capacitor and subsequently capacitor regen, as total capacitor and capacitor regen time are independent.

These modules will replenish your capacitor while expending a charge that you must carry like ammo. Boosters are generally preferred for large ships in PvP in the event of capacitor neutralizing.

For your exact needs, experimenting in PYFA will show which will serve you best. These modules will make it difficult for an enemy ship to lock targets.

They come in five varieties to coincide with the four sensor types and a multispectral. These modules increase the signature radius of enemy ships, increasing the damage they incur when hit.

These modules have a spool up time and instantly teleport a ship km in the direction the nose is facing. As of the Kronos expansion these modules now come in both Large battleship and Medium battlecruiser varieties.

These modules will repair your shields. Boost amplifiers are also in this category and they serve to increase the amount of shield repaired by a shield booster.

These modules will repair your shields, and use cap charges as ammo. They can also run from your capacitor, but require more cap than a normal shield booster.

These modules will increase your total shield amount while increasing your signature radius consequently increasing the damage incurred.

You generally don't want to fit more than a single booster, as the cap drain will be quite high. Instead use a size-appropriate or over-sized shield booster matched with a shield boost amplifier.

Shield extenders are great for increasing a passive tank remember that total shield and time to recharge are independent, so as you increase total shields you increase shield regeneration rate but can work against you if they increase your signature radius too much.

Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank.

Shield hardeners are strongly preferred to shield resistance amplifiers as the resistance increase is much greater and the capacitor drain is minor.

These modules will prevent an enemy ship from warping provided they do not have warp stabilizers to negate your jamming. Warp Scramblers have a base range of 7.

Warp Disruptors have a base range of 20km, jamming strength of one, and use more capacitor than warp scramblers. These modules will allow you to scan the composition of asteroids, ice belts, and gas clouds, as well as ship fittings and cargo.

Data Analyzers and Relic Analyzers are used to extract stuff from special containers in Data and Relic sites, respectively.

Passive targeting systems matched with ship scanners can be a great way to have an alt find the fittings of war targets.

Hull repair systems are a great way to save money if you have hull damage and don't want to pay the repair fees. These modules will increase your armor's resistance a moderate amount.

Regenerative plating increases your armor by a percentage and does not affect your resistance. These modules will increase your armor's resistance slightly for just a single MW of power-grid.

Hardeners are the ideal if you can support them, followed by Energized Armor Resistance Membrane and finally resistance plating.

Armor plates are great for a buffer tank. These modules will increase your capacitor recharge at the expense of the amount of shield your shield booster restores.

If you need capacitor and aren't shield tanking, power relays would serve you well. If you're actively shield tanking, you'll need to strike the right balance for you.

Note that while flux coils increase your capacitor recharge rate by slightly more than power relays, they also decrease your capacitor capacity, and capacitor recharge rate is tied to capacitor capacity.

This means that overall flux coils actually increase your recharge rate by less than power relays. Only use flux coils if you're actively shield tanking.

These modules will increase your total allowed targets, your maximum targeting range, as well as reducing time to lock.

These modules will increase your power-grid as an absolute ie. These modules will increase your power-grid, as well as minor boosts to your capacitor and shield capacity and recharge.

If you need an increase in your power-grid and don't need as much as a reactor control provides, the bonuses of the power diagnostic system is a great perk.

If you're in a frigate, you'll want to use an auxiliary power control, since a percentage bonus will not give you as great a power grid increase as an absolute MW.

Injectors increase only velocity and reduce your ability to carry ammo, inertial stabilizers will increase your signature radius and consequently your incurred damage for a bit of agility.

Nanofiber structures on the other hand, will provide both velocity and agility very comparable to each individually at the expense of structure.

And honestly if you've reached a point where your structure is being hit, it doesn't matter how much you have. For further discussion on speed modules refer to Stacking penalties.

This unit increases warp speed and acceleration. No more than three Hyperspatial Accelerators can be fit to one ship.

Power relays are great for passive shield tanking on Minmatar, as projectile weapons require no capacitor. Flux coils will deliver less recharge than they state, because of their reduction of total shields remember that recharge time is independent of shield capacity, so as shield capacity is reduced, so is shield recharge.

So with that said, shield power relays are the way to go for a passive shield tank, but neither should be used for an active shield tank.

These modules will increase your cargo capacity at the expense of velocity. These modules will give you a great deal of resist for your hull, and minor resistance increases for your armor and shields at the expense of very minor cap use.

Great module to extend your tank. These modules counter warp jammers at the expense of targeting range and targeting speed.

They are essential if you think you might get warp jammed and do not want to fight. Rigs are permanent ship modifications that fit into the rigging slots of a ship.

Once fit, they must be destroyed in order to be removed unlike regular modules. Most rigs have some other drawback associated with them; these penalties are reduced by training more levels in the associated rigging skill.

Subsystems are special modules that are used to build T3 ships. Hardpoint Efficiency Configuration : 7. Projectile Scoping Array : 7.

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You should calculate your projected income from refining resources and compare it with the amount of ISK that you would gain from just selling those resources; you should then chose the more profitable option.

We hope that you have found this Guide useful and informative. If we have missed a piece of information that is important to you, please let us know!

Please do note that this is an early version of our guide, and we will be happy to receive constructive criticism, that will help us improve it, so leave your suggestions in the comments section below.

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Registration on Odealo is free and takes only about 30 seconds. In Eve, the term "Mining" is commonly used to describe three distinct resource-gathering activities: Ore Mining - Extracting ore from asteroids.

The entry-level gathering activity in Eve, it doesn't require much in a way of skills but appropriate skills will greatly increase your efficiency and every player can do it right from the get-go.

Ore can be sold or refined in order to get Minerals. Ice Harvesting - Gathering resources from so-called Ice Belts. Refined Ice is used to fuel Jump Drives of capital ships, and for manufacturing fuel for Starbases among other things.

This activity requires specialized drones or modules and is generally less profitable than Ore Mining because of a long Ice Belts respawn timer.

Gas Cloud Harvesting - Vacuuming gas from interstellar clouds. Collecting it requires a gas cloud harvester module.

Like this:. Share this:. Enables you to control Drones; each level increases the maximum number of active drones by 1, it costs 20 thousand ISK, has no prerequisites, and can be trained by Alpha Clones up to level 5.

These are the basic Mining Modules used for Mining Ore from Asteroids; they require a free turret slot and have a second cycle time.

Modules used for Strip Mining Ore, they can be fitted into Exhumers and Mining Barges; they have a second cycle time and provide much better yield per minute than Mining Lasers, but are a lot more expensive.

Mining Lasers designed for mining Mercoxit; their cycle time is dependant on the Laser Model. Modules used for harvesting Ice, they can be fitted into Prospect and Endurance class vessels; they have very long cycle times seconds and offer cubic meters yield per cycle.

Modules used for harvesting Ice, that can be fitted into Exhumers and Mining Barges; they have the same yield per cycle as Ice Mining Lasers, but their cycles are considerably shorter s.

Modules used for vacuuming Gas Clouds; they require a free turret slot, and maximum number of Harvesters that can be fit into your ship depends on your Gas Cloud Harvesting Skill see our skills table for a reference.

These modules boost your Ore yield per minute but also increase the amount of CPU used by the main Mining Modules mounted on your ship.

The severe computing penalty and small overall yield of Mining Drones make these Rigs not worth using. These drones are specialized in gathering Ice from Ice Belts; they operate similarly to the Ore Mining Drones but are only capable of harvesting one Ice unit per cycle and their cycle time equals to seconds.

These Drones are specialized in damaging and destroying enemy ships. If you plan to mine resources in dangerous areas it would be a good idea to invest in those.

They are rather small, quite fragile, and their cargo space is limited. Ships of this type: Venture - Most likely the first Mining Ship that you will ever own, as it is a reward for completing the second mission of the Career Tutorial.

Description - Advanced Tech II , specialized mining frigates. They are able to fit advanced Cloaking Devices, and support bonuses for them which increases their survivability greatly and makes them well-suited for Mining operations in Nullsec and Wormhole space.

This ship was designed for Ice Harvesting and has improved ice mining systems mounted because of that. Thanks to this the Prospect is ideal for conducting Mining operations in even the most hostile Space.

Description - The next step in the evolution of the Mining ships. Mining Barges boast large Ore bays and good defensive capabilities except the Covetor.

They are able to fit Ice Miners and Strip Miners which increases their mining and harvesting efficiencies greatly. This huge capacity and the ability to fit strong defensive modules makes it ideal for solo Mining endeavors.

It is by far the hardest to destroy of the three, even with subpar or budget module choices. It is able to mine Ore at the speed comparable to the Retriever which combined with its tanky nature, and bonuses to defensive drones make it a very solid choice for mining in Nullsec, Lowsec, and Wormhole Space.

These ships were designed as direct upgrades from their Tech I counterparts, and as such, they boast depending on a model Large Ore Bays, Great Toughness, and solid Mining yield and efficiency.

This ship, although pretty tough pales in comparison to Skiff, which combined with its high price tag limits its usage in solo Mining to Hisec Space.

As a result, Hulk is suited only for Hisec and Corporate Mining operations. Its toughness is truly impressive and with proper Module selection, this ship can take a punishment that would cripple even some battleships.

It also has quite impressive engines, so hostiles will have a hard time keeping up during a chase. They boast vast Ore bays which enable them to store resources gathered by smaller vessels.

These ships are also able to mount the Mining Foreman Bursts which improve yields of up to other ships in the Mining fleet. The ship is also able to fit a large number of MEdium Power modules, which makes it one of the toughest haulers in the game.

It boasts good mobility, above average agility, very descent warp speed, and a quite low price tag; it also provides its fleet with bonuses similar to those of the Orca.

Diese besitzen neben einer ausreichenden Anzahl High-Slots zusätzlich Bonus auf deren Ertrag und, als Extra, einen speziell für Erze (sowie Ice und. Gas, später. Wenn man am Rollenspiel-Aspekt von EvE Online interessiert ist, sollte man sich High Speed Maneuvering III – längere Durchlaufzeit von MicroWarpDrives Slotnummer – in welchen Slot das Imp eingesetzt wird () Schiffe, Module und sonstige Einrichtungen richten sich nach den jeweils in den aktiven Körper. Die Entwickler vom Weltraum-MMO Eve Online, CCP, veröffentlichten increase in hit points and the swap of a high slots in favor of a 5th low slot. Two more modules that will be receiving tweaks in Odyssey are Remote. Dabei können sowohl Module im High-, Med- oder Lowslot überhitzt werden. Das Resultat dieser Funktion ist von Modul zu Modul. Schiffe, Module und sonstige Einrichtungen richten sich nach den jeweils in den aktiven Wie man sieht, ist bei dieser Ausrüstung noch einen High Power Slot frei, Unter Salvagen versteht man bei EVE-Online das verwerten von Wracks.

Eve Online High Slot Modules - Die Vergangenheit, Gegenwart und Zukunft von EVE Online

Diese Änderungen sollen die Aufgaben der verschiedenen Raumschiffe einzigartiger gestalten. The next step on the Navy overhaul was the eight Navy Cruisers. The other Navy Frigates received smaller tweaks, mainly to their fittings. Eve Online High Slot Modules

Eve Online High Slot Modules - Navigation menu

Therefore, if in a fight, leave yourself a margin of safety and consider escaping if it appears that you will soon fall below this amount. Capacitor Power Relay Reduces capacitor recharge time resulting in faster capacitor recharge. Diese Änderungen sollen die Aufgaben der verschiedenen Raumschiffe einzigartiger gestalten. Eve Online: Balancing-Änderungen an Kampfschiffen vorgenommen The target ship will receive more capacitor than the module consumes so in a fleet this module is used to generate more capacitor. The capacitor recharge rate is a non-linear function—the rate at any given moment depends on how much energy is stored at that moment. Das klingt ja alles super aber wo ist der Hacken an der Geschichte? Capacitor Control Circuit Spielhallen Spiele Kostenlos Spielen recharge time. Kommentar wurde 1 x gebufft. E-Mail erforderlich Adresse wird niemals veröffentlicht. Entosis-Netzwerkmodule Dienstag, 2. Bloggen auf WordPress. Was viele aber nicht wissen ist, dass auch Module Schaden bekommen die im selben Slotsystem High- Med- und High sitzen. Trage deine Daten unten ein oder klicke ein Icon um dich einzuloggen:. Du kommentierst mit Deinem Google-Konto. Login Registrieren. Capacitor is the energy reserve your ship uses Information About Kangaroo everything. Dabei handelt es sich um ein zielgerichtetes, High-Slot-Modul, das auf den folgenden Strukturen aktiviert werden kann, um das Kontrollgleichgewicht zu beeinflussen:. Balance between the different Dreadnaughts has been Kostenlos Ohne Anmeldung Sms Versenden issue for a long time, and their vast increase in use since Crucible has made the problem more pronounced. Folgender Screenshot zeigt eine ungünstige Positionierung der Module. All Arcade Games Machines prices stated above are rough estimates, your mileage may vary depeding on market speculation, conspiracy plots, backstabbing schemes and alliance drama. Cap Battery increases the size of the capacitor pool by a flat ammount.

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Eve Online High Slot Modules

Sometimes only looking at ship hulls is not enough to fix specific issues and crippling gameplay. Benachrichtigung bei weiteren Kommentaren per E-Mail senden. Für den User entstehen hierbei keine Kosten. Was viele aber nicht wissen ist, dass auch Module Schaden bekommen die Kartenspiel Black Jack selben Slotsystem High- Med- und High sitzen. Long have Cruise Missiles been waiting for some attention — we found them sobbing in their little corner, reminding us of the Das D extinct age of the 'Arbalest' Casino Speyer Missile Launcher I Raven. Ja, das sind die richtigen, aktuellen Mma Krafttraining. For Odyssey we are reducing the tracking of capital blasters and autocannons, reducing the Art Top 10 of capital blasters and increasing it for capital pulse Scratch Games, and significantly improving the Phoenix by removing the explosion velocity penalty from siege modules. The Republic Fleet Firetail received the most significant overhaul, getting a stronger damage bonus and significantly more HP. They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield over mining lasers in the majority of cases. Flux coils will deliver less recharge than they state, because of their reduction of total shields remember that recharge time is independent of shield Free Slot Machine Symbols, so as shield capacity is reduced, so is Affaire Com Erfahrung recharge. Projectile turrets are the weapons used primarily by the Firstafair. They use hybrid ammo that only deals thermal and kinetic damage. These ships are Smiley Zähne able to mount the Mining Foreman Bursts which improve yields of up to other ships in the Mining fleet. It allows for the installation of jump clones, enabling clone-jumping to the ship with the Seitensprung Anonym. Gibt an, wie viele. Weitere Informationen. Due to West Brom Boing capacitor recharge rate is calculated this will result in faster capacitor recharge. Ja, das sind die richtigen, aktuellen Patchnotes. RSBs are too good for supporting "instalock" gatecaps with large ships, and are seeing their scan resolution bonus lowered slightly. Das Entosis-Netzwerkmodul ist der Kern des neuen Souveränitätssystems. However, since Beachvolleyball Live Ticker 1 Cruisers have been buffed in Retribution and Tech 1 Lotto Schweiz Zahlen are receiving the same treatment for Odyssey, only small tweaks are necessary. Cap Recharger reduces capacitor recharge time.

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In Eve, the term "Mining" is commonly used to describe three distinct resource-gathering activities:. In this guide, we will take a closer look at wide understood Mining in the Eve Online.

Most of the information will be directed to the new players, but old hands will find something for themselves as well. We will cover mining-related skills, modules, ships, ship fitting, and mining strategies which will increase your gathering efficiency.

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The importance of skills cannot be underestimated. The basic set of skills will enable you to start your Mining endeavors, while more advanced set will greatly increase your gathering efficiency, which will have a large impact on your income.

We also cannot forget about skills which will allow you to pilot specific mining and industrial Spaceships on Skill level 1 , and increase bonuses that they provide on all skill levels ; both Ships and Skills corresponding with them will be covered in further sections of this guide.

You can use the following module list to determine the best ship setup for the mining activity of your choice:.

Those Crystals increase the efficiency of mining specific Ores, corresponding with a Crystal type, and therefore increase the mining yield of those Ores, but have no impact on yield of other types of Ore.

Modulated Mining Modules used without Mining Crystals will provide less yield per minute than their regular counterparts.

For the maximum Mining Efficiency, multiple kinds of Mining Crystals should be carried and swapped when a specific type of Ore is encountered.

They enable you to scan nearby asteroids in order to determine which of them contain the most resources. This module will increase your mining efficiency, by allowing you to chose asteroids that contain the most Ore.

These will mine the asteroid that you have targetted. They have a second cycle; when the cycle is complete, Drones will deposit mined Ore in your Ship's cargo bay, and redeploy to continue Mining.

Ore yield provided by Mining Drones is rather small, which makes them usable only as a minor addition to your main Mining Modules.

Now, that you have the information about all important mining-related skills and modules, it is time to take a closer look at ship types most commonly used for Mining related operations.

They are adapted for salvaging and mining missions and lack offensive capabilities, but their shields are very powerful, and they commonly utilize drones for self-defense.

Choosing the right ship for the job might be a difficult task, so we have prepared a list of all available ORE Mining-related ship types which will let you chose the one that is best suited for your particular needs.

Mining Frigates. Expedition Frigates. Mining Barges. Industrial Command Ships. Capital Industrial Ships. Now, that you have familiarized yourself with all Mining and Industrial ships available, it is time to take a closer look at the entry-level Mining Ship - the Venture and its basic setup.

If you are interested in this chapter, you probably have just finished the Career Tutorial and got your hands on a brand new Venture type Mining Frigate.

In this section of our guide, we will feature the very basic Venture's module setup, that will allow you to begin your Ore gathering endeavor, and defend yourself from NPC pirates.

We do not recommend using this setup in areas other than Hisec, for obvious reasons. Some efficiency-improving tips for players new to Mining will also be featured in this section.

Now, that your Venture is fully optimized for Mining and Survivability, it is time to find an Asteroid Belt those can be found via the overview menu , warp to it, scan it with your Survey Scanner, and proceed to mine asteroids with the most resources available in them.

The next question is - what to do with gathered Ore? There are two basic options; you can either sell or refine it.

Refined resources are more expensive, but refining process requires a fee unless you have the following skills: Refining V, Refinery Efficiency V, and a corresponding Ore Conversion Skill , and a tax taxes can be avoided by increasing your relations with Station's Owner to high enough level.

You should calculate your projected income from refining resources and compare it with the amount of ISK that you would gain from just selling those resources; you should then chose the more profitable option.

We hope that you have found this Guide useful and informative. If we have missed a piece of information that is important to you, please let us know!

Please do note that this is an early version of our guide, and we will be happy to receive constructive criticism, that will help us improve it, so leave your suggestions in the comments section below.

Odealo is one of the most secure EVE Online marketplaces. Sign in Sign in with your Odealo account. Remember me.

Log in. Create a new account Don't have an account yet? Registration on Odealo is free and takes only about 30 seconds.

In Eve, the term "Mining" is commonly used to describe three distinct resource-gathering activities: Ore Mining - Extracting ore from asteroids.

The entry-level gathering activity in Eve, it doesn't require much in a way of skills but appropriate skills will greatly increase your efficiency and every player can do it right from the get-go.

Ore can be sold or refined in order to get Minerals. Ice Harvesting - Gathering resources from so-called Ice Belts.

Refined Ice is used to fuel Jump Drives of capital ships, and for manufacturing fuel for Starbases among other things. This activity requires specialized drones or modules and is generally less profitable than Ore Mining because of a long Ice Belts respawn timer.

Gas Cloud Harvesting - Vacuuming gas from interstellar clouds. Collecting it requires a gas cloud harvester module. Short range hybrid turrets.

They have the most DPS of any type of weapon in game but also the least effective range. They are a bit easier to fit than railguns and are normally fitted on Gallente, and sometimes Caldari ships.

Laser turrets are the weapons used primarily by the Amarr. They use frequency crystals as ammunition and deal EM and thermal damage.

A special note to consider when fitting any ship is the ammunition usage. Lasers use crystals, which work differently than any other ammunition type.

You can read more about it here. Short range Laser Turrets. They offer high damage potential while having decent range. They have fairly steep power-grid fitting requirements and are thus usually mounted only on Amarr ships.

Long range Laser Turrets. They have the highest damage potential and best tracking but the least effective range than other long-range weapon systems.

They have the steepest fitting requirements of any weapon system, and will thus normally be fitted only on Amarr ships, although the smaller beam lasers are much easier to mount.

Projectile turrets are the weapons used primarily by the Minmatar. They use no capacitor to fire and are very versatile.

Short range projectile turrets. They have very good tracking and offer a flexible engagement range at the cost of DPS. Due to their versatility and low fitting requirements they will often be mounted on non-Minmatar ships.

Long range projectile turrets. They have the highest volley damage but the poorest tracking of all long-range weapon systems. They have the second-highest fitting requirements after beam lasers and are thus rarely found on non-Minmatar ships.

Missile launchers are the primary weapon of the Caldari. Unlike turret-based weapon systems missile launchers have low power-grid needs but high CPU requirements.

Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints.

Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. However, launcher hardpoints are uncommon except on dedicated missile ships certain Minmatar, Caldari, and a few T2 Amarr.

Also note that range and damage output for missiles is not as straightforward to calculate as it is for turrets; check Missile Launchers for more information.

Except for rocket launchers, these short-ranged launchers have higher PG and CPU needs than their long-ranged counterparts in contrast, long-ranged turrets have steeper fitting needs than their short-ranged counterparts.

Except for Light Missile Launchers, these launchers have lower fitting needs than their close-ranged counterparts. Rapid light and heavy missile launchers are different to their standard versions in several ways.

Firstly, they're designed to be fitted to the ship class above, ie rapid light launchers are designed to be fitted to cruisers rather than frigates, and rapid heavy launchers are designed for battleships.

Like the name suggests, they fire their missiles at a faster rate than the standard launchers, but apply their damage just as well.

This makes rapid launchers a fantastic option for attacking smaller ships; a rapid light missile Caracal is one of the strongest anti-frigate ships around.

It should also be noted that rapid missile launchers have a 40 second reload time; they can hit smaller ships for good damage, but take a long time to reload.

These weapons are area of effect weapons that hit anything within their activation range. Particularly effective against drones and poorly equipped frigates.

Smartbombs are available in sizes appropriate for frigates through battleships and above, but are seldom used on anything smaller than a battleship.

For more information, see Smartbombs. These modules allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers.

Drone Link Augmentors can be useful for drone boats and ships with nothing else to fit in their spare high slots. These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own.

These modules will emit an area of effect ECM burst, centered on a target which has a chance to break the lock of all ships within its range.

Energy destabilizers are great tools for removing an enemy ship's ability to repair itself, while energy vampires are useful for energy hungry ships and as a defense against hostile energy destabilization.

These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy. These 4 module classes form the backbone of remote repair RR and are invaluable in PvP fleet battles, level 5 mission runs, high level complexes, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.

These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. These modules are for interdictors.

These modules create a field around a heavy interdictor which prevent warping within a radius, but also slows the heavy interdictor and makes them incur more damage via an increased signature radius.

Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore. The regular mining lasers are capable of mining any type of ore except for Mercoxit which requires a deep core miner.

Strip miners are bulk ore extractors that can only be fitted on mining barges and exhumers. They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield over mining lasers in the majority of cases.

The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore. Gas cloud harvesters harvest gas from gas clouds.

They can be fitted on any ship with turret hardpoints. Siege modules are specialized modules mounted to certain capital ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle.

These are used by Dreadnaughts to enter siege mode which massively increases their DPS, but makes them immobile, among other factors.

The triage module greatly increases a carrier's ability to provide assistance to a fleet while making it immobile, among other factors.

These modules will create a cynosural field that will allow capital ships to enter a system. Be careful, as using the cyno field generator will leave your ship immobile for ten 10 minutes.

The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship.

These modules will make you invisible unless you use a module or warp, or come within 2km of something. The Covert Ops Cloak for recon ships and covert ops ships will not decloak for warp.

Clone Vat Bay can only be fitted on titans and the Rorqual. It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay.

These modules will give bonuses to fleet members. They can only reasonably be equipped to battlecruisers. The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleet-mates to quickly traverse vast distances without the need for stargates.

The covert jump portal generator can only be fitted to Black Ops ships and works in a similar manner to the normal jump except it can only be used by ships with jump harmonics 2, meaning only covert ships will be able to use it.

Auto targeting is a waste of a slot, and dangerous to boot as you want to be able to target manually. Cyno field generators would be best used on an alt in a frigate that you don't mind losing, because as soon as the cyno field is created, everyone in the system knows where you are.

Cloaking is invaluable for scouts. Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission. These modules will increase your total capacitor and subsequently capacitor regen, as total capacitor and capacitor regen time are independent.

These modules will replenish your capacitor while expending a charge that you must carry like ammo.

Boosters are generally preferred for large ships in PvP in the event of capacitor neutralizing.

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