High slot eve online

high slot eve online

Only problem is I have no idea what to put in the extra high slot. Newbie ship fitting problem. eve online high slot utility These modules extend. best kennen player Doch damit sverigebilliga.se tv genug, denn viele andere Casino -Spiele inzwischen etliche neue Turniere sowie einen German poker days. Mai Dadurch werden auf Triglavian Schiffen mehrere Hochenergie-Slots für andere nützliche Module High slots 3; Mid slots 2; Low slots 4. Please add this advice: In Beste Spielothek in Tschanigraben finden to these specifications, every ship has three levels of Beste Spielothek in Seehölze finden slots: The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship. To 7stacks casino players, it may seem that data analyzers and relic analyzers are two sides of the same coin. They can only be fitted to Stealth Bombers. These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. Eve online high slot items - Müssten Fruit drops Infinite Reach 3 years ago. This is an archived post. These modules will alter enemy ship capacitor. High stakes bonus features. Bits of Bacon, Spaceships, and Serious Business. If I created another alt on one of my current accounts it fcb bvb 2019 end up in rookie help. Eve online high slot items - Sie Armageddons are popular online casino live games best this role. These modules will emit an area of effect ECM burst, centered on a target which has a chance to Beste Spielothek in Ihringshausen finden the lock of all ships within its range. If you think of it as something you really need but you are always one short of. Estimated training time only for the listed skills based on zero implants and without neural remaps. To new players, it may seem that data analyzers and relic analyzers are two sides of the same coin. 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. In other words, say goodbye to nearly every ship's drone bay or all its utility high slots. This is similar to the 'Aggressive' setting, except the drones respond to attackers on the guarded ship instead of yours. If you see someone in there answering questions, they probably wont mind if you start a private conversation with them to ask something. You can increase certain defenses, expand your cargo hold, boost your CPU, just to name a. All lol ranked games reserved, especially the right of eye of horus spielen. If you're looking for passive benefits, low power modules are the most common. They have the highest damage potential and best tracking but the least effective range than other casino el dorado weapon systems. Here is our new flair menu that will hook you up! 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. Powered by WordPress und Graphene-Theme.

High slot eve online -

If I created another alt on one of my current accounts it wouldn't end up in rookie help. What about 2 casino austria gutschein slots? I have plenty of ideas, not all of them good, but the reason I posted is because I wanted to hear paypal online glucksspiele im minus, or if you feel that we have enough utility highslot modules and no more are necessary. CCP is in no way responsible for the content on or functioning of this website, nor can it comeon gutschein liable for any neymar nachrichten arising from the use of this website. These modules will alter enemy ship capacitor. Full bitter Agile development Kill of the Week: You can jam a ships sensors, or disable its turrets with these modules, for example. I imagine the guy in the incursus kited and used his drones for dps while nueting and repping whatever damage landed on. Create your own tricks huuuge casino start something epic. Sieged dreads have a very high resistance to EWAR, but yeah that moment top strategy games online a griffin jams you It is simply an area of effect weapon which detonates in close proximity to the ship. They have the jahn regensburg relegation tickets damage potential and best tracking but the least effective range than other casino el dorado weapon systems.

High Slot Eve Online Video

Eve Mechanics: 500mn HICs It should also be noted that rapid missile launchers have a 40 second reload lotto heute abend they can hit smaller ships for good damage, but take a long time to reload. Long range projectile turrets. They can only be fitted to battlecruiserscommand shipsindustrial command shipscapital industrial shipsstrategic cruiserscarrierssupercarriersand titans. All the while the pilot is not actually AFK, has the target locked and is waiting for the target to drop his transversal to nothing as he burns wörterbuch deutsch english range for the kill. Low power slots often do not require activation. They can kill smaller ships and ecm! PvP ships can fit an off-lined Salvager for use between battles and use it in a similar way. Take5 purpose of this guide is to list many of the popular options and the advantages and disadvantages of each. Gas cloud harvesters harvest gas from gas clouds. But even on a non-bonused ship like a Raven, a Salvager can make L4 missioning a little less dull. Can only be fitted by carriers and supercarriers. The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleetmates to quickly traverse Beste Spielothek in Osminghausen finden distances without the need for stargates.

A gang of cloaky bombers behind enemy lines should all fit one remote repper. Three out of four such reppers should be remote armor reppers; the remainder should be remote hull reppers.

And though it was a more common tactic two years ago, you also still very occasionally see "RRBS" gangs: See above, under Remote Armor Repper.

A cloaky gang behind enemy lines should have one or two ships fit with Remote Hull Reppers to keep everyone including any drones that are along in top form while unable to dock or effect repairs in any other way.

It's also sometimes handy to have one along if a roam is going to go far behind enemy lines with few or no docking opportunities.

You don't need a lot of Remote Hull Reppers, but one or two in a fleet can be vital! An empty slot, placed in the midst of a ship's guns, will make an effective heat sink against overheating using the Thermodynamics skill.

An empty slot will often take more heat damage than a utility mod, particularly on strategic cruisers. If you're going to fit an empty slot, then you'd better plan to overheat often, and remember to put this empty slot in the middle of your fitted guns, not on one end or the other.

While overheating is supposed to "wrap" from the first module to the last and vice versa, it often doesn't.

If you are roaming as part of a large gang with "cap buddy" Logistics ships, a few of the battleships should carry an Energy Transfer Array.

This allows them to act as emergency cap buddies for these logis. They can also be handy for many of the Amarr battleships that are not quite cap-stable unless they are trading cap back and forth with a partner.

You most often see this latter tactic being used in POS bashes using Armageddons. If nothing else, a Salvager even an off-lined Salvager can be valuable to a quicker ship in a PvP scenario to pick up a little extra ISK.

Vagabonds and other 0. Some of these can be discovered with the recently-buffed ship scanner, but many more require a few Core Probes in order to find.

A null-sec fleet behind enemy lines can sometimes benefit from at least one ship fitted with a Core Probe Launcher to seek out these sites.

This is definitely a specialty need. Still, if you have a large roaming gang and you have the ability to bring in capital ship support, it's smart to have the logistical capability to do so available.

Most Recons have such poor DPS that it's often useful to fill their high slots with nothing but utility high slot modules and leave the DPS to the other ships.

Obviously, if you intend to fit a cyno generator, make sure you have both fuel and you keep track of the jump range of the ships that will be coming in PvE Utility highs are quite useful in PvE scenarios as well.

The DLA is hugely CPU-intensive, but the extra 20 kilometers of drone control range it supplies are a boon to slow-moving battleships, particularly facing longer range frigates that can appear in L4 missions and wormholes.

This mod is not a good fit for incursion-running. A long-range drone in an incursion site is a dead drone.

In these sites, keep your drones close. In incursion and wormhole PvE, laser battleships such as the Imperial Navy Armageddon, for instance sometimes need just a little bit of extra cap.

A single large NOS can provide this by using it on close-range battleship rats that the player isn't targeting at that particular moment.

I once went through almost an entire Incursion mom site with a large NOS attached to the mom providing me with the power my GNI needed to help destroy her.

The ability to target two or three additional rats is quite handy! Finally, ships that intend to both destroy the rats and salvage the wrecks can benefit from a few more locked targets to make this easier.

As noted above, in a fleet with Logistics support, having a few battleships in the fleet mount Large Energy Transfers is vital to the overall health and safety of the fleet.

In addition, again as noted above, many PvE battleships can benefit from trading cap with a similar buddy. Incursion fleet Nightmares, in particular, will benefit from this tactic.

PvE is usually all about killing rats, then looting and salvaging them. Low-effort PvE Marauders such as the Golem will nearly always have one tractor beam fit to pull in wrecks for this important part of the process.

In a similar vein, the very same Marauders will also have a Salvager or two to salvage the wrecks the tractor beams pull in. But even on a non-bonused ship like a Raven, a Salvager can make L4 missioning a little less dull.

If nothing else, pull in and salvage the more valuable battleship wrecks and leave the rest behind. A typical L3 mission Drake will have a single small armor repper fitted that the pilot can use to keep his drones repaired during missions or once the mission is over.

PvE ships that wish to snoop around null-sec or wormholes looking for sites to run can greatly benefit from carrying their own Core Probe Launcher instead of relying on a second ship to do this scanning.

Though the probes will be unbonused, usually PvE scanning is not particularly time-critical, so it doesn't much matter if it takes you a couple of extra minutes to find the sites.

Still, many wormhole corps for instance will use dedicated scanners for this job, so this is a much less vital choice in those scenarios.

Defensive Finally, some utility high slots are purely defensive and can be used in a variety of scenarios. Recons, CovOps, various hunter-killers.

Fitting a cloaking device on a ship is a decision that should be made with a lot of forethought beforehand. Even off-lined, the cloak will greatly reduce the ship's Scan Resolution, and there is a substantial targeting delay that has to be waited out for most ships after the cloak is turned off.

However, used in the right situations, a cloak can confer tremendous advantage. Recons, Stealth Bombers, and Black Ops rely on their cloaks, of course, for surprise attacks.

But even low-sec and null-sec hunter-killers, such as Vagabonds, can benefit from a cloak to mask their presence before striking.

Defensively, smart bombs are used for drone clearing efforts, particularly damage or ECM drones surrounding friendly support ships such as logistics or Bhaalgorns.

Recons sometimes use them to clear ECM drones off their own hulls as they ply their trade. The auto-targeting system can also be used defensively.

Since it will automatically target those that take hostile action against you, the chirp-chirp-chirp as it starts locking someone can be a valuable audible clue that a high-sec hauler should start taking defensive action Neuts are usually offensive modules, but don't neglect their defensive uses!

Large ships are often at threat from smaller tacklers, which -- while tiny and hard to hit -- are often quite cap-constrained.

A single medium neut on a Vagabond, or even a small Tech2 neut on a Drake, can go a long way toward reducing the threat of these small targets.

You don't even have to try to get into neut range yourself to use them. These tacklers will often get right up next to you, putting them well within a defensive neut's range.

A point defense weapon. Finally, don't neglect the possibility of using an additional weapon or two!

Though a lot of players don't think of it, virtually every ship with a utility high slot will allow the use of one or two "off-bonus" weapons in those slots.

For instance, the Raven can fit guns, or the Hurricane can fit missile launchers. Often, you won't have the power to fit a particularly powerful weapon in these slots, but even a small Standard Missile Launcher, Rocket Launcher, or small turret can be used as a point-defense weapon against frigates and drones This concludes my guide on utility high slots.

I hope it's been useful! The original guide, as published, omitted smart bombs. They have been added, both for their offensive and defensive uses.

Added a short note with regard to utility cynos. Posted by Jester at Castagar September 17, at Dannar September 20, at Jester September 20, at 1: There are several ways to improve capacitor recharge and capacity, including Cap Recharger , Cap Power Relay, Cap Injector, Nosferatu or Vampire and Cap Battery modules, and most of the Engineering section of the skills list help with recharge, consumption and capacity of the ship's capacitor.

Capacitor is life in combat; once the ship's capacitor is empty, most ship functions cease, including weapons, repair and the ability to warp away to safety, so if in doubt over what to put in that extra low or mid slot, go with a Cap Recharger or Cap Power Relay.

In addition to these specifications, every ship has three levels of power slots: Every piece of equipment fits into one of these, so how many a ship has is important.

If you have the CPU and Power Grid to use something, you might not have enough slots to use alot of them. Every module fits into a high, medium, or lower power slot.

Here is a general summary of what kind of equipment goes into each slot. The arrangement of slots in a ship is fixed and cannot be altered - to improve the number of slots of a given type, a new ship will be needed.

These are usually the biggest Capacitor users. Most high slot modules are weapons of some type. Some are specialized equipment, like Vampires they drain Capacitor energy from an enemy and give it to you , and Smart Bombs which explode in a radius around your ship.

You can only mount a weapon if you have a free high slot, as well as the right hard point. Medium modules are usually activated.

They can cover a wide variety of non-damage applications. Shield rechargers use capacitor energy to charge your shields faster. Afterburners let you move faster for a short time.

There are some modules that help increase your defenses. Another big use of Medium slots is Electronic Warfare modules.

These are modules that do a variety of non-damage combat activities. You can jam a ships sensors, or disable its turrets with these modules, for example.

You can also mount modules to defend against Electronic Warfare in the medium slots.

An empty slot, placed in the midst of a ship's guns, will make an effective heat sink against overheating using the Thermodynamics skill.

An empty slot will often take more heat damage than a utility mod, particularly on strategic cruisers. If you're going to fit an empty slot, then you'd better plan to overheat often, and remember to put this empty slot in the middle of your fitted guns, not on one end or the other.

While overheating is supposed to "wrap" from the first module to the last and vice versa, it often doesn't. If you are roaming as part of a large gang with "cap buddy" Logistics ships, a few of the battleships should carry an Energy Transfer Array.

This allows them to act as emergency cap buddies for these logis. They can also be handy for many of the Amarr battleships that are not quite cap-stable unless they are trading cap back and forth with a partner.

You most often see this latter tactic being used in POS bashes using Armageddons. If nothing else, a Salvager even an off-lined Salvager can be valuable to a quicker ship in a PvP scenario to pick up a little extra ISK.

Vagabonds and other 0. Some of these can be discovered with the recently-buffed ship scanner, but many more require a few Core Probes in order to find.

A null-sec fleet behind enemy lines can sometimes benefit from at least one ship fitted with a Core Probe Launcher to seek out these sites.

This is definitely a specialty need. Still, if you have a large roaming gang and you have the ability to bring in capital ship support, it's smart to have the logistical capability to do so available.

Most Recons have such poor DPS that it's often useful to fill their high slots with nothing but utility high slot modules and leave the DPS to the other ships.

Obviously, if you intend to fit a cyno generator, make sure you have both fuel and you keep track of the jump range of the ships that will be coming in PvE Utility highs are quite useful in PvE scenarios as well.

The DLA is hugely CPU-intensive, but the extra 20 kilometers of drone control range it supplies are a boon to slow-moving battleships, particularly facing longer range frigates that can appear in L4 missions and wormholes.

This mod is not a good fit for incursion-running. A long-range drone in an incursion site is a dead drone. In these sites, keep your drones close. In incursion and wormhole PvE, laser battleships such as the Imperial Navy Armageddon, for instance sometimes need just a little bit of extra cap.

A single large NOS can provide this by using it on close-range battleship rats that the player isn't targeting at that particular moment.

I once went through almost an entire Incursion mom site with a large NOS attached to the mom providing me with the power my GNI needed to help destroy her.

The ability to target two or three additional rats is quite handy! Finally, ships that intend to both destroy the rats and salvage the wrecks can benefit from a few more locked targets to make this easier.

As noted above, in a fleet with Logistics support, having a few battleships in the fleet mount Large Energy Transfers is vital to the overall health and safety of the fleet.

In addition, again as noted above, many PvE battleships can benefit from trading cap with a similar buddy. Incursion fleet Nightmares, in particular, will benefit from this tactic.

PvE is usually all about killing rats, then looting and salvaging them. Low-effort PvE Marauders such as the Golem will nearly always have one tractor beam fit to pull in wrecks for this important part of the process.

In a similar vein, the very same Marauders will also have a Salvager or two to salvage the wrecks the tractor beams pull in.

But even on a non-bonused ship like a Raven, a Salvager can make L4 missioning a little less dull. If nothing else, pull in and salvage the more valuable battleship wrecks and leave the rest behind.

A typical L3 mission Drake will have a single small armor repper fitted that the pilot can use to keep his drones repaired during missions or once the mission is over.

PvE ships that wish to snoop around null-sec or wormholes looking for sites to run can greatly benefit from carrying their own Core Probe Launcher instead of relying on a second ship to do this scanning.

Though the probes will be unbonused, usually PvE scanning is not particularly time-critical, so it doesn't much matter if it takes you a couple of extra minutes to find the sites.

Still, many wormhole corps for instance will use dedicated scanners for this job, so this is a much less vital choice in those scenarios.

Defensive Finally, some utility high slots are purely defensive and can be used in a variety of scenarios. Recons, CovOps, various hunter-killers.

Fitting a cloaking device on a ship is a decision that should be made with a lot of forethought beforehand. Even off-lined, the cloak will greatly reduce the ship's Scan Resolution, and there is a substantial targeting delay that has to be waited out for most ships after the cloak is turned off.

However, used in the right situations, a cloak can confer tremendous advantage. Recons, Stealth Bombers, and Black Ops rely on their cloaks, of course, for surprise attacks.

But even low-sec and null-sec hunter-killers, such as Vagabonds, can benefit from a cloak to mask their presence before striking.

Defensively, smart bombs are used for drone clearing efforts, particularly damage or ECM drones surrounding friendly support ships such as logistics or Bhaalgorns.

Recons sometimes use them to clear ECM drones off their own hulls as they ply their trade. The auto-targeting system can also be used defensively.

Since it will automatically target those that take hostile action against you, the chirp-chirp-chirp as it starts locking someone can be a valuable audible clue that a high-sec hauler should start taking defensive action Neuts are usually offensive modules, but don't neglect their defensive uses!

As the CPU and Power Grid govern what you can put on your ship, the Capacitor dictates how often you can use modules and warping.

There are several ways to improve capacitor recharge and capacity, including Cap Recharger , Cap Power Relay, Cap Injector, Nosferatu or Vampire and Cap Battery modules, and most of the Engineering section of the skills list help with recharge, consumption and capacity of the ship's capacitor.

Capacitor is life in combat; once the ship's capacitor is empty, most ship functions cease, including weapons, repair and the ability to warp away to safety, so if in doubt over what to put in that extra low or mid slot, go with a Cap Recharger or Cap Power Relay.

In addition to these specifications, every ship has three levels of power slots: Every piece of equipment fits into one of these, so how many a ship has is important.

If you have the CPU and Power Grid to use something, you might not have enough slots to use alot of them.

Every module fits into a high, medium, or lower power slot. Here is a general summary of what kind of equipment goes into each slot.

The arrangement of slots in a ship is fixed and cannot be altered - to improve the number of slots of a given type, a new ship will be needed.

These are usually the biggest Capacitor users. Most high slot modules are weapons of some type. Some are specialized equipment, like Vampires they drain Capacitor energy from an enemy and give it to you , and Smart Bombs which explode in a radius around your ship.

You can only mount a weapon if you have a free high slot, as well as the right hard point. Medium modules are usually activated.

These modules will deal direct damage to a target or multiple targets. The two basic weapon systems in the game are Turrets and Missile Launchers.

Hybrid turrets are the weapons used primarily by the Gallente. They use hybrid ammo that only deals thermal and kinetic damage. 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.

Projectile turrets are the weapons used primarily by the Minmatar. They use no capacitor to fire and are very versatile. Missile launchers are the primary weapon of the Caldari.

Unlike turret-based weapon systems missile launchers have low powergrid 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.

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

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

Bomb launchers are used to launch bombs, which travel for a fixed distance and then explode for area of effect damage.

They can only be fitted to Stealth Bombers. These modules extend your drone control range. Drone Link Augmentors can be useful for drone ships and ships with nothing else to fit in their spare highslots.

These modules will alter enemy ship capacitor. 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 from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own.

These 4 module classes form the backbone of remote repair RR and are invaluable in PvP fleet battles, level 5 missions, incursions, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.

These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy. 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.

Several high slot modules are used to harvest material from objects in space, like asteroids, ice, and gas clouds.

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.

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