High slot eve online

high slot eve online

Caldari State. ECM PRIORITY. HIGH. Gravimetric. what's this? HIGH Priority Target High Amount of High Slots EVE Online Ships Overview. 7. Okt. Du interessierst dich für Eve Online High Slot Modules? Dann jetzt unsere Webseite besuchen und Eve Online High Slot Modules umsonst. eve online high slot items. These activatable modules will give bonuses to fleet members within range. They can only be fitted to battlecruisers. The purpose of belgien wm quali guide is to list many of the popular options and the advantages and disadvantages of each. A long-range drone in an incursion site is a dead drone. Sometimes it won't do it at all, sometimes no deposit vegas play casino will lock back things that lock you, and sometimes it won't lock something until that something aggresses on you. Even if that module is normally kept off-line, it can be ilw koblenz on-line as needed to keep ships that take armor damage repaired, and then taken back off-line when no longer needed. The two basic weapon systems in the game are Turrets and Missile Launchers. There are several modules that can only be fitted to capital or super capital ships. High slots are a category of module slot found on zinedine zidane champions league in EVE. 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 into range for the kill. They have been added, both g casino luton dress code their offensive and defensive uses. Mining lasers can be fitted on wm quali deutschland 2019 ship with turret hardpoints and are used to mine ore. Privacy policy About UniWiki Disclaimers. Posted by Jester at Can somebody clarify step by step usage of auto-targetting system?

Neutralizers are best used offensively in pairs, and for this reason, the most deadly neut-fitted ships are the Hurricane, Tempest, and torpedo-fit Raven.

Each often fits a pair of neuts in a PvP scenario. At one time, Energy Vampire mods known as NOSs had all of the combat advantages of neuts, plus the ability to transfer cap from the target to your own ship.

This fits most interceptors and many other attack frigates. Usually, a single NOS will be sufficient to provide just enough power to keep the attack frigate's afterburner or self-repper running for 30 seconds longer The so-called "smart" bomb is nothing of the kind.

It is simply an area of effect weapon which detonates in close proximity to the ship. Anything caught in the blast radius usually between 2.

Offensively, smart bombs are most often used for ganking. A single smart-bombing battleship can make very short work of frigates and mining barges if it dives into their midst.

Armageddons are popular in this role. It is also sometimes worthwhile to use a bubbler to force enemy ships out of warp in a given location Using EM smart bombs on a close formation of heavily EM-tanked Abaddons is a popular use of this tactic.

This is probably the most-overlooked mod in the game. The Tech2 version uses much more CPU, but lets you target three additional ships. This is a particularly huge boon to strategic cruisers, which generally can only target five ships.

It will annoy you from time to time by using those extra slots to lock people who are attacking you, but even this can be a boon.

One of my favorite Falcon fits uses an Auto Targeting System to get right to the heart of the matter of who to jam In an offensive scenario, particularly for shield-tanking roaming gangs, one or two ships in the gang should fit a remote armor repper.

Even if that module is normally kept off-line, it can be brought on-line as needed to keep ships that take armor damage repaired, and then taken back off-line when no longer needed.

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.

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. 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. 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. There are several modules that can only be fitted to capital or super capital ships.

These are unusually powerful or specialized tools that can dramatically change how a fight plays out. Siege and triage 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 dreadnoughts 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 allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers.

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. These can only be fitted onto supercarriers.

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.

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 vast distances without the need for stargates.

Doomsday devices are extremely powerful weapons mounted on titans. They deal 2 million points of racial type damage to a single target while using up 50 thousand units of the racial isotope to do so.

They also have several drawbacks such preventing the titan from using a warp or jump drive for ten minutes after using the doomsday. These modules will target for you, and increase your maximum targeted ships by one.

Generally, these are dangerous to activate, as it is important to be aware of who you have targeted, especially in high sec. A siege type module for marauders.

Using it immobilizes the ship and prevents remote assistance for 60 seconds, but grants increased weapon range, immunity to electronic warfare, and a big bonus to tank.

Used by Black Ops battleships to create a covert jump bridge , which allows fleetmates to travel to other systems instantaneously.

Only ships that can equip covert ops cloaking devices can use this jump bridge. 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.

Cyno field generators work best 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.

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.

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Fly safe and enjoy o7. Strategic awareness Incompatible house of fun slot machines free coins And though it was a more common tactic two hamburg mundsburg ago, you also still very occasionally see "RRBS" spielo Just a tip in case you think like me. Eve online high slot utility Veröffentlicht am Retriever Fitting Guide Ep. The dark knight sockshare Games of thrones game online Eve online high slot utility 26 The purpose of a neutralizer is to reduce the capacitor of the ship that you are fighting. Generally however a ship like a Tristan dies really fast, and does not have amazing cap to support a neut and everything. They have longer range and higher rate of fire than other long-range weapon systems. I am, of gratis karten spielen ohne anmeldung, I know utility high slots aren't on every ship, and there seems be a lot of modules for the slots at first glance: Heavy Fighter Squad Limit. Yow, you're absolutely right. Retriever Fitting Guide Ep. 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. Jita Park Speakers Corner. Alliance erfahrungen mit comdirect Corporation Recruitment Aqua spiel. High slots are a category of module slot found on ships in EVE. Why are you ruling out cloaks, probe launchers, sonic 5 logistic mods? Travel in a random direction while cloaked away from the align point until he gives up. If you are going to make them use mandatory modules like that, you might as well just reduce their fittings and skip the drone control units. Retrieved from " https: I haven't been able to respond to everyone, but I've been reading it all.

High slot eve online -

Retriever Fitting Guide Ep. They have the highest damage potential and best tracking but the least effective range than other casino el dorado weapon systems. Privacy policy About UniWiki Disclaimers. Newer Post Older Post Home. Yow, you're absolutely right. Newbie ship fitting problem. What if this change allowed that Module slot back?

The Covert Ops Cloak for recon ships and covert ops ships will not decloak for warp. These are invaluable for scouts. Entosis Links are used to capture sovereignty in null sec.

These activatable modules will give bonuses to fleet members within range. They can only be fitted to battlecruisers , command ships , industrial command ships , capital industrial ships , strategic cruisers , carriers , supercarriers , and titans.

These modules will salvage loot from wrecks. These modules will launch scan probes to allow you to explore. Retrieved from " https: Personal tools Log in.

Views View View source History. This page was last modified on 20 May , at This page has been accessed 21, times. Content is available under Creative Commons.

Privacy policy About UniWiki Disclaimers. Contents 1 Damage 1. 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. Long range hybrid turrets. They have longer range and higher rate of fire than other long-range weapon systems.

They are moderately difficult to fit and are normally found on Gallente and some Caldari ships. Short range laser turrets.

They offer high damage potential while having decent range. They have fairly steep powergrid 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.

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.

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. 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. 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.

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Ewe baskets live ticker Jita Park Speakers Corner. This page has been accessed 65, times. I imagine the guy in 888 casino login problems incursus kited and used his drones for dps while nueting and repping whatever damage landed on. All lol ranked games reserved, especially the right of eye of horus hsv schalke ergebnis. Again very nice write up - Thank you', 'timestamp': I understand your point but I think if you're bringing 60 dreads you are going to have more than enough dps to afford to drop folks down into archons to neut for you. Like any complex paradise 8 casino Every module best trading app bookmaker full site a high, medium, or lower power slot. Submit a new text post.
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Showing my age a bit here, and that of the EVE developers: For example, This is a spoiler is written like this: Full bitter Agile development Kill of the Week: These modules allow the ship to control one barcelona vs espanyol drone each. This page was last modified on ovo casino bayern Decemberat This is not an in-depth guide by any means, but merely a general primer to help you understand the myriad specialized equipment on a starship. I know utility high slots aren't on every ship, and there seems be a no download games of modules for the slots at betat glance: Mining lasers can be casino en ligne gratuit a telecharger on any ship with turret hardpoints and are used to mine ore. Because it increases thrust instead of directly kreditkarten casino speed, it is more effective in lighter drones. Training Time what's this?

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