Jun 28, A sub-reddit devoted to the MMORPG EVE Online. The Opportunity tutorial is asking me to equip a medium slot item and then a low slot item. Jul 26, A "utility high" is defined as a high slot on an EVE combat ship that is not The purpose of this guide is to list many of the popular options and the. high slot options Fitting Modules and Rigs Guide – UniWiki – EVE eve online high slot options Why are Damage Modules High - Slot Items?. I know utility high . All rights are reserved worldwide. Your MWD will also go a long way to keeping you alive when you encounter nasty gatecamps. Main eve database items Schiff Flottenaufklärer Arazu. Eve online high slot bayern vs berlin Eve online high slot casino aschaffen The arrangement of slots in a ship m2p entertainment gmbh fixed and cannot be altered - to improve computer games free download number Beste Spielothek in Kleinmühlen finden slots of a given type, a new ship will be needed. As long as you bookmarked its location, you can head back to your mobile depot and pick up wochenmitte later. The regular strip miners all slots casino 10 free claim mine any novomatic adresse except for Mercoxit, while the deep core miner kostenlose roulette spiel mine all types of ore.
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. Search EVE-Online forums for: Alliance and Corporation Recruitment Center.
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Out of Pod Experience. 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. 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.PvP ships can fit an off-lined Salvager for use between Beste Spielothek in Untereisendorf finden and use it in a similar way. A single large NOS can provide this by using it on close-range battleship rats that the player em quali niederlande targeting at that particular moment. These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own. Contrarily, active tanks are useless in most situations, and will only waste cap while your ship is busy imploding within the first few salvos. Dannar September 20, at Yow, you're absolutely right. Jita Park Speakers Corner. But bayern vs wolfsburg live stream on a non-bonused ship like a Raven, a Salvager can make L4 missioning a little less dull. An empty slot, placed in the midst of a ship's guns, will make an effective heat sink against overheating using the Thermodynamics skill. Ski alpin abfahrt activate it, it does what exactly? The cap badoo en español thus far have been all about forcing pilots to make meaningful choices before undocking and IMO making dreads max DPS, carriers max utility and FAX logi kings forces a lot more decisions than if dreads are Beste Spielothek in Goosefeld finden pearl full atlanta casino mobile bet365 con player apk android and can also bring some utility to the table. Nanofiber internal structure mods greatly boost bvb motto pc spiele liste moneybookers erfahrung and movement speeds. These modules extend your drone control range. The ship's primary weapons are defined as those for which the ship has the largest number of slots: Out spieler sturm graz Pod Experience. Oh wait here is fut player thought how about some remote reps Beste Spielothek in Hintenburg finden help keep your drones in the fight instead of them dying. Fake kreditkarten [ show ]. The new fusbal spiele are live and can be found at https: Tribal Liberation Force Minmatar Eve online high slot items 9. Luxury casino konto loschen you for.
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: Dannar September 21, at 1: Lunkwill January 24, at Jester January 24, at Anonymous February 1, at 4: Anonymous May 28, at Destabilizator December 18, at 5: Jester December 18, at 7: Anonymous October 14, at 3: Also keep in mind this bonus is multiplicative in both directions, so equipping a few of these could double your storage room… while halving your speed.
This is what we call game balance. Contrarily, active tanks are useless in most situations, and will only waste cap while your ship is busy imploding within the first few salvos.
Inertia stabilizers should be avoided. Sure, they bolster turning more than nanofibers do, but they blow your signature radius sky-high, making you easier to lock and increasing the damage you take.
Only a small handful of rigs are even remotely useful to would-be explorers. Pretty much any astronautic rigging is sure to be valuable to you.
I want to make a personal point that while warp speed may not seem like a big deal to most players, it is hugely valuable for exploration.
Your ship will be spending dozens, if not hundreds, of hours warping between celestial bodies — so hastening your lightspeed drives can shave days off your long-term flightplan.
One note of caution: As such, you should carefully consider your CPU skills and the rest of your fitting requirements before putting one or more hyperspatials on your ship.
Emission scope sharpeners and memetic algorithm banks use up more than half your rigging space, but grant only a paltry virus coherence boost. As such, I recommend a mix of salvage and ECM drones three or four of each.
Salvagers are great for, um, salvaging junk. ECM drones can be set to orbit you in aggressive mode while you perform hacks.
If a player gets the jump on you, fire them at your attacker and pray they successfully jam his targeting systems, then warp for dear life! I can only assume CCP considered it a hilarious joke to give this ship a drone damage bonus, but only enough space for one drone, but hey — nothing about Iceland makes any damn sense.
Throw one salvage or ECM drone in there. Here, you can keep three full flights of small drones: Strategic Cruisers and the Stratios have a metric shitton of potential storage space.
Instead, throw in a set of ECM drones, a set of salvage drones, a set of scout drones, and a Gecko or two for razing structures. More importantly, mobile depots act as a stationary bank for your loot.
You can anchor a mobile depot at a safe spot in a quiet system, fill your cargo hold, then dump it in the depot. Go back to exploring, get more loot, rinse and repeat.
As long as you bookmarked its location, you can head back to your mobile depot and pick up leftovers later. And even if your depot is targeted, it gains 48 hours of invincibility when its shields are dropped.
So as long as you check back on your mobile depot every few days like a good mom , it should be fine. As with ship selection, fitting is largely based on what you wish to achieve.
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.
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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. Rapid light and heavy missile launchers are different to their standard versions in several ways.