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Eve Online - Ship Fitting 104: High Slots \u0026 Rigs Hull repair rate: 0. This is an improvement on the fitting of Markee Dragon. Die folgenden Tabellen sind auch als Google Sheet verfügbar. With this release we Web Registrieren think that the project is no longer in BETA phase. Wenn Sleeper zerstört werden, dann hinterlassen sie in ihren Wracks Joyclub Fotos verschiedene Graz Sturm, welche an manchen Stationen von NPCs angekauft werden:. Diese Waffen zeichnen sich durch sehr gute Schadenswerte aus, da sie zusätzlich zu Cach Hack Ran Online Boni von allgemeinen Supportskills, die auf alle Casino Deals Louisiana wirken, noch einen Bonus von ihrem Spezialisierungsskill bekommen, wodurch z. 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. Or yellowbox too? Compare to engineering rigs and low slot capacitor modules. Castagar September 17, at PM. Anything caught in the blast radius usually between 2. Incursion fleet Nightmares, in particular, Jednoreki Bandyta benefit from this tactic. They use hybrid ammo that only deals thermal and kinetic damage. Kniffel Vorlage used on: pure DPS boats. High Slot Eve Online

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. Cynosural field generators can be used only on Force Recon cruisers and black ops battleships.

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

Industrial cynosural field generator is another variant that is only usable on hauling ships. Cyno field generators work best on an alt in a ship 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.

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. Jump to: navigation , search.

Category : Fitting. Namespaces Page Discussion. Views Read View source View history. This page was last edited on 28 May , at 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.

Damn - keep forgetting that damnable Auto Targeting System!! Again very nice write up - Thank you. You forgot the passive Targeting system.

That one is great for the "AFK" ship that is uncloaked sitting 40km off a gate and has been sitting there for the past 30 minutes. 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.

Most excellent use is combined with an Auto-targeting System on a Tempest with Artillery. Go go gadget auto-silent-lock BOOM. You forgot about Smartbombs!

They can kill smaller ships and ecm! You dont have to activate the Auto-Targeting system to get the benefit from the extra locked targets.

Showing my age a bit here, and that of the EVE developers: I'm pretty sure the term "Smart Bomb" is used in the sense of Williams Defender [tm] in which the Smart Bomb hit [and normally destroyed] everything in sight, no aiming required.

Nice write-up though, thankee kindly, I have enjoyed reading them and learned a thing or two, as well.

Can somebody clarify step by step usage of auto-targetting system? I activate it, it does what exactly? Lock up to maximum targets, based on distance from me?

Only those who redbox me? Or yellowbox too? Or flashies? It's pretty straight-forward: once you have the mod fitted, you get the benefit of the extra lockable targets.

You don't even have to activate the mod for this to happen. Sometimes it won't do it at all, sometimes it will lock back things that lock you, and sometimes it won't lock something until that something aggresses on you.

I suspect this mod is kind of messed up by all the changes that have been made to targeting over the years. In practice, you can pretty much ignore its other aspects other than giving you a few more locked targets.

Just be ready for it to try to use a few of those locks in unpredictable fashions. You ought to update this with the Odyssey 1.

The Energy Vampire Nosferatu mechanic has been changed. Instead of checking that the target of an energy vampire module has more capacitor than the owner of the module by percentage, it will now check if the target has more capacitor amount.

Don't forget about mining lasers! Welcome to Jester's Trek. Friday, September 16, Guide: Zen and the art of utility highs. Introduction and Definition A "utility high" is defined as a high slot on an EVE combat ship that is not devoted to that ship's primary weapon groups.

The ship's primary weapons are defined as those for which the ship has the largest number of slots: either missile launcher slots or turret slots.

Often, you are given direct clues in the ship's description or among its bonuses for what the developers intended that high to be used for.

For instance, on Recon, Covert Ops, and Black Ops ships, it's intended that one of the utility highs will be used to fit a cloaking device.

Other times, though, it's not clear at all. Many players struggle with the choices available to them for what to put into their utility high slots.

The purpose of this guide is to list many of the popular options and the advantages and disadvantages of each. One more thing: don't neglect the advantage conveyed by fitting a module in a high slot, but keeping it off-lined!

The purpose to this mod is to repair drone armor damage between missions. You don't need it very often, but when you do, you can off-line a Ballistic Control System, online the repper, repair your drones, then take it back off-line and put your BCS back on-line.

PvP ships can fit an off-lined Salvager for use between battles and use it in a similar way. The disadvantage here is the long wait to cap back up after on-lining a module, but if you're sitting and waiting for something to happen anyway, this cap reduction can be managed.

Offensive Utility highs are designated as "offensive" if they are primarily useful in PvP ships, but some will add value to PvE ships as well.

Best used on: all battle cruisers, Minmatar battleships. The purpose of a neutralizer is to reduce the capacitor of the ship that you are fighting.

If the ship is using active defenses -- or even better -- cap-using guns like lasers, this will go a long way toward throwing a fight in your favor.

In fleet scenarios, massed neutralizers are deadly to the ships they are used on, and even small or medium neuts can cap out much larger targets such as carriers or super-caps if they are used intelligently.

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. Best used on: Interceptors, other frigates. 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.

They still do 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 Smart bomb.

Best used on: Battleships. 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.

Auto Targeting System. Best used on: strategic cruisers, battle-cruisers and above. 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 Best used on: anything. 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: gangs of battleships fit with weapons and a single large remote armor repper in their utility high.

Remote Hull Repper. Best used on: bombers, other Covert Ops, roaming ships. 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! Empty slot. Best used on: pure DPS boats. 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.

Energy Transfer Array.

High Slot Eve Online The Spiele Alle is faster capacitor recharge. Switch Editions? Nur kurz am Rande notiert. The module also gives partial resistance against hostile capacitor warfare. Ich hab mich genötigt gesehen ein Update, welches bis zur Überarbeitung der Marauder warten sollte vorzuziehen. Was wir zudem Zeitpunkt noch nicht wussten, war das der eine echt harte Nuss werden sollte. Near zero and Helm Zeus Retro full capacity, the recharge rate is very low, Romme Kostenlos Spielen it peaks at 25 percent. Dazu sind sie auch immer noch erheblich ertragreicher, als die Mining Drone II. Toter Tower mit Modulen Unser Weg Keno Spiele war dafür überraschend.

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.

Auto Targeting System. Best used on: strategic cruisers, battle-cruisers and above. 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 Best used on: anything.

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: gangs of battleships fit with weapons and a single large remote armor repper in their utility high.

Remote Hull Repper. Best used on: bombers, other Covert Ops, roaming ships. 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!

Empty slot. Best used on: pure DPS boats. 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. Energy Transfer Array. Best used on: battleships.

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. Best used on: cruisers and battle-cruisers.

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.

Core Probe Launcher. Best used on: Vagabonds and other 0. In sovereignty 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.

Best used on: Recons. 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.

Drone Link Augmentor. Best used on: battleships, particularly the Dominix. 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. Best used on: laser battleships. In incursion and wormhole PvE, laser battleships such as the Imperial Navy Armageddon, for instance sometimes need just a little bit of extra cap.

Compare to missile and turret rigs and low slot damage application modules. These modules can mess with enemy ships ability to damage you, or increase the ability of your own ships to damage them.

These modules are the primary ways to increase a ship's velocity. For more information see Propulsion equipment. These modules provide information about things around you, or allow you to hack.

These modules improve the ability to use scanning probes. These modules will restore, extend, or increase the resistance of your shields.

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.

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.

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