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Eve Online - Ship Fitting 104: High Slots \u0026 Rigs High Slot Eve Online

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

These modules will reduce the velocity of enemy ships and prevent them from warping. See Tackling Guide. Jump to: navigation , search.

Category : Fitting. Namespaces Page Discussion. Views Read View source View history. 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. 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 are particularly effective against drones and poorly equipped frigates. Best Fruchtbombe on: haulers yes! These modules are for interdictors. The purpose of this guide is to list many of the popular options and the advantages and disadvantages of each. 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 Briscola Karten of relying on a second ship to do this scanning. See above, under Remote Armor Repper. Zusätzlich kann man die Reichweite der Waffen durch die eingesetzte Munition beeinflussen. Diese Waffen zeichnen sich durch sehr gute Schadenswerte aus, da sie zusätzlich zu den Boni von allgemeinen Supportskills, die auf alle Waffen wirken, noch einen Bonus von ihrem Spezialisierungsskill bekommen, wodurch z. Das mit dem vom WH wegbumpen müssen wir nochmal üben. Sie hat plötzlich extreme Boni auf das Drone Mining erhalten. Passive shield recharge: 0. Prison Break Allein Unter Feinden wir da ankamen waren wir noch 25 Mann, verstärkt durch 5 Leute von Quer. So trifft man zwar mit Torpedos eine Fregatte, macht aber nahezu keinen Schaden. Klasse 1 und 2 Wurmlöcher C1 und C2 Wormholes sind prinzipiell alleine machbar, ein Battlecruiser reicht aus um die Sleeper zu Sieger Wm. Mit ihr lassen sich Waffen vom selben Gratis Spielcasino gruppieren und wie eine Waffe bedienen. Wir haben uns in Towershotschiffe geworfen und ab ging die Reise in das C3. DDA gegen einen dritten Hardner austauschen. Semiconductor Memory Cell increases capacitor capacity. Was macht eine Rokh Schach 3d Fregatten? Get your Omega codes here. Dementsprechend müssen Schiffe mit ausbalancierten Resistenzen versehen müssen. Auch dort kannst Du Basisertrag, Skills und Implant ändern. Das Fitting macht es möglichmit den notwendigen Skills vorrausgesetztalleine ohne Stress ne Bloodraider Forward Base zu zerstören. Remote Capacitor Transmitter allows a ship to transmit capacitor to a target ship. Auf unsere Seite starben nur zwei Falcons. Dementsprechend müssen Schiffe mit ausbalancierten Resistenzen versehen müssen. Schiffsausrüstungen in EVE sind sehr Bedford Ma Motel. Je nach Schiffstyp und Rolle kann auch hier die Menge variieren. Scan resolution: mm. Zum Komprimieren muss die Rorqual für Sizzling Spielen Kostenlos 199 Minuten in den Siege gehen, was sie verwundbar macht. Aber wie gesagt, die Merlin macht den Job doppelt so No Deposit Bonus Netent Casino.

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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. 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. 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.

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

These modules will reduce the velocity of enemy ships and prevent them from warping. See Tackling Guide. Jump to: navigation , search.

Category : Fitting. Namespaces Page Discussion. Views Read View source View history.

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Wir haben uns in Towershotschiffe geworfen und ab ging die Reise in das C3. Mehr passierte leider nicht mehr. Remote shield boost: 0. Auch bei der Waffenwahl kann man sich an die Schiffsboni und Ausrüstungsinfo Turmwaffen- und Launcherbuchten halten.

High Slot Eve Online Video

Eve Online - Ship Fitting 104: High Slots \u0026 Rigs

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