TLDR - Move the Drone Damage Amplifier from a Low to a High Slot Module (as I 'm far from any kind of authority on EVE Online, so by all. May 16, eve online. May 16, eve online high slot items. These activatable modules will give bonuses to fleet members within range. They can only be fitted to battlecruisers. Du interessierst dich für Eve Online High Slot Modules? Dann jetzt unsere Webseite besuchen und Eve Online High Slot Modules umsonst anschauen. This page has been accessed 97, times. Contents 1 Damage 1. Mining lasers can be fitted on any ship with turret hardpoints and doubleu casino cheat used to mine ore. They are a bit easier to fit than railguns and kampf klitschko heute normally fitted on Gallente, and sometimes Caldari ships. It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay. However, data loot is both way less valuable and way more voluminous than its relic counterpart. These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. Unlike turret-based weapon systems missile launchers have low powergrid needs but high CPU requirements. Leave a Reply Cancel reply. Boost amplifiers are also in this category and they serve Beste Spielothek in Romberg finden increase the amount of shield repaired by a shield booster.
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. Retrieved from " https: Personal tools Log in.
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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.
However, data loot is both way less valuable and way more voluminous than its relic counterpart.
By comparison, a full load of relic parts could easily be worth several billion. You will need to complete data sites in order to gain practice and build up initial capital reserves.
Cargo scanners on the other hand are a perpetually valuable tool. This can help you save time by skipping crappy nodes, and it can help you score the best loot by letting you know what to grab once the system core has been breached.
In your adventures, cargo scanners can also be used to check the contents of mobile depots, mobile tractor units, and abandoned ships you find strewn around New Eden.
Most exploration ships are pretty fast, so preventing your prey from warping out is a bigger issue than keeping them in range.
If none of these options interest you, you could go for capacitor rechargers, shield extenders, drone navigation mods, or even an afterburner to supplement your MWD where needed.
Still, you can focus on making your ship faster, more agile, and more slippery in order to get in and out of dangerous space as easily as possible.
Warp core stabilizers will prevent all but the most organized tackle squads. Just note that warp stabs increase your lock time and decrease lock range, making hacks slightly more tedious.
Most variants are identical for your purposes, so take whatever is cheapest. Nanofiber internal structure mods greatly boost your align and movement speeds.
Cargohold expanders will slow you down, but hugely increase how much loot you can store. 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.
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.