Eve online high slot drone

eve online high slot drone

DaOpa's EVE - Online FanSite Logo. Drones, Slots, Hardpoints, CPU, PG. Drone Capacity, Drone bandwidth, High Slot, Mid Slot, Low Slot, Launcher Hardpoint. mit Schwerpunkt Sentry Drones und Missles wg des Bonus So sieht High ' Arbalest' Cruise Launcher I (Scourge Cruise Missile) [High Slots]. High Slots Drohnen: Advanced Drone Avionics Level 4. Amarr Drone Specialization Level 1. Caldari Drone Specialization Level 1. Drone. Rechnerisch hätten nach 2,5h alle Cargoholds voll sein müssen - praktisch waren es 3,5h. Zu fitzgerald casino tunica ms Skill-Anforderungen in der Reihenfolge Beide mit Antimatter S Munition. Ghost Training 1 day ago. Januar um Bis vor kurzem hatte die Orca überhaupt keine Boni auf das Drone Mining. Man kann daher in System ab 0. Das Fitting ist von und seit der Zeit hat sich Einiges getan. Hi, Wenn man irgendwann soweit ist das man nen paar SP mehr hat und man die Epic Arc hier und da wiederholt für nen bischen gratis Factionstanding seiner Wahl, dann kann man das Fit auch dahingehend umbasteln: Bin gespannt und werde berichten! In erster Linie ging es darum, dass mir das Design der Rokh sehr gut gefällt und ich kämpfe gerne mit Raketen. This page was last modified on 31 December , at Sie hat plötzlich extreme Boni auf das Drone Mining erhalten. Denn die Überarbeitung bringt ansonsten nur Vorteile für meine Verwendung. Razefummel Unknown Dimension Likes received: Eve online high slot items - ati Every ship has its own CPU and Power Grid attribute, which can be modified with equipment. Razefummel Unknown Dimension Likes received:

Eve Online High Slot Drone Video

Drones lesson, Eve Online

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.

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.

Hell, a drone link augmenter may do more for you than a manual salvaging kit. As with PvE, you can certainly fit your choice of turrets or launchers, but nosferatus or capacitor neutralizers can be more useful, especially if most of your damage comes from drones.

The very first thing you need in a middle power slot is a microwarp drive MWD. Cutting travel distance quickly will save you time, decreasing risk and increasing ISK per hour.

Your MWD will also go a long way to keeping you alive when you encounter nasty gatecamps. Make sure you right-click on your analyzer modules and set them to auto repeat: After propulsion and archaeology gear, there are really no other modules you constantly need in your mids.

Still, here are some ideas. To new players, it may seem that data analyzers and relic analyzers are two sides of the same coin. 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.

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:

Strategic Cruisers and the Stratios have a metric shitton of potential storage space. Armageddons are popular in this role. At one time, Energy Vampire mods known as NOSs had all spielertransfer schalke the combat advantages of neuts, plus the ability to transfer cap from the target to your own ship. The very first thing you spin casino gold factory in bundesliga ergebnisse fußball middle power hit it rich casino slots trucchi is a casino der volksbank kaiserslautern drive MWD. Two mistakes in your article which will be critical to newer players: How to revive old Duels of the Planeswalkers by Toraka - Dec 10, They have the highest damage potential and best tracking but the least effective range than other long-range weapon systems. This is probably the most-overlooked mod in the game. The purpose of this guide is to list many of the popular options and the advantages and disadvantages of each. 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. 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. A long-range drone in an incursion site is a dead drone.

Eve online high slot drone -

Don't forget about mining lasers! Buddyinvite Unknown Dimension Forum. Dannar September 21, at 1: Aber ich will auf keinen Fall meckern. Ich hatte übrigens auch mal ne Daredevil für das Zeug If you don't follow the rulesneither slot machine strip I. It's usually a good idea to have this selected.

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 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.

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.

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. Generally, mid slots contain activatable modules that may assist in tackling, propulsion, or generally improve the ships behavior.

Shield tanking modules occupy mid slots. Some mid slot modules share purposes with low slots, but the details of their use differ.

Boosters are generally preferred for PvP ships since they work well against capacitor neutralizing. For your exact needs, experimenting a fitting tool will show which will serve you best.

Compare to engineering rigs and low slot capacitor modules. These modules will increase the ability to damage ships, though not necessarily the amount of damage dealt.

Compare to missile and turret rigs and low slot damage application modules.

Die Rokh ist schon nen gutes Schiff. Da kommen die 'Augmented' Mining Drones gerade recht. Am WE bis Mio. Soweit zum aktuellen Beste Spielothek in Unterrohrenstadt finden. Hier ist man mit Tracking Computer, Sensorbooster und Enhancer gut bedient und guter Inty Killer im 2 Team oft instant Kills drin Wobei ich die schon lange nicht mehr genutzt habe, fliege eher mit Myrmidon oder der Kronos rum. Bin gespannt und werde berichten! Hier in rot verdeutlicht, was die Orca mit Mining Drones anstellen kann. Glaube nicht, dass ich mich da irgendwie sinnvoll verteidigen kann. Abonnieren Kommentare zum Post Atom. These are invaluable for scouts. Da generiert jedes andere Bergbauschiff mehr Ertrag. These modules will emit an area of effect ECM burst, centered on a target which has casino 77.com chance to break the lock of all ships within its range. The new forums are live and can be found at https: Diese drei Schmuckstücke sorgen noch einmal richtig für Ertrag. The prototype cloaking device is inadequate. 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. Mining lasers can be fitted on any ship with turret hardpoints book of ra mobile game download are 7reels casino to mine ore. These casino in köln will increase the ability to damage ships, though not necessarily the amount of damage dealt. The very first thing you need in a middle power slot is a microwarp drive MWD. The original guide, as published, omitted smart bombs. You don't even have to activate the mod for this to happen. They use frequency crystals as ammunition and deal EM and thermal damage. Shield tanking modules occupy mid slots. Zen and the art of utility highs.

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