Dec 11, DaOpa's EVE - Online FanSite Logo. Drone Capacity, Drone bandwidth, High Slot, Mid Slot, Low Slot, Launcher Hardpoint, Turret Hardpoint. Sept. 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. Schiffsausrüstungen in EVE sind sehr Situationsbedingt. Fitting Das Ausrüstungsfenster High-Slots werden üblicherweise für Waffen verwendet. Medium-Slots.
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. Pay close attention to the factors that most frequently lead to your death too slow, too squishy, too visible , and build your next scanboat for survivability along those lines.
Interested in checking out the EVE universe for yourself? Click here to activate a day trial! The MWD cloak trick is described incorrectly.
The prototype cloaking device is inadequate. You told your readers it was either get the covert ops cloak or nothing, but the tech I cannot do the trick.
The camps are waiting for newbros who do not know how to travel safely. Once out of the bubble, align to a random celestial object, like a moon or the star, never an asteroid belt or station while cloaked.
Then decloak and spam the warp button like crazy with that object selected in the overview. Then proceed to the next gate after your cloak device is recharged.
Travel in a random direction while cloaked away from the align point until he gives up. Then align to a random celestial, decloak, and spam warp.
Awseome sauce here, o7. Hello admin, do you monetize your toptiertactics. You'll learn how to balance the two as you get more experience and decide what tools you like to use best.
For now, these are the boundaries that you operate within when mounting things on a ship. You might have room to mount a battleship-class canon, but you probably won't have the CPU or Power to pull it off.
Don't be afraid to experiment, however. Even if something is not 'meant' to be used on a class of ship, with clever balancing and the right support equipment, it's still possible to bend the lines.
Training levels in the Engineering Skill can increase the available Power Grid in all ships a pilot owns. Training levels in Electronics skill can increase available CPU.
Your ship also has a Capacitor. When you go to warp or use a piece of equipment which we call ' modules ' in this game , your Capacitor gets drained.
It recharges on its own, and there are modules that can modify most aspects of the Capacitor. 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: 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?
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: 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.
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. 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. 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.
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 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.
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.