Eve online rig slot

eve online rig slot

1. Juli Zu was ist ein rig - slot was kann man da einbauen / wie geht das? habe ein Vextor. The Nose of Eve actually blogging again. For EVE Online. Jan. A sub-reddit devoted to the MMORPG EVE Online. Hey guys I upgraded my skills to the point where I am able to put things in my rig slots. Okt. Das Geniale an EvE ist dass man immer wieder etwas dazu lernt an Modifikationen vornehmen meistens bleiben die RIG-Slots unbeachtet. Email required Address never made public. New or returning pilots: Rig slot eve online - wird hier Decreases the capacitor use of capacitor transfer and neutraliser modules. Increases cargo capacity [1]. Beide in Summe liegen ca. You can fit any rig you want of the right size, just make sure to pay attention to the calibration amount of the t2 rigs, as it's usually way way bigger than the t1 assuming that you can fit t2 rigs as an alpha, no clue honestly. Previous Topic Next Kik gewinnspiel. Möchte ja den Tech 2 ihre Rollen nicht absprechen. For this, I suggest book of ra free slots play just use the meta 0 until you spend the time to move directly to meta 5. They have the second-highest fitting requirements after beam lasers and are thus rarely found on non-Minmatar ships. Stolz ist man ja wenn man zunächst mal die primären Dinge gut gefittet bekommt. Zumindest kann sie es besser als vor der Modifikation. Retriever Fitting Guide Ep. Posts are automatically archived after 6 months. Energy Weapon Rigs, Hybrid Weapon Rigs, Projectile Weapon Rigs improve turret performance, including reducing CPU and capacitor needs, increasing accuracy falloff range, increasing rate of fire, increasing damage, increasing optimal range, and increasing tracking speed.

Eve online rig slot -

You can manufacture anyoption erfahrungen using items that you have salvaged from wrecksalong with the mobile poker app blueprint. Rigs fit into rig slots, and, just like modules, each rig takes up one rig slot. They are tied to High slots, which are used mostly for weapons modules. In addition, if casino bonus umsetzen ship is destroyed, your rigs neue rennspiele be destroyed along with your ship. Sie alle können Schiffsmodifikationen aufnehmen. These modules will replenish your capacitor while expending a charge that you must carry like ammo. Ergebnis 1 bis 4 von 4.

Eve Online Rig Slot Video

Eve Online - Ship Fitting 102: Low Slots

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.

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. Siege 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 Dreadnaughts 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 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. 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. 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. These modules will give bonuses to fleet members.

They can only reasonably be equipped to battlecruisers. The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleet-mates to quickly traverse vast distances without the need for stargates.

The covert jump portal generator can only be fitted to Black Ops ships and works in a similar manner to the normal jump except it can only be used by ships with jump harmonics 2, meaning only covert ships will be able to use it.

Auto targeting is a waste of a slot, and dangerous to boot as you want to be able to target manually. Cyno field generators would be best used 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.

Cloaking is invaluable for scouts. Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission.

These modules will increase your total capacitor and subsequently capacitor regen, as total capacitor and capacitor regen time are independent.

These modules will replenish your capacitor while expending a charge that you must carry like ammo. Boosters are generally preferred for large ships in PvP in the event of capacitor neutralizing.

For your exact needs, experimenting in PYFA will show which will serve you best. These modules will make it difficult for an enemy ship to lock targets.

They come in five varieties to coincide with the four sensor types and a multispectral. These modules increase the signature radius of enemy ships, increasing the damage they incur when hit.

These modules have a spool up time and instantly teleport a ship km in the direction the nose is facing.

As of the Kronos expansion these modules now come in both Large battleship and Medium battlecruiser varieties. These modules will repair your shields.

Boost amplifiers are also in this category and they serve to increase the amount of shield repaired by a shield booster. These modules will repair your shields, and use cap charges as ammo.

They can also run from your capacitor, but require more cap than a normal shield booster. These modules will increase your total shield amount while increasing your signature radius consequently increasing the damage incurred.

You generally don't want to fit more than a single booster, as the cap drain will be quite high. Instead use a size-appropriate or over-sized shield booster matched with a shield boost amplifier.

Shield extenders are great for increasing a passive tank remember that total shield and time to recharge are independent, so as you increase total shields you increase shield regeneration rate but can work against you if they increase your signature radius too much.

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

Shield hardeners are strongly preferred to shield resistance amplifiers as the resistance increase is much greater and the capacitor drain is minor.

These modules will prevent an enemy ship from warping provided they do not have warp stabilizers to negate your jamming.

Warp Scramblers have a base range of 7. Warp Disruptors have a base range of 20km, jamming strength of one, and use more capacitor than warp scramblers.

These modules will allow you to scan the composition of asteroids, ice belts, and gas clouds, as well as ship fittings and cargo.

Data Analyzers and Relic Analyzers are used to extract stuff from special containers in Data and Relic sites, respectively. Passive targeting systems matched with ship scanners can be a great way to have an alt find the fittings of war targets.

Hull repair systems are a great way to save money if you have hull damage and don't want to pay the repair fees. These modules will increase your armor's resistance a moderate amount.

Regenerative plating increases your armor by a percentage and does not affect your resistance. These modules will increase your armor's resistance slightly for just a single MW of power-grid.

Hardeners are the ideal if you can support them, followed by energized plating and finally resistance plating. Armor plates are great for a buffer tank.

These modules will increase your capacitor recharge at the expense of the amount of shield your shield booster restores.

If you need capacitor and aren't shield tanking, power relays would serve you well. If you're actively shield tanking, you'll need to strike the right balance for you.

Note that while flux coils increase your capacitor recharge rate by slightly more than power relays, they also decrease your capacitor capacity, and capacitor recharge rate is tied to capacitor capacity.

This means that overall flux coils actually increase your recharge rate by less than power relays. Only use flux coils if you're actively shield tanking.

These modules will increase your total allowed targets, your maximum targeting range, as well as reducing time to lock. These modules will increase your power-grid as an absolute ie.

These modules will increase your power-grid, as well as minor boosts to your capacitor and shield capacity and recharge. If you need an increase in your power-grid and don't need as much as a reactor control provides, the bonuses of the power diagnostic system is a great perk.

If you're in a frigate, you'll want to use an auxiliary power control, since a percentage bonus will not give you as great a power grid increase as an absolute MW.

Injectors increase only velocity and reduce your ability to carry ammo, inertial stabilizers will increase your signature radius and consequently your incurred damage for a bit of agility.

Nanofiber structures on the other hand, will provide both velocity and agility very comparable to each individually at the expense of structure.

And honestly if you've reached a point where your structure is being hit, it doesn't matter how much you have. For further discussion on speed modules refer to Stacking penalties.

This unit increases warp speed and acceleration. No more than three Hyperspatial Accelerators can be fit to one ship. Power relays are great for passive shield tanking on Minmatar, as projectile weapons require no capacitor.

Flux coils will deliver less recharge than they state, because of their reduction of total shields remember that recharge time is independent of shield capacity, so as shield capacity is reduced, so is shield recharge.

So with that said, shield power relays are the way to go for a passive shield tank, but neither should be used for an active shield tank. These modules will increase your cargo capacity at the expense of velocity.

Each of the three turret types energy, hybrid, and projectile have a separate set of rigs. Retrieved from " https: Personal tools Log in.

Views View View source History. This page was last modified on 21 April , at This page has been accessed 38, times.

Content is available under Creative Commons. Privacy policy About UniWiki Disclaimers. Decrease local armor repair module cycle time [1]. Increases cargo capacity [1].

Increases the range of EWAR modules [1]. Decreases the capacitor use of capacitor transfer and neutraliser modules. Decreases the CPU need for all power upgrade modules [3].

Ice Harvester Accelerator [1].

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.

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 to the capacitor of an allied ship by using your capacitor energy. These 4 module classes form the backbone of remote repair RR and are invaluable in PvP fleet battles, level 5 mission runs, high level complexes, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.

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.

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. Siege 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 Dreadnaughts 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 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.

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.

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.

These modules will give bonuses to fleet members. They can only reasonably be equipped to battlecruisers.

The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleet-mates to quickly traverse vast distances without the need for stargates.

The covert jump portal generator can only be fitted to Black Ops ships and works in a similar manner to the normal jump except it can only be used by ships with jump harmonics 2, meaning only covert ships will be able to use it.

Auto targeting is a waste of a slot, and dangerous to boot as you want to be able to target manually. Cyno field generators would be best used 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.

Cloaking is invaluable for scouts. Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission.

These modules will increase your total capacitor and subsequently capacitor regen, as total capacitor and capacitor regen time are independent.

These modules will replenish your capacitor while expending a charge that you must carry like ammo. Boosters are generally preferred for large ships in PvP in the event of capacitor neutralizing.

For your exact needs, experimenting in PYFA will show which will serve you best. These modules will make it difficult for an enemy ship to lock targets.

They come in five varieties to coincide with the four sensor types and a multispectral. These modules increase the signature radius of enemy ships, increasing the damage they incur when hit.

These modules have a spool up time and instantly teleport a ship km in the direction the nose is facing. As of the Kronos expansion these modules now come in both Large battleship and Medium battlecruiser varieties.

These modules will repair your shields. Boost amplifiers are also in this category and they serve to increase the amount of shield repaired by a shield booster.

These modules will repair your shields, and use cap charges as ammo. They can also run from your capacitor, but require more cap than a normal shield booster.

These modules will increase your total shield amount while increasing your signature radius consequently increasing the damage incurred. You generally don't want to fit more than a single booster, as the cap drain will be quite high.

Instead use a size-appropriate or over-sized shield booster matched with a shield boost amplifier. Shield extenders are great for increasing a passive tank remember that total shield and time to recharge are independent, so as you increase total shields you increase shield regeneration rate but can work against you if they increase your signature radius too much.

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

Shield hardeners are strongly preferred to shield resistance amplifiers as the resistance increase is much greater and the capacitor drain is minor.

These modules will prevent an enemy ship from warping provided they do not have warp stabilizers to negate your jamming.

Warp Scramblers have a base range of 7. Warp Disruptors have a base range of 20km, jamming strength of one, and use more capacitor than warp scramblers.

These modules will allow you to scan the composition of asteroids, ice belts, and gas clouds, as well as ship fittings and cargo.

Data Analyzers and Relic Analyzers are used to extract stuff from special containers in Data and Relic sites, respectively.

Passive targeting systems matched with ship scanners can be a great way to have an alt find the fittings of war targets.

Hull repair systems are a great way to save money if you have hull damage and don't want to pay the repair fees.

These modules will increase your armor's resistance a moderate amount. Regenerative plating increases your armor by a percentage and does not affect your resistance.

These modules will increase your armor's resistance slightly for just a single MW of power-grid. Hardeners are the ideal if you can support them, followed by energized plating and finally resistance plating.

Armor plates are great for a buffer tank. These modules will increase your capacitor recharge at the expense of the amount of shield your shield booster restores.

If you need capacitor and aren't shield tanking, power relays would serve you well. If you're actively shield tanking, you'll need to strike the right balance for you.

Note that while flux coils increase your capacitor recharge rate by slightly more than power relays, they also decrease your capacitor capacity, and capacitor recharge rate is tied to capacitor capacity.

This means that overall flux coils actually increase your recharge rate by less than power relays. Only use flux coils if you're actively shield tanking.

These modules will increase your total allowed targets, your maximum targeting range, as well as reducing time to lock.

These modules will increase your power-grid as an absolute ie. These modules will increase your power-grid, as well as minor boosts to your capacitor and shield capacity and recharge.

If you need an increase in your power-grid and don't need as much as a reactor control provides, the bonuses of the power diagnostic system is a great perk.

If you're in a frigate, you'll want to use an auxiliary power control, since a percentage bonus will not give you as great a power grid increase as an absolute MW.

Injectors increase only velocity and reduce your ability to carry ammo, inertial stabilizers will increase your signature radius and consequently your incurred damage for a bit of agility.

Nanofiber structures on the other hand, will provide both velocity and agility very comparable to each individually at the expense of structure.

And honestly if you've reached a point where your structure is being hit, it doesn't matter how much you have. For further discussion on speed modules refer to Stacking penalties.

Personal tools Log in. Views View View source History. This page was last modified on 21 April , at This page has been accessed 38, times.

Content is available under Creative Commons. Privacy policy About UniWiki Disclaimers. Decrease local armor repair module cycle time [1]. Increases cargo capacity [1].

Increases the range of EWAR modules [1]. Decreases the capacitor use of capacitor transfer and neutraliser modules. Decreases the CPU need for all power upgrade modules [3].

Ice Harvester Accelerator [1]. Mercoxit Mining Crystal Optimization [1]. Decreases maximum velocity [2].

Rigging skills senken nur den Nachteil von Rigs. Electronics Book of ra magic games Rigs reduce shield keno lottozahlen points. Can I reuse rigs? Occasionally there are popular cookie-cutter fits, but even then they are only good for Deep Sea Slot Machine - Play Free PlayPearls Games Online purpose. Meist dauert es nur wenige Sekunden bis Concorde eingreift und den Aggressor niedermacht…. Don't have an account? Drone rigs reduce CPU capacity. Clone Beste Spielothek in Sand finden Bay can only be fitted on titans and the Rorqual. They are tied to High slots, which are used mostly for weapons modules. Beste Spielothek in Eiterberg finden guys I upgraded my skills to the point where I am able to put things in my rig slots. That would use all the high slots, though, leaving me with no weapons modules fitted. An online video slots hack to how to approach fitting a ship, touching very briefly online spielen um echtes geld ohne einzahlung using PYFA or other fitting tools to eve online rig slot you. Content is available under Creative Commons. Content is available under Creative Commons. Du kommentierst mit Deinem Facebook-Konto. Allerdings würde ich dir wie schon gesagt wurde nicht empfehlen deine Vexor zu riggen, da Rigs im Regelfall mehr kosten als eine Vexor. Content is available under Creative Commons. They can also run from your capacitor, but require more cap than a normal shield booster. Doomsday devices are extremely powerful weapons mounted on Titans. Be careful, as using the cyno field generator will leave your ship immobile for ten 10 minutes. The regular mining lasers are capable of mining any lotto ergebnisse mittwoch of ore except for Mercoxit which requires a deep core miner. Ice Harvester Accelerator [1]. Rigs are manufactured by players, using salvaged Beste Spielothek in Grettstadt finden. They can only reasonably be equipped to battlecruisers. Mining lasers can be fitted on any ship with online casino spielen echtgeld hardpoints and are used to mine ore. Once fit, they must be destroyed in order to be removed unlike regular modules. Most rigs have casino tschechien other drawback associated with them; these penalties are reduced by training more levels in the associated rigging skill.

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