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Eve Online Rig Slot

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Eve Online Rig Slot

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Can only be fitted by carriers and supercarriers. Drone Link Augmentors can be useful for drone boats and ships with nothing else to fit in their spare high slots.

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 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.

A rig's information window will display the amount of calibration is required to fit the rig to your ship. Your ship's information window will tell you how many rig slots you have available and how much calibration capacity you have available.

No; it is not possible to reuse rigs. Rigs get destroyed when you unplug them from your ship. In addition, if your ship is destroyed, your rigs will be destroyed along with your ship.

Armor Rigs - The effects of armor rigs include increasing resistances, improving armor repairer performance, improving salvaging performance, and increasing armor hit points.

Drawback: Armor rigs reduce your maximum velocity. Shield Rigs improve shield performance in similar ways to armor rigs. Drawback: Shield Rigs increase your signature radius.

Astronautic Rigs - There are astronautic rigs for increasing maximum velocity, increasing cargohold, reducing afterburner and microwarpdrive capacitor needs, increasing warp speed, increasing agility, increasing velocity, and reducing warp needs.

Drawback: Astronautic rigs reduce your armor hit points. Drone Rigs - Drone rigs improve drone control range, durability, mining yield, repair amount, drone optimal range, drone maximum velocity, drone damage, and stasis drone velocity decrease factor.

Drawback: Drone rigs reduce CPU capacity. Electronics Superiority Rigs improve remote sensor dampeners, targeting range, ECM jammers, sensor optimal range, scan speed, targeting speed, decloak targeting delay, and tracking disruptor effectiveness.

Drawback: Electronics Superiority Rigs reduce shield hit points. 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.

Drawback: These rigs increase the powergrid needs of the weapons they improve. Missile Launcher Rigs improve performance of missile launchers in similar ways as the above rigs.

Everyone can fit every kind of rig: all skill restrictions for rigs were removed. T1 or T2 doesn't matter. Rigs are a special module slot that can't be unfit you must destroy rig modules to unfit them.

Rigs usually have a benefit at the cost of some other downside. Use of this site constitutes acceptance of our User Agreement and Privacy Policy.

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In Abschnitt 6 sollte „HX-1 Highwall (Slot 10)“ heissen „HX-2 Highwall (Slot 10)“ Mining Drone Augmentator Rigs (Abschnitt 12) Disclamer: Diese Anleitung steht zum Download auf dem EVE Online Forum unter diesem Link frei zur. Wir benötigen also nicht nur die notwendigen Vorrausetzungen für eine T1 Produktion, sondern auch die T2 Spezifikation und ein BonusRig für. Wenn man am Rollenspiel-Aspekt von EvE Online interessiert ist, sollte man Die jeweilige Größe des Rigs, der in die Slots passt, lässt sich jederzeit in der.

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 Armor Resistance Membrane 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. To fit a rig to your ship, you must have the Jury Rigging skill trained to the required level, open rig slots, and sufficient calibration capacity to fit the rig.

Jury Rigging requires Mechanic to be trained to level 3. A rig's information window will display the amount of calibration is required to fit the rig to your ship.

Your ship's information window will tell you how many rig slots you have available and how much calibration capacity you have available.

No; it is not possible to reuse rigs. Rigs get destroyed when you unplug them from your ship. In addition, if your ship is destroyed, your rigs will be destroyed along with your ship.

Armor Rigs - The effects of armor rigs include increasing resistances, improving armor repairer performance, improving salvaging performance, and increasing armor hit points.

Drawback: Armor rigs reduce your maximum velocity. Shield Rigs improve shield performance in similar ways to armor rigs.

Drawback: Shield Rigs increase your signature radius. Astronautic Rigs - There are astronautic rigs for increasing maximum velocity, increasing cargohold, reducing afterburner and microwarpdrive capacitor needs, increasing warp speed, increasing agility, increasing velocity, and reducing warp needs.

Drawback: Astronautic rigs reduce your armor hit points. Drone Rigs - Drone rigs improve drone control range, durability, mining yield, repair amount, drone optimal range, drone maximum velocity, drone damage, and stasis drone velocity decrease factor.

Drawback: Drone rigs reduce CPU capacity. Electronics Superiority Rigs improve remote sensor dampeners, targeting range, ECM jammers, sensor optimal range, scan speed, targeting speed, decloak targeting delay, and tracking disruptor effectiveness.

Drawback: Electronics Superiority Rigs reduce shield hit points. 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.

Everyone can fit every kind of rig: all skill restrictions for rigs were removed. T1 or T2 doesn't matter.

Rigs are a special module slot that can't be unfit you must destroy rig modules to unfit them. Rigs usually have a benefit at the cost of some other downside.

Use of this site constitutes acceptance of our User Agreement and Privacy Policy. All rights reserved. Want to join? Log in or sign up in seconds.

Submit a new link. Submit a new text post.

Based on what I've seen, I'd say I do pretty substantially above average on level 4 missions with t1 ships. Short range Laser Turrets. Shield it may not be. This then would just become another choice. Being nice I will have you have good intentions for this and you just want to make a less Online Casino Ibet888 stellar ship or ships better. Total: GJ. Unlike turret-based weapon systems missile launchers have low power-grid needs but high CPU requirements. 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. Scan resolution: mm. Hull repair rate: 0. These modules will emit an area of effect ECM burst, centered on a target which has a chance to break the lock Forex Trading Easy all ships Casino Spielen Online Gratis its range. Long range Laser Turrets. Drawback: Drone rigs reduce CPU capacity. To fit a rig to your ship, you must have the Sonicspiele Rigging skill trained to the required level, open rig slots, and sufficient calibration capacity to fit the rig.

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