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Low Slots Eve Online VideoEve Online - Ship Fitting 104: High Slots \u0026 Rigs The fitting requirements for Slot Games Free Play modules are often less than the fitting requirements for Shield Extenders. Categories : Syllabi Tier 4 Classes Classes. You can reduce the size of the drawback by training a relevant skill. This page was last edited on 12 Augustat Shield Hardeners require varying amounts of CPU and only one MW of power grid to fit, but do almost nothing to improve resistances Online Kartenspiel Schafskopf they are not activated.
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This means that overall flux coils actually increase your recharge rate by less than power relays. Only use flux coils if you're active shield tanking.
Compare to mid slot capacitor modules and engineering rigs. These modules will improve turret and missile weapon systems. Compare to missile launcher and turret rigs , and mid slot damage application modules.
Auxiliary Power Controls are superior on frigates and destroyers, but any larger ship should use Reactor Controls or Power Diagnostic Systems.
If only a little powergrid is needed, the extra bonuses to capacitor and shield recharge make Power Diagnostic Systems a fine choice.
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. Compare to astronautic rigs. These modules will increase the regeneration of shields, improving passive shield tanking.
Power relays are great for passive shield tanking on Minmatar ships, as projectile weapons require no capacitor.
They also use significant power grid to fit. You can easily oversize these modules; try fitting medium shield extenders to frigates and large ones to cruisers or battlecruisers.
A Damage Control module gives a significant boost to any ship's durability by giving resistance bonuses to armor, shields and hull.
This is the only module to increase hull resistances, which makes it very valuable in any tank. It is an active module, but it is easy to fit and uses very little energy.
These resistance bonuses don't incur stacking penalties with other shield tanking modules, making it very effective when combined with other hardeners and resistance amplifiers.
If you fit only one tanking module to your PvP ship, the DC is the module to use. Just don't forget to turn it on. Shield Hardeners require varying amounts of CPU and only one MW of power grid to fit, but do almost nothing to improve resistances when they are not activated.
Like all active modules they will not run when you don't have enough energy in your capacitor to run them, or when you cannot activate them such as when docked or cloaked.
Among the Shield Hardeners, but worth mentioning separately, is the Multispectrum Shield Hardener which grants a bonus to resistance of all four damage types with one module.
Although it requires more capacitor and more CPU to fit than the damage specific hardeners, it is still a very useful module.
There are four damage-type specific resistance amplifiers -- these are used to boost one of the 4 resistances.
They use no capacitor and require less CPU than active shield hardeners, and can thus be quite useful. The Basic modules use less CPU than the normal variants and no power grid, but are much less effective.
They are useful if you're unable to fit a standard Resistance Amplifier. Shield Power Relays are low-slot modules which trade capacitor recharge rate for an increase in the shield recharge rate, resulting in a significantly higher regeneration of shield points per second.
This may endanger capacitor longevity when running active Shield Hardeners and is not compatible with Shield Boosters. Since shield power relays fit in low slots, they do not compete as directly with resistance modules and shield extenders when fitting a passive tank.
Shield Flux Coils are low-slot modules which trade the maximum shield capacity for an increase in the shield recharge rate, resulting in a higher regeneration of shield points per second.
The trade off is smaller buffer which increases shields fail point and reduces the natural shield recharge amount and for this reason they tend to be less popular than shield power relays.
That they fit in a low-slot means they do not compete as directly with resistance modules and shield extenders when fitting a passive tank. So when the damage is relatively low but constant they may be affective modules when using a passive tank.
Shield Recharger modules are mid-slot modules which provide a modest increase to the shield recharge rate.
Shield Regenerator. These modules repair, or boost , your ship's shield amount. The better modules are more efficient, and may cycle somewhat faster.
Shield boosters are not very efficient, giving somewhere near 1 shield for 1 unit of capacitor for the meta 0 version and 1.
Unlike Armor Repairers, Shield Boosters give the boost at the beginning of the cycle time instead of at the end, meaning you can wait until you need the shields to activate the shield booster instead of activating it in anticipation of needing it, as is commonly done with armor repairers.
Shield boosters are not usually recommended on Uni fleet operations, because while they typically cycle fairly quickly, they do not give large boosts to shields for each cycle and they are hard on your capacitor.
If your ship is called primary, it's likely that the booster won't keep up with the incoming damage. Similarly, passive tanks that emphasize shield recharge rate likely won't keep up with the incoming damage.
Fitting shield hardeners or resistance amplifiers with shield extenders and being prepared to warp out if you take fire is the recommended strategy.
Shield boosters can be useful in PvE activities. Typically you can reduce the incoming damage by eliminating some of the NPC ships to slow the incoming damage.
This is an active strategy and does require more focus than a passive tanking PvE strategy but can bring other benefits in fitting. These modules improve the efficiency of Shield Boosters.
Given that they occupy a valuable mid-slot, they are infrequently seen on cruiser sized and smaller hulls, but are more commonly seen on battlecruisers and battleships in PvE activities.
These modules have a stacking penalty and typically no more than two is ever appropriate on any ship.
Note that they will boost the Ancillary Shield Booster as well. The Ancillary Shield Booster works in the same way as a normal Shield Booster does: it transfers capacitor energy into shield hit-points HP , but it repairs a lot more shield HP per cycle than a normal Shield Booster does.
It has an efficiency of around 1 shield unit to 1 capacitor unit, and this means it would use a huge amount of capacitor per cycle. However, the main advantage of the Ancillary Shield Booster is that it is able to use Cap Booster Charges as a direct source of cap energy.
The size of the charge depends on the size of Shield Booster. It always uses 1 charge per cycle, and when the cap booster charges are spent, only then does it use the ship's capacitor.
The maximum number of charges an Ancillary Shield Booster can hold is The recharge amount doesn't depend on the charge size, so always load the smallest possible charges to give the largest number of cycles per reload.
Due to the short cycle time the Ancillary Shield Booster depletes within 20 to 40 seconds depending on the module size. After the charges are depleted you can run the Ancillary Shield Booster without charges it then uses your ship's capacitor or you can reload it.
But here is the biggest drawback of the module, the reloading time is 60 seconds. Currently only a tech 1 version is available. Remote Shield Boosters operate similarly to local Shield Boosters by converting capacitor energy into shields, except in this case the shields are added to your target ships, drones, anchored structures, etc.
Note that you must target lock the ship to be repaired, and that your cannot repair your own ship with a remote shield booster. They can be more useful in fleet operations than shield booster, for a couple of reasons.
First, one RSB can repair many ships. Second, an RSB is generally more efficient than a shield booster. Third, if several ships have them, they can focus their repair power on whatever ship in the fleet is being attacked, giving that ship a great deal of shield repair capability.
This tactic is used by Logistics cruisers and several T1 cruisers to try and repair the damage being done to friendly ships; thus the ship is either saved, or at worst survives a while longer, allowing the rest of the fleet some more time to burn through the hostile ships.
Remote repair is also the favoured form of defense in Incursions ; ships will mount a large buffer tank to be repaired by a small number of highly skilled Logistics pilots.
Note that remote repair modules take a significant amount of capacitor to run -- your ship will probably need a cap booster module to use it for any length of time.
Power Diagnostics Systems are low-slot modules that increase your shield points, capacitor points and power grid while also reducing the recharge time of both shield and capacitor by a small percentage.
Beta Reactor Control: Diagnostic System. They are not shield modules, strictly speaking, and can be found in the Engineering equipment section.
These are not a shield tanking module, but I mention them because they have an adverse effect on shield tanking. Capacitor Power Relays are a low slot module that greatly increases capacitor recharge, which would be an active shield tanker's dream, except that to balance this capacitor power relays apply a penalty to shield boost amount when fitted.
As such, they are not recommended for active shield tank fits. Capacitor Power Relays do not penalise passive shield tanks, and the penalty does not apply to Remote Shield Boosters.Da ein Armortank die low slots in erster Linie für das Repair System und Hardener benötigt, bieten sich die med slots für Module an, welche dem Capacitor dienen. Bei Bedarf lassen sich in die HighSlots noch kleinere Waffen bauen, um zum Beispiel feindliche Drohnen unter Beschuss zu nehmen. Schiffe haben in der Regel High, Medium und Low Slots sowie Rig Slots. Module, die in letztere eingebaut werden, können nicht wieder. Useful links: View on market View on EVE Online Ships. High. Mid. Low. Rig EVE Online [GER] BloodRaider Fob killen mit Rattlesnake alleine 2/2. Comments. Hunderte von Raumschiffen, Tausende von Sternensystemen. Das legendäre MMORPG ist dein.