Its utility in a gang is unquestioned, but does that make it superior The highslots are largely irrelevant, though you can easily slap on four. EVE Online erwartet dich! Hunderte von Skills und Schiffen stehen zu deiner Verfügung. Die zwei High Slots können nach Belieben bestückt werden, und seine doppelten Utility High Slots für Energy Neutralizer machen es wirklich.
Eve Online High Slot Utility Fittings für Alpha Klone Teil II: Caldari
EVE Online erwartet dich! Hunderte von Skills und Schiffen stehen zu deiner Verfügung. Sie haben sehr viel CPU und PG, aber dafür keine Utility high slots. https://lyst.nu?g=posts&find=unread&t. Wenn man am Rollenspiel-Aspekt von EvE Online interessiert ist, sollte man Diese werden üblicherweise als Utility-High-Slots bezeichnet und verwenden z. Literally, that means the Raven gains mobility and trades one of its two utility high slots for a 7th medium slot. This change also has a very. Leider gibt es hier vom Powergrid her sehr wenig Optionen für die Utility High Slots, der Rocket Launcher ist, wenn man eine Small Nos fitten will. Packing the medium and low slots to put up a formidable tank with surprising utility, supplemented by bonuses to missile rate of fire and explosion velocity, the. Die zwei High Slots können nach Belieben bestückt werden, und seine doppelten Utility High Slots für Energy Neutralizer machen es wirklich.
Die Überarbeitung des FW Guides auf die aktuelle EVE Online und seine doppelten Utility High Slots für Energy Neutralizer machen es. Leider gibt es hier vom Powergrid her sehr wenig Optionen für die Utility High Slots, der Rocket Launcher ist, wenn man eine Small Nos fitten will. Sie haben sehr viel CPU und PG, aber dafür keine Utility high slots. https://lyst.nu?g=posts&find=unread&t.
Eve Online High Slot Utility Navigation menu VideoTips and Tricks - Ship Fitting Basics for Newbros
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Eve Online High Slot Utility The wormhole you were looking for has collapsed. Scanning for a new one may take some time. VideoTips and Tricks - Ship Fitting Basics for Newbros Castagar September 17, at PM. These weapons are area of effect weapons that hit everything within their activation range. Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore. FOF are still in the game. Siege and triage modules are specialized modules mounted to certain capital ships that give them unique, very powerful properties, Window Spiele Kostenlos Downloaden at the cost Baby Games Hazel several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle. All rights are reserved worldwide. Salvager is useless, its benefit will be 0 on macha. See above, under Remote Armor Repper. 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 Sky Customer Service Online Chat range. Pages:  :: one page. A cloaky gang behind Snake Original 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. I use a small one on my Taranis.
These forums have been archived and are now read-only. Player Features and Ideas Discussion. Forum Index. Utility High Slot. Miss Everest.
Defender missiles as a utility HS. No one uses Defense missiles and what they are sounds more like a utility then anything else.
No one, if you do your lying, uses Defender missiles. Potentially they could be cool but normally no one uses them.
I can already see the people telling me how stupid I am for saying this. But really do YOU use them? Native Freshfood.
Minmatar Republic. I would rather have any non cloak highslot object over a defender missile. Small smarty on a BS? Passive targeter?
Might as well. Entosis link? Sov for the sov throne. Missile launcher that can only take out one light missile or rocket on each longish cycle, and that takes up a slot and PG I would otherwise want to use?
Useful only as a heat sink. Anhenka wrote: I would rather have any non cloak highslot object over a defender missile. Cade Windstalker.
Defender Missiles are intentionally a niche system. 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.
One of my favorite Falcon fits uses an Auto Targeting System to get right to the heart of the matter of who to jam Best used on: anything.
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: gangs of battleships fit with weapons and a single large remote armor repper in their utility high.
Remote Hull Repper. Best used on: bombers, other Covert Ops, roaming ships. 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! Empty slot. Best used on: pure DPS boats. 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.
Energy Transfer Array. Best used on: battleships. 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. Best used on: cruisers and battle-cruisers.
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.
Core Probe Launcher. Best used on: Vagabonds and other 0. In sovereignty 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.
Best used on: Recons. 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.
Drone Link Augmentor. Best used on: battleships, particularly the Dominix. 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. Best used on: laser battleships.
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.
Best used on: battleships in incursion or wormhole fleets. 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. Tractor Beam. Best used on: Marauders.
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.
Best used on: Marauders, other battleships. 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.
Remote Armor Repper. Best used on: battle-cruisers, anything with drones. 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.
Best used on: anything in null-sec or wormholes. 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.
Cloaking Device. Best used on: 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.
Best used on: Battleships, Recons. 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. Best used on: haulers yes! 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.
Eve Online High Slot Utility -Ich warpte auf die Astrahus keine Fortizar oder Station im System. Eine Wyvern konnte dann auch erst wieder wegwarpen, wurde aber später auf einem Safespot eingefangen. Eine Auflistung aller Veränderungen findet Ihr unterhalb der News. Glücklicherweise hatte ich den Warp schon kurz vorher aktiviert. Die Überarbeitung des FW Guides auf die aktuelle EVE Online und seine doppelten Utility High Slots für Energy Neutralizer machen es. Its utility in a gang is unquestioned, but does that make it superior The highslots are largely irrelevant, though you can easily slap on four. Und EVE wäre nicht EVE, wenn man sich an diesen Spänen keine ein Salvage Gear (idR 1/2 Tractors + Salvager) in ihre Utility-Highslots. Die Low-Slots sind bei weitem nicht in Stein gemeißelt, gerne kann man sich auch wieder zurück ins Highsec fliegen und das dürfte auch schnell auf die Nerven gehen. sich warten lassen, habe ich irgendwie wieder Lust auf Eve Online bekommen. „Sie haben nur einen Slot für Utility-Programme“ -> Ganz ehrlich?
You can get one thats decent range for under a hundred mil and its a nice bit of pimp that may save your ass. How is that fair to everyone else that just posses Low, Medium, and High slots????
Oh I crack myself up. Trevor Warps. Seriously Bored Minmatar. If you're shield tanking, anything more than four or five lows is gravy. If you're armor tanking, anything more than four mids is gravy.
If you're already doing great damage, any free hi-slots are gravy. So just posting to confirm the Machariel could also be named The Gravy Train.
Such a nice ship Cyrus Agragor The Sons of St. Please resize your signature to the maximum allowed of x pixels with a maximum file size of bytes.
All Rights Reserved. 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.
The triage module greatly increases a carrier's ability to provide assistance to a fleet while making it immobile, among other factors.
These modules allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers. 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.
These can only be fitted onto supercarriers. 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.
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. Cynosural field generators can be used only on Force Recon cruisers and black ops battleships.
The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship. Industrial cynosural field generator is another variant that is only usable on hauling ships.
Cyno field generators work best on an alt in a ship 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.