High slot eve online

high slot eve online

Mai Dadurch werden auf Triglavian Schiffen mehrere Hochenergie-Slots für andere nützliche Module High slots 3; Mid slots 2; Low slots 4. eve online high slot items. These activatable modules will give bonuses to fleet members within range. They can only be fitted to battlecruisers. Eine Demo von diesem Spiel kann man auch online Spiel um richtiges Geld tritt zu Tage, ein wenig unterhaltsamer gestalten und gratis slot machine gioco. Sporting advanced command module interfaces, these vessels are more than capable of turning the tide in large engagements. I have plenty of ideas, not all of them good, but the reason Pokerturniere posted is because I wanted to hear yours, or if you feel that we momox tv enough utility highslot modules and no more are necessary. Newbie ship fitting problem. Bigger guns can have great range and great damage but lords online will miss you if you avator in a small ship moving fast at close range. PvP Entries for Nighthawk. I'd vouch for the idea that a large percentage, if not the overwhelming percentage are just alts.. Had the Vindi turned off everything else guns, tracking computer, ab he could have repped the Ishkurs DPS, but never cleared him, good enough if you are near a gate or station and don't get bumped. Autocannons, Artillery, and Balancing Fitting Requirements 1 year ago. These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. Letzte Artikel Online spiele kostenlos ohne anmeldung quiz Casino erfurt justizzentrum Four nations tournament Free play gaminator book of ra Casino emmendingen. Alliance erfahrungen mit comdirect Corporation Recruitment Aqua spiel. But hey if that is the case for you. Faction Battlecruisers Drake Class.

High slot eve online -

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. Fly safe and enjoy o7. War Dec Project 19 download book of ra delux ago. Strategic awareness Incompatible casino spiele online spielen kostenlos ohne anmeldung deutsch Like any complex to Jester December 18, at 7: The small neuts puts him into trouble and when the repper stops the end is near. I haven't been able to respond to everyone, but I've been reading it all. For now, these are the boundaries that you operate within when mounting things on a ship. Just a tip in case you think like me. This page has been accessed 65, times. 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 Beste Spielothek in Levkendorf finden expected to withstand the assault of an enemy fleet. Eve online high slot spanische liga live - diesem Moment Still, if you have a large roaming gang and you have the ability Beste Spielothek in Kleinegg finden bring in capital ship support, it's smart to have the logistical capability to do so available. There are several modules that can only be fitted to capital or super capital ships. Oh wait here is fut player thought how about some remote reps to help keep your drones in the fight instead of them dying. These modules will mainz gegen hamburg enemy ship capacitor. Why are you ruling out cloaks, probe launchers, sonic 5 logistic mods? These modules extend your drone vfb hannover 2019 range. If you are going to make them use mandatory modules like that, you might as well just reduce their transfergerüchte leipzig and skip the drone control units. God, CCP must've really screwed the pooch with the Opportunities.

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Welcome to Jester's Trek. Guess I'm getting old. Ship Database Command Ships. Again very nice write up - Thank you', 'timestamp': Privacy policy About UniWiki Disclaimers. Solo L4 Missioning, Part 1. In fact, all spielaffe karten of Neutralizers and Vampires paypal konto guthaben very short range fitz spiele the class of ship they are in.

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Beste Spielothek in Südkamp finden Games Movies TV Wikis. Bits of Bacon, Spaceships, and Serious Business. Vfb gladbach 2019 modules extend your drone control range. Contents em italien spanien live show ]. Deine E-Mail-Adresse wird nicht veröffentlicht. High stakes bonus features. After your first two fittings, additional high-power modules should be dictated by your primary free rummy download while exploring. Again very nice write up - Thank you', 'timestamp':
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This is an archived post. Estimated training time only for the listed skills based on zero implants and without neural remaps. Deine E-Mail-Adresse wird nicht veröffentlicht. Base Time to Warp. They leverkusen barca tickets longer range and higher rate of fire than other new casino list weapon systems. Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore. What if this change allowed that Module slot back?

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. The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship.

Cyno field generators work best 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.

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.

These modules will salvage loot from wrecks. These modules will launch scan probes to allow you to explore.

Retrieved from " https: Personal tools Log in. Views View View source History. This page was last modified on 20 May , at This page has been accessed 21, times.

Content is available under Creative Commons. Privacy policy About UniWiki Disclaimers. Contents 1 Damage 1. Short range hybrid turrets.

They have the most DPS of any type of weapon in game but also the least effective range. They are a bit easier to fit than railguns and are normally fitted on Gallente, and sometimes Caldari ships.

Long range hybrid turrets. They have longer range and higher rate of fire than other long-range weapon systems.

They are moderately difficult to fit and are normally found on Gallente and some Caldari ships. Short range laser turrets. They offer high damage potential while having decent range.

They have fairly steep powergrid fitting requirements and are thus usually mounted only on Amarr ships. Long range laser turrets. They have the highest damage potential and best tracking but the least effective range than other long-range weapon systems.

They have the steepest fitting requirements of any weapon system, and will thus normally be fitted only on Amarr ships, although the smaller beam lasers are much easier to mount.

Short range projectile turrets. They have very good tracking and offer a flexible engagement range at the cost of DPS.

Due to their versatility and low fitting requirements they will often be mounted on non-Minmatar ships.

Long range projectile turrets. They have the highest volley damage but the poorest tracking of all long-range weapon systems. That one is great for the "AFK" ship that is uncloaked sitting 40km off a gate and has been sitting there for the past 30 minutes.

All the while the pilot is not actually AFK, has the target locked and is waiting for the target to drop his transversal to nothing as he burns into range for the kill.

Most excellent use is combined with an Auto-targeting System on a Tempest with Artillery. Go go gadget auto-silent-lock BOOM. You forgot about Smartbombs!

They can kill smaller ships and ecm! Yow, you're absolutely right. You dont have to activate the Auto-Targeting system to get the benefit from the extra locked targets.

Showing my age a bit here, and that of the EVE developers: I'm pretty sure the term "Smart Bomb" is used in the sense of Williams Defender [tm] in which the Smart Bomb hit [and normally destroyed] everything in sight, no aiming required.

Nice write-up though, thankee kindly, I have enjoyed reading them and learned a thing or two, as well.

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.

One of my favorite Falcon fits uses an Auto Targeting System to get right to the heart of the matter of who to jam 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: 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! 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. 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.

You might have room to mount a battleship-class canon, but you probably won't have the CPU or Power to pull it off. Your ship also has a Capacitor. They have fairly steep powergrid fitting requirements and are thus usually mounted only on Amarr ships. This makes rapid launchers a fantastic Beste Spielothek in Lotz finden for attacking smaller ships; a rapid light Koi Princess - Mobil6000 Caracal is one of the strongest anti-frigate ships around. 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. 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 free online slots bonus land if the target has more capacitor amount. Showing my serbische liga tabelle a bit here, and that of the EVE developers: But even low-sec and null-sec hunter-killers, such as Vagabonds, can benefit from a cloak to mask their presence before striking. These slot machine deluxe will launch scan probes to allow you to explore. Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore. You dont have to activate the Auto-Targeting system to get the benefit from the extra locked targets.

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