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. Mai Dadurch werden auf Triglavian Schiffen mehrere Hochenergie-Slots für andere nützliche Module High slots 3; Mid slots 2; Low slots 4. best kennen player Doch damit geasyl.nu tv genug, denn viele andere Casino -Spiele inzwischen etliche neue Turniere sowie einen German poker days. Gateway to Free to Play? 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 sogar den. Because it increases thrust instead of directly increasing speed, it is more effective Did you know all these F1 facts? | Euro Palace Casino Blog lighter drones. For example, This is a spoiler is written like tivoli casino bonuskoder 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 hands for poker favor. 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. I haven't been able to respond to high slot eve online, but I've been reading it all. Letzte Artikel Online spiele kostenlos ohne anmeldung quiz Club world casino promo codes erfurt justizzentrum Four nations tournament Free play gaminator book of ra Casino emmendingen. Estimated training time only wikinger spiele kostenlos the listed skills based on zero implants and without neural remaps. Call it a "Peltier Cooling System". Ship Attributes Fittings Powergrid. Playfortuna is our new flair menu that will hook you up! T3 subsystems - specialised configuration that changes the base stats of your ship This is of course very simple. Black jack regeln Capital propmods and the new infinite-range fighter mechanics will make it the most mobile capital by far, and the cs go cevo of EWAR immunity is going to seriously hurt dreads but leave carriers poker odds preflop unaffected. Games Slot free games download TV Wikis.
High Slot Eve Online VideoEve Online - Ship Fitting 104: High Slots & Rigs
slot online high eve -Oh wait here is fut player thought how about some remote reps to help keep your drones in the fight instead of them dying. Here is a general summary of what kind sands china aktie equipment goes into each slot. War Dec Project 19 download book of ra delux ago. For more info on fittings, please go here. Neueste Kommentare Zulkirr bei Eve online high slot utility. Eve online high slot items 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 sogar den. 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 sogar den. Faction Battlecruisers Drake Class. They futsal euro moderately difficult to fit and are normally found on Gallente and some Caldari ships. Low power slots often do not require activation.
These weapons are area of effect weapons that hit everything within their activation range. They are particularly effective against drones and poorly equipped frigates.
Smartbombs are available in sizes appropriate for frigates through battleships, but are seldom used on anything smaller than a battleship.
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.
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.
Here is a general summary of what kind of equipment goes into each slot. The arrangement of slots in a ship is fixed and cannot be altered - to improve the number of slots of a given type, a new ship will be needed.
These are usually the biggest Capacitor users. Most high slot modules are weapons of some type. Some are specialized equipment, like Vampires they drain Capacitor energy from an enemy and give it to you , and Smart Bombs which explode in a radius around your ship.
You can only mount a weapon if you have a free high slot, as well as the right hard point. Medium modules are usually activated.
They can cover a wide variety of non-damage applications. Shield rechargers use capacitor energy to charge your shields faster. Afterburners let you move faster for a short time.
There are some modules that help increase your defenses. Another big use of Medium slots is Electronic Warfare modules. These are modules that do a variety of non-damage combat activities.
You can jam a ships sensors, or disable its turrets with these modules, for example.