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  • '''Propulsion modules''' (sometimes just "'''prop mods'''") are a group of active [[modul Afterburners ("AB") and microwarpdrives ("MWD") are the most common propulsion modules, and appear in almost all ship fittings. These are active modules,
    21 KB (3,154 words) - 16:51, 27 May 2023
  • #redirect [[Skills:Electronic Systems#Propulsion Jamming]]
    58 bytes (6 words) - 19:57, 13 February 2017
  • #redirect [[Skills:Science#Propulsion Subsystem Technology]]
    60 bytes (6 words) - 21:22, 13 February 2017

Page text matches

  • #redirect [[Propulsion equipment]]
    34 bytes (3 words) - 00:24, 23 January 2017
  • #redirect [[Propulsion equipment]]
    34 bytes (3 words) - 00:40, 23 January 2017
  • #redirect [[Propulsion equipment]]
    34 bytes (3 words) - 00:40, 23 January 2017
  • #REDIRECT[[Propulsion equipment]]
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  • #Redirect [[Propulsion equipment#Afterburners]]
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  • #redirect [[Propulsion equipment#Afterburner and microwarpdrive]]
    65 bytes (6 words) - 16:55, 27 May 2023
  • #redirect [[Propulsion equipment#Afterburner and microwarpdrive]]
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  • #REDIRECT [[Propulsion equipment#Micro Jump Drive]]
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  • #REDIRECT [[Propulsion equipment#Micro Jump Drive]]
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  • #redirect [[Propulsion equipment#Afterburner and microwarpdrive]]
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  • #REDIRECT[[Propulsion equipment#Micro Jump Drive]]
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  • #REDIRECT [[Propulsion equipment#Afterburner and microwarpdrive]]
    65 bytes (6 words) - 16:42, 27 May 2023
  • #redirect [[Propulsion equipment#Afterburner and microwarpdrive]]
    65 bytes (6 words) - 16:58, 27 May 2023
  • #REDIRECT [[Propulsion equipment#Micro Jump Drive]]
    51 bytes (6 words) - 16:53, 27 May 2023
  • #redirect [[Skills:Electronic Systems#Propulsion Jamming]]
    58 bytes (6 words) - 19:57, 13 February 2017
  • #redirect [[Skills:Science#Propulsion Subsystem Technology]]
    60 bytes (6 words) - 21:22, 13 February 2017
  • #REDIRECT [[Propulsion equipment#Micro Jump Field Generator]]
    61 bytes (7 words) - 16:49, 27 May 2023
  • #REDIRECT [[Propulsion equipment#Micro Jump Field Generator]]
    61 bytes (7 words) - 08:04, 28 August 2019
  • |{{sk|Amarr Propulsion Systems|mult=yes}} |Bonus to effectiveness of Amarr Propulsion Subsystems.
    8 KB (1,037 words) - 11:02, 17 March 2023
  • ...he C-86 thermal epoxy resin used on engine housings and other parts of the propulsion systems; I want you to take this batch over to <Station> for application an ...atings help to reduce the effect and prevent expansion of the parts within propulsion systems, helping them to operate much more efficiently.
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  • •&nbsp;<u>''Propulsion Mode''</u> <br> 66.6% bonus to Afterburner and Microwarpdrive speed boost while Propulsion Mode is enabled <br>
    5 KB (705 words) - 18:31, 4 April 2023
  • |notes=More oomph from propulsion modules is good for anyone who ever uses propulsion modules, which is pretty much everyone.<br> ...he [[Micro jump drive|MJD]], and for command destroyers, who can fit the [[Propulsion equipment#Micro jump drive field generator|MJFG]].<br>
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  • •&nbsp;<u>''Propulsion Mode''</u><br> 66.6% bonus to Afterburner and Microwarpdrive speed boost while Propulsion Mode is enabled<br>
    5 KB (737 words) - 18:22, 4 April 2023
  • ...to humankind. Fullerene-based technology has applications in electronics, propulsion and engineering as well as the construction of ultra-hard metal alloys and
    1 KB (178 words) - 18:26, 15 January 2023
  • * Propulsion Mode, which increases velocity and agility. This agility improvement allows * {{sh|Hecate}} - The fastest in Propulsion, and the highest-damage in Sharpshooter, but also inescapably fragile. Very
    4 KB (594 words) - 08:49, 11 December 2021
  • ...cceleration gate to the first pocket. So best fit a [[Propulsion equipment|propulsion module]]. The acceleration gate in the first pocket requires a gate key whi
    4 KB (491 words) - 18:38, 20 June 2023
  • * Overheat bonuses for turrets & missile launchers and tackle, propulsion, repair, resistance, and energy warfare modules were doubled. * Overheat bonuses for turrets & missile launchers and tackle, propulsion, repair, resistance, and energy warfare modules were doubled.
    4 KB (481 words) - 21:32, 9 December 2022
  • Propulsion Jamming, which lets you operate tackling modules, is in a sense the corners |{{sk|Propulsion Jamming|mult=yes}}
    10 KB (1,507 words) - 10:46, 29 November 2023
  • ...icitly stated in-game, Industrial Command ships as a group are immune to [[Propulsion equipment#Micro Jump Field Generator|Micro Jump Field Generators]].
    2 KB (273 words) - 21:04, 30 July 2023
  • ...erally, mid slots contain activatable modules that may assist in tackling, propulsion, or generally improve the ships behavior. [[Shield tanking]] modules occupy ==Propulsion==
    11 KB (1,650 words) - 15:44, 8 April 2024
  • •&nbsp;<u>''Propulsion Mode''</u> <br> ...arpdrive speed boost and reduction in Microwarpdrive capacitor use while ''Propulsion Mode'' is enabled <br>
    10 KB (1,334 words) - 17:46, 3 December 2023
  • ...us to Small Hybrid Turret damage<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br> ...gate]]. The Atron's high speed, agility, and bonus to the capacitor use of propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) mak
    6 KB (847 words) - 18:21, 4 April 2023
  • ...to overheat, manually pilot, create bookmarks, use long range weapons and propulsion modules to defeat them. Consider asking a friend for help.'''}} * Warp at 100 km and use propulsion modules to keep away from Elite Battleships
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  • Propulsion Jamming II Propulsion Jamming III
    11 KB (1,776 words) - 12:45, 18 January 2024
  • •&nbsp;<u>''Propulsion Mode''</u> <br> 33.3% bonus to max velocity while Propulsion Mode is active <br>
    6 KB (902 words) - 01:50, 17 November 2023
  • ...r slots available there is a trade-off to be made between propulsion, dual propulsion, dual tackle (i.e. point and scram), and a web.
    5 KB (588 words) - 18:27, 4 April 2023
  • ...us to Small Hybrid Turret damage<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br> * {{sk|Propulsion Jamming|III}}
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  • ...ld require a very good tank to handle the swarm’s incoming damage. Using a propulsion module or a Micro Jump Drive is recommended. Ship count vary as indicated.
    2 KB (262 words) - 13:22, 7 October 2023
  • ...us to Small Energy Turret damage<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br> * Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
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  • ==Propulsion==
    9 KB (1,356 words) - 11:55, 24 June 2021
  • ...ld require a very good tank to handle the swarm’s incoming damage. Using a propulsion module or a Micro Jump Drive is recommended. Reinforcements spawns are trig
    2 KB (279 words) - 13:19, 7 October 2023
  • |"''Hey, could you give me a hand, here? The damn things took out my propulsion; I'm dead in the water!''"
    2 KB (314 words) - 16:30, 23 July 2023
  • ...s limited mid slots—one of the 2 available will typically be occupied by a propulsion module—restrict the amount of tackle or utility modules it can carry. It ...local active armor tank. An afterburner helps the ship tank damage; a dual-propulsion fit with both an afterburner and a MWD imposes a penalty on the capacitor b
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  • |Skill at producing & inventing propulsion, command, and industrial ship-related items. |{{sk|Propulsion Subsystem Technology|mult=yes}}
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  • 80% reduction in Propulsion Jamming systems activation cost<br> * {{sk|Propulsion Jamming|II/III}} Reduces capacitor burden of running points, scrams, and we
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  • ...ir amount, the [[Capacitor|capacitor usage]], tank, [[Propulsion equipment|propulsion]], DPS and [[Electronic Warfare|E-war]]. ===== Propulsion =====
    12 KB (2,016 words) - 08:09, 21 May 2023
  • ...pulsion Systems bonuses (per skill level):'''<br>•&nbsp;bonus to all Amarr Propulsion Systems effectiveness<br> * {{RequiredSkill|Amarr Propulsion Systems|I}}
    14 KB (1,914 words) - 18:26, 4 April 2023
  • * [[Propulsion equipment|Microwarpdrives]] * [[Propulsion equipment#Micro Jump Drives|Micro Jump Drives]]
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  • ...ld require a very good tank to handle the swarm’s incoming damage. Using a propulsion module or a Micro Jump Drive is recommended.
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  • ...us to Small Energy Turret damage<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br> ...ck Frigate]]. The Executioner's extraordinary speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) mak
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  • 2 KB (416 words) - 02:28, 23 October 2022
  • ...mall Hybrid Turret optimal range<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br> * Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
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  • 80% reduction in Propulsion Jamming systems activation cost<br> * {{Sk|Propulsion Jamming|III}}
    6 KB (724 words) - 18:21, 4 April 2023
  • ...ld require a very good tank to handle the swarm’s incoming damage. Using a propulsion module or a Micro Jump Drive is recommended.
    3 KB (316 words) - 19:12, 1 June 2021
  • ...n it can fit the trinity of propulsion module, scram or point, and web, or propulsion, scram/point, and another utility module, which is hard to pass up. For sol ...scramblers, if the ship is using an MWD rather than an afterburner or dual propulsion. In solo PvP, an Enyo pilot should also learn which ships are likely to be
    7 KB (1,033 words) - 18:24, 4 April 2023
  • **{{sk|Propulsion Jamming|I}}
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  • [[Propulsion equipment#Afterburners and microwarpdrives|Afterburner]] (active med-slot) [[Fitting_Modules_and_Rigs_Guide#Propulsion|Microwarp Drive]] (active med-slot) (penalty: increases ship mass/agility w
    6 KB (938 words) - 06:49, 6 July 2023
  • '''Minmatar Propulsion Systems bonuses (per skill level):'''<br> •&nbsp;bonus to all Minmatar Propulsion Systems effectiveness<br>
    15 KB (2,094 words) - 18:26, 4 April 2023
  • ...ld require a very good tank to handle the swarm’s incoming damage. Using a propulsion module or a Micro Jump Drive is recommended. Single ungated normal space po
    3 KB (365 words) - 20:20, 18 June 2020
  • ...Light Missile and Rocket damage<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br> ...e frigate. The ship’s four mid slots allow it to be fit with more than one propulsion jammer, or a variety of other support modules, making the Condor tricky to
    9 KB (1,360 words) - 18:22, 4 April 2023
  • ...sion Systems bonuses (per skill level):</b><br>•&nbsp;bonus to all Caldari Propulsion Systems effectiveness<br><b>Caldari Strategic Cruiser bonuses (per skill le * {{RequiredSkill|Caldari Propulsion Systems|I}}
    16 KB (2,292 words) - 18:31, 4 April 2023
  • ...ld require a very good tank to handle the swarm’s incoming damage. Using a propulsion module or a Micro Jump Drive is recommended. With the initial group and 3 t
    3 KB (396 words) - 04:56, 2 October 2022
  • ...jectile Turret tracking speed<br><br>'''Role bonus:'''<br>80% reduction in Propulsion Jamming systems activation cost ...e frigate. The ship’s four mid slots allow it to be fit with more than one propulsion jammer, or a variety of other support modules, making the Slasher tricky to
    11 KB (1,582 words) - 18:31, 4 April 2023
  • * 100% bonus to the benefits of overheating tackle, propulsion, repair, resistance, and energy warfare modules, as well as turrets and mis
    3 KB (393 words) - 00:53, 8 December 2022
  • <br>80% reduction in Propulsion Jamming systems activation cost *Role bonuses: 80% reduction in Propulsion Jamming systems activation cost, Immunity to non-targeted interdiction
    7 KB (821 words) - 18:22, 4 April 2023
  • '''Gallente Propulsion Systems bonuses (per skill level):'''<br> •&nbsp;bonus to all Gallente Propulsion Systems effectiveness<br>
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  • | align="left" | Amarr Propulsion Systems || style="background-color:#330000" | 5,000,000 || style="backgroun | align="left" | Caldari Propulsion Systems || style="background-color:#330000" | 5,000,000 || style="backgroun
    67 KB (4,816 words) - 19:35, 27 August 2023
  • ...affecting acceleration, agility, and the effects of [[Propulsion equipment|propulsion modules]]. Anyone regularly fitting armor buffer tanks, especially on small
    12 KB (1,759 words) - 11:51, 4 April 2024
  • *** Propulsion Modules
    3 KB (426 words) - 22:36, 23 April 2022
  • ...ly all offensive capabilities and utility. The Monitor is only able to fit propulsion modules, low-power target painters, and probe launchers. This ship is the u ...r is only capable of fitting Target Painters, Automated Targeting Systems, Propulsion modules, Scan Probe Launchers, and festival launchers. This leaves the Moni
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  • ...k separately and thus a MWD doesn't change the stacking order for multiple propulsion upgrades.</ref>
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  • The Hyena deserves solid [[fitting skills]] and [[support skills]]. {{sk|Propulsion Jamming}} level IV is required for Tech 2 webs, which are the ''minimum'' m With only 4 mid slots and (usually) a need for propulsion and a basic shield tank, fitting the Hyena forces tough choices between web
    7 KB (950 words) - 18:25, 4 April 2023
  • ...ess is to accelerate your ship to at least 75% of your current top speed. Propulsion modules (i.e. Afterburner or Micro Warp Drive), when activated, increase yo ...pulsion equipment#Afterburners and Microwarpdrives|Microwarpdrives]] and [[Propulsion equipment#Micro Jump Drives | Micro Jump Drives]], though that is outside t
    14 KB (2,367 words) - 21:42, 31 May 2023
  • Visually, the Tayra seem to share the chassis and propulsion unit with the [[Badger]], with a much larger cargo hold that extends forwar
    3 KB (425 words) - 18:31, 4 April 2023
  • ...to be able to turn away from the opponent. Other valuable skills are {{sk|Propulsion Jamming|II}} to be able to use the longer range of the Warp Scrambler II, a
    8 KB (1,213 words) - 18:27, 4 April 2023
  • 80% reduction in Propulsion Jamming systems activation cost<br>
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  • * Thruster Sections - used to invent a Propulsion Subsystem BPC * Thruster Sections - {{sk|Rocket Science|mult=yes}} & {{sk|Propulsion Subsystem Technology|mult=yes}} (which has a prerequisite of Graviton Physi
    13 KB (2,044 words) - 09:35, 9 May 2022
  • Visually, the Badger seem to share the chassis and propulsion unit with the Tayra, with a shorter cargohold that does not extend very far
    4 KB (457 words) - 18:21, 4 April 2023
  • ...ly 150 kt), its [[Propulsion equipment#Sizes and mass effects|speed with a propulsion module]] isn’t as impressive.
    8 KB (1,094 words) - 18:29, 4 April 2023
  • ...ystems and reducing the downsides of using high-performance microwarpdrive propulsion modules. The improvements to weapons systems significantly increased projec
    4 KB (460 words) - 18:32, 4 April 2023
  • 80% reduction in Propulsion Jamming systems activation cost<br>
    4 KB (444 words) - 15:06, 17 January 2023
  • === Propulsion Subsystem === The propulsion subsystems give your ship its base in agility and speed. They generally giv
    14 KB (2,309 words) - 11:30, 16 December 2023
  • ...nique starship design, relying almost entirely on solar winds for sublight propulsion. Super-light sails allow it to ride the torrents of photons streaming throu
    4 KB (517 words) - 18:33, 4 April 2023
  • * Using non offensive modules such as probe launcher, hardeners, propulsion modules and repairers.
    5 KB (691 words) - 13:30, 28 April 2023
  • ...efore reaching the data can. You can uncloak for 5 seconds to activate the propulsion module, but note that active MWD enlarges your signature radius and makes y
    4 KB (608 words) - 06:40, 10 April 2024
  • '''Propulsion modules''' (sometimes just "'''prop mods'''") are a group of active [[modul Afterburners ("AB") and microwarpdrives ("MWD") are the most common propulsion modules, and appear in almost all ship fittings. These are active modules,
    21 KB (3,154 words) - 16:51, 27 May 2023
  • ===Propulsion=== ===Propulsion===
    45 KB (6,915 words) - 17:52, 6 December 2022
  • ...to overheat, manually pilot, create bookmarks, use long range weapons and propulsion modules to defeat them. Consider asking a friend for help.'''}}
    4 KB (583 words) - 19:51, 28 September 2023
  • ...sault frigate up to parity in speed. The Thukker considered an even faster propulsion system for the Jaguar, but ultimately chose to sell the design to Core Comp ...ou are in close, warp-scramble the target, and then orbit at 500. With a [[Propulsion equipment#Dualprop Fitting|dualprop]] fit, switch from MWD to afterburner a
    9 KB (1,256 words) - 18:26, 4 April 2023
  • ** {{RequiredSkill|Propulsion Jamming|V}}
    4 KB (495 words) - 18:30, 4 April 2023
  • ...ough at least it can fit the essential 4 modules to makes its design work: propulsion, tackle, web and cap booster. The problem arises however that you can't tan
    4 KB (517 words) - 18:21, 4 April 2023
  • ...he tiny signature radius (for a cruiser) by fitting an afterburner or dual propulsion.
    4 KB (551 words) - 18:30, 4 April 2023
  • * {{Sk|Propulsion Jamming}} Level II is necessary for Tech 2 points, and level 4 allows T2 we
    4 KB (583 words) - 18:25, 4 April 2023
  • ** {{RequiredSkill|Propulsion Jamming|V}}
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  • ** {{RequiredSkill|Propulsion Jamming|V}}
    5 KB (581 words) - 18:24, 4 April 2023
  • ** {{RequiredSkill|Propulsion Jamming|V}}
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  • *Do you have a [[Propulsion equipment|MWD or AB]] installed? ** Overheating a propulsion module will make you go faster.
    11 KB (1,891 words) - 06:38, 6 July 2023
  • ...nsive Systems, Electronic Systems, Engineering Systems, Offensive Systems, Propulsion Systems |''Equipment''||''Navigation''||Cloaking Device, Jump Modules, Propulsion Modules, Stasis Web, Stabilizer Modules
    12 KB (1,928 words) - 15:15, 29 March 2017
  • ** {{RequiredSkill|Propulsion Jamming|V}}
    5 KB (632 words) - 18:21, 4 April 2023
  • ...in range due to its low speed, thin tank, and limited space for tackle and propulsion modules.
    5 KB (604 words) - 18:22, 4 April 2023
  • ...}; {{sk|Sensor Linking|icon=yes}}; {{sk|Weapon Disruption|icon=yes}}; {{sk|Propulsion Jamming|icon=yes}} ...from an increase in the damage output of weapons, larger speed boosts from propulsion modifiers, an increase in the range of certain modules, better resists, an
    15 KB (2,159 words) - 13:11, 29 February 2024
  • ...le Projection 3<br>Motion Prediction 3<br>Navigation 4<br>Negotiation 2<br>Propulsion Jamming 2<br>Rapid Firing 3<br>Rapid Launch 3<br>Remote Armor Repair System Propulsion Jamming 3
    40 KB (5,486 words) - 06:13, 6 April 2024
  • Propulsion Jamming II Propulsion Jamming III
    24 KB (3,818 words) - 08:45, 12 May 2024
  • * {{Sk|Propulsion Jamming}} will aid cap stability when using stasis webifiers, allowing pilo
    5 KB (671 words) - 18:23, 4 April 2023
  • ** {{RequiredSkill|Propulsion Jamming|V}}
    5 KB (660 words) - 18:29, 4 April 2023
  • ...new Alligator-class design, and slightly improved missile systems and the propulsion drives. Despite their efforts to improve the handling of the ship, this not
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  • * one [[Propulsion equipment#Microwarpdrives|Microwarpdrive]] of the correct size for your shi
    6 KB (936 words) - 10:39, 7 September 2022
  • 80% reduction in Propulsion Jamming systems activation cost<br>
    5 KB (646 words) - 18:27, 4 April 2023
  • * [[Propulsion modules]], such as the [[afterburner]] and [[microwarpdrive]], operate in D
    6 KB (900 words) - 21:11, 6 May 2024
  • ...Modules and Rigs Guide#Microwarpdrives|Microwarpdrives]]''' (MWDs): These propulsion modules increase your signature radius by 500% while active (less for facti
    5 KB (826 words) - 10:23, 12 February 2024
  • ...ship|Merlin]], but its four mid slots let it mount a good balance of tank, propulsion and tackle, and its significant missile range bonus makes it a powerful kit
    5 KB (697 words) - 18:26, 4 April 2023
  • ...ay opt to take advantage of the generous fitting space to fit an oversized propulsion module and kite using Scorch ammunition. In large fleets, beam lasers may a
    5 KB (684 words) - 08:58, 30 July 2023
  • ** {{RequiredSkill|Propulsion Jamming|V}}
    5 KB (699 words) - 14:32, 20 February 2024
  • and propulsion options. Barghests are commonly fit with rapid heavy missiles to maximize b
    6 KB (670 words) - 14:41, 8 April 2024
  • ...y Yachts combine opulent accommodations with state of the art cloaking and propulsion systems. The Victorieux enables comfortable and discreet travel for busines
    5 KB (677 words) - 18:32, 4 April 2023
  • ...bonuses. Though not explicitly stated in-game, the Porpoise is immune to [[Propulsion equipment#Micro Jump Field Generator|Micro Jump Field Generators]].
    6 KB (719 words) - 18:29, 4 April 2023
  • ...l space without warping, do not use capacitor, though popular additional [[propulsion equipment]] such as afterburners and microwarpdrives do. Jumping through a * {{sk|Propulsion Jamming}} - 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web
    19 KB (2,922 words) - 10:47, 20 December 2022
  • 80% reduction in Propulsion Jamming systems activation cost<br>
    6 KB (750 words) - 05:24, 26 February 2024
  • ...stances (on the other hand, it may be increased by armor plates and active propulsion modules). The product of Mass and the Inertia Modifier gives the ship's agi
    6 KB (1,082 words) - 13:22, 20 June 2022
  • * Heating a '''[[Propulsion equipment|propulsion module]]''' provides an additional 50% speed bonus. Since speed and positio * Propulsion modules generate a lot of rack heat.
    27 KB (4,251 words) - 11:02, 24 December 2023
  • ** {{RequiredSkill|Propulsion Jamming|V}}
    6 KB (715 words) - 18:24, 4 April 2023
  • ...lots, which means the ship can only fit a single tackle module alongside a propulsion module. The Punisher is also very slow (especially when fitted for armor ta
    6 KB (811 words) - 18:29, 4 April 2023
  • ...old of hybrid turrets and armor repairers as well as the overload limit of propulsion modules. Combined with a substitution of the Utu's drone capabilities for p
    6 KB (734 words) - 02:51, 20 March 2024
  • ...emote shield boosters and remote capacitor transferrers in its high slots; propulsion, shield tank, and ECCM for jam resistance in the mid slots; and mobility an
    6 KB (796 words) - 18:28, 4 April 2023
  • ...Due to their slow base velocity (275m/s - 310m/s), stealth bombers require propulsion modules. ...nd warp scramblers, are commonly used in available mid-slots following the propulsion module.
    17 KB (2,646 words) - 18:34, 27 July 2023
  • ...to do this, such as shield boosters or armour repairers, and it can use [[propulsion equipment]] to speed itself up, such as afterburners and MWDs. It should '' ...micro jump drives. They also get big bonuses to the effects of overheating propulsion modules and tank modules, letting them shrug off lots of damage and flee ou
    14 KB (2,332 words) - 10:20, 3 August 2022
  • ...emote armor repairers and remote capacitor transferrers in its high slots; propulsion, capacitor battery, and potentially ECCM for jam resistance in the mid slot
    6 KB (819 words) - 18:21, 4 April 2023
  • ...I doesn't do anything uniquely better than other frigates. When fit with a propulsion module, scram and web, it has fitting room for just one weapon disruptor, w
    6 KB (893 words) - 16:56, 12 April 2024
  • ** {{RequiredSkill|Propulsion Jamming|V}}
    6 KB (759 words) - 03:11, 16 October 2023
  • ...target painter''' module. Can be skipped for {{sh|Vindicator}} pilots (see Propulsion Jamming).</ref></small><br> Propulsion Jamming III<small>&nbsp;<ref>{{sk|Propulsion Jamming}} is needed for the '''stasis webifier''' module normally fitted to
    44 KB (6,666 words) - 15:23, 13 March 2024
  • ...ase movement is not likely (POS bash, fighting on gate, playing as bait) - propulsion mods can be taken off. Instead additional utility module could be fitted: w
    6 KB (992 words) - 21:07, 22 May 2022
  • * '''Mid slots''' typically mount [[propulsion equipment]] and utility modules such as [[Tackling|tackle]], data analyzers
    8 KB (1,280 words) - 13:14, 27 January 2022
  • * {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module) * {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)
    64 KB (10,738 words) - 23:48, 9 April 2024
  • The Imicus has four mid slots available for exploration and propulsion modules. Like any exploration frigate, the Imicus’ mids are usually fit w
    6 KB (899 words) - 18:25, 4 April 2023
  • ** {{RequiredSkill|Propulsion Jamming|V}}
    6 KB (776 words) - 14:08, 17 January 2023
  • Using a propulsion module (usually a MWD) can reduce your align time if it is normally more th ...directions frequently and sudden bursts of speed from a pulsed overheated propulsion module will also make the frigate adjust its orbit and possibly lower its t
    22 KB (3,981 words) - 11:17, 16 December 2023
  • ...ree mid slots—the fewest of any exploration frigate—to fit exploration and propulsion modules. These slots are typically filled with a microwarpdrive and a data
    7 KB (949 words) - 18:26, 4 April 2023
  • | |PJ: propulsion jamming cap need * {{sk|Propulsion Jamming}}: PJ-800 series
    49 KB (6,056 words) - 22:08, 4 December 2023
  • ...will also finish their cycles normally, however some modules such as the [[Propulsion equipment#Micro Jump Drives|micro jump drive]] will decloak the ship if the
    8 KB (1,272 words) - 19:39, 14 August 2023
  • ** {{sk|Propulsion Jamming}}: 5% reduction per level to warp scrambler/disruptor and stasis we Since your ability to move around often depends on keeping your propulsion module running, capacitor skills are indirectly very important for mobility
    26 KB (4,224 words) - 13:45, 4 April 2024
  • ...eres deserves good general [[fitting skills]] and [[support skills]]. {{Sk|Propulsion Jamming}}, {{Sk|Frequency Modulation}}, {{Sk|Signal Suppression}} and {{Sk|
    7 KB (985 words) - 18:26, 4 April 2023
  • ...improve maneuverability and the use of [[EVE Lexicon#MWD|MicroWarp Drive]] propulsion modules.
    7 KB (1,020 words) - 06:56, 6 July 2023
  • ...oration frigate. This gives the Heron the most room to fit exploration and propulsion modules, and arguably makes the Heron the strongest of the four racial T1 e
    7 KB (999 words) - 18:25, 4 April 2023
  • * <small>5MN Quad LiF Restrained Microwarpdrive</small> - a common propulsion module that increases ship speed significantly, For example, if you do not have the skill "{{sk|Propulsion Jamming|I}}", you will not be able to fit the device "Faint Epsilon Scoped
    18 KB (3,192 words) - 18:52, 14 March 2024
  • ...slots and 3 low slots, there are tough trade-offs to be made between tank, propulsion, tackle and weapon disruption. For solo or very-small gang PvP, the ship wi
    7 KB (1,026 words) - 18:30, 4 April 2023
  • <p style="font-size:115%;">{{Anchor|Propulsion modules}}'''{{co|white|Propulsion modules}}'''</p> If your align time is high enough, there's also the option to use propulsion modules such as '''Afterburners''' (cycles as fast as 7.5 seconds) and '''M
    43 KB (6,468 words) - 12:38, 4 April 2024
  • ...g. Useful for larger ships that need to swap between micro jump drives and propulsion modules during a mission.
    9 KB (1,524 words) - 03:47, 20 January 2023
  • ...Huginn might be expected to mount artillery. This can be done, but fitting propulsion, a meaningful tank and artillery together is a challenge: it is possible to
    7 KB (992 words) - 18:25, 4 April 2023
  • ...nd direct your drones to where they are most needed and manage your ship's propulsion mods and defense mods as necessary.
    7 KB (998 words) - 22:47, 4 June 2023
  • ...its hit point bonus. Its four mid slots then provide significant space for propulsion and range control tools such as webs.
    7 KB (1,061 words) - 16:48, 27 August 2023
  • ...burn out of bubbles, it is much safer to take an afterburner as your only propulsion module in lowsec than in other types of space. Since bubbles cannot be used ...ted by a warp scrambler. While MWDs can be useful for kiters, the dominant propulsion module is the afterburner.
    30 KB (5,031 words) - 13:23, 7 October 2023
  • The Probe has four mid slots available for exploration and propulsion modules. Like any exploration frigate, the Probe’s mids are usually fit w
    7 KB (993 words) - 18:29, 4 April 2023
  • * Remember to pulse your propulsion module or turn it off as soon as you're in position, to preserve cap.
    9 KB (1,355 words) - 11:32, 12 November 2022
  • ** {{sk|Propulsion Subsystem Technology|icon=yes|mult=yes}} and the other Subsystem Technologi
    10 KB (1,423 words) - 21:26, 13 March 2024
  • |pre={{sk|Propulsion Jamming|V}}; {{sk|Graviton Physics|IV}}; {{sk|Spaceship Command|V}} |pre={{sk|Propulsion Jamming|V}}; {{sk|Graviton Physics|I}}; {{sk|Spaceship Command|IV}}
    41 KB (5,290 words) - 15:00, 14 May 2024
  • Interdiction Maneuvers Charge - Increases the optimal range of propulsion jamming modules.<br>
    12 KB (1,978 words) - 03:43, 1 May 2017
  • *{{sk|Propulsion Jamming}} : ''5% reduction to warp scrambler, warp disruptor, and stasis we
    10 KB (1,586 words) - 17:16, 5 April 2022
  • ...buffed in the Inferno expansion, gaining an extra mid slot and a bonus to propulsion jamming so that it now resembles a T1 interceptor, making it a great steppi ...d slots prevent it from fitting the [[Tackling_Guide|tackling]] trinity: a propulsion module, a point, and a web.
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  • | Activate Propulsion Mode || Shift-3
    12 KB (1,729 words) - 22:52, 12 April 2024
  • ..., the '''Snake Shaped Asteroid''' is a good compromise for a fleet without propulsion modules. If you approach it until you're within 10 km from it, you'll be in
    11 KB (1,661 words) - 11:31, 12 November 2022
  • ...ot rack split between equal numbers of Salvagers and Tractor Beams, with a propulsion module and some Cap Rechargers in the mid slots, and as many Expanded Cargo
    10 KB (1,534 words) - 07:50, 13 May 2024
  • As the complexes can be quite big, I recommend to bring propulsion mods on any ships you use. Preferably a MWD, as they work in all the comple
    11 KB (1,850 words) - 17:53, 10 August 2022
  • * Moving is required in this site, but you will not need a propulsion module unless you want to speed up your completion times.
    11 KB (1,635 words) - 11:31, 12 November 2022
  • ...hnology has been meticulously stripped from it, including weapons systems, propulsion, and electronics. There is no trace of its crew, despite all of its escape
    10 KB (1,409 words) - 09:19, 21 August 2022
  • ...destroyed them, two more rats will appear further away. If your ship has a propulsion module (e.g., an Afterburner or a Microwarpdrive) fitted, you can activate ...take on the sentry guns, make sure you orbit them in close range with your propulsion module on. These sentry guns have poor [[tracking]], and by flying around t
    25 KB (3,687 words) - 07:33, 1 May 2024
  • ...ster enemies (a Stasis Webifier module can also come in handy for that). A propulsion module (Afterburner or MWD) is almost mandatory for cruiser-sized ships (es ...n's optimal range. To get into brawling range, use your [[Lexicon#Prop Mod|propulsion module]] to get close - or, if you have the space in your drone bay, deploy
    52 KB (8,522 words) - 14:45, 16 March 2024
  • ...an vary. Some RR BS are designed for station hugging and thus do not fit a propulsion module. Most pilots prefer a heavy cap booster, however they are difficult
    10 KB (1,655 words) - 06:04, 6 July 2023
  • ..., you can put useful things (tackling modules, electronic warfare modules, propulsion modules, etc.) in your midslots. Utilizing both types of tank at once leave ...that match your ship bonuses. If you are fitting a tackling ship, fit the propulsion and the tackle modules.
    33 KB (5,482 words) - 20:01, 28 March 2024
  • ...k you can put useful things (tackling modules, electronic warfare modules, propulsion modules &c) in your midslots. Both types of tank at once leave you with lit ...cceleration and alignment time), and reduces the speed bonus gained from [[Propulsion equipment]]. Armor Rigs also (usually) reduce ship max speeds. As a result,
    54 KB (8,758 words) - 12:23, 16 December 2023
  • ...requires understanding the basic items you should probably fit (such as [[Propulsion equipment|prop]], [[tanking|tank]], mods to fit the role), right up to the
    11 KB (1,944 words) - 11:43, 28 April 2022
  • ...ot killed before you get there (don't forget to overheat AND activate your propulsion module!!!) or you can attempt to burn out of the bubble and warp off to saf
    11 KB (1,929 words) - 09:35, 28 April 2024
  • When using a brawling fit, an active propulsion module is recommended to close in on the target quickly. In a frigate or de
    12 KB (1,798 words) - 15:35, 28 July 2023
  • {{lex|AB|Afterburner (see [[Propulsion equipment#Afterburners|Propulsion equipment]])}} # Going fast using a propulsion module. Often used in context of going towards or away from a location. Con
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  • * They all have an ''80% reduction in Propulsion Jamming systems activation cost'' role bonus. This makes it easier to have * {{sk|Propulsion Jamming}} 5% Reduction to Warp Scrambler, Warp Disruptor, and Stasis Web ca
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  • ...this battleship has been hampered by its advanced hull and shielding. The propulsion system is unfamiliar but tentative theories have suggested that the vessel ...of this cruiser has been hampered by its advanced hull and shielding. The propulsion system is unfamiliar but tentative theories have suggested that the vessel
    24 KB (3,617 words) - 22:14, 11 April 2024
  • ...ry strong local tank, large number of utility high slots, is bonused for [[Propulsion equipment#Micro Jump Drives|Micro Jump Drive]], and can use the bastion mod
    11 KB (1,489 words) - 14:53, 20 February 2024
  • ...ial jammers with 2 mids and 3 lows to spare, allowing the flexibility of a propulsion module and a shield or armor tank module.
    11 KB (1,784 words) - 18:21, 4 April 2023
  • ...c polarity field shifts, the bastion module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and offensive ca
    12 KB (1,898 words) - 16:19, 9 April 2024
  • .... Ships can travel within star systems (using sub-lightspeed or warp-speed propulsion), and jump between star systems (through stargates and wormholes), but they
    13 KB (1,977 words) - 15:41, 8 April 2024
  • * Role bonus: 80% reduction in Propulsion Jamming systems activation cost * Role bonus: 80% reduction in Propulsion Jamming systems activation cost
    37 KB (5,301 words) - 01:42, 23 October 2022
  • ...tic polarity field shifts, the siege module diverts energy from the ship's propulsion and warp systems to lend additional power to its offensive and defensive ca ...ic polarity field shifts, the triage module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and logistical c
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  • | mid2name=Fleeting Propulsion Inhibitor I
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  • | style="text-align: left;" | {{sk|Propulsion Jamming}}
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  • | '''{{co|wheat|Standup Focused Warp Disruptor}}''' powerful propulsion jamming system that will interfere with a target ship's navigation computer
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  • * Fit a propulsion module and keep moving: <br><br> The Oneiros has a relatively small signatu
    13 KB (2,029 words) - 00:51, 14 January 2024
  • ...ity to fire certain [[weapons]], actively [[tanking|repair]] itself, use [[propulsion equipment]] or other powered modules, or even [[warp]] to another location. ...wever, a ship with a fully drained capacitor cannot [[warp]] or activate [[propulsion equipment]], severely limiting range control and escape options.
    45 KB (6,560 words) - 11:50, 16 March 2024
  • ...(2500m) for the can closest to those chambers and approach slowly with no propulsion module active.<br /> ...r of damage clouds in this area. Approach the Archive Cerebrum Chambers; a propulsion module will help.<br />
    136 KB (19,960 words) - 07:31, 23 April 2023
  • ...to win the fight. Keep at the appropriate range for weapons, turn on your propulsion module, use a web on your target, and fire all your guns at one target unti
    19 KB (2,862 words) - 14:10, 26 February 2024
  • ...alance of [[Cruisers#Heavy Assault Cruisers|Heavy Assault Cruisers]] and [[Propulsion equipment#Afterburners and microwarpdrives|Micro Warp Drives]], [[Planetary Rebalance of propulsion modules, [[shield extenders]] and [[armor plates]]
    96 KB (12,155 words) - 10:27, 24 April 2024
  • ...our and shield defenses, efficiency of remote repairs, electronic warfare, propulsion modules, locking ranges to reducing the signature radius of ships and makin
    21 KB (3,181 words) - 13:20, 7 October 2023
  • ...and do not have their signature radii bloomed nearly as much by using a [[Propulsion equipment#Afterburners and microwarpdrives|microwarpdrive]]. ''Fleet'' inte ...pure tacklers, but they get huge bonuses to the effects of [[overheating]] propulsion modules, which can make them handy for catching and killing other small shi
    39 KB (6,677 words) - 08:22, 29 November 2023
  • ...y affects their [[Propulsion_equipment#Sizes_and_mass_effects|speed with a propulsion module]] turned on. They have a relatively big sensor strength; they usuall
    19 KB (3,270 words) - 11:27, 17 August 2023
  • # Your propulsion module, if it's not scrammed: this will increase your chance of shaking the
    17 KB (3,110 words) - 16:00, 31 January 2024
  • Long range weapons and propulsion modules in particular put a lot of strain on your '''power grid''' while te
    21 KB (3,359 words) - 13:25, 11 January 2023
  • * For mission running the mid slots can be dedicated to propulsion and shields
    22 KB (3,365 words) - 13:23, 11 January 2023
  • ..., though, they can only switch between three predetermined modes, Defense, Propulsion, and Sharpshooter, rather than a wider range of possible configurations. Th
    19 KB (3,138 words) - 15:17, 8 November 2021
  • ...ship’s mass. Because of this, it is good practice in fleets to turn your [[propulsion equipment]] off before taking a bridge to conserve the bridger’s fuel. Th
    22 KB (3,603 words) - 20:35, 30 August 2023
  • ...or plates, electronic warfare devices, [[Cloaking|cloaks]], [[rigs]] and [[propulsion equipment]].
    19 KB (2,985 words) - 12:37, 7 September 2022
  • '''Propulsion:''' The Afterburner is vital for keeping the ship moving.<br> |[[File:3P38_Standard_28.png|thumb|none|Propulsion directions of the Spatial Rift]]
    72 KB (10,995 words) - 06:38, 17 April 2024
  • ...examples assume all 0 skills. Higher acceleration control will result in propulsion mods being significantly more effective at mitigating damage.
    28 KB (4,503 words) - 21:03, 6 December 2023
  • ...o maximize cargo space, they can align and warp in 5 seconds (assuming the propulsion module is not active); speed-fit blockade runners can align in 4 seconds (o
    25 KB (4,128 words) - 19:14, 9 July 2023
  • ...ce prize of the 7th alliance tournament. Long ranged webs and reduction in propulsion module activation costs combined with range bonuses make for an extremely p
    24 KB (3,713 words) - 08:50, 7 March 2024
  • *# Your propulsion module, if it's not scrammed: this will increase your chance of shaking the
    25 KB (4,325 words) - 14:16, 13 March 2024
  • * Bonuses from overheating Tackle, Propulsion, Repair, Resistance, and Energy Warfare modules, as well as all Turrets and
    27 KB (3,770 words) - 12:46, 28 November 2023
  • ...]] with Tech 2 modules), especially if one of its midslots is needed for a propulsion module - and given that it will often carry valuable salvage, it can make f
    37 KB (5,612 words) - 15:26, 8 April 2024
  • | subsystem4name=Tengu Propulsion - Chassis Optimization ...</li><li>{{sk|Caldari Offensive Systems|IV|icon=yes}}</li><li>{{sk|Caldari Propulsion Systems|III|icon=yes}}</li><li>{{sk|Remote Armor Repair Systems|III|icon=ye
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  • * Immune to bubbles with Interdiction Nullifier propulsion subsystem
    29 KB (4,918 words) - 23:01, 23 June 2023
  • ...n't need vs. the opponents' damage type, or be more conservative with your propulsion module. If you cap yourself out, you won't be able to activate anything—y
    40 KB (6,440 words) - 14:24, 3 June 2023
  • Your mid slots should almost always include a propulsion module (afterburner or microwarp drive), except perhaps if you're flying a
    45 KB (7,002 words) - 07:24, 24 February 2024
  • ...r ship just entered system from, then click the "Align" icon, activate any propulsion module (afterburner, microwarp drive), and reapproach the gate you just cam
    34 KB (6,053 words) - 16:17, 7 April 2024
  • * Slow-boating out with a propulsion module, assuming decent 60%-ish resistances, means the ship will sustain ab
    41 KB (6,363 words) - 06:42, 14 January 2024
  • ...e a high priority if your fleet is required to, for example, fly fast with propulsion modules to reach the next gate (common in higher sites even for shield flee ...ng afterburners and microwarpdrives or have some ships without any kind of propulsion module would lead to your fleet being split up with some ships constantly m
    91 KB (15,090 words) - 13:31, 20 June 2022
  • |Skills to make your ship faster and more agile, and to use propulsion modules
    39 KB (6,236 words) - 10:19, 7 March 2024
  • ...hnology has been meticulously stripped from it, including weapons systems, propulsion, and electronics. There is no trace of its crew, despite all of its escape ...ructures. Although certainly a part of the Talocan station, its hinges and propulsion systems imply ready removal from stations, but the peaks and points are unl
    106 KB (16,085 words) - 10:41, 1 May 2024
  • ...those drones will begin idling and return to your ship via their sublight propulsion (that is, not using their MWD). This can take a long time unless you manua
    37 KB (6,637 words) - 11:20, 16 March 2024
  • ...can start moving after initial aggro in the last wave. If you don't have a propulsion module you might have to start at the end of the first wave or middle of th
    45 KB (7,615 words) - 02:33, 8 May 2024
  • ** '''Dark''' sites can drop '''propulsion module''' mutaplasmids - 1/10/100MN Afterburner, 5/50/500MN Microwarpdrive
    44 KB (6,813 words) - 07:20, 4 May 2024
  • ...e EM Shield Reinforcer II]] EM Shield Reinforcer II<br>[[image:module icon propulsion rig tech2.png|24px|Large Hyperspatial Velocity Optimizer II]] Large Hypersp
    76 KB (11,572 words) - 15:21, 16 December 2023
  • To use these drones, train {{sk|Drone Navigation|icon=yes}} and {{sk|Propulsion Jamming|III|icon=yes}} (which is also required for stasis webifier modules)
    75 KB (11,737 words) - 08:30, 11 February 2024
  • ** Propulsion Jamming 5 added as a skill requirement in the Interdictor skill
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