Difference between revisions of "Low slot"

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[[File:Icon_fit_low.png|left|32px]]
'''Low slots''' are a category of module slot found on ships in EVE. Generally, low slots contain passive modules which improve ship performance. [[Armor tanking]] modules occupy low slots. Some low slot modules share purposes with mid slot modules, but the details of their use differ.
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'''Low slots''' are a category of [[module]] slot found on ships in EVE. Generally, low slots contain passive modules which improve ship performance. [[Armor tanking]] modules occupy low slots. Some low slot modules share purposes with mid slot modules, but the details of their use differ.
  
 
This page is a collection of all the types of modules that use low slots.
 
This page is a collection of all the types of modules that use low slots.
  
 
==Armor tank==
 
==Armor tank==
These modules will repair, extend, and increase the resistance of your armor. Hardeners are the ideal if you can support them, followed by energized plating and finally resistance plating.
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These modules will repair, extend, and increase the resistance of your armor. See [[Armor Tanking]] for a detailed breakdown of these modules.
===Armor Hardeners===
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These modules will increase your armor's resistance a great deal while using capacitor.
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* '''{{co|wheat|Armor Repair Systems}}'''
===Armor Plates===
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: Active module which repairs armor at the end of its cycle.
These modules will increase your armor's total strength while greatly increasing your mass. Armor plates are great for a buffer tank.
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:: Variation: '''{{co|wheat|Ancillary Armor Repair Systems}}'''
===Armor Repair Systems===
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:: Active module that can be loaded with {{co|wheat|Nanite Repair Paste}} to very efficiently repair armor, but with a long reload time.
These modules will repair you armor.
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* '''{{co|wheat|Armor Plates}}'''
===Energized Plating===
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: Passive module which increases armor hit points by a fixed amount while increasing mass.
These modules will increase your armor's resistance a moderate amount. Regenerative plating increases your armor by a percentage and does not affect your resistance.
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* '''{{co|wheat|Layered Energized Membranes}}'''
===Resistance Plating===
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: Passive module which increases armor hit points by a percentage. Unlike Layered Coatings, these have a moderate CPU requirement.
These modules will increase your armor's resistance slightly for just a single MW of powergrid. Regenerative plating increases your armor by a percentage and does not affect your resistance.
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* '''{{co|wheat|Layered Coating}}'''
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: Passive module which increases armor hit points by a percentage. Not as effective as Layered Energized Membranes Membranes, but has minimal fitting requirements.
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* '''{{co|wheat|Armor Hardeners}}'''
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: Active module which increases armor resistance a great deal while using capacitor.
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:: Variation: '''{{co|wheat|Reactive Armor Hardeners}}'''
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:: Active module that by default gives a small boost to all resistances, but as the ship takes damage, it adjusts the resistance bonuses to the type of incoming damage.
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* '''{{co|wheat|Energized Membrane}}'''
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: Passive module which increases armor resistance. Unlike Resistance Coating modules, these have a moderate CPU requirement.
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* '''{{co|wheat|Resistance Coating}}'''
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: Passive module which increases armor resistance a bit. Not as effective as Energized Membranes, but has minimal fitting requirements.
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Compare to [[Rig#Armor|armor rigs]].
  
 
==Capacitor==
 
==Capacitor==
These modules will increase the recharge rate of your capacitor.
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These modules will increase the recharge rate of your capacitor, but have downsides.
If you need capacitor and aren't shield tanking, power relays would serve you well.  
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If you're actively shield tanking, you'll need to strike the right balance for you.
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* '''{{co|wheat|Capacitor Flux Coils}}'''
Note that while flux coils increase your capacitor recharge rate by slightly more than power relays, they also decrease your capacitor capacity, and capacitor recharge rate is tied to capacitor capacity. This means that overall flux coils actually increase your recharge rate by less than power relays.  Only use flux coils if you're actively shield tanking.
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: Passive module which increases capacitor recharge rate while decreasing total capacitor energy.
===Capacitor Flux Coil===
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* '''{{co|wheat|Capacitor Power Relays}}'''
These modules will increase your capacitor recharge at the expense of total capacitor energy.
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: Passive module which increases capacitor recharge rate while decreasing the amount of shield restored by shield boosters.
===Capacitor Power Relays===
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These modules will increase your capacitor recharge at the expense of the amount of shield your shield booster restores.
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Note that while flux coils increase your capacitor recharge rate by slightly more than power relays, they also decrease your capacitor capacity, and capacitor recharge rate is tied to capacitor capacity. This means that overall flux coils actually increase your recharge rate by less than power relays.  Only use flux coils if you're active shield tanking.
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Compare to [[Mid slot#Capacitor|mid slot capacitor modules]] and [[Rig#Engineering|engineering rigs]]
  
 
==Damage supplements==
 
==Damage supplements==
These modules will increase your DPS.
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These modules will improve [[turrets|turret]] and [[missile launcher|missile]] weapon systems.
===Ballistic Control Systems===
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These modules will increase your damage and rate of fire when using missiles.
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* '''{{co|wheat|Ballastic Control Systems}}'''
===Gyrostabilizers===
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: Passive module which increases damage and rate of fire of missile launchers.
These modules will increase your damage and rate of fire when using projectile turrets
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* '''{{co|wheat|Gyrostabilizers}}'''
===Heat Sinks===
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: Passive module which increases damage and rate of fire of [[Turrets#Projectile turrets|projectile turrets]].
These modules will increase your damage and rate of fire when using laser turrets.
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* '''{{co|wheat|Heat Sinks}}'''
===Magnetic Field Stabilizers===
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: Passive module which increases damage and rate of fire of [[Turrets#Energy turrets|laser turrets]].
These modules will increase your damage and rate of fire when using hybrid turrets.
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* '''{{co|wheat|Magnetic Field Stabilizers}}'''
===Tracking Enhancers===
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: Passive module which increases damage and rate of fire of [[Turrets#Hybrid turrets|hybrid turrets]].
These modules will increase your optimal range, accuracy falloff, and tracking speed when using any/all types of turrets.
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* '''{{co|wheat|Missile Guidance Enhancers}}'''
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: Passive module which improves missile flight time, flight speed, explosion radius, and explosion velocity.
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* '''{{co|wheat|Tracking Enhancers}}'''
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: Passive module which improves the optimal range, accuracy falloff, and tracking speed of all types of turrets.
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Compare to [[Rig#Missile launcher|missile launcher]] and [[Rig#Turret weapons|turret rigs]], and [[Mid slot#Damage application supplements|mid slot damage application modules]].
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==Drone supplements==
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These modules improve the performance of [[drones]].
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* '''{{co|wheat|Drone Damage Amplifier}}'''
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: Passive module which increases damage done by drones.
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* '''{{co|wheat|Omnidirectional Tracking Enhancer}}'''
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: Passive module which improves the optimal range, accuracy falloff, and tracking speed for all drones. Also improves range, explosion radius and explosion velocity for fighters from [[carrier]]s.
  
 
==EWAR==
 
==EWAR==
These modules will increase your targeting and reduce your susceptibility to ECM.
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These modules affect your ship's [[EWAR Guide#Electronic Counter Measures (ECM)|ECM]] abilities or decrease your susceptibility to ECM.
===Signal Amplifiers===
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These modules will increase your total allowed targets, your maximum targeting range, as well as reducing time to lock.
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* '''{{co|wheat|Signal Amplifier}}'''
===Sensor Backup Arrays===
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: Passive module which improves sensor strength, scan resolution, targeting range, and maximum number of locked targets.
These modules will increase your sensor strength.
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* '''{{co|wheat|Signal Distortion Amplifier}}'''
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: Passive module which increases ECM jam strength and range. Only affects targeting jammers, not burst jammers.
  
 
==Fitting==
 
==Fitting==
 
These modules will help you extend your power grid or CPU.
 
These modules will help you extend your power grid or CPU.
===Auxiliary Power Controls===
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These modules will increase your powergrid by a fixed amount (ie. not as a percentage). If you're in a frigate, you'll generally want to use an auxiliary power control, since a percentage bonus will not give you as great a power grid increase as an absolute 15-18MW.
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* '''{{co|wheat|CPU Upgrades}}'''
===CPU Upgrades===
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: Passive module which increases CPU by a percentage.
These modules will increase your CPU by a percentage without penalty.
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* '''{{co|wheat|Auxiliary Power Controls}}'''
===Power Diagnostic Systems===
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: Passive module which increases powergrid by a fixed amount.
These modules will increase your powergrid by a percentage, as well as minor boosts to your capacitor and shield capacity and recharge. If you need an increase in your powergrid and don't need as much as a reactor control provides, the bonuses of the power diagnostic system is a great perk.
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* '''{{co|wheat|Power Diagnostic Systems}}'''
===Reactor Controls===
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: Passive module which increases powergrid, capacitor recharge/capacity, and shield recharge/capacity by a small percent.
These modules will increase your powergrid by a percentage without penalty.
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* '''{{co|wheat|Reactor Controls}}'''
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: Passive module which increases powergrid by a percentage.
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Auxiliary Power Controls are superior on frigates and destroyers, but any larger ship should use Reactor Controls or Power Diagnostic Systems. If only a little powergrid is needed, the extra bonuses to capacitor and shield recharge make Power Diagnostic Systems a fine choice.
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Compare to [[Rig#Engineering|engineering rigs]].
  
 
==Propulsion==
 
==Propulsion==
These modules will increase your velocity and/or agility.
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These modules will increase your velocity and/or agility, or affect your warp drive.
Injectors increase only velocity and reduce your ability to carry ammo, inertial stabilizers will increase your signature radius (and consequently your incurred damage) for a bit of agility.
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Nanofiber structures on the other hand, will provide both velocity and agility (very comparable to each individually) at the expense of structure. And honestly if you've reached a point where your structure is being hit, it doesn't matter how much you have.
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* '''{{co|wheat|Inertial Stabilizers}}'''
For further discussion on speed modules refer to [[Module_Stacking_and_Speed_Modules|the Guide on Stacking and Speed modules]]
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: Passive module which increases agility while increasing signature radius.
===Inertial Stabilizers===
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* '''{{co|wheat|Nanofiber Internal Structures}}'''
These modules will increase your agility at the expense of signature radius.
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: Passive module which increases agility and velocity while decreasing hull hit points.
===Nanofiber Structures===
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* '''{{co|wheat|Overdrive Injectors}}'''
These modules will increase your velocity and agility at the expense of structure.
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: Passive module which increases velocity while decreasing cargo space.
===Overdrive Injectors===
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* '''{{co|wheat|Warp Accelerators}}'''
These modules will increase your velocity at the expense of cargo space.
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: Passive module which increases warp speed. No more than three of these modules can be fitted to one ship.
===Hyperspatial Accelerator===
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* '''{{co|wheat|Warp Core Stabilizers}}'''
This unit increases warp speed and acceleration.
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: Passive module which increases warp core strength, making it more difficult to [[warp disruption|warp disrupt]], while decreasing targeting range and scan resolution.
No more than three Hyperspatial Accelerators can be fit to one ship.
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Injectors increase only velocity and reduce your ability to carry ammo, inertial stabilizers will increase your signature radius (and consequently your incurred damage) for a bit of agility. Nanofiber structures on the other hand, will provide both velocity and agility (very comparable to each individually) at the expense of structure. And honestly if you've reached a point where your structure is being hit, it doesn't matter how much you have.
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For further discussion on speed modules refer to [[Stacking penalties]]. Compare to [[Rig#Astronautic|astronautic rigs]].
  
 
==Shield Tanking==
 
==Shield Tanking==
These modules will increase the regeneration of shields.
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These modules will increase the regeneration of shields, improving [[Passive Shield Tank|passive shield tanking]].
Power relays are great for passive shield tanking on Minmatar, as projectile weapons require no capacitor.
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Flux coils will deliver less recharge than they state, because of their reduction of total shields (remember that recharge time is independent of shield capacity, so as shield capacity is reduced, so is shield recharge).
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* '''{{co|wheat|Shield Flux Coils}}'''
So with that said, shield power relays are the way to go for a passive shield tank, but neither should be used for an active shield tank.
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: Passive module which increases shield recharge while decreasing total shield hit points.
===Shield Flux Coils===
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* '''{{co|wheat|Shield Power Relays}}'''
These modules will increase shield recharge at the expense of shield capacity.
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: Passive module which increases shield recharge while decreasing capacitor recharge.
===Shield Power Relays===
 
These modules will increase shield recharge at the expense of capacitor recharge.
 
  
==Misc==
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Power relays are great for passive shield tanking on Minmatar ships, as projectile weapons require no capacitor. Flux coils will deliver less recharge than they state, because of their reduction of total shields (remember that recharge time is independent of shield capacity, so as shield capacity is reduced, so is shield recharge). So with that said, shield power relays are the way to go for a passive shield tank, but neither should be used for an active shield tank.
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Compare to [[Rig#Shield|shield rigs]].
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==Miscellaneous ==
 
These modules did not fit into the above categories.
 
These modules did not fit into the above categories.
===Cargo Expanders===
 
These modules will increase your cargo capacity at the expense of velocity. Ideal for haulers and salvage/loot ships.
 
===Damage Controls===
 
These modules will give you a great deal of resist for your hull, and minor resistance increases for your armor and shields at the expense of very minor cap use. Great module to extend your tank.
 
===Ice Harvester Upgrades===
 
These modules decrease ice harvester cycle time at the cost of CPU.
 
===Mining Upgrades===
 
These modules will increase mining laser yield at the expense of CPU.
 
===Reinforced Bulkheads===
 
These modules will increase your hull at the expense of velocity. You don't want to use these, as structure tanking is ill-advised and you can surely find a better use for the slot.
 
===Warp Core Stabilizers===
 
These modules counter warp jammers while reducing targeting range and targeting speed. They are useful if you think you might get warp jammed and do not want to fight.
 
  
[[Category:Ship Fitting]]
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* '''{{co|wheat|Expanded Cargoholds}}'''
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: Passive module which increases cargo capacity at the expense of velocity.
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* '''{{co|wheat|Damage Controls}}'''
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: Passive module which greatly increases structure resistances as well as smaller increases to armor and shield resistances. Only one Damage Control module can be fit at a time.
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* '''{{co|wheat|Reinforced Bulkheads}}'''
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: Passive module which increases structure hit points by a percentage while decreasing cargo capacity and velocity. One of the few ways to increase a ship's hull tank.
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* '''{{co|wheat|Mining Upgrades}}'''
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: Passive module which increases mining laser yield while increasing CPU needs of mining lasers.
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* '''{{co|wheat|Ice Harvester Upgrades}}'''
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: Passive module which decreases ice harvester cycle time while increasing CPU needs of ice harvesters.
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==See also==
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* [[High slot]]
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* [[Mid slot]]
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* [[Rig]]
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[[Category:Fitting]]

Latest revision as of 11:55, 24 June 2021

Icon fit low.png

Low slots are a category of module slot found on ships in EVE. Generally, low slots contain passive modules which improve ship performance. Armor tanking modules occupy low slots. Some low slot modules share purposes with mid slot modules, but the details of their use differ.

This page is a collection of all the types of modules that use low slots.

Armor tank

These modules will repair, extend, and increase the resistance of your armor. See Armor Tanking for a detailed breakdown of these modules.

  • Armor Repair Systems
Active module which repairs armor at the end of its cycle.
Variation: Ancillary Armor Repair Systems
Active module that can be loaded with Nanite Repair Paste to very efficiently repair armor, but with a long reload time.
  • Armor Plates
Passive module which increases armor hit points by a fixed amount while increasing mass.
  • Layered Energized Membranes
Passive module which increases armor hit points by a percentage. Unlike Layered Coatings, these have a moderate CPU requirement.
  • Layered Coating
Passive module which increases armor hit points by a percentage. Not as effective as Layered Energized Membranes Membranes, but has minimal fitting requirements.
  • Armor Hardeners
Active module which increases armor resistance a great deal while using capacitor.
Variation: Reactive Armor Hardeners
Active module that by default gives a small boost to all resistances, but as the ship takes damage, it adjusts the resistance bonuses to the type of incoming damage.
  • Energized Membrane
Passive module which increases armor resistance. Unlike Resistance Coating modules, these have a moderate CPU requirement.
  • Resistance Coating
Passive module which increases armor resistance a bit. Not as effective as Energized Membranes, but has minimal fitting requirements.

Compare to armor rigs.

Capacitor

These modules will increase the recharge rate of your capacitor, but have downsides.

  • Capacitor Flux Coils
Passive module which increases capacitor recharge rate while decreasing total capacitor energy.
  • Capacitor Power Relays
Passive module which increases capacitor recharge rate while decreasing the amount of shield restored by shield boosters.

Note that while flux coils increase your capacitor recharge rate by slightly more than power relays, they also decrease your capacitor capacity, and capacitor recharge rate is tied to capacitor capacity. This means that overall flux coils actually increase your recharge rate by less than power relays. Only use flux coils if you're active shield tanking.

Compare to mid slot capacitor modules and engineering rigs

Damage supplements

These modules will improve turret and missile weapon systems.

  • Ballastic Control Systems
Passive module which increases damage and rate of fire of missile launchers.
  • Gyrostabilizers
Passive module which increases damage and rate of fire of projectile turrets.
  • Heat Sinks
Passive module which increases damage and rate of fire of laser turrets.
  • Magnetic Field Stabilizers
Passive module which increases damage and rate of fire of hybrid turrets.
  • Missile Guidance Enhancers
Passive module which improves missile flight time, flight speed, explosion radius, and explosion velocity.
  • Tracking Enhancers
Passive module which improves the optimal range, accuracy falloff, and tracking speed of all types of turrets.

Compare to missile launcher and turret rigs, and mid slot damage application modules.

Drone supplements

These modules improve the performance of drones.

  • Drone Damage Amplifier
Passive module which increases damage done by drones.
  • Omnidirectional Tracking Enhancer
Passive module which improves the optimal range, accuracy falloff, and tracking speed for all drones. Also improves range, explosion radius and explosion velocity for fighters from carriers.

EWAR

These modules affect your ship's ECM abilities or decrease your susceptibility to ECM.

  • Signal Amplifier
Passive module which improves sensor strength, scan resolution, targeting range, and maximum number of locked targets.
  • Signal Distortion Amplifier
Passive module which increases ECM jam strength and range. Only affects targeting jammers, not burst jammers.

Fitting

These modules will help you extend your power grid or CPU.

  • CPU Upgrades
Passive module which increases CPU by a percentage.
  • Auxiliary Power Controls
Passive module which increases powergrid by a fixed amount.
  • Power Diagnostic Systems
Passive module which increases powergrid, capacitor recharge/capacity, and shield recharge/capacity by a small percent.
  • Reactor Controls
Passive module which increases powergrid by a percentage.

Auxiliary Power Controls are superior on frigates and destroyers, but any larger ship should use Reactor Controls or Power Diagnostic Systems. If only a little powergrid is needed, the extra bonuses to capacitor and shield recharge make Power Diagnostic Systems a fine choice.

Compare to engineering rigs.

Propulsion

These modules will increase your velocity and/or agility, or affect your warp drive.

  • Inertial Stabilizers
Passive module which increases agility while increasing signature radius.
  • Nanofiber Internal Structures
Passive module which increases agility and velocity while decreasing hull hit points.
  • Overdrive Injectors
Passive module which increases velocity while decreasing cargo space.
  • Warp Accelerators
Passive module which increases warp speed. No more than three of these modules can be fitted to one ship.
  • Warp Core Stabilizers
Passive module which increases warp core strength, making it more difficult to warp disrupt, while decreasing targeting range and scan resolution.

Injectors increase only velocity and reduce your ability to carry ammo, inertial stabilizers will increase your signature radius (and consequently your incurred damage) for a bit of agility. Nanofiber structures on the other hand, will provide both velocity and agility (very comparable to each individually) at the expense of structure. And honestly if you've reached a point where your structure is being hit, it doesn't matter how much you have.

For further discussion on speed modules refer to Stacking penalties. Compare to astronautic rigs.

Shield Tanking

These modules will increase the regeneration of shields, improving passive shield tanking.

  • Shield Flux Coils
Passive module which increases shield recharge while decreasing total shield hit points.
  • Shield Power Relays
Passive module which increases shield recharge while decreasing capacitor recharge.

Power relays are great for passive shield tanking on Minmatar ships, as projectile weapons require no capacitor. Flux coils will deliver less recharge than they state, because of their reduction of total shields (remember that recharge time is independent of shield capacity, so as shield capacity is reduced, so is shield recharge). So with that said, shield power relays are the way to go for a passive shield tank, but neither should be used for an active shield tank.

Compare to shield rigs.

Miscellaneous

These modules did not fit into the above categories.

  • Expanded Cargoholds
Passive module which increases cargo capacity at the expense of velocity.
  • Damage Controls
Passive module which greatly increases structure resistances as well as smaller increases to armor and shield resistances. Only one Damage Control module can be fit at a time.
  • Reinforced Bulkheads
Passive module which increases structure hit points by a percentage while decreasing cargo capacity and velocity. One of the few ways to increase a ship's hull tank.
  • Mining Upgrades
Passive module which increases mining laser yield while increasing CPU needs of mining lasers.
  • Ice Harvester Upgrades
Passive module which decreases ice harvester cycle time while increasing CPU needs of ice harvesters.

See also