Difference between revisions of "User talk:Frandetta"

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==High slots==
 
==High slots==
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===Damage===
 
===Damage===
 
These modules will deal direct damage.
 
These modules will deal direct damage.
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These weapons hit everything in a given radius. Particularly effective against drones and poorly equipped frigates.
 
These weapons hit everything in a given radius. Particularly effective against drones and poorly equipped frigates.
  
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===EW===
 
===EW===
 
These modules will alter enemy ship caps and sensors.
 
These modules will alter enemy ship caps and sensors.
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Energy destabilizers and vampires are great tools for removing an enemy ship's ability to repair itself.
 
Energy destabilizers and vampires are great tools for removing an enemy ship's ability to repair itself.
  
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===Logistics===
 
===Logistics===
 
These modules will restore cap, shields, armor, and hull to other ships.
 
These modules will restore cap, shields, armor, and hull to other ships.
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These 4 module classes form the backbone of remote repair (RR) and are invaluable in PVP fleet battles, level 5 mission runs, high level complexes, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.
 
These 4 module classes form the backbone of remote repair (RR) and are invaluable in PVP fleet battles, level 5 mission runs, high level complexes, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.
  
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===Tackling===
 
===Tackling===
 
These modules will prevent ship warping.
 
These modules will prevent ship warping.
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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).
 
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).
  
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===Misc===
 
===Misc===
 
These modules did not fit into the above categories.
 
These modules did not fit into the above categories.
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Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission.
 
Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission.
  
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==Mid Slots==
 
==Mid Slots==
 
===Capacitor===
 
===Capacitor===
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For your exact needs, experimenting in EFT will show which will serve you best.
 
For your exact needs, experimenting in EFT will show which will serve you best.
  
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===Damage Supplements===
 
===Damage Supplements===
 
These modules will increase DPS.
 
These modules will increase DPS.
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These modules will increase an allied ship's optimal range, falloff range, and tracking speed.
 
These modules will increase an allied ship's optimal range, falloff range, and tracking speed.
  
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===EW===
 
===EW===
 
These modules will decrease enemy DPS, increase the enemy's incurred DPS, and prevent the opposite from happening.
 
These modules will decrease enemy DPS, increase the enemy's incurred DPS, and prevent the opposite from happening.
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EW has its own full discussion and class, so I won't be going into detail here.
 
EW has its own full discussion and class, so I won't be going into detail here.
  
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===Propulsion===
 
===Propulsion===
 
These modules will increase a ship's velocity.
 
These modules will increase a ship's velocity.
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These modules will increase your velocity by 500% while increasing your signature radius by 500% and a significant use of capacitor.
 
These modules will increase your velocity by 500% while increasing your signature radius by 500% and a significant use of capacitor.
  
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===Shield Tanking===
 
===Shield Tanking===
 
These modules will restore, extend, or increase the resistance of your shields.
 
These modules will restore, extend, or increase the resistance of your shields.
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Shield hardeners are strongly preferred to shield resistance amplifiers as the resistance increase is much greater and the capacitor drain is minor.
 
Shield hardeners are strongly preferred to shield resistance amplifiers as the resistance increase is much greater and the capacitor drain is minor.
  
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===Tackling===
 
===Tackling===
 
These modules will slow and prevent warping of enemy ships.
 
These modules will slow and prevent warping of enemy ships.
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These modules will prevent an enemy ship from warping (provided they do not have warp stabilizers to negate your jamming).
 
These modules will prevent an enemy ship from warping (provided they do not have warp stabilizers to negate your jamming).
  
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===Misc===
 
===Misc===
 
These modules did not fit into the above categories.
 
These modules did not fit into the above categories.
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==Low Slots==
 
==Low Slots==
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===Armor Tank===
 
===Armor Tank===
 
These modules will repair, extend, and increase the resistance of your armor.
 
These modules will repair, extend, and increase the resistance of your armor.
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Armor plates are great for a buffer tank.
 
Armor plates are great for a buffer tank.
  
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===Capacitor===
 
===Capacitor===
 
These modules will increase the recharge rate of your capacitor.
 
These modules will increase the recharge rate of your capacitor.
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If you're actively shield tanking, you'll need to strike the right balance for you.
 
If you're actively shield tanking, you'll need to strike the right balance for you.
  
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===Damage Supplements===
 
===Damage Supplements===
 
These modules will increase your DPS.
 
These modules will increase your DPS.
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These modules will increase your optimal range, accuracy falloff, and tracking speed when using any/all types of turrets.
 
These modules will increase your optimal range, accuracy falloff, and tracking speed when using any/all types of turrets.
  
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===EW===
 
===EW===
 
These modules will increase your targeting and reduce your susceptibility to ECM.
 
These modules will increase your targeting and reduce your susceptibility to ECM.
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These modules will increase your sensor strength.
 
These modules will increase your sensor strength.
  
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===Fitting===
 
===Fitting===
 
These modules will help you extend your power grid or CPU.
 
These modules will help you extend your power grid or CPU.
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If you're in a frigate, you'll want to use an auxiliary power control, since a percentage bonus will not give you as great a power grid increase as an absolute 10-12MW.
 
If you're in a frigate, you'll want to use an auxiliary power control, since a percentage bonus will not give you as great a power grid increase as an absolute 10-12MW.
  
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===Propulsion===
 
===Propulsion===
 
These modules will increase your velocity and/or agility.
 
These modules will increase your velocity and/or 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.
 
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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===Shield Tanking===
 
===Shield Tanking===
 
These modules will increase the regeneration of shields.
 
These modules will increase the regeneration of shields.
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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.
 
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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===Misc===
 
===Misc===
 
These modules did not fit into the above categories.
 
These modules did not fit into the above categories.

Revision as of 01:04, 18 February 2010

This is just my temporary storage for eventual pages. Please do not modify.Frandetta 21:59, 17 February 2010 (UTC)

High slots


Damage

These modules will deal direct damage.

Doomsday Devices

Doomsday devices are aptly named. Really. Honestly. Alright you want details? 2 million damage of a specific type to a single ship.

Hybrid Turrets

Hybrid turrets are the weapons used primarily by the Gallente.

Laser Turrets

Laser turrets are the weapons used primarily by the Amarr.

Mining Lasers

Mining lasers are the primary weapons of.. miners. Go kill 'em rocks boys. They come in several flavors such as regular miners for most ships, and strip miners for mining barges.

Missile Launchers

Missile launchers are the primary weapon of the Caldari.

Projectile Turrets

Projectile turrets are the weapons used primarily by the Minmatar.

Siege Modules

These are used by Dreadnaughts.

Smartbombs

These weapons hit everything in a given radius. Particularly effective against drones and poorly equipped frigates.


EW

These modules will alter enemy ship caps and sensors.

Energy Destabilizers

These modules will dissipate the capacitor of an enemy ship by using your capacitor energy.

Energy Vampires

These modules will transfer energy from the enemy ship to your capacitor.

Remote ECM Burst

These modules will disable the targeting of ships within its range.

Discussion

Energy destabilizers and vampires are great tools for removing an enemy ship's ability to repair itself.


Logistics

These modules will restore cap, shields, armor, and hull to other ships.

Energy Transfer Arrays

These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy.

Remote Armor Repair

These modules will repair the armor of an allied ship by using your capacitor energy.

Remote Hull Repair

These modules will repair the hull of an allied ship by using your capacitor energy.

Shield Transporters

These modules will repair the shield of an allied ship by using your capacitor energy.

Discussion

These 4 module classes form the backbone of remote repair (RR) and are invaluable in PVP fleet battles, level 5 mission runs, high level complexes, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.


Tackling

These modules will prevent ship warping.

Interdiction Sphere Launcher

These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. These modules are for interdicters.

Warp disruption Field Generator

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).


Misc

These modules did not fit into the above categories.

Auto Targeting

These modules will target for you.

Cynosural Field Generator

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.

Cloaking

These modules will make you invisible unless you use a module or warp, or come within 2km of something. The cloak for recon ships and covert ops ships will not decloak for warp.

Gang Assist Modules

These modules will give bonuses to fleet members. They can only reasonably be equipped to battlecruisers.

Salvager

These modules will salvage loot from wrecks.

Scan Probe Launchers

These modules will launch scan probes to allow you to explore.

Tractor Beams

These modules will bring cargo containers and wrecks to your ship.

Discussion

Auto targeting is a waste of a slot, and dangerous to boot as you want to be able to target manually. Cyno field generators would be best used 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). Cloaking is invaluable for scouts. Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission.


Mid Slots

Capacitor

These modules will restore capacitor energy.

Capacitor Batteries

These modules will increase your total capacitor (and subsequently capacitor regen, as total capacitor and capacitor regen time are independent).

Capacitor Boosters

These modules will replenish your capacitor while expending a charge that you must carry (like ammo).

Capacitor Rechargers

These modules will increase your capacitor recharge time with no penalty.

Discussion

Boosters are generally preferred for large ships in PVP in the event of capacitor neutralizing. For your exact needs, experimenting in EFT will show which will serve you best.


Damage Supplements

These modules will increase DPS.

Tracking Computers

These modules will increase your optimal range, falloff range, and tracking speed.

Tracking Links

These modules will increase an allied ship's optimal range, falloff range, and tracking speed.


EW

These modules will decrease enemy DPS, increase the enemy's incurred DPS, and prevent the opposite from happening.

ECM

These modules will make it difficult for an enemy ship to lock targets. They come in five varieties to coincide with the four sensor types and a multispectral.

ECM Bursts

This is essentially the same as ECM but affects all targets in a given radius.

ECCM

These modules protect against ECM.

ECCM, Projected

These modules protect ships that you use this module on, against ECM.

Remote Sensor Boosters

These modules increase the targeted ship's sensor range and locking speed.

Remote Sensor Dampeners

These modules decrease the targeted ship's sensor range and locking speed.

Sensor Boosters

These modules increase your sensor range and locking speed.

Target Painters

These modules increase the signature radius of enemy ships, increasing the damage they incur when hit.

Tracking Disruptors

These modules decrease the tracking speed of enemy turrets.

Discussion

EW has its own full discussion and class, so I won't be going into detail here.


Propulsion

These modules will increase a ship's velocity.

Afterburners

These modules will increase your velocity by roughly 120% while using some capacitor.

Microwarpdrives

These modules will increase your velocity by 500% while increasing your signature radius by 500% and a significant use of capacitor.


Shield Tanking

These modules will restore, extend, or increase the resistance of your shields.

Shield Boosters

These modules will repair your shields. Boost amplifiers are also in this category and they serve to increase the amount of shield repaired by a shield booster.

Shield Extenders

These modules will increase your total shield amount while increasing your signature radius (consequently increasing the damage incurred).

Shield Hardeners

These modules will increase your shield resistances while using a small amount of capacitor.

Shield Rechargers

These modules will increase your shield regeneration without penalty.

Shield Resistance Amplifiers

These modules will increase your shield resistances and uses no capacitor.

Discussion

You generally don't want to fit more than a single booster, as the cap drain will be quite high. Instead use a size-appropriate (or oversized) shield booster matched with a shield boost amplifier. Shield extenders are great for increasing a passive tank (remember that total shield and time to recharge are independent, so as you increase total shields you increase shield regeneration rate) but can work against you if they increase your signature radius too much. Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank. Shield hardeners are strongly preferred to shield resistance amplifiers as the resistance increase is much greater and the capacitor drain is minor.


Tackling

These modules will slow and prevent warping of enemy ships.

Stasis Webifiers

These modules will decrease an enemy ship's velocity.

Warp Jammers

These modules will prevent an enemy ship from warping (provided they do not have warp stabilizers to negate your jamming).


Misc

These modules did not fit into the above categories.

Hull Repair Systems

These modules will repair your structure.

Passive Targeting Systems

These modules will allow you to target a ship without them knowing.

Scanners

These modules will allow you to scan the composition of asteroids, ice belts, and gas clouds, as well as ship fittings and cargo.

Discussion

Passive targeting systems matched with ship scanners can be a great way to have an alt find the fittings of war targets. Hull repair systems are a great way to save money if you have hull damage and don't want to pay the repair fees.

Low Slots


Armor Tank

These modules will repair, extend, and increase the resistance of your armor.

Armor Hardeners

These modules will increase your armor's resistance a great deal while using capacitor.

Armor Plates

These modules will increase your armor's total strength while greatly increasing your mass.

Armor Repair Systems

These modules will repair you armor.

Energized Plating

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.

Resistance Plating

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.

Discussion

Hardeners are the ideal if you can support them, followed by energized plating and finally resistance plating. Armor plates are great for a buffer tank.


Capacitor

These modules will increase the recharge rate of your capacitor.

Capacitor Flux Coil

These modules will increase your capacitor recharge at the expense of total capacitor energy.

Capacitor Power Relays

These modules will increase your capacitor recharge at the expense of the amount of shield your shield booster restores.

Discussion

If you need capacitor and aren't shield tanking, power relays would serve you well. If you're actively shield tanking, you'll need to strike the right balance for you.


Damage Supplements

These modules will increase your DPS.

Ballistic Control Systems

These modules will increase your damage and rate of fire when using missiles.

Gyrostabilizers

These modules will increase your damage and rate of fire when using projectile turrets

Heat Sinks

These modules will increase your damage and rate of fire when using laser turrets.

Magnetic Field Stabilizers

These modules will increase your damage and rate of fire when using hybrid turrets.

Tracking Enhancers

These modules will increase your optimal range, accuracy falloff, and tracking speed when using any/all types of turrets.


EW

These modules will increase your targeting and reduce your susceptibility to ECM.

Signal Amplifiers

These modules will increase your total allowed targets, your maximum targeting range, as well as reducing time to lock.

Sensor Backup Arrays

These modules will increase your sensor strength.


Fitting

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

Auxiliary Power Controls

These modules will increase your powergrid as an absolute (ie. not as a percentage) so is useful for frigates and destroyers.

CPU Upgrades

These modules will increase your CPU without penalty.

Power Diagnostic Systems

These modules will increase your powergrid, as well as minor boosts to your capacitor and shield capacity and recharge.

Reactor Controls

These modules will increase your powergrid without penalty.

Discussion

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. If you're in a frigate, you'll want to use an auxiliary power control, since a percentage bonus will not give you as great a power grid increase as an absolute 10-12MW.


Propulsion

These modules will increase your velocity and/or agility.

Inertial Stabilizers

These modules will increase your agility at the expense of signature radius.

Nanofiber Structures

These modules will increase your velocity and agility at the expense of structure.

Overdrive Injectors

These modules will increase your velocity at the expense of cargo space.

Comparison

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.


Shield Tanking

These modules will increase the regeneration of shields.

Shield Flux Coils

These modules will increase shield recharge at the expense of shield capacity.

Shield Power Relays

These modules will increase shield recharge at the expense of capacitor recharge.

Comparison

Power relays are great for passive shield tanking on minmatar, 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.


Misc

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. Use of more than 1 is not advised.

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 at the expense of targeting range. They are essential if you think you might get warp jammed and do not want to fight.