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Cargo Hauling with the Cloak Trick: Difference between revisions

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=== Expanded Cargohold II vs Medium Cargohold Optimization I ===
=== Expanded Cargohold II vs Medium Cargohold Optimization I ===
These two modules are used in the low power slot and the ship rig slots respectively. They each increase your standard cargo hold by a percentage of its default size. They do come with penalties but these are related to armor, hull and speed which are all insignificant to us. The only important aspect is that the Expanded Cargohold II’s are more effective per unit than the Medium Cargohold Opimization I’s and as such we prefer to get our extra power grid from the rigs before using up the low slots.
 
These two modules are used in the low power slot and the ship rig slots respectively. They each increase your standard cargo hold by a percentage of its default capacity. They do come with penalties but these are related to armor, hull and speed which are all irrelevant within the context of our design goals. The only important aspect is that the Expanded Cargohold II’s are more effective per unit than the Medium Cargohold Optimization I’s. Therefore we prefer to get our extra power grid from the rig slots before using up the low slots.
 
=== Use of T2 equipment for new players ===
=== Use of T2 equipment for new players ===
Anyone who has taken a look at the tech 2 gear in Eve Online has probably noted how much more time and isk it takes to be able to use and afford. Normally they would not be viable options for new characters trying to fly ships as soon as possible with as few skill points as possible. In the case of some low power slot gear it turns out that instead of requiring a level 5 in the related skill it only needs a level 2. As such it’s extremely affordable and beneficial to get that second level in that skill in order to take advantage of the tech 2 versions of the gear we need.
Anyone who has taken a look at the tech 2 gear in Eve Online has probably noted how much more time and isk it takes to be able to use and afford. Normally they would not be viable options for new characters trying to fly ships as soon as possible with as few skill points as possible. In the case of some low power slot gear it turns out that instead of requiring a level 5 in the related skill it only needs a level 2. As such it’s extremely affordable and beneficial to get that second level in that skill in order to take advantage of the tech 2 versions of the gear we need.