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Fitting Modules and Rigs Guide: Difference between revisions

From EVE University Wiki
Al hubbard (talk | contribs)
m Added links to slot pages. Should shorten the page down.
m Guide to fits and rigs
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Laser turrets are the weapons used primarily by the Amarr. They use frequency crystals as ammunition and deal EM and thermal damage. A special note to consider when fitting any ship is the ammunition usage. Lasers use crystals, which work differently than any other ammunition type. You can read more about it [[Turrets#Laser_Crystals|here]].
Laser turrets are the weapons used primarily by the Amarr. They use frequency crystals as ammunition and deal EM and thermal damage. A special note to consider when fitting any ship is the ammunition usage. Lasers use crystals, which work differently than any other ammunition type. You can read more about it [[Turrets#Laser_Crystals|here]].
=====Pulse Laser Turrets=====
=====Pulse Laser Turrets=====
Short range Laser Turrets. They offer high damage potential while having decent range. They have fairly steep powergrid fitting requirements and are thus usually mounted only on Amarr ships.
Short range Laser Turrets. They offer high damage potential while having decent range. They have fairly steep power-grid fitting requirements and are thus usually mounted only on Amarr ships.
=====Beam Laser Turrets=====
=====Beam Laser Turrets=====
Long range Laser Turrets. They have the highest damage potential and best tracking but the least effective range than other long-range weapon systems. They have the steepest fitting requirements of any weapon system, and will thus normally be fitted only on Amarr ships, although the smaller beam lasers are much easier to mount.
Long range Laser Turrets. They have the highest damage potential and best tracking but the least effective range than other long-range weapon systems. They have the steepest fitting requirements of any weapon system, and will thus normally be fitted only on Amarr ships, although the smaller beam lasers are much easier to mount.
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Long range projectile turrets. They have the highest volley damage but the poorest tracking of all long-range weapon systems. They have the second-highest fitting requirements after beam lasers and are thus rarely found on non-Minmatar ships.
Long range projectile turrets. They have the highest volley damage but the poorest tracking of all long-range weapon systems. They have the second-highest fitting requirements after beam lasers and are thus rarely found on non-Minmatar ships.
====Missile Launchers====
====Missile Launchers====
Missile launchers are the primary weapon of the Caldari. Unlike turret-based weapon systems missile launchers have low powergrid needs but high CPU requirements. Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints. Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. However, launcher hardpoints are uncommon except on dedicated missile ships (certain Minmatar, Caldari, and a few T2 Amarr). Also note that range and damage output for missiles is not as straightforward to calculate as it is for turrets; check [[Missile Launchers]] for more information.
Missile launchers are the primary weapon of the Caldari. Unlike turret-based weapon systems missile launchers have low power-grid needs but high CPU requirements. Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints. Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. However, launcher hardpoints are uncommon except on dedicated missile ships (certain Minmatar, Caldari, and a few T2 Amarr). Also note that range and damage output for missiles is not as straightforward to calculate as it is for turrets; check [[Missile Launchers]] for more information.
====="Short-Range" Launchers=====
====="Short-Range" Launchers=====
"Short-range" bays refers to missile launchers using the short-range, high damage missiles, namely rocket launchers, heavy assault missile launchers, torpedo launchers and citadel torpedo launchers. Except for rocket launchers, these short-ranged launchers have higher PG and CPU needs than their long-ranged counterparts (in contrast, long-ranged turrets have steeper fitting needs than their short-ranged counterparts).
"Short-range" bays refers to missile launchers using the short-range, high damage missiles, namely rocket launchers, heavy assault missile launchers, torpedo launchers and citadel torpedo launchers. Except for rocket launchers, these short-ranged launchers have higher PG and CPU needs than their long-ranged counterparts (in contrast, long-ranged turrets have steeper fitting needs than their short-ranged counterparts).
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These modules extend your drone control range.
These modules extend your drone control range.
====Discussion====
====Discussion====
Drone control units are obviously only useful to carrier/supercarrier pilots. Drone Link Augmentors can be useful for drone boats and ships with nothing else to fit in their spare highslots.
Drone control units are obviously only useful to carrier/supercarrier pilots. Drone Link Augmentors can be useful for drone boats and ships with nothing else to fit in their spare high slots.
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These modules will repair the shield of an allied ship by using your capacitor energy.
These modules will repair the shield of an allied ship by using your capacitor energy.
====Discussion====
====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.
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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These modules will give bonuses to fleet members. They can only reasonably be equipped to battlecruisers.
These modules will give bonuses to fleet members. They can only reasonably be equipped to battlecruisers.
====Jump Portal Generators====
====Jump Portal Generators====
The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleetmates to quickly traverse vast distances without the need for stargates. The covert jump portal generator can only be fitted to Black Ops ships and works in a similar manner to the normal jump except it can only be used by ships with jump harmonics 2, meaning only covert ships will be able to use it.
The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleet-mates to quickly traverse vast distances without the need for stargates. The covert jump portal generator can only be fitted to Black Ops ships and works in a similar manner to the normal jump except it can only be used by ships with jump harmonics 2, meaning only covert ships will be able to use it.
====Salvager====
====Salvager====
These modules will salvage loot from wrecks.
These modules will salvage loot from wrecks.
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These modules will increase your capacitor recharge time with no penalty.
These modules will increase your capacitor recharge time with no penalty.
====Discussion====
====Discussion====
Boosters are generally preferred for large ships in PVP in the event of capacitor neutralizing.
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.
For your exact needs, experimenting in EFT will show which will serve you best.


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====Shield Boosters====
====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.
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.
====Anciliary Shield Boosters====
====Ancillary Shield Boosters====
These modules will repair your shields, and use cap charges as ammo.  They can also run from your capacitor, but require more cap than a normal shield booster.
These modules will repair your shields, and use cap charges as ammo.  They can also run from your capacitor, but require more cap than a normal shield booster.
====Shield Boost Amplifiers====
====Shield Boost Amplifiers====
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These modules will increase your shield resistances and uses no capacitor.
These modules will increase your shield resistances and uses no capacitor.
====Discussion====
====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.
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 over-sized) 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 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.
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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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.
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====
====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.
These modules will increase your armor's resistance slightly for just a single MW of power-grid. Regenerative plating increases your armor by a percentage and does not affect your resistance.
====Discussion====
====Discussion====
Hardeners are the ideal if you can support them, followed by energized plating and finally resistance plating.
Hardeners are the ideal if you can support them, followed by energized plating and finally resistance plating.
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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====
====Auxiliary Power Controls====
These modules will increase your powergrid as an absolute (ie. not as a percentage) so is useful for frigates and destroyers.
These modules will increase your power-grideeeeeeeeeeeeeee as an absolute (ie. not as a percentage) so is useful for frigates and destroyers.
====CPU Upgrades====
====CPU Upgrades====
These modules will increase your CPU without penalty.
These modules will increase your CPU without penalty.
====Power Diagnostic Systems====
====Power Diagnostic Systems====
These modules will increase your powergrid, as well as minor boosts to your capacitor and shield capacity and recharge.
These modules will increase your power-grid, as well as minor boosts to your capacitor and shield capacity and recharge.
====Reactor Controls====
====Reactor Controls====
These modules will increase your powergrid without penalty.
These modules will increase your power-grid without penalty.
====Discussion====
====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 need an increase in your power-grid 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.
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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These modules have no penalty.
These modules have no penalty.


'''Ancillary Current Router''': This rig increases ship's powergrid.
'''Ancillary Current Router''': This rig increases ship's power-grid.


'''Capacitor Control Circuit''': This rig increases ship's capacitor recharge rate.
'''Capacitor Control Circuit''': This rig increases ship's capacitor recharge rate.
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'''Core Defense Capacitor Safeguard''': This rig decreases the cap used by modules that require the shield operations skill.
'''Core Defense Capacitor Safeguard''': This rig decreases the cap used by modules that require the shield operations skill.


'''Core Defense Charger Economizer''': This rig decreases powergrid use of shield upgrade modules.
'''Core Defense Charger Economizer''': This rig decreases power-grid use of shield upgrade modules.


'''Core Defense Field Extender''': This rig increases shield capacity.
'''Core Defense Field Extender''': This rig increases shield capacity.
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===Turret Weapons===
===Turret Weapons===
Fitting these rigs will increase the amount of PowerGrid required by any turrets fitted to your ship.
Fitting these rigs will increase the amount of Power-grid required by any turrets fitted to your ship.


'''Algid Energy Administrations Unit''': This rig decreases turret CPU needs.
'''Algid Energy Administrations Unit''': This rig decreases turret CPU needs.
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====Engineering====
====Engineering====
Powergrid and Capacitor vary by subsystem.
Power-grid and Capacitor vary by subsystem.


'''Augmented Capacitor Reservoir''': 5% bonus to capacitor capacity per level 2 low, 1 hi, 1 turret
'''Augmented Capacitor Reservoir''': 5% bonus to capacitor capacity per level 2 low, 1 hi, 1 turret
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'''Emergent Locus Analyzer''': 10% increase to scan strength of probes per level, 20% bonus to range and velocity of tractor beams per level, 99% reduced CPU need for Scan Probe Launchers 4 med
'''Emergent Locus Analyzer''': 10% increase to scan strength of probes per level, 20% bonus to range and velocity of tractor beams per level, 99% reduced CPU need for Scan Probe Launchers 4 med


'''Immobility Drivers - 30% bonus to stasis webifier range per level 1low, 3 med
'''Immobility Drivers - 30% bonus to stasis webifier range per level 1 low, 3 med


'''Tactical Targeting Network''': 15% bonus to scan resolution per level 4 med
'''Tactical Targeting Network''': 15% bonus to scan resolution per level 4 med


====Engineering====
====Engineering====
Powergrid and Capacitor vary by subsystem.
Power-grid and Capacitor vary by subsystem.


'''Augmented Capacitor Reservoir''': 5% bonus to capacitor capacity per level 2 low, 1 hi, 1 launcher, 1 turret
'''Augmented Capacitor Reservoir''': 5% bonus to capacitor capacity per level 2 low, 1 hi, 1 launcher, 1 turret
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====Engineering====
====Engineering====
Powergrid, Capacitor, and drone usage (or lack) vary by subsystem.
Power-grid, Capacitor, and drone usage (or lack) vary by subsystem.


'''Augmented Capacitor Reservoir''': 5% bonus to drone MWD speed per level, 7.5% bonus to drone hit points per level 2 low, 1 hi
'''Augmented Capacitor Reservoir''': 5% bonus to drone MWD speed per level, 7.5% bonus to drone hit points per level 2 low, 1 hi
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====Engineering====
====Engineering====
Powergrid and Capacitor vary by subsystem.
Power-grid and Capacitor vary by subsystem.


'''Augmented Capacitor Reservoir''': 5% bonus to capacitor capacity per level 2 low, 1 hi, 1 launcher
'''Augmented Capacitor Reservoir''': 5% bonus to capacitor capacity per level 2 low, 1 hi, 1 launcher