Difference between revisions of "Mid slot"

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* '''{{co|wheat|Tracking Computers}}'''
 
* '''{{co|wheat|Tracking Computers}}'''
 
: Active module which increases optimal range, falloff range, and tracking speed. Can be [[scripts|scripted]] to prefer one sort of bonus over another.
 
: Active module which increases optimal range, falloff range, and tracking speed. Can be [[scripts|scripted]] to prefer one sort of bonus over another.
* '''{{co|wheat|Tracking Links}}'''
+
* '''{{co|wheat|Remote Tracking Computers}}'''
 
: Active module which increases the optimal range, falloff range, and tracking speed of an allied ship. Can be [[scripts|scripted]] to prefer one sort of bonus over another.
 
: Active module which increases the optimal range, falloff range, and tracking speed of an allied ship. Can be [[scripts|scripted]] to prefer one sort of bonus over another.
  
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* '''{{co|wheat|Guidance Disruptors}}'''
 
* '''{{co|wheat|Guidance Disruptors}}'''
 
: Active module which decreases the explosion radius, explosion velocity, missile flight time and missile velocity of the missile launchers on an enemy ship. Can be scripted to favor one of these effects over another.
 
: Active module which decreases the explosion radius, explosion velocity, missile flight time and missile velocity of the missile launchers on an enemy ship. Can be scripted to favor one of these effects over another.
* '''{{co|wheat|Target Spectrum Breaker}}'''
 
: Active module which performs an ECM attack against all ships targeting the activating ship. The jam strength of this module is increased by the number of ships targeting the activating ship. Can only be fitted to battleships. See [[Target Spectrum Breaker]].
 
  
 
==Propulsion==
 
==Propulsion==
These modules are the primary ways to increase a ship's velocity. For more information see [[Afterburner Details]] and [[Micro Jump Drive]].
+
These modules are the primary ways to increase a ship's velocity. For more information see [[Propulsion equipment]].
  
 
* '''{{co|wheat|Afterburners}}'''
 
* '''{{co|wheat|Afterburners}}'''
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: Active module which, after a spool up time of 12 seconds, instantly teleports the ship 100km in the direction it is facing. Comes in battleship and battlecruiser sizes.
 
: Active module which, after a spool up time of 12 seconds, instantly teleports the ship 100km in the direction it is facing. Comes in battleship and battlecruiser sizes.
 
* '''{{co|wheat|Micro Jump Field Generators}}'''
 
* '''{{co|wheat|Micro Jump Field Generators}}'''
: Active module which, after a spool up time of 9 seconds, instantly teleports the ship and all nearby non-capital ships 100km in the direction it is facing. Can only be fit to [[Destroyer#Command Destroyers|Command Destroyers]].
+
: Active module which, after a spool up time of 9 seconds, instantly teleports the ship, up to 25 nearby non-capital ships that are not warp scrambled, and all drones, fighters, probes and bombs 100km in the direction it is facing. Can only be fit to [[Destroyer#Command Destroyers|Command Destroyers]].
  
 
==Scanners==
 
==Scanners==
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: Active module which gives you information about the fitting of the targeted ship.
 
: Active module which gives you information about the fitting of the targeted ship.
 
* '''{{co|wheat|Survey Scanners}}'''
 
* '''{{co|wheat|Survey Scanners}}'''
: Active module which gives you information about surrounding [[Asteroids and Ore|asteroids]].
+
: Active module which gives you information about surrounding [[asteroid]]s.
 
* '''{{co|wheat|Data Analyzers}}'''
 
* '''{{co|wheat|Data Analyzers}}'''
 
: Active module which allows you to hack containers in data sites.
 
: Active module which allows you to hack containers in data sites.
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==Scanning Upgrades==
 
==Scanning Upgrades==
These modules improve the ability to use [[Scanning|scanning probes]].
+
These modules improve the ability to use [[Probe scanning|scanning probes]].
  
 
* '''{{co|wheat|Scan Acquisition Array}}'''
 
* '''{{co|wheat|Scan Acquisition Array}}'''
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: Active module which restores shields.
 
: Active module which restores shields.
 
:: Variation: '''{{co|wheat|Ancillary Shield Boosters}}'''
 
:: Variation: '''{{co|wheat|Ancillary Shield Boosters}}'''
:: Active module that can be loaded with {{co|wheat|Cap Boosters}} to very efficiently repair shields, but with a long reload time.
+
:: Active module that can be loaded with {{co|wheat|Cap Boosters}} to repair shields without using capacitor, but with a long reload time. Without Cap Boosters loaded, the module uses triple the capacitor compared to a normal Shield Booster. It also repairs a larger amount of shield whether it is loaded or not.
 
* '''{{co|wheat|Shield Boost Amplifiers}}'''
 
* '''{{co|wheat|Shield Boost Amplifiers}}'''
 
: Passive module which increases the amount restored by Shield Boosters.
 
: Passive module which increases the amount restored by Shield Boosters.
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==Tackling==
 
==Tackling==
These modules will reduce the velocity of enemy ships and prevent them from warping. See [[Tackling Guide]].
+
These modules will reduce the velocity of enemy ships and prevent them from warping, [[Jump Drive | jumping]] and docking or tethering at [[Upwell structures]]. While fully tackled, [[Capital ships]] cannot use stargates. See [[Tackling Guide]].
  
 
* '''{{co|wheat|Stasis Webifiers}}'''
 
* '''{{co|wheat|Stasis Webifiers}}'''
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:: Active module which prevents an enemy ship from warping. Has a base range of 22km and a jamming strength of three. Requires much more powergrid and capacitor than the default warp disruptor.
 
:: Active module which prevents an enemy ship from warping. Has a base range of 22km and a jamming strength of three. Requires much more powergrid and capacitor than the default warp disruptor.
 
* '''{{co|wheat|Warp Scrambler}}'''
 
* '''{{co|wheat|Warp Scrambler}}'''
: Active module which prevents an enemy ship from warping. Has a base range of 7.5km and a jamming strength of two, and turns off enemy's microwarpdrive.
+
: Active module which prevents an enemy ship from warping. Has a base range of 7.5km and a jamming strength of two, and turns off enemy's microwarpdrive, [[Micro Jump Drive]], and [[Micro Jump Field Generator]].
 
:: Variation: '''{{co|wheat|Heavy Warp scrambler}}'''
 
:: Variation: '''{{co|wheat|Heavy Warp scrambler}}'''
:: Active module which prevents an enemy ship from warping. Has a base range of 8.5km and a jamming strength of six. Requires much more powergrid and capacitor than the default warp scrambler.
+
:: Active module which prevents an enemy ship from warping. Has a base range of 8.5km and a jamming strength of six, and turns off enemy's microwarpdrive, [[Micro Jump Drive]], and [[Micro Jump Field Generator]]. Requires much more powergrid and capacitor than the default warp scrambler, and as such is usually fit to capital ships or battleships.  
  
 
==Misc==
 
==Misc==
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* '''{{co|wheat|Passive Targeting Systems}}'''
 
* '''{{co|wheat|Passive Targeting Systems}}'''
 
: Active module which allows you to target a ship without them knowing. When combine with ship and cargo scanners, it can help determine the value of a potential gank target or find the fittings of a war target.
 
: Active module which allows you to target a ship without them knowing. When combine with ship and cargo scanners, it can help determine the value of a potential gank target or find the fittings of a war target.
 +
* '''{{co|wheat|Signature Radius Suppressor}}'''
 +
: Module which passively reduces your signature radius by 10%. It can be activated for a short period of time to actively reduce your signature radius by 70%. Can only be fitted to battleships.
  
 
==See also==
 
==See also==

Latest revision as of 15:44, 8 April 2024

Icon fit medium.png

Mid or medium slots or are a category of module slot found on ships in EVE. Generally, mid slots contain activatable modules that may assist in tackling, propulsion, or generally improve the ships behavior. Shield tanking modules occupy mid slots. Some mid slot modules share purposes with low slots, but the details of their use differ.

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

Capacitor

These modules will restore capacitor energy.

  • Capacitor Batteries
Passive module which increases total capacitor (and subsequently capacitor recharge rate, which is a percent of to total capacitor).
  • Capacitor Boosters
Active module which replenishes capacitor while expanding Cap Boosters.
  • Capacitor Rechargers
Passive module which increases capacitor recharge time.

Boosters are generally preferred for PvP ships since they work well against capacitor neutralizing. For your exact needs, experimenting a fitting tool will show which will serve you best. Compare to engineering rigs and low slot capacitor modules.

Damage application supplements

These modules will increase the ability to damage ships, though not necessarily the amount of damage dealt.

  • Missile Guidance Computers
Active module which increases explosion radius, explosion velocity, missile flight time and missile velocity. Can be scripted to prefer one sort of bonus over another.
  • Tracking Computers
Active module which increases optimal range, falloff range, and tracking speed. Can be scripted to prefer one sort of bonus over another.
  • Remote Tracking Computers
Active module which increases the optimal range, falloff range, and tracking speed of an allied ship. Can be scripted to prefer one sort of bonus over another.

Compare to missile and turret rigs and low slot damage application modules

Drone supplements

These modules will increase the performance of drones.

  • Omnidirectional Tracking Links
Active module which increases the optimal range, falloff range, and tracking speed of drones. Can be scripted to prefer one sort of bonus over another. Also improves range, explosion radius and explosion velocity for carrier fighters.
  • Drone Navigation Computers
Active module which increases the microwarpdrive speed of drones, and the speed of carrier fighters. This is the speed when they are flying larger distances, not when they are orbiting and attacking a target.

Compare to low slot drone modules.

EWAR

These modules can mess with enemy ships ability to damage you, or increase the ability of your own ships to damage them. See EWAR Guide for more details on these modules.

  • Electronic Counter Measures (ECM)
Active module which can break an enemy ship's locks and prevent them from locking new targets. Comes in 5 varieties, one for each sensor type and one multispectrum module.
  • ECM Bursts
Active module which performs an area of effect ECM attack against all ships around the activating ship.
  • Sensor Boosters
Active module which increases targeting range, scan resolution, and sensor strength. Can be scripted to favor one of these bonuses over another.
  • Remote Sensor Boosters
Active module which increases the targeting range, scan resolution, and sensor strength of an allied ship. Can be scripted to favor one of these bonuses over another.
  • Remote Sensor Dampeners
Active module which decreases the targeting range and scan resolution of an enemy ship. Can be scripted to favor one of these effects over another.
  • Target Painters
Active module which increases the signature radius of an enemy ship, making them easier to apply damage to.
  • Tracking Disruptors
Active module which decreases the range and tracking speed of the turrets on an enemy ship. Can be scripted to favor one of these effects over another.
  • Guidance Disruptors
Active module which decreases the explosion radius, explosion velocity, missile flight time and missile velocity of the missile launchers on an enemy ship. Can be scripted to favor one of these effects over another.

Propulsion

These modules are the primary ways to increase a ship's velocity. For more information see Propulsion equipment.

  • Afterburners
Active module which increases velocity.
  • Microwarpdrives
Active module which greatly increases velocity while increasing signature radius by 500% and consuming a significant amount of capacitor.
  • Micro Jump Drives
Active module which, after a spool up time of 12 seconds, instantly teleports the ship 100km in the direction it is facing. Comes in battleship and battlecruiser sizes.
  • Micro Jump Field Generators
Active module which, after a spool up time of 9 seconds, instantly teleports the ship, up to 25 nearby non-capital ships that are not warp scrambled, and all drones, fighters, probes and bombs 100km in the direction it is facing. Can only be fit to Command Destroyers.

Scanners

These modules provide information about things around you, or allow you to hack.

  • Cargo Scanners
Active module which gives you information about what is in the cargohold of the targeted ship.
  • Ship Scanners
Active module which gives you information about the fitting of the targeted ship.
  • Survey Scanners
Active module which gives you information about surrounding asteroids.
  • Data Analyzers
Active module which allows you to hack containers in data sites.
  • Relic Analyzers
Active module which allows you to hack containers in relic sites.
  • Integrated Analyzers
Active module which allows you to hack both data and relic containers, but has less coherence than the dedicated analyzers.

Scanning Upgrades

These modules improve the ability to use scanning probes.

  • Scan Acquisition Array
Passive module which decreases scan time of scan probes.
  • Scan Pinpointing Array
Passive module which decreases scan deviation of scan probes.
  • Scan Rangefinding Array
Passive module which increases scan strength of scan probes.

Shield tanking

Main article: Shield Tanking

These modules will restore, extend, or increase the resistance of your shields. Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank.

  • Shield Boosters
Active module which restores shields.
Variation: Ancillary Shield Boosters
Active module that can be loaded with Cap Boosters to repair shields without using capacitor, but with a long reload time. Without Cap Boosters loaded, the module uses triple the capacitor compared to a normal Shield Booster. It also repairs a larger amount of shield whether it is loaded or not.
  • Shield Boost Amplifiers
Passive module which increases the amount restored by Shield Boosters.
  • Shield Rechargers
Passive module which increase shield regeneration.
  • Shield Extenders
Passive module which increases shield hit points while increasing signature radius.
  • Shield Hardeners
Active module which increases shield resistances a great deal while using capacitor. Comes in 5 variations, one for each damage type, and a universal one.
  • Shield Resistance Amplifiers
Passive module which increases shield resistances a bit. Comes in 4 variations, one for each damage type.

Compare to shield rigs.

Tackling

These modules will reduce the velocity of enemy ships and prevent them from warping, jumping and docking or tethering at Upwell structures. While fully tackled, Capital ships cannot use stargates. See Tackling Guide.

  • Stasis Webifiers
Active module which decreases an enemy ship's velocity.
  • Stasis Grapplers
Active module which greatly decreases an enemy ship's velocity at longer ranges than a webifier, but is less effective as ranges increase. Can only be fit to battleships and larger.
  • Warp Disruptor
Active module which prevents an enemy ship from warping. Has a base range of 20km and a jamming strength of one.
Variation: Heavy Warp Disruptor
Active module which prevents an enemy ship from warping. Has a base range of 22km and a jamming strength of three. Requires much more powergrid and capacitor than the default warp disruptor.
  • Warp Scrambler
Active module which prevents an enemy ship from warping. Has a base range of 7.5km and a jamming strength of two, and turns off enemy's microwarpdrive, Micro Jump Drive, and Micro Jump Field Generator.
Variation: Heavy Warp scrambler
Active module which prevents an enemy ship from warping. Has a base range of 8.5km and a jamming strength of six, and turns off enemy's microwarpdrive, Micro Jump Drive, and Micro Jump Field Generator. Requires much more powergrid and capacitor than the default warp scrambler, and as such is usually fit to capital ships or battleships.

Misc

These modules did not fit into the above categories.

  • Hull Repair Systems
Active module which will repair structure. The cycle time is much slower than shield boosters or armor repairers, and restore less, making them ineffective in combat.
  • Passive Targeting Systems
Active module which allows you to target a ship without them knowing. When combine with ship and cargo scanners, it can help determine the value of a potential gank target or find the fittings of a war target.
  • Signature Radius Suppressor
Module which passively reduces your signature radius by 10%. It can be activated for a short period of time to actively reduce your signature radius by 70%. Can only be fitted to battleships.

See also