Difference between revisions of "High slot"
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Caelius West (talk | contribs) (Energy Transfer Arrays -> Remote Capacitor Transmitter. Similarized words for the Logi mods. Added Rorq mods. Added lancer lances. Added fireworks.) |
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==Damage== | ==Damage== | ||
− | These modules will deal direct damage to a target or multiple targets. The two basic weapon systems in the game are [[Turrets]] and [[Missile Launchers]]. | + | These modules will deal direct damage to a target or multiple targets. The two basic weapon systems in the game are [[Turrets]] and [[Missiles|Missile Launchers]]. |
===Hybrid turrets=== | ===Hybrid turrets=== | ||
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===Missile launchers=== | ===Missile launchers=== | ||
− | {{main| | + | {{main|Missiles}} |
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). | 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). | ||
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==EWAR== | ==EWAR== | ||
− | These modules will alter enemy ship capacitor. Energy | + | These modules will alter enemy ship capacitor. Energy neutralizers are great tools for removing an enemy ship's ability to repair itself, while energy nosferatus are useful for energy hungry ships and as a defense against hostile energy neutralization. |
===Energy Neutralizers=== | ===Energy Neutralizers=== | ||
These modules will dissipate the capacitor of an enemy ship by using your capacitor energy. | These modules will dissipate the capacitor of an enemy ship by using your capacitor energy. | ||
− | ===Energy | + | ===Energy Nosferatus=== |
These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own. | These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own. | ||
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These 4 module classes form the backbone of remote repair (RR) and are invaluable in PvP fleet battles, level 5 missions, incursions, 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 missions, incursions, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet. | ||
− | === | + | ===Remote Capacitor Transmitters=== |
These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy. | These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy. | ||
− | ===Remote Armor | + | ===Remote Armor Repairers=== |
− | These modules will repair the armor of an allied ship by using your capacitor energy. | + | These modules will repair the armor of an allied ship by using your capacitor energy. These can come in [[Tanking#Burst active tanks|ancillary]] variations. |
− | ===Remote Hull | + | ===Remote Hull Repairers=== |
These modules will repair the hull of an allied ship by using your capacitor energy. | These modules will repair the hull of an allied ship by using your capacitor energy. | ||
− | ===Shield | + | ===Remote Shield Boosters=== |
− | 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. These can come in [[Tanking#Burst active tanks|ancillary]] variations. |
==Tackling== | ==Tackling== | ||
These modules will prevent ship warping. | These modules will prevent ship warping. | ||
===Interdiction Sphere Launcher=== | ===Interdiction Sphere Launcher=== | ||
− | These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. These modules are for [[ | + | These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. These modules are for [[interdictors]]. |
===Warp disruption Field Generator=== | ===Warp disruption Field Generator=== | ||
− | These modules create a field around a [[ | + | These modules create a field around a [[Cruisers#Heavy Interdiction Cruisers|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). |
==Resource procurement== | ==Resource procurement== | ||
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Ice Harvesters harvest ice and can only be fitted on mining barges and exhumers. | Ice Harvesters harvest ice and can only be fitted on mining barges and exhumers. | ||
===Gas Cloud Harvesters=== | ===Gas Cloud Harvesters=== | ||
− | Gas cloud harvesters [[Gas | + | Gas cloud harvesters [[Gas cloud harvesting|harvest gas]] from gas clouds. They can be fitted on any ship with turret hardpoints. |
+ | ===Gas Cloud Scoops=== | ||
+ | Gas cloud scoops harvest gas from gas clouds. They can only be fitted on mining barges and exhumers. | ||
==Capital only== | ==Capital only== | ||
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Siege and triage modules are specialized modules mounted to certain capital ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle. | Siege and triage modules are specialized modules mounted to certain capital ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle. | ||
===Siege Module=== | ===Siege Module=== | ||
− | These are used by [[Capital | + | These are used by [[Capital ships#Dreadnoughts|dreadnoughts]] to enter siege mode which massively increases their DPS, but makes them immobile, among other factors. |
===Triage Module=== | ===Triage Module=== | ||
− | The triage module greatly increases a [[Capital | + | The triage module greatly increases a [[Capital ships#Carriers|carrier's]] ability to provide assistance to a fleet while making it immobile, among other factors. |
===Industrial Core=== | ===Industrial Core=== | ||
The industrial core allows the [[Rorqual]] to compress ore. | The industrial core allows the [[Rorqual]] to compress ore. | ||
===Drone Control Units=== | ===Drone Control Units=== | ||
− | These modules allow the ship to control one extra drone each. Can only be fitted by carriers and [[ | + | These modules allow the ship to control one extra drone each. Can only be fitted by carriers and [[supercarriers]]. |
===Remote ECM Burst=== | ===Remote ECM Burst=== | ||
These modules will emit an area of effect ECM burst, centered on a target which has a chance to break the lock of all ships within its range. These can only be fitted onto supercarriers. | These modules will emit an area of effect ECM burst, centered on a target which has a chance to break the lock of all ships within its range. These can only be fitted onto supercarriers. | ||
===Clone Vat Bay=== | ===Clone Vat Bay=== | ||
− | Clone Vat Bay can only be fitted on [[ | + | Clone Vat Bay can only be fitted on [[titans]] and the [[Rorqual]]. It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay. |
===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 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. | ||
+ | ===Industrial Jump Portal Generators=== | ||
+ | The industrial jump portal generator can only be fitted on a [[Rorqual]] and is used to create jump bridges allowing only in-fleet mining ships to quickly traverse vast distances without the need for stargates. | ||
+ | ===Pulse Activated Nexus Invulnerability Core=== | ||
+ | The Pulse Activated Nexus Invulnerability Core can only be fitted on a Rorqual and, if the Rorqual has an asteroid/ice targeted, makes it and all of its on-grid fleet invincible for up to six minutes. While invulnerable, the ships cannot deal damage, cloak, warp, dock, tether, or jump. | ||
===Doomsday devices=== | ===Doomsday devices=== | ||
Doomsday devices are extremely powerful weapons mounted on titans. They deal 2 million points of racial type damage to a single target while using up 50 thousand units of the racial isotope to do so. They also have several drawbacks such preventing the titan from using a warp or jump drive for ten minutes after using the doomsday. | Doomsday devices are extremely powerful weapons mounted on titans. They deal 2 million points of racial type damage to a single target while using up 50 thousand units of the racial isotope to do so. They also have several drawbacks such preventing the titan from using a warp or jump drive for ten minutes after using the doomsday. | ||
+ | ===Disruptive Lances=== | ||
+ | Disruptive Lances are extremely impactful weapons only available on Tech 2 [[Dreadnoughts]] without a cloak fit. They can only be fired in Siege mode, and they first neut every ship within 10 kilometers, before dealing around 400k damage over 14 seconds in an AoE cylinder shape, with ships hit rendered unable to dock, warp, jump and tether, and their logi abilities weakened. | ||
==Misc== | ==Misc== | ||
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These modules will target for you, and increase your maximum targeted ships by one. Generally, these are dangerous to activate, as it is important to be aware of who you have targeted, especially in high sec. | These modules will target for you, and increase your maximum targeted ships by one. Generally, these are dangerous to activate, as it is important to be aware of who you have targeted, especially in high sec. | ||
===Bastion Module=== | ===Bastion Module=== | ||
− | A siege type module for [[ | + | A siege type module for [[Battleships#Marauders|marauders]]. Using it immobilizes the ship and prevents remote assistance for 60 seconds, but grants increased weapon range, immunity to electronic warfare, and a big bonus to tank. |
===Covert Jump Portal Generator=== | ===Covert Jump Portal Generator=== | ||
− | Used by Black Ops battleships to create a [[Jump | + | Used by Black Ops battleships to create a [[Jump drives#Covert Cynosural Fields|covert jump bridge]], which allows fleetmates to travel to other systems instantaneously. Only ships that can equip covert ops cloaking devices can use this jump bridge. |
===Cynosural Field Generators=== | ===Cynosural Field Generators=== | ||
− | These modules will create a [[Jump | + | These modules will create a [[Jump drives#Cynosural Field Types|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. Cynosural field generators can be used only on Force Recon cruisers and black ops battleships. The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship. Industrial cynosural field generator is another variant that is only usable on hauling ships. |
Cyno field generators work best on an alt in a ship that you don't mind losing, because as soon as the cyno field is created, everyone in the system knows where you are. | Cyno field generators work best on an alt in a ship that you don't mind losing, because as soon as the cyno field is created, everyone in the system knows where you are. | ||
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===Entosis Link=== | ===Entosis Link=== | ||
[[Entosis Link]]s are used to capture sovereignty in null sec. | [[Entosis Link]]s are used to capture sovereignty in null sec. | ||
+ | |||
+ | ===Festival Launcher=== | ||
+ | These modules shoot purely decorative fireworks. | ||
===Fleet assistance modules=== | ===Fleet assistance modules=== | ||
{{main|Command Bursts}} | {{main|Command Bursts}} | ||
− | These activatable modules will give bonuses to fleet members within range. They can only be fitted to [[ | + | These activatable modules will give bonuses to fleet members within range. They can only be fitted to [[battlecruisers]], [[Battlecruisers#Tech 2 Battlecruisers: Command Ships|Command ships]], [[Industrial Command Ships]], [[Rorqual|capital industrial ships]], [[Strategic Cruisers|strategic cruisers]], [[carriers]], [[supercarriers]], and [[titan]]s. |
===Salvager=== | ===Salvager=== | ||
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===Scan Probe Launchers=== | ===Scan Probe Launchers=== | ||
− | These modules will launch [[ | + | These modules will launch [[Probe scanning|scan probes]] to allow you to explore. |
===Tractor Beams=== | ===Tractor Beams=== |
Latest revision as of 16:16, 12 November 2023
High slots are a category of module slot found on ships in EVE. Generally, high slots contain the weapon systems of a ship, but there are plenty of other types of modules that use high slots, from mining lasers to drone upgrades.
This page is a collection of all the types of modules that use high slots.
Damage
These modules will deal direct damage to a target or multiple targets. The two basic weapon systems in the game are Turrets and Missile Launchers.
Hybrid turrets
- Main article: Turrets#Hybrid turrets
Hybrid turrets are the weapons used primarily by the Gallente. They use hybrid ammo that only deals thermal and kinetic damage.
Blasters | Railguns |
---|---|
Short range hybrid turrets. They have the most DPS of any type of weapon in game but also the least effective range. They are a bit easier to fit than railguns and are normally fitted on Gallente, and sometimes Caldari ships. | Long range hybrid turrets. They have longer range and higher rate of fire than other long-range weapon systems. They are moderately difficult to fit and are normally found on Gallente and some Caldari ships. |
Laser turrets
- Main article: Turrets#Laser turrets
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 here.
Pulse laser turrets | Beam 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. | 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. |
Projectile turrets
- Main article: Turrets#Projectile turrets
Projectile turrets are the weapons used primarily by the Minmatar. They use no capacitor to fire and are very versatile.
Autocannons | Artillery |
---|---|
Short range projectile turrets. They have very good tracking and offer a flexible engagement range at the cost of DPS. Due to their versatility and low fitting requirements they will often be mounted 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
- Main article: Missiles
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).
"Short-range" launchers | "Long-range" launchers | Rapid 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). | "Long-range" launchers refers to missile launchers using the long-range, low damage missiles, namely light missile launchers, heavy missile launchers, cruise launchers, and citadel cruise launchers. Except for Light Missile Launchers, these launchers have lower fitting needs than their close-ranged counterparts. | Rapid light and heavy missile launchers are different to their standard versions in several ways. Firstly, they're designed to be fitted to the ship class above, ie rapid light launchers are designed to be fitted to cruisers rather than frigates, and rapid heavy launchers are designed for battleships. Like the name suggests, they fire their missiles at a faster rate than the standard launchers, but apply their damage just as well. This makes rapid launchers a fantastic option for attacking smaller ships; a rapid light missile Caracal is one of the strongest anti-frigate ships around. It should also be noted that rapid missile launchers have a 40 second reload time; they can hit smaller ships for good damage, but take a long time to reload. |
Smartbombs
- Main article: Smartbombs
These weapons are area of effect weapons that hit everything within their activation range. They are particularly effective against drones and poorly equipped frigates. Smartbombs are available in sizes appropriate for frigates through battleships, but are seldom used on anything smaller than a battleship.
Bomb launchers
- Main article: Bombs
Bomb launchers are used to launch bombs, which travel for a fixed distance and then explode for area of effect damage. They can only be fitted to Stealth Bombers.
Drone upgrades
There is only one module in the high slots which affects drones.
Drone Link Augmentors
These modules extend your drone control range. Drone Link Augmentors can be useful for drone ships and ships with nothing else to fit in their spare highslots.
EWAR
These modules will alter enemy ship capacitor. Energy neutralizers are great tools for removing an enemy ship's ability to repair itself, while energy nosferatus are useful for energy hungry ships and as a defense against hostile energy neutralization.
Energy Neutralizers
These modules will dissipate the capacitor of an enemy ship by using your capacitor energy.
Energy Nosferatus
These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own.
Logistics
These modules will restore cap, shields, armor, and hull to other ships.
These 4 module classes form the backbone of remote repair (RR) and are invaluable in PvP fleet battles, level 5 missions, incursions, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.
Remote Capacitor Transmitters
These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy.
Remote Armor Repairers
These modules will repair the armor of an allied ship by using your capacitor energy. These can come in ancillary variations.
Remote Hull Repairers
These modules will repair the hull of an allied ship by using your capacitor energy.
Remote Shield Boosters
These modules will repair the shield of an allied ship by using your capacitor energy. These can come in ancillary variations.
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 interdictors.
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).
Resource procurement
Several high slot modules are used to harvest material from objects in space, like asteroids, ice, and gas clouds
Mining Lasers
Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore. The regular mining lasers are capable of mining any type of ore except for Mercoxit which requires a deep core miner.
Strip Miners
Strip miners are bulk ore extractors that can only be fitted on mining barges and exhumers. They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield over mining lasers in the majority of cases. The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore.
Ice Harvesters
Ice Harvesters harvest ice and can only be fitted on mining barges and exhumers.
Gas Cloud Harvesters
Gas cloud harvesters harvest gas from gas clouds. They can be fitted on any ship with turret hardpoints.
Gas Cloud Scoops
Gas cloud scoops harvest gas from gas clouds. They can only be fitted on mining barges and exhumers.
Capital only
There are several modules that can only be fitted to capital or super capital ships. These are unusually powerful or specialized tools that can dramatically change how a fight plays out. Siege and triage modules are specialized modules mounted to certain capital ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle.
Siege Module
These are used by dreadnoughts to enter siege mode which massively increases their DPS, but makes them immobile, among other factors.
Triage Module
The triage module greatly increases a carrier's ability to provide assistance to a fleet while making it immobile, among other factors.
Industrial Core
The industrial core allows the Rorqual to compress ore.
Drone Control Units
These modules allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers.
Remote ECM Burst
These modules will emit an area of effect ECM burst, centered on a target which has a chance to break the lock of all ships within its range. These can only be fitted onto supercarriers.
Clone Vat Bay
Clone Vat Bay can only be fitted on titans and the Rorqual. It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay.
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.
Industrial Jump Portal Generators
The industrial jump portal generator can only be fitted on a Rorqual and is used to create jump bridges allowing only in-fleet mining ships to quickly traverse vast distances without the need for stargates.
Pulse Activated Nexus Invulnerability Core
The Pulse Activated Nexus Invulnerability Core can only be fitted on a Rorqual and, if the Rorqual has an asteroid/ice targeted, makes it and all of its on-grid fleet invincible for up to six minutes. While invulnerable, the ships cannot deal damage, cloak, warp, dock, tether, or jump.
Doomsday devices
Doomsday devices are extremely powerful weapons mounted on titans. They deal 2 million points of racial type damage to a single target while using up 50 thousand units of the racial isotope to do so. They also have several drawbacks such preventing the titan from using a warp or jump drive for ten minutes after using the doomsday.
Disruptive Lances
Disruptive Lances are extremely impactful weapons only available on Tech 2 Dreadnoughts without a cloak fit. They can only be fired in Siege mode, and they first neut every ship within 10 kilometers, before dealing around 400k damage over 14 seconds in an AoE cylinder shape, with ships hit rendered unable to dock, warp, jump and tether, and their logi abilities weakened.
Misc
These modules did not fit into the above categories.
Auto Targeting
These modules will target for you, and increase your maximum targeted ships by one. Generally, these are dangerous to activate, as it is important to be aware of who you have targeted, especially in high sec.
Bastion Module
A siege type module for marauders. Using it immobilizes the ship and prevents remote assistance for 60 seconds, but grants increased weapon range, immunity to electronic warfare, and a big bonus to tank.
Covert Jump Portal Generator
Used by Black Ops battleships to create a covert jump bridge, which allows fleetmates to travel to other systems instantaneously. Only ships that can equip covert ops cloaking devices can use this jump bridge.
Cynosural Field Generators
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. Cynosural field generators can be used only on Force Recon cruisers and black ops battleships. The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship. Industrial cynosural field generator is another variant that is only usable on hauling ships.
Cyno field generators work best on an alt in a ship that you don't mind losing, because as soon as the cyno field is created, everyone in the system knows where you are.
Cloaking
These modules will make you invisible unless you use a module or warp, or come within 2km of something. The Covert Ops Cloak for recon ships and covert ops ships will not decloak for warp. These are invaluable for scouts.
Entosis Link
Entosis Links are used to capture sovereignty in null sec.
Festival Launcher
These modules shoot purely decorative fireworks.
Fleet assistance modules
- Main article: Command Bursts
These activatable modules will give bonuses to fleet members within range. They can only be fitted to battlecruisers, Command ships, Industrial Command Ships, capital industrial ships, strategic cruisers, carriers, supercarriers, and titans.
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.