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This guide describes the various types of modules and rigs that can be inserted into your ship slots, in summary form. For general advice on how best to select the right modules or rigs for your ship, see this article on [[Fitting | This guide describes the various types of modules and rigs that can be inserted into your ship slots, in summary form. For general advice on how best to select the right modules or rigs for your ship, see this article on [[Fitting ships]]. | ||
==High slots== | ==High slots== | ||
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Bomb launchers are used to launch [[Bombs]]. Can only be used by [[Stealth Bombers]]. | Bomb launchers are used to launch [[Bombs]]. Can only be used by [[Stealth Bombers]]. | ||
====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. | ||
===Hybrid Turrets=== | ====Hybrid Turrets==== | ||
Hybrid turrets are the weapons used primarily by the Gallente. They use hybrid ammo that only deals thermal and kinetic damage. | Hybrid turrets are the weapons used primarily by the Gallente. They use hybrid ammo that only deals thermal and kinetic damage. | ||
=====Railguns===== | =====Railguns===== | ||
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=====Blasters===== | =====Blasters===== | ||
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. | 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. | ||
===Energy Turrets=== | ====Energy Turrets==== | ||
Energy turrets (lasers) 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]]. | Energy turrets (lasers) 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 Lasers===== | =====Pulse Lasers===== | ||
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=====Beam Lasers===== | =====Beam Lasers===== | ||
Long range energy 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 energy 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=== | ====Projectile Turrets==== | ||
Projectile turrets are the weapons used primarily by the Minmatar. They use no capacitor to fire and are very versatile. | Projectile turrets are the weapons used primarily by the Minmatar. They use no capacitor to fire and are very versatile. | ||
=====Autocannons===== | =====Autocannons===== | ||
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=====Artillery===== | =====Artillery===== | ||
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 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 (Many Caldari, certain Minmatar, and some 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 (Many Caldari, certain Minmatar, and some 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===== | ||
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=====Rapid Launchers===== | =====Rapid Launchers===== | ||
Rapid light and rapid heavy missile launchers are different to their standard versions in several ways. Firstly, they're designed to be fitted to the ship class above (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 very long reload time; they can hit smaller ships for good damage, but take a long time to reload. | Rapid light and rapid heavy missile launchers are different to their standard versions in several ways. Firstly, they're designed to be fitted to the ship class above (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 very long reload time; they can hit smaller ships for good damage, but take a long time to reload. | ||
====Smartbombs==== | ====Smartbombs==== | ||
These weapons are area of effect weapons that hit anything within their activation range. Particularly effective against drones and poorly equipped frigates. Smartbombs are available in sizes appropriate for frigates through battleships and above, but are seldom used on anything smaller than a battleship. For more information, see [[Smartbombs]]. | These weapons are area of effect weapons that hit anything within their activation range. Particularly effective against drones and poorly equipped frigates. Smartbombs are available in sizes appropriate for frigates through battleships and above, but are seldom used on anything smaller than a battleship. For more information, see [[Smartbombs]]. | ||
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These modules decrease the range and tracking speed of enemy turrets. | These modules decrease the range and tracking speed of enemy turrets. | ||
====Discussion==== | ====Discussion==== | ||
EWAR has its own full discussion and class. More detail can be found | EWAR has its own full discussion and class. More detail can be found [[Electronic warfare|here]]. | ||
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These modules increase the amount of shield provided by shield boosters per cycle. | These modules increase the amount of shield provided by shield boosters per cycle. | ||
====Shield Extenders==== | ====Shield Extenders==== | ||
These modules will increase your total shield amount while increasing your signature radius (consequently increasing the damage incurred). | These modules will increase your total shield amount while increasing your signature radius (consequently increasing the damage incurred). Can often be oversized (Medium on a Frigate or Destroyer, Large on a Cruiser, etc.). | ||
====Shield Hardeners==== | ====Shield Hardeners==== | ||
These modules will increase your shield resistances while using a small amount of capacitor. | These modules will increase your shield resistances while using a small amount of capacitor. | ||
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===Misc=== | ===Misc=== | ||
These modules did not fit into the above categories. | These modules did not fit into the above categories. | ||
====Hull Repair Systems==== | ====Hull Repair Systems==== | ||
These modules will repair your structure. | These modules will repair your structure. Cannot be practically used during combat. | ||
====Passive Targeting Systems==== | ====Passive Targeting Systems==== | ||
These modules will allow you to target a ship without them knowing. | These modules will allow you to target a ship without them knowing. | ||
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====Discussion==== | ====Discussion==== | ||
Passive targeting systems matched with ship scanners can be a great way to have an alt find the fittings of war targets. | Passive targeting systems matched with ship scanners can be a great way to have an alt find the fittings of war targets. | ||
==Low Slots== | ==Low Slots== | ||
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==Rigs== | ==Rigs== | ||
{{main| | {{main|Rigs}} | ||
Rigs are permanent ship modifications that fit into the rigging slots of a ship. Once fit, they must be destroyed in order to be removed (unlike regular modules). Most rigs have some other drawback associated with them; these penalties are reduced by training more levels in the associated [[Skills:Rigging|rigging skill]]. | Rigs are permanent ship modifications that fit into the rigging slots of a ship. Once fit, they must be destroyed in order to be removed (unlike regular modules). Most rigs have some other drawback associated with them; these penalties are reduced by training more levels in the associated [[Skills:Rigging|rigging skill]]. | ||