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Drebin 679 (talk | contribs) Figured it's about time this got put out. Former resident of Drebin 679's Sandbox 5. Sections to be split into individual ship class pages as that's fixed up. |
Drebin 679 (talk | contribs) m Various touch ups to sections & formatting fixes. |
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In EVE Online, there are a set of '''Capital Specific Modules''', which have no direct subcapital analogue. Modules are categorized into | In EVE Online, there are a set of '''Capital Specific Modules''', which have no direct subcapital analogue. This page gives a general overview of each module, and the stats for that item if the ship class page does not yet have a | ||
section that does so. Modules are categorized into ones that can be fit on more than one capital ship class, and ones for specific classes of Capital Ships. | |||
== General Modules == | == General Modules == | ||
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''Flex Shield Hardeners use powerful but bulky resonance coils to project a constructive interference pattern across a ship's shields. These patterns can increase shield resistances against all damage types, or to provide increased protection against one specific damage type with the aid of swappable scripts.'' | ''Flex Shield Hardeners use powerful but bulky resonance coils to project a constructive interference pattern across a ship's shields. These patterns can increase shield resistances against all damage types, or to provide increased protection against one specific damage type with the aid of swappable scripts.'' | ||
The '''Capital Flex Armor''' and '''Shield | The '''Capital Flex Armor''' and '''Shield Hardeners''' are multi-purpose resistance modules. They can swap between being an omni resist module and resisting a single damage type through the use of scripts. Unscripted, both are inferior to T2 versions of the regular omni resist module (Energized Adaptive Nano Membrane II & Adaptive Invulnerability Field II), consuming much more cap and giving lower resists. Scripted, they do not reach the resist values of A or X-Type active deadspace hardeners of a particular damage type while consuming much more capacitor. Despite these downsides, the flex hardeners are situationally useful when engaging in fights where one particular damage type predominates, and that damage type wasn't known before the fight. | ||
=== Capital Emergency Hull Energizer === | === Capital Emergency Hull Energizer === | ||
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[[File:Icon_capital_emergency_hull_energizer.png|link=]] ''Specialized damage control module that utilizes a combination of containment field emitters and electromagnetic molecular hull reinforcers to resist damage to the core structure of your ship. Burns out after a single use.'' | [[File:Icon_capital_emergency_hull_energizer.png|link=]] ''Specialized damage control module that utilizes a combination of containment field emitters and electromagnetic molecular hull reinforcers to resist damage to the core structure of your ship. Burns out after a single use.'' | ||
An alternative to the Damage Control only available to capital ships, the '''Capital Emergency Hull Energizer''' (CEHE) offers a short burst of very high hull resistance (95% Omni resists), after which it burns out. A Damage Control and a CEHE cannot be fitted on the same ship, meaning that fitting a CEHE comes at the cost of the permanent EHP boost that a Damage Control would give. As such, the CEHE has its niche in mid size capital fights where the damage on field is high enough for the 15-20s of resists from a CEHE to be worthwhile, but without so much damage that a dread could be | An alternative to the Damage Control only available to capital ships, the '''Capital Emergency Hull Energizer''' (CEHE) offers a short burst of very high hull resistance (95% Omni resists), after which it burns out. A Damage Control and a CEHE cannot be fitted on the same ship, meaning that fitting a CEHE comes at the cost of the permanent EHP boost that a Damage Control would give. As such, the CEHE has its niche in mid size capital fights where the damage on field is high enough for the 15-20s of resists from a CEHE to be worthwhile, but without so much damage that a dread could be cleared off before pilot can react and activate the CEHE. | ||
=== Clone Vat Bay === | === Clone Vat Bay === | ||
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[[File:Icon_clone_vat_bay.png|link=]] ''When activated, the Clone Vat Bay allows for the capital ship to receive transneural brain scan data from a capsule-mounted scanner into one of the bay's clones, effectively turning the ship into a mobile clone station.'' | [[File:Icon_clone_vat_bay.png|link=]] ''When activated, the Clone Vat Bay allows for the capital ship to receive transneural brain scan data from a capsule-mounted scanner into one of the bay's clones, effectively turning the ship into a mobile clone station.'' | ||
Fittable to Titans and Rorquals, the Clone Vat Bay enables a ship to serve as a mobile jump clone station. To be a valid jump point, the clone bay has to be activated, which immobilizes the ship it's equipped to and costs 1 Liquid Ozone for 5 minutes | Fittable to Titans and Rorquals, the '''Clone Vat Bay''' enables a ship to serve as a mobile jump clone station. To be a valid jump point, the clone bay has to be activated, which immobilizes the ship it's equipped to and costs 1 Liquid Ozone for 5 minutes. The number of clones that a ship can hold is decided by the hull rather than this module, which is 6 for a [[Rorqual]] and 75 for a [[Titan]]. The clone count can be improved through the {{Sk|Cloning Facility Operation|icon=yes}} skill. | ||
== Dreadnoughts == | == Dreadnoughts == | ||
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[[File:Icon_siege.png|left|link=]] ''An electronic interface designed to augment and enhance a dreadnought's siege warfare abilities. Through a series of electromagnetic polarity field shifts, the siege module diverts energy from the ship's propulsion and warp systems to lend additional power to its offensive and defensive capabilities.'' | [[File:Icon_siege.png|left|link=]] ''An electronic interface designed to augment and enhance a dreadnought's siege warfare abilities. Through a series of electromagnetic polarity field shifts, the siege module diverts energy from the ship's propulsion and warp systems to lend additional power to its offensive and defensive capabilities.'' | ||
The | The '''Siege Module''' offers a variety of strong combat bonuses to dreadnoughts. This comes at the expense of being unable to move, warp, dock, jump, or receive remote assistance. The Siege Module has a base consumption of 250 Strontium Clathrates for a 300 second (5 minute) cycle. Strontium Clathrate usage can be reduced through training the {{Sk|Tactical Weapon Reconfiguration|icon=yes}} skill, which is require to use the Siege Module. | ||
== Force Auxiliary == | == Force Auxiliary == | ||
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[[File:Icon_triage.png|left|link=]] ''An electronic interface designed to augment and enhance a Force Auxiliary Ship's defenses and logistical abilities. Through a series of electromagnetic polarity field shifts, the triage module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and logistical capabilities.'' | [[File:Icon_triage.png|left|link=]] ''An electronic interface designed to augment and enhance a Force Auxiliary Ship's defenses and logistical abilities. Through a series of electromagnetic polarity field shifts, the triage module diverts energy from the ship's propulsion and warp systems to lend additional power to its defensive and logistical capabilities.'' | ||
The | The '''Triage Module''' is a high slot module available only to [[Force Auxiliaries]] (FAX). Similar to the Siege Module, it uses Strontium Clathrates to improve the FAX's remote repair bonuses over a 300 second period, at the expense of movement and remote assistance capabilities. | ||
* -100% maximum velocity | * -100% maximum velocity | ||
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[[File:Icon_fighter_support_unit.png|link=]] ''A combination of additional fighter hangar support drones, fighter power transmitters and advanced sensor support, the Fighter Support Unit assist all areas of fighter operation.'' | [[File:Icon_fighter_support_unit.png|link=]] ''A combination of additional fighter hangar support drones, fighter power transmitters and advanced sensor support, the Fighter Support Unit assist all areas of fighter operation.'' | ||
Fittable to | Fittable to [[Carriers]], [[Supercarriers]], and the [[Caiman]] and [[Komodo]] Guristas ships, the '''Fighter Support Unit''' (FSU) boosts the velocity, fire rate, shield and shield recharge rate of fighters controlled by the ship. While its effects are stacking penalized, they do not have a bonus to drone damage. This means that FSUs can offer a notable damage bonus on top of bonuses from Drone Damage Amplifiers. | ||
=== Networked Sensor Array === | === Networked Sensor Array === | ||
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=== Burst Projectors === | === Burst Projectors === | ||
[[File:Icon_energy_neutralization_burst_projector.png|left|link=]] Fittable only to | [[File:Icon_energy_neutralization_burst_projector.png|left|link=]] Fittable only to Supercarriers, '''Burst Projectors''' are area of effect generators that can apply a tackle or EWAR effect in a 10km AOE anywhere within a 500km range (200km for Energy Neutralization and Stasis Webification), after a 10 second spool up. They consume Heavy Water to operate. Each projector's AOE effect has a shorter duration than that of the module itself. The module duration can be reduced through the {{Sk|Burst Projector Operation|icon=yes}} skill. | ||
{| class="wikitable" | {| class="wikitable" | ||
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[[File:Icon_gallente_phenomena_generator.png|link=]] | [[File:Icon_gallente_phenomena_generator.png|link=]] | ||
Replacing the passive stat bonuses that Titans gave prior to the Ascension Update, '''Phenomena Generators''' are empire-specific modules that give all ships within a 20,000 km range a set of buffs and debuffs. These vary based on race, and are listed below: | Replacing the passive stat bonuses that Titans gave prior to the Ascension Update in 2016, '''Phenomena Generators''' are empire-specific modules that give all ships within a 20,000 km range a set of buffs and debuffs. These vary based on race, and are listed below: | ||
{| class="wikitable" | {| class="wikitable" | ||
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| -10% velocity || -10% remote armor repairer effectiveness || -10% remote shield booster effectiveness || -10% hybrid turret and energy turret optimal range | | -10% velocity || -10% remote armor repairer effectiveness || -10% remote shield booster effectiveness || -10% hybrid turret and energy turret optimal range | ||
|} | |} | ||
While the empire titans are limited to their respective empire's Phenomena Generator, pirate faction titans ([[Komodo]], [[Molok]], and [[Vanquisher]]) can choose between two Phenomena Generators based on their hull bonus (e.g. the Molok can choose between the Amarr and Minmatar Phenomena Generator) | |||
=== Jump Portal Generator === | === Jump Portal Generator === | ||
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The '''Jump Portal Generator''' is a high slot module that enables a Titan to generate a portal to a cynosural field, enabling ships without a jump drive to jump to the beacon. The module disables remote assistance on the titan (testing needed). It costs 500 Strontium Clathrates to activate for 1 minute, and additional isotopes based on the size of the ships being portaled. | The '''Jump Portal Generator''' is a high slot module that enables a Titan to generate a portal to a cynosural field, enabling ships without a jump drive to jump to the beacon. The module disables remote assistance on the titan (testing needed). It costs 500 Strontium Clathrates to activate for 1 minute, and additional isotopes based on the size of the ships being portaled. | ||
== Rorqual == | == [[Rorqual]] == | ||
=== Industrial Core === | === Industrial Core === | ||