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Fitting Modules and Rigs Guide: Difference between revisions

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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 [[Missile Launchers]].
====Bomb Launchers====
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.
====Laser Turrets====
===Energy 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 [[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 Laser Turrets=====
=====Pulse Lasers=====
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.
Short range energy 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 Lasers=====
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 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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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 (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 (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=====
"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" launchers 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=====
====="Long-Range" Launchers=====
"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.
"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 Launchers=====
=====Rapid Launchers=====
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.
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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====Bomb Launchers====
Bomb launchers are used to launch [[Bombs]].


===Drone Upgrades===
===Drone Upgrades===
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====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 high slots.
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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===Capacitor Warfare===
These modules will alter enemy ship capacitors.
====Energy Neutralizers====
These modules will dissipate the capacitor of an enemy ship by using your capacitor energy.
====Energy Nosferatu====
(Formerly Energy Vampires) These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own.
====Discussion====
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.
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===Mining Lasers===
===Mining Lasers===
Mining lasers are used to harvest resources which include ore, ice, and gas.
Mining lasers are used to harvest resources which include ore, ice, and gas.
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===Siege Modules===
===Siege Modules===
Siege 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 modules are specialized modules mounted to certain large ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the ship is immobile for the duration of the siege module's cycle.
====Bastion Module====
Usable only by Marauders, a Bastion module greatly increases a Marauder's DPS and resistance to EWAR, but makes it immobile.
====Siege Module====
====Siege Module====
These are used by Dreadnaughts to enter siege mode which massively increases their DPS, but makes them immobile, among other factors.
These are used by Dreadnaughts 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 carrier's ability to provide assistance to a fleet while making it immobile, among other factors.
The triage module greatly increases a force auxiliary'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.


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===Misc===
===Misc===
These modules did not fit into the above categories.
These modules did not fit into the above categories.
====Auto Targeting====
====Auto Targeting====
These modules will target for you.
These modules will target for you. Dangerous as you want to be able to select targets yourself.
====Cynosural Field Generators====
====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. The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship.
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. The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship.
====Cloaking====
====Cloaking Devices====
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 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.
====Clone Vat Bay====
====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.
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.
====Gang Assist Modules====
====Fleet Assistance Modules====
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, industrial command ships, and some capitals.
====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 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.
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.
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These modules will salvage loot from wrecks.
These modules will salvage loot from wrecks.
====Scan Probe Launchers====
====Scan Probe Launchers====
These modules will launch scan probes to allow you to explore.
These modules will launch scan probes to allow you to explore. Expanded probe launchers can also launch combat probes, which can be used to find other players.
====Tractor Beams====
====Tractor Beams====
These modules will bring cargo containers and wrecks to your ship.
These modules will bring cargo containers and wrecks to your ship.
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====Discussion====
====Discussion====
Auto targeting is a waste of a slot, and dangerous to boot as you want to be able to target manually.
Auto targeting is a waste of a slot, and dangerous to boot as you want to be able to target manually.
Cyno field generators would be best used on an alt in a frigate (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 would be best used on an alt (with 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 is invaluable for scouts.
Cloaking is invaluable for scouts.
Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission.
Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission.