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User talk:Frandetta: Difference between revisions

Discussion page of User:Frandetta
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These modules will alter enemy ship caps and sensors.
These modules will alter enemy ship caps and sensors.
====Energy Destabilizers====
====Energy Destabilizers====
These modules will dissipate the capacitor of an enemy ship by using your capacitor energy.
====Energy Vampires====
====Energy Vampires====
These modules will transfer energy from the enemy ship to your capacitor.
====Remote ECM Burst====
====Remote ECM Burst====
These modules will disable the targeting of ships within its range.
====Discussion====
Energy destabilizers and vampires are great tools for removing an enemy ship's ability to repair itself.


===Logistics===
===Logistics===
These modules will restore cap, shields, armor, and hull to other ships.
These modules will restore cap, shields, armor, and hull to other ships.
====Energy Transfer Arrays====
====Energy Transfer Arrays====
These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy.
====Remote Armor Repair====
====Remote Armor Repair====
These modules will repair the armor of an allied ship by using your capacitor energy.
====Remote Hull Repair====
====Remote Hull Repair====
These modules will repair the hull of an allied ship by using your capacitor energy.
====Shield Transporters====
====Shield Transporters====
These modules will repair the shield of an allied ship by using your capacitor energy.
====Discussion====
These 4 module classes form the backbone of remote repair (RR) and are invaluable in PVP fleet battles, level 5 mission runs, high level complexes, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.


===Tackling===
===Tackling===
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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.
====Cynosural Field Generator====
====Cynosural Field Generator====
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.
====Cloaking====
====Cloaking====
These modules will make you invisible unless you use a module or warp, or come within 2km of something. The cloak for recon ships and covert ops ships will not decloak for warp.
====Gang Assist Modules====
====Gang Assist Modules====
These modules will give bonuses to fleet members. They can only reasonably be equipped to battlecruisers.
====Salvager====
====Salvager====
These modules will salvage loot from wrecks.
====Scan Probe Launchers====
====Scan Probe Launchers====
These modules will launch scan probes to allow you to explore.
====Tractor Beams====
====Tractor Beams====
These modules will bring cargo containers and wrecks to your ship.
====Discussion====
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).
Cloaking is invaluable for scouts.
Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission.


==Mid Slots==
==Mid Slots==