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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== | ||