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==High slots== | ==High slots== | ||
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===Damage=== | ===Damage=== | ||
These modules will deal direct damage. | These modules will deal direct damage. | ||
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These weapons hit everything in a given radius. Particularly effective against drones and poorly equipped frigates. | These weapons hit everything in a given radius. Particularly effective against drones and poorly equipped frigates. | ||
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===EW=== | ===EW=== | ||
These modules will alter enemy ship caps and sensors. | These modules will alter enemy ship caps and sensors. | ||
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Energy destabilizers and vampires are great tools for removing an enemy ship's ability to repair itself. | Energy destabilizers and vampires are great tools for removing an enemy ship's ability to repair itself. | ||
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===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. | ||
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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. | 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. | ||
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===Tackling=== | ===Tackling=== | ||
These modules will prevent ship warping. | These modules will prevent ship warping. | ||
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These modules create a field around a heavy interdictor which prevent warping within a radius, but also slows the heavy interdictor and makes them incur more damage (via an increased signature radius). | These modules create a field around a heavy interdictor which prevent warping within a radius, but also slows the heavy interdictor and makes them incur more damage (via an increased signature radius). | ||
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===Misc=== | ===Misc=== | ||
These modules did not fit into the above categories. | These modules did not fit into the above categories. | ||
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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. | ||
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==Mid Slots== | ==Mid Slots== | ||
===Capacitor=== | ===Capacitor=== | ||
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For your exact needs, experimenting in EFT will show which will serve you best. | For your exact needs, experimenting in EFT will show which will serve you best. | ||
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===Damage Supplements=== | ===Damage Supplements=== | ||
These modules will increase DPS. | These modules will increase DPS. | ||
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These modules will increase an allied ship's optimal range, falloff range, and tracking speed. | These modules will increase an allied ship's optimal range, falloff range, and tracking speed. | ||
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===EW=== | ===EW=== | ||
These modules will decrease enemy DPS, increase the enemy's incurred DPS, and prevent the opposite from happening. | These modules will decrease enemy DPS, increase the enemy's incurred DPS, and prevent the opposite from happening. | ||
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EW has its own full discussion and class, so I won't be going into detail here. | EW has its own full discussion and class, so I won't be going into detail here. | ||
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===Propulsion=== | ===Propulsion=== | ||
These modules will increase a ship's velocity. | These modules will increase a ship's velocity. | ||
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These modules will increase your velocity by 500% while increasing your signature radius by 500% and a significant use of capacitor. | These modules will increase your velocity by 500% while increasing your signature radius by 500% and a significant use of capacitor. | ||
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===Shield Tanking=== | ===Shield Tanking=== | ||
These modules will restore, extend, or increase the resistance of your shields. | These modules will restore, extend, or increase the resistance of your shields. | ||
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Shield hardeners are strongly preferred to shield resistance amplifiers as the resistance increase is much greater and the capacitor drain is minor. | Shield hardeners are strongly preferred to shield resistance amplifiers as the resistance increase is much greater and the capacitor drain is minor. | ||
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===Tackling=== | ===Tackling=== | ||
These modules will slow and prevent warping of enemy ships. | These modules will slow and prevent warping of enemy ships. | ||
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These modules will prevent an enemy ship from warping (provided they do not have warp stabilizers to negate your jamming). | These modules will prevent an enemy ship from warping (provided they do not have warp stabilizers to negate your jamming). | ||
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===Misc=== | ===Misc=== | ||
These modules did not fit into the above categories. | These modules did not fit into the above categories. | ||
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==Low Slots== | ==Low Slots== | ||
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===Armor Tank=== | ===Armor Tank=== | ||
These modules will repair, extend, and increase the resistance of your armor. | These modules will repair, extend, and increase the resistance of your armor. | ||
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Armor plates are great for a buffer tank. | Armor plates are great for a buffer tank. | ||
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===Capacitor=== | ===Capacitor=== | ||
These modules will increase the recharge rate of your capacitor. | These modules will increase the recharge rate of your capacitor. | ||
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If you're actively shield tanking, you'll need to strike the right balance for you. | If you're actively shield tanking, you'll need to strike the right balance for you. | ||
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===Damage Supplements=== | ===Damage Supplements=== | ||
These modules will increase your DPS. | These modules will increase your DPS. | ||
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These modules will increase your optimal range, accuracy falloff, and tracking speed when using any/all types of turrets. | These modules will increase your optimal range, accuracy falloff, and tracking speed when using any/all types of turrets. | ||
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===EW=== | ===EW=== | ||
These modules will increase your targeting and reduce your susceptibility to ECM. | These modules will increase your targeting and reduce your susceptibility to ECM. | ||
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These modules will increase your sensor strength. | These modules will increase your sensor strength. | ||
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===Fitting=== | ===Fitting=== | ||
These modules will help you extend your power grid or CPU. | These modules will help you extend your power grid or CPU. | ||
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If you're in a frigate, you'll want to use an auxiliary power control, since a percentage bonus will not give you as great a power grid increase as an absolute 10-12MW. | If you're in a frigate, you'll want to use an auxiliary power control, since a percentage bonus will not give you as great a power grid increase as an absolute 10-12MW. | ||
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===Propulsion=== | ===Propulsion=== | ||
These modules will increase your velocity and/or agility. | These modules will increase your velocity and/or agility. | ||
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Nanofiber structures on the other hand, will provide both velocity and agility (very comparable to each individually) at the expense of structure. And honestly if you've reached a point where your structure is being hit, it doesn't matter how much you have. | Nanofiber structures on the other hand, will provide both velocity and agility (very comparable to each individually) at the expense of structure. And honestly if you've reached a point where your structure is being hit, it doesn't matter how much you have. | ||
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===Shield Tanking=== | ===Shield Tanking=== | ||
These modules will increase the regeneration of shields. | These modules will increase the regeneration of shields. | ||
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So with that said, shield power relays are the way to go for a passive shield tank, but neither should be used for an active shield tank. | So with that said, shield power relays are the way to go for a passive shield tank, but neither should be used for an active shield tank. | ||
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===Misc=== | ===Misc=== | ||
These modules did not fit into the above categories. | These modules did not fit into the above categories. | ||