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User:Cassiel Seraphim/Sandbox3: Difference between revisions

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Utility modules refer to modules you fit that doesn't directly give you a higher dps in your favourite third party fitting program or on your fitting screen ingame. Instead they act as force multipliers of sorts making up for weaknesses or capitalize on strengths for increased efficiency. There are also modules that has no impact on your offensive capabilities, but are invaluable when things go wrong.
Utility modules refer to modules you fit that doesn't directly give you a higher dps in your favourite third party fitting program or on your fitting screen ingame. Instead they act as force multipliers of sorts making up for weaknesses or capitalize on strengths for increased efficiency. There are also modules that has no impact on your offensive capabilities, but are invaluable when things go wrong.
{| class="wikitable" style="font-size:90%"
{| class="wikitable" style="font-size:90%"
! style="background:#222222;" | Slot
! style="background:#222222;" | [[image:icon mid slot.png|24px|Utility  midslot]] Utility medium slots
! style="background:#222222;" | Module
! style="background:#222222;" | [[image:icon hi slot.png|24px|Utility highslot]] Utility high slots
! style="background:#222222;" | Description
! style="background:#222222;" | [[image:icon drones.png|24px|Utility drones]] Utility drones
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|-
| [[image:icon mid slot.png|24px|Mid slot]]
| valign="top" style="padding:4px;" | {{icon|sensor resolution|24}} '''Sensor Booster II'''<br>[[image:icon_stasis_webifier_faction.png|24px|link=]] '''Federation Navy Stasis Webifier'''<br>[[image:icon_tracking_computer_i.png|24px|link=]] '''Tracking Computer II'''<br>[[image:icon_target_painter_i.png|24px|link=]] '''Phased Weapon Navigation Array ...'''
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| valign="top" style="padding:4px;" | [[image:icon_shield_transporter_i.png|24px|link=]] Large S95a Remote Shield Booster<br>[[image:icon_remote_capacitor_transmitter_i.png|24px|link=]] Large 'Regard' Capacitor Transmitters<br>[[image:icon auto targeting system i.png|24px|link=]] Auto Targeting System I<br>[[image:icon_drone_link_augmentor_i.png|24px|link=]] Drone Link Augmentor I
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| valign="top" style="padding:4px;" | [[image:Icon ISIS weapon Drones.png|24px|link=]] Heavy Shield Maintenance Bot I<br>[[image:Icon ISIS weapon Drones.png|24px|link=]] Medium Shield Maintenance Bot I<br>[[image:Icon ISIS weapon Drones.png|24px|link=]] Light Shield Maintenance Bot I<br>[[image:Icon ISIS weapon Drones.png|24px|link=]] Light Armor Maintenance Bot I
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| [[image:icon mid slot.png|24px|Mid slot]]
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|
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| [[image:icon mid slot.png|24px|Mid slot]]
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{| class="wikitable" style="font-size:90%"
| style="background-color:#111111; padding:0px;" valign="middle" | {{icon|sensor resolution|48}}
| style="padding:8px;" valign="top" | In Vanguards, a battleship needs a sensor booster to be able to lock enemy frigates in any kind of timely fashion. For assaults, it is usually a matter of targeting range. Command ships or strategic cruisers can usually get away without a sensor booster. Being able to lock fast is also necessary in order to quickly lock up a logistics to apply repair drones in an emergency.
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| style="background-color:#111111; padding:0px;" valign="middle" | [[image:icon_stasis_webifier_faction.png|48px|link=]]
| style="padding:8px;" valign="top" | Stasis webifiers slow down the target, drastically increasing the chance to land good hits and thus increase applied dps. Webs are always better than tracking computers for shooting smaller targets, assuming the target will come into web range. The '''Federation Navy Stasis Webifier''' or '''True Sansha Stasis Webifier''' is needed for the extra range as regular webs fall short, literally.
|-
| style="background-color:#111111; padding:0px;" valign="middle" | [[image:icon_tracking_computer_i.png|48px|link=]]
| style="padding:8px;" valign="top" | Tracking computers can be scripted for additional range or tracking, or both to a lesser degree. If you primarily engage targets outside web-range, tracking computers become more important, as they'll be able to improve your range and/or your tracking. Remember that this module use scripts, so be sure to bring '''Tracking Speed Scripts''' and '''Optimal Range Scripts'''.
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| style="background-color:#111111; padding:0px;" valign="middle" | [[image:icon_target_painter_i.png|48px|link=]]
| style="padding:8px;" valign="top" | Target painters increase the signature of the target, making it easier to lock and shoot. Target painters would not be your first choice, but assuming the other needs are met, you sometimes reach a point where additional webs won't be needed and then the target painter would actually be of more use than another web.
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| style="background-color:#111111; padding:0px;" valign="middle" | [[image:module_icon_microwarpdrive_tech1.png|48px|link=]]
| style="padding:8px;" valign="top" | The microwarpdrive is used primarily in headquarter sites but can also be used in assaults. In those sites you need the extra speed to either fly to a specific position or to continuously move into new optimal positions for each wave. The Nightmare has the option to use an afterburner, due to its ship bonus to afterburner speeds.
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For vanguards, we make sure we have at least one sensor booster and one web. If we have room for more midslots we primarily go for a second web first before looking into other modules. Once you've made sure that you have a solid base, you can start looking at other modules to help fleet efficiency.
For vanguards we make sure we have at least one sensor booster and one web. If we have room for more midslots we primarily go for a second web first before looking into other modules. For assaults and up, once you've ensured that you have the locking range needed (potentially requires you to use a sensor booster) and fitted any required propulsion modules. For utility highslots, pick the most important one. So a capacitor transmitter if you run with Basilisks or need a cap chain and a remote shield booster if you run with Scimitars or have no need for a cap chain. Should you have the luxury of having more than one utility highslot, just bring both. If you have no use for either or lack the powergrid to fit them you could use an auto targeter for more locks, drone link augmentor for longer drone control range etc.
 
For assaults and up, once you've ensured that you have the locking range needed (potentially requires you to use a sensor booster) and fitted any required propulsion modules, it's mostly about having a decent amount of webs and painters in the fleet, then let people fill up empty slots with tracking computers to improve their applied damage through better tracking or range.
 
Each of these modules listed above have their pros and cons, see [[Anatomy of Incursions]] for more information on how you can change these modules around for different tactics based on your fleet composition. Have a few of each readily available, that way you'll be able to quickly refit if your fleet commander asks you to.


When in doubt, just follow the recommended fits on the [[Vanguard Incursion fits|Vanguard]] and [[Assault Incursion fits|Assault]] fitting pages.
When in doubt, just follow the recommended fits on the [[Vanguard Incursion fits|Vanguard]] and [[Assault Incursion fits|Assault]] fitting pages. See [[Anatomy of Incursions]] for more information on how you can change these modules around for different tactics based on your fleet composition.
 
==== Highslot options ====
{| class="wikitable" style="font-size:90%"
| style="background-color:#111111; padding:0px;" valign="middle" | [[image:icon_shield_transporter_i.png|48px|link=]]
| style="padding:8px;" valign="top" | Large S95a Remote Shield Booster or Large Remote Shield Booster II modules repairs the friendly target's shields. Having a few extra remote shield boosters for emergencies are invaluable. When the fleet doesn't have any Basilisks, it makes more sense to use remote shield boosters in your spare highs, as there won't be much need for utility cap.
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| style="background-color:#111111; padding:0px;" valign="middle" | [[image:icon_remote_capacitor_transmitter_i.png|48px|link=]]
| style="padding:8px;" valign="top" | Large 'Regard' Capacitor Transmitters or Large Capacitor Transmitter II consumes cap in order to send it to a friendly target. It creates more cap than it consumes, so giving each other cap like this creates both recipients more cap. It's a favoured module for when you have Basilisks in your fleet, so members can act as emergency cap buddies.
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| style="background-color:#111111; padding:0px;" valign="middle" | [[image:icon auto targeting system i.png|48px|link=]]
| style="padding:8px;" valign="top" | The Auto Targeting System I module can be a decent choice if you have a high slot to spare but not the fitting for any of the above mentioned modules (or your fleet has no need for them). Assuming you have the skills to lock more, it gives your ship the ability to lock an additional +2 targets at the cost of 1 powergrid and 1 CPU.
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When you're limited to just one utility highslot, pick the most important one. So a capacitor transmitter if you run with Basilisks and a remote shield booster if you run with Scimitars. Should you have the luxury of having more than one utility highslot, just bring both.


== Drones ==
== Drones ==