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Al hubbard (talk | contribs) Created first in a series of pages dividing Fitting Modules and Rigs Guide into the separate slots. |
Al hubbard (talk | contribs) Moved all capital only modules to own section. Few other fixes. |
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===Smartbombs=== | ===Smartbombs=== | ||
{{main|Smartbombs}} | {{main|Smartbombs}} | ||
These weapons are area of effect weapons that hit | These weapons are area of effect weapons that hit everything within their activation range. They are particularly effective against drones and poorly equipped frigates. Smartbombs are available in sizes appropriate for frigates through battleships, but are seldom used on anything smaller than a battleship. | ||
===Bomb launchers=== | ===Bomb launchers=== | ||
{{main|Bombs}} | {{main|Bombs}} | ||
Bomb launchers are used to launch bombs | Bomb launchers are used to launch bombs, which travel for a fixed distance and then explode for area of effect damage. They can only be fitted to Stealth Bombers. | ||
==Drone upgrades== | ==Drone upgrades== | ||
There is only one module in the high slots which affects drones. | |||
===Drone Link Augmentors=== | ===Drone Link Augmentors=== | ||
These modules extend your drone control range. | These modules extend your drone control range. Drone Link Augmentors can be useful for drone ships and ships with nothing else to fit in their spare highslots. | ||
==EWAR== | ==EWAR== | ||
These modules will alter enemy ship | These modules will alter enemy ship capacitor. Energy destabilizers are great tools for removing an enemy ship's ability to repair itself, while energy vampires are useful for energy hungry ships and as a defense against hostile energy destabilization. | ||
Energy destabilizers are great tools for removing an enemy ship's ability to repair itself, while energy vampires are useful for energy hungry ships and as a defense against hostile energy destabilization. | |||
===Energy Neutralizers=== | ===Energy Neutralizers=== | ||
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===Energy Vampires=== | ===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. | These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own. | ||
==Logistics== | ==Logistics== | ||
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Gas cloud harvesters [[Gas Cloud Mining|harvest gas]] from gas clouds. They can be fitted on any ship with turret hardpoints. | Gas cloud harvesters [[Gas Cloud Mining|harvest gas]] from gas clouds. They can be fitted on any ship with turret hardpoints. | ||
== | ==Capital only== | ||
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. | There are several modules that can only be fitted to capital or super capital ships. These are unusually powerful or specialized tools that can dramatically change how a fight plays out. | ||
Siege and triage 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 Module=== | ===Siege Module=== | ||
These are used by [[Capital Ship#dreadnoughts|dreadnoughts]] to enter siege mode which massively increases their DPS, but makes them immobile, among other factors. | These are used by [[Capital Ship#dreadnoughts|dreadnoughts]] to enter siege mode which massively increases their DPS, but makes them immobile, among other factors. | ||
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===Industrial Core=== | ===Industrial Core=== | ||
The industrial core allows the [[Rorqual]] to compress ore. | The industrial core allows the [[Rorqual]] to compress ore. | ||
===Drone Control Units=== | |||
These modules allow the ship to control one extra drone each. Can only be fitted by carriers and [[supercarrier|supercarriers]]. | |||
===Remote ECM Burst=== | |||
These modules will emit an area of effect ECM burst, centered on a target which has a chance to break the lock of all ships within its range. These can only be fitted onto supercarriers. | |||
===Clone Vat Bay=== | |||
Clone Vat Bay can only be fitted on [[titan]]s and the Rorqual. It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay. | |||
===Jump Portal Generators=== | |||
The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleetmates to quickly traverse vast distances without the need for stargates. | |||
===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. | |||
==Misc== | ==Misc== | ||
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===Auto Targeting=== | ===Auto Targeting=== | ||
These modules will target for you, and increase your maximum targeted ships by one. Generally, these are dangerous to activate, as it is important to be aware of who you have targeted, especially in high sec. | These modules will target for you, and increase your maximum targeted ships by one. Generally, these are dangerous to activate, as it is important to be aware of who you have targeted, especially in high sec. | ||
===Covert Jump Portal Generator=== | |||
Used by Black Ops battleships to create a [[Jump Drives and Cynosural Fields#Covert Cynosural Fields|covert jump bridge]], which allows fleetmates to travel to other systems instantaneously. Only ships that can equip covert ops cloaking devices can use this jump bridge. | |||
===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 [[Jump Drives and Cynosural Fields#Cynosural Fields|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. | ||
Cyno field generators work best 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 work best 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=== | ===Cloaking=== | ||
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 are invaluable for scouts. | 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 are invaluable for scouts. | ||
===Entosis Link=== | ===Entosis Link=== | ||
[[Entosis Link]]s are used to capture sovereignty in null sec. | [[Entosis Link]]s are used to capture sovereignty in null sec. | ||
===Gang Assist Modules=== | ===Gang Assist 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. | ||
===Salvager=== | ===Salvager=== | ||
These modules will salvage loot from wrecks. | These modules will salvage loot from wrecks. | ||