Difference between revisions of "Mid slot"

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(Continued to divide Fitting Modules and Rigs Guide into smaller, easier to maintain articles.)
 
(Massive rewrite to reduce dependency on headers, in the vain of the one on Low slot. My eyes are starting to cross.)
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'''Mid slots''' are a category of module slot found on ships in EVE. Generally, mid slots contain activatable modules that may assist in tackling, propulsion, or generally improve the ships behavior. [[Shield tanking]] modules occupy mid slots. Some mid slot modules share purposes with low slots, but the details of their use differ.
 
'''Mid slots''' are a category of module slot found on ships in EVE. Generally, mid slots contain activatable modules that may assist in tackling, propulsion, or generally improve the ships behavior. [[Shield tanking]] modules occupy mid slots. Some mid slot modules share purposes with low slots, but the details of their use differ.
  
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==Capacitor==
 
==Capacitor==
These modules will restore capacitor energy. Boosters are generally preferred for large ships in PvP in the event of capacitor neutralizing. For your exact needs, experimenting a fitting tool will show which will serve you best.
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These modules will restore capacitor energy.
===Capacitor Batteries===
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These modules will increase your total capacitor (and subsequently capacitor regen, as total capacitor and capacitor regen time are independent).
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* '''{{co|wheat|Capacitor Batteries}}'''
===Capacitor Boosters===
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: Passive module which increases total capacitor (and subsequently capacitor recharge rate, which is a percent of to total capacitor).
These modules will replenish your capacitor while expending a charge that you must carry (like ammo).
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* '''{{co|wheat|Capacitor Boosters}}'''
===Capacitor Rechargers===
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: Active module which replenishes capacitor while expanding {{co|wheat|Cap Booster}}s.
These modules will increase your capacitor recharge time with no penalty.
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* '''{{co|wheat|Capacitor Rechargers}}'''
 +
: Passive module which increases capacitor recharge time.
 +
 
 +
Boosters are generally preferred for PvP ships since they work well against capacitor neutralizing. For your exact needs, experimenting a fitting tool will show which will serve you best.
 +
Compare to [[Rig#Engineering|engineering rigs]] and [[Low slot#Capacitor|low slot capacitor modules]].
  
 
==Damage application supplements==
 
==Damage application supplements==
 
These modules will increase the ability to damage ships, though not necessarily the amount of damage dealt.
 
These modules will increase the ability to damage ships, though not necessarily the amount of damage dealt.
===Tracking Computers===
 
These modules will increase your optimal range, falloff range, and tracking speed.
 
===Tracking Links===
 
These modules will increase an allied ship's optimal range, falloff range, and tracking speed.
 
  
==Drone Upgrades==
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* '''{{co|wheat|Missile Guidance Computers}}'''
These modules will increase the speed and tracking of drones.
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: Active module which increases explosion radius, explosion velocity, missile flight time and missile velocity. Can be [[scripts|scripted]] to prefer one sort of bonus over another.
===Omnidirectional Tracking Links===
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* '''{{co|wheat|Tracking Computers}}'''
These modules increase the optimal range and tracking of your drones.
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: Active module which increases optimal range, falloff range, and tracking speed. Can be [[scripts|scripted]] to prefer one sort of bonus over another.
===Drone Navigation Computers===
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* '''{{co|wheat|Tracking Links}}'''
These modules increase the MicroWarpDrive speed of your drones(their speed when they are flying around, not when they are orbiting & attacking).
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: Active module which increases the optimal range, falloff range, and tracking speed of an allied ship. Can be [[scripts|scripted]] to prefer one sort of bonus over another.
 +
 
 +
Compare to [[Rig#Missile launcher|missile]] and [[Rig#Turret weapons|turret rigs]] and [[Low slot#Damage supplements|low slot damage application modules]]
 +
 
 +
==Drone supplements==
 +
These modules will increase the performance of [[drones]].
 +
 
 +
* '''{{co|wheat|Omnidirectional Tracking Links}}'''
 +
: Active module which increases the optimal range, falloff range, and tracking speed of drones. Can be [[scripts|scripted]] to prefer one sort of bonus over another. Also improves range, explosion radius and explosion velocity for [[carrier]] fighters.
 +
* '''{{co|wheat|Drone Navigation Computers}}'''
 +
: Active module which increases the microwarpdrive speed of drones, and the speed of [[carrier]] fighters. This is the speed when they are flying larger distances, not when they are orbiting and attacking a target.
 +
 
 +
Compare to [[Low slot#Drone supplements|low slot drone modules]].
  
 
==EWAR==
 
==EWAR==
These modules can mess with enemy ships ability to damage you, or increase the ability of your own ships to damage them.
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These modules can mess with enemy ships ability to damage you, or increase the ability of your own ships to damage them. See [[EWAR Guide]] for more details on these modules.
===ECM===
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These modules will make it difficult for an enemy ship to lock targets. They come in five varieties to coincide with the four sensor types and a multispectral.
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* '''{{co|wheat|Electronic Counter Measures (ECM)}}'''
===ECM Bursts===
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: Active module which can break an enemy ship's locks and prevent them from locking new targets. Comes in 5 varieties, one for each sensor type and one multispectrum module.
This is essentially the same as ECM but affects all targets in a given radius.
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* '''{{co|wheat|ECM Bursts}}'''
===ECCM===
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: Active module which performs an area of effect ECM attack against all ships around the activating ship.
These modules protect against ECM.
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* '''{{co|wheat|Sensor Boosters}}'''
===ECCM, Projected===
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: Active module which increases targeting range, scan resolution, and sensor strength. Can be [[scripts|scripted]] to favor one of these bonuses over another.
These modules protect ships that you use this module on, against ECM.
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* '''{{co|wheat|Remote Sensor Boosters}}'''
===Remote Sensor Boosters===
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: Active module which increases the targeting range, scan resolution, and sensor strength of an allied ship. Can be scripted to favor one of these bonuses over another.
These modules increase the targeted ship's sensor range and locking speed.
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* '''{{co|wheat|Remote Sensor Dampeners}}'''
===Remote Sensor Dampeners===
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: Active module which decreases the targeting range and scan resolution of an enemy ship. Can be scripted to favor one of these effects over another.
These modules decrease the targeted ship's sensor range and locking speed.
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* '''{{co|wheat|Target Painters}}'''
===Sensor Boosters===
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: Active module which increases the signature radius of an enemy ship, making them easier to apply damage to.
These modules increase your sensor range and locking speed.
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* '''{{co|wheat|Tracking Disruptors}}'''
===Target Painters===
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: Active module which decreases the range and tracking speed of the turrets on an enemy ship. Can be scripted to favor one of these effects over another.
These modules increase the signature radius of enemy ships, increasing the damage they incur when hit.
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* '''{{co|wheat|Guidance Disruptors}}'''
===Tracking Disruptors===
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: Active module which decreases the explosion radius, explosion velocity, missile flight time and missile velocity of the missile launchers on an enemy ship. Can be scripted to favor one of these effects over another.
These modules decrease the tracking speed of enemy turrets.
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* '''{{co|wheat|Target Spectrum Breaker}}'''
 +
: Active module which performs an ECM attack against all ships targeting the activating ship. The jam strength of this module is increased by the number of ships targeting the activating ship. Can only be fitted to battleships. See [[Target Spectrum Breaker]].
  
 
==Propulsion==
 
==Propulsion==
These modules will increase a ship's velocity.
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These modules are the primary ways to increase a ship's velocity. For more information see [[Afterburner Details]] and [[Micro Jump Drive]].
===Afterburners===
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These modules will increase your velocity by roughly 120% while using some capacitor.
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* '''{{co|wheat|Afterburners}}'''
===Microwarpdrives===
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: Active module which increases velocity.
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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* '''{{co|wheat|Microwarpdrives}}'''
===Micro Jump Drives===
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: Active module which greatly increases velocity while increasing signature radius by 500% and consuming a significant amount of capacitor.
These modules have a spool up time and instantly teleport a ship 100km in the direction the nose is facing. As of the Kronos expansion these modules now come in both Large (battleship) and Medium (battlecruiser) varieties.
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* '''{{co|wheat|Micro Jump Drives}}'''
 +
: Active module which, after a spool up time of 12 seconds, instantly teleports the ship 100km in the direction it is facing. Comes in battleship and battlecruiser sizes.
 +
* '''{{co|wheat|Micro Jump Field Generators}}'''
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: Active module which, after a spool up time of 9 seconds, instantly teleports the ship and all nearby non-capital ships 100km in the direction it is facing. Can only be fit to [[Destroyer#Command Destroyers|Command Destroyers]].
 +
 
 +
==Scanners==
 +
These modules provide information about things around you, or allow you to [[hacking|hack]].
 +
 
 +
* '''{{co|wheat|Cargo Scanners}}'''
 +
: Active module which gives you information about what is in the cargohold of the targeted ship.
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* '''{{co|wheat|Ship Scanners}}'''
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: Active module which gives you information about the fitting of the targeted ship.
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* '''{{co|wheat|Survey Scanners}}'''
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: Active module which gives you information about surrounding [[Asteroids and Ore|asteroids]].
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* '''{{co|wheat|Data Analyzers}}'''
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: Active module which allows you to hack containers in data sites.
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* '''{{co|wheat|Relic Analyzers}}'''
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: Active module which allows you to hack containers in relic sites.
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* '''{{co|wheat|Integrated Analyzers}}'''
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: Active module which allows you to hack both data and relic containers, but has less coherence than the dedicated analyzers.
 +
 
 +
==Scanning Upgrades==
 +
These modules improve the ability to use [[exploration|scanning probes]].
 +
 
 +
* '''{{co|wheat|Scan Acquisition Array}}'''
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: Passive module which decreases scan time of scan probes.
 +
* '''{{co|wheat|Scan Pinpointing Array}}'''
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: Passive module which decreases scan deviation of scan probes.
 +
* '''{{co|wheat|Scan Rangefinding Array}}'''
 +
: Passive module which increases scan strength of scan probes.
  
 
==Shield tanking==
 
==Shield tanking==
These modules will restore, extend, or increase the resistance of your shields. Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank.
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These modules will restore, extend, or increase the resistance of your shields. Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank. See [[Shield Tanking]] for a detailed breakdown of these modules.
===Shield Boosters===
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These modules will repair your shields. Boost amplifiers are also in this category and they serve to increase the amount of shield repaired by a shield booster. You generally don't want to fit more than a single booster, as the cap drain will be quite high. Instead use a size-appropriate (or oversized) shield booster matched with a shield boost amplifier.
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* '''{{co|wheat|Shield Boosters}}'''
===Anciliary Shield Boosters===
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: Active module which restores shields.
These modules will repair your shields, and use cap charges as ammo. When not loaded with cap charges, they can also run from your capacitor, but require more cap than a normal shield booster.
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:: Variation: '''{{co|wheat|Ancillary Shield Boosters}}'''
===Shield Boost Amplifiers===
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:: Active module that can be loaded with {{co|wheat|Cap Boosters}} to very efficiently repair shields, but with a long reload time.
These modules increase the amount of shield provided by shield boosters per cycle.
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* '''{{co|wheat|Shield Boost Amplifiers}}'''
===Shield Extenders===
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: Passive module which increases the amount restored by Shield Boosters.
These modules will increase your total shield amount while increasing your signature radius (consequently increasing damage application against your ship). Shield extenders are great for increasing a passive tank (remember that total shield and time to recharge are independent, so as you increase total shields you increase shield regeneration rate) but can work against you if they increase your signature radius too much.
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* '''{{co|wheat|Shield Rechargers}}'''
===Shield Hardeners===
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: Passive module which increase shield regeneration.
These modules will increase your shield resistances while using a small amount of capacitor. 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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* '''{{co|wheat|Shield Extenders}}'''
===Shield Rechargers===
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: Passive module which increases shield hit points while increasing signature radius.
These modules will increase your shield regeneration without penalty.
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* '''{{co|wheat|Shield Hardeners}}'''
===Shield Resistance Amplifiers===
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: Active module which increases shield resistances a great deal while using capacitor. Comes in 5 variations, one for each damage type, and a universal one.
These modules will increase your shield resistances and uses no capacitor.
+
* '''{{co|wheat|Shield Resistance Amplifiers}}'''
 +
: Passive module which increases shield resistances a bit. Comes in 4 variations, one for each damage type.
 +
 
 +
Compare to [[Rig#Shield|shield rigs]].
  
 
==Tackling==
 
==Tackling==
These modules will slow and prevent warping of enemy ships.
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These modules will reduce the velocity of enemy ships and prevent them from warping. See [[Tackling]].
===Stasis Webifiers===
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These modules will decrease an enemy ship's velocity.
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* '''{{co|wheat|Stasis Webifiers}}'''
===Warp Jammers===
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: Active module which decreases an enemy ship's velocity.
These modules will prevent an enemy ship from warping (provided they do not have warp stabilizers to negate your jamming). Warp Scramblers have a base range of 7.5km, have a jamming strength of two and will also disable the microwarp drives of your target as long as the target is scrambled. Warp Disruptors have a base range of 20km, jamming strength of one, and use more capacitor than warp scramblers.
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* '''{{co|wheat|Stasis Grapplers}}'''
 +
: Active module which greatly decreases an enemy ship's velocity at longer ranges than a webifier, but is less effective as ranges increase. Can only be fit to battleships and larger.
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* '''{{co|wheat|Warp Disruptor}}'''
 +
: Active module which prevents an enemy ship from warping. Has a base range of 20km and a jamming strength of one.
 +
:: Variation: '''{{co|wheat|Heavy Warp Disruptor}}'''
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:: Active module which prevents an enemy ship from warping. Has a base range of 22km and a jamming strength of three. Requires much more powergrid and capacitor than the default warp disruptor.
 +
* '''{{co|wheat|Warp Scrambler}}'''
 +
: Active module which prevents an enemy ship from warping. Has a base range of 7.5km and a jamming strength of two, and turns off enemy's microwarpdrive.
 +
:: Variation: '''{{co|wheat|Heavy Warp scrambler}}'''
 +
:: Active module which prevents an enemy ship from warping. Has a base range of 8.5km and a jamming strength of six. Requires much more powergrid and capacitor than the default warp scrambler.
  
 
==Misc==
 
==Misc==
 
These modules did not fit into the above categories.
 
These modules did not fit into the above categories.
===Command Processor===
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The command processor allows for one extra warfare link module to be fitted on a ship.
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* '''{{co|wheat|Hull Repair Systems}}'''
===Hull Repair Systems===
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: Active module which will repair structure. The cycle time is much slower than shield boosters or armor repairers, and restore less, making them ineffective in combat.
These modules will repair your structure. They cycle much slower than shield or armor repairers, and restore less, making them ineffective to use in battle.
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* '''{{co|wheat|Passive Targeting Systems}}'''
===Passive Targeting Systems===
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: Active module which allows you to target a ship without them knowing. When combine with ship and cargo scanners, it can help determine the value of a potential gank target or find the fittings of a war target.
These modules will allow you to target a ship without them knowing. Passive targeting systems matched with ship scanners can be a great way to have an alt find the fittings of war targets.
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===Scanners===
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==See also==
These modules will allow you to scan the composition of asteroids, ice belts, and gas clouds, as well as ship fittings and cargo. Data Analyzers and Relic Analyzers are used to extract stuff from special containers in Data and Relic sites, respectively.
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* [[High slot]]
 +
* [[Low slot]]
 +
* [[Rig]]
  
 
[[Category:Ship Fitting]]
 
[[Category:Ship Fitting]]

Revision as of 02:28, 8 December 2016

Mid slots are a category of module slot found on ships in EVE. Generally, mid slots contain activatable modules that may assist in tackling, propulsion, or generally improve the ships behavior. Shield tanking modules occupy mid slots. Some mid slot modules share purposes with low slots, but the details of their use differ.

This page is a collection of all the types of modules that use mid slots.

Capacitor

These modules will restore capacitor energy.

  • Capacitor Batteries
Passive module which increases total capacitor (and subsequently capacitor recharge rate, which is a percent of to total capacitor).
  • Capacitor Boosters
Active module which replenishes capacitor while expanding Cap Boosters.
  • Capacitor Rechargers
Passive module which increases capacitor recharge time.

Boosters are generally preferred for PvP ships since they work well against capacitor neutralizing. For your exact needs, experimenting a fitting tool will show which will serve you best. Compare to engineering rigs and low slot capacitor modules.

Damage application supplements

These modules will increase the ability to damage ships, though not necessarily the amount of damage dealt.

  • Missile Guidance Computers
Active module which increases explosion radius, explosion velocity, missile flight time and missile velocity. Can be scripted to prefer one sort of bonus over another.
  • Tracking Computers
Active module which increases optimal range, falloff range, and tracking speed. Can be scripted to prefer one sort of bonus over another.
  • Tracking Links
Active module which increases the optimal range, falloff range, and tracking speed of an allied ship. Can be scripted to prefer one sort of bonus over another.

Compare to missile and turret rigs and low slot damage application modules

Drone supplements

These modules will increase the performance of drones.

  • Omnidirectional Tracking Links
Active module which increases the optimal range, falloff range, and tracking speed of drones. Can be scripted to prefer one sort of bonus over another. Also improves range, explosion radius and explosion velocity for carrier fighters.
  • Drone Navigation Computers
Active module which increases the microwarpdrive speed of drones, and the speed of carrier fighters. This is the speed when they are flying larger distances, not when they are orbiting and attacking a target.

Compare to low slot drone modules.

EWAR

These modules can mess with enemy ships ability to damage you, or increase the ability of your own ships to damage them. See EWAR Guide for more details on these modules.

  • Electronic Counter Measures (ECM)
Active module which can break an enemy ship's locks and prevent them from locking new targets. Comes in 5 varieties, one for each sensor type and one multispectrum module.
  • ECM Bursts
Active module which performs an area of effect ECM attack against all ships around the activating ship.
  • Sensor Boosters
Active module which increases targeting range, scan resolution, and sensor strength. Can be scripted to favor one of these bonuses over another.
  • Remote Sensor Boosters
Active module which increases the targeting range, scan resolution, and sensor strength of an allied ship. Can be scripted to favor one of these bonuses over another.
  • Remote Sensor Dampeners
Active module which decreases the targeting range and scan resolution of an enemy ship. Can be scripted to favor one of these effects over another.
  • Target Painters
Active module which increases the signature radius of an enemy ship, making them easier to apply damage to.
  • Tracking Disruptors
Active module which decreases the range and tracking speed of the turrets on an enemy ship. Can be scripted to favor one of these effects over another.
  • Guidance Disruptors
Active module which decreases the explosion radius, explosion velocity, missile flight time and missile velocity of the missile launchers on an enemy ship. Can be scripted to favor one of these effects over another.
  • Target Spectrum Breaker
Active module which performs an ECM attack against all ships targeting the activating ship. The jam strength of this module is increased by the number of ships targeting the activating ship. Can only be fitted to battleships. See Target Spectrum Breaker.

Propulsion

These modules are the primary ways to increase a ship's velocity. For more information see Afterburner Details and Micro Jump Drive.

  • Afterburners
Active module which increases velocity.
  • Microwarpdrives
Active module which greatly increases velocity while increasing signature radius by 500% and consuming a significant amount of capacitor.
  • Micro Jump Drives
Active module which, after a spool up time of 12 seconds, instantly teleports the ship 100km in the direction it is facing. Comes in battleship and battlecruiser sizes.
  • Micro Jump Field Generators
Active module which, after a spool up time of 9 seconds, instantly teleports the ship and all nearby non-capital ships 100km in the direction it is facing. Can only be fit to Command Destroyers.

Scanners

These modules provide information about things around you, or allow you to hack.

  • Cargo Scanners
Active module which gives you information about what is in the cargohold of the targeted ship.
  • Ship Scanners
Active module which gives you information about the fitting of the targeted ship.
  • Survey Scanners
Active module which gives you information about surrounding asteroids.
  • Data Analyzers
Active module which allows you to hack containers in data sites.
  • Relic Analyzers
Active module which allows you to hack containers in relic sites.
  • Integrated Analyzers
Active module which allows you to hack both data and relic containers, but has less coherence than the dedicated analyzers.

Scanning Upgrades

These modules improve the ability to use scanning probes.

  • Scan Acquisition Array
Passive module which decreases scan time of scan probes.
  • Scan Pinpointing Array
Passive module which decreases scan deviation of scan probes.
  • Scan Rangefinding Array
Passive module which increases scan strength of scan probes.

Shield tanking

These modules will restore, extend, or increase the resistance of your shields. Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank. See Shield Tanking for a detailed breakdown of these modules.

  • Shield Boosters
Active module which restores shields.
Variation: Ancillary Shield Boosters
Active module that can be loaded with Cap Boosters to very efficiently repair shields, but with a long reload time.
  • Shield Boost Amplifiers
Passive module which increases the amount restored by Shield Boosters.
  • Shield Rechargers
Passive module which increase shield regeneration.
  • Shield Extenders
Passive module which increases shield hit points while increasing signature radius.
  • Shield Hardeners
Active module which increases shield resistances a great deal while using capacitor. Comes in 5 variations, one for each damage type, and a universal one.
  • Shield Resistance Amplifiers
Passive module which increases shield resistances a bit. Comes in 4 variations, one for each damage type.

Compare to shield rigs.

Tackling

These modules will reduce the velocity of enemy ships and prevent them from warping. See Tackling.

  • Stasis Webifiers
Active module which decreases an enemy ship's velocity.
  • Stasis Grapplers
Active module which greatly decreases an enemy ship's velocity at longer ranges than a webifier, but is less effective as ranges increase. Can only be fit to battleships and larger.
  • Warp Disruptor
Active module which prevents an enemy ship from warping. Has a base range of 20km and a jamming strength of one.
Variation: Heavy Warp Disruptor
Active module which prevents an enemy ship from warping. Has a base range of 22km and a jamming strength of three. Requires much more powergrid and capacitor than the default warp disruptor.
  • Warp Scrambler
Active module which prevents an enemy ship from warping. Has a base range of 7.5km and a jamming strength of two, and turns off enemy's microwarpdrive.
Variation: Heavy Warp scrambler
Active module which prevents an enemy ship from warping. Has a base range of 8.5km and a jamming strength of six. Requires much more powergrid and capacitor than the default warp scrambler.

Misc

These modules did not fit into the above categories.

  • Hull Repair Systems
Active module which will repair structure. The cycle time is much slower than shield boosters or armor repairers, and restore less, making them ineffective in combat.
  • Passive Targeting Systems
Active module which allows you to target a ship without them knowing. When combine with ship and cargo scanners, it can help determine the value of a potential gank target or find the fittings of a war target.

See also