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User talk:Frandetta: Difference between revisions

Discussion page of User:Frandetta
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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.