Difference between revisions of "Fitting upwell structures"

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Revision as of 13:31, 10 February 2019

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Fitting an upwell structure is much like fitting a ship: if you have the roles required to take control of a citadel, you can just open up the fitting window and drop module in just like a ship. [1]

To 'online' the service you must have fuel in the fuel bay which only seems accessible while controlling the citadel. [2] This is the same with the fighter bay (which works like the carrier version, if not more buggy) and the ammo hold (if you want the Missile/bomb launcher to reload automatically the ammo must be place in there [3] [4]

Upwell structure fits can be saved and shared like ship fits, but currently fitting from a saved fit is bugged [5] [6]

Structure equipment

An unfitted structure offers only the most basic services and can do nothing to defend itself. To get full benefits of a structure it needs to be fitted with various modules.

Structure service modules extend the available services of the structure. The service modules will consume fuel constantly and if no fuel is available they will go offline.

Structure service modules
Icon standup cloning center.png Standup Cloning Center is required for using cloning services in the structure.
Icon standup market hub.png Standup Market Hub is required for using market in the structure. Contractts and direct trades can be used even without this service module.
Icon standup manufacturing plant.png Standup Manufacturing Plant enables manufacturing of everything except capital and supercapital ships.
Icon standup manufacturing plant.png Standup Capital Shipyard enables manufacturing of capital ships in the structure.

Can be fitted to large and XL sturcures only. Not allowed in high-security space.

Icon standup manufacturing plant.png Standup Supercapital Shipyard enables manufacturing of supercapital ships.

Can only be fitted on the Sotiyo engineering comples. Requires Supercapital Construction Facilities sovereignity upgrade.

Icon standup invention lab.png Standup Invention Lab enables running invention jobs.
Industry Icon.png Standup Research Lab enables ME researc, TE research and copying jobs.
Icon standup biochemical reactor.png Standup Biochemical Reactor enables refining of cytoserocing and mykoserocin gases. These are used for booster manufacturing.

Can be fitted to refineries only. Due to CONCORD health and safety regulations this service module may not be used within high security space.

Icon standup composite reactor.png Standup Composite Reactor enables copmposite reactions that turn moon goo into T2 components.

Can be fitted to refineries only. Due to CONCORD health and safety regulations this service module may not be used within high security space.

Icon standup hybrid reactor.png Standup Hybrid Reactor enables composite reactions. These are used in T3 production.

Can be fitted to refineries only. Due to CONCORD health and safety regulations this service module may not be used within high security space.

Icon standup moon drill.png Standup Moon Drill allows the structure to mine ore from a moon. Can be used only if the structure is anchored on the moon mining beacon.

Can be fitted to refineries only.

Icon standup reprocessing facility.png Standup Reprocessing Facility enables reprocesing.


Other modules for upwell structure will not consume fuel.

Structure weapons
Icon standup anticapital missile launcher.png Standup Anticapital Missile Launcher fires anti-capital missiles. Good against capital ships but struggles to apply damage to subcapital ships.
Icon standup multirole missile launcher.png Standup Multirole Missile Launcher fires anti-subcapital missiles. Good againt subcapital ships but not strong enough for capital ships.
Icon standup guided bomb launcher.png Standup Guided Bomb Launcher fires an area of effect bomb that will deal damage to all ships in 30 km radius.

Limited to one module of this type per structure. Can not be used in high-security space.

Icon standup point defence battery.png Standup Point Defense Battery AOE weapon that deals damage to everyone in its area.

Limited to one module of this type per structure. Can not be used in high-security space.

Icon doomsday.png Standup Arcing Vorton Projector is a structure doomsday weapon. It will hit multiple targets near its firing area and deal 4 million omni damage to them.

Can be fitted to keepstar structures only, limited to one module of this type per structure and can not be fitted in high-security space.

Icon standup ballistic control system.png Standup Ballistic Control System increases missile damage and rate of fire.
Icon missile guidance enhancer i.png Standup Missile Guidance Enhancer improves missile application and range.


Structure EWAR
Icon target max.png Standup Variable Spectrum ECM jams one target. Can be scripted for any of the sensor types.
Icon remote sensor dampening.png Standup Remote Sensor Dampener damps one target. Unlke the ship counterpart this module can not be scripted.
Icon stasis webifier i.png Standup Stasis Webifier webs one target. The module has 30 second cycles and 60 second reactivation delay so it can not be used constantly.
Icon target painter i.png Standup Target Painter blooms the signature of one target.
Icon energy neutralizer i.png Standup Heavy Energy Neutralizer drains the capacitor of a target. Comes in normal size for subcapitals and XL size for capitals.
Icon track disruptor 64.png Standup Weapon Disruptor
Icon focused warp disruption script.png Standup Focused Warp Disruptor disrupts the weapons of a target. This module applies to both turrets and missiles simultaneously. Unlike its ship counterpart it can not be scripted.
Icon standup ecm jammer burst projector.png Standup ECM Jammer Burst Projector AOE jamming module. Can jam targets in a 10 km area for 40 seconds.

Limited to one module of this type per structure. Can not be used in high-security space.

Icon standup energy neutralization burst projector.png Standup Energy Neutralization Burst Projector AOE energy neutralizing module.

Limited to one module of this type per structure. Can not be used in high-security space.

Icon standup sensor dampening burst projector.png Standup Sensor Dampening Burst Projector AOE sensor dampening module.

Limited to one module of this type per structure. Can not be used in high-security space.

Icon standup stasis webification burst projector.png Standup Stasis Webification Burst Projector AOE stasis webifier module.

Limited to one module of this type per structure. Can not be used in high-security space.

Icon standup target illumination burst projector.png Standup Target Illumination Burst Projector AOE target painting module.

Limited to one module of this type per structure. Can not be used in high-security space.

Icon standup warp disruption burst projector.png Standup Warp Disruption Burst Projector AOE warp disruption module.

Limited to one module of this type per structure. Can not be used in high-security space.

Icon standup weapon disruption burst projector.png Standup Weapon Disruption Burst Projector AOE weapon disruption module.

Limited to one module of this type per structure. Can not be used in high-security space.


Structure engineering equipment
Icon armor plate.png Standup Layered Armor Plating increases armor HP by a percentage ammount.
Icon cap battery.png Standup Cap Battery increases capacitor size.
Icon capacitor recharger.png Standup Capacitor Power Relay improves capacitor recharge rate.
Icon powergrid.png Standup Reactor Control Unit increases available powergrid.


Structure electronics and sensor equipment
Icon co-processor.png Standup Co-Processor Array increases available CPU.
Icon auto targeting system i.png Standup Signal Amplifier improves targeting speed, targeting range and allows targeting more targets.

Skills

Citadel fighters can be used without fighter skills and fighter skill bonuses do not apply.

There are a few relatively quick to train (2x) skills that affect Upwell structures:

  • Structure Doomsday Operation: 2% reduction in Arcing Vorton Projector duration per level
  • Structure Electronic Systems: 3% reduction in capacitor consumption of all structure electronic warfare and tackle modules per level
  • Structure Engineering Systems: 2% reduction in capacitor consumption of all structure energy neutralizers and point defense batteries per level
  • Structure Missile Systems: 2% bonus to all structure missile and guided bomb damage per level