Difference between revisions of "User talk:Frandetta"

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This is just my temporary storage for eventual pages. Please do not modify.[[User:Frandetta|Frandetta]] 21:59, 17 February 2010 (UTC)
 
  
===Armor===
 
These modules will nagatively affect velocity.
 
 
====Nano Pump====
 
This rig increases the amount an armor repair repairs.
 
====Nanobot Accelerator====
 
This rig reduces the armor repair cycle time.
 
====Remote Repair Augmentor====
 
This rig reduces the capacitor need for a remote repair.
 
====Resistance Pumps====
 
These rigs increase resistances (each damage type has its own rig).
 
====Salvage Tackle====
 
This rig increases the chance to salvage successfully.
 
====Trimark Armor Pump====
 
This rig increases total armor of a ship.
 
 
 
 
===Astronautic===
 
These modules will nagatively affect armor.
 
===Drone===
 
These modules will nagatively affect CPU capacity.
 
===Electronics===
 
These modules have no penalty.
 
===Electronics Superiority===
 
These modules will nagatively affect shields.
 
===Energy Grid===
 
These modules have no penalty.
 
===Missile Launcher===
 
These modules will nagatively affect the CPU use of launchers.
 
===Shield===
 
These modules will nagatively affect signature radius.
 
===Turret Weapons===
 
These modules will nagatively affect the Power Grid use of turrets.
 
 
 
 
 
 
 
 
==High slots==
 
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===Damage===
 
These modules will deal direct damage.
 
====Doomsday Devices====
 
Doomsday devices are aptly named. Really. Honestly. Alright you want details? 2 million damage of a specific type to a single ship.
 
====Hybrid Turrets====
 
Hybrid turrets are the weapons used primarily by the Gallente.
 
====Laser Turrets====
 
Laser turrets are the weapons used primarily by the Amarr.
 
====Mining Lasers====
 
Mining lasers are the primary weapons of.. miners. Go kill 'em rocks boys. They come in several flavors such as regular miners for most ships, and strip miners for mining barges.
 
====Missile Launchers====
 
Missile launchers are the primary weapon of the Caldari.
 
====Projectile Turrets====
 
Projectile turrets are the weapons used primarily by the Minmatar.
 
====Siege Modules====
 
These are used by Dreadnaughts.
 
====Smartbombs====
 
These weapons hit everything in a given radius. Particularly effective against drones and poorly equipped frigates.
 
 
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===EW===
 
These modules will alter enemy ship caps and sensors.
 
====Energy Destabilizers====
 
These modules will dissipate the capacitor of an enemy ship by using your capacitor energy.
 
====Energy Vampires====
 
These modules will transfer energy from the enemy ship to your capacitor.
 
====Remote ECM Burst====
 
These modules will disable the targeting of ships within its range.
 
====Discussion====
 
Energy destabilizers and vampires are great tools for removing an enemy ship's ability to repair itself.
 
 
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===Logistics===
 
These modules will restore cap, shields, armor, and hull to other ships.
 
====Energy Transfer Arrays====
 
These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy.
 
====Remote Armor Repair====
 
These modules will repair the armor of an allied ship by using your capacitor energy.
 
====Remote Hull Repair====
 
These modules will repair the hull of an allied ship by using your capacitor energy.
 
====Shield Transporters====
 
These modules will repair the shield of an allied ship by using your capacitor energy.
 
====Discussion====
 
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.
 
 
----
 
===Tackling===
 
These modules will prevent ship warping.
 
====Interdiction Sphere Launcher====
 
These modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. These modules are for interdicters.
 
====Warp disruption Field Generator====
 
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===
 
These modules did not fit into the above categories.
 
====Auto Targeting====
 
These modules will target for you.
 
====Cynosural Field Generator====
 
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.
 
====Cloaking====
 
These modules will make you invisible unless you use a module or warp, or come within 2km of something. The cloak for recon ships and covert ops ships will not decloak for warp.
 
====Gang Assist Modules====
 
These modules will give bonuses to fleet members. They can only reasonably be equipped to battlecruisers.
 
====Salvager====
 
These modules will salvage loot from wrecks.
 
====Scan Probe Launchers====
 
These modules will launch scan probes to allow you to explore.
 
====Tractor Beams====
 
These modules will bring cargo containers and wrecks to your ship.
 
====Discussion====
 
Auto targeting is a waste of a slot, and dangerous to boot as you want to be able to target manually.
 
Cyno field generators would be best used 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 is invaluable for scouts.
 
Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission.
 
 
 
==Mid Slots==
 
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===Capacitor===
 
These modules will restore capacitor energy.
 
====Capacitor Batteries====
 
These modules will increase your total capacitor (and subsequently capacitor regen, as total capacitor and capacitor regen time are independent).
 
====Capacitor Boosters====
 
These modules will replenish your capacitor while expending a charge that you must carry (like ammo).
 
====Capacitor Rechargers====
 
These modules will increase your capacitor recharge time with no penalty.
 
====Discussion====
 
Boosters are generally preferred for large ships in PVP in the event of capacitor neutralizing.
 
For your exact needs, experimenting in EFT will show which will serve you best.
 
 
----
 
===Damage Supplements===
 
These modules will increase DPS.
 
====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.
 
 
----
 
===EW===
 
These modules will decrease enemy DPS, increase the enemy's incurred DPS, and prevent the opposite from happening.
 
====ECM====
 
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.
 
====ECM Bursts====
 
This is essentially the same as ECM but affects all targets in a given radius.
 
====ECCM====
 
These modules protect against ECM.
 
====ECCM, Projected====
 
These modules protect ships that you use this module on, against ECM.
 
====Remote Sensor Boosters====
 
These modules increase the targeted ship's sensor range and locking speed.
 
====Remote Sensor Dampeners====
 
These modules decrease the targeted ship's sensor range and locking speed.
 
====Sensor Boosters====
 
These modules increase your sensor range and locking speed.
 
====Target Painters====
 
These modules increase the signature radius of enemy ships, increasing the damage they incur when hit.
 
====Tracking Disruptors====
 
These modules decrease the tracking speed of enemy turrets.
 
====Discussion====
 
EW has its own full discussion and class, so I won't be going into detail here.
 
 
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===Propulsion===
 
These modules will increase a ship's velocity.
 
====Afterburners====
 
These modules will increase your velocity by roughly 120% while using some capacitor.
 
====Microwarpdrives====
 
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===
 
These modules will restore, extend, or increase the resistance of your shields.
 
====Shield Boosters====
 
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.
 
====Shield Extenders====
 
These modules will increase your total shield amount while increasing your signature radius (consequently increasing the damage incurred).
 
====Shield Hardeners====
 
These modules will increase your shield resistances while using a small amount of capacitor.
 
====Shield Rechargers====
 
These modules will increase your shield regeneration without penalty.
 
====Shield Resistance Amplifiers====
 
These modules will increase your shield resistances and uses no capacitor.
 
====Discussion====
 
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.
 
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. Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank.
 
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===
 
These modules will slow and prevent warping of enemy ships.
 
====Stasis Webifiers====
 
These modules will decrease an enemy ship's velocity.
 
====Warp Jammers====
 
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===
 
These modules did not fit into the above categories.
 
====Hull Repair Systems====
 
These modules will repair your structure.
 
====Passive Targeting Systems====
 
These modules will allow you to target a ship without them knowing.
 
====Scanners====
 
These modules will allow you to scan the composition of asteroids, ice belts, and gas clouds, as well as ship fittings and cargo.
 
====Discussion====
 
Passive targeting systems matched with ship scanners can be a great way to have an alt find the fittings of war targets.
 
Hull repair systems are a great way to save money if you have hull damage and don't want to pay the repair fees.
 
 
==Low Slots==
 
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===Armor Tank===
 
These modules will repair, extend, and increase the resistance of your armor.
 
====Armor Hardeners====
 
These modules will increase your armor's resistance a great deal while using capacitor.
 
====Armor Plates====
 
These modules will increase your armor's total strength while greatly increasing your mass.
 
====Armor Repair Systems====
 
These modules will repair you armor.
 
====Energized Plating====
 
These modules will increase your armor's resistance a moderate amount. Regenerative plating increases your armor by a percentage and does not affect your resistance.
 
====Resistance Plating====
 
These modules will increase your armor's resistance slightly for just a single MW of powergrid. Regenerative plating increases your armor by a percentage and does not affect your resistance.
 
====Discussion====
 
Hardeners are the ideal if you can support them, followed by energized plating and finally resistance plating.
 
Armor plates are great for a buffer tank.
 
 
----
 
===Capacitor===
 
These modules will increase the recharge rate of your capacitor.
 
====Capacitor Flux Coil====
 
These modules will increase your capacitor recharge at the expense of total capacitor energy.
 
====Capacitor Power Relays====
 
These modules will increase your capacitor recharge at the expense of the amount of shield your shield booster restores.
 
====Discussion====
 
If you need capacitor and aren't shield tanking, power relays would serve you well.
 
If you're actively shield tanking, you'll need to strike the right balance for you.
 
 
----
 
===Damage Supplements===
 
These modules will increase your DPS.
 
====Ballistic Control Systems====
 
These modules will increase your damage and rate of fire when using missiles.
 
====Gyrostabilizers====
 
These modules will increase your damage and rate of fire when using projectile turrets
 
====Heat Sinks====
 
These modules will increase your damage and rate of fire when using laser turrets.
 
====Magnetic Field Stabilizers====
 
These modules will increase your damage and rate of fire when using hybrid turrets.
 
====Tracking Enhancers====
 
These modules will increase your optimal range, accuracy falloff, and tracking speed when using any/all types of turrets.
 
 
----
 
===EW===
 
These modules will increase your targeting and reduce your susceptibility to ECM.
 
====Signal Amplifiers====
 
These modules will increase your total allowed targets, your maximum targeting range, as well as reducing time to lock.
 
====Sensor Backup Arrays====
 
These modules will increase your sensor strength.
 
 
----
 
===Fitting===
 
These modules will help you extend your power grid or CPU.
 
====Auxiliary Power Controls====
 
These modules will increase your powergrid as an absolute (ie. not as a percentage) so is useful for frigates and destroyers.
 
====CPU Upgrades====
 
These modules will increase your CPU without penalty.
 
====Power Diagnostic Systems====
 
These modules will increase your powergrid, as well as minor boosts to your capacitor and shield capacity and recharge.
 
====Reactor Controls====
 
These modules will increase your powergrid without penalty.
 
====Discussion====
 
If you need an increase in your powergrid and don't need as much as a reactor control provides, the bonuses of the power diagnostic system is a great perk.
 
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===
 
These modules will increase your velocity and/or agility.
 
====Inertial Stabilizers====
 
These modules will increase your agility at the expense of signature radius.
 
====Nanofiber Structures====
 
These modules will increase your velocity and agility at the expense of structure.
 
====Overdrive Injectors====
 
These modules will increase your velocity at the expense of cargo space.
 
====Comparison====
 
Injectors increase only velocity and reduce your ability to carry ammo, inertial stabilizers will increase your signature radius (and consequently your incurred damage) for a bit of agility.
 
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.
 
 
----
 
===Shield Tanking===
 
These modules will increase the regeneration of shields.
 
====Shield Flux Coils====
 
These modules will increase shield recharge at the expense of shield capacity.
 
====Shield Power Relays====
 
These modules will increase shield recharge at the expense of capacitor recharge.
 
====Comparison====
 
Power relays are great for passive shield tanking on minmatar, as projectile weapons require no capacitor.
 
Flux coils will deliver less recharge than they state, because of their reduction of total shields (remember that recharge time is independent of shield capacity, so as shield capacity is reduced, so is shield recharge).
 
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.
 
 
----
 
===Misc===
 
These modules did not fit into the above categories.
 
====Cargo Expanders====
 
These modules will increase your cargo capacity at the expense of velocity. Ideal for haulers and salvage/loot ships.
 
====Damage Controls====
 
These modules will give you a great deal of resist for your hull, and minor resistance increases for your armor and shields at the expense of very minor cap use. Great module to extend your tank. Use of more than 1 is not advised.
 
====Mining Upgrades====
 
These modules will increase mining laser yield at the expense of CPU.
 
====Reinforced Bulkheads====
 
These modules will increase your hull at the expense of velocity. You don't want to use these, as structure tanking is ill-advised and you can surely find a better use for the slot.
 
====Warp Core Stabilizers====
 
These modules counter warp jammers at the expense of targeting range. They are essential if you think you might get warp jammed and do not want to fight.
 

Latest revision as of 20:40, 7 November 2010