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It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay. 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 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.
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.
A siege type module for marauders. Using it immobilizes the ship and prevents remote assistance for 60 seconds, but grants increased weapon range, immunity to electronic warfare, and a big bonus to tank.
Used by Black Ops battleships to create a 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. 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.
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.
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 Links are used to capture sovereignty in null sec. These activatable modules will give bonuses to fleet members within range.
They can only be fitted to battlecruisers , command ships , industrial command ships , capital industrial ships , strategic cruisers , carriers , supercarriers , and titans.
These modules will salvage loot from wrecks. These modules will launch scan probes to allow you to explore. Retrieved from " https: Personal tools Log in.
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They are a bit easier to fit than railguns and are normally fitted on Gallente, and sometimes Caldari ships. Long range hybrid turrets.
They have longer range and higher rate of fire than other long-range weapon systems. They are moderately difficult to fit and are normally found on Gallente and some Caldari ships.
Short range laser turrets. They offer high damage potential while having decent range. They have fairly steep powergrid fitting requirements and are thus usually mounted only on Amarr ships.
Long range laser turrets. They have the highest damage potential and best tracking but the least effective range than other long-range weapon systems.
They have the steepest fitting requirements of any weapon system, and will thus normally be fitted only on Amarr ships, although the smaller beam lasers are much easier to mount.
Short range projectile turrets. They have very good tracking and offer a flexible engagement range at the cost of DPS.
Due to their versatility and low fitting requirements they will often be mounted on non-Minmatar ships. Long range projectile turrets.
They have the highest volley damage but the poorest tracking of all long-range weapon systems. They have the second-highest fitting requirements after beam lasers and are thus rarely found on non-Minmatar ships.
Except for rocket launchers, these short-ranged launchers have higher PG and CPU needs than their long-ranged counterparts in contrast, long-ranged turrets have steeper fitting needs than their short-ranged counterparts.
Except for Light Missile Launchers, these launchers have lower fitting needs than their close-ranged counterparts. Rapid light and heavy missile launchers are different to their standard versions in several ways.
Firstly, they're designed to be fitted to the ship class above, ie rapid light launchers are designed to be fitted to cruisers rather than frigates, and rapid heavy launchers are designed for battleships.
Jita Park Speakers Corner. Out of Pod Experience. Player Gatherings and Events. Revelations Testing and Development. Trades, trades and more trades.
Video Interviews, Documentaries and Films. Monitor this thread via RSS [? But I see no use for them apart from being able to put on more unbonused weapons?
I don't think i understand the concept. Kahega Amielden Minmatar Suddenly Ninjas. For something more combat-practical, fit energy neuts and nosferatus.
None of the things I listed require turret hardpoints. I didn't ask if they did, but I think you're making my point.
For example; A Tempest can fit 6 bonused guns a neut and remote repair 2 utility slots A Megathron can fit 7 bonused guns and a neut 1 utility slot But the megathron can just drop a gun and fit a remote repair if needed 2 utility slots So basically the megathron can do the same as the tempest but can also fit an extra bonused gun if wanted - which would be most of the time i'd guess thats what i'm getting at: I'm not sure I see your point?
You aren't seriously trying to compare the worth of ships only by looking at of guns you can slap on, are you? Obviously you can't judge ships by turret slots, but I had been under the impression these utility high slots were a good thing.
You're assuming the versatility of Min ships comes from having certain slots. There's many reasons why people see Min ships as versatile, and it's based in small part to their slot arrangement, it other part to their bonuses, and more still on their native capabilities.
Min ships can fill many roles because of their versatility, although they're not superstars in any particular role as a result of that versatility.
Jack of trades, master of none kinda thing. Hello, I'm from the Government and I'm here to help. A high slot with a matching turret or missile hardpoint is superior in all ways to a utility high slot.
However how these things typically work is that each ship has an item budget so you'd expect a turret hardpoint to be 'more expensive' than a utility slot so the ship would either be more expensive to build, harder to fly or make sacrifices in other areas or some combination thereof to compensate for having the better high slot.
This doesn't necessarily mean that all ships are created equal as the 'balance' used by the ship designers may very well not equate to real game desirability.
Looking at the tempest vs the megathron for example we see A Tempest has 8 high slots, 4 launcher hardpoints and 6 turret hardpoints.
A Megathron has 8 high slots, 2 launcher hardpoints and 7 turret hardpoints.