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Short range hybrid turrets. They have the most DPS of any type of weapon in game but also the least effective range. They are a bit easier to fit than railguns and are normally fitted on Gallente, and sometimes Caldari ships.
Laser turrets are the weapons used primarily by the Amarr. They use frequency crystals as ammunition and deal EM and thermal damage.
A special note to consider when fitting any ship is the ammunition usage. Lasers use crystals, which work differently than any other ammunition type.
You can read more about it here. Short range Laser Turrets. They offer high damage potential while having decent range. They have fairly steep power-grid 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.
Projectile turrets are the weapons used primarily by the Minmatar. They use no capacitor to fire and are very versatile.
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. Missile launchers are the primary weapon of the Caldari.
Unlike turret-based weapon systems missile launchers have low power-grid needs but high CPU requirements. Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints.
Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. However, launcher hardpoints are uncommon except on dedicated missile ships certain Minmatar, Caldari, and a few T2 Amarr.
Also note that range and damage output for missiles is not as straightforward to calculate as it is for turrets; check Missile Launchers for more information.
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.
Like the name suggests, they fire their missiles at a faster rate than the standard launchers, but apply their damage just as well.
This makes rapid launchers a fantastic option for attacking smaller ships; a rapid light missile Caracal is one of the strongest anti-frigate ships around.
It should also be noted that rapid missile launchers have a 40 second reload time; they can hit smaller ships for good damage, but take a long time to reload.
These weapons are area of effect weapons that hit anything within their activation range. Particularly effective against drones and poorly equipped frigates.
Smartbombs are available in sizes appropriate for frigates through battleships and above, but are seldom used on anything smaller than a battleship.
For more information, see Smartbombs. These modules allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers.
Drone Link Augmentors can be useful for drone boats and ships with nothing else to fit in their spare high slots.
These modules will transfer energy from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own.
These modules will emit an area of effect ECM burst, centered on a target which has a chance to break the lock of all ships within its range.
Energy destabilizers are great tools for removing an enemy ship's ability to repair itself, while energy vampires are useful for energy hungry ships and as a defense against hostile energy destabilization.
These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy. 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 modules fire interdiction spheres which prevent warping and cannot be countered by warp core stabilizers. These modules are for interdictors.
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.
Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore. The regular mining lasers are capable of mining any type of ore except for Mercoxit which requires a deep core miner.
Strip miners are bulk ore extractors that can only be fitted on mining barges and exhumers. They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield over mining lasers in the majority of cases.
The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore. Gas cloud harvesters harvest gas from gas clouds.
They can be fitted on any ship with turret hardpoints. Siege modules are specialized modules mounted to certain capital ships that give them unique, very powerful properties, but at the cost of several drawbacks, the most important of which is that the capital ship is immobile for the duration of the siege module's cycle.
These are used by Dreadnaughts to enter siege mode which massively increases their DPS, but makes them immobile, among other factors.
The triage module greatly increases a carrier's ability to provide assistance to a fleet while making it immobile, among other factors.
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. 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. Clone Vat Bay can only be fitted on titans and the Rorqual.
It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay. These modules will give bonuses to fleet members.
They can only reasonably be equipped to battlecruisers. The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleet-mates to quickly traverse vast distances without the need for stargates.
The covert jump portal generator can only be fitted to Black Ops ships and works in a similar manner to the normal jump except it can only be used by ships with jump harmonics 2, meaning only covert ships will be able to use it.
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. These modules will increase your total capacitor and subsequently capacitor regen, as total capacitor and capacitor regen time are independent.
These modules will replenish your capacitor while expending a charge that you must carry like ammo.
Boosters are generally preferred for large ships in PvP in the event of capacitor neutralizing. Tech 1 ships have 3 rig slots, Tech 2 ships have 2, and a few ships notably Freighters, Jump Freighters , Corvettes , and Shuttles have none.
Unlike for modules, it's not possible to fit a "wrong-sized" rig on a ship. Nearly all rigs come in all four sizes, with identical stats for each size.
Rigs are manufactured by players, using salvaged material. Each of the three turret types energy, hybrid, and projectile have a separate set of rigs.
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