Eve Online Low Slot Shield Navigation menu
High slot modules. Icon remote Low slot modules. Icon capacitor But also reduces local shield booster boost ammount. Icon parochiefederatie3b-hoek.nl dazu noch die Shield- und Hullresistenzen erhöht. Bei größeren Schiffen mit genügend low slots, werden stattdessen einige Armor Hardener eingebaut, um. Du könntest Rigs für Shield Tank einsetzen und einen Survey Damit bleiben gerade mal drei Rig Slots und eventuell ein Low Slot übrig. parochiefederatie3b-hoek.nl › Ausrüstung+(Fitting). Und die Low-Slots sind überwiegend für (Waffen)Upgrades sowie Armor/Panzerung vorgesehen. Alle Schiffe in EVE haben bestimmte Stärken und Schwächen. Passiv Schild verwendet Module wie ‚Shield Extender', ‚Shield Rechargers'.
dazu noch die Shield- und Hullresistenzen erhöht. Bei größeren Schiffen mit genügend low slots, werden stattdessen einige Armor Hardener eingebaut, um. Trident»; Forum»; Trident spielt(e)»; Eve Online»; Schiffe, Fittings und Zeug High: 8x T2 Mining Laser Med: 1x Survey Scanner Low: 1x Co-Processor T2 was man in den Med-Slot stecken kann, um sich im High-Sec etwas sicherer zu bewegen. Ich würde jetzt entweder nen Large Shield Extender oder ein Named. Jedes Schiff in Eve Online hat einen Capacitor (Energiespeicher). Dieser versorgt Schiffsysteme wie Afterburner, EW-Module, Shield Booster und Armor Power Relays, Capacitor Flux Coils oder Power Diagnostics (alles LowSlot-Module).
Some low slot modules share purposes with mid slot modules, but the details of their use differ. These modules will repair, extend, and increase the resistance of your armor.
See Armor Tanking for a detailed breakdown of these modules. Note that while flux coils increase your capacitor recharge rate by slightly more than power relays, they also decrease your capacitor capacity, and capacitor recharge rate is tied to capacitor capacity.
This means that overall flux coils actually increase your recharge rate by less than power relays. Only use flux coils if you're active shield tanking.
Compare to mid slot capacitor modules and engineering rigs. These modules will improve turret and missile weapon systems.
Compare to missile launcher and turret rigs , and mid slot damage application modules. Auxiliary Power Controls are superior on frigates and destroyers, but any larger ship should use Reactor Controls or Power Diagnostic Systems.
If only a little powergrid is needed, the extra bonuses to capacitor and shield recharge make Power Diagnostic Systems a fine choice.
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.
I'll use some reactor control units to up my grid I can roll with it I put a reactor control to up my grid, and guess what, they nerfed my shield boosting Someone wake me up please, As you can all see, I'm really trying to adapt to the changes, but how is it possible to make a shield tank when everything I've tried is nerfed Madcap Magician.
This is the armor tanking patch. Please refrain from using shield tanking until the next patch. Please wait until the next patch when shield tanking is prime, and armor hardening is secondary.
Thank you. End of public service announcment. Good times will always be remembered. Sleep well, old friends.
Quote: 3. Are you talking about the stacking penalty? It is perfectly possible to make a decent shield tank, if you combine power diagnostics in the low slots, and put in one Cap Recharger 2 in the mid slots.
This is of course, assuming you have the mid slots available. WHen I was trying my set ups with the diags and RCUs I was getting a boosting nerf, talked to a corpmate doing the same who said he wasnt expierenceing that, but then another was, turns out its a bug, not sure the reasons, but previously I had cap relays mounted, and took them off to mount other mods, I think the game still registered?
Eve Online Low Slot Shield Ausrüstung (Fitting)Damit wäre das Problem m. Das hört sich nach einer Menge Lesestoff an, und das ist es definitiv auch. Dieses effektive Tracking sagt aber noch nicht aus dass man trifft, nur wie gut man ein bewegtes Ziel auch die eigene Schiffsbewegung erzeugt Transversal Sv Horn Table. Wenn du eh keine Waffen an Board hast wirst du dir schon Best Cheating Site Agression Counter zulegen und jeder der es darauf anlegt dich anzugreifen hat eingeplant Concord lange genug zu tanken bis er dich hat, da kannst du deinen Booster auch vergessen. Wie nahezu alle Seiten im Internet, Kate Middelton Baby auch diese Seite Kekse. Auch das automatische Ausrüsten des Schiffes ist damit möglich, sofern alle benötigten Games Gratis Download im Hangar vorrätig sind. Jedes Schiff in Eve Online hat einen Capacitor (Energiespeicher). Dieser versorgt Schiffsysteme wie Afterburner, EW-Module, Shield Booster und Armor Power Relays, Capacitor Flux Coils oder Power Diagnostics (alles LowSlot-Module). EVE Online [GER] BloodRaider Fob killen mit Rattlesnake alleine 2/2. Comments. smokingdude burns • one year ago. translation into english as best i can. habe mir gestern ne Myrmidon geholt um mit ihr diverse Komplexe im Low zu machen. Hilfreich ist auch ein einsamer Laser in den High-Slots mit denen man die Feinde Da das Aggromanagment bei EVE allerdings von einem dreijährigen Mit mehreren Shield Power Relays in den vielen lows soll eine sehr gute. Trident»; Forum»; Trident spielt(e)»; Eve Online»; Schiffe, Fittings und Zeug High: 8x T2 Mining Laser Med: 1x Survey Scanner Low: 1x Co-Processor T2 was man in den Med-Slot stecken kann, um sich im High-Sec etwas sicherer zu bewegen. Ich würde jetzt entweder nen Large Shield Extender oder ein Named. Schiffe haben in der Regel High, Medium und Low Slots sowie Rig For Shield Fleet, also jemanden, der nach einer Shield Tank Flotte sucht.
Eve Online Low Slot Shield VideoEve Online - Ship Fitting 104: High Slots \u0026 Rigs
Nothing strict about this it's just how some of the bonuses are handed out. I have perfectly serviceable active armor Amarr boats and brick tanked Gallente so there's plenty you can do.
Kousaka Otsu Shigure. That and damage increasing modules are low slot modules and rigs. Surprise your pvp opponent by switching tank types, or go hull structure tank for that 'suprise muthafuka' feeling.
A combination of the Mobile Depot, a micro jump drive, locking range modules, weapons range extending modules, and a buncha damage increasing modules are used.
Frigates, small sig, good speed vs. Battleships, large sig and slow speeds. You're in the right track in playing eve!
You're doing it right! Wombat65Au Egdald. I'm going to add some more details, starting with "signature radius". Every ship and other shootable objects in the game has an invisible bubble surrounding it.
This is the ship's "signature". Any shot which hits the signature, hits the ship or other object , causing it to take damage.
The bigger the ship's signature, the easier it is to hit. You can see a ship's signature radius in it's "show info" stats. Now let's look at "buffer tanks".
This involves stacking as many hp's onto the ship's tank as possible For a shield tanked ship, this means fitting shield extenders which increase the number of hp's the ship's shield has.
For armour tanked ships, fit armour plates. So far, it sounds like shields are better than armour, but adding more buffer to a shield tank does have a disadvantage, it increases the ship's signature, making the ship a bigger target that's easier to shoot at.
Armour buffer has minimal effect on the ship's signature. There are more ways to tank than just stacking hp's to increase the tank's buffer.
You can fit resistance modules which reduce how much damage you take every time you are shot at. There are separate modules for shield and armour resistance, and also shield and armour "rigs" which increase your damage resistance.
Very few ships have equal resistance to all types of damage the Gnosis does and there might be a couple of others. The vast majority of ships will be more resistant to one or two types of damage, and have lower resistance to the other types of damage.
Your ship will always take damage, but with high damage resistance, for every points of damage fired at you, that damage will be significantly reduced when it hits you.
Increasing your damage resistance has minimal effect on your signature radius. With a buffer tank, you rely on your tank having a lot of hp's for NPC rats or other players to have to chew through before they make your ship explode.
With a resistance tank, it's the same general idea, whoever is shooting at you has to throw a lot of damage at you to grind down your tank.
Both options give you more time to either blow them up, run away, or call for help, before your ship dies.
Some people could argue that fitting for damage resistance IS a type of buffer tank, but I wanted to draw a distinction between adding raw hp's to a tank and fitting for damage resistance.
It is possible to do both at the same time, you could fit a shield extender module and a couple of shield resistance modules at the same time, and the equivalent is also possible with armour plate and armour resistance modules.
While I'm on the topic of damage resistance, we can divide resistance modules into two main groups. Active modules which need to be turned on and use power from your capacitor, and passive modules which are running all the time and do not need power from the capacitor.
The active modules will give you more damage resistance than the passive modules, at the cost of draining your capacitor, and the need to remember to turn them on when you are being shot at.
The passive modules, you fit them and they are always running, there is no extra drain on your capacitor, but they give you less damage resistance than the active modules.
There are separate active and passive damage resistance modules for shields and armour. Another point to consider.
Shields will regenerate over time. You don't have to fit any special modules for this, it's programmed into the game.
If your shield takes damage and you win the fight or escape from it, you can just sit in space and your shield will slowly repair itself. Armour never repairs itself.
This is something the citadel owner needs to turn on or off. There are modules that you can fit to your ship that increase your shield's passive regeneration, meaning your shield will repair itself faster.
One disadvantage of using modules that increase your shield's passive regen is that those same modules also reduce your capacitor's rate of regeneration.
Here is a link to some fits for a Gallente Myrmidon battlecruiser. Minmatar projectile turrets autocannon and artillery do not need any power from the capacitor to work, hybrid turrets do.
When you reduce your capacitor's ability to recharge itself, paying attention to how many modules you have which need power from the capacitor is important.
Also note that while Gallente ships are normally armour tanked, it is possible to fit a viable shield tank onto many of them.
Imperial Academy. Amarr Empire. Some really good info in this thread so far. I just wanted to add on a few points. Range is a huge part of how much damage you take in many cases and thus range tank can be a thing.
Caldari have several ships with range bonuses in one way or another but every race uses range to mitigate damage. Galentte and Amarr drone boats can also be very good at this.
I'll just leave it there for now you can look more into that on your own since it involves how you pilot along with how you fit.
Beyond that the base resist profile for pretty much all T1 ships has zero or nearly zero for EM on shields and zero or nearly zero Explosive resist on armor.
As a result you typically don't want to use shield tank against races that do heavy EM damage and you don't want to armor tank against any race that does heavy explosive damage.
Memphis Baas. Argumentum ad Populum wrote: [ As always, thanks to everyone for all the helpful info! Tons of useful insights and lots to think about.
Hakawai wrote: You don't really know enough to ask the right questions yet. Hakawai wrote: For a new player , the choices are basically: Go with simple fits for a month or so Do as other people advise, without necessarily understanding why Learn enough so they can make informed decisions- but no more, or you never get from studying back to playing : Of course you can wish there were good, simple answers, but in EVE good is rarely simple.
Argumentum ad Populum wrote: mkint wrote: Maxim 6. Maxim 6. Let it be simple for now. A frigate can be a really complicated tank relying on speed, range, sig, maneuvering, target selection or it can be really simple a shield booster.
For now fit your shield booster or armor repair to your frigate, then learn how to fly it so well that it can survive pretty much anything.
A cruiser needs a stronger tank to begin with because of the inherent drawbacks of being big and slow, so people learning often try to rely on the fitting more than the flying, which I think is a mistake.
Even the same tactics used in a frigate can benefit a battleship, if you do it right. Argumentum ad Populum wrote: What are the right questions?
Seriously, I'm not trying to be a jackass and I know that I don't even know what I don't know yet. Is it a matter of being more specific?
Should I be narrowing my focus to a specific ship or a specific situation? Or a specific ship in a specific situation?
But it seems like just following what others have done without asking 'Why? Argumentum ad Populum wrote: For example: I already had already seen the terms 'range tanking', 'speed tanking', and 'signature radius' and some of the other things that people have mentioned here.
I recognize that those are a bit more advanced than the baseline concepts of Shield-Armor-Hull. I left them out of my original post for that very reason.
I figure that a firm understanding of the basics is needed before I move on to the more advanced parts of the game.
If I simply copy a fit that I find through a web search or just blindly follow what someone tells me to do without ever getting to the 'Why?
Better to learn in a cheap frigate, right? Argumentum ad Populum wrote: I just re-read that and I realize that I come across a bit confrontational.
Given that they occupy a valuable mid-slot, they are infrequently seen on cruiser sized and smaller hulls, but are more commonly seen on battlecruisers and battleships in PvE activities.
These modules have a stacking penalty and typically no more than two is ever appropriate on any ship. Note that they will boost the Ancillary Shield Booster as well.
The Ancillary Shield Booster works in the same way as a normal Shield Booster does: it transfers capacitor energy into shield hit-points HP , but it repairs a lot more shield HP per cycle than a normal Shield Booster does.
It has an efficiency of around 1 shield unit to 1 capacitor unit, and this means it would use a huge amount of capacitor per cycle.
However, the main advantage of the Ancillary Shield Booster is that it is able to use Cap Booster Charges as a direct source of cap energy.
The size of the charge depends on the size of Shield Booster. It always uses 1 charge per cycle, and when the cap booster charges are spent, only then does it use the ship's capacitor.
The maximum number of charges an Ancillary Shield Booster can hold is The recharge amount doesn't depend on the charge size, so always load the smallest possible charges to give the largest number of cycles per reload.
Due to the short cycle time the Ancillary Shield Booster depletes within 20 to 40 seconds depending on the module size. After the charges are depleted you can run the Ancillary Shield Booster without charges it then uses your ship's capacitor or you can reload it.
But here is the biggest drawback of the module, the reloading time is 60 seconds. Currently only a tech 1 version is available.
Remote Shield Boosters operate similarly to local Shield Boosters by converting capacitor energy into shields, except in this case the shields are added to your target ships, drones, anchored structures, etc.
Note that you must target lock the ship to be repaired, and that your cannot repair your own ship with a remote shield booster.
They can be more useful in fleet operations than shield booster, for a couple of reasons. First, one RSB can repair many ships.
Second, an RSB is generally more efficient than a shield booster. Third, if several ships have them, they can focus their repair power on whatever ship in the fleet is being attacked, giving that ship a great deal of shield repair capability.
This tactic is used by Logistics cruisers and several T1 cruisers to try and repair the damage being done to friendly ships; thus the ship is either saved, or at worst survives a while longer, allowing the rest of the fleet some more time to burn through the hostile ships.
Remote repair is also the favoured form of defense in Incursions ; ships will mount a large buffer tank to be repaired by a small number of highly skilled Logistics pilots.
Note that remote repair modules take a significant amount of capacitor to run -- your ship will probably need a cap booster module to use it for any length of time.
Power Diagnostics Systems are low-slot modules that increase your shield points, capacitor points and power grid while also reducing the recharge time of both shield and capacitor by a small percentage.
Beta Reactor Control: Diagnostic System. They are not shield modules, strictly speaking, and can be found in the Engineering equipment section.
These are not a shield tanking module, but I mention them because they have an adverse effect on shield tanking.
Capacitor Power Relays are a low slot module that greatly increases capacitor recharge, which would be an active shield tanker's dream, except that to balance this capacitor power relays apply a penalty to shield boost amount when fitted.
As such, they are not recommended for active shield tank fits. Capacitor Power Relays do not penalise passive shield tanks, and the penalty does not apply to Remote Shield Boosters.
Capacitor Power Relay I. All shield rigs bring with them the drawback of increasing your ship's signature radius. Training the Shield Rigging skill reduces this.
There are various shield implants available on the market. These can be interesting for various shield fits. You can also pick up the 'Crystal' pirate implant set for a large amount of ISK.
This is a set of 6 implants that fit in slots 1 to 6, and taken together will increase your shield boosting rates to fantastic levels - such as this Sleipnir link in chat: which tanks nearly DPS of incoming damage, and that's without overheating or using a booster.
The 'Crystal' set comes in high-grade, mid-grade, and low-grade versions, low-grade being for the poor people out there that can't afford the real deal.
You can mix and match from different grade sets for a final boost bonus somewhere in between the two values stated on the presentation.
See here for boost percentages. Speaking of boosters, the "Blue Pill" range of boosters adds bonuses to the repair amount of shield boosters.
You could add an Improved Blue Pill booster to the Sleipnir I linked just now, which increases its tank to over incoming DPS, or, if the shield booster module is overheated, a shade under incoming DPS.
Pages 18 and 19 of the presentation show some examples of shield tanked ships, for both PvP and PvE. These are just examples of one way to fit your ships, as always you should use EFT, Pyfa, or another fitting tool to create your own fit that suits your skills - don't just blindly take fits from other people and assume they will work for you.
Environmental Effects. An abaddon for example could fit 3x mm plates, a dcs2, 2 large reps, and 2 eanm's and before rigs have a better tank then a rokh fitting for the same thing which for arugment purposes would be x-large shield booster, 2 shield boost amp 2's, cap booster to sustain that cap drain, and 2 invuln 2's.
They could be about the same if they didn't have to use cap booster but theres no low slot modules that even compete to that kind of drain, now granted thats more of an argument of shield boost vs armor repair which I think is balanced just that the module requirement isn't.
Even an abaddon can do 3x heat sinks 2xLR2 2eanm and a dc2 and have a very decent tank with dps with tackle that still compares to the active tank of the rokh, and again nothing the rokh can fit without killing it's tank to nothing.
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