Energy Neutralizers These modules will dissipate the capacitor of an enemy ship by using your capacitor energy. Long range hybrid turrets. Siege Module These are used by dreadnoughts to enter siege mode which massively increases their DPS, but makes them immobile, among other factors.
Remote Hull Repair These modules will repair the hull of an allied ship by using your capacitor energy. A special note to consider when fitting any ship is the ammunition usage.
Pages in category "High Slot Modules"
They have very good tracking and offer a flexible engagement range at the cost of DPS. The Covert Ops Cloak for recon ships and covert ops ships will not decloak for warp. Bombs Bomb launchers are used to launch bombs, which travel for a fixed distance and then explode for area of effect damage. 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.
Covert Jump Portal Generator Used by Black Ops battleships to create a covert jump bridgewhich allows fleetmates to travel to other systems instantaneously. Generally, high slots contain the weapon systems of a ship, but there are plenty of other types of modules that use high slots, from mining lasers to drone upgrades.
They have the highest damage potential and best tracking but the least effective range than other long-range weapon systems. Long range projectile turrets. Siege and triage 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.
Shield Transporters These modules will repair the shield of an allied ship by using your capacitor energy.
Projectile turrets Main article: 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. Capital only There are several modules that can only be fitted to capital or super capital ships.
They have longer range and higher rate of fire than other long-range weapon systems. Resource procurement Several high slot modules are used to harvest material from objects in space, like asteroids, ice, and blackjack pizza crust types clouds Mining Lasers Mining lasers can be fitted on any ship with turret hardpoints and are used to mine ore.
Like projectile turrets, missile launchers do not use capacitor to activate which makes them very versatile. These 4 module classes form the backbone of remote repair RR and are invaluable in PvP fleet battles, level 5 missions, incursions, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.
They offer high damage potential while having decent range. Many ships don't have enough turret hardpoints to fill a full rack of their preferred turret weapon, but will instead have launcher hardpoints. Salvager These modules will salvage loot from wrecks. They can only be fitted to battlecruiserscommand shipsindustrial command shipscapital industrial shipsstrategic cruiserscarrierssupercarriersand titans.
Rapid light and heavy missile launchers are different to their standard versions in several ways. Remote Armor Repair These modules will repair the armor of an allied ship by using your capacitor energy. Industrial Core The industrial core allows the Rorqual to compress ore.
Except for rocket launchers, these short-ranged launchers have higher PG and CPU needs eve high slot ecm their long-ranged counterparts in contrast, long-ranged turrets have steeper fitting needs than their short-ranged counterparts. Lasers use crystals, which work differently than any other ammunition type.
They are a bit easier to fit than railguns and are normally fitted on Gallente, and sometimes Caldari ships. Pulse laser turrets Beam laser turrets Short range laser turrets. Fleet assistance modules These activatable modules will give bonuses to fleet members within range.
Only ships that can equip covert ops cloaking devices can use this jump bridge.
Damage These modules will deal direct damage to a target or multiple targets. These modules are for interdictors. Missile Launchers Missile launchers are the primary weapon of the Caldari.
They feature significantly longer cycle times but much more impressive extraction amounts, resulting in an improved yield slot machine usate in vendita mining lasers in the majority of cases. Tackling These modules will prevent ship warping. Drone Control Units These modules allow the ship to control one extra drone each.
They also have several drawbacks such preventing the titan from using a warp or jump drive for ten minutes after using the doomsday. They have the second-highest fitting requirements after beam lasers and are thus rarely found on non-Minmatar ships. Due to their versatility and low fitting requirements they will often be mounted on non-Minmatar ships.
It allows for the installation of jump clones, enabling clone-jumping to the ship with the bay.