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- Really late reply, but I ran into the same problem and couldn't find an answer online, so contacted Eve support, they confirmed it wasn't called a 'repair module' in game, but a 'Shield Booster' or 'Armor Repairer' module. Turns out it also needs to go into the 1st / top most mid module slot for it to register as being loaded.
- On online poker games, a web user can call it quits anytime he eve online high slot list wishes. First of all, as the name suggests, 5 card draw is a draw form of poker, so there are no community cards and the process of dealing cards differs from stud games.
- Eve Online (stylised EVE Online) is a space-based, persistent world massively multiplayer online role-playing game (MMORPG) developed and published by CCP Games. Players of Eve Online can participate in a number of in-game professions and activities, including mining, piracy, manufacturing, trading, exploration, and combat (both player.
Here I will describe several interface elements which you should take notice at. Perhaps Aura already has told about them, but she didn't mention everything. Remaining windows are less important at the beginning.
Eve Online (stylised EVE Online) is a space-based, persistent world massively multiplayer online role-playing game (MMORPG) developed and published by CCP Games. Players of Eve Online can participate in a number of in-game professions and activities, including mining, piracy, manufacturing, trading, exploration, and combat (both player. Not that I know of. You could simply use EFT or EVEMon to get yourself a list of modules in general and figure out their slots by yourself. There are many exceptions but here is a super generalized list you can use to get an idea: High Slot: Weapons (Turrets and Launchers) Remote Repairers/Transfers (Remote Armor Repairers, etc) Salvagers/Tractor Beams. That's the eve online list of high slot modules 2nd one today. Thus, you should always think twice before investing in a system., sandia casino poker tournaments, majestic star gary poker room, top online slots casino, g casino thanet christmas, casino zebras en reynosa Bet: An amount that a player wishes to risk on the result of their cards. Every module fits into a high, medium, or lower power slot. Here is a general summary of what kind of equipment goes into each slot. The arrangement of slots in a ship is fixed and cannot be altered - to improve the number of slots of a given type, a new ship will be needed.
Character sheet
It's available after clicking on the portrait on the NEOCOM bar. Thanks to that you have an access to many information about your character like:
- Skills - list of all your skills with history of achieving them. You can here also access the Certificates, group of skills affecting the ship.
- Attributes - there is five of them: Intelligence, Memory, Willpower, Charisma and Perception. Everyone begins with the same values: at 20, only Charisma at 19.
- Augmentations - list of your implants. You have 10 slots for implants improving your attributes and other characteristics (like damage and power of probes).
- Bio - here you can make your own biography.
- Employmenthistory - List of all corporations you belonged to.
- Standings - very important element showing your relations with particular factions, corporations and agents. You get Standings for missions and defeating enemies on their ground in PvP. You lose them by destroying their ships, both in PvE and PvP. You lose much faster than you gain. If faction doesn't like you, its member will fire at you when you're in its system and its agents won't give you any missions. When you have high Standings, you will have lower tax, increased rewards for missions and even admission for building so called POS.
- Combat Log - list of your hits and losses.
- PilotLicense - duration of the account you may prolongate while paying for the producer directly, with a code or using PLEX bought with ISK.
Skill queue
Just under the portrait you can see a small black and blue bar. It's your skillqueue. You have to fill it in 100%. Even better if a long-time skill sticks out of it. Remember: time is priceless in this game. Each hour is about 2000 points, so the whole day is about 50000 points which you won't get back.
Each skill in the game appears as a SkillBook which ay be bought at the lowest price in stations-schools. Price varies depending on the importance and skill type. The basic ones cost about tens thousands of ISK, while the most valuable and specialist cost even several millions.
Time of learning depends on the skill level, its rank and your attributes.
- Skill level determines how many points you have to get to learn it. Thresholds are: 250, 1415, 8000, 45255, 256000 points.
- Skill rank is number in the brackets behind its name (like x3). It determines the modifier by which all values shown above must be multiplied.
- Each skill has two affecting it attributes. The general formula for levels A and B of main and secondary attribute looks like that: (A+ 1*B) / minute.
Inventory and Assets
Inventory is place to store your ships and their equipment. In station, the list is divided onto three categories:
- Active ship - this tab opens the cargo of your ship and lists all additional cargo. In additional cargo you can have only items in accordance with the type of the cargo. So you can't put minerals into drone cargo even if it's empty.
- Ship hangar - here you can look through all ships you have. Ships may have two forms: packed and unpacked. You'll know this by their name and number in the right bottom corner (unpacked ship doesn't have one).
- Item hangar - here you can find all elements you have on the station besides ships and things in the containers. Containers are useful in ordering the chaos which may appear when you have too many items.
Below the list you can see filters to which you can add your own. On the top there is a blue bar showing the level of fullness of the cargo/container. Space of the main hangar in the station is unlimited. In the right bottom corner you can see an item counter and rough value of all/marked items.
Assets show the list of stations on which you have something. It's good to keep this list in reasonable size, unless you have a corporate galactic fleet.
Ship equipment
Fitting is one of the most important in-game windows. I'll show it on the example of Strategic Cruiser.
Fitting window has a lot of details, from which is extremely important for your safety and success in space. Never fly out in a ship of which you're not a 100% sure and if you can't buy a similar with the whole equipment. In EVE Online there is a rule - don't fly with something you can't replace.
If you notice during the game that you've made a mistake in arming the ship, warp back immediately unless you're experienced and skilled enough to deal with it.
Number of slots depends on the ship. Usually, Amarr and Gallente have more LOW slots than MEDIUM due to their more armor fits. Caldari and Minmatar have roughly the same amount of MEDIUM and LOW slots because of their energetic shields.
Description of window elements:
1 - general appearance of your ship. You can rotate it, move closer or away.
2 - HIGH POWER slots. In this slots you mount mostly things with huge energy demand like cannons, rocket launchers, repairing sets, energy transmitters, shields and shield disruptors. Over it you can see two icons - cannon and rocket launcher. Below them is a symbol of how many cannons or rocket launchers ship can have. It's important because you may have like 8 High slots and only 6 Hard slots.
1 - MEDIUM POWER slots. Those slots are the most important for ships where their main defense tool are energetic shields, because majority of them uses those slots. What is more, those slots are also used for modules like Afterburners or Microwarp Drives and modules improving charging the ship battery.
4 - LOW POWER slots. Number of those slots determines fitting the ship as an 'armor tank'. Most of improving armor modules cover those slots. What is more, they are used to augment the battle power by mounting here increasing damage modules or such adding attributes, like processor/reactor power.
5 - Rigs. Rigs are permanent ships' modifications. Each of them takes some calibration points, so you have to remember about it. What is more, each rig has some negative effect on other ship's aspect. When you want to pack ship with Rigs the game will ask if you're sure, because Rigs will be destroyed. Number of those slots depends on the technology level of the ship. Most of ship with T1 level have three Rigs slots and 400 hundred calibration points. T2 have 2 slots and 350 calibration points, T3 (Strategic Cruisers) have three 3 slots and 400 points. While Frigates have no slots. To use Rigs you have to have Jury Rigging skill on 3rd level and then train a skill for the modification, like Armor Rigging or Hybrid Weapon Rigging. Each rig has four variations: small, medium, large and capital. It depends on the ship's size.
6 - Fullness of cargo and drone cargo.
7 - CPU Counter. Each ship makes particular number of teraflops, thanks to which you can control all of it. Each module takes a bit of that. To make all modules work, their summarized CPU can't be bigger than the maximum CPU of the ship. Skill CPU Management modules Co-processor and rigs Processor Overclocking Unit increase the amount of CPU produced.
8 - Power Grid (PG). Each module uses a bit of ship's energy. As in the case of CPU, sum of all modules' PG can't be bigger than the available power. Otherwise some components won't work. Skill Power Grid Management, modules Auxiliary Power Control and Reactor Control Unit and also a rig Ancillary Current Router can increase the maximum power.
9 - Ship's name Dragging it into the chat will copy the link to current fit of the ship you see. Very useful while discussing fits with friends or corporation.
1 - Capacitor. Each ship has a particular amount of gathered energy. It's used for the work of all active modules like cannons, shield regenerators and armors, accelerators. In the statistics you can see an information about: the size of battery (it may be increased with modules, rigs and skills), time of regeneration (also can be modified likewise) and information about so called stability, which is amount of energy produced and used while all modules working. On the upper tab you can see a time after which battery discharges. In general, during PvE missions you want to have the longest possible time or Stable. On PvP missions everything depends on the type of fight.
2 - Offensive. Damage dealt is divided onto three categories: cannons, drones, rockets. Each of them may cause four different types of damage: Electromagnetic, Thermal, Kinetic and Explosive. On the bar you can see total DPS from all of them. The bigger, the better. Damage may be increased with particular skills from Gunnery, Drones and Missiles section. What is more, each type has its own modules of range and damage.
3 - Defensive. Ship has three HP bars: shield, armor and structure. Shield regenerates itself very slowly. Armor requires particular modules for regeneration. Structure also has proper modules for repairing, but it's the durability of your ship's hull. It shouldn't be touched! Usually one-two shots at the structure destroys the ship. Each bar has resistance against four types of damage: Electromagnetic, Thermal, Kinetic and Explosive. When you make PvE mission you fit usually for two types of damage dealt by enemy ships. HP of particular bar depends on skills, modules and ship's modifications. Also resistances depend on skills, modules and rigs. On the bar you can see also EHP (Effective Hitpoints) indicator.It shows how many damage ship may take before getting them reduced.
4 - Targeting. Each player has to target the goal before he can attack. Amount of available targets depends on the Targeting skill and ship's electronic. Range o targeting depends on Long Range Targeting skill and some modules. Additionally, you have to remember about the targeting speed. The bigger ship, the easier it's to target it. But when you fly a big ship, aiming at the small and agile frigates is a torture. On the bar you can see the range of targeting.
5 - Navigation. Here you see a ship's mass, it's warp speed and several other information. On the bar you also see a speed in meters per second.
X - Slots for Subsystems - only Strategic Cruiser has this kind of slots, thanks to which its statistics may be modified.
Market
Market in EVE is something unique among all MMO games. It's driven by the rules of supply and demand and almost everything on the marker was produced by players. Producers provide only two things: Blueprints which are the plans of most of the items and Skillbooks.
The whole rest, which is ammo, drones, ships, equipment, implants, rigsand others are mostly produced and gained in various ways (like missions or LP points) by players.
Market has a maximum range of one region, but in the Internet you can find several pages with the whole market of EVE Online.
The most important trade hubs in EVE:
Jita (The Forge, Caldari State, about 2000 people) - the biggest in-game hub. You can buy here everything at the lowest price and sell everything but not necessarily at the highest price.
Dodixie (Sinq Laison, Gallente Federation, about 450 people) - the biggest Gallente's hub, 15 High Security system jumps from Jita.
Amarr (Genesis, Amarr Empire, about 400 people) - big hub in Amarr, 9 HS jumps from Jita.
Rens (Heimatar, Mintamar Republic, about 400 people) - big hub in Mintamar, 25 HS jumps from Jita.
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Map
Map in EVE is used mostly for planning single flight. For big allies who have power over Null Security systems, it becomes a battle map. From time to time there is a big battle with hundreds of players in some calm system.
Map may be set due to your own taste, so it can both shows information useful for getting money (number and type of planets, number of stations, asteroid belts) and surviving (number of shot ships, destroyed capsules, owners of Null systems).
ISIS
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ISIS (InterBus Identification System) shows the particular race's ship tree with skills required to pilot them and Certificates, which are sets of skills which you can get to improve performance of the ship. Some of them are useful only with certain playstyles.
ISIS shows ships and required skills in a tree form. Usually, you need to get particular skill at level 1 to be able to pilot given ship. But in that case, you may be able to fly with the hull only. Equipping it is the whole other story and long days and weeks of getting proper skills.
T1 ships are shown horizontally. T2 ships are shown over the T1 ships. They are much more specialized and used for a particular in-battle function, like repairing or scouting. To each class of T2 ships you have usually a special skill. T2 has two sets of bonuses: one for the basic skill and the other one for the special skill.
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Information window
Information Window is important because it shows you various information depending on the object you click on and choose Show Info option. Each item, if available on the market, is linked.
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For ship you'll see a window in which you can check everything about it. Those information are bonuses, description, attributes (like HP, mass, resistances, additional cargos, speed etc), number of slots, CPU, PG, required skills, certificates and alternative version if they are any.
For characters you will see Bio, race description, medals, service and relations with you, your corporation and faction.
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For module you see a window with description, attributes, requirements and possible version which also can be compared.