Eve Online High Slot Drone

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Eve Online High Slot Drone

High Drone Link Augmentor I Drone Link Augmentor I Imp Cloaking Device II Medium was wäre am sinnvollsten für die beiden offenen med-slots? - reichten​. In Abschnitt 6 sollte „HX-1 Highwall (Slot 10)“ heissen „HX-2 Highwall (Slot 10)“ Mining Drone Augmentator Rigs (Abschnitt 12) Disclamer: Diese Anleitung steht zum Download auf dem EVE Online Forum unter diesem Link frei zur. EVE Online [GER] BloodRaider Fob killen mit Rattlesnake alleine 2/2. Comments​. smokingdude burns • one year ago. translation into english as best i can. In den Hangaren war dann natürlich auch nichts drin, nur ein bissel wertloses Erz. Die Ferox wird zwar weniger verwendet, aber das liegt daran das andere ihre Aufgaben Mybet News machen. Wenn man nur gegen Sansha oder Blood Raider Missionen fliegt, dann ist die Nightmare ebenfalls sehr gut. ISK und jede Rorqual hat nur 4 Produktionslinien. LtCol RTButts wrote: oh ja, drone assist muss weg bei sentries. Become our patron on Patreon wordmark. Arbeiten am nächsten Tag… Was Oddset Tipps Und Tricks war ein erneuter Angriff unsererseits auf die Flotte auf dem Schlachtfeld. Die 5 Drohnen auf 5 Roids aufgeteilt bedeutet nicht, dass man sich 20 Minuten lang Panda Security Phone Number mehr kümmern Mr Green.Co.Uk. Beschäfftige dich nocheinmal mit den PvP-Aspekten von Drohnen. The chances of a full flight of five ECM drones jamming a target are related to the Casino Online Spielen Ohne Download sensor strength, as follows:. The regular mining lasers are capable of mining any type of ore except for Mercoxit which requires a deep core miner. Short range hybrid turrets. This activity requires specialized drones or modules and is generally less profitable than Ore Mining because of a long Ice Belts respawn timer. Inb4 rattlesnakes with geckos. Eve Online High Slot Drone

Eve Online High Slot Drone Video

Getting Started With Drones!! The TRISTAN Makes For Easy Ratting!! -- EVE ECHOES Final Test

The idea of the High Slot Drone control unit is to expand bandwidth by 10meg per unit, and apply a Target Painter to the target too.

Add some power to bandwidth with a active control unit to compliment what the ship already has, and also Paint up the target to help said Drones.

Drone bandwidth is limited on purpose. Drones are already a very strong weapon system and giving them a module like this would make them overpowered.

No other weapon systems have a high slot module either. Least of all a mod that directly adds dps to every ship with a utility high.

It does not expand bandwidth but provide nice boost to fighters. I mean i would be fine if all drone ships got their bandwidth cut so that they needed to fill all their highs with these to get back to normal.

Edit: I totally support this idea. No need to rat in a carrier anymore! Better option would be a high slot module that increases Drone Bay size with weapon type fittings.

That way you can fit extra flights if you want but raw damage is unchanged. If you wanted you could add a Armor or Hull Hitpoint penalty to further balance.

Can be cycled on and off. Could easily be balanced by adjusting the amount of cap required to cycle and also applying a fairly limited range?

Building upon the fundamentals introduced in Drones , this follow-up class explores advanced drones and related topics. Specifically, the course explores the capabilities of specialized drones for extended electronic warfare, combat utility, and logistics, and describes techniques for using these advanced drones effectively.

It also provides an quick introduction to fighters and fighter bombers, as well as an overview of Tech I drone-carrying ships, and drone-enhancing modules and rigs.

While this syllabus is fairly detailed, teachers should not just recite this document. Make sure to read it thoroughly, use its structure as a guide for the structure of your class, but make it your own - feel free to insert your own insights and experiences as you cover the key points.

Welcome to this class on advanced drones, also known as Drones ! Over the next hour, we shall review the different types of advanced drones available to EVE pilots, and discuss how to use them effectively.

We'll also review the kinds of specialized modules and rigs that can help you to improve your use of drones.

This course builds upon the basic introduction to drones provided in Drones If you are not familiar with the essentials of combat drones and how to use them, you may find much of the content presented in this program to be somewhat mystifying.

Feel free to leave this class if you feel it is too advanced for you. Instructor should then introduce himself or herself - covering experience level and background.

As you already know, drones are capable of serving many different roles, and they come in a mix of racial flavors, sizes and tech levels.

Combat and mining drones are the most commonly used types, but there are a number of advanced drones that require additional skills and expertise to master.

This course will focus on the proper use of these advanced drone types. Electronic warfare EW drones do not do damage like combat drones, but instead apply EWAR effects on their target, as determined by their racial type.

There are three EW drones per race, reflecting the light scout, medium scout and heavy attack drones of the combat models. Pilots must have suitable EW skills to operate any of these drones.

Note that these drones receive no benefits from a ship's bonuses for any EWAR capability - they fly and operate independently from your ship, and therefore do not receive those bonuses.

These are Amarr EW drones, which reduce both the amount of damage and the chance to hit of a target ship's turrets; however, they have no effect on missile launchers.

The Caldari EW drones can jam a target ship's ability to target you. This not only drops current locks that target may have, but also makes them unable to lock again for a short time.

These drones are roughly equivalent to multispectral jamming modules, not the more powerful race-specific jammers. ECM drones suffer no stacking penalty, but do not benefit from any pilot ECM-related skills, which are limited only to their ship.

These Gallente drones specialize in reducing the range and speed of enemy targeting systems, forcing the target either to come closer to lock or will much longer to achieve a lock.

These Minmatar drones follow the principle of increasing a target's signature radius, essentially making it "bigger" and easier to hit in combat.

This means that ships are able to lock on to that target faster and do greater damage with both turrets and missiles.

These drones drain the capacitor of the target vessel and come in three sizes. They are based on Amarr combat drone design.

So, if someone has a 1, GJ capacitor, an EV drone will drain it to zero assuming that it is not recharging in 40 cycles or seconds: 4 minutes - which is forever in EVE combat time.

If you have 5 of them going at the same time, that cuts it down to 8 cycles or 48 seconds - so the lesson is: if you use energy neut drones, use them on smaller ships, and use them in large groups.

These drones slow the sub-light speeds of the target, making them easier to hit and damage. They are based on Minmatar drone designs. Note that the signature radii on all stasis webifier drones is relatively large, at m, regardless of size, making them all much easier to hit than other drone types.

These drones repair either the shield, armor, or hull of their targets, instead of damaging them. The two basic weapon systems in the game are Turrets and Missile Launchers.

Hybrid turrets are the weapons used primarily by the Gallente. They use hybrid ammo that only deals thermal and kinetic damage.

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. Projectile turrets are the weapons used primarily by the Minmatar. They use no capacitor to fire and are very versatile.

Missile launchers are the primary weapon of the Caldari. Unlike turret-based weapon systems missile launchers have low powergrid 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.

These weapons are area of effect weapons that hit everything within their activation range. They are particularly effective against drones and poorly equipped frigates.

Smartbombs are available in sizes appropriate for frigates through battleships, but are seldom used on anything smaller than a battleship.

Bomb launchers are used to launch bombs, which travel for a fixed distance and then explode for area of effect damage.

They can only be fitted to Stealth Bombers. These modules extend your drone control range. Drone Link Augmentors can be useful for drone ships and ships with nothing else to fit in their spare highslots.

These modules will alter enemy ship capacitor. 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 from the enemy ship to your capacitor, if your target's capacitor percentage level is higher than your own.

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.

These modules will transfer energy to the capacitor of an allied ship by using your capacitor energy. 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.

Several high slot modules are used to harvest material from objects in space, like asteroids, ice, and gas clouds.

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.

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Eve Online High Slot Drone - EVE Workbench Release 1.6.0

An den Low-Slots ändert sich nichts. Mit ihr lassen sich Waffen vom selben Typ gruppieren und wie eine Waffe bedienen. Drone range:. Also wir da ankamen waren wir noch 25 Mann, verstärkt durch 5 Leute von Quer. Ship Maintenance Bay: m 3. Man könnte also auch noch 2 Laser Turrets oder 2 Blaster einbauen.

Could easily be balanced by adjusting the amount of cap required to cycle and also applying a fairly limited range?

This idea of a module would happen passively and can only be used on drones - no targeting required. Please keep in mind these are only people putting forward ideas.

That is literally the point of this forum. They then have a choice. That drawback is only minor, bigger drawback is delay in damage application.

So having to use exchange a high slot to which reduces cap warfare, rep, or additional weapon damage to get an extra flight of drones is not going to break ship balance.

Increasing Bandwidth has all sorts of issues. Increasing drone Bay size as long as it is not completely free is not as huge deal.

Increasing drone bay comes with the same problems, adding m3 to a rattler is retarded broken. If drone bay size were adjustable with modules, it should either be with rigs or low slots.

If you were to use highs for altering drone capacity, I agree that it should alter drone bandwidth for added available damage. Naturally these modules will be heavy on the cpu, so good luck fitting a tank or any tackle if you oversize it.

There are very good reasons why the hardpoints are there, why both drone bandwidth and dronebay size are fixed. They are important in keeping the ships balanced.

Have you noticed all the nerfs Vexor and Ishtar have gotten lately? They would need much more if they could change the bandwidth or the size of the bay to keep the ships somehow balanced.

New toy idea: Drone Control Unit. In the highs? Nadah bar a Control Link. That was my first thought. Inb4 rattlesnakes with geckos.

And free target painters to boot! These modules allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers.

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.

These can only be fitted onto supercarriers. 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. 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. Cynosural field generators can be used only on Force Recon cruisers and black ops battleships.

The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship. Industrial cynosural field generator is another variant that is only usable on hauling ships.

Cyno field generators work best on an alt in a ship 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.

Jump to: navigation , search. Category : Fitting. Namespaces Page Discussion. Views Read View source View history. This page was last edited on 28 May , at 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.

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.

Eve Online High Slot Drone = Barkkor in EVE Online

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