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Zusätzliche Hi-, Med und Lowslots - je Modul ein weiterer Slot für High, Med- oder Lowslot - keine Module im zusätzlichen Highslot einbaubar. radiodownload.nl › Ausrüstung+(Fitting). Und die Low-Slots sind überwiegend für (Waffen)Upgrades sowie Armor/Panzerung Alle Schiffe in EVE haben bestimmte Stärken und Schwächen. An den Low-Slots ändert sich nichts. Das neue Med-Slot habe ich mit einem MN Microwarpdrive bestückt, um die träge Orca etwas schneller. Schnell lernen wir dass wir nicht nur HIGH Slots am Raumschiff haben, sondern auch Middle und Low-Slots. Sie alle können.
Low slots are a category of module slot found on ships in EVE. Generally, low slots contain passive modules which improve ship performance. Armor tanking modules occupy low slots. Some low slot modules share purposes with mid slot modules, but the details of their use differ. Eve Online What To Equip In Low Slots, 25 no deposit bonus palace chance 39, 130 free spins 25 free casino bonus at real vegas online, 600 no deposit bonus at 7 spins casino 3.
radiodownload.nl › Ausrüstung+(Fitting). Schiffe haben in der Regel High, Medium und Low Slots sowie Rig Slots. Module, die in letztere eingebaut werden, können nicht wieder. Hunderte von Raumschiffen, Tausende von Sternensystemen. Das legendäre MMORPG ist dein.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.
For further discussion on speed modules refer to Stacking penalties. Compare to astronautic rigs. These modules will increase the regeneration of shields, improving passive shield tanking.
Power relays are great for passive shield tanking on Minmatar ships, as projectile weapons require no capacitor. Flux coils will deliver less recharge than they state, because of their reduction of total shields remember that recharge time is independent of shield capacity, so as shield capacity is reduced, so is shield recharge.
So with that said, shield power relays are the way to go for a passive shield tank, but neither should be used for an active shield tank.
Jump to: navigation , search. Cargo expanders are kinda of a waste on a T1 exploration frigate. Go with nanofibres cause they are allways a good choice to get out quickly if its needed.
Leafar Nightfall. The Scope. Praxis Ginimic. Fitting 2 wcs is fine but if you are going to fit more then go with 4. The only explo frig that has 4 lows is the magnate so when I see one on scan I switch out for a 3rd scram.
My point here is that I don't pack a tank so you should and some version of self defense. Even if you don't have a point you could force an attacker off of the field, which is a win for an explorer.
A team of imicus once forced me off Tide Way Out Productions. Zhilia Mann. Enough to fit a token tank so you don't die to the first smartbombing BS on a gate you run across.
Andromeda Corp. Seraph Castillon. Deep Core Mining Inc. Caldari State. Mike Whiite. Cleaning Crew. Andrew Indy.
Center for Advanced Studies. The Spod. 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.
A couple of PvP fits on page 18; the Scythe is a Minmatar Tech 1 logistics ship that specialises in remote shield boosting.
It would work well in a cheap fleet of shield tanked cruisers. The Jaguar is a heavy tackler, designed to grab a target and not let go.
Having two oversized shield extenders provides a huge shield buffer tank. On page 19 are two PvE fits. Firstly a Drake for clearing out Sleeper sites in C1 or C2 wormholes - this would work solo or in a person fleet.
The Caldari Navy Raven or CNR for short is a level 4 mission fit that is quite expensive, but should make short work of level 4 missions. Jump to: navigation , search.
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Oh Sry. Hier sind auch einige Dinge zu lesen, die man beachten sollte. Recharge rates Experimental. So ähnlich waren auch meine Gedanken. Inwiefern riskant? Support the site. Signaturradius Gibt an, wie schnell man von anderen Schiffe aufgeschaltet werden kann und wie gut einen andere Schiffe mit ihren Waffen treffen. Show other Rattlesnake fits. Seite auf Stand AddOn: Rubicon. Die 5 Drohnen auf 5 Roids aufgeteilt bedeutet nicht, dass man sich Lavida Casino Minuten lang nicht mehr Spielgeld In Casinos muss. Like all active modules they will not Facebook Sat 1 when you don't have enough energy Bet Bonus 100 Euro your capacitor to run them, or when you cannot activate them such as when docked or cloaked. Shield Regenerator. On page 19 are two PvE fits. If your Sizzling Hot J is called primary, it's likely that the booster won't keep up with the incoming damage. Notwendig immer aktiv. In fact it is the same as your capacitor's recharge rate. Auch bei der Waffenwahl kann man Slotmachine Free Download an die Schiffsboni und Ausrüstungsinfo Turmwaffen- und Launcherbuchten halten. Elimu wrote: Drohnen-Bandbreite? Ich habe mein Passwort vergessen Registrieren. Um den Nutzer der Seite auf den Keks zu gehen wird diese Info eingeblendet. Quote: Slots erhöhen, auf keinen Fall Beitrag enthält eine eigene Meinung im Casino Cruse zum Thema. Von mir aus kann auch erstmal ein ganzes Jahr gesammelt werden, was alles durch RIGs gemacht werden kann, und das Casino Club Spielgeld in Ruhe austüfteln. Jedes eingesetzte Modul beansprucht einen dieser Slots, es keine Möglichkeit diese Anzahl zu erweitern. Allerdings kann sie, im Gegensatz zur Orca, nichts einsetzen, um sich zu wehren. Diese drei Schmuckstücke sorgen noch einmal richtig für Seann Pen. Wenn es von der Kommandoebene heisst Schöne Idee. Da ein Armortank die low slots in erster Linie für das Repair System und Hardener benötigt, bieten sich die med slots für Module an, welche dem Capacitor dienen. Bei Bedarf lassen sich in die HighSlots noch kleinere Waffen bauen, um zum Beispiel feindliche Drohnen unter Beschuss zu nehmen. Schiffe haben in der Regel High, Medium und Low Slots sowie Rig Slots. Module, die in letztere eingebaut werden, können nicht wieder. Useful links: View on market View on EVE Online Ships. High. Mid. Low. Rig EVE Online [GER] BloodRaider Fob killen mit Rattlesnake alleine 2/2. Comments. Hunderte von Raumschiffen, Tausende von Sternensystemen. Das legendäre MMORPG ist dein. Andrew Indy. So when the damage is Platz 3 Wm 2017 low but constant they may be affective Burg Twister Bedienungsanleitung Deutsch when using a passive tank. Category : Fitting. 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 Super Gry a while longer, Sizzling Hottm Deluxe Spielen the rest of the fleet some Maah Jong time to burn through the hostile ships. Since shield power relays fit in low slots, they do not compete as directly with resistance modules and shield extenders when fitting a passive tank.Eve Online Low Slots
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In lowsec the smarti-bs tank makes a ton of sense. In nullsec less so, but still is worth doing if you have nothing else.
If you are being chased in your explo sites the best thing is to gauntlet a dozen systems fast so you can continue unhindered in the new area.
For this and just general efficiency I like nanos. Previous Topic Next Topic. University of Caille Gallente Federation 5.
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If you need WCs you're doing it wrong. Caldari State Caldari State Likes received: Cleaning Crew Andrew Indy Cleaning Crew Likes received: You can reduce the size of the drawback by training a relevant skill.
However, most rigs are quite expensive and. Necessary cookies are absolutely essential for the website to function properly. This category only includes cookies that ensures basic functionalities and security features of the website.
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Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes.
Please do not assume any of the classes you find here have slides, or have even been taught for many years.
If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.
Shield Tanking is the most common defensive method used by Caldari and Minmatar pilots, as well as some Gallente, and even a few Amarr capsuleers.
Understanding how your shields absorb damage and how they regenerate can be essential for your survival in EVE.
This class explores the techniques, skills and fittings for effective shield tanks. This class is primarily lecture, delivered in the Class.
There will be no practical exercises. This course is designed primarily for pilots that want to know more about how to shield tank their ships.
That is, how to reinforce and maximize the shield protecting your ship against damage. Over the next hour or so, we'll explore various techniques, skills, modules, rigs and implants that can help you improve your ability to shield tank.
Instructor should then introduce himself or herself - covering relevant experience level and background. As you incur damage, each ring will fill with red coloring, starting with your shields, then your armor, and finally, your structure.
When the structure ring is completely red, that means your hull has been breached, and your ship is destroyed - and you'll find yourself floating in space in a pod.
The Gallente and Amarr design ships which are mostly armor tanked. There are a few exceptions, and also a few ships which can mount shield buffer tanks for PvP.
Training the four damage type-specific shield compensation skills is less important. The passive Shield Amplifier modules benefit most from them, but are not widely used, but active resistance modules like Multispectrum Shield Hardeners get no benefit at all.
These skills are:. It is valuable to understand the mechanics for shield recharge rate before you continue. All ships have some shields, and all shields have a recharge rate so this concept applies to every ship shuttle and pod in Eve, and thus to every pilot who undocks, and is similar to the recharge rate of a ship's energy capacitor.
In fact it is the same as your capacitor's recharge rate. In a ship's information screen, on the attributes tab, under the shield heading, is listed the total shield amount of the hull, and the shield recharge time.
But shields do not recharge at a constant linear rate. Imagine a ship with a shield and a shield recharge time of seconds.
That is close but not quite correct. The average shield recharge rate is going to be 1. The peak recharge rate will be approximately 2.
Page 10 of the presentation shows this behaviour graphically. For ships with small shield capacity it is essentially non-existant.
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It's often more sensible to increase the resistances of your ship than to increase the total number of shield points.
The damage reduction of resistance modules is a constant where as the shield buffer reduces with each attack.
The fitting requirements for resistance modules are often less than the fitting requirements for Shield Extenders.
The one drawback is stacking penalties these will inhibit the effectiveness of additional resistance modules but do not apply to Shield Extenders.
It is generally advised NOT to mix modules that increase shield recharge rate with modules that repair shield damage.
Shield Extenders are a mid slot mod are pretty straightforward -- they add base shield points. Remember that as increasing shield capacity also effectively increases shield recharge rate, they are also useful on passively tanked shields.
As a drawback they increase the ship's signature radius which makes you faster to target and somewhat easier to hit with bigger weapons and for more damage.
They also use significant power grid to fit. You can easily oversize these modules; try fitting medium shield extenders to frigates and large ones to cruisers or battlecruisers.
A Damage Control module gives a significant boost to any ship's durability by giving resistance bonuses to armor, shields and hull.
This is the only module to increase hull resistances, which makes it very valuable in any tank. It is an active module, but it is easy to fit and uses very little energy.
When EVE Echoes first launched, every player that knew the game became very excited to play it. Even players that didn’t know it so well wanted to try it out! So many thought they had all the info they needed to have a great go at it. Unfortunately, that didn’t fully hold. Yes, it was worse for players that were completely new to the game.
Currently, the biggest problem that most of the players are facing is how to best equip (fit) their ships. And this is where we come in, as we have put together a complete EVE Echoes ship fitting guide, and we walk you through the best tips and strategies when it comes to ship fittings in the game.
General Rules For Ship Fitting
The first general rule in EVE Echoes is to know your role. Some ships have a Role Bonus that won’t apply if you’re not using that role. Other ships have that bonus but it’s given anyway. For example, check out the Can-Yue Prototype. The role for the Can-Yue currently isn’t playable. So where did the boosts come from?
If you check the medium Decomposer before fitting it, you’ll see its damage isn’t nearly as high as when fitted (31.36 DPS). Of course, calculate the bonuses from any skills you’ve trained before checking. Otherwise, the simple check is the optimal range of the medium Decomposer (24KM). With the skills upgraded, you’ll notice that when fitted the medium Decomposer’s range jumps up above your skill limits (simple math).
With the Role Bonuses of EVE Echoes in place, you’ll want to stick to your main guns as much as possible. The upper ships will have that role bonus to give nice boosts. The exception is for you that want to stick with mining and manufacturing. You really have no guns! The good news is that you can still train your skills to use other weapons. That’s where your versatility comes in. Oddly enough, that’s where a lot of problems/questions come in too! With Amarr, your main focus is on lasers and drones. With Gallente, your main focus is railguns and drones. Going with Caldari, it’ll be missiles and railguns. With Minmatar, the focus is on using cannons.
The next general rule for EVE Echoes is to always check the Resistance type showing in the Ship Info. Just scroll down a bit and either armor or shield resistances will show up. With this, you’ll know if you have a potential shield tanker or an armor tanker. From there, you can fit whichever type of boosters you need. This is in hopes of making your ships last longer. Which type is better is a matter of opinions and tactics. Just remember that shields can be reset with a docking. Damage to the armor and hull can produce Repair Costs.
One of the easiest to remember general rules for EVE Echoes is to check the ship out as much as possible before buying/building it. The first place to start is the Market. Do note there’s nothing wrong with a Google search about the ship! Press and hold a ship in question and its Ship Info will show up for you. From there you can basically tell what you’re in store for. While you’re at it, check its price or its blueprints. More often than not, you can build a ship much cheaper compared to buying it. However, that highly depends on your Production skills.
Related: EVE Echoes Advanced Guide: Tips & Strategies to Progress More Efficiently in New Eden
Last on the general rules list of EVE Echoes is to check the penalties before you fit something. There are lots of different things you can fit to your ships. Some can and do stack very well. Take a look at the Cargo Hold boosting Rig under Navigation Rigs in the Market. There’s no penalty for using more than 1. When you check a damage booster, among other things, you’ll find it does have that penalty. One of the weird ones is the Macro Particle Accelerator for the Decomposer. Fitting more than one can give you the instant 5% boost and it stacks. It’s a matter of you can’t use more than one at a time.
Fittings For Frigates
In EVE Echoes, everyone starts out with a Frigate. Oddly enough, they can give you a good start. It’s just a matter of which strategies you already know. From there, it’s all on your fittings. The first ship example is the Tristan.
With a pair of drone slots and 2 small railguns, you can do a lot more than most think. This ship will get tougher because of the EHP bonus of the drones. Yes, this is a fast little bugger like most other small ships! Start out by arming the Tristan with 1 Warrior and 1 Hornet. It’s a good damage mix. Next, fit 2 small railguns. Pretty much MK5 or higher will do. For the side slots you’d want a pair of Energy Nosferatu (NOS) or a pair of Stasis Webifiers (Webs). That depends on your use of the tactics you know. Since this ship doesn’t have Rig slots, there’s one less thing to deal with!
For the low slots, that’s entirely up to the tactics. With kiting or dragging, most of your attacks will come from the drones while you’re at range. So an armor repairer is always a good choice for the first slot. The other would be a MicroWarpDrive (MWD), an AfterBurner (AB) or a damage booster. The MWD or AB would be for closer range speed tanking. The idea being that you’re orbiting so fast and so close, the targets can’t hit you much at all (dodging). The kiting or dragging tactics are a bit safer so the damage booster works better.
The next EVE Echoes example ship is the Hound. This is another of the weird ones. Yes, it is a Frigate. Yes, you can put medium weapons on it (specifically the medium Torpedo). No, don’t bother with it unless you’re Minmatar (note the Role Bonus). Also don’t bother with it unless you’re using an Omega Clone.
The Hound is a Covert-Ops ship. So you can put the Covert-Ops cloaking device on it. This means you remain cloaked at any speed. You can also lock targets while cloaked.
Just don’t forget to train the proper skills for it. You will need to be an Omega Clone to train skills above normal.
If you want this ship to be able to move, you’ll have to be an Omega Clone to train Expert skill levels. The fun part is that this ship can go into bombing mode. This means you’ll gain hefty boosts to your range and damage. However, you’ll be a stationary target too. Obviously, medium torpedoes are your main weapons. From there a Web + NOS would work well on the side slots.
If you’re going in for being sneaky, use a Warp Disruptor + Web. A speed booster, a shield booster and a Covert-Ops cloaking device are your better bets. For the Rigs, the recommendation would be damage + range boosters and a capacitor + capacitor timer reduction boosters.
Fittings For Destroyers
The first example of a Destroyer fitting for EVE Echoes is the Corax Sniper. As it turns out, the Sniper class ships are among the best in their class/level. The trick is to remember to get the ship according to your role.
In this case, the Corax Sniper gains the Role Bonus when you’re Caldari. The fun part to Sniper ships is that there’s one for each of the currently playable roles. A set of 4 small missile launchers are going to bean your targets faster with the Role Bonus Velocity boost. Missiles are naturals at kiting and dragging tactics.
Fitted to the side slots would be 2 NOS and 1 Web. Of course, this works better when your clone is an Omega (Advanced skill)! Be sure to check the range of the Web and NOS so if something gets close enough, you’ll know when to trigger them.
For the low slots, you’ll want an AB or MWD because you can see the Flight Velocity isn’t that high. A shield booster would be a great addition since the Corax Sniper has a higher shield amount. From there, a capacitor booster would help make up for a quickly draining capacitor.
For the Rigs, the must have missile activation time reduction booster helps take advantage of the Role Bonus Velocity boost. Either a missile damage booster or its range booster would your better bets for the other slot. For the Engineering Rigs, any combination that doesn’t have penalties concerning capacitors is your better bet.
The next EVE Echoes example Destroyer is the Dragoon Sniper. This is an Amarr ship that gives you a great start into the damage versatility of drone boats. Being an Amarr ship, cannons would be your better bet for the high slots. Reserve their use for targets that catch up to you.
With its Role Bonus, your drones would get to their target(s) much faster. Again, being an Omega clone to train Advanced Small Drone Upgrade makes the drone faster and hit harder. The trick to making the Dragoon Sniper a versatile attacker lies in the drone’s damage types. Your best bet is to look at the defenses of various ships. You’ll see which defense types would be weak on them. Match the 3 weakest defense types of the various ships to the drone’s damage types. At the minimum, at least one of your drones is going to bean targets hard.
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Related: EVE Echoes Resources Guide: How to Maximize Your Gains
Drone boats are naturals at kiting and dragging tactics. However, in checking the Advanced Destroyer Command Bonus, a combination of 2 NOS and 1 Web works great. Again, check their ranges after fitting so you’ll know when you have to activate them.
You’ll really want an AB for one of the low slots and a drone damage booster for the other. On the third low slot, an armor repairer is your better bet. This is an armor type ship. Basically it’s anything goes for the Engineering Rigs. You would want the Combat Rigs to favor the drones. Those drone will be doing most of the “talking”. Using a range booster + damage booster is the recommendation.
Fittings For Industrial Ships
Of course an EVE Echoes fittings guide would show some love towards you miners! The tricks to it are to be fast and be safe. So you’ll need a hefty amount of skill training. The idea in being fast is to not only escape quickly, but fill your ore hold quickly too. The main ship example for mining is the Venture III. Much of the same ideas apply to the previous Venture ships but it’s the V3 that you want to spend your ISK on.
The Role Bonus helps you get away from attackers using a Warp Disruptor. This happens to be ORE. You’ll notice that the Mining Bonus lower compared to the Venture II. It’s fine since you have 3 mining lasers.
In training your Industrial Ship Command skill, your Scan Resolution increases. Even if you don’t equip drones, it’s that Scan Resolution which helps keep you safer. The idea is that you’ll be able to see the ships coming a bit quicker. So if you’re babysitting your miner as you should be, you’ll be able to escape before they can attack.
For the high slots, the recommendation is 3 Diode Mining Lasers. The idea is to keep the costs low but the gains high. It’s pretty much anything goes for the middle slots. The low slots benefit the most from an AB + MK5 Cloaking device + Warp Stabilizer. If you were too slow or you get snuck up on, the Cloaking device won’t help. Anything at 2KM or less range from you means you can’t use it. So you’ll need the Warp Stabilizer to help get you gone.
For the Engineering Rigs, 1 Circulation and 1 Efficiency rig helps pick up the pace. You’ll mine faster via activation time reduction and bigger chunks per cycle. The combination of skill training + targeting + positioning, you can get your full ore hold in 10 to 12 minutes. That and you can be pretty safe too! Shield boosters and/or velocity or warp boosters for the Combat Rigs are your better bets. Again, don’t slouch on your speeds!
The next example ship for mining in EVE Echoes is the Mammoth. Why not the Kyros? It’s because the Mammoth has a bigger Cargo Hold. This helps bring back ore in much larger amounts. The main trick to the Mammoth is that it’s a transport ship. So keep it in 0.3 Security (SEC) or higher areas.
The idea is to simply park it in a station either in the same area you mine in or within 1 or 2 jumps away. Then go mine with your V3! The biggest concern for mining is the campers. But in 0.3 and higher systems, the stations and gates still have Sentry Guns. A recent update made them hit harder. So camping low SEC areas won’t work nicely for campers!
The Mammoth is a Minmatar ship. So if you’re on Minmatar, the Role Bonus will kick in. But it only works when you have Warp Stabilizer fitted to it. Again, this really is a transport ship. So mining with it is a really bad idea! The main idea is to bring back as much ore as you can in one trip. So using the Cargo Hold Capacity boosting Rigs in the Engineering slots is your best bet. The free ones (Daily Supplies) provide a 60% boost in total. That’ll be 10,880 cubic meters in total (up to 13,600 or more depending on the Rig level).
The Mammoth also provides a large Ore Hold when you’ve upgraded Advanced Industrial Ship Command (up to 21,250 cubic meters). The oddball part to these upgrades is that you’ll have to check the cargo and ore holds manually to see the boosts. It’ll also have to be the active ship for them to work too. Ship Info won’t show it properly.
For the low slots, you’ll want a shield booster + AB or MWD + armor repairer. Swap the armor repairer for a Warp Stabilizer if you’re on Minmatar. Shield amount boosters are your better bet for the Combat Rigs.
Fittings For Cruisers
In EVE Echoes, the Cruisers are some of the toughest ships around. They don’t rely much at all on Role Bonuses. They’re bigger and a bit slower compared to others. The fun part is that they can be made to pack quite a punch. The first Cruiser example for fittings is the Moa.
As a single drone ship, it’s the Valkyrie that works the best on it. That damage type will tear through armors the best. Clearly 4 medium railguns are your best choice for the high slots. A lot of the Caldari ships are shield tankers. So using a shield booster + damage controller in the low slots is your first choice. The damage booster for railguns in the low slot is another excellent choice. An AB is standard and a MWD is fun! A Warp Stabilizer or a Shield Extender or a Capacitor Battery is the recommendation for the last low slot. Two Capacitor Control Circuits are the recommendation for the Engineering Rigs. The Railgun Burst Aerator + railgun damage booster are the recommendations for the Combat Rigs.
The next EVE Echoes Cruiser example fitting would be the Vexor Navy Issue (VNI). This one provides a really great go at having a drone boat. That’s as long as you’ve trained your Drone skill.
Your biggest concern with the VNI is the Advanced Medium Drone Operation skill. Naturally, you’ll want to use an Omega clone to maximize that. For the most part, your drones will be doing the “talking” for you. The idea is to provide a constant weak point attack similar but more so compared to the Dragoon Sniper. So put 1 of each type of drone into the drone slots. The recommended fifth drone would be another Valkyrie to tear apart enemy armor faster. Being a Gallente ship, the recommendation is to have 2 medium railguns fitted in the high slots.
The cool part to this is that when using kiting and/or dragging tactics, your capacitor lasts longer. You can equip a Capacitor Battery or a Warp Stabilizer in one of the low slots. The VNI is an armor tanker. So fitting an armor repairer is recommended. The Drone damage booster is another recommendation for the low slots. The last low slot works best when you’re keeping your speeds up. So a MWD or AB would be your better bets.
Related: EVE Echoes Mining and Ship Building Guide: Everything You Need to Know
The Combat Rig slots benefit the most with a damage and range booster (1 each). The Engineering slots benefit the most from a pair of Capacitor Control Circuits or a Capacitor booster + Control Circuit combination. The idea is that just in case something gets too close, you’ll need most of your fittings up and running. That’ll drain your capacitor pretty quickly! To prevent that, use those Engineering Rigs and a pair of medium NOS + 1 Web.
Fittings For Your Free Battlecruiser
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Yes, on your first day 30, as long as you’re an Omega, you’ll get a free Battlecruiser. The fun part is that it’s a Tier0 ship. Anyone can use it regardless of their current Tech Level. The problem is that it’s slow. The good news is that it hits a ton and does work well with kiting and dragging tactics! The obvious first part is to fit 4 medium Decomposers in the high slots.
Oddly enough, you get the Role Bonus anyway (currently unplayable role). From there it’s a matter of boosting the Decomposer skills as much as you can. When it comes to “up close and personal” battles, you better have a Web and 2 medium NOS fitted in the middle slots. Even if you’re aiming for pure kiting and/or dragging tactics, you still want those modules. That’s in case something goes wrong and/or an enemy gets too close. The tracking speed of Decomposers isn’t that high. The Web fixes that.
The biggest complaint for the Can-Yue is its defense (Glass Cannon). Kiting and/or dragging tactics can greatly help. However, using a shield booster in 1 low slot and 2 shield Rigs in the Combat Rig slots helps a lot. The third Combat Rig slot should be fitted with a damage booster. You want the Can-Yue’s punch nice and high. The other problem is that this ship pretty much hemorrhages capacitor in close range combat. Long range combat helps but not much! The Capacitor booster and Control Circuits are the recommendation for the Engineering Rig slots.
To help against its impressive slowness, an AB for dragging tactics or a MWD for kiting work well. The Capacitor Battery in the low slot is your best bet. Lastly is the fourth low slot. That’s where many get it a little mixed up.
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In order to have an impressively hard hitter, many placed up to 3 Decomposer damage boosters. It’s in order to stack the 5% passive damage boost. With this fitting using a single Decomposer damage booster, you’ll increase the Can-Yue’s survival rate. At the same time, you’ll still have quite a hitting machine.