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Except for rocket launchers, these short-ranged launchers have higher PG and CPU needs than their long-ranged counterparts in contrast, long-ranged turrets have steeper fitting needs than their short-ranged counterparts.
Except for Light Missile Launchers, these launchers have lower fitting needs than their close-ranged counterparts. Rapid light and heavy missile launchers are different to their standard versions in several ways.
Firstly, they're designed to be fitted to the ship class above, ie rapid light launchers are designed to be fitted to cruisers rather than frigates, and rapid heavy launchers are designed for battleships.
Like the name suggests, they fire their missiles at a faster rate than the standard launchers, but apply their damage just as well. This makes rapid launchers a fantastic option for attacking smaller ships; a rapid light missile Caracal is one of the strongest anti-frigate ships around.
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.
These weapons are area of effect weapons that hit anything within their activation range. Particularly effective against drones and poorly equipped frigates.
Smartbombs are available in sizes appropriate for frigates through battleships and above, but are seldom used on anything smaller than a battleship.
For more information, see Smartbombs. These modules allow the ship to control one extra drone each. Can only be fitted by carriers and supercarriers.
Drone Link Augmentors can be useful for drone boats and ships with nothing else to fit in their spare high slots. 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 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. 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 to the capacitor of an allied ship by using your capacitor energy. These 4 module classes form the backbone of remote repair RR and are invaluable in PvP fleet battles, level 5 mission runs, high level complexes, and wormhole operations as single ships cannot be expected to withstand the assault of an enemy fleet.
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.
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.
The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore. Gas cloud harvesters harvest gas from gas clouds.
They can be fitted on any ship with turret hardpoints. Siege 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.
These are used by Dreadnaughts to enter siege mode which massively increases their DPS, but makes them immobile, among other factors.
The triage module greatly increases a carrier's ability to provide assistance to a fleet while making it immobile, among other factors.
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.
The covert cynosural field generator works in a similar manner, except it can only be used by black ops ship.
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. 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. These modules will give bonuses to fleet members.
They can only reasonably be equipped to battlecruisers. The regular jump portal generator can only be fitted on a titan and is used to create jump bridges allowing your fleet-mates to quickly traverse vast distances without the need for stargates.
The covert jump portal generator can only be fitted to Black Ops ships and works in a similar manner to the normal jump except it can only be used by ships with jump harmonics 2, meaning only covert ships will be able to use it.
Auto targeting is a waste of a slot, and dangerous to boot as you want to be able to target manually. Cyno field generators would be best used on an alt in a frigate that you don't mind losing, because as soon as the cyno field is created, everyone in the system knows where you are.
Cloaking is invaluable for scouts. Tractor beams and salvagers can greatly increase the income from a lvl 3 or 4 mission.
These modules will increase your total capacitor and subsequently capacitor regen, as total capacitor and capacitor regen time are independent.
These modules will replenish your capacitor while expending a charge that you must carry like ammo. Boosters are generally preferred for large ships in PvP in the event of capacitor neutralizing.
For your exact needs, experimenting in PYFA will show which will serve you best. These modules will make it difficult for an enemy ship to lock targets.
They come in five varieties to coincide with the four sensor types and a multispectral. These modules increase the signature radius of enemy ships, increasing the damage they incur when hit.
These modules have a spool up time and instantly teleport a ship km in the direction the nose is facing. As of the Kronos expansion these modules now come in both Large battleship and Medium battlecruiser varieties.
These modules will repair your shields. Boost amplifiers are also in this category and they serve to increase the amount of shield repaired by a shield booster.
These modules will repair your shields, and use cap charges as ammo. They can also run from your capacitor, but require more cap than a normal shield booster.
These modules will increase your total shield amount while increasing your signature radius consequently increasing the damage incurred.
You generally don't want to fit more than a single booster, as the cap drain will be quite high. Instead use a size-appropriate or over-sized shield booster matched with a shield boost amplifier.
Shield extenders are great for increasing a passive tank remember that total shield and time to recharge are independent, so as you increase total shields you increase shield regeneration rate but can work against you if they increase your signature radius too much.
Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank. Shield hardeners are strongly preferred to shield resistance amplifiers as the resistance increase is much greater and the capacitor drain is minor.
These modules will prevent an enemy ship from warping provided they do not have warp stabilizers to negate your jamming. Warp Scramblers have a base range of 7.
Warp Disruptors have a base range of 20km, jamming strength of one, and use more capacitor than warp scramblers. These modules will allow you to scan the composition of asteroids, ice belts, and gas clouds, as well as ship fittings and cargo.
Data Analyzers and Relic Analyzers are used to extract stuff from special containers in Data and Relic sites, respectively. Passive targeting systems matched with ship scanners can be a great way to have an alt find the fittings of war targets.
Hull repair systems are a great way to save money if you have hull damage and don't want to pay the repair fees. These modules will increase your armor's resistance a moderate amount.
Regenerative plating increases your armor by a percentage and does not affect your resistance. These modules will increase your armor's resistance slightly for just a single MW of power-grid.
Hardeners are the ideal if you can support them, followed by energized plating and finally resistance plating. Armor plates are great for a buffer tank.
When you go to warp or use a piece of equipment which we call ' modules ' in this game , your Capacitor gets drained.
It recharges on its own, and there are modules that can modify most aspects of the Capacitor. As the CPU and Power Grid govern what you can put on your ship, the Capacitor dictates how often you can use modules and warping.
There are several ways to improve capacitor recharge and capacity, including Cap Recharger , Cap Power Relay, Cap Injector, Nosferatu or Vampire and Cap Battery modules, and most of the Engineering section of the skills list help with recharge, consumption and capacity of the ship's capacitor.
Capacitor is life in combat; once the ship's capacitor is empty, most ship functions cease, including weapons, repair and the ability to warp away to safety, so if in doubt over what to put in that extra low or mid slot, go with a Cap Recharger or Cap Power Relay.
In addition to these specifications, every ship has three levels of power slots: Every piece of equipment fits into one of these, so how many a ship has is important.
If you have the CPU and Power Grid to use something, you might not have enough slots to use alot of them.
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.
These are usually the biggest Capacitor users. Most high slot modules are weapons of some type. Some are specialized equipment, like Vampires they drain Capacitor energy from an enemy and give it to you , and Smart Bombs which explode in a radius around your ship.
You can only mount a weapon if you have a free high slot, as well as the right hard point. Medium modules are usually activated. They can cover a wide variety of non-damage applications.
Shield rechargers use capacitor energy to charge your shields faster. Afterburners let you move faster for a short time. There are some modules that help increase your defenses.
Another big use of Medium slots is Electronic Warfare modules.