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I guess my main worry is trying to reel in a fish, and ending up breaking the rod. But to my understanding from what you guys have said, is that I can use it for anything (bass, sunfish, crappie, small, large, blue gill, trout) with being inbetween the correct guide lines of the ML rod (light line, small hooks, smallish lures) ?


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Why not get use of For several years, a few of these have already been promoted with respect to organic products and the earliest August 2008- Say goodbye to Viagra, Cialis and The Blackbird The cruiser is even more of a pickle than the destroyers.
Where tech two ships medium rig slot often so specialized there there are only one or two effective module setups, tech one medium rig slot have a broad range of fitting possibilities, resulting in a superior utility and many times, an advantageous degree of unpredictability in combat.
However, no medium rig slot continue reading can be reduced to less than one.
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Away from the sport an Article source offers the host nation the chance to see themselves as other countries see them.
Shield Rechargers These modules will increase your shield regeneration without penalty.
Is EVE dying or not?.
Module Caliber Within size classes, there can be smaller variations.
Because of this, it is quite safe to invest in a more expensive implant from which you can expect to reap long-term profit increases.
If you open your fitting window with alt+Fthen at the top-right, there will be a white ship silhouette.
Retriever Mining Barge fitting, attributes and screenshots at EVE Online Rig slots size : PvP PvP fits vary widely, depending on eve online medium rig slot the casino in new york manhattan ship, the pilot, and the situation.
For missions, the eve online medium rig slot poker night full izle Apocalypse can constantly be repairing itself.
Copying in medium rig slot POS represents a very significant time saver.
Broadly speaking, a tank is whatever you use to keep yourself alive and it's something every ship can do.
It can use beam lasers to put medium rig slot hurt out to very long ranges, with superior long-range tracking.
The primary difference is that larger olympic casino lithuania poker modules have more raw power, but take massively increased amounts of powergrid to eve online medium rig slot fit.
Comes in slotermeerlaan 80 amsterdam 4 variations, one for each damage type.
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Tracking Disruptors These modules decrease the tracking speed of enemy turrets.

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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.


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EVE New Citizens Q&A. That high slot can be used for a non-turret/non-missile high slot module, such as a salvager. Similarly, the Arbitrator (an amarr cruiser) has 4 high slots, 2 turret hardpoints, and 1 missile hardpoint. I can put two turret weapons, + 1 missile weapon, + 1 "utility high slot" item in there.


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Slot Layout: 5 High Power Slots; 5 Medium Power Slots; 5 Low Power Slots; 3 Medium Rig Slots; Bonuses: (Per level of Gallente Cruiser) 10% bonus to Drone hitpoints and damage. (Per level of Amarr Cruiser) 4% bonus to all armor resistances. Role Bonus: 50% bonus to Medium Energy Turret optimal range. 37.5% bonus to Core and Combat Scanner Probe.


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In early June 2014, accountants at the Lumiere Place Casino in St.
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A slot is a space on a ship that a module can be fit into on the fitting screen. They come in 3 varieties: high, medium, and low. Different types of equipment fit into different types of slots. High slots . High slots tend to be for weapons and other devices that affect other ships and objects.


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Some of the instructions are really vague though.
The Opportunity monster saga is asking me to equip a medium slot item and then a low slot item.
How can I determine if an item has a slot?
This has been a lot to absorb.
Thank you all so very much for your help.
Each item in the game goes into a specific slot on the ship.
This is a picture of one of my ships at the fitting screen press Alt+F to open it in game: The empty spaces with 3 dashes are the high slots, the ones that look like '--' are the mid slots, and the ones that just have a medium rig slot dash are the low slots.
It's not really a tutorial.
It's pretty commonly accepted that CCP is fucking shit at managing the New Player Experience Referred to as NPE.
Take 's advice and hit up a Career Agent.
Those will give you some medium rig slot missions that will teach you how to do stuff, instead of just "Do this" without explaining it.
The Career agents will also help you in figuring out what aspects of Eve you really like to do.
Sub ran out, not rolling a new toon anyways, so.
It is scrolling pretty quickly though, I can't really keep up with it.
If not that, try asking in local chat.
There are plenty of helpful people out there in Eve that would help if you reach out.
Bigger the risk the greater the reward and everything in this game revolves around that principle.
We are a new bro training corp.
We'll be happy to help you out.
I'd vouch for the idea that a large percentage, if not the overwhelming percentage are just alts.
If I created another alt on one of my current accounts it wouldn't end up in rookie help.
You can see how many of each slot your ship has by doing show info and looking at the tabs and you can do the same to the items you want to attach by showing info on the item.
Dumb question but tanking like.
Does one ship grab all the enemies and tank them?
You may also hear "gank" used as a general term for offense, not specific activity that cats slots technically defines.
I was stupidly thinking one ship would get all of the 'aggro' and tank it for his buddies.
In PvP, fleets consist of damage dealers, healers logistics as they're called in Eveand support tackle and Ewar, both of which are forms of CC.
Sometimes if you line things up right you can intentionally keep people shooting only one person in your fleet by only healing them just enough to keep up with the incoming damage, making your enemy think that they're on the verge of killing https://agohome.ru/slot/adorned-peacock-slots.html instead of switching targets.
In general though, there's no way to actually force enemies to aggro you, so everyone link as if they'll need to tank sooner or later, regardless think, 365 slots consider what they're doing in space.
There's one video I can think of which shows and explains the process in pretty good detail, but it was taken down from YouTube by DCMA for the background music.
It looks like it's rehosted on though.
This career agent wants me to deliver a package to somewhere 6 jumps away.
Hisec doesn't prevent anyone from killing you as Concord the space police focus on 'punishment' rather than prevention.
A lot of people will see someone on autopilot and treat them as an easy target or even kill them because they're autopiloting.
So if you're auto piloting be sure to not have all of your possessions in the ship with you.
Warping yourself you'll land on the gate and be able to jump immediately.
Its pretty rare that it will only stay on 1 target anymore.
In any larger engagement 1 ship can't tank everything going on anyways, medium rig slot have to rely on your healers to keep the aggrod target alive.
Obviously aggro works as badly in EvE PvP as it works in WOW PvP.
Though you can always stack up buffs fleet command shiphealing logistics ships and hope that the enemy won't notice it until it's too late that your buddies comming in from behind.
NPCs generally dislike ewar and will target medium rig slot with it.
Some NPCs will swap targets though.
Medium power slot item's cant be fit to high power slots, and low power items can't be fit to medium or high power slots.
They're different altogether and an item can only be fit to the slot it's made for.
Bigger guns can have great range and great damage but they will miss you if you are in a small ship moving fast at close range.
The is more complete and up to date.
Also, has lots of guides for everything and if you search for the name of your ship, you get a list of common and useful fits the equipments you should use in your ship.
Also there is a in game Rookie chat and a Help chat were you can ask questions and people will help you.
I kind of want to make a throwaway to see for myself.
Thats a mid slot.
But close enough for beginners.
You can add various mods to each slot to give your ship a weapon or upgrade.
Thank you all so very much for your help.
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BatMUD rig info
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Moving from a venture to a mining barge is the most obvious progression for a miner in EVE: Online. There are three different types of mining barges in EVE, the Covetor, Retriever and Procurer.


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hi, i am building myself a medium level gaming rig and the motherboard has 4 slots for RAM modules to be placed. It also supports dual channelling.


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Mid or medium slots medium rig slot are a medium rig slot of module slot found on ships in EVE.
Generally, mid slots contain activatable modules that may assist in tackling, propulsion, or generally improve the ships behavior.
Some mid slot modules share purposes with low slots, but the details of their use differ.
This page is a collection of all the types of modules that use mid slots.
Boosters are generally preferred for PvP ships since they work well against capacitor neutralizing.
For your exact needs, experimenting a fitting tool will show which will serve you best.
Damage application supplements These modules will medium rig slot the ability to damage ships, though not necessarily continue reading amount of damage dealt.
Can be to prefer one sort of bonus over another.
Can be to prefer one sort of bonus over another.
Can be to prefer one sort of bonus over another.
Can medium rig slot to prefer one sort of bonus over another.
Also improves range, explosion radius and explosion velocity for fighters.
This is the speed when they are flying larger distances, not medium rig slot they are orbiting and attacking a target.
EWAR These modules can mess with enemy ships ability to damage you, or increase the ability of your own ships to damage them.
See for more details on these modules.
Comes in 5 varieties, one for each sensor type and one multispectrum module.
Can be to favor one of these bonuses over another.
Can be scripted to favor one of these bonuses over another.
Can be scripted to favor one of these effects over another.
Can be scripted to favor one of these effects over another.
Can be scripted to favor one of these effects over another.
The jam strength of this module is increased by the number of ships targeting the activating ship.
Can only be fitted to battleships.
Propulsion These modules are the primary ways to increase a ship's velocity.
For more information see.
Comes in battleship and battlecruiser sizes.
Can only be fit to.
Scanners These modules provide information about things around you, or allow you to.
Scanning Upgrades These modules improve the ability to use.
Shield tanking Main article: These modules will restore, extend, or increase the resistance of your shields.
click to see more a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank.
Variation: Ancillary Shield Boosters Active module that can be loaded with Cap Boosters to very efficiently repair shields, but with a long reload time.
Comes in 5 variations, one for each damage type, and a universal one.
Comes in 4 variations, one for each damage type.
Tackling These modules will reduce the velocity of enemy ships and prevent them from warping.
Can only be fit to battleships and larger.
Has a base range of 20km and a jamming strength of one.
Variation: Heavy Warp Disruptor Active module which prevents an enemy ship from warping.
Has a base range of 22km and a jamming strength of three.
Requires much more powergrid and capacitor than the default warp disruptor.
Has a base range of 7.
Variation: Heavy Warp scrambler Active module which prevents an enemy ship from warping.
Has a base range of 8.
Requires much more powergrid and capacitor than the default warp scrambler.
Misc These modules did not fit into the above categories.
The cycle time is much slower than shield boosters or armor repairers, and medium rig slot less, making them ineffective in combat.
When combine with ship and cargo scanners, it can help determine the value of a potential gank target or find the fittings of a war target.

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Portada » Eve Online Medium Rig Slot - Poker 2019 Cinemagia The Blackbird The cruiser is even more of a pickle than the destroyers. Where tech two ships are often so specialized there there are only one or two effective module setups, tech one ships have a broad range of fitting possibilities, resulting in a superior utility and many times, an advantageous degree of unpredictability in combat.


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Does anyone have a clue?
Hardpoints are one of your ship's resources.
They are tied to High slots, which are used mostly for weapons modules.
They enforce additional restrictions as to what type and how many weapons you can fit on a ship.
Each module says in its description whether it requires a hardpoint or not.
see more ship has a number let's say 5 High Slots.
You can put modules which require a High Slot into those slots.
In addition, it has a number of Turret hardpoints, Missile hardpoints, or both.
If you want to equip a turret weapon in a high slot, it will consume one of your Turret hardpoints.
For example, the Vexor a gallente cruiser has 5 high slots, 4 turret hardpoints, and 0 missile hardpoints.
I can put medium rig slot turret weapons on it, but not a 5th, even though it has a 5th high slot available.
Similarly, the Arbitrator an amarr cruiser has 4 high slots, 2 turret hardpoints, and 1 missile hardpoint.
I can put two turret weapons, + 1 missile weapon, + 1 "utility high slot" item in there.
I cannot fit a 3rd turret, or a 2nd missile.
But I can fit up to 4 utility high slot items such as salvagers and tractor beams since they do not require any source or turret hardpoints.
That would use all the high slots, though, leaving me with no weapons modules fitted.
Upgrade hardpoints are similar, and they are related to the number of Calibration Points on your ship, and are used by rig modules.
Each rig has a number of required calibration points, and eats one of your Upgrade rig Hardpoints.
If your ship has 400 calibration points and 3 rig slots as most T1 ships dothen you can fit 1, 2, or 3 rigs totalling 400 calibration points or less.
Hello XinCasa Norde Rigs are fitted on the ship Upgrade slots.
They usually have a bonus and a drawback, and can only be removed by destroying them.
Since most of them has a drawback, their main purpose is to specialize your ship in a specific direction.
For instance fitting rigs which increases your armor, will slow down your ship.
Rigs are special as the prerequisites are only for fitting them, not using them.
If you have a good friend ingame, who you trust with your congratulate, pathfinder animal item slots commit, you can have them fit the rigs for you, and they will still be fully operational when you pilot it.
Check out for more information Hey guys.
Does anyone have a clue?
Good place to start: Rigs are permanent ship modifications that provide bonuses to various ship functions, and work in much the same manner as hardwirings do for players: They can be inserted in specially designated slots, and will be destroyed if they are removed or the ship repackaged.
There is also a rigs guide separate from this page.
Also in EVElopedia: I also recommend you start reading PDF.
It is a pretty good resource.
Tip: PDF files are also searchable CTRL F.
For example, ship fitting starts on page 58: HARDPOINTS AND BAYS Most warships need weapons, in the form of either turrets or launchers.
Since these weapons need a physical spot on the outer hull of the ship, in addition to being fit into a high slot, they also need a hardpoint.
The amount of hardpoints a ship has can determine how many link you can fit on your ship.
Every turret uses a hardpoint when you fit it on the ship.
Free empty hardpoints are indicated by white squares next to the turret icon on the Fitting screen, and if there are no further hardpoints left, you cannot put any new turrets on the ship even if you still have free high slots.
Every missile launcher needs a free launcher hardpoint to fit it on the ship.
Launcher hardpoints are similar to turret hardpoints, but they are used by missile launchers of various kinds.
On the Fitting screen, these are represented by white squares next to the launcher icon.
It is common to have more high slots than hardpoints.
Rigs are the implants of ships, and all ships except freighters and shuttles have rig slots like the implant slots of the character.
All ships have a calibration point capacity, and all rigs have a calibration point requirement.
Hardpoints are one of your ship's resources.
They are tied to High slots, which are used mostly for weapons modules.
They enforce additional restrictions as to what type and how many weapons you can fit on a ship.
Each module says in its description whether it requires a hardpoint or not.
Your ship has a number let's say 5 High Slots.
You can put modules which require a High Slot into those slots.
In addition, it has a number of Turret hardpoints, Missile hardpoints, or both.
If you want to equip a turret weapon in a high slot, it will consume one of your Turret hardpoints.
For example, the Vexor a gallente cruiser has 5 high slots, 4 turret hardpoints, and 0 missile hardpoints.
I can put 4 turret weapons on it, but not a 5th, even though it has a 5th high slot available.
Similarly, the Arbitrator an amarr cruiser has 4 high slots, 2 turret hardpoints, and 1 missile hardpoint.
I can put two turret weapons, + 1 missile weapon, + 1 "utility high slot" item in there.
I cannot fit medium rig slot 3rd turret, or a 2nd missile.
But I can fit up to 4 utility high slot items such as salvagers and tractor beams since they do not require any missile or turret hardpoints.
That would use all the high slots, though, leaving me with no weapons modules fitted.
Upgrade hardpoints are similar, and they are related to the number of Calibration Points on your medium rig slot, and elsword skill slot used by rig modules.
Each rig has a number of required calibration points, and eats one of your Upgrade rig Hardpoints.
If your ship has 400 calibration points and 3 rig slots as most T1 ships dothen you can fit 1, 2, or 3 rigs totalling 400 calibration points or less.
Thanks for the heads-up Ryelek d'Entari.
Hello XinCasa Norde Rigs are fitted on the ship Upgrade slots.
They usually have a bonus and a drawback, and can only be removed by destroying them.
Since most of them has a drawback, their main purpose is to specialize your ship in a specific direction.
For instance fitting rigs which increases your armor, will slow down your ship.
Rigs are special as the prerequisites are only for https://agohome.ru/slot/belt-slot-punch.html them, not using them.
If you have a good friend ingame, who you trust with your ship, you can have them fit the rigs for you, and they will still be fully operational when you pilot it.
Check out for more information Thanks for the info ISD Etetia.
Your explanation complements Ryelek d'Entar's treatise, and is enlightening to all who read this thread, You guys are amazing.
Does anyone have a clue?
Good place to start: Rigs are permanent ship modifications that provide bonuses to various ship functions, and work in much the same manner as hardwirings do for players: They can be inserted in specially designated slots, and will be destroyed if visit web page are removed or the ship repackaged.
There is also a rigs guide click here from this page.
Also in EVElopedia: I also recommend you start reading Medium rig slot />It is a pretty good resource.
Tip: PDF files are also searchable CTRL F.
For example, ship fitting starts on page 58: HARDPOINTS AND BAYS Most warships need weapons, in the form of either turrets or launchers.
Since these just click for source need a physical spot on the outer hull of the ship, in addition to being fit into a high slot, they also need a hardpoint.
The amount of hardpoints a ship has can determine how many weapons you can fit on your ship.
Every turret uses a hardpoint when you fit it on the see more />Free empty hardpoints are indicated by white squares next to the turret icon on the Fitting screen, and if there are no further hardpoints left, you cannot put any new turrets on the ship even if you still have free high slots.
Every missile launcher needs a free launcher hardpoint to fit it on the ship.
Launcher hardpoints are similar to turret hardpoints, but they are used by missile launchers of various kinds.
On the Fitting screen, these are represented by white squares next to the launcher icon.
It is common to have more high slots than hardpoints.
Rigs are the implants of ships, and all ships except freighters and shuttles have rig slots like the implant slots of the character.
All ships have a calibration point capacity, and all rigs have a calibration point requirement.
You embarrass me Tau Cabalander.

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Rigs fit into rig slots, and, just like modules, each rig takes up one rig slot. Tech 1 ships have 3 rig slots, Tech 2 ships have 2, and a few ships (notably Freighters, Jump Freighters, Corvettes, and Shuttles) have none. Rigs come in four sizes: Small, for Frigates and Destroyers; Medium, for Cruisers, Battlecruisers, Industrials, and Mining Barges


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medium rig slot

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A slot is a space on a ship that a module can be fit into on the fitting screen. They come in 3 varieties: high, medium, and low. Different types of equipment fit into different types of slots. High slots . High slots tend to be for weapons and other devices that affect other ships and objects.


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Mid slot - UniWiki
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Yes, you can now buy a full-fledged deep learning machine even at Costco. So on your next weekly shopping expedition, you can come home with a deep learning rig! Well, actually, the machine I…


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Mid or medium slots or are a category of module slot found on ships in EVE.
Generally, mid slots contain activatable modules that may assist in tackling, propulsion, or generally improve the ships behavior.
Some mid slot modules share purposes with low slots, but the details of their use differ.
This page is a collection of all the types of modules that use mid slots.
Boosters are generally preferred for PvP ships since they stack slots sticky well against capacitor neutralizing.
For your exact needs, experimenting a fitting tool will show which will serve you best.
Damage application supplements These modules will increase the ability to medium rig slot ships, though not necessarily the amount of damage dealt.
Can be to prefer one sort of bonus over another.
Can be to prefer one sort of bonus over another.
Can be to prefer one sort of bonus over another.
Compare to and and Drone supplements These modules will increase the performance of.
Can be to prefer one sort of bonus over another.
Also improves range, explosion radius and explosion velocity for fighters.
This is the speed when they are flying larger distances, not when they are orbiting and attacking a target.
EWAR These modules can mess with enemy ships ability to damage you, or increase the ability of your own ships to damage them.
See for more details on these modules.
Comes in 5 varieties, one for each sensor type and one multispectrum module.
Can be to favor one of these bonuses over another.
Can be scripted to favor medium rig slot of these bonuses over another.
Can be scripted to favor one of these effects over another.
Can be scripted to favor one of these effects over another.
Can be scripted to favor one of these effects over another.
The jam strength of this module is increased by the number of ships targeting the activating ship.
Can only be fitted to battleships.
Propulsion These modules are the primary ways to increase a ship's medium rig slot />For more information see.
Comes in battleship and battlecruiser sizes.
Can only be fit to.
Scanners These modules provide information about things around you, or allow you to.
Scanning Upgrades These modules improve the ability to use.
Shield tanking Main article: These modules will restore, extend, or increase the resistance of your shields.
Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank.
Variation: Ancillary Shield Boosters Active module that can be loaded with Cap Boosters to very efficiently repair shields, but with a long reload time.
Comes in 5 variations, click the following article for each damage type, and a universal one.
Comes in 4 variations, one for each damage type.
Tackling These modules will reduce the velocity of enemy ships and prevent them from warping.
Can only be fit medium rig slot battleships and larger.
Has a base range of 20km and a jamming strength of one.
Variation: Heavy Warp Disruptor Active module which prevents an enemy ship from warping.
Has a base range of 22km and a jamming strength of three.
Requires much more powergrid and capacitor than the default warp disruptor.
Has a base range of 7.
Variation: Heavy Warp scrambler Active module which prevents an enemy ship from warping.
Has a base range of 8.
Requires much more powergrid and capacitor than the default warp scrambler.
Misc These modules medium rig slot not fit into the above categories.
The cycle time is much slower than shield boosters or armor repairers, and restore less, making them ineffective in combat.
When combine with ship and cargo scanners, it can help determine the value of a potential gank target or of 30174 slot 132 speed masters carrera the fittings of a war target.

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A medium rig using current salvage prices will vary between 600k - 5 million ISK, the small rig is around 100k - 1 million. The factor is five so far, so a medium rig should be five times cheaper than a large rig and a small rig five times cheaper than a medium rig, although this could change (as usual) based on ongoing feedback and testing.


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Medium rig slot or medium slots or are a category of module slot found on ships in EVE.
Generally, mid slots contain activatable modules that may assist in tackling, propulsion, or medium rig slot improve the ships behavior.
Some mid slot modules share purposes with low slots, but the details of their use differ.
This page is a collection of all the types of modules that medium rig slot mid slots.
Boosters are generally preferred for PvP ships since they work well against capacitor neutralizing.
For your exact needs, experimenting a fitting tool will show which will serve you best.
Damage application supplements These modules will increase the ability to damage ships, though not necessarily the amount of damage dealt.
Can be to prefer one sort of bonus over click here />Can be to prefer one sort of bonus over another.
Can be to prefer one sort of bonus over another.
Compare to and and Drone supplements These modules will increase the continue reading of.
Can be to prefer one sort of bonus over another.
Also improves range, explosion radius and explosion velocity for fighters.
This is the speed when they are flying larger distances, not when they are medium rig slot and attacking a target.
EWAR These modules can mess with enemy ships ability to damage you, or increase the ability of your own ships to damage them.
See for more details on these modules.
Comes in 5 varieties, one for each sensor type and one multispectrum module.
Can be to favor one of these bonuses over another.
Can be scripted to favor one of these bonuses over another.
Can be scripted to favor one of these effects over another.
Can be scripted to favor one of these effects over another.
Can be scripted to favor one of these effects over another.
The jam strength of this module is increased by the number of ships targeting the activating ship.
Can only be fitted to battleships.
Propulsion These modules are the primary ways to increase a ship's velocity.
For more information see.
Comes in battleship and battlecruiser sizes.
Can only be fit to.
Scanners These modules provide information about things around you, or allow you to.
Scanning Upgrades These modules improve the ability to use.
Shield tanking Main article: These modules will restore, extend, or increase the resistance of your shields.
Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank.
Variation: Ancillary Shield Boosters Active module that can be loaded with Cap Boosters to very efficiently repair shields, but with a long reload time.
Comes in 5 variations, one for each damage type, and a universal one.
Comes in 4 variations, one for article source damage type.
Tackling These modules will reduce the velocity of enemy ships and prevent them from warping.
Can only be fit to battleships and larger.
Has a base range of 20km and a jamming strength of one.
Variation: Heavy Warp Disruptor Active module which prevents an enemy ship from warping.
Has a base range of 22km and a jamming strength of three.
Requires much more powergrid and capacitor than the default warp disruptor.
Has a base range of 7.
Variation: Heavy Warp scrambler Active module which prevents an enemy ship from warping.
Has a base range of 8.
Requires much more powergrid and capacitor than the default warp scrambler.
Misc These modules did not fit into the above medium rig slot />The cycle time is much slower than shield boosters or armor repairers, and restore less, making them ineffective in combat.
When combine with ship and cargo scanners, it can help determine the value of a potential link target or find the fittings of a war target.

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Offensive. The CPU and drone usage (or lack) are modified by these subsystems. Assault Optimization: 5% bonus to heavy assault missile damage per level, 5% bonus to missile launcher rate of fire per level 1 low, 5 hi, 5 launcher Covert Reconfiguration: 10% bonus to medium energy turret capacitor use per level,...


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Just started.. what is a medium slot? : Eve
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Just started.. what is a medium slot? : Eve
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Rigs are permanent ship modifications that fit into the rigging slots of a ship.
Once fit, they must be destroyed in order to be removed unlike regular.
Most rigs have some other drawback associated with them; these penalties are reduced by training more levels in the associated : the amount of speed reduction caused by armor rigs, for example, is lessened though never completely eliminated by your skill.
However, if you're willing to face the full downside, you can fit any rig with medium rig slot skills whatsoever.
Rigs don't have powergrid or CPU fitting requirements, but instead require calibration, a rig-specific fitting resource.
All ships have 400 calibration points, except for which have 350.
A Tech 1 rig requires between 50 and 250 calibration points, with Tech 2 variants requiring 50% more calibration than their Tech 1 equivalents.
Rigs fit into rig slots, and, just like modules, each rig takes up one rig slot.
Tech 1 ships have 3 rig slots, Tech 2 ships have 2, and a few ships notably, and have none.
Nearly all rigs come in all four sizes, with identical stats for each size.
Astronautic The downsides of astronautic rigs can be medium rig slot by training.
Additionally, there is no Tech 2 variant of this rig.
Drone See also: The downsides of drone rigs can be mitigated by training.
Name Effect Downside Drone Control Range Medium rig slot Increases the drone control range Decreases ship's CPU Drone Medium rig slot Enhancer Increases drones' hit points armor, shield, and hull Drone Mining Augmentor Increases see more yield of mining drones and decreases cycle time for ice harvesting drones Drone Repair Augmentor Increases the amount repaired by repair drones Drone Scope Chip Increases the optimal range of drones' weapons Drone Speed Augmentor Increases the speed of drones Sentry Damage Augmentor Increases the damage of sentry drones Stasis Drone Augmentor Increases the amount by which stasis webifier drones reduce their target's velocity Electronic superiority See also: The downsides of electronic superiority rigs can be mitigated by training.
Micro-Auxiliary Power Cores, Power Diagnostic Systems, and Reactor Control Units.
Missile launcher See also: The downsides of missile launcher rigs can be mitigated by training.
Shield See also: The downsides of shield rigs can be mitigated by training.
Targeting The downsides of targeting rigs can be mitigated by training.
Name Effect Downside Ionic Field Projector Increases your maximum targeting range Decreases shield hit points Targeting System Subcontroller Increases your targeting speed Metal gear walker 3 weapon slots weapons See also: Each of the three turret types energy, hybrid, and projectile have a separate set of rigs.
The downside of turret weapon rigs can be reduced by training, oras appropriate.

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The 1% version is extremely afforable even if you lose your pod often, but one significant drawback is that the implants for powergrid and CPU use the same slot, so you can't upgrade both with implants at the same time. The Genolution Core Augmentation implant set is another way to boost PG.


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BatMUD rig info
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medium rig slot