3 years ago Non Turret High Slot Module Models ccplz make modules like cloaking device, remote cap, remote armor, and other non turret/missile high slot modules have models on your ship. Available and empty High-, Medium-, Low- and Rig-slot. If a module/rig is fitted to the ship, its icon will show in them. Small bars at the outer edge of the slot indicate that the fitted module uses charges, and how many are currently loaded. Total number of available Turret / Missile Launcher hardpoints. EVE Online is a free MMORPG sci-fi strategy game where you can embark on your own unique space adventure. EVE's open world MMORPG sandbox, renowned among online space games, lets you choose your own path and engage in combat, exploration, industry and much more.
High slots are a category of module slot found on ships in EVE. Generally, high slots contain the weapon systems of a ship, but there are plenty of other types of modules that use high slots, from mining lasers to drone upgrades.
This page is a collection of all the types of modules that use high slots.
These modules will deal direct damage to a target or multiple targets. 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.
Blasters | Railguns |
---|---|
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. |
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.
Pulse laser turrets | Beam laser turrets |
---|---|
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. |
Projectile turrets are the weapons used primarily by the Minmatar. They use no capacitor to fire and are very versatile.
Autocannons | Artillery |
---|---|
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. |
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).
'Short-range' launchers | 'Long-range' launchers | Rapid Launchers |
---|---|---|
'Short-range' bays refers to missile launchers using the short-range, high damage missiles, namely rocket launchers, heavy assault missile launchers, torpedo launchers and citadel torpedo launchers. 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). | 'Long-range' launchers refers to missile launchers using the long-range, low damage missiles, namely light missile launchers, heavy missile launchers, cruise launchers, and citadel cruise launchers. 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 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.
There is only one module in the high slots which affects drones.
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 dissipate the capacitor of an enemy ship by using your capacitor energy.
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 restore cap, shields, armor, and hull to other ships.
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 will repair the armor of an allied ship by using your capacitor energy.
These modules will repair the hull of an allied ship by using your capacitor energy.
These modules will repair the shield of an allied ship by using your capacitor energy.
These modules will prevent ship warping.
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. The regular strip miners can mine any ore except for Mercoxit, while the deep core miner can mine all types of ore.
Ice Harvesters harvest ice and can only be fitted on mining barges and exhumers.
Gas cloud harvesters harvest gas from gas clouds. They can be fitted on any ship with turret hardpoints.
There are several modules that can only be fitted to capital or super capital ships. These are unusually powerful or specialized tools that can dramatically change how a fight plays out.Siege and triage 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 dreadnoughts 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.
The industrial core allows the Rorqual to compress ore.
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 did not fit into the above categories.
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.
These modules will bring cargo containers and wrecks to your ship.
A ship's CPU is the computer that controls the modules (such as weapons, repair systems, and so on) that you havefitted to your ship. The CPU has limits, and this page explains how to make the most of your ship's CPU.
Your ship has fitting slots that you can use to install modules on your ship.When a module is online (i.e. turned on) it uses some of your ship's CPU power. Because of your ship CPU's limits, you might not be able to have all ofyour modules online at the same time.
You can increase your CPU output by training the Electronics skill.It will boost your CPU output by 5% for each level of Electronics that you train.
You can also add co-processors to your ship to increase CPU output.There are a number of different co-processors available in the market. For example, Co-Processor II boosts CPUoutput by 10%.
There are also skills that allow you to make more efficient use of your ship's CPU,reducing the amount of CPU required by different types of modules that you can fit to your ship. They are summarized below:
Your character can install neural implants to further increase your CPU efficiency.Implants such as the Zainou 'Gnome' and the Inherent Implants 'Highwall'reduce CPU usage of specific module types.
Just as there are implants for your grey matter 'CPU',there exist a number of rigs that you canuse on your ship to reduce CPU usage of modules.For example, the Liquid Cooled Electronics rig will reduce CPU needs ofElectronics Upgrades modules.