Universe of EVE online. Ship features in EVE Online: Vexor Active armor protection systems

It's better to do this. In this article we will look at what body kit you need for these ships.

Equipment for exploring in EVE

Let's start with what equipment you will need for this. Let's go through the slots:

High Slots

  • Core Scanner Probes— probes for detecting signature coordinates.
  • Combat Scanner Probes— these probes also make it possible to determine the coordinates of ships and structures in space.
  • Sisters Core Scanner Probes- have a small bonus to scan strength.
  • Probe Launcher: Corkcomet, a module that launches scanning probes into outer space. Without it, no scanning is possible.

Variations of this module:

  • Core Probe Launcher I- the simplest variation, requires Actrometrics I skill.
  • Core Probe Launcher II— T2 variation, gives an additional 5% to the strength of the scan. True, it is demanding in terms of skill - Actrometrics V.
  • Expanded Probe Launcher I- This option allows you to launch Combat Scanner Probes. The module is CPU and energy demanding, so it won’t fit into every ship.
  • Expanded Probe Launcher II— variation T2 of the previous module.
  • Sisters Core Probe Launcher— factional cork launcher, gives an additional 10% to the scan power. The disadvantage is that it costs a lot of money (25-30kk).
  • Sisters Expanded Probe Launcher— fractional traffic jammer.

In most cases, Core Probe Launcher I and Sisters Core Scanner Probes will suffice.

Mid Slots

  • Relic Analyzer I: module for hacking containers on relic sites. Requires the Archeology I skill. Variation T2: Relic Analyzer II, requires the Archeology V skill. If you decide to take exploration seriously, then you need to pump it into V. Yes, it’s about two weeks, but believe me, the difference is dramatic, since it increases coherence to 110 units. So it’s worth investing in and upgrading it.
  • Data Analyzer I: module for hacking containers on data sites. Requires Hacking I skill. Variation T2: Data Analyzer II, requires Hacking V skill. Similar to the module for hacking relics. Some time ago, the dates were awakened, so the loot from them is also not weak.
  • Scan Acquisition Array I: An upgrade that increases scanning speed. Requires Astrometrics Acquisition II. Variation: Scan Acquisition Array II is significantly more demanding, requiring about three weeks to level up from IV to V.
  • Scan Pinpointing Array I: an upgrade that reduces the error in determining coordinates by 10%. Requires Astrometrics Pinpointing II. Variation: Scan Pinpointing Array II, which is skill intensive (requires V).
  • Scan Rangefinding Array I: An upgrade that increases scan power by 5%. Requires Astrometrics Rangefinding II. Variation: Scan Pinpointing Array II, which is skill intensive (requires V). It takes more than forty days to pump it.
  • Cargo Scanner I— a module for determining the contents of a container before it is hacked, requires the CPU Management I skill. This seems to be a necessary thing, but there are two points. Firstly, if you find out that there is, say, 50kk worth of loot in the account, and then you screw up the hack, then you will be upset. Otherwise, you can always tell yourself that there was junk there (and that’s what happens sometimes). The second point is more pragmatic. Slots are never superfluous and it is better to install some kind of upgrade that improves the scan or combat kit.

Now for equipment that is not directly related to scanning.

High Slots

Cloaking Device- a vital thing for exploring. The question is which device to choose. To safely move between systems, it is better to take the Covert Ops Cloaking Device, which will allow you to warp in a state of invisibility. In other cases, such as scanning in VX homework, this does not require this. You can get by with simpler variations.

Mid Slots

Afterburner or Microwarpdrive: Speed ​​is everything, no matter what you do. Sometimes, the distance between containers exceeds a hundred kilometers, so dragging from point to point at normal speed will be difficult. Again, if you get into a fight, then you also need to be fast (or be dead). What to choose? Afterburner will allow you to leave the scrum radius and warp while the MIA will be blocked. On the other hand, the Ministry of Internal Affairs gives a more significant increase in speed - more than 2000 m/s, if we are talking about a frigate. Therefore, you will move between accounts much faster.

If you are using a hybrid fit, which allows you not only to break karts, but also ships of competitors, then you can shove modules to strengthen the shield, or scramblers and meshes into the midslots.

Low Slots

If you have an armored ship, then modules for enhancing armor will go here. If you do not have enough CPU or power, then install the appropriate upgrades. Another option is to cram warpstabs there so that you can’t be caught, or accelerators to fly faster.

Rigs

  • Small Emission Scope Sharpener I: increasing the effectiveness of the relic module by 20% and the bonus to the strength of the virus by 10 units. (40% and 20 units for the T2 version of the module).
  • Small Capacitor Gravity Upgrade I: increased scanning power by 10% (15% T2 version of the module).
  • Small Memetic Algorithm Bank I: bonus to the strength of the virus 20% (40% and 20 units of the T2 version of the module).
  • Small Signal Focusing Kit I: acceleration of scanning speed by 15% (20% for version 2 of the module).

Ship features for exploration

First, important caveat. Using factional cruisers or T3 for pure exploration is heresy and stupidity. Breaking containers with a ship costing 600-700kk (or even more) is irrational from the point of view of possible losses and potential benefits. Moreover, flying an Astero equipped only for scanning and hacking is also not correct. Therefore, below we will consider exclusively frigates with bonuses for scanning and hacking.

Further, the fits will directly depend on where you live. If you live in the Empire and surf BX or lowsec, then this is one fit. If you permanently live in VH and have a hangar nearby with several ships and a bunch of kit in storage, then this is different.

In case you live permanently in VH, I recommend using two different ships. One is purely for scanning, the other is for hacking containers. The fact is that if you have, say, a static in C1-C3, then it’s easier to scan for signatures, return and transfer to another ship. A trained scanner will cope with the task faster than a generalist who both scans and breaks. Again, it’s better to assign rigs to a clear task. The second point is that I would not use T2 frigates for this purpose and would not install a carpet-shred. An attack is possible at any moment, so the task of minimizing losses is always relevant. In addition, the T1 version has some advantages. For example, Magnate has four low slots where you can place warpstabs and thus solve the problem with scrum.

Now for specific fits. Let's start with a clean scanner.

Fitting for scanner (Heron)

Ship: Heron

High Slots
Prototype Cloaking Device
Sisters Core Probe Launcher (or Core Probe Launcher II, if your skills allow), Sisters Core Scanner Probes.

Mid Slots
Scan Acquisition Array I
Scan Pinpointing Array I
Scan Rangefinding Array I
Scan Rangefinding Array I
Scan Rangefinding Array I

Low Slots
Warp Core Stabilizer II
Warp Core Stabilizer II

Rigs

Small Capacitor Gravity Upgrade I

It's simple. They pulled out from under the POS field to a safe spot or to a neighboring system, released the plugs and went into chaos. Scanned, booked and back. MIA and afterburners are not needed. Maybe someone will say that there are stubs too, but who knows, anything can happen when approaching the exit of the hole.

Fitting for container cracker on relic and date sites

Magnate is a good choice for breaking contacts. This frigate has four low slots where four warpstabs can be placed. This will reduce the likelihood that you will be scrambled, and the afterburner will give you a chance to drown out of the radius of the net and fly away. The fit is as follows:

High Slots
Prototype Cloaking Device
Core Probe Launcher I

Mid Slots
1MN Afterburner II
Data Analyzer II
Relic Analyzer II

Low Slots
Warp Core Stabilizer II
Warp Core Stabilizer II
Warp Core Stabilizer II
Warp Core Stabilizer II

Rigs

Small Emission Scope Sharpener I

Let's move on to ships and fits for surfing systems.

Fitting for exploring and hacking relics and data sites

Ship: preferably an explorer T2 (Anathema, Buzzard, Helios, Cheetah). Which one to choose depends on how good you are at assessing the system for danger and how often you click on the scanner. In my subjective opinion, it is better to choose Buzzard or Helios, since they have 5 midslots. You can add not only two analyzers, but also upgrades for scan strength. So, a fit for solo exploration of systems in lowsec, zeros and VX.

Ship: Buzzard

High Slots
Covert Ops Cloaking Device
Core Probe Launcher I, Sisters Core Scanner Probes

Mid Slots
5MN Microwarpdrive I
Data Analyzer II
Relic Analyzer II
Scan Rangefinding Array I
Scan Acquisition Array I

Low Slots
Nanofiber Internal Structure II
Micro Auxiliary Power Core I

Rigs
Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I

So what do we have? A nimble ship that can safely move both between systems and on a relay. Nanka and the Ministry of Internal Affairs can accelerate it to 2300 m/s or more, which will greatly, greatly speed up the signature processing process. Disadvantage: if you are scolded, you will no longer be able to escape. Therefore, when flying on such a fit, look around more often.

Exploration tactics. We fly into the system, conduct an assessment, and if the system is without suspicious ships, we fly to a safe spot. We release the plugs and go into chaos. By flashing the signature, we sound, we take away the traffic jams. We begin to break, looking at the subscan.

Mixed feats: PvP and exploration

The most interesting and, most likely, controversial. Hybrid fits, with which you can explore, break and engage in PvP. It's quite simple. We take a frigate in the PvP kit and put a module for breaking dates or relics in one of the midslots. It will be worse to scan, although it will be quite comfortable to break on it. Which ships are best suited for such purposes? In my opinion, the choice is between the T1 and Astero racial frigates.

The advantages of T1s include that they are cheap and are often not expected to attack. If Heron or Imicus suddenly appears on the scanner, then it is unlikely that anyone will expect an attack from him. These frigates are usually used by beginners for their first voyages. At the same time, the seemingly harmless Heron can be tweaked so that it produces 90-100 dps. A cannon in a high slot, five evil drones in a hangar - this is quite enough to dismantle a comrade on a ship of the same class. The disadvantages include the fact that it will be difficult for such a frigate to oppose anything against the same Astero. Biting option Imicus presented below:

High Slots
125mm Gatling AutoCannon II, Republic Fleet EMP S
Core Probe Launcher II, Core Scanner Probe I

Mid Slots
1MN Y-S8 Compact Afterburner
X5 Enduring Stasis Webifier
J5b Enduring Warp Scrambler
J5b Enduring Warp Scrambler

Low Slots
Micro Auxiliary Power Core II
400mm Rolled Tungsten Compact Plates

Rigs
Small Ancillary Current Router I
Small Trimark Armor Pump I
Small Trimark Armor Pump I

Hobgoblin II x4
Warrior II x4

Now for Astero. Of course, this is the best option for hunting explorers. Nimble, clumsy, with the largest dronebay in its class - 75 cubic meters. You can pack 15 light drones there. The tactics here are simpler than steamed turnips. We look for dates and relic sites, leave convenient beeches and wait for some “fearless space explorer” to fly in to see us. So he arrived, got scanned and goes to break the cards. We sneak up within range of the scrambler or mesh and break it open at the moment when the fearless researcher is busy breaking into the container. This is the most convenient moment. We lock, scramble, launch drones, ..., profit.

Here is a variant of the combat fit on Astero(although using a different tactic than described above):

High Slots

Small Infectious Scoped Energy Neutralizer

Mid Slots
1MN Y-S8 Compact Afterburner
J5b Enduring Warp Scrambler
J5b Enduring Warp Scrambler
Small Electrochemical Capacitor Booster I, Navy Cap Booster 200

Low Slots
Navy Micro Auxiliary Power Core
400mm Crystalline Carbonide Restrained Plates
Reactive Armor Hardener
Energized Adaptive Nano Membrane II

Rigs
Small Trimark Armor Pump II
Small Trimark Armor Pump II
Small Ancillary Current Router II

Drones:
Hornet II x5
Hornet II x5
Acolyte II x5

The disadvantages of Astero include cost and recognition. A normally equipped frigate will cost 100-110 kk, and any gang of two or three of the same ships can disassemble it for spare parts. On the other hand, experienced explorers know that Astero flashing on the scanner is a signal to get out.

It seems like everyone else. Of course, one can argue endlessly about fits and ships. Therefore, if you have a desire, share your thoughts in the comments.

Ship fit window or "Equipment service" opens through neocom, Alt - F, through the RMB menu, through station services. This window visually displays all the slots of the ship and its main characteristics.

Through the book “View” can see your previously saved features (or corporate features). Also by opening the window of saved fits on the tab "Equipment management" possible through the button "Export" save groups of fits to your computer (path in Win.7 C:\Users\Account\Documents\EVE\fittings), and through the book. "Import" upload features from your computer to the game. In the "Equipment Management" window, you can rename your feats, install them on the ship (all elements of the fit must be in the hangar), and delete them.

Now let’s look at the main characteristics and modules of eve ships:

1. Ship fit. PG, CPU, and Capacitor


All ships in eve have the following characteristics that affect the ship's fit capabilities:

Power Grid (PG, reactor) - the ship’s onboard power grid.

CPU (CPU) - central processing unit for ship control

Capacitor(capacitor, capa) ship's energy storage device

The ship has a base value for these parameters. At the same time, each active (passive) module has corresponding requirements for PG and CPU, so it will be possible to install on the ship only those modules whose characteristics in terms of PG and CPU will not exceed max. ship values.

The maximum values ​​of PG and CPU for each ship are individual and they can be increased using special. modules and skills.

Active modules consume the same capacitor ship: units caps per cycle. Those. at the beginning of each cycle operation of the module consumes the energy of the capacitor.

For example, 10MN Afterburner II (AB): activation cost 88 GJ, cycle duration 10 seconds, which means every 10 seconds. 88 units will be taken from the capacitor.

This principle of operation is well illustrated on mining barges; if you turn on all ore mining modules at the same time, the burl can drop to zero. And if you turn on the modules one after another with a time delay, then the cap will have time to be generated.

The presence of energy in the ship's capacitor will support the operation of AB (ship speed), the operation of active protection modules for the shield or armor, and other devices. When the ship's storage energy is completely used up, these modules will turn off and the ship will lose both speed and part of its protection, which will quickly lead to its loss.

Capacitor is a kind of analogue of a capacitor with the possibility of constant charging.

The description of the ship indicates two characteristics of the capastitor: capacitor volume and full recharge time. Accordingly, from here we get the recharging speed of the ship’s storage device. The charging rate is not uniform over time and the highest energy regeneration rate (2.4 times higher than the average) is achieved when the capacitor is discharged to 30% of its volume. At the beginning of the discharge and at the end, the charging speed is the lowest.

The base volume of the capacitor and the recharge speed are affected by special. modules and skills.

Let's look at modules that improve the performance characteristics of a ship in terms of PG, CPU and capacitor.

All modules of this branch do not consume energy from the ship's capacitor.

These modules can be divided into amplification modules and redistribution modules.

Strengthening modules – increase one or more characteristics of the ship.

Redistribution modules - increase one characteristic of a ship by decreasing another.

Universal module

Power Diagnostic System– installed in the Low connector (low power), affects several characteristics of the ship, increases volume and speed rechargingCapacitor, increases volume and speed rechargingshield, increases Power Grid ship

Power Grid

Market section Engineering Equipment

Reactor Control Unit- (Low connector). Increases the ship's PG in % terms. The higher the base value of the ship’s energy network, the greater the increase this module gives.

Auxiliary Power Core- (Low connector). Complements the main power plant, increasing the power of the power grid by a certain value from 10 to 13 MW. It is advisable to fit on ships of the frigate type.

Maximum GHG values ​​for each ship individually, skill increasing value PG - Power Grid management

Capacitor

Engineering Equipment Market Section

Capacitor Battery- (Med connector.) Increases the volume of the capacitor.


Capacitor Booster- (Med connector). Quickly recharges capacitor energy through the use of Cap Booster Charges(batteries), which are charged into the module and consumed during the operating cycle. They provide a quick increase in the charge of the storage device, but are consumed over time (a supply of batteries is required in the hold of the ship), and have a decent volume.

Cap Recharger– (Med connector). Increases capacitor recharge speed

Capacitor Flux Coil- (Low connector). It increases the charging speed of the drive quite decently, but slightly reduces its maximum capacity.

Capacitor Power Relay- (Low connector). Increases capacitor recharging speed by reducing the efficiency of Shield Booster systems.

Remote power transmission modules.

Installed in High connector

Energy Transfer Array- Transfers the energy accumulated in the capacitor to another ship.

It is advisable to install logisticians on ships.

And two more modules for pumping out and neutralizing capacitor energy.

Nosferatu- Pumps out energy ( Energy Vampires) from the target ship's storage and transfers it to your ship.

The Nosferatu module can lower the charge level of the target's capacitor to the charge level of your own capacitor, but not lower. Can be used in PVE and PVP.

Energy Neutralizer- Neutralizes (destroys) part of the energy storage device of the selected target ship. The main application of PVP.

To basic capacitor volume And recharge speed skills influence: Capacitor Management And Capacitor Systems Operation

Electronics and Sensor Upgrades market section

Co-Processor- (Low connector). Increases the computing power of the ship's processor in % terms.

Ship CPU increases by studying skillCPU management

Installing the appropriate implants and rigs, as well as learning skills, will also lead to an improvement in the ship's performance.

PG, CPU and ship capacitor:

Rigi from the section Engineering Rigs

Note.

Some skills, implants and rigs indirectly affect the characteristics of the ship. Example: the Weapon upgrades skill which affects the reduction of the CPU requirement for fitting turrets, rocket launchers and smart bombs to a ship.

2. Ship structure. Speed, maneuverability and warp drive.

Ship structure.


Structure/Hull– the hull or structure of a ship.

The ship's signature can increase from the use of modules of the MVD type (the increase will be 500%). The only way to reduce a ship's signature is by using a set of Halo-type implants

Ship structure This is the very last and weakest part of the ship's protective shell. Therefore, ship feats are mainly designed for protection by shield or armor. Although there are modules to strengthen the structure of the ship

Reinforced Bulkheads- (Low connector). Increases the strength of the ship's hull, increasing the number of hit points of the structure; at the same time, the inertia of the ship increases, and the maximum speed of its movement decreases. Little usable module.

Damage Control- (Low connector). Increases the resistance of the ship's shield (12.5%), armor (15%) and hull (60%) to all types of damage (% for the T2 module). You can only fit one module on a ship. A rather interesting module in terms of ship survivability, it can save your ship, which is left with a minimum of structure. Used in both PVP and PVE.

Structure modernization modules (Hull Upgrades) also include a module for increasing the ship's hold.

Expanded Cargohold- (Low connector). Increases cargo hold capacity, reducing the structure's hit points and the ship's base speed.

The structure is improved with

skill Mechanics(+structure hits) and

Speed ​​and agility

The ship has main and maneuvering engines and, accordingly, such characteristics as basic flight speed And maneuverability(turn speed).

The flight characteristics of a ship are affected by its weight And inertia modifier. The information for the ship contains the Inertia Modifier value and mass. The maneuverability of a ship is inversely proportional to the product of its mass and inertia.

Maneuverability = K / (mass * Inertia Modifier) ,

where K is a constant coefficient. equal for all corbleys, let’s take K=10 million.

Examples:

Frigate Merlin weight =997,000kg, Inertia Modifier = 3.6, maneuverability = 10,000,000/ (997,000 * 3.6) = 2.786

Manticore, weight 1,466,000kg, Inertia Modifier = 3.876, maneuverability = 10,000,000 / (1,466,000 * 3.876) = 1.759 We see that the Manticore will turn slower than the Merlin

Let's take a heavier ship - cruiser Caraca l

Weight 11,910,000kg, Inertia Modifier = 0.46, maneuverability = 10,000,000/ (11,910,000 * 0.46) = 1.825

The Caracal has less maneuverability than the Merlin and is almost equal to the maneuverability of the Manticore.

BS Raven, mass = 99,300,000, Inertia Modifier = 0.12, maneuverability = 10,000,000/ (99,300,000 * 0.12) = 0.83

Raven's maneuverability is very low. Clumsy ship.

Ship maneuverability is related to the speed of its movement; the higher the speed of the ship, the less maneuverability.

The maneuverability of the ship affects the speed with which the ship can reach a given acceleration line and, accordingly, go into warp. And for the movement of the ship in orbit, the greater the maneuverability, the greater the speed in orbit.

When installing additional armor protection modules, you will make the ship heavier and, as a result, its speed and maneuverability will decrease. Shield modules do not particularly affect the mass of the ship.

Ship fit to increase speed and maneuverability.

Active modules for speed.

The ship can be accelerated to high speeds using active modules that consume capacitor.

(Market section – Propulsion)

Microwarpdrive(MVD)- (Med connector). Significantly increases the speed of the ship for a short period of time (consumes a large amount of capacitor energy). Installing the module leads to a decrease in the capacity of the ship's capacitor and a large increase in the singature. Can be deactivated by a Warp Scrambler electronic countermeasures module.

Afterburner(AB)- (Med connector). Increases the speed of the ship as a percentage. Consumes little capacitor energy.

The magnitude of the speed increase depends not only on the power of the modules, but also on the mass of the ship on which this module is installed. The heavier the ship, the longer it will take the AB or MIA to accelerate to max. speed. (Becomes noticeable when protecting a ship with armor plates)

Large Micro Jump Drive- (Med connector). Maneuvering hyperdrive is a ship module designed to perform a hypertransition (warp jump) of a fixed range (100 km) along the ship's course of movement. Upon completion of the hypertransition, neither the direction of the ship’s movement nor its flight speed change. The maneuvering hyperdrive can be jammed by warp scramblers. The time it takes to start the engine can be reduced by mastering the Micro Jump Drive Operation skill. For heavy ships of the BS class. Module for mini warp at 100 km.

To complete missions you definitely need to install AB, it does not increase the signature and eats little capa.

For PVP, MIA or MJD is preferable - quickly approaching the target or breaking the distance.

Passive modules for the speed and maneuverability of the ship.

Overdrive Injector System- (Low connector). Increases the base speed of the ship while reducing the available cargo space.

Inertia Stabilizers- (Low connector). Increases the ship's maneuverability with a slight increase in signature.

(In the Hull Upgrades market section)

Nanofiber Internal Structure- (Low connector). Affects an increase in both the base speed and maneuverability of the ship, reducing the hit points of the hull.

Warp drive of the ship.

The ship also has warp drive allowing you to cover significant distances in a short time. Warp speed is measured in AU/s and has different values ​​for different ships. To go into warp, the energy of the capacitor is required. Warp drive power ship is equal to 1 unit. (Except ships with bonuses)

To enter warp, according to the game mechanics, the ship must be accelerated towards the jump point to 75% of its speed. This is where the maneuverability of the ship comes in handy; the faster it turns around and aligns itself in the direction of the warp point, the faster it will go into a warp jump.

Entry into warp can be interrupted by knocking the ship off direct acceleration (bump) by another ship or by jamming the warp drive with electronic countermeasures (warp drive jamming) modules of the type Warp Scrambler(jamming power 2 units), Warp Disruptor(jamming power 1 unit). Also, you won't be able to warp from Mobile Warp Disruptor(mobiles) or spheres created Warp Disrupt Probe(bubble, barrage probe) installed by a ship of the type Interdictors or Heavy Interdiction Cruisers carrying a warp jammer generator on board. You will have to get out of the spheres manually, until you fly out you will not be able to warp.

But against Warp Scrambler, Warp Disruptor there is a tool installed on a ship that neutralizes the negative impact of jamming modules:

Warp Core Stabilizer- (Low connector). Reduces the strength of warp drive jamming modules by -1 unit. And it negatively affects the ship itself, reducing speed and aiming range.

To go into warp under Disruptor or Scrambler you need to jamming power ( taking into account countermeasures modules Warp Core Stabilizer) was equal to 0 units or was less than 0 units.


3 Armor - ship armor


Ship fit and armor modules.

The ship's armor has the following characteristics: armor volume And degree of protection from exposure to various types of weapons. The ship's armor, unlike the shield, is not restored. Therefore, if armor is damaged, it must be repaired either on site using repair modules (Armor Repairer) or at the base in a repair shop.

The bulk of eve ships have very low armor characteristics in protection against Explosive weapons.

Fitting Armor Plates to a ship leads to an increase in its mass and a decrease in maneuverability.

There is a skill that reduces the negative impact of the mass of armor plates on speed and maneuverability - Armor Honeycombing (Reduces the penalty for the mass added by armor plates by 5% for each skill level mastered).

Other armor modules do not significantly affect the weight of the ship.

Armor modules fit into low power connectors ( Low connectors) and are divided into active (consuming capacitor energy) and passive.

Protecting a ship with armor means having a large number of Low slots and an armor bonus.

The armor strengthening system includes the following modules.

Hull & Armor Market Section

Passive armor protection modules

Increased armor thickness.

GroupArmor Plates

Reinforced Steel Plates- Increases maximum armor hit points.

Disadvantage: Increases the weight of the ship, making it less fast and maneuverable, and also reduces the specific thrust of the afterburners (Afterburner) and quantum microdrives (Microwarpdrive). They have modifications from 100mm to 1600mm.

The thickness of a ship's armor can also be increased by learning the skill Hull upgrades(Increases armor hit points by 5% per skill level)

The thickness of the armor can be increased by installing class modules on the ship - a multi-layer protective coating, which thicken armor percentage-wise.

Layered Plating Group

Layered Plating- (This plating increases the total number of armor hit points from 6% to 8%.

Modules of this group use 1 MW PG and do not require CPU=0

Energized Armor Layering Group– more efficient modules, but also more demanding in terms of equipment.

Energized Armor Layering Membrane- An improved version of the standard multi-layer armor plating. This plating increases the total number of armor hit points from 12.5% ​​to 15%.

Modules of this group use 1 MW PG and require a CPU of 20 to 30 Tf

Armor strengthening systems are passive.

They include modules that protect against all types of damage, as well as targeted ones that protect against one type of damage. Target modules have better protection characteristics than a module protecting against all types of weapons. The effectiveness of these modules can be increased by studying the Thermic / EM / Explosive / Kinetic Armor Compensation skills.

Resistance Plating Group. PG=1MW CPU=0

Adaptive Nano Plating- armor protection from EM, Therm, Kin, Expl damage from 8% to 25.75%

Target modules have protection characteristics per resist from 20% to 37%

EM Plating

Thermic Plating - Increases armor's resistance to Thermal weapons.

Kinetic Plating

Explosive Plating

Energized Plating Group. PG=1MW CPU=24…40Tf.

More efficient than the modules of the previous group.

Energized Adaptive Nano Membrane– armor protection from EM, Therm, Kin, Expl damage from 15% to 30.3%

Target modules have protection characteristics per resist from 32.5% to 46%

Energized EM Membrane- Increases armor resistance to EM weapons.

Energized Thermal Membrane- Increases armor resistance to Thermal weapons.

Energized Kinetic Membrane- Increases armor resistance to Kin weapons.

Energized Explosive Membrane- Increases armor resistance to Expl weapons.

Active armor protection systems.

Armor repair.

Armor Repairer- This module is used to repair armor damage. The module uses the energy of the capacitor for its operation.


Armor Hardeners – active.

Modules of this class increase the armor resistance of one type of weapon. They use a capacitor and are more effective means of protection than passive protective coating modules.

They have protection characteristics per resist from 50% to 64%

Armor EM Hardener- protection of armor from EM damage

Armor Thermal Hardener- protection of armor from Therm damage

Armor Kinetic Hardener- armor protection from Kin damage

Armor Explosive Hardener- protection of armor from Expl damage

This also includes the module discussed above, the so-called “suitcase” Damage Control– a universal module with protection against all types of damage for armor, shield and structure.

Armor strengthening module with intuitive redistribution of protection.

Reactive Armor Hardener- the module dynamically reacts to damage and gradually changes the armor’s resistance to various types of damage. Whichever type of damage is maximum, this characteristic of armor resistance is enhanced.

This module distributes 60% of resistance between four types of damage, starting with 15% for each.

This module has its own individual skill: Armor Resistance Phasing - reduces the duration of exposure to reactive armor enhancers by 10% per skill level and battery charge consumption by 5% per skill level.

Remote armor repair modules.

Installed in High connector. Consume capacitor energy.

Remote Armor Repair System- This module is used to repair damage to the target ship's armor.

The maximum effect from the use of modules is achieved when they are fitted to logistics ships.

Also, improving the characteristics of a ship's armor can be achieved by studying and using

Rigov section Armor Rigs

4. Shields - shields.


Ship fit and shields.

Plus protection with shields in their passive recovery with time. Therefore, like the capasitra, shields have two parameters: general shield volume And charging time shield As well as the shield’s resistance to various types of damage. The ship's shields in the basic version have a gap in protection against EM weapons (the armor has a hole in Explosive).

Shield recovery speed increases with increasing shield volume or when using special. modules that affect the acceleration of shield recovery.

Passive Recovery Rate The shield is not linear, like the capacitor, it has a peak at a shield volume of 30% (the recovery rate is 2.4 times higher than the average value) and dips closer to 0% and 100%. Those. with a whole (and almost zero) shield, we have a minimum recovery speed. And in the region of 30% shield volume, its recovery speed is maximum.

A basic increase in recovery speed and shield volume is achieved by learning skills Shield Operations And Shield Management.

Increasing the volume of the shield has one insignificant, but negative aspect, such as an increase in the ship’s signature (as a result, the ship receives more damage)

Shield modules can be divided into active(use a capacitor) and passive, as well as amplification (improves a characteristic) and redistribution modules (improves one characteristic by reducing another). Mostly shield modules fit into medium power connectors ((Med connector), except for redistribution modules - Low connector. Therefore, it is advisable to fit a ship with shields if it has a large number Med slots and there is a bonus for protection with shields (preferably)

Passive panel modules.

Shield Extenders

Shield Extenders– Modules that increase the volume of the shield. Increases the ship's signature.


Passive Shield Resistance Amplifiers

Passive modules that do not depend on the energy of the capacitor and increase resistance to one of the types of weapons 32.5% from to 46%. Efficiency can be improved by learning skills EM /Thermic/ Kinetic/ Explosive Shield Compensation

EM Ward Amplifier- Increases the shield's resistance to electromagnetic (EM) weapons.

Thermic Dissipation Amplifier - Increases the shield's resistance to Thermic weapons.

Kinetic Deflection Amplifier- Increases the shield's resistance to Kinetic weapons.

Explosive Deflection Amplifier- Increases the shield's resistance to Explosive weapons.

Shield recovery speed.

Shield Recharger- Increases shield recovery speed.

Shield Flux Coil- (Low connector). Increases shield recovery speed, while reducing its volume.

Shield Power Relay- (Low connector). Increases the shield recovery rate by reducing the capacitor recharging rate.

Power Diagnostic System– Installed in the Low connector (low power), the universal module increases the volume and speed of shield recharging, increases the volume and speed of capacitor recharging, increases the ship’s PG

Shield pumping amplifiers

Shield Boost Amplifier– Increases the effectiveness of Shield Booster modules

Active panel modules.

Fitting a ship with such modules involves using the energy of the capacitor.

Shield repair.

Shield Booster- Restores shield hit points through the active use of capacitor energy. It is advisable to use in combination with modules Shield Boost Amplifier

Ancillary Shield Booster– Emergency shield restoration module. Provides fast shield pumping. To pump up the shield, this module uses charges to pump up the ship's storage tank ( Cap Booster), and after the batteries are depleted, it will draw energy directly from the capacitor. Without batteries, it will quickly consume all the energy of the capacitor.

Active Shield Hardeners

These modules are similar in their effect to Shield Resistance Amplifiers in that they increase the degree of protection against damage from various types of weapons, and are superior to passive Resistance modules in terms of protection level

Amplifiers. They differ in that they require the energy of a capacitor and when turned off they provide a very slight improvement. To have a protection effect, the modules must work. AND

contain modules that protect against all types of weapons and modules for targeted protection against a specific type of weapon.

Adaptive Invulnerability Field- Increases the shield's resistance to all types of damage from 25% to 50%.

The protection effect of target modules ranges from 50%...60% depending on the module version.

E. M. Ward Field- Increases the shield's resistance to EM weapons.

Thermal Dissipation Field- Increases the shield's resistance to heat weapons

Kinetic Deflection Field- Increases the shield's resistance to kinetic weapons.

Explosive Deflection Field- Increases the shield's resistance to explosions

Damage Control– (Low connector). Increases the shield's resistance to all types of weapons (also works for armor and structure)

Remote shield repair modules.

Installed in High connector. Consume capacitor energy.

Shield Transporter- Module for remote pumping of shields of allied ships. It is better to fit logistics equipment onto ships, as well as similar modules for dist. armor repair

The game is very captivating, you don’t want to leave it at all, and the first few dozen claims accumulated for completing missions and killing mobs are already pleasing to the eye. But the ship is frail, the guns are weak, and it’s time to have more powerful drones... And you also need to accumulate a little more than a billion ISK as soon as possible in order to buy the long-awaited PLEX (paid account for a month), learn new skills, farm more complex ones, and not only "threes" and "fours".

Buying a ship: where and what to buy

When you start playing EVE, you immediately notice one feature of the economy: there are no NPCs who sell or buy something, all trade is carried out only between players. Sometimes you have to search for the required component for a long time, or fly through “zeros” in order to pay less at the desired station. It’s easier to immediately decide on the optimal place where you can make a purchase/sale transaction with the greatest profit. In any game there is a location, a kind of “mecca” of trade, where there is always a maximum of players and prices are acceptable for absolutely everything. In Lineage 2 this is Giran, in Archeage it is Mirage, and in EVE this place is Jita station.

It is here that in the general chat you can “catch” a bargain at a sometimes ridiculous price, or in the store you can find what you need at the best price. When going to Zhita, keep in mind: the online service there around the clock is off the charts, and if your computer is not very powerful, keep the settings to a minimum, otherwise you will get stuck tightly in the logs when approaching.
Finally we got it, we open a store and look for Vexor, this particular ship is the best option for a beginner but ambitious player. On Vexor, if you roll 3/10, with the right fit (details below) it can be completed in about 15 minutes, and then slowly. “Fours” bite more painfully, take longer, but carefully, and they can be farmed.

As soon as a ship is purchased, it must be insured immediately! This is not a whim, but a necessity, and we choose the largest platinum insurance: we will pay more, but if the ship dies, the bulk of the claims spent on Vexor will be returned. The insurance is valid for a month, at the end of this period you will definitely receive a letter with an offer to renew it.

The main components of a competent fit on Vexor

There is no such thing as a universal fit, especially since different ships do not have the same number of slots, and what is suitable for one will not “fit” into another. But in the fit for Vexor there is a list that is required.

1. Drones are Vexor's main weapon

You can release five drones at the same time, but it’s optimal to have ten with you in Drone Bay, five each medium and light. Until PLEX is enabled, heavy drones are not available, but properly selected ones, medium and light, are also not bad. Buy 5 pieces each of Federation Navy Hammerhead and Federation Navy Hobgoblin, the first medium, the second light. For convenience, the screenshots will always show skills that need to be learned IN ADVANCE before collecting a fit on Vexor.

Why are there twice as many drones? With hard farming, it is the drones that take the main damage; you can recall the damaged ones and call in new ones. Light drones are more mobile, fly up to the target faster and dodge better, but their damage is weaker. Medium drones hit harder, but collect more aggro. You can combine, produce three medium and two light, and vice versa.

2. Guns

We buy three 150mm Prototype Gauss Guns, because the Vexor can have three guns at once (some more expensive ships have a limit of only two). They require cartridges, they need to be purchased with a supply of thirty thousand at once - Antimatter Charge S.

3. Fast and free Vexor repair

You need special equipment, so-called “turnips,” to “heal” the ship and drones during a battle or a break. For the first goal - buy Medium Armor Repairer II, and to repair drones - Medium Remote Armor Repairer I. Of course, you can go to the station and do a complete repair there, but, firstly, it is not free, and secondly, it is much more convenient repaired directly in space. Both must be used very carefully and must be turned off in time, otherwise the capacitor will run dry. So as not to get confused and accidentally turn on the wrong thing, just remember: there are two rows of arrows on the “turnip” for drones.

4. Let's speed up, the enemy is on our tail!

It happens that you need to sharply increase speed when arriving or vice versa, flying away from the enemy (not to be confused with warp, when a ship moves a long distance in a few seconds). The required item for this is 50MN Quad LiF Restrained Microwarpdrive. The required skills are shown in the screenshot below.

5. Scanning space for invisible anomalies

It’s not just “green stuff” that novice players feed on, it’s time to look for hidden anomalies, or in other words, scan them. To do this, you need Core Probe Launcher I, the “plugs” for it are better to buy the most expensive ones available - Sisters Core, eight pieces. Their high cost will pay off with fast and accurate scanning of anomalies.

6. Protecting the ship from major types of damage

The main part of the fit that protects against damage is the “medical box”, don’t skimp and buy Damage Control II right away.

7. Collecting loot from “vreks”

This item is the most expensive after the ship, but it is highly recommended to buy it, it is extremely useful! It’s so tedious and time consuming to fly up to each “vrek” and check it for “loot”! A magical thing called Mobile Tractor Unit will attract “wrecks” to itself and “loot” everything that is in them. You just need to throw it into space, and when the “reservos” are all empty, take what you need from it, and don’t forget to put it back in the hold. The tractor is not a fit part, it fits like a load in the hold and does not require any special skills.


Fitting Venture

Then we will need to mine ore, put it if you are new to the game EVE online. To install it, download the skills: (Ore mining*) I recommend at least up to . The largest volume of production, 60 cubes, can be produced by T2 Mining Laser II*. Therefore, you need to strive to download it as quickly as possible.

Next you need to take care of improving production from asteroids, set: and download the skill: (Optimization of drilling equipment*) to and skill: (Ore mining*) to . (Increases production volume by reducing CPU volume) There are also T2 options that take a long time to download.

And so we already know how to dig, but to increase the speed of our Ventura we need to set: (125% acceleration) and learn the skills: (Afterburners*) on [ 1 ] and Basics of aerobatics* [ 1 ]. But I didn’t bother and immediately set the module to (505% acceleration). My speed was 2187 m/s, taking into account the pumped up skills.

The next module is this module is used to scan asteroids and obtain information about the ore content in each of them. Range (20 km) This covers the range of your mining lasers, whose range is from 10 to 12 km.

It also complements the middle slots, which complements the volume of armor and serves as additional fat against NPC NPCs.

Let's continue fit Venture and the last thing that can be installed on the Ventura are rigs. At your discretion, you can install modules: expand the volume of the shield or capacitor, insert rigs for various improvements.

I especially liked this layout:

1.) To increase the volume of the shield.
2.) on the speed of shield recovery.
3.) [Small Capacitor Control Circuit I*] can also be set to accelerate capacitor regeneration.



This is Ventura, the most minimal upgrade and the basic equipment that a beginner needs to quickly prepare a drilling frigate and start dripping.

When you are a beginner, you have one problem: you need to improve a bunch of skills, and 24 hours: without implants is a very long time. Because implants speed up skill leveling by 25%.

For mining on Missions under radiation conditions: we need a slightly different fit with a shield pumping module and an increased capacitor; we use drones for protection. As in the screenshot.

Venture

    High slots
  • x2 Miner II*
    1. x3 Mid slots
  • Medium F-S9 Regolith Compact Shield Extender*
  • ML-3 Scoped Survey Scanner*
  • 5MN Quad LiF Restrained Microwarpdrive*
    1. x1 Small slots
  • Mining Laser Upgrade II*
    1. x3 Rigs slots
  • Small Core Defense Field Extender I*
  • Small Core Defense Field Purger I*
  • Small Capacitor Control Circuit I*

  • But for me, it’s much more interesting to go through missions from Security Agents and in the process look through the Mining tab to see what valuable asteroids are found. Because for some missions they give up to five hours to complete, and during this time I manage not only to complete the task but also to extract quite expensive ore for sale: Kernite*, Pyroxeres*, Omber*, while I am in the zeros - a safe zone. Just a hop away from Jita, this is the local shopping hub.

    For experienced pilots, the information below will not be so useful, since they cannot live without it;), and beginners simply may not know, so watch, download, use =)

    Unlike many MMOs, the Eve Online client does not allow users to create any mods. To fill this gap, the game community has created a huge number of different applications. We will consider the best and most useful of them:

    #1 - EveHQ (all in one)

    EveHQ Features:

    - Monitoring server status;

    - View information about the character;

    - Advanced skill planner;

    - In-game integration (EveHQ modules are available through the game browser);

    - Backup EVE settings;

    - Generating character reports in HTML, XML, Text formats;

    - Logitech G15 keyboard support.

    EveHQ uses a plug-in system to provide additional functionality to the program. Eg:

    - Item Browser - a complete offline database of all EVE-Online items, their characteristics;

    - Data Converter - converter of CCP Data Export files into various formats;

    - Charecter Creation;

    - Map - Route planner for a regular class of ships, as well as for Capital class ships;

    - InEve Uploader - Uploading spell skills to InEve;

    - Assets - View and search for items, control both your character’s jack and the corporation’s jack (if the character has CEO or Director privileges);

    - CorpHQ - Your and corporate standings;

    - HQF - Fitting tool... The program allows you to both import and export fits into a similar program EF T.

    #2 - EVEMON

    EVEMon is a small standalone application for Windows designed to track the progress of EVE Online characters. You can view your current skills and attributes, what you are currently training for, and your ISK balance. EVEMon can monitor multiple characters from multiple accounts, so all changes can be monitored from the same simple interface.

    You can also plan your character's future development by setting a skill training plan; or even just play the “what if” mode with a detailed list of all the skills and a training schedule. Incorporate skill training into your training plan and the timing will be set automatically. EVEMon will take a closer look at your plans and recommend some time-saving skills for you to learn!

    EVEMon saves your character data in XML format or a text file. Your study plans can be shown to other EVEMon users, who can also give you advice on study plans. EVEMon automatically adds or removes skills from a plan when a plan file is uploaded by another user to set skill prerequisites or remove skills you have already learned.

    When your character's current training is complete, EVEMon notifies you with a desktop tray bubble, a sound effect, or even an automated email. Your plans are automatically updated according to your newly acquired skills!

    Applications you simply can’t live without

    Applications you simply can’t live without

    #3 - Capsuleer

    Applications you simply can’t live without

    Applications you simply can’t live without

    Application for iPhone, which allows you to follow the news, check the server status, watch videos and control your character.

    #4 - Wormhole Thingie

    A program for viewing wormholes, each of which is characterized by:

    - the maximum mass that it can pass at one time (limitation on the size of the spike);

    - the mass that it can miss in total before it closes in mass;

    - mass regeneration (yes! The mass of some wormholes is restored!!!);

    - lifetime (after this time from the moment of the first warp to the wormhall it will close);

    - the area from which it leads;