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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 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. Jump to: navigation , search. Category : Fitting.
Namespaces Page Discussion. Views Read View source View history. This page was last edited on 28 May , at 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.
They operate at 1km optimals and 4km falloffs. Their high DPS but low tracking speeds make them ideal for use against large, slower targets like battleships and stationary targets.
Heavy drones will do very little damage to small fast-moving targets such as frigates. They are also very slow, and will take quite a while to cover large distances.
The Gecko was a special drone given out during an event in early There is currently a large limited quantity of these drones available.
They use the Dragonfly Fighter Drone model, and also use twice the bandwidth and drone bay of a normal heavy drone 50 Mbits and 50 m3 respectively.
They do not benefit from any Racial Drone Specialization skills. They have the same skill requirements as a normal T1 heavy drone.
Gallente combat drones deal out the highest damage, but have the slowest velocities and tracking speeds. Minmatar drones have the highest velocities and tracking speeds, but deal the least amount of damage.
Caldari drones do more damage than Amarr and Minmatar, but are also slower than those two. Amarr drones have higher velocities and tracking speeds than Gallente and Caldari, but deal less damage than those two.
Amarr and Caldari drones all have the most total HP. They have the same total HP at each size category. Caldari and Minmatar drones have more shields than armor, while Amarr and Gallente drones have more armor than shields.
And, of course, each race's drones specialize in one type of damage: Gallente-thermal, Caldari-kinetic, Minmatar-explosive, and Amarr-EM.
The key point is to know your potential enemy's weaknesses, and then load the drones that emphasize strengths against those enemy vulnerabilities.
Use EVE-Survival. They did the least amount of damage compared to all other drones. This position is now occupied by the Minmatar drones. The Amarr and Minmatar drones are, however, quite fast, and they have high tracking, allowing them to keep up with faster or smaller targets.
Many people consider Gallente drones, due to their high DPS, to be the "general purpose" or "default" drone to use.
Certainly, Gallente drones deal out relatively high thermal damage, but remember that they are also the slowest drones - if they can't keep up with fast targets, their value will be reduced.
And if a target has high thermal resists, your Gallente drones won't do much damage. In short, don't make broad assumptions about which drone types to use.
Do your homework, and select the best mix for the expected combat situation. However, instead of orbiting the target ship, they stay where they have been deployed and fire at their enemies from long range.
They are, in effect, robotic snipers. They have varying ranges and falloffs that are much longer than their heavy attack cousins.
However, they have low tracking speeds and are immobile once deployed. Sentry drones also require some more skills than the other drones talked about so far.
Skills required:. As of the Kronos expansion, sentry drones do need, and obtain bonuses from, the racial Drone Specialization skills, just like light, medium and heavy combat drones.
The ranges and falloffs of the different racial types of sentry drones vary - this is different than ranges for standard combat drones, which do not vary by race.
The Gallente sentry drone Garde does the highest damage and tracking, but has the shortest range. The Caldari sentry drone Warden has the longest range but lower damage and tracking.
Amarr Curator and Minmatar Bouncer sentries operate at moderate range and damage, relatively speaking. They do gain the benefit of Racial Drone Specialization skills, but otherwise they have the same damage and damage multipliers.
The real strength of Tech 2 Sentry Drones is in their increased tracking and range. If you have the drone bay space, it's useful to carry more than one flight of sentry drones, for when you moved too far away from them and can't recall them remember they can't move, so they can't fly to you - if you need to get out in a hurry you might have to leave them.
Having a choice of sentry drones is also useful for when you need to shoot at different ranges. Aside from combat and support model drones, these drones exist purely to mine ore from asteroids.
Harvester mining drones yield an extra seven cubic meters per cycle over its tech 2 cousin, at the expense of going half as fast. However, they are now very rare, and extremely expensive.
One of the random drops from these killed freighters would be these drones. Experienced miners know that Harvester mining drones, while able to mine a slightly larger volume, are not worth their exorbitant cost, since they fly at much slower speeds.
By coordinating fleet drone usage, it becomes an easier task for everyone. Advanced drones require higher level skills, and won't be covered in detail in this introductory class.
If you are curious, be sure to attend the Drones class to learn more. Advanced drones come in several varieties, as follows:.
For more information on advanced drones, see the syllabus for the Drones class. There are also 'drones' that can be encountered in missions or in wormhole space that will oppose pilots in combat: Rogue Drones and Sleepers.
It's by far the most effective drone support skill; every other level in it is like having another drone. It replaced a previous skill that actually gave you one extra drone in space per level, but this had some major lag issues in big fights, so it was changed to an equivalent bonus to drone damage.
If you only ever train one drone support skill, make it Drone Interfacing. Drone Durability - makes your drones tougher and harder to kill.
Useful if you find your drones dying quite a lot. Drone Navigation - makes your drones faster when they are using their microwarpdrive.
It doesn't affect non-MWD speed, so it doesn't affect how much damage your drones do. Teachers note in case people ask: it used to have a bug that made your drones do less damage, but this has now been fixed.
Useful to get your drones places faster. Drone Sharpshooting - increases the range at which your drones can shoot effectively.
Great for Sentry Drones, still useful to allow your drones to get into range faster. Drone Avionics - it unlocks one of the drone modules the Drone Link Augmentor module , and it also gives you a bigger drone control range for all drones.
We'll cover drone control range in a minute. Advanced Drone Avionics - it unlocks EWAR drones, but possibly more importantly, and it also gives you a bigger drone control range for all drones.
Drone Damage Amplifier - a low-slot module introduced with the Inferno expansion, it simply increases the damage your drones deal.
Fitting more than one will suffer from stacking penalties, just like other low-slot damage modules. Very effective in specialised drone ships.
Drone Link Augmentor - a high slot module, increases your drone control range by a lot. Remember that the further you send your drones, the longer they will take to get there.
Drone Navigation Computer - a mid-slot module that increases the thrust gained from your drones' microwarpdrive.
Because it increases thrust, instead of directly increasing speed boost, it is more effective in lighter drones. You will gain a much bigger effect from this module for light combat drones than you will for heavy combat drones.
Omnidirectional Tracking Link - a mid-slot module that increases your drones' tracking speed and optimal range.
Great for sentry drones, less used for other drones although it can still add some damage, especially if you use your drones against smaller ships than intended e.
These can be fit with Tracking scripts, just like turret tracking computers. Omnidirectional Tracking Enhancer - a low-slot module introduced with the Kronos expansion, it is very similar to the Omnidirectional Tracking Link, with slightly different stats.
They cannot use Tracking scripts, just like turret tracking enhancers. Drone Control Unit - a module that can only be fitted to capital ships that gives you the ability to launch one extra drone more importantly, one extra fighter or fighter-bomber in space.
There are also eight different drone rigs that can be fitted to your ship with various effects on your drones. There is a range limit to your drones.
The basic drone control range is 20,m or 20km. Training both these skills to V will give you a drone control range of 60km.
This is always the distance from your ship, to your drones and to your target even if you assign your drones to someone else.
If your drones are further away than this you cannot order them to engage, mine, assist or guard anything, and if the target is further away than this you cannot order your drones to engage, mine, assist or guard that target.
Remember this drone control range is only the range at which you can give orders, and that drones operate semi-autonomously.
If for some reason your drones do become further away than your drone control range, they will happily continue doing what they are doing autonomously.
For example, if you set your drones to attack a target that subsequently moves away, your drones will continue attacking that target even if it moves out of your drone control range.
You can order drones to return either to orbit, or to drone bay so long as they are within km of you. Once your drone s are further away than this km, you can't even do that - and if their target is destroyed or warps off then they will become abandoned, and you will have to go and get them.
Watch out when setting drones to attack fast-moving targets such as interceptors. They move at extremely high speeds, which means your drones will often need to activate their microwarpdrives to catch up with them.
It appears the drones cannot activate their microwarpdrives when they are outside your drone control range not too sure of the exact range, but I assume it is your drone control range.
If their target is too far away they will instead become Idle and start making their way slowly back to you, without using their microwarpdrives.
With intensive drone skill training, and by fitting drone modules and rigs, you could theoretically extend your drone control range to over km.
Using non-sentry drones as extended-range snipers is not very effective, however, as it takes a lot of time for even the fastest drones to travel long distances - it would take half a minute for the speediest drones, Tech II Warriors, to reach the target at such long range.
Most drone boat pilots try to establish an effective drone control range of about km. Most drone engagements for pilots with typical drone skill levels occur between km.
Sentry drones, on the other hand, benefit greatly from extended range. They have very long ranges, allowing for easy sniping.
Most new players use drones in a rather ham-fisted fashion. They fly into a mission room, deploy drones, target enemies, order drones to engage, and see what happens.
This can be effective in simpler missions - but can also be a disaster in more complex situations. Understanding how to engage and control your drones effectively will maximize your chances of success - or survival.
Look at your drone control window. This should be placed on your screen where it is easily accessible, especially if you are a drone boat pilot.
Many pilots put this in the lower right corner, but you can place it anywhere as long as it won't be cluttered behind your overview or other windows.
To launch your drones, you need to right-click on the desired drones within the 'Drones in Bay' section of the drone window, and select 'Launch Drones'.
To make launching multiple drones faster, you can add drones to groups to do this, right-click on a drone in the drone bay and select Move Drones.
Note that you cannot launch more drones than your ship bandwidth allows. To know your ship's bandwidth, right-click on your ship in space, click the "Show Info" option and select the "attributes" tab.
If you try to launch more drones than permitted for example, if you add six drones to a group and then try to launch the group you will still launch all the drones you can, and then also get an error message saying you can't launch that many in space.
The 'Launch Drones' command cannot be keybound. In the upper left corner of your drone control window, you will see a square consisting of horizontal parallel lines.
Left-click on this square, and you will see the " Drone Settings " option. You will see options for Passive vs.
Changing the options in this window will set the default behavior for your drones. The Passive option will keep your drones under your direct control - with this option selected, your drones won't automatically attack when you are being aggressed by another entity.
They will continue to orbit and remain idle until directed otherwise by you. These modules will reduce the velocity of enemy ships and prevent them from warping.
See Tackling Guide. Jump to: navigation , search. Category : Fitting. Namespaces Page Discussion. Views Read View source View history.
This page was last edited on 19 July , at