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EVE New Citizens Q&A

 
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Newbie quesion on high slots and hardpoints

Author
Mefune Akira
#1 - 2012-04-22 18:26:23 UTC
Hi all. Just started and loving the game.

One thing I cant seem to wrap my ignorant head around is how can I tell what I can add to High Slots, without any Hardpoints assigned to the ship?

I have a Badger II. It has 2 High Slots and no hardpoints. I can add a Miner II and a probe launcher. How was I able to add a Miner Turret, without turret hardpoints and if I can add one without turret hardpoints, why cant I add 2 miner turrets then?


I Appropriate any help.
Cameron Zero
Sebiestor Tribe
#2 - 2012-04-22 18:34:51 UTC  |  Edited by: Cameron Zero
If you take a look at the fitting window, you'll see a series of small rectangular "dashes" arrayed around. (I realise this is rather vague, but I'm hoping you'll understand when you see it.) If the "dashes" are lit up, then you have a spot for a weapon. The left side is for gun turrets. The right side for missile launchers.

Check out this picture:

http://wiki.eveonline.com/en/wiki/File:NewFittingScreen.PNG

See the gun turret icon above the high slots? There's a missile launcher icon around to the right (above the mid-slots, to the right of the highs). The lit up boxes show that this ship has 3 guns and 3 launcher hard points left.

"I've seen things you people wouldn't believe. Attack ships on fire off the shoulder of Orion. I watched C-beams glitter in the dark near the Tannhauser Gate. All those moments will be lost in time, like tears in rain. …"

Mefune Akira
#3 - 2012-04-22 18:50:19 UTC  |  Edited by: Mefune Akira
Cameron Zero wrote:
If you take a look at the fitting window, you'll see a series of small rectangular "dashes" arrayed around. (I realise this is rather vague, but I'm hoping you'll understand when you see it.) If the "dashes" are lit up, then you have a spot for a weapon. The left side is for gun turrets. The right side for missile launchers.

Check out this picture:

http://wiki.eveonline.com/en/wiki/File:NewFittingScreen.PNG

See the gun turret icon above the high slots? There's a missile launcher icon around to the right (above the mid-slots, to the right of the highs). The lit up boxes show that this ship has 3 guns and 3 launcher hard points left.


Yep. I did see that and understand it. Thank you for replying.

However, I'm asking how can I view whats available when using Show Info when buying a new ship on the market? For example, I see the Hulk has 3 High Slots, but no hardponts in the info window - So how can I tell if it can use 3 mining turrets without see it in the fitting window?
MadMuppet
Critical Mass Inc
#4 - 2012-04-22 19:32:58 UTC
The Badger MkII does list a turret hard-point under the fittings tab when you 'show info' .

The Hulk is a bad example however as it is kind of a specialized ship that fits strip miners which are not considered turrets (you cannot put a 'Miner 1' on a Hulk for example because mining lasers are considered turrets... it throws you an warning message).

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

Mefune Akira
#5 - 2012-04-22 20:00:55 UTC
Thank you all very much. Attention
Xercodo
Cruor Angelicus
#6 - 2012-04-22 20:12:52 UTC
Also it's worth noting that Showing Info on your ship will reflect the amount of turret hardpoints it has left. Meaning that if you show info on your own badger after having fit the miner it will in fact read 0 turrets. Showing info on a market badger however will show you the base number of 1 as you'd expect.

The Drake is a Lie

MadMuppet
Critical Mass Inc
#7 - 2012-04-22 20:30:29 UTC
Xercodo wrote:
Also it's worth noting that Showing Info on your ship will reflect the amount of turret hardpoints it has left. Meaning that if you show info on your own badger after having fit the miner it will in fact read 0 turrets. Showing info on a market badger however will show you the base number of 1 as you'd expect.


Good point, I had forgotten about that bit.

This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.

"If you are part of the problem, you will be nerfed." -MadMuppet

Tau Cabalander
Retirement Retreat
Working Stiffs
#8 - 2012-04-22 22:25:47 UTC  |  Edited by: Tau Cabalander
Typically on any Industrial you will want a Small Tractor Beam for use on jetcans and the odd wreck, and a Salvager.

An Industrial used in a mining operation might be fitted with two Small Tractor Beams.

A prototype or improved cloaking device and a probe launcher is also a possibility (especially for w-space operations).

Generic high-slot modules :
* Turrets, require a turret hardpoint.
* Missile Launchers, require a launcher hardpoint.
* Mining lasers (not strips), requires a turret hardpoint.
* Gas harvester, requires a turret hardpoint.
* Small Tractor Beam. No hardpoints required.
* Salvager. No hardpoints required.
* Smartbomb. No hardpoints required.
* Prototype or Improved Cloaking Device. No hardpoints required.
* Drone Link Augmentor. No hardpoints required.
* Cynosural field generator. No hardpoints required.
* Probe launchers. No hardpoints required.
* Remote shield, armor, energy transporters. No hardpoints required.
* Energy neutralizers (neut) and drains (nos). No hardpoints required.
* Automated targeting systems.

Specialized high-slots that require a bonused ship:
* Bomb launcher.
* Interdiction sphere launcher.
* Covert Ops Cloaking Device.
* Covert Cynosural Field Generator.
* Strip mining lasers.
* Warp Disruption Field Generator.
* Gang links (fleet bonus modules).
* Covert Jump Portal Generator.

Specialized high-slots that require a bonused capital ship:
* Drone Control Unit.
* Capital tractor beam.
* Clone vat bay.
* Siege module.
* Triage module.
* Industrial module.
* Doomsday device.
* Remote ECM burst.
* Jump Portal Generator.

I think that about covers it.
J'Poll
School of Applied Knowledge
Caldari State
#9 - 2012-04-23 00:01:11 UTC
Tau Cabalander wrote:
Typically on any Industrial you will want a Small Tractor Beam for use on jetcans and the odd wreck, and a Salvager.

An Industrial used in a mining operation might be fitted with two Small Tractor Beams.

A prototype or improved cloaking device and a probe launcher is also a possibility (especially for w-space operations).

Generic high-slot modules :
* Turrets, require a turret hardpoint.
* Missile Launchers, require a launcher hardpoint.
* Mining lasers (not strips), requires a turret hardpoint.
* Gas harvester, requires a turret hardpoint.
* Small Tractor Beam. No hardpoints required.
* Salvager. No hardpoints required.
* Smartbomb. No hardpoints required.
* Prototype or Improved Cloaking Device. No hardpoints required.
* Drone Link Augmentor. No hardpoints required.
* Cynosural field generator. No hardpoints required.
* Probe launchers. No hardpoints required.
* Remote shield, armor, energy transporters. No hardpoints required.
* Energy neutralizers (neut) and drains (nos). No hardpoints required.
* Automated targeting systems.

Specialized high-slots that require a bonused ship:
* Bomb launcher.
* Interdiction sphere launcher.
* Covert Ops Cloaking Device.
* Covert Cynosural Field Generator.
* Strip mining lasers.
* Warp Disruption Field Generator.
* Gang links (fleet bonus modules).
* Covert Jump Portal Generator.

Specialized high-slots that require a bonused capital ship:
* Drone Control Unit.
* Capital tractor beam.
* Clone vat bay.
* Siege module.
* Triage module.
* Industrial module.
* Doomsday device.
* Remote ECM burst.
* Jump Portal Generator.

I think that about covers it.


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