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EVE New Citizens Q&A

 
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Fitting Newbie

Author
Jacob Heart
Ministry of War
Amarr Empire
#1 - 2012-07-12 17:12:21 UTC
I am confused by the turret high power slots.

Currently I am in a Sigil and using it for mining. The sigil shows two turrent high power slots. I have a Miner II in the first slot, and if I attempt to drop a laser or some other turrent weapon into the second spot it tells me to shove it up my back side. wtf?

Thanks
Ottersmacker
Genos Occidere
HYDRA RELOADED
#2 - 2012-07-12 17:23:08 UTC  |  Edited by: Ottersmacker
A high slot is not necessarily a turret slot.
The Sigil has two highs, but can only fit one turret.

Look into the fitting screen and ship attributes for turret/launcher slots, you'll find that it's common for many ships to have more highs ("utility highs") than they can fit turrets/launchers.

i just locked an open door.. strange, yet symbolically compelling.

Vellen Thoss
The Scope
Gallente Federation
#3 - 2012-07-12 17:24:00 UTC
Jacob Heart wrote:
I am confused by the turret high power slots.

Currently I am in a Sigil and using it for mining. The sigil shows two turrent high power slots. I have a Miner II in the first slot, and if I attempt to drop a laser or some other turrent weapon into the second spot it tells me to shove it up my back side. wtf?

Thanks


The sigil only has one turret hardpoint, so only fits one mining laser.
Jacob Heart
Ministry of War
Amarr Empire
#4 - 2012-07-12 17:28:38 UTC
So whats the second slot for if I cannot put a turret in it?
Vellen Thoss
The Scope
Gallente Federation
#5 - 2012-07-12 17:32:46 UTC
Jacob Heart wrote:
So whats the second slot for if I cannot put a turret in it?


Anything that requires a high slot that isn't a turret or launcher.
Fidelium Mortis
Minor Major Miners LLC
#6 - 2012-07-12 18:02:10 UTC
More importantly, don't mine in a sigil, you'll yield a lot more ore using a frigate or cruiser with a mining bonus. If you're really intent on mining, find a quiet system with very little traffic, and jet-can mine in a bonused frigate/cruiser and use your sigil to haul in the ore. Using a secondary account to haul is much safer and will improve your yield even more.

ICRS - Intergalactic Certified Rocket Surgeon

Lost Greybeard
Drunken Yordles
#7 - 2012-07-12 18:03:52 UTC
Jacob Heart wrote:
So whats the second slot for if I cannot put a turret in it?


Generally speaking, high slots left over after subtracting the number of turret hardpoints and launcher hardpoints are called "utility slots", so for future reference if you see that you now know what that means.

Things you can put in them includes:

-Cloaking devices
-Salvagers (yes, I know the picture makes it look like these are turrets)
-Tractor Beams
-Drone Range Extenders
-Remote Repair modules (armor, shield, or capacitor "healing" for another ship)
-Energy neutralizers (neut)
-Energy vampires (nos)
-Scanner Probe launcher bays
-nothing (if you don't have any fitting left)

Note: You can also put these in non-utility slots (i.e. equip them even if you have more launcher/turret hardpoints).
Another Note: If you're mining into a jet-can the tractor beam could be useful, if you're in low/null sec the cloak is useful, and if you're doing mining anomalies (gravimetric) or working in w-space you pretty much have to have a probe launcher bay.
Jacob Heart
Ministry of War
Amarr Empire
#8 - 2012-07-12 18:18:12 UTC
Fidelium Mortis wrote:
More importantly, don't mine in a sigil, you'll yield a lot more ore using a frigate or cruiser with a mining bonus. If you're really intent on mining, find a quiet system with very little traffic, and jet-can mine in a bonused frigate/cruiser and use your sigil to haul in the ore. Using a secondary account to haul is much safer and will improve your yield even more.


Actually the large capacity and slow mining of the sigil is perfect for my situation. At least perfect within my current skill capabilities which are very minimal. I want it to mine in background for a long time then once an hour or so I do a quick pop to the closest base and sell. Not planning on staying in the sigil forever. ;-)
Jacob Heart
Ministry of War
Amarr Empire
#9 - 2012-07-12 18:19:46 UTC
Lost Greybeard wrote:
Jacob Heart wrote:
So whats the second slot for if I cannot put a turret in it?


Generally speaking, high slots left over after subtracting the number of turret hardpoints and launcher hardpoints are called "utility slots", so for future reference if you see that you now know what that means.

Things you can put in them includes:

-Cloaking devices
-Salvagers (yes, I know the picture makes it look like these are turrets)
-Tractor Beams
-Drone Range Extenders
-Remote Repair modules (armor, shield, or capacitor "healing" for another ship)
-Energy neutralizers (neut)
-Energy vampires (nos)
-Scanner Probe launcher bays
-nothing (if you don't have any fitting left)

Note: You can also put these in non-utility slots (i.e. equip them even if you have more launcher/turret hardpoints).
Another Note: If you're mining into a jet-can the tractor beam could be useful, if you're in low/null sec the cloak is useful, and if you're doing mining anomalies (gravimetric) or working in w-space you pretty much have to have a probe launcher bay.


Thank you! This is very helpful.
Oraac Ensor
#10 - 2012-07-14 10:50:10 UTC  |  Edited by: Oraac Ensor
Lost Greybeard wrote:
Jacob Heart wrote:
So whats the second slot for if I cannot put a turret in it?


Generally speaking, high slots left over after subtracting the number of turret hardpoints and launcher hardpoints are called "utility slots", so for future reference if you see that you now know what that means.

Things you can put in them includes:

-Cloaking devices
-Salvagers (yes, I know the picture makes it look like these are turrets)
-Tractor Beams
-Drone Range Extenders
-Remote Repair modules (armor, shield, or capacitor "healing" for another ship)
-Energy neutralizers (neut)
-Energy vampires (nos)
-Scanner Probe launcher bays
-nothing (if you don't have any fitting left)

Note: You can also put these in non-utility slots (i.e. equip them even if you have more launcher/turret hardpoints).
Another Note: If you're mining into a jet-can the tractor beam could be useful, if you're in low/null sec the cloak is useful, and if you're doing mining anomalies (gravimetric) or working in w-space you pretty much have to have a probe launcher bay.

Am I wrong in thinking that tractor beams need a turret slot?
Vellen Thoss
The Scope
Gallente Federation
#11 - 2012-07-14 12:18:16 UTC
Oraac Ensor wrote:
Lost Greybeard wrote:
Jacob Heart wrote:
So whats the second slot for if I cannot put a turret in it?


Generally speaking, high slots left over after subtracting the number of turret hardpoints and launcher hardpoints are called "utility slots", so for future reference if you see that you now know what that means.

Things you can put in them includes:

-Cloaking devices
-Salvagers (yes, I know the picture makes it look like these are turrets)
-Tractor Beams
-Drone Range Extenders
-Remote Repair modules (armor, shield, or capacitor "healing" for another ship)
-Energy neutralizers (neut)
-Energy vampires (nos)
-Scanner Probe launcher bays
-nothing (if you don't have any fitting left)

Note: You can also put these in non-utility slots (i.e. equip them even if you have more launcher/turret hardpoints).
Another Note: If you're mining into a jet-can the tractor beam could be useful, if you're in low/null sec the cloak is useful, and if you're doing mining anomalies (gravimetric) or working in w-space you pretty much have to have a probe launcher bay.

Am I wrong in thinking that tractor beams need a turret slot?



They should. But they technically aren't.