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EVE New Citizens Q&A

 
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High slot-mid slots-low slots?

Author
Markus Taggart
Imperial Academy
Amarr Empire
#1 - 2014-05-22 15:29:10 UTC
I see a lot of talk about the significance of slot locations on ships making them better or worse.
For instance I saw were the magnate was supposed to be one of the better frigates to use for exploration because it has (4) low slots.
What is the significance of the slot locations?
How does it help or hurt you if you don't have say the lower slots?

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Velicitia
XS Tech
#2 - 2014-05-22 15:43:03 UTC  |  Edited by: Velicitia
It depends on a number of factors that really can't be explained in a single reply.


In simplest terms, the Magnate (an Amarr frigate) is a good frigate with 4x low slots because the Amarrians typically armor tank (which uses low slots). With four low slots, you have room for a DCU*, Armor Repper, and two resist modules (e.g. EANM*, specific hardeners, etc), or maybe a Heat Sink, or armor plating, etc.

Low slots are also used by "special" modules, like the Nanos, Overdrive Injectors, Reinforced Bulkheads, Scanning Mods, etc.

* Acronyms:

DCU - Damage Control (also sometimes called "suitcase"). It's pretty much a "must have", as it gives you some decent resists in armor and shields ... AND 60% across the boards in hull.

EANM - Energized Adaptive Nano Membrane -- A passive resist module, gives omni resists to your armor.

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Tyrendian Biohazard
The Bastards
Sedition.
#3 - 2014-05-22 15:58:01 UTC  |  Edited by: Tyrendian Biohazard
Like pretty much everything in EVE, the answer is "it depends"

Edit: removed part of post because I messed up Magnate layout information and as stated below, it has exploration bonuses. I need to start learning amarr ships better.

To further discussion on the subject, shield tanked ships usually use modules in the mid slots, so something like a Heron might not have as good of tank since your mid slots will be filled up with exploration modules, and it has a lower number of low slots.

A simple breakdown of slots can be done this way (with variations of course)

High Slots - weapons, cloaks, remote repair units, other high power grid usage items
Mid Slots - Shield tanking modules, control modules (webs, warp scramblers, tracking disruptors, etc)
Low Slots - Armor modules, weapons upgrades

Depending on the balance of the ship, armor ships don't use a lot of mid slots, so they are free to use things that help their control as mention above. An armor tank ship might be slow, and have less DPS, but it can have a easier time applying its damage through webifiers, or target painters. Where a shield ship will normally be faster, and have higher DPS, but have a harder time applying its damage to the target.

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Ro Agaja
Republic Military School
Minmatar Republic
#4 - 2014-05-22 16:38:02 UTC
Magnate is good for explration because it has exploration bonuses. Not because of slots. Low slots are least usefull for exploration. In high sec you do not need to fight during exploration. But there are exploration moduyles, arrays, that are middle slots modules and there for for exploration ship it is better to have more middle slots, not high slots. Do not go into low sec or null if you are not looking for a fight. Exploration frigates are bad for solo fighting.
Paul Panala
School of Applied Knowledge
Caldari State
#5 - 2014-05-22 17:06:25 UTC  |  Edited by: Paul Panala
I see a lot of great replies already. I am going to try to keep this to a super simple rule of thumb, but as you dig deeper you will see there is more.

High Slots: Used for Weapons and many other projected effects
Med Slots: Used for tank on Shield tanked ships, also Propulsion, Capacitor mods, E-War and anit-EWar
Low Slots: Used for tank on Armor tanked ships, also attribute modifying (adding DPS, Speed, Cargo, etc.)
Rig Slots: Attribute modifying (there is a lot of overlap between rigs and low slots)

Having a lot of low slots gives you a lot of flexibility, you may be able to surprise someone with a fit they didn't expect.
Tau Cabalander
Retirement Retreat
Working Stiffs
#6 - 2014-05-22 17:19:51 UTC  |  Edited by: Tau Cabalander
Markus Taggart wrote:
I see a lot of talk about the significance of slot locations on ships making them better or worse.
For instance I saw were the magnate was supposed to be one of the better frigates to use for exploration because it has (4) low slots.
What is the significance of the slot locations?
How does it help or hurt you if you don't have say the lower slots?

If you are in a scanning ship, you will want to fit modules that enhance scanning.

Modules that enhance scanning go in the mid-slots:
* Scan Acquisition Array
* Scan Pinpointing Array
* Scan Rangefinding Array
http://games.chruker.dk/eve_online/market.php?group_id=1709

Analysers also go in the mid-slots, so you want a lot of mid-slots:
http://games.chruker.dk/eve_online/market.php?group_id=1718


http://wiki.eveuniversity.org/Exploration

Tanking:
https://forums.eveonline.com/default.aspx?g=posts&m=3844723#post3844723
https://forums.eveonline.com/default.aspx?g=posts&m=4233022#post4233022
Leafar Nightfall
Silent Owls
#7 - 2014-05-22 19:02:11 UTC
I think people might like the magnate because it can fit multiple nanofiber structure modules, warp core stabilizers or expanded cargo holders (mostly for data sites that have more volumous, althought not more valuable, loot)

I prefer the Heron since it can fit data and relic analyzers, prop mod and one or two scanning modules

It depends on your playstyle
Xercodo
Cruor Angelicus
#8 - 2014-05-22 20:39:13 UTC
Paul Panala wrote:
I see a lot of great replies already. I am going to try to keep this to a super simple rule of thumb, but as you dig deeper you will see there is more.

High Slots: Used for Weapons and many other projected effects
Med Slots: Used for tank on Shield tanked ships, also Propulsion, Capacitor mods, E-War and anit-EWar
Low Slots: Used for tank on Armor tanked ships, also attribute modifying (adding DPS, Speed, Cargo, etc.)
Rig Slots: Attribute modifying (there is a lot of overlap between rigs and low slots)

Having a lot of low slots gives you a lot of flexibility, you may be able to surprise someone with a fit they didn't expect.


To elaborate on this a little...

Shield ships might be prefered when doing PVE because you can out all of your tank into the mids and use majority, if not all of your lows to fit damage mods or tracking enhancers.

Armor ships are prefered for PVP because their buffer tanks has a lot of raw HP to deal with, and while the armor does have to compete with damage mods for valuable low slots, the armor ships tend to have more low slots to begin with. They are then free to use their mids to fit vital afterburners or microwarpdrives that a PVPer would use to dictate his engagement range. Or fit warp scramblers and webs so that the target can't escape.

One thing to note is that every highslot is NOT a turret or missile slot. Sometimes you have a ship that has 7 highs with 5 missiles and 2 guns, or vice versa. Sometimes you have a ship with 6 highs, 5 guns, and no missiles. In this case the 6th highslot is called a "Utility High" and is where we fit things like cloaks, salvagers, tractor beams, probe launchers, and in PVP maybe fit a energy vampire or energy neutralizer.

It's also worth mentioning that all the fitting mods have low slot version if not are low slot only. Examples of low-only mods are reactor controls for increasing power grid and Co-processors for increasing CPU. There's capacitor and shield mods that can go in these slots too for major benefit. But they have mid slot variations too. In the case of shields these low slot mods only apply to passive tanks because they affect shield recharge and HP values. Keep mindful of using shield or capacitor relays. They have a great gain to their respective type, but cause significant penalties to each other.

For example the T2 capacitor power relay gives a big 24% boost to cap regen, but has a 11% shield booster penalty: https://wiki.eveonline.com/en/wiki/Capacitor_Power_Relay_II

The Drake is a Lie