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EVE New Citizens Q&A

 
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Turrets/hardpoints/high slots

Author
Grakulus Silmaril
Native Freshfood
Minmatar Republic
#1 - 2012-01-05 11:30:29 UTC
Hello, I'm slightly confused as to fitting my ships in relation to turrets and high slots. If I have a couple of high slots. they are signified by the white "tri" symbol as available for guns etc. However if for example the Reaper rookie ship is listed as :

Low slots : 1
Med slots : 1
High slots : 2
Launcher hardpoints : 0
Turret hardpoints : 2

Are those Turret hardpoints the same fixing points as the two high slots? I.e. can I fit 6 or 4 modules/guns to that ship? Or, is it the case that certain pieces of kit count as turrets and take up a high slot too?

My question above has ended up really badly phrased, but I hope you see what I mean.
Cheers
Defecanda
Federal Navy Academy
Gallente Federation
#2 - 2012-01-05 11:33:17 UTC
Grakulus Silmaril wrote:
Hello, I'm slightly confused as to fitting my ships in relation to turrets and high slots. If I have a couple of high slots. they are signified by the white "tri" symbol as available for guns etc. However if for example the Reaper rookie ship is listed as :

Low slots : 1
Med slots : 1
High slots : 2
Launcher hardpoints : 0
Turret hardpoints : 2

Are those Turret hardpoints the same fixing points as the two high slots? I.e. can I fit 6 or 4 modules/guns to that ship? Or, is it the case that certain pieces of kit count as turrets and take up a high slot too?

My question above has ended up really badly phrased, but I hope you see what I mean.
Cheers



A slot is generic to any module requiring a high/med/low slot to fit. A hardpoint is a constraint to allow only X amount of turrets/launchers. Therefore, if you have 4 highslots and only 1 turret hardpoint and one launcher hard point, you can only fit 1 turret, 1 launcher, and something else in the other two. Suggestion: Ditch the noob ship, they are free and do nothing.

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Amun Khonsu
School of Applied Knowledge
Caldari State
#3 - 2012-01-05 11:33:38 UTC  |  Edited by: Amun Khonsu
Weapon modules will fit in your high slots (guns, launchers, etc)

Turret hardpoints indictate how many guns you can fit in your highs as opposed to launcher hardpoints that tell you how many missile launchers you can have.

So in your case, you have 2 high slots with 2 of those high slots being 'turrent' high slots. It means you can fit 2 guns in your high slots.

Mid slots are for defensive modules and electronic modules. You can fit 1 in your case.

Lows are for some armor defense modules or modifier modules (such as damage control or tracking enhancer etc.) In your case you can fit one module on the low as well.

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Mara Rinn
Cosmic Goo Convertor
#4 - 2012-01-05 12:16:26 UTC
Amun Khonsu wrote:
So in your case, you have 2 high slots with 2 of those high slots being 'turrent' high slots. It means you can fit 2 guns in your high slots.


Just to nitpick a little, it's not so much that two of the high slots are turret high slots, as much as the ship supports any two high slots being used for turret weapons.

There are ships out there which support turrets and launchers, but do not have enough high slots to fit the full complement of both. Thus the pilot wold have to make a choice between (for example) three turrets and one missile launcher, two turrets and two launchers, or three missile launchers and one turret.
Grakulus Silmaril
Native Freshfood
Minmatar Republic
#5 - 2012-01-05 12:24:45 UTC
Thanks for the help.
J'Poll
School of Applied Knowledge
Caldari State
#6 - 2012-01-06 10:00:52 UTC
As replied before:

Turret hardpoints: This gives the amount of turret based weapons you can fit on your ship.
Launcher hardpoints: This gives the amount of launcher based weapons you can fit on your ship.

High-slots: Used for weapons or utility stuff (e.g. cloak, shield/energy/cap transfer, probe launcher, etc).
Mid-slots: Used for shield tanking, capacitor enhancing, propulsion mods or electronic warfare modules
Low-slots: Used for armor tanking, capacitor enhancing or damage modifiers.

Rigs: Can be used for a large range of stuff, keep in mind rigs do have a drawback, can't be uninstalled without breaking them and you need the right size for the ship (Frig + Destroyer = small, Cruiser + BC = medium, BS and above = large). Also each rig has a certain calibration point, these are subtracted from the ships calibration point total so you can't fit just every possible set of rigs.



For instance the drake:

8 high-slots with 7 launcher hardpoints mean you can fit 7 launchers and still have 1 high-slot spare to put a utility mod in the last high slot.

6 mid-slots which are mainly used to put your shield tank in and maybe some propulsion / E-war mods depending on what you are using it for.

4 low-slots which are mainly used to put damage modifiers in it.

3 rig slots which are used mainly to enhance the weapons or the shield tank.

kind regards,

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