Eve Rig Slots

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Low slots are a category of module slot found on ships in EVE. Generally, low slots contain passive modules which improve ship performance. Armor tanking modules occupy low slots. Some low slot modules share purposes with mid slot modules, but the details of their use differ.

This page is a collection of all the types of modules that use low slots.

If your ship has 400 calibration points and 3 rig slots (as most T1 ships do), then you can fit 1, 2, or 3 rigs totalling 400 calibration points or less. The Scope Gallente Federation.

Armor tank

  • Most rigs have some other drawback associated with them; these penalties are reduced by training more levels in the associated rigging skill. Subsystems are special modules that are used to build T3 ships. Each T3 ship has five subsystem slots - Defensive, Electronic, Engineering, Offensive and Propulsion. Legion Subsystems Defensive.
  • Rigs are a special module slot that can't be unfit (you must destroy rig modules to unfit them). Rigs usually have a benefit at the cost of some other downside. They use a resource called Calibration instead of CPU or GPU.
  • Low slots are a category of module slot found on ships in EVE. Generally, low slots contain passive modules which improve ship performance. Armor tanking modules occupy low slots. Some low slot modules share purposes with mid slot modules, but the details of their use differ. This page is a collection of all the types of modules that use low slots.

These modules will repair, extend, and increase the resistance of your armor. See Armor Tanking for a detailed breakdown of these modules.

  • Armor Repair Systems
Active module which repairs armor at the end of its cycle.
Variation: Ancillary Armor Repair Systems
Active module that can be loaded with Nanite Repair Paste to very efficiently repair armor, but with a long reload time.
  • Armor Plates
Passive module which increases armor hit points by a fixed amount while increasing mass.
  • Layered Energized Membranes Membrane
Passive module which increases armor hit points by a percentage. Unlike Layered Coatings, these have a moderate CPU requirement.
  • Layered Coating
Passive module which increases armor hit points by a percentage. Not as effective as Layered Energized Membranes Membranes, but has minimal fitting requirements.
  • Armor Hardeners
Active module which increases armor resistance a great deal while using capacitor.
Variation: Reactive Armor Hardeners
Active module that by default gives a small boost to all resistances, but as the ship takes damage, it adjusts the resistance bonuses to the type of incoming damage.
  • Energized Membrane
Passive module which increases armor resistance a bit. Unlike Resistance Coating modules, these have a moderate CPU requirement.
  • Resistance Coating
Passive module which increases armor resistance a bit. Not as effective as Energized Membranes, but has minimal fitting requirements.

Compare to armor rigs.

Capacitor

These modules will increase the recharge rate of your capacitor, but have downsides.

  • Capacitor Flux Coils
Passive module which increases capacitor recharge rate while decreasing total capacitor energy.
  • Capacitor Power Relays
Passive module which increases capacitor recharge rate while decreasing the amount of shield restored by shield boosters.

Note that while flux coils increase your capacitor recharge rate by slightly more than power relays, they also decrease your capacitor capacity, and capacitor recharge rate is tied to capacitor capacity. This means that overall flux coils actually increase your recharge rate by less than power relays. Only use flux coils if you're active shield tanking.

Compare to mid slot capacitor modules and engineering rigs

Damage supplements

These modules will improve turret and missile weapon systems.

  • Ballastic Control Systems
Passive module which increases damage and rate of fire of missile launchers.
  • Gryostabilizers
Passive module which increases damage and rate of fire of projectile turrets.
  • Heat Sinks
Passive module which increases damage and rate of fire of laser turrets.
  • Magnetic Field Stabilizers
Passive module which increases damage and rate of fire of hybrid turrets.
  • Missile Guidance Enhancers
Passive module which improves missile flight time, flight speed, explosion radius, and explosion velocity.
  • Tracking Enhancers
Passive module which improves the optimal range, accuracy falloff, and tracking speed of all types of turrets.

Compare to missile launcher and turret rigs, and mid slot damage application modules.

Drone supplements

These modules improve the performance of drones.

  • Drone Damage Amplifier
Passive module which increases damage done by drones.
  • Omnidirectional Tracking Enhancer
Passive module which improves the optimal range, accuracy falloff, and tracking speed for all drones. Also improves range, explosion radius and explosion velocity for fighters from carriers.

EWAR

These modules affect your ship's ECM abilities or decrease your susceptibility to ECM.

  • Signal Amplifier
Passive module which improves sensor strength, scan resolution, targeting range, and maximum number of locked targets.
  • Signal Distortion Amplifier
Passive module which increases ECM jam strength and range. Only affects targeting jammers, not burst jammers.

Fitting

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These modules will help you extend your power grid or CPU.

  • CPU Upgrades
Passive module which increases CPU by a percentage.
  • Auxiliary Power Controls
Passive module which increases powergrid by a fixed amount.
  • Power Diagnostic Systems
Passive module which increases powergrid, capacitor recharge/capacity, and shield recharge/capacity by a small percent.
  • Reactor Controls
Passive module which increases powergrid by a percentage.

Auxiliary Power Controls are superior on frigates and destroyers, but any larger ship should use Reactor Controls or Power Diagnostic Systems. If only a little powergrid is needed, the extra bonuses to capacitor and shield recharge make Power Diagnostic Systems a fine choice.

Compare to engineering rigs.

Propulsion

These modules will increase your velocity and/or agility, or affect your warp drive.

  • Inertial Stabilizers
Passive module which increases agility while increasing signature radius.
  • Nanofiber Internal Structures
Passive module which increases agility and velocity while decreasing hull hit points.
  • Overdrive Injectors
Passive module which increases velocity while decreasing cargo space.
  • Warp Accelerators
Passive module which increases warp speed. No more than three of these modules can be fitted to one ship.
  • Warp Core Stabilizers
Passive module which increases warp core strength, making it more difficult to warp disrupt, while decreasing targeting range and scan resolution.

Injectors increase only velocity and reduce your ability to carry ammo, inertial stabilizers will increase your signature radius (and consequently your incurred damage) for a bit of agility. Nanofiber structures on the other hand, will provide both velocity and agility (very comparable to each individually) at the expense of structure. And honestly if you've reached a point where your structure is being hit, it doesn't matter how much you have.

For further discussion on speed modules refer to Stacking penalties. Compare to astronautic rigs.

Shield Tanking

These modules will increase the regeneration of shields, improving passive shield tanking.

  • Shield Flux Coils
Passive module which increases shield recharge while decreasing total shield hit points.

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  • Shield Power Relays
Passive module which increases shield recharge while decreasing capacitor recharge.

Power relays are great for passive shield tanking on Minmatar ships, as projectile weapons require no capacitor. Flux coils will deliver less recharge than they state, because of their reduction of total shields (remember that recharge time is independent of shield capacity, so as shield capacity is reduced, so is shield recharge). So with that said, shield power relays are the way to go for a passive shield tank, but neither should be used for an active shield tank.

Compare to shield rigs.

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Rig

Miscellaneous

These modules did not fit into the above categories.

  • Expanded Cargoholds
Passive module which increases cargo capacity at the expense of velocity.
  • Damage Controls
Passive module which greatly increases structure resistances as well as smaller increases to armor and shield resistances. Only one Damage Control module can be fit at a time.
  • Reinforced Bulkheads
Passive module which increases structure hit points by a percentage while decreasing cargo capacity and velocity. One of the few ways to increase a ship's hull tank.
  • Mining Upgrades
Passive module which increases mining laser yield while increasing CPU needs of mining lasers.
  • Ice Harvester Upgrades

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Passive module which decreases ice harvester cycle time while increasing CPU needs of ice harvesters.

See also

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