Much-Maligned Modules

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Yeah using auto targetters for the extra targetting slot while not that commonly used does have many useful and perfectly valid applications for where more lock slots are desireable.
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While cap batteries are certaintly niche use, there are certain instances where they are flat out better than cap rechargers. This is generally found on PvE proteus's and legions, though I have also seen them on an ishtar before as well, where 1 large cap battery (in addition to making you more neut resistant) gives an equal amount of cap recharge as 3 cap rechargers. However, this niche is a niche specifically because most cruisers don't have the excessive amount of CPU and PG to spare, and once you get to battlecruiser sized ships, the amount of cap given by these mods is so absurdly low that there is never any point in using them.
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Actually, when fitting for PVE a combination of cap rechargers with a cap battery often yeilds a better cap stability than cap rechargers alone. This effect is more pronounced on ships with an already larger than average capacitor such as Amarr ships. On that note, semiconductor rigs are also an often overlooked for the same reason. If your ever not sure, load it up in EFT, you might be surprised.
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I use overdrives all the time on cov-ops ships, they allow you to get into position for warp in quicker
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The modules this article goes over are really just the tip of the iceberg.
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mm, but would you agree that the examples for cap battery usage are special cases because those ships were designed to fit 1600 plates, which are not needed in PVE and gives the ship spare fitting room to fit an oversized cap battery.Cap battery just seems like a wasted opportunity to allow for cap size focused Logi's that are more resilient but run out of juice in a dragged out fight.
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A few comments.Autotargeters are common with logi ships. You never turn it on but enjoy the extra targets.Warp speed rigs in intys give you a super shuttle that warps at 20+ au per sec.And stabs are a standard part of a bombs-only bomber fit.
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As others have said, a WCS on a bomber (for bombing runs rather than hotdrops) is a good thing to have. Saved my ass more than once.
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Hyperspartial velocity optimizer is semi usefull on fishing cyno bombers for warp speed(shortens down with few sec pr system depending range between gates).Also sometimes usefull for dictors to catch with fleeing gangs.capasatory battery might be niche counter for whelpcanes ect.
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Overdrive injectors get used all the time; nanos are an inferior choice for fits which require max straight-line speed and aren't suffering from agility problems.
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I always keep a number of Warp Core Stabilizers around for my travel fits. If you are moving around in High Sec during a war or need duck through Low Sec they are a great back up. Sure you want to fit a microwarp drive, and cloak as your primary means to avoid gate camps, but filling your lows with stabs will save your ass when it things fall apart, and sooner or later even a perfect player will be too close to something. Sure you lose some tank or gank, but that isn't going to save you from a gatecamp when you are travelling to hook up with your fleet. Short of a huge amount of points or a HIC with scripts you'll avoid most gate camps. When you get there just swap out to a battle fit.
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The best fleet Oneiros fit has a cap battery. Not many people know this, but on t2 cruisers, putting a large Cap battery (or even a medium sometimes), combined with 1 or 2 recharge modules (relays, ccc rigs, rechargers etc.) will get you a better overall recharge rate than just putting a 3rd recharge mod on there. Cruiser hulls are really the only hull with the right combo of low base capacitor and enough PG to make fitting them useful, but they are effective. Combining the extra capacitor with a mindflood booster (which gives a % bonus to capacitor with drawbacks that don't really effect a logistics ship), and you can get a nice recharge on the oneiros while still having mid slots left over for useful mods such as an ECCM.The reason they have mostly been forgotten about is because the Oneiros has only recently gained use since their rebalance, the basilisk and guardian both rely on cap transfers for their cap stability, and the Scimitar needs midslots for it's shield tank (but more importantly just doesn't have the PG for it). Most PVP fits opt for a cap booster when they need cap stability. Sustained cap recharge outside of logistics ships is really only reserved for PVE ships, where most people seem to opt for Battleships or the occasional T3. Battleships don't really get much benefit from a large cap battery, and t3 fit's usually don't need much recharge after the engineering subsystem designed for it.But yea, that's my spiel on the cap battery.
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I've occasionally used them on bait ships with crappy lock times, but aside from that and the aforementioned logi they're still a bit of a head scratcher in terms of usefulness.
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No. Overdrives increase your speed, not your align time. Check out nanos or inertial stabs for align time. Covops should not fit overdrives.
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Several points here:You can also get an extra targeting slot or two by fitting a signal amplifier (it's a low slot mod that also boosts targeting range and scan resolution, like a sensor booster). This might be useful on Basilisk fits that don't need that second low for anything else (Incursions, maybe?)Non-energized platings are very useful to squeeze the last drop of armor resists out of CPU-choked armor ships. (A C-type Adaptive Nano Plating costs only 10-20mil ISK at last check, and gives resists on par with a Tech II EANM, but without the 36 TF of CPU consumption.)Hyperspatial rigs are useful on light interdictors not just for catching up to fleeing gangs, but for getting a bubble down quickly on skittish prey. Another rarely used propulsion rig is Engine Thermal Shielding, which can be put on Blockade Runners as it means you get more mileage (meterage?) out of your pre-cloak MWD cycle.There are some real WTF rigs out there though: the Liquid Cooled Electronics is probably the chief among them. Most of the things in your hangar that require Electronics Upgrades are going to be co-processors, which the LCE rig does zip, zero, zilch, nada to. Otherwise, what does it affect? Signal Amplifiers, and not much else!Warp Core Optimizers, Dynamic Fuel Valves, most of the drone rigs (the only ones I've heard of in use are Sentry Drone Augmentors in the pre-Drone Damage Amp days, and perhaps a Drone Control Range Augmentor instead of a Drone-Link Augmentor module if high slots are tighter than rigs), Powergrid Subroutine Maximizers (just like those Liquid Cooled Electronics rigs), weapon Ambit rigs (worse than a TE or TC in every way, their Algid Admin counterparts are even more useless somehow), and Core Defense Charge Economizers (why?) are all in that WTF-rig category (no wonder you haven't heard of half of this list), too!In terms of useless modules, there are still a few of those too. Capacitor and Shield Flux Coils are prime examples, and so are the standard and energized Layered platings (I don't think they even belong on Aeons any longer with the advent of Reactive Armor Hardeners).And that's before I get into the badness that still lurks in the drone department...
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Autotargeters on logis? Aint nobody got high slots for dat!
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I'm a big fan of Hyperspatial velocity optimizers on interceptors chasing a fleeing target gate to gate nothing beats an inty pulling 19.4 AU/Sec in large systems like the ones found in venal.
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Shield Flux CoilsWhy
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Overdrives are useful for bumping ships
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He's not talking about aligning to warp, he's talking about sneaking up behind someone and using himself as a nearly point-blank warp-in for the rest of his gang (since you can't use MWDs and ABs while cloaked).
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like slashers.
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I must admit, I've occasionally ordered a pirate armor gang to refit to WCS and I-stabs to cross hisec. Those are always a fun couple of jumps.
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Wow, I did not expect this kind of outpouring of support for these modules. I use many of them myself. Some interesting takes on unorthodox fitting too. I didn't go into a lot of the never used rigs because I couldn't think of any instances they could be more useful than other rigs. Why would I want a lower warp activation cost when I can just add more cap? and all that. Also, I didn't want this to end up being too long.
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I keep a stack of each T1 and T2 auto targeting modules in my stash of mods as most of my FC fits (usually command ships) have one for the extra locked targets. I don't actually recall ever activating one, but I utilize the passive bonus in almost every engagement.The CPU requirements on the T1 module are minimal, and my high slots aren't devoted guns but rather to probes, gang links, and other utility modules that usually leaves a slot free. I always find myself grumbling when I'm forced to remove the Auto Targeter for lack of slots..
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MWD Scimitars usually only have 3 Shield transfers - the spare slot can be used for a small shield transfer (useless), a whoregun (you better know what you're doing...), a small smartbomb (occasionally useful if everyone has one) or a passive targeter (better than nothing).none are great choices but the passive targeter doesn't stand out as a particularly bad one.
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even if you need some agility the standard low-slot layout for tackle is 2x nano + 1x overdrive
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You fit auto targetting system on ECMGU's and anom loki's in wspace. Otherwise you don't fit them.
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Overdrives are not useless (Although nano's are usually better)And FOF's would be awesome if they didn't hate drones so much. Don't be such a blob-scrub
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putting a WCS on a hound makes you a bad person. Don't do it. that extra nanofiber will align you faster when warping out of your bombing run and keep you alive Far more often than you manage to get your dumbass targeted. Don't pull a MVN, Dont Stab your bombers
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Caught a carrier the other night. He was able to warp out with three points on him. Musta been stabbed, it's the only thing other than people lying about points. I'm actually leaning towards lying cause warp stabs on a carrier?
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I as a neckbearded, elite pvp bittervet must tell you that this arcticle is useless. Not because i disagree with you but rather because i agree with you. All those modules are useful and used in a whole variation of fits. Even capacitor batteries see a constant use in pvp nanoships. The rest is pretty much self explanatory. The problem is just that this should be no secret for anyone playing eve longer than a few month. Obviously you need to broaden your horizon on commonly used fittings a bit.
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Your data is already outdated. Active hardeners lost their passive bonus. When off they now provide 0% bonus.
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Another option is to shove a probe launcher in that utility high. (Might be handy for those of you who fly nano-y gangs in W-space, for instance)
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Thanks. Helpful comment...
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No, he is talking about moving around the grid while cloaked so he can get into the right position for his gang to warp to him at range and on the target at 0.
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Sorry, exactly what Seatox said (I meant to reply to TheGreateBelow)
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all items mentioned are in regular use. don't be so greedy on the isk, keep up with writing about something interesting to keep up with your tmc quota. tyvm.
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There are actually some situations where it is useful. For example, if you're in a revelation being neuted by a bhaalgorn (or just a lot of heavy neuts) you're better off with capacitor batteries in the mids than with cap rechargers. It's only a marginal difference though, and rechargers are better in 90% of situations.
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The only possibly use for them that I can think of is to 'cheat' and use a carrier's fitting service to rapidly online and offline them to manipulate incoming damage (and reps). But that's a little far-fetched.
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I was actually just thinking about the batteries on Caps. Batteries are interesting because they are a counter to neuts without needing any input and have a somewhat decent bonus (though on capitals the bonus is negligible).It'd certainly be unexpected if when the entire enemy fleet started neuting you then you would, effectively, be neuting each one of them back. Interesting to think about the applications for sure but in general cap rechargers provide more stability, as you stated.
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Sad to say the Saiphas is talk out of their arse. All those mods have been used in doctrine ships, or have niche usage. Hell the Goonblob standard fit for perma Drake required EM amp as did the Alpha Maels. Waste of time reading
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someone once said if you're going to rat in a Nyx, fit an auto-targeter and sebos.. you'll be happy you have increased max targets.. let's you focus more on more important things, like reactions and silos in your other clients..
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Overdrives are very useful. They are low slot, not mid slot like afterburners and mwds. So they increase base speed and therefore overdrives increase your speed when using an ab and mwd, too. Plus they take nothing to fit. So if you want to go fast, there is no better low slot item and they are used plenty on fast ships, particularly firgs. Nanofibers add speed and agility, but less speed. On larger ships you may want the agiliity bonus and choose nanos, but frigs are already agile.It is interesting, on that note, that you don't list Inertial Stabilizers in your list. For pvp fits, they are much more rare than overdrives. They just inprove agility but not speed (where nanofibers do both). Big slow ships don't do speed fits anyway (nano abaddon? I don't think so); and most smaller, speed-fit approriate ships already align fast enough. So people choose overdrives if they want straight speed, or nanofibers if they want bonus to both speed and agility. Rarely does someone choose to use a low slot on agility alone.The other issue I have with this list is the inclusioni of the passive resist mods. With the support skills trained up, the passive, non-energized, armor resist mods are almost as good as their energized cousins but have no cpu req and only 1 pg. Faction varients can be as good as energized models and are dirt cheap (for faction mods)! The definatly get used on good frig fits where fitting is always tight. On on armor fit, if you have no cpu left, you don't need a sped mod, you fill your resist hole with a passive non-energized mod (or the non energized adaptive) .The passive shield resists are less common, to be sure. But in a kite fit, even up to cruisers, you may use one to reduce cap use so you can run your mwd longer. The EM resist mod is about the only one I see used since most ships have an em hole in their shields.
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what about small smartbombs?
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Should have a salvager.. omnomnom t2 salvage
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Passive shield hardeners are somewhat more common in incursions. Some incursion waves spawn extremely powerful neuters that will suck your cap dry in an instant, and if you happen to get full room aggro in that moment before the basis can answer your call, shit is going to go south in short order. Also due to their low popularity, faction and deadspace versions of these mods are very affordable, and come close to being as effective as active ones. A passive EM shield mod is a good life insurance that will keep you alive until logis can recharge you.Sure, having a cap buddy can prevent the instaneuting from happening, but I've seen people getting concorded for accidentally shooting their cap buddy in a hectic situation. Just leave that to logis.
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2 Inertia stabs + align time rigs give you the maximum bonus possible, after that you can fit a WCS.
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Inertia stabs also massively boosts your sig making you get locked faster, so no never ever fit inertia stabs to bombers, always nano.
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Or you could fit 3 m4 large shield transfers and a c-type medium and not be bad.
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Probe launchers take substantially more fitting than an auto-targeter and unless you are using an expanded (which take mountains more) then you aren't gaining much outside of the wormholes or scanning down plexes.
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Auto Targeters have a place in a very specific C6 RR tengu setup/lack of pilot skills/location mash up. The extra targets help you keep the rest of the fleet perma locked for quick and easy repping and it's a lot easier/quicker to skill for than a T2 Signal Amp.Of course you really shouldn't be doing C6's in RR tengu's (we proved that), and definatly not outside of Cat Var/Pulsar systems (Proved that too) and you're better off with a T2 Signal Amp if you can fit it. Hell even when we did it, it was just a proof of concept rather than a sound long term stratagy.
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Whoregun or gtfo.

There are certain modules that are—for one reason or another—rarely used in EVE. Some were made irrelevant by other modules or shifts in design, some are shunned because they are seen as sub-optimal, and some never seemed to have a niche in the first place. While L33t PVP “experts”, neckbeards, and bittervets alike will likely decry most of what I have listed here, each of these modules does have a niche, even if it is exceedingly narrow.

Capacitor Battery

Whenever Capacitor Batteries show up in a fit, several pages of “OMG U R TERRIBAD!” sperg are sure to follow. Most of these posts will be from PVP players, whose preference is a quick, high-powered burst of energy and not a slow rebuild. To be fair, you do want quick bursts in PVP builds, because it doesn’t matter what your ship is carrying if you lose it. This is the same concept behind overheating modules: A rack of guns on the verge of burning out is preferable to a scrapped ship. The setting is a bit different for PVE applications, though. In PVE, you’re usually looking for staying power and you don't want to be burning through a hold full of capacitor charges to achieve that. The Capacitor Battery gives faster recharge times by applying the constant capacitor recharge rate to a larger pool. It's the same principle as buffer-tanking a Drake. If the pool promises to refill in 100 seconds, regardless of how big it is, why not just make it hold more?

Some argue that a Capacitor Recharger module is more efficient at raising that recharge rate. However, if you’re using multiple capacitor-related modules, you usually want a mixture of improved recharge time and expanded pool to maximize the total recharge. Blame synergistic mathematics for that.

Besides boosting your recharge rate, there is another situation where the Capacitor Battery is the clear victor: when you just plain want a bigger capacitor pool. For example, the Capacitor Battery allows you to warp across longer distances in small ships with ease. When warp is initiated, an amount of charge is taken off the top to begin, and then the remaining cost is applied versus your remaining capacitor charge. Caldari ships in particular are not well-known for huge capacitor reserves; smaller ships will be forced to make multiple warps in some areas. I’ve been on nullsec roams where battleships pulled ahead of my frigate because I had to make three separate warp jumps to get across the system. With the Capacitor Battery, the Capacitor holds more charge, ergo you can make longer warps with it.

Hyperspatial Velocity Optimizer

The Hyperspatial Velocity Optimizer is a rig you don’t see much of, mainly because it won’t help you kill your enemies faster. It might help you get close to begin killing your enemies, but it doesn’t help in the actual killing. Have you lost interest yet? Most people skip right over this rig when outfitting their ships, and even transport ships don’t use them much, favoring cargohold optimization rigs instead. However, if there’s a time and place for everything, this rig's time and place is on bastardized Tech 3 cargo runners.

Every time someone fits an Interdiction Nullifier and Covert Reconfiguration to a Strategic Cruiser, gate campers die a little inside. If you’re doing that, chances are you’re carrying very compact, very expensive things in your hold and would rather not be inconvenienced by roadblocks. Strategic Cruisers are fast, but there are faster ships out there and in pipe systems it’s fairly obvious where you’re heading. If you’ve equipped a Hyperspatial Velocity Optimizer or two and—god forbid—a Capacitor Battery on top of that, you stand a very good chance of getting to and through the next gate before even Interceptors and Covert Ops Frigates can get in front of you. On top of that, you'll have an increased chance to lose anyone chasing you over multiple systems. The effect is more pronounced in larger systems where you will be at maximum warp speed longer, but showing up at the destination gate several seconds before you’re expected will still greatly enhance your survivability.

Where am I? What Plane/Mech/Tank/Ship am I in?