Ship Fits in EVE Online: Vexor. Fast and Free Vexor Repair

"tank" from English. tank - ability to endure incoming damage

Strictly speaking, the only task of tanking is to survive the moment of the death of the enemy. Functionally, it looks like this: Your tank forms a kind of “hp buffer”, which decreases when the ship receives damage. To successfully solve the problem, the buffer must either be guaranteed to be greater than the amount of damage inflicted on it during the battle, or be able to recover by an amount that adequately compensates for the damage received.

In EVE-online, ships, depending on their bonuses, the number of low and med slots (often determined by the ship's race), base armor and shield hp values, use two main types of tanking: shield tanking and armor tanking. For example, Amarr and Galente ships are better at tanking with armor (although some can tank with a shield), while Caldari and Minmatar ships are better at tanking with shields. Ships with a lot of armor and low slots are more suited to armor tanking, while those with more powerful shields and more med slots are shield tanking. Consider the principles and physics of these tanks.

Armor tank.

Armor tanking is simple and unpretentious. Pilots of ships that tank armor damage do not pay attention to the state of the ship's shield. When tanking with armor, the shield is not an object of tanking, but only serves as an addition to the main tank. The principle of tanking is based on active armor repair, which adequately compensates for the damage received. Armor repair is carried out by a special module Armor Repairer (the well-established Russian name is “turnip”). The module is installed in the ship's low slot.

Note: Each ship class has its own size of repair modules. For example, Small Armor Repairer I modules are installed on frigates, Medium Armor Repairer I on cruisers, etc.

When the turnip is activated, the module consumes a certain amount of energy (caps) per cycle and repairs a certain amount of damaged armor. The amount of energy used and the amount of armor repaired depend on the characteristics of a particular repair module. So T1 modules repair 1.5 hp of armor for 1 unit of energy, the best repair modules in the game give a ratio of 1: 2.6 (capital class 4), and on average the efficiency is close to a ratio of 1: 2 (2 hp of armor is repaired for 1 unit of cap).

Note: There are ships that have a bonus to the energy efficiency of repair modules (for example, the Galenth BC Brutix, the Amarr transport Impel and others).

It should be noted that with an increase in the size of the repair module (small, medium, large and capital class), the duration of its operation cycle increases. On the example of T1 modules: the cycle of modules of the frigate class is 6 seconds, the cruiser class is already 12 seconds, the BS class is 15 seconds and the capital class is 30 seconds.

In order to reduce the repair time, you need to learn the Repair Systems skill (Intelligence / Memory, rank x1, requires Mechanic I, costs 27,000 isk). For each skill level learned, the duration of the cycle is reduced by 5% (repairs are made 5% faster). Also, the ZET10 (100, 1000), ZET40 (400, 4000) series implants, Auxiliary Nano Pump, Nanobot Accelerator rigs affect the efficiency of the repair module - their consideration is beyond the scope of this article.

The amount of a ship's armor - the "buffer" that takes damage depends on several factors. In order to increase the amount of armor you need:

    learn the skill Hull Upgrades (Intelligence / Memory, rank x2, requires Mechanic II, costs 54,000 isk), which increases the ship's armor by 5% per skill level;

    install additional armor plates Armor Plates (the established Russian name is “tile”), which add a certain amount of armor. Armor plates, like repair modules, are installed in the low slots of the ship and come in different sizes.

    install Regenerative Membrane and/or Regenerative Plating - increases the amount of armor by a certain percentage, are installed in low slots.

Since in the process of repairing armor there is an active consumption of energy, with the regeneration of which the ship is not always able to cope, it is necessary to use additional regeneration modules. In total, there are four types of modules that improve the ship's energy regeneration rate, plus a module that converts the energy of battery charges into the ship's battery energy:

  • Capacitor Recharger - improves the rate of energy regeneration, is installed in the med slot;
  • Capacitor Batteries - increases the total amount of energy storage, installed in the med slot;
  • Capacitor Flux Coil - reduces the total amount of energy storage in exchange for a higher energy regeneration rate, is installed in the low slot;
  • Capacitor Power Relays - Decreases the shield's self-regeneration rate in exchange for a higher energy regeneration rate, set in the low slot,
  • Capacitor Boosters - a module that requires its own "batteries". Provides fast injection of energy into the drive.

In addition to increasing the amount of armor and using a repair module, armor tanking very often uses modules that increase the resistance of the armor to incoming damage (resistors). But since this question is very similar to a similar question in the topic of tanking with a shield, it will be considered further separately.

Tanking with a shield.

Tanking with a shield differs from tanking with armor in 2 fundamental points. Firstly, there is a special module that improves the efficiency of the shield's energy injection module. shield booster"a (SHB - a well-established Russian abbreviation) - injection efficiency amplifier Shield Boost Amplifier(SBA). Both of these modules are installed in the ship's med slots. It is worth noting that the SB works on average 4-5 times faster than the "turnip", which allows tanking with greater accuracy and a clearer response to changing situations, but from the point of view of energy, most of the available SBs ( shield booster), do not restore the shield very efficiently (about 1 shield per 1.5 energy). This is especially noticeable in comparison with the previously considered turnip efficiency. Secondly, the shields of the ship have the property of self-regeneration (the same effect has the energy / cap of the ship).

To increase the size of the shield, you must:

Learn the Shield Management skill, which increases the ship's shield size by 5% per skill level (see below for more on the skill);

Install the Shield Extender module, which increases the overall size of the ship's shield (installed in med slots).

Rig, Imp

A fundamentally important difference between a ship's shield and armor is the phenomenon of the shield's self-regeneration over time (the ship's energy is also subject to self-regeneration, see the corresponding article for more details). Selecting the ratio of the shield volume and its recovery time in a special way (the base values ​​are indicated in the characteristics of the ship), you can get an acceptable level of regeneration at the peak value (between 25% and 40%), which meets the tasks of non-volatile tanking with a shield (the so-called "passive tanking with a shield"). ").

To improve the self-regeneration parameter of the shield, the following modules are used (some of the modules are similar in action, but with a minus sign to the modules that affect energy):

Shield Extender The above mentioned shield volume expander;

Shield Recharger increases the speed of shield regeneration, installed in med slots:

Shield Flux Coil reduces the overall size of the shield, providing a higher shield cooldown, installed in the low slot;

Shield Power Relay reduces the ship's energy recharge rate, providing a higher shield regeneration rate, set to low slot;

Rig and Imp.

Damage resistance, resists.

This is better to do. In this article, we will consider what body kit you need for these ships.

Exploration Equipment in EVE

Let's start with what equipment you need for this. Let's go through the slots:

High Slots

  • Core Scanner Probes- probes for detecting coordinates of signatures.
  • Combat Scanner Probes- these probes also allow you to determine the coordinates of ships and structures in space.
  • Sisters Core Scanner Probes- have a small bonus to the strength of the scan.
  • Probe Launcher: probcomet, a module that launches scanning probes into outer space. Without it, no scanning is possible.

Variations of this module:

  • Core Probe Launcher I- the easiest variation, requires the Actrometrics I skill.
  • Core Probe Launcher II- T2 variation, gives an additional 5% to the strength of the scan. True, demanding in terms of skill - Actrometrics V.
  • Expanded Probe Launcher I- This option allows you to launch Combat Scanner Probes. The module is demanding in terms of CPU and energy, so it will not fit into every ship.
  • Expanded Probe Launcher II- variation of T2 of the previous module.
  • Sisters Core Probe Launcher- fractional cork launcher, gives an additional 10% to the strength of the scan. The disadvantage is that it costs decent money (25-30kk).
  • Sisters Expanded Probe Launcher- Factional Probe Launcher.

In most cases, Core Probe Launcher I and Sisters Core Scanner Probes will suffice.

Mid Slots

  • Relic Analyzer I: module for hacking containers on relic sites. Requires the Archeology I skill. T2 variation: Relic Analyzer II, requires the Archeology V skill. If you decide to take exploration seriously, then you need to pump it into V. Yes, it's about two weeks, but, believe me, the difference is dramatic, because it increases the coherence to 110 units. So it's worth investing and pumping it.
  • Data Analyzer I: module for hacking containers on data sites. Requires Hacking I. Variation T2: Data Analyzer II, requires Hacking V. Similar to the module for hacking relics. Some time ago, the dates were awakened, so the loot from them is also not weak.
  • Scan Acquisition Array I: An upgrade that increases the scan speed. Requires Astrometrics Acquisition II. Variation: Scan Acquisition Array II, much more demanding as it takes about three weeks to pump from IV to V.
  • Scan Pinpointing Array I: An upgrade that reduces the error in determining coordinates by 10%. Requires Astrometrics Pinpointing II. Variation: Scan Pinpointing Array II which is skill demanding (requires V).
  • Scan Range Finding Array I: An upgrade that increases scan power by 5%. Requires Astrometrics Rangefinding II. Variation: Scan Pinpointing Array II which is skill demanding (requires V). It takes more than forty days to pump it.
  • Cargo Scanner I- a module for determining the contents of a container before it is hacked, requires the skill CPU Management I. The thing seems to be necessary, but there are two points. Firstly, if you find out that there is, say, 50kk loot in the cont, and then you screw up the hack, then you will be upset. And so you can always tell yourself that there was junk (and it happens sometimes). The second point is more pragmatic. Slots are not superfluous and it is better to put some kind of upgrade that improves the scan or combat kit.

Now for equipment that is not directly related to scanning.

High Slots

Cloaking device- a thing vital for exploration. The question is which device to choose. For safe movement between systems, it is better to take the Covert Ops Cloaking Device, which will allow you to warp in a state of invisibility. In other cases, such as scanning in the BX homework, this is not required. You can get by with simpler variations.

Mid Slots

Afterburner or Microwarpdrive A: Speed ​​is everything, no matter what you do. Sometimes, the distance between containers exceeds a hundred kilometers, so dragging from point to point at normal speed will be hard. Again, if you get into a fight, then you also need to be fast (or be dead) here. What to choose? Afterburner will allow you to get out of the scrum radius and warp while the MIA is blocked. On the other hand, the Ministry of Internal Affairs gives a more significant increase in speed - more than 2000 m / s, if we are talking about a frigate. Therefore, you will move between contacts much faster.

If you use a hybrid fit that allows you not only to break the contacts, but also the ships of competitors, then you can shove modules to strengthen the shield, or scramblers and grids into the midslots.

Low Slots

If you have an armored ship, then modules to enhance armor will go here. If you do not have enough CPU or power, then install the appropriate upgrades. Another option is to stuff warpstabs in there so that they can't catch you, or speedboats to fly faster.

rigs

  • Small Emission Scope Sharpener I: Increases Relic Module efficiency by 20% and Virus Strength bonus by 10. (40% and 20 units for the T2 version of the module).
  • Small Capacitor Gravity Upgrade I: Increased scan power by 10% (15% T2 version of the module).
  • Small Memetic Algorithm Bank I: bonus to the strength of the virus 20% (40% and 20 units of the T2 version of the module).
  • Small Signal Focusing Kit I: speed up scan by 15% (20% for module version 2).

Ship Fits for Exploration

First, an important caveat. Using faction cruisers or T3 for pure exploration is heresy and stupidity. Breaking containers with a ship costing 600-700kk (or even more) is irrational in terms of possible losses and potential benefits. Moreover, flying an Astero fitted only for scanning and hacking is also not right. Therefore, only frigates with bonuses for scanning and hacking will be considered below.

Further, the fit will directly depend on where you live. If you live in the Empire and surf BX or lowsec, then this is one fit. If you permanently live in VX and you have a hangar with several ships and a bunch of body kit in the warehouse, then this is different.

In case you live in VX permanently, I recommend using two different ships. One is purely for scanning, the other is for breaking containers. The fact is that if you have, say, a static in C1-C3, then it is easier to scan for signatures, return and transfer to another ship. A sharpened scanner can cope with the task faster than a station wagon that both scans and breaks. Again, it is better to set rigs for a clear task. The second point is that I would not use T2 frigates for this case and would not put a carpet shred. An attack is possible at any time, so the task of minimizing losses is always relevant. In addition, T1 versions have some advantages. For example, Magnate has four lowslots where you can put warpstabs and thus solve the Scrum problem.

Now for specific feats. Let's start with a clean scanner.

Fitting for scanner (Heron)

Ship: Heron

High Slots
Prototype Cloaking Device
Sisters Core Probe Launcher (or Core Probe Launcher II if skills permit), Sisters Core Scanner Probes.

Mid Slots
Scan Acquisition Array I
Scan Pinpointing Array I
Scan Range Finding Array I
Scan Range Finding Array I
Scan Range Finding Array I

Low Slots
Warp Core Stabilizer II
Warp Core Stabilizer II

rigs

Small Capacitor Gravity Upgrade I

Everything is simple. They warped from under the POS field to the safe spot or to the neighboring system, released the plugs and went to the clock. Scanned, zabukali and back. MIA and afterburners are not needed. Maybe someone will say that there are stubs too, but who knows, anything can happen on the way to the exit from the hole.

Fitting for container cracker on relic and data sites

As a contact breaker, Magnate is a good choice. This frigate has four lowslots, where you can put four warpstab. This will reduce the chance of you being scolded, and the afterburner will give you a chance to stomp out of the net radius and fly away. Fit next:

High Slots
Prototype Cloaking Device
Core Probe Launcher I

Mid Slots
1MN Afterburner II
Data Analyzer II
Relic Analyzer II

Low Slots
Warp Core Stabilizer II
Warp Core Stabilizer II
Warp Core Stabilizer II
Warp Core Stabilizer II

rigs

Small Emission Scope Sharpener I

Let's move on to ships and fittings for surfing the systems.

Fitting for exploration and hacking relic and data sites

Ship: T2 Explorer preferred (Anathema, Buzzard, Helios, Cheetah). Which one to choose depends on how good you are at assessing the system for danger and how often you click on the subscan. In my subjective opinion, it is better to choose Buzzard or Helios, since they have 5 midslots. You can shove not only two analyzers, but also upgrades for scan power. So, a fit for a lonely exploration of systems in lowsec, zeros and VX.

Ship: Buzzard

High Slots
Covert Ops Cloaking Device
Core Probe Launcher I, Sisters Core Scanner Probes

Mid Slots
5MN Microwarpdrive I
Data Analyzer II
Relic Analyzer II
Scan Range Finding Array I
Scan Acquisition Array I

Low Slots
Nanofiber Internal Structure II
Micro Auxiliary Power Core I

rigs
Small Memetic Algorithm Bank I
Small Memetic Algorithm Bank I

So what do we have? A nimble boat that can safely move both between systems and in contacts on the relic. Nanka and the Ministry of Internal Affairs can accelerate it to 2300 m / s and more, which will greatly speed up the processing of the signature. Disadvantage: if you are scolded, then you will not be able to escape. Therefore, when flying on such a fit, look around more often.

Exploration tactics. We fly into the system, conduct an assessment, and if the system is without suspicious ships, we fly to the safe spot. We let out corks and go to the cloak. Vyskanie signatures, booze, pick up traffic jams. We start to break, looking at the podscan.

Mixed Feats: PvP and Exploration

The most interesting and, most likely, controversial. Hybrid fits that can be used to explore, break and engage in PvP. Everything is pretty simple. We take a frigate in a PvP kit and put a module for breaking dates or relics in one of the midslots. It will be worse for scanning, although breaking on it will be quite comfortable. What ships are best suited for such purposes? In my opinion, the choice is between the T1 and Astero racial frigates.

The advantages of T1s include that they are cheap and most often not expected to attack. If Heron or Imicus suddenly appears on the subscan, then hardly anyone will expect an attack from him. These frigates are usually used by beginners for their first trips. At the same time, seemingly harmless Heron can be fit so that he will give out 90-100 dps. A cannon in a highslot, five evil drones in a hangar - this is quite enough to dismantle a comrade on a ship of the same class. The disadvantages include the fact that against the same Astero it will be difficult for such a frigate to oppose something. Biting variant Imicus presented below:

High Slots
125mm Gatling AutoCannon II, Republic Fleet EMP S
Core Probe Launcher II, Core Scanner Probe I

Mid Slots
1MN Y-S8 Compact Afterburner
X5 Enduring Stasis Webifier
J5b Enduring Warp Scrambler
J5b Enduring Warp Scrambler

Low Slots
Micro Auxiliary Power Core II
400mm Rolled Tungsten Compact Plates

rigs
Small Ancillary Current Router I
Small Trimark Armor Pump I
Small Trimark Armor Pump I

Hobgoblin II x4
Warrior II x4

Now for Astero. Of course, this is the best option for hunting explorers. Nimble, ragged, having the largest dronebay in its class - 75 cubic meters. There you can pack 15 light drones. The tactics here are simpler than a steamed turnip. We scan for dates and relic sites, leave convenient beeches and wait for some "fearless space explorer" to fly into our light. So he flew in, showed up and goes to break contacts. We sneak up to the distance of the scammer or grid and disintegrate at the moment when the fearless explorer is busy breaking into the container. This is the most convenient moment. Lochim, scrum, launch drones, ..., profit.

Here is a variant of the combat fit on Astero(however, under a different tactic than described above):

High Slots

Small Infectious Scoped Energy Neutralizer

Mid Slots
1MN Y-S8 Compact Afterburner
J5b Enduring Warp Scrambler
J5b Enduring Warp Scrambler
Small Electrochemical Capacitor Booster I, Navy Cap Booster 200

Low Slots
Navy Micro Auxiliary Power Core
400mm Crystalline Carbonide Restrained Plates
Reactive Armor Hardener
Energized Adaptive Nano Membrane II

rigs
Small Trimark Armor Pump II
Small Trimark Armor Pump II
Small Ancillary Current Router II

Drones:
Hornet II x5
Hornet II x5
Acolyte II x5

The disadvantages of Astero include cost and recognition. A normally fitted frigate will cost 100-110kk, and any gang of two or three of the same ships can dismantle it for parts. On the other hand, experienced explorers know that Astero flashing on the subscan is a signal to get out.

It seems like everything. Of course, one can argue about feats and ships ad infinitum. So if you have a desire - share your thoughts in the comments.

The Moa is dirty cheap and surprisingly powerful. If you "re new to this type of flying you can" t go wrong with the Moa. It will allow you to take on 2-1 or even worse odds and win.

Your ideal targets are Destroyers, Cruisers and Frigates in that order. You may have trouble with tracking frigates if they are good, so be careful of that.

The tank on this Moa is more powerful than many of the Battlecruisers in this guide, but only temporarily! It is VERY important that you pulse your X-Large ASB, overload it, and NOT waste it.

You"re virtually unkillable by a small 2-4 man fleet for 30-60 seconds (depending on incoming DPS) but after that you will die really fast. So do not waste your ASB!

This is a good ship for a impromptu 1vs1 and a great ship for ganking a few enemies on a station undock. Your tank will be very unexpected.

If you are expecting a mostly Frigate fleet, then dock up and switch your scram for a Stasis Webifier. You will not have a point to keep them from warping but you will have the ability to kill them so fast it won't matter. Load Caldari Navy Antimatter, Web, Engage Drones, and Massacre 4-10 Frigates before your tank runs out.

Here's the X-Large ASB Moa Fit:

Click to Enlarge


Co-Processor II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Power Diagnostic System II

Large Shield Extender II
Experimental 10MN Microwarpdrive I

Adaptive Invulnerability Field II
X-Large Ancillary Shield Booster, Navy Cap Booster 400

Heavy Electron Blaster II, Void M

Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M
Heavy Electron Blaster II, Void M


Medium Ancillary Current Router I

Next up is a "Trick Fit" that I really like because it's perfect from drawing in small Frigate Gangs and then completely demolishing them all. I have used this several times very successfully and suggest you try it also.

It will work anywhere you can find frigates to kill, but I"ve had the most luck finding frigate gangs around Faction Warfare Space. Typically I will just sit in a Large or go system to system checking for Frigates in Mediums.

Click to Enlarge


Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Tracking Enhancer II

Experimental 10MN Microwarpdrive I
Large F-S9 Regolith Shield Induction
X-Large Ancillary Shield Booster, Cap Booster 400
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I

Light Neutron Blaster II, Caldari Navy Antimatter Charge S

Light Neutron Blaster II, Caldari Navy Antimatter Charge S
Light Neutron Blaster II, Caldari Navy Antimatter Charge S
Light Neutron Blaster II, Caldari Navy Antimatter Charge S

Medium Anti-EM Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I
Medium Processor Overclocking Unit I

The game is very captivating, you don’t want to leave it at all, and the first few dozen ISK accumulated for completing missions and killing mobs are already pleasing to the eye. But the ship is frail, the guns hit weakly, and it’s time to have more powerful drones ... And you also need to accumulate a little more than a billion ISK as soon as possible in order to buy the long-awaited PLEX (paid account for a month), learn new skills, farm more complex ones, and not only "threes" and "fours".

Buying a ship: where and what to buy

Starting to play EVE, you immediately notice one feature of the economy: there are no NPCs that sell or buy something, all trade is carried out only between players. Sometimes you have to look for the desired component for a long time, or fly through the "zeros" in order to pay less at the desired station. It is easier to immediately decide on the optimal place where you can make a purchase / sale transaction with the greatest profit. In any game there is a location, a kind of "mecca" of trade, where there is always a maximum of players and prices are acceptable for absolutely everything. In Lineage 2 it's Giran, in Archeage it's Mirage, and in EVE it's Jita Station.

It is here that in the general chat you can “catch” a bargain at a sometimes ridiculous price, or in the store you can find what you need at the best price. When going to Zhita, keep in mind: there online just rolls around the clock, and if the computer is not very powerful, make the settings to a minimum, otherwise you will get stuck tightly in the lags when you approach.
Finally, we got to the bottom, we open a store and look for Vexor, this particular ship is the best option for a beginner, but an ambitious player. On Vexor, if a 3/10 comes up, with the right fit (detailed below), it takes about 15 minutes, and then slowly. "Fours" bite more painfully, take longer, but carefully, and they can be farmed.

As soon as the ship is bought, it must be insured immediately! This is not a whim, but a necessity, and we choose the largest platinum insurance: we will pay more, but if the ship dies, the bulk of the claims spent on Vexor will return. The insurance is valid for a month, at the end of this period you will definitely receive a letter with a proposal to renew it.

The main components of a competent fit on Vexor

There is no universal fit, especially since different ships do not have the same number of slots, and what fits on one will not “fit” on another. But in the fit for Vexor there is a list that is required.

1. Drones are the main weapon of Vexor

You can release five drones at the same time, but it is optimal to have ten with you in Drone Bay, five medium and five each. Until PLEX is turned on, heavy drones are not available, but the right ones, medium and light, are also not bad. Buy 5 pieces of Federation Navy Hammerhead and Federation Navy Hobgoblin, the first medium, the second light. For convenience, the screenshots will always open the skills that you need to learn IN ADVANCE before collecting a fit on Vexor.

Why are there twice as many drones? With hard farming, it is the drones that receive the main damage, you can recall the damaged ones and call in new ones. Light drones are more mobile, fly to the target faster and dodge better, but their damage is weaker. Medium drones hit harder, but collect more aggro. You can combine, release three medium and two light ones, and vice versa.

2. Guns

We buy three 150mm Prototype Gauss Guns, because you can put three guns on the Vexor at once (some more expensive ships have a limit of only two). They need cartridges, they need to be purchased with a stock of thirty thousand at once - Antimatter Charge S.

3. Fast and Free Vexor Repair

You need special equipment, the so-called "turnips", to "heal" the ship and drones during a battle or a break. The first goal is to buy Medium Armor Repairer II, and to repair drones - Medium Remote Armor Repairer I. Of course, you can dock at the station and do a full repair there, but, firstly, it's not free, and secondly, it's much more convenient be repaired in space. Both must be used very carefully, turned off in time, otherwise the capacitor will sit dry. In order not to get confused and not accidentally turn on the wrong thing, just remember: there are two rows of arrows on the "turnip" for drones.

4. Let's speed up, the enemy is on the tail!

It happens that you need to sharply increase speed upon arrival, or vice versa, flying away from the enemy (not to be confused with the warp, when the ship moves a long distance in a few seconds). The required item for this is 50MN Quad LiF Restrained Microwarpdrive. The required skills are shown in the screenshot below.

5. Scanning space for invisible anomalies

Not only novice players feed on greens, it's time to look for hidden anomalies, in a different way - to scan them. To do this, you need Core Probe Launcher I, it is better to buy the most expensive plugs available for it - Sisters Core, eight pieces. Their high cost will pay off with fast and accurate scanning of anomalies.

6. Protecting the ship from the main types of damage

The main part of the fit that protects against damage is the "medical box", don't be stingy and get Damage Control II right away.

7. Collecting loot from "wrecks"

This item is the most expensive item after the ship, but it is highly recommended to buy it, it is extremely useful! It's so tedious and long to fly up to each "vrek" and check it for "loot"! A magical thing called Mobile Tractor Unit will attract "wrecks" to itself and "loot" everything that is in them. It is only necessary to throw it into space, and when the "wrecks" are all empty, take what you need from it, and do not forget to put it back into the hold. The tractor is not a part of the fit, it is placed as a cargo in the hold, it does not require any special skills.

 
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