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Provincial posted Dec 31, 2020 @ 12:20pm by Josh Duncan
Casinos are still closed in British Columbia, but that didn’t stop Linda Stephens from hitting the jackpot playing slots.
On Dec. 21, the New Hazelton woman was playing Odds of the Gods on PlayNow.com, what she calls her favourite slot game.
It didn’t take long for her loyalty to the game to pay off, as she hit a major jackpot on just her second spin.
“I was playing and it said I won the progressive jackpot, I just didn’t know how much I won,” Stephens explained.
“When I went back to the main page it said I had an extra $126,500 in my account and that’s when I started yelling for my husband who was working downstairs.”
According to Stephens, it was just a $4 spin, but it triggered the ‘shield bonus’ and the money started rolling it.
As the owners and operators of a small business in New Hazelton, Stephens and her husband are still having a tough time believing the win is real.
“We both couldn’t believe it at the time, we were both pretty shocked,” she said.
Most of the winnings will go into their savings, but Stephens says she’ll look at replacing her car in the near future as well.
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Mid or medium slots or are a category of module slot found on ships in EVE. Generally, mid slots contain activatable modules that may assist in tackling, propulsion, or generally improve the ships behavior. Shield tanking modules occupy mid slots. Some mid slot modules share purposes with low slots, but the details of their use differ.
This page is a collection of all the types of modules that use mid slots.
Capacitor
These modules will restore capacitor energy.
- Capacitor Batteries
- Passive module which increases total capacitor (and subsequently capacitor recharge rate, which is a percent of to total capacitor).
- Capacitor Boosters
- Active module which replenishes capacitor while expanding Cap Boosters.
- Capacitor Rechargers
- Passive module which increases capacitor recharge time.
Boosters are generally preferred for PvP ships since they work well against capacitor neutralizing. For your exact needs, experimenting a fitting tool will show which will serve you best.Compare to engineering rigs and low slot capacitor modules.
Damage application supplements
These modules will increase the ability to damage ships, though not necessarily the amount of damage dealt.
- Missile Guidance Computers
- Active module which increases explosion radius, explosion velocity, missile flight time and missile velocity. Can be scripted to prefer one sort of bonus over another.
- Tracking Computers
- Active module which increases optimal range, falloff range, and tracking speed. Can be scripted to prefer one sort of bonus over another.
- Tracking Links
- Active module which increases the optimal range, falloff range, and tracking speed of an allied ship. Can be scripted to prefer one sort of bonus over another.
Compare to missile and turret rigs and low slot damage application modules
Drone supplements
These modules will increase the performance of drones.
- Omnidirectional Tracking Links
- Active module which increases the optimal range, falloff range, and tracking speed of drones. Can be scripted to prefer one sort of bonus over another. Also improves range, explosion radius and explosion velocity for carrier fighters.
- Drone Navigation Computers
- Active module which increases the microwarpdrive speed of drones, and the speed of carrier fighters. This is the speed when they are flying larger distances, not when they are orbiting and attacking a target.
Compare to low slot drone modules.
EWAR
These modules can mess with enemy ships ability to damage you, or increase the ability of your own ships to damage them. See EWAR Guide for more details on these modules.
- Electronic Counter Measures (ECM)
- Active module which can break an enemy ship's locks and prevent them from locking new targets. Comes in 5 varieties, one for each sensor type and one multispectrum module.
- ECM Bursts
- Active module which performs an area of effect ECM attack against all ships around the activating ship.
- Sensor Boosters
- Active module which increases targeting range, scan resolution, and sensor strength. Can be scripted to favor one of these bonuses over another.
- Remote Sensor Boosters
- Active module which increases the targeting range, scan resolution, and sensor strength of an allied ship. Can be scripted to favor one of these bonuses over another.
- Remote Sensor Dampeners
- Active module which decreases the targeting range and scan resolution of an enemy ship. Can be scripted to favor one of these effects over another.
- Target Painters
- Active module which increases the signature radius of an enemy ship, making them easier to apply damage to.
- Tracking Disruptors
- Active module which decreases the range and tracking speed of the turrets on an enemy ship. Can be scripted to favor one of these effects over another.
- Guidance Disruptors
- Active module which decreases the explosion radius, explosion velocity, missile flight time and missile velocity of the missile launchers on an enemy ship. Can be scripted to favor one of these effects over another.
- Target Spectrum Breaker
- Active module which performs an ECM attack against all ships targeting the activating ship. The jam strength of this module is increased by the number of ships targeting the activating ship. Can only be fitted to battleships. See Target Spectrum Breaker.
Propulsion
These modules are the primary ways to increase a ship's velocity. For more information see Propulsion equipment.
- Afterburners
- Active module which increases velocity.
- Microwarpdrives
- Active module which greatly increases velocity while increasing signature radius by 500% and consuming a significant amount of capacitor.
- Micro Jump Drives
- Active module which, after a spool up time of 12 seconds, instantly teleports the ship 100km in the direction it is facing. Comes in battleship and battlecruiser sizes.
- Micro Jump Field Generators
- Active module which, after a spool up time of 9 seconds, instantly teleports the ship and all nearby non-capital ships 100km in the direction it is facing. Can only be fit to Command Destroyers.
Scanners
These modules provide information about things around you, or allow you to hack.
- Cargo Scanners
- Active module which gives you information about what is in the cargohold of the targeted ship.
- Ship Scanners
- Active module which gives you information about the fitting of the targeted ship.
- Survey Scanners
- Active module which gives you information about surrounding asteroids.
- Data Analyzers
- Active module which allows you to hack containers in data sites.
- Relic Analyzers
- Active module which allows you to hack containers in relic sites.
- Integrated Analyzers
- Active module which allows you to hack both data and relic containers, but has less coherence than the dedicated analyzers.
Scanning Upgrades
These modules improve the ability to use scanning probes.
- Scan Acquisition Array
- Passive module which decreases scan time of scan probes.
- Scan Pinpointing Array
- Passive module which decreases scan deviation of scan probes.
- Scan Rangefinding Array
- Passive module which increases scan strength of scan probes.
Shield tanking
- Main article: Shield Tanking
These modules will restore, extend, or increase the resistance of your shields. Finding a proper balance between shield extenders, shield hardeners, and shield rechargers is essential for a passive shield tank.
- Shield Boosters
- Active module which restores shields.
- Variation: Ancillary Shield Boosters
- Active module that can be loaded with Cap Boosters to very efficiently repair shields, but with a long reload time.
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- Shield Boost Amplifiers
- Passive module which increases the amount restored by Shield Boosters.
- Shield Rechargers
- Passive module which increase shield regeneration.
- Shield Extenders
- Passive module which increases shield hit points while increasing signature radius.
- Shield Hardeners
- Active module which increases shield resistances a great deal while using capacitor. Comes in 5 variations, one for each damage type, and a universal one.
- Shield Resistance Amplifiers
- Passive module which increases shield resistances a bit. Comes in 4 variations, one for each damage type.
Compare to shield rigs.
Tackling
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These modules will reduce the velocity of enemy ships and prevent them from warping. See Tackling Guide.
- Stasis Webifiers
- Active module which decreases an enemy ship's velocity.
- Stasis Grapplers
- Active module which greatly decreases an enemy ship's velocity at longer ranges than a webifier, but is less effective as ranges increase. Can only be fit to battleships and larger.
- Warp Disruptor
- Active module which prevents an enemy ship from warping. Has a base range of 20km and a jamming strength of one.
- Variation: Heavy Warp Disruptor
- Active module which prevents an enemy ship from warping. Has a base range of 22km and a jamming strength of three. Requires much more powergrid and capacitor than the default warp disruptor.
- Warp Scrambler
- Active module which prevents an enemy ship from warping. Has a base range of 7.5km and a jamming strength of two, and turns off enemy's microwarpdrive.
- Variation: Heavy Warp scrambler
- Active module which prevents an enemy ship from warping. Has a base range of 8.5km and a jamming strength of six. Requires much more powergrid and capacitor than the default warp scrambler.
Misc
These modules did not fit into the above categories.
- Hull Repair Systems
- Active module which will repair structure. The cycle time is much slower than shield boosters or armor repairers, and restore less, making them ineffective in combat.
- Passive Targeting Systems
- Active module which allows you to target a ship without them knowing. When combine with ship and cargo scanners, it can help determine the value of a potential gank target or find the fittings of a war target.