Fitting 101

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Contents

Class Information

This chapter contains the standard information of this class pertaining to scheduling and class contents. The General Information should be sufficient to create a proper class topic for scheduling on the Eve University forum. Additional information relevant to the teacher is listed under Notes for the Teacher.

General Information

Illustration links for class description on the Eve University forum (pick one): http://www.old-picture.com/united-states-history-1900s---1930s/pictures/automobile-mechanics.jpg images2.wikia.nocookie.net/__cb20101012144311/fallout/images/2/24/JuryRigging.png

Duration: 1hr 30mins to 2 hours depending on questions

An introduction to how to approach fitting a ship, touching very briefly on using EFT or other fitting tools to help you. Of assistance to all capsuleers that fly ships (well, unless you only ever fly Shuttles and Freighters) be they industrial, mining, or PvE or PvP combat.

Topics include:

  • How to navigate round the Fitting window
  • Skills & Modules that will help you fit your ship
  • Modules, meta levels and T2
  • Scripted Modules
  • Stacking Penalties
  • Rigs
  • External Fitting Tools (e.g. EFT)
  • Plus a short guide on fitting tanks, turrets & missile launchers
  • and a hint on what not to fit to your ships

Student requirements:

  • Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: http://wiki.eveuniversity.org/Mumble
  • Access to the Class.E-UNI in-game chat channel

Additional information: The class will be a lecture with a Q&A afterwards. There is no practical element, so you are free to attend wherever you happen to be docked.

Notes for the Teacher

Required materials:

  • Class.E-UNI chat channel, to receive questions and post relevant links
  • This wiki page
  • The class slideshow: http://eveuni.org/fitting101. Note the slideshow does not include every single piece of information on this wiki page - it is meant as a complement to listening to the class, not a replacement. Last updated: 24th February 2013.
  • This other wiki page: http://wiki.eveuniversity.org/Fitting_Guidelines might be useful to link
  • Someone to link modules & skills for you during the class

If you notice any errors on the slideshow, or out-to-date information, or have an idea about something that should be added, please forum-PM Kivena.


Class Contents

Introduction

This course is designed for all EVE pilots that fly ships. If you never undock you can safely skip this class. Fitting your ship appropriately is a requirement for success in whatever aspect of EVE you wish to pursue.

<teacher introduction>

Over the next 90 minutes or so, we shall cover...

  • What is fitting, why should you take time to think about it
  • Maximising the potential of whatever ship you are flying
  • Getting the best performance for your skills, and not simply using a generic cookie cutter fit - if such a thing even exists.

This class is not going to be telling you, for example “if you fly a Rifter you should fit this, this, and this to be any good” - it is more a guide on how to approach fitting in general & how to get the best out of your fits, not dictating what fits you should be using.

You'll probably have noticed that when a newbie asks “what's the best ship?” the answer is always “best for what?”. The same answer applies to fitting your ships: there is no single 'best' fit, and even if a 'best' fit is generally accepted it's still only best for that one narrow specific purpose. Occasionally there are popular cookie-cutter fits, but even then they are only good for one purpose.

Feel free to type any questions in the Class.E-UNI chat channel as we proceed - I will try to answer your questions as they come during the class.

You should be docked up safely in a station ideally, but if you want to mission or PvP while listening I will do my best to put you off - but will not be responsible when you lose your ship. :-)

There's a slideshow that goes with this class, which is viewable in the ingame browser, I'll put the link into Class.E-UNI.

Let's get started...


Fitting Window

(slideshow page 3)

  • You can spin your ship here if you miss that now-obsolete functionality.
  • Modules – high, mid, low, rigs (covering rigs later since slightly different)
  • Turret & launcher hardpoints, with white/grey squares indicating available slots.
  • Information panel to the right
  • CPU & power grid (xx.xx/yy.yy) – need both for almost all modules, if you don't have enough the module will be offline. You can offline and online modules in space if you can't fit everything at the same time - right-click the module to do so.  Onlining a module in space requires your capacitor to be at at least 95% and will use up approximatly 60% of your cap. This imposes a significant delay between onlining multiple modules unless you have logistical support or cap boosters.
  • Capacitor and how it differs from PG (doesn't affect which modules you can fit, but does affect how long you can use active ones for).
  • Calibration (concerns rigs so will cover later).


Fitting Skills

(slideshow page 4) What they do / when to train them / how high to train them

  • Engineering – increases PG (+AFs / overheating)
  • Electronics – increases CPU (+EWAR support skills)
  • These are the first of any skills I personally would take to V - very, very useful and unlocks further stuff
  • Weapon Upgrades – decreases CPU need of guns & launchers (+ needed for HACs)
  • Advanced Weapon Upgrades – decreases PG need of guns & launchers (+ needed for Marauders)
  • can train if you find yourself running out of powergrid on damage-dealer fits.  very helpful for some awesome DD fits
  • Shield Upgrades – decreases PG need of shield extenders
  • train if you shield tank lots - most useful for PvE passive shield tanking and PvP shield buffer tanks
  • Electronics Upgrades – decreases CPU need of modules requiring this skill (+ needed for Covops) - modules such as co-processors, signal amplifiers
  • Energy Grid Upgrades - decreases CPU need of modules requiring this skill (+ needed for Marauders) - modules such as power diagnostic systems, reactor controls, cap/shield power relays
  • Mining Upgrades – as name suggests, helps you fit mining upgrades!


Fitting Modules

(slideshow page 5)

  • Co-processors:  also known as CPU Upgrades: can be useful for scanning/mining fits
  • Reactor Control Units: power grid output- very useful for sniper DD fits (big weapons need lots of powergrid)
  • Auxiliary Power Controls:  suitable for frigs or destroyers - great for fitting excellent tanks on frigs, inties and assault frigates
  • Power Diagnostic Systems: small bonuses to lots of things, specifically: powergrid, capacitor capacity, capacitor recharge rate, shield capacity, shield recharge rate  If you are short of powergrid, try a PDS first. If it works, great, you got lots of other bonuses too.  If it doesn't, try a reactor control unit instead.  Usefulness depends on who you ask, some people don't like them.  If you need PG and capacitor, these can work well.
  • Ancillary Current Router rig – 10% power grid output - again great for the same things a RCU is good for - probably better because it saves you a low-slot that can be used for extra weapon upgrade modules.

If you're fitting more than one fitting module to help fit other modules, you're probably trying to do too much.  Either accept your fit is not going to work, or train up your fitting support skills higher.

Mention implants - Inherent Implants 'Squire' PG2, PG4 and PG8 to increase powergrid by 1%, 3% or 5%, and Zainou "Gypsy" KMB-25, -50 and -75 to increases CPU by 1%, 3% or 5%.


Modules: T1, T2 and Meta levels

(slideshow pages 6-7)

It can be confusing when people start to talk about Meta1, Meta4, T2 weapons.

Let's pick a module to look at (warp scramblers are a good one - link in chat).  You can use the Variations on the Show Info tab to see lots of different types. These are different types of the same module - Tech 1, Tech 2, Storyline, Faction, Deadspace and Officer - not all modules have all categories. They do the same thing but have slightly different attributes.  "Faction" modules can be very powerful, but also very expensive.  Click Compare at the bottom.

Now we have the Compare Tool open, with a list of the modules and the meta group. Tick boxes on the left hand side to show different attributes.  Slide 7 shows the relevant attributes ticked on the warp scrambler we linked before, sorted by Meta Level (the rest of the attributes are the same).  Meta 1-4 modules as you can see take less CPU than the Tech 2, and have funky names.  (Amusing diversion: link a Target Painter I (Meta0) in chat - try looking at the meta 1-4 versions - what do you notice about the names ? - clue: acronyms.)
Tech 2 items are usually the best performance, but need more skills and usually take a bit more PG or CPU.  Meta 1-4 can be a cheap way to improve your performance if you can't use T2 items yet.  Sometimes Meta 4 items can be very expensive, and sometimes Meta 4 is actually better than T2 items. This usually means that they use less capacitor, take less heat damage or simply have lower PG and CPU fitting requirements yet have identical performance to the T2 variant. For a (work in progress) list of which modules are better left at M4 level, see To T2 or Not to T2

Using this Compare Tool can help you decide whether a certain module is worth purchasing.  Note that you can compare between different sorts of modules (keep the Compare Tool window open, and click Compare on the variations tab of some other module - the variations of that module will load into the same Compare Tool window), although comparing between, for example, a frigate projectile turret and a capital shield booster is rather pointless.

EVEMon has a similar compare ability, however because EVEMon is not written by CCP, it's a lot more intuitive and easy to use - http://evemon.battleclinic.com/.


Module Sizes

(slideshow page 8)

A lot of modules come in differing sizes, suitable for different classes of ship.  There are five different sizes you might find:

  • Micro - used on frigates - and then only if you can't fit small modules. Micro modules are rare and often expensive.  They can be quite good on certain specialised fits, but in general they are not usually worth the cost. Fit a Small module instead.
  • Small - used on frigates and destroyers
  • Medium - used on cruisers and battlecruisers
  • Large - used on battleships and, if there is no Extra Large / Capital category for that item, used on capital ships
  • Extra Large / Capital - used on capital ships - however the "extra large shield booster" is a battleship-sized module. Capital ships use capital shield boosters.

These are not actual game restrictions - you can fit a Small module on a Battleship if you so wish, although the benefit you get from this is likely to be completely negligible.  One rather better example is fitting Medium items on frigates/destroyers, or Large items on cruisers/battlecruisers, which is often done if you have the power grid or CPU available. For example: shield extenders, shield boosters, armor plates are often oversized.

There are some one-trick-pony ships that use a lot of fitting modules and an oversized module to gain huge benefits in that one area (although they forego a lot of other usefulness).  For example: fitting a heavy neutraliser on a Curse (a energy-neut bonused Tech 2 Recon cruiser) will give you the ability to neutralise out to 75km+, which is huge.  Also: the racing Stabber - fitting a battleship-sized MWD on a Stabber (Tech 1 cruiser) gives you a ship capable of bumping other ships over 50km+ off their position.  Useful for bumping carriers playing docking games off their station.

Some modules do not have sizes on them, and the same ones are suitable for any size of ship.


Scripted Modules

(slideshow page 9)

Quote from the description of certain modules: “This module can be fitted with scripts to increase its effectiveness in certain areas.” - what does this mean?

Seen on mid-slot modules with multiple effects, loading a script into the module causes it to stop doing one of the effects, whilst doubling the efficacy of the other effect.  Turning it from being good at two or more things, to awesome at one.

For example, a Sensor Booster, if unscripted, increases both scan resolution (i.e. how quick you can target lock something) and targeting range. If you load a Scan Resolution Script, it will double the scan resolution bonus, but remove the targeting range bonus.  This makes sensor boosters useful both for snipers that can't target as far as they can shoot (load targeting range script) and for interceptors that need to catch fast ships on gates (load scan resolution script).

Market group: Ammunition & Charges → Scripts, load them like ammo or crystals, they will last indefinitely.


Rigs

(slideshow page 10)

Rigs are permanent ship modifications. Once fitted they cannot be removed, only destroyed. They can be rather expensive.  T2 rigs are usually very expensive.  You must destroy a rig before you can fit another in its place.

  • Rig slots : top left of the fitting screen, most ships have 2 or 3.
  • Rigs take up calibration in the same way as modules take up powergrid or CPU. There is no way to increase your calibration.
  • Small rigs fit on frigates and destroyers, Medium rigs fit on cruisers and battlecruisers, Large rigs fit on battleships and capital ships.
  • Rigs provide a bonus to one or more stats on your ship or modules, and most have a single drawback.
  • You don't need skills to use rigs, you only need skills to fit rigs, and to reduce their drawback. You can get a friend to fit a rig for you if you can't.
  • To (1) fit a rig, and/or (2) reduce the drawback you will need the skill Jury Rigging, and sometimes a related skill e.g. Projectile Weapon Rigging to fit projectile weapon rigs, or Shield Rigging to fit shield rigs.  Note that the Jury Rigging skill is simply an enabler, it is the specialised rigging skill that reduces the drawback.  Some rigs don't have an associated secondary rigging skill, and thus don't have a drawback.
  • Important to mention: in EVE University, rigs are banned on T1 frigates & destroyers in wartime.


Stacking Penalties

(slideshow pages 11-12)

Fitting multiple modules that affect the same ship stat by a percentage, you will start to suffer a stacking penalty. You can see this by the relevant text in the Description tab of a module's Show Info window.

Stacking Penalties can be difficult to understand (and also difficult to tell when a module actually does suffer it).

Stacking penalties affect module bonuses individually. That is to say, the first module that gives you the highest bonus to an attribute, will give its full bonus. The second module, that gives you the second highest bonus to the same attribute, will only give you 86.9% of its full bonus. The third module only gives you 57.1% of its bonus. An example is on page 11 of the slideshow

Stacking penatlies are applied to module and rigs only (exception: Snake pirate implant set is penalized).

If a module adds an absolute bonus (e.g. +1000 shield HP, +400 GJ capacitor capacity) then it is not penalized at all. Only percentage bonuses (or drawbacks) are penalized.

First module: 100%, second: ~87%, third: 57%, fourth: ~28%, fifth: ~10%. In general it is not worth fitting more than 3 modules that affect the same thing to your ship, unless you really have nothing else to fit there at all.

Unfortunately it's hard to tell exactly what is stacking-penalized and what isn't.  Link to this page: stacking penalties (link in slideshow) - this page provides some very useful info on which ship attributes suffer stacking penalties and which don't.

Worked example on slideshow page 12 that shows how stacking penalties are calculated.


External Fitting Tools

(slideshow page 13)

I'm sure lots of people did what I did when I first started: saw some amazing weapons on the market, bought them all, tried to fit them to my ship only to find I didn't have enough powergrid, or enough CPU, or whatever.  Has anyone done that? External fitting tools are programs that allow you to play with fits to see if they work without actually going out and buying all the modules.

There's an link to a screenshot of EFT on the slideshow, so that you can see what they look like.

EFT - http://www.eveonline.com/ingameboard.asp?a=topic&threadid=548883

Pyfa - http://www.evefit.org/Pyfa

EveHQ - http://evehq.battleclinic.com/

EFT is the old hand that's been around for years (and probably most popular). Pyfa is the new kid on the block. Both are pretty similar; Pyfa has the advantage that it runs on the Mac as well as the PC. (EFT will run in virtual machines/Wine on the mac though).

Both programs can import your character using the EVE API so that your fits can take account of your current skills. Both will also let you import saved fits into the game (or export fits from the game into the tool).  You can also copy-paste fits from forums or websites into them (so long as they are in the right format - fortunately almost everyone posts fits in EFT format so that you can do this).

EveHQ does a whole lot more, the fitting tool is merely a subset of a much larger program (skill training, POS manager, more stuff that I haven't actually looked at yet). Although the website appears to not have been updated for almost a year, the program itself is actually updated through the internal update checker.

There may be more fitting tools that I've forgotten about.

Link to other 3rd party tools http://wiki.eveonline.com/en/wiki/3rd_party_tools



Starting to fit your ship

(slideshow page 14)

That's the first part of this class done - the introduction to fitting mechanics, how to find different variations of modules and how stuff works.  In the next part we'll look at general guidelines when it comes to fitting tanks, fitting weapons and fitting propulsion modules.  There's also a little section on what not to fit.


When you first come to get a ship - maybe it looks cool, I've bought ships because they look cool - you need to decide what it is you're going to use it for.  Don't try and do everything at once, you'll just do everything badly.  Specialise your ship for a single purpose, whether that is PvE (missioning? incursions? exploration? WH sleepers?), or PvP (large fleet? solo? small gang? nullsec or losec?).  Of course, you could have a PvE mission fit and a PvP fleet fit for the same ship, and swap them in and out when necessary.

You should always fit to your ship's inherent bonuses (Show Info, description tab).  If it has shield tank bonuses, fit a shield tank.  If it has small energy weapon bonuses, fit small energy weapons (lasers).  If it doesn't have any weapon bonuses, you probably shouldn't use it for dealing damage.

Sometimes you can ignore weapon bonuses.  For instance the Prophecy (Amarr Battlecruiser) has a bonus to medium laser capacitor usage.  So if you fit medium lasers, they will use less cap than normal, which is good.  However, projectile turrets don't use any capacitor to fire anyway - so you could also fit them, since the bonus in that case is irrelevant.

Quite often a ship won't have tanking bonuses, in which case you can fit any sort of tank.  However you should bear in mind that most shield-tanking modules are mid-slot, and most armour-tanking modules are low-slot: so if you ship has only 1 or 2 low slots, you probably shouldn't try to armour tank it, and vice versa.  As always, there are exceptions to this rule (e.g. armour-tanked Scorpion - midslots used for EM modules).


There are many different places to find fits.  One of the best are our two Ship Loadouts forums, one for PvE and one for PvP (links in slideshow).  They are great places to find suitable fits, discuss fits and ask questions about your own.  Take note of the "How to Search the Ship Loadout Forum" thread at the top to look for relevant threads!

Battleclinic has a ship fitting section, in which you can up-rate fits you like and down-rate fits you don't.  However, don't assume highly-rated fits are good - always read the comments. For example, there's a very highly rated Dramiel fit on there that uses mining lasers.  Don't fit mining lasers on a Dramiel.

Failheap Challenge (previously known as scrapheap challenge) is a faiorly popular forum with similar PvE and PvP ship loadout forums (they call them Ship Setup Hangars) to our own.  It's more used by veteran players, so most fits on there are aimed at more experienced higher skillpoint pilots.  They have some good solo/small gang PvP fits though.


Fitting tanks

(slideshow page 15)

On page 15 of the slideshow you have a quick guide to the different sorts of tanking.

In the last column, the first line in each row is bolded and indicates probably the most important module for each tanking style.  You won't get very far active tanking without an armor repair system, for example.

In general you should avoid both shield and armour tanking (and to a lesser extent, both active and buffer tanking).  There are a number of reasons for this; (1) because you'll need a lot of module slots to do all your tanking styles and you won't have any room to fit other modules, (2) you'll suffer all the drawbacks of your tanking styles.  Although your ship will be very good at not dying, it'll be crap at everything else.  Also people will laugh at your killmail when you do eventually explode (every ship explodes sooner or later).

Active tanking can work very well for missions and solo/small gang PvP.  With the faction modules, boosters and the right bonused ship, you can make some monster tanks for solo PvP that are extremely hard to kill.  Active tanking works best with ships bonused for it (Maelstrom, Hyperion, Hurricane, Myrmidon).  However these ships can also fit quite good buffer tanks, so you don't have to active tank them.  The Myrimidon can actually fit quite a nice shield tank too and still be effective.  As you can see, there are already exceptions to my always-fit-according-to-your-ship-bonuses statement from earlier.

Buffer tanking works well in fleet PvP, as it means less things to think about and it keeps you alive longest when being primaried by an entire fleet.  It doesn't work so well in mission PvE because missions last too long.

Shield passive tanking is something that you can't do with armour, since it depends on maximising your natural recharge rate (mostly using Shield Power Relays and Field Purger rigs).  It also only works with the right ship (Drake, Rattlesnake, Hurricane to a lesser extent).

Speed tanking is mostly for smaller faster ships such as frigates, cruisers and certain battlecruisers.  You can also combine speed tanking with shield buffer tanking quite well.  It doesn't work so well (or indeed, at all) with slow ponderous ships such as battleships (exception: Machariel can do it fairly well, for a battleship).  Even if you only speed tank, it's still worth fitting some sort of buffer even if it's just a damage control or a shield extender.  People can still hit you if they are lucky, so you want to be able to survive a few hits.

Damage Control modules are very very useful for all tanks (less so for shield tanks in PvE), especially PvP where you expect to die anyway.  They can give you a lot more time to get out if it all goes wrong.


Does anyone have any other types of tanking not included in this table?


The class might mention...

  • Hull tanking (don't do it, because hull repppers are bad and you have no safety net when your tank fails (and it will fail)(real men hull tank though).
  • EWAR tanking (using ewar modules to prevent the enemy hitting you - can work with the right ship, especially with tracking disruptors or ECM - Sentinel (Amarr EAF) does this quite well and so can Griffins (especially if you only fit to jam, and fight, a single racial ship type.  Example: Griffin fit out for anti-Dramiel work).
  • Crowd tanking (go in a big fleet and hope other people get primaried first).
  • Cloak tank (covops ships and blockade runners doen't need a tank, because they do everything cloaked and thus can't be targeted by anything).
  • Honour tanking for some light relief (originated here - essentially some guy just lost a hugely expensive faction-fitted mission ship to a hostile mothership, and then went out in a dreadnought with nothing but cargo expanders in the lowslots to try and avenge the destruction and regain his honour. That was destroyed too.  Thus the honour tank was born).


Other classes go into tanks in more detail: Shield Tanking 101, Armour Tanking 101 etc - can listen to them from the classes page on the wiki.


Fitting Turrets and Missiles

(slideshow pages 16 & 17)

When it comes to weapon systems, remember the same primary concern as I said earlier - don't try and do too many things at once.  Try to fit to one weapon system, with one optimal range.  That way you maximise your DPS.  If you have some artillery cannons, some autocannons, and different types of each, you're going to have different optimal ranges and different tracking speeds, and your DPS at any one range is not as good as it could be.  Pick one gun type and stick to it.

Having said that, you will often find that some ships have more highslots than they do turret hardpoints.  In this case you can often fit a secondary weapon system (rockets or assault launchers are good for this).

Turrets come in two main sorts - long range and short range.  The short range version (autocannons, blasters, pulse lasers) do more DPS on paper, and have better tracking, and a higher rate of fire.  The long range (artillery, railguns, beam lasers) have a much higher volley damage, a much higher range, but lower DPS.  They also require more powergrid and CPU to fit than short range weapons.

Most people fit the longer range type for missions because it means you can kill all the NPCs without moving around too much.  In addition some will have a secondary weapon system as mentioned earlier for taking out NPC frigates and drones.

For PvP you can fit either.  The shorter range version means you can track small stuff very well and do a lot of DPS, whereas the longer range ones mean you can hit from a lot further away, which is very useful. The longer range weapons (especially artillery and beam lasers) have such little tracking that it requires range and some skills to use them effectively.


Within each class of weapon, you will find a number of different sizes.  For instance, small autocannons come in 125mm, 150mm and 200mm flavours.  The table on page 16 summarises the difference between each flavour of weapon.  When starting to fit guns, it's often a good idea to start off with the middle sort, providing a good compromise between range and tracking.  If you have spare PG/CPU go up a size, if you run out of PG/CPU go down a size.  However, some fits (especially tacklers and interceptors) might purposefully fit the smaller types to be able to track drones, and some fits (especially focused DD-ships) might purposefully fit the larger sizes for maximum DPS.


Missiles are slightly simpler than turrets, as there are fewer different types.  Missiles usually have a long range type, and a higher DPS shorter range type.  If in doubt as to which to fit, the long range enabling you to hit from much further away normally outweighs any slight DPS advantage from the short-range missiles.  Although if your ship has bonuses for the other type (e.g. rocket-bonused frigates) then go with them.

Assault launchers aren't included in the table, as they are a strange case.  They are intended for use by cruisers & battlecruisers versus smaller faster targets.  They work well as a secondary weapon system, or as a little extra DPS from ships that are designed for other primary purposes (ECM-jamming blackbirds will sometimes fit them for example).

Fitting Speed

(slideshow page 18)

When going into PvP, a propulsion module is almost mandatory.  They can be quite useful for certain missions as well. You can use both ABs and MWDs in mission deadspace.

Afterburners are easier to fit and less cap-hungry than microwarpdrives, and give you a nice speed boost on frigates and some fast cruisers. Larger than this the speed increase becomes less significant, and MWDs become better.

Microwarpdrives are great for any ship for a huge speed boost, but they will also hugely increase your signature radius, which means that enemies can target-lock you faster, turrets have an easier time hitting you and missiles do more damage. So be careful when using MWDs.  They also slightly decreases your total capacitor when fitted which can be a pain if you have an active tank.

Some frigates will dual-prop.  This can be awesome so long as your frigate has enough mid-slots.  Use the MWD to get into and out of trouble fast, and the AB to sustain a high speed in the engagement.


Modules to watch out for...

(slideshow page 19)

Some modules have pretty nice effects that you might look at and think 'oh nice I should totally put one (or more) those on my ship, I'd be unstoppable!'. Unfortunately, those modules often have rather nasty side-effects that may not be immediately apparent, to compensate for their awesomeness and in order to keep this game balanced.

There are uses for almost all modules, but some of them you should definitely think about before just looking at the benefits and fitting as many as you can.

Here are some of them:

Warp Core Stabilizers in particular have some awful negative effects that make your ship a lot less useful - they halve your targeting range and targeting lock time, which for a combat ship is a really bad thing. These benefits will stack if you fit more of them (though these drawbacks are stacking penalized). Don't fit them on combat ships, or any ship that needs to target things. However they are very useful for travelling or hauling in losec or nullsec, or in hisec during wartime.

Prototype and Improved Cloaking devices will make your ship invisible. This is nice. However, whilst they're fitted they will reduce your targeting lock time, and when active they will prevent you entering warp and make you up to 90% slower. This is not nice. They can be useful on some things, but generally you wouldn't fit them unless you have a specific purpose in mind for your ship.

Inertia Stabilizers look like they might have their uses, but nanofibers are simply better, because they have a less significant penalty (structure HP instead of signature radius), and they also increase your speed which is useful for AFK auto-pilot hauling. The one time you might actually fit i-stabs is if you are manually (not autopiloting) hauling in hisec. Sometimes capital pilots fit them as well (capitals are hilariously slow at aligning, and since they have a huge signature radius anyway an extra 11% is really just a drop in the ocean).

Wrap-up

And that brings us pretty much to the end of Fitting 101, an introduction on the mechanics, skills and modules that affect fitting your ships, and a bit of a guide into fitting tanks and weapon systems.  I'll be around in this channel for a while to answer any questions you may have concerning fits and ships.  If not, then thanks for coming!

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