Difference between revisions of "User:Cassiel Seraphim/Sandbox5"
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== Increasing warp speed == | == Increasing warp speed == | ||
− | + | There are '''implants''', '''modules''' and one type of '''rig''' that can help boost your ship's warp speed. | |
==== Modules & Rigs ==== | ==== Modules & Rigs ==== | ||
− | + | When it comes to modules and rigs, there are three low slot modules and one rig that increases warp speed. The modules increase warp speed by raising the base AU/s warp speed by a fixed number, while the rig has a normal percentage-based bonus. | |
{| class="wikitable" | {| class="wikitable" | ||
| style="background-color:#111111; padding:0px;" | [[image:icon_low_slot.png|32px|Low slot]] | | style="background-color:#111111; padding:0px;" | [[image:icon_low_slot.png|32px|Low slot]] | ||
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|} | |} | ||
<references/> | <references/> | ||
+ | ==== Implants ==== | ||
+ | There are also implants that help increase your warp speed. | ||
+ | {| class="wikitable" | ||
+ | ! style="background-color:#222222;" | Implant | ||
+ | ! style="background-color:#222222;" | Bonus | ||
+ | ! style="background-color:#222222;" | Requirement | ||
+ | |- | ||
+ | | style="padding:0px; padding-right:5px;" | [[Image:Icon_implant_hardwiring.png|32px|link=]] {{co|coral|xxx}} | ||
+ | | style="padding:5px;" | xxx | ||
+ | | style="padding:5px;" | {{sk|Cybernetics|II|icon=yes}} | ||
+ | |||
= Fitting enough tank not to be worth ganking = | = Fitting enough tank not to be worth ganking = | ||
If you're in high security space and not at war, the only real threat to your ship is suicide gankers. To remedy this, you can up your tank to the point where it's not worth ganking you for profit. This will drastically reduce the chance of someone bothering to destroy your ship. | If you're in high security space and not at war, the only real threat to your ship is suicide gankers. To remedy this, you can up your tank to the point where it's not worth ganking you for profit. This will drastically reduce the chance of someone bothering to destroy your ship. |
Revision as of 23:01, 6 July 2017
There are three fundamentally different ways of fitting your ship for travel; Speed, tank or safety. Each has pros and cons associated with them, it may be beneficial to carry fittings for all three and swap depending on what you expect to find along your route of travel if your ship has enough cargo space.
Fitting for increased travel speed
If your only concern is to get to your destination as fast as possible, not having any war targets or pirates to worry about nor carrying too many expensive modules, you can focus exclusively on cutting down the align time and increasing warp speed.
Usually increasing warp speed tends to cut down on travel time the most, since you spend more time in warp than you do aligning. So if you're forced to choose between the two, it tends to be more beneficial to focus slightly more on increasing warp speed than reducing align time. Within reason of course, most of the time you can accomplish both. Depending on the ship you're moving, re-rigging your ship might not be a practical option and then the modules suggested will be your focus, as you can easily refit your lows, mids and highs before and after moving.
One of the major drawbacks of this style of fitting is it will reduce low slots that may be used for armor or structure tanking. Of particular interest are the astronautic rigs and nanofiber internal structures which will reduce the total armor and structure hit points respectively on a ship.
Reducing align time
The align time of a ship is based on the ship's mass and agility as well as agility and inertia bonuses from skills, modules, rigs and implants.
Bonuses relevant to align time are either referred to as agility (a positive value) or inertia (usually a negative value, unless referred to as "inertia modifier" then it's positive), which for all intents and purposes in EVE are the same.
Skills
Several skills affect your align time, starting with the most relevant skills:
Skill | Bonus |
---|---|
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5% improved ship agility for all ships per skill level |
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2% improved ship agility for all ships per skill level |
There are also special case skills, for certain ships fits with specific modules.
Skill | Bonus |
---|---|
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5% Bonus per skill level to the agility of ships requiring Advanced Spaceship Command [1] |
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5% reduction to armor plate mass penalty per level [2] |
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5% bonus to ship inertia modifier per level [3] |
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5% bonus to ship inertia modifier per level [3] |
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5% bonus to ship inertia modifier per level [3] |
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5% bonus to ship inertia modifier per level [3] |
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5% bonus to ship inertia modifier per level [3] |
Modules & Rigs
While there are several modules that reduce inertia, some are stronger than others, leaving you with these modules as well as the one rig that helps reduce align time.
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Inertia Stabilizers II (-20% inertia modifier, +11% signature) |
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Nanofiber Internal Structure II (-15.75% inertia modifier, -20% structure HP) |
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Low Friction Nozzle Joints II (-14% inertia modifier, -10% armour hp [1]) |
- ^ The armour hit point penalty of Astronautic Rigs can be reduced by training the
Astronautics Rigging (3x) skill.
Implants
There are also implants that help reduce your align time.
Implant | Bonus | Requirement |
---|---|---|
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+1% bonus to ship agility | ![]() |
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+2% bonus to ship agility | ![]() |
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+3% bonus to ship agility | ![]() |
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+4% bonus to ship agility | ![]() |
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+5% bonus to ship agility | ![]() |
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+6% bonus to ship agility | ![]() |
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+1% bonus to ship agility + 2,5% bonus to all Nomad agility bonuses | ![]() |
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+2% bonus to ship agility + 2,5% bonus to all Nomad agility bonuses | ![]() |
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+3% bonus to ship agility + 2,5% bonus to all Nomad agility bonuses | ![]() |
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+4% bonus to ship agility + 2,5% bonus to all Nomad agility bonuses | ![]() |
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+5% bonus to ship agility + 2,5% bonus to all Nomad agility bonuses | ![]() |
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+10% bonus to all Nomad agility bonuses | ![]() |
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+1% bonus to ship agility + 10% bonus to all Nomad agility bonuses | ![]() |
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+2% bonus to ship agility + 10% bonus to all Nomad agility bonuses | ![]() |
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+3% bonus to ship agility + 10% bonus to all Nomad agility bonuses | ![]() |
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+4% bonus to ship agility + 10% bonus to all Nomad agility bonuses | ![]() |
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+5% bonus to ship agility + 10% bonus to all Nomad agility bonuses | ![]() |
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+25% bonus to all Nomad agility bonuses | ![]() |
Propulsion modules
If your align time is high enough, there's also the option to use propulsion modules such as Afterburners and Microwarpdrives to reduce your align time. See reducing inflated align times below for more information.
Friendly webs
Another option is to have a friend or an alt to web your ship as it starts aligning, dropping its maximum speed making it align almost instantaneously. This can be extremely useful for very slow aligning ships like freighters. It does require some effort and planning however, as some gates are pretty large so the webbing ship needs to either be really fast to close the distance, or have a web range bonus like the Hyena or
Cruor.
Increasing warp speed
There are implants, modules and one type of rig that can help boost your ship's warp speed.
Modules & Rigs
When it comes to modules and rigs, there are three low slot modules and one rig that increases warp speed. The modules increase warp speed by raising the base AU/s warp speed by a fixed number, while the rig has a normal percentage-based bonus.
![]() |
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Limited Hyperspatial Accelerator [1] (+0,2 AU/s, cheap) |
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Experimental Hyperspatial Accelerator [1] (+0,25 AU/s, affordable) |
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Prototype Hyperspatial Accelerator [1] (+0,3 AU/s, costly) |
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Hyperspatial Velocity Optimizer II (+25% warp speed, +10% signature) |
Implants
There are also implants that help increase your warp speed.
Implant | Bonus | Requirement | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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xxx | ![]() Fitting enough tank not to be worth gankingIf you're in high security space and not at war, the only real threat to your ship is suicide gankers. To remedy this, you can up your tank to the point where it's not worth ganking you for profit. This will drastically reduce the chance of someone bothering to destroy your ship. Below are some examples of suitable modules to further your fitting goals. Improving your hull tankPerhaps one of the easiest and least skill intensive ways to buff your tank is to simply add a Damage Control II and try to increase your structure points as much as you can with Reinforced Bulkhead II modules and Transverse Bulkhead II rigs. The skill requirements for that is fairly easy, requiring only
Improving your armor tankFitting an armor tank can be a little bit more skill intensive, especially a passive resist setup since the efficiency of passive resist modules rely heavily on the armor compensation skills such as As such it might not be something you'll be doing as a young capsuleer, but for people with high armor support skills flying certain ships (with more armor than structure hp) it might be slightly stronger than the structure approach mentioned above. Improving your shield tankThe skills to use a proper tech two shield tank isn't quite as skill intensive as armour, requiring just One of the great pros of shield tanking is that low slots remain free, this allows you to fit for speed or another layer of tank (armor or structure) depending on your preference. Reducing inflated align timesMost of the armor and structure tanking modules increase your align time, making you turn and handle like a brick with align times pushing 15+ seconds. One way to mitigate this is to fit either a microwarpdrive (cycles in 10 seconds) or an afterburner (cycles as fast as 7,5 seconds). By pulsing the module once (activating it and then immediately deactivating it), you can align in 7,5 - 10 seconds flat as long as you start your align from a standstill (like after you've jumped through a gate). Using an afterburner in this fashion requires you to use a size-appropriate afterburner, 1MN for frigates, 10MN for cruisers, 100MN for battleships. Capital ships can't align faster enough with undersized 100MN afterburners, but can still abuse 500MN microwarpdrives for a 10 second align. Fitting for safe travel in hostile spaceThis method relies on fitting an Improved Cloaking Device II and a microwarpdrive to allow you to be cloaked while aligning, minimizing the time you're actually visible on grid. This is commonly referred to as the MWD + cloak trick, see cloak trick or Seamus Donohue's video for more information. In order to use the microwarpdrive and cloak you'll need to train The main risk of this method is messing up the cloak and getting locked before you manage to get your cloak up, which would make it impossible for you to cloak up. It's also possible for people to burn towards your location and decloak you before you've managed to align. Having a Warp Core Stabilizer I or two might save you from a lone enemy with just a long point, but for that to be useful you'll need to be able to warp away before anyone else shows up with a second or third point, or a scram. Using dedicated ships for moving aroundIf you're not bound to a specific ship but can setup dedicated ships for flying back and forth in the universe, you got plenty of options that can be either faster, safer, more convenient or just cheaper. This is very convenient if you have ships staged in two or more different regions or areas in space, as hopping into a shuttle or an interceptor will quickly and effortlessly allow you to move between them. Below are a few examples of ships that can be used. ShuttlesShuttles are dirt cheap and are often ignored by most in high security space. This can be a cheap option for new players to move around even if they are at war. Even if they are caught, as long as they don't have too many expensive implants, they potentially risk but a shuttle and a pod. This option is slightly less useful in low and null security space, due to its paper tank and the ease of simply smartbombing you as you approach the gate ... picking off both you and your pod in one fell swoop. Shuttles aren't always available at decent prices as well, but can easily be stockpiled or even built if you regularly need to use them. Getting the shuttle to less than two second align time only requires
For the rich, using the Leopard you'll improve warp speed to FrigatesWhile the travelceptor-variant below is vastly superior to moving about safely and quickly, there are low skilled options such as a travel-fit Atron. It doesn't have the bubble immunity of an interceptor, but it's a nice option for low skilled pilots in high security space to move around in something with a bit more effective hit points, speed and cargo space (compared to a simple shuttle). This fit only requires you to train a EFT
[Atron, Runner (low skilled)]
Medium Shield Extender I Small Shield Extender I Upgraded EM Ward Amplifier I Type-D Restrained Inertial Stabilizers Type-D Restrained Inertial Stabilizers Type-D Restrained Inertial Stabilizers Small Hyperspatial Velocity Optimizer I Small Hyperspatial Velocity Optimizer I Small Hyperspatial Velocity Optimizer I ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
RECOMMENDED SKILLS
NOTES
![]() ![]() ![]() ![]() ![]() InterceptorsA very common method of travelling is to use an interceptor fit to align in less than two seconds, with hyperspatial rigs to improve its already impressive warp speed. With a proper fit you can even tank it enough to survive a few smartbombs, making it a favourite for capsuleers moving vast distances, especially in low- and null security space. Below is an example of a Raptor fitted for fast travel, that will require EFT
[Raptor, Runner]
Medium Shield Extender II Medium Shield Extender II Adaptive Invulnerability Field II EM Ward Amplifier II Inertial Stabilizers II Inertial Stabilizers II Inertial Stabilizers II Small Hyperspatial Velocity Optimizer II Small Hyperspatial Velocity Optimizer II ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
RECOMMENDED SKILLS
NOTES
![]() ![]() ![]() ![]() ![]() HecateFor really paranoid capsuleers moving about in the high or low security space of New Eden, there's the Hecate which can sport a "true insta-warper" fit with a < 1 second align time. This is in part due to the low innate agility of the Hecate as well as the agility-bonused tactical propulsion mode and adequate low slots. It obviously lacks the bubble-immunity and speed of the travelceptor, but has other benefits like literally being uncatchable as well as higher cargo hold capacity. In order to achieve the low align time you'll need EFT
[Hecate, Runner]
Adaptive Invulnerability Field II EM Ward Amplifier II Republic Fleet Medium Shield Extender Republic Fleet Medium Shield Extender Shadow Serpentis Inertial Stabilizers Shadow Serpentis Inertial Stabilizers Shadow Serpentis Inertial Stabilizers Shadow Serpentis Inertial Stabilizers Small Hyperspatial Velocity Optimizer II Small Hyperspatial Velocity Optimizer II Small Hyperspatial Velocity Optimizer II ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
RECOMMENDED SKILLS
NOTES
![]() ![]() ![]() ![]() ![]() Covert OpsShips capable of fitting the Covert Ops Cloaking Device II module [1] [2] can be very effective in moving about in hostile space, such as low-, null- and wormhole space. Their ability to remain cloaked at all times, assuming you don't let anything get too close, will allow them to safely scout out gates for gate camp as well as letting them use covert cynosural fields. Regular covert ops ships are often favoured for travel via wormholes, given the fickle nature of wormholes, the value of remaining unseen and the ability to scan down a new "door" should the old one close on you.
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