Difference between revisions of "User talk:Erise ardain"

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Depends on resistance modules, plates or repairers to keep your ship alive. Comes in two verieties, buffer and active armor tank. Buffer tank relies on increasing [[EHP]] by using modules and rigs increasing resistance and total armor HP. Used mostly in PVP (where incoming damage is much higher than active tank can repair and you want to survive long enougth so you gang will eliminate targets, or enougth time to run away) and in WH ops, when you rely on your gangmates to repair you.  
 
Depends on resistance modules, plates or repairers to keep your ship alive. Comes in two verieties, buffer and active armor tank. Buffer tank relies on increasing [[EHP]] by using modules and rigs increasing resistance and total armor HP. Used mostly in PVP (where incoming damage is much higher than active tank can repair and you want to survive long enougth so you gang will eliminate targets, or enougth time to run away) and in WH ops, when you rely on your gangmates to repair you.  
 +
Pros:
 +
* uses mostly low slots, so you have mid slots free for utility mods and/or cap rechargers
 +
* active tank is overall more efficient
 +
Cons:
 +
* no natural armor regen
 +
* plates and armor rigs reduce ship's maximal speed
 +
* less space for damage/tracking mods
  
More here:
+
More here: [[Armour_tanking|Armour Tanking]]
 
 
===== Active armor tank  =====
 
 
 
Depends on using repairer and hardening modules to counter stream of incoming damage. Rarely used in PVP because PVP dmg tends to be bursty (a lot of dmg in short amount of time) so in worst case ship's armor can be melted before repper can cycle. Suitable for PVE when stream of incoming dmg is rather steady and not that big.
 
 
 
===== Buffer armor tank  =====
 
 
 
Used mostly in PVP and WH, depends on increasing total [http://wiki.eveuniversity.org/EHP#EHP EHP] of ship by increasing resists and armor HP by plates
 
  
 
==== Shield tank  ====
 
==== Shield tank  ====
  
Modules used:  
+
Depends on your shield as primary defence. Comes in threee varieties, active, passive, and buffer. Active relies on boosting your shield resists and repairing incoming damage, buffer on increasing [[EHP]] and passive relies on boosting your shield total regen rate
 +
Pros:
 +
* shield naturaly regenerates
 +
* no speed penalty
 +
* free lowslots for dmg mods
 +
Cons:
 +
* ln case of passive/buffer tank, huge signature radius penalty, easier to hit
 +
* less space for utility modules
  
*[http://wiki.eveonline.com/en/wiki/Medium_Shield_Booster_I Shield Booster] and [http://wiki.eveonline.com/en/wiki/Shield_Boost_Amplifier_I Shield Boost Amplifier] - first one repairs certain amount of shield's HP, second boosts repaired amount.
+
More here [[Shield_tanking|Shield Tanking]]
*[http://wiki.eveonline.com/en/wiki/Invulnerability_Field_I Shield Hardener] - comes in omni (Invunerability) and dmg specific varietes, this is active module increasing shield resistances.
 
*[http://wiki.eveonline.com/en/wiki/Explosion_Dampening_Amplifier_I Resistance amplifier] - passive version of above, doesn't have "omni" version and have lesser resists, it's very rarely used xcept when u need tank that's immune to cap drain
 
*[http://wiki.eveonline.com/en/wiki/Medium_Shield_Extender_I Shield Extender] - increases shield's HP and ship sig radius, so it's a bit easier to hit
 
*[http://wiki.eveonline.com/en/wiki/Shield_Recharger_I Shield Recharger] - increases passive shield regeneration rate
 
*[http://wiki.eveonline.com/en/wiki/Shield_Power_Relay_I Shield Power Relay] - increases passive shield regen rate, at cost of decreasing cap regen
 
  
==== Damage Control ====
+
==== "Suitcase tank" ====
  
[http://wiki.eveonline.com/en/wiki/Damage_Control_II Damage Control] - this little module increases shield and armor resist for few % and hull resist for huge amount in exchange for little amount in cap. It does not have stacking penalties with enything but u can use only one of it. What it does (xcept quite useful resist boost) is it gives u few more seconds when ure in hull to run away. Usually its a good idea to have it, as "buffer" to run away.  
+
Uses [http://wiki.eveonline.com/en/wiki/Damage_Control_II Damage Control] as only "tanking" module. Mostly used on PVP frigates, Damage control provides biggest "EHP boost per slot" from all tanking modules, and it don't have stacking penalties with any other resistance mod. Often used on ships because it's only ship that provides hull resists, whch give a little bit more time to run away when your tank is "broken" (more damage incoming than you can rep).
  
===== Active shield tank  =====
+
=== Weapons ===
 +
In general, almost all weapon systems in even can fall into 2 categories, short range vs. long range
  
Uses (mostly active) hardeners and shield booster + usually one or 2 shield boost amplifiers to reduce and repair incoming damage
+
==== Short range weapons ====
 +
Blasters, Autocannons, Pulse lasers (they are "medium range", much more range than all other short range weapon systems), Rockets, Assault and Siege Missiles, all those weapons are "short range". Short wange weapons have more damage, faster tracking (in case of turrets) and less PG and CPU requirements than their long range counterparts, which usually means you can also fit more tank on ship who uses them.
  
===== Passive shield tank  =====
+
==== Long range weapons ====
 +
Railguns, Artillery, Beam lasers, Standard, Heavy and Cruise missiles, all are so called "long-range" weapons. They have higher alpha ("volley") damage and can shoot targets from far away, but are harder to fit and do less DPS.
  
Focuses on increasing resists and shield natural regen per second. As regen speed is same regardless of shield's HP, increasing shield HP by using shield extenders, have same effect as decreasing shield recharge time by using power relays and rechargers, both are boosting natural shield regen. GOod side of passive tank is that u just need to turn ahrdeners on, after that u dont have to activate any module, bad side is sig radius is much bigger and it uses a lot of slots, both med and low. Maximal shield recharge is around 25% of shield, below that means your tank is broken. Useful both in PVE, WH and PVP
+
==== Smartbombs ====
 +
Short range ( 10km max for best officer one, usually BS sized ones hava 6 KM range) omnidirectional damage pulse. Hits everything but your ship, including friends and drones. Rarely used, except in PVP smartbombing battleship gangs, and for blowing up drones
  
===== Buffer shield tank  =====
+
==== Missiles vs. Guns ====
 
+
Those two weapon systems are very different, in general, if you are in range missiles always hit, but faster/smaller take less damage from them, while guns have potential to hit any target for full damage, but hitting mast moving targets can be a problem, especially if target is small.
Passive tank without recharger modules, or some of them swapped for hardener or another shield ex. Used in PVP or WH
+
Missiles also have travel speed while guns hit instantly, so missiles are less preferred in PVP, because often target is dead before missiles will hit it, especially on longer ranges.
 +
In PVE however, missile boats don't have to worry if ship is far or its orbiting fast, missile will always hit.
  
 
So what to do when u are planning fit for your new ship. First, you should specify  
 
So what to do when u are planning fit for your new ship. First, you should specify  
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=== Purpurose  ===
 
=== Purpurose  ===
  
of your fit. What is primary and secondary purpurose of ship u wanna fly, what are things u '''need''' and what are things u ''would like'' your should would do. Trying to build ship that does everything, usually ends in ship doing everything bad.  
+
of your fit. What is primary and secondary purpurose of ship you wanna fly? What are things u '''need''' and what are things u ''would like'' your ship would do. Trying to build ship that does everything, usually ends in ship doing everything bad.  
  
 
==== PVE  ====
 
==== PVE  ====
  
This is quite simple, first thing u want is enougth tank to keep you alive, after that most DPS u can get. For PVE passive or active tank, because rats have steady damage over long time. Whether u want shield of armor tank depends on ship u wanna fly, more low slots work better with armor tank, more mid slots work better with shield tank, tho some ships can do both (like passive shield tanked Hurricane or Myrmidon). After fitting tank, weapons, and (most of the time) propulsion mod like afterburner. What weapons u fit depend on ship but in general, shorter range, more DPS dmg weapons like blasters and autocannons work best on fast, agile ship (if u can't get to enemy, tons of blaster DPS won't help), while long range low DPS (beam lasers, railguns, artillery) let's u have more freedom with range, but cant hit anything on short range. Pulse lasers are medium range with good tracking, so they are usually good choice.  
+
This is quite simple, first thing you want is enougth tank to keep you alive, after that most DPS u can get. For PVE passive or active tank, because rats have steady damage over long time. Whether u want shield of armor tank depends on ship you wanna fly, more low slots work better with armor tank, more mid slots work better with shield tank, though some ships can do both (like passive shield tanked Hurricane or Myrmidon). After fitting tank, weapons, and (most of the time) propulsion mod like afterburner. What weapons you fit depend on ship but in general, shorter range, more DPS dmg weapons like blasters and autocannons work best on fast, agile ship (if u can't get to enemy, tons of blaster DPS won't help), while long range low DPS (beam lasers, railguns, artillery) let's u have more freedom with range, but cant hit anything on short range. Pulse lasers are medium range with good tracking, so they are usually good choice.  
  
Also in general when u're closer to NPC u tend to get more dmg, so when u can't tank and have to warp off often, switching to long range weapons can help.  
+
Also in general when you are closer to NPC you tend to get more dmg, so when you can't tank and have to warp off often, switching to long range weapons can help.  
  
 
==== WH (PVE)  ====
 
==== WH (PVE)  ====
  
For BC, you want as much tank as possible, while having at least some buffer (so u have time to warp off). Passive tank on ships like Drake, Myrmidon or Hurricane tends to work well. Even in c2 sleepers hit quite hard (more than l3 missions). You want long range weapons most of the time because cruisers tend to orbit >15km but then killing frigs can be a problem, esp. that if u dont use any ECM or RR they aggro drones, so fitting one ECM module for that can be beneficial.  
+
For BC, you want as much tank as possible, while having at least some buffer (so you have time to warp off). Passive tank on ships like Drake, Myrmidon or Hurricane tends to work well. Even in C2 sleepers hit quite hard (more than L3 missions). You want long range weapons most of the time because cruisers tend to orbit >15km. Missiles work well, because you don't have to worry about range or tracking.  
  
For BS, u want as much resistance as possible, and healthy buffer (100k EHP is a good target), most of BS in C3 are rr (remote repair) gangs, which means when u get primairied by sleepers, other gang member will use remote armor/shield repair modules to rep u. Pref. all gang members should be same type, either armor or shield tanked. After that light/medium drones for dealing with sleeper frigates and long range guns as sleeper BS can spawn more than 75 km away.  
+
For BS, you want as much resistance as possible, and healthy buffer (100k EHP is a good target but that depends how "fast" your RR buddies are, sometimes 80k is enougth for C3), most of BS in C3 are rr (remote repair) gangs, which means when you get primairied by sleepers, other gang member will use remote armor/shield repair modules to rep you. Preferably all gang members should be same type, either armor or shield tanked. After that light/medium drones for dealing with sleeper frigates and long range guns as sleeper BS can spawn more than 75 km away. And sentry drones if you have some m3 of your dronebay left.
  
With RR u usually ''dont'' need propulsion mod, as RR range is only about 10km max, so you will be standing still most of the time, instead mount cap recharger or another hardener. Tracking enhancers/computers on "non laser" weapons help too
+
With RR u usually ''dont'' need propulsion mod, as RR range is only about 10km max, so you will be standing still most of the time, instead mount cap recharger or another hardener. Tracking enchaners/computers can help, same with Target Painter, which also helps whole gang
  
 
==== PVP  ====
 
==== PVP  ====
  
Buffer tank 90% of time, sometimes for frig you will use what's called "speed tank", which means fit with speed/agility mods like nanofiber which enables u to orbit target fast so u can avoid getting hit. As for rest, depends on your role in fleet, most of the time you will want MWD instead of AB for closing distance or getting out of enemy range. Remember that 40% more tank is better than 20% more dps, coz it let's u live longer to do damage
+
Buffer tank 90% of time, sometimes for frig you will use what's called "speed tank", which means fit with speed/agility mods like nanofiber which enables u to orbit target fast so u can avoid getting hit. As for rest, depends on your role in fleet, most of the time you will want MWD instead of AB for closing distance or getting out of enemy range. Remember that 40% more tank is better than 20% more dps, because it let's u live longer to do damage. So dont be afraid to downgrade guns to fit that 1600mm plate, bit less damage but better tracking and survivability
 +
 
 +
== Do's and Don't ==
 +
''Do''
 +
* ''Fit Damage Control'' - There are some cases when you don't want this mod. This cases are very rare. It ''WILL'' save you ship few times
 +
 
 +
''Don't''
 +
* ''Fit more than one type of tank'' - Fitting both Armor and Shield hardener is pointless, as they hit either one or other, focusing on one type have much better effect, just use rest of your slots for utility or cap mods
 +
* ''Mix guns'' - "I will fit 2x720 and 2x650 arties because i don't have any PG left" - just fit 4x650mm. Why? having 2 gun types reqires more micromanagement (loading proper ammo for range), and have less effect (if target is in optimal of one gun is in falloff in other, or smaller can track target well, bigger can't). Just fit smaller ones, a bit less DPS for more tracking. One exception are some minmatar ships that have for example 5 turret hardpoints and 3 launcher hardpoints, like cyclone, then for max DPS you fit it both with missiles or turrets.
 +
* ''Fit biggest guns at any cost'' - Yeah you can fit that 1400mm arties when you use PDU II x2 but then if you put 1x Gyrostabilizer and 1xTracking Enhancer and 1200mm instead you will get same range, more DPS and much faster tracking

Latest revision as of 12:19, 22 September 2010

My scratchpad

Fitting Your Ship

Basic fitting "do's and don't" for new players

Basics

Tanking

Is basically "way to keep you ship alive under fire" my numerous ways like increasing your shield/armour resists to reduce incoming damage, increasing armour/shield points to make u take more damage before blowing up, repairing taken damage, or avoiding it by flying faster than enemy's cannons can track.

Armor tank

Depends on resistance modules, plates or repairers to keep your ship alive. Comes in two verieties, buffer and active armor tank. Buffer tank relies on increasing EHP by using modules and rigs increasing resistance and total armor HP. Used mostly in PVP (where incoming damage is much higher than active tank can repair and you want to survive long enougth so you gang will eliminate targets, or enougth time to run away) and in WH ops, when you rely on your gangmates to repair you. Pros:

  • uses mostly low slots, so you have mid slots free for utility mods and/or cap rechargers
  • active tank is overall more efficient

Cons:

  • no natural armor regen
  • plates and armor rigs reduce ship's maximal speed
  • less space for damage/tracking mods

More here: Armour Tanking

Shield tank

Depends on your shield as primary defence. Comes in threee varieties, active, passive, and buffer. Active relies on boosting your shield resists and repairing incoming damage, buffer on increasing EHP and passive relies on boosting your shield total regen rate Pros:

  • shield naturaly regenerates
  • no speed penalty
  • free lowslots for dmg mods

Cons:

  • ln case of passive/buffer tank, huge signature radius penalty, easier to hit
  • less space for utility modules

More here Shield Tanking

"Suitcase tank"

Uses Damage Control as only "tanking" module. Mostly used on PVP frigates, Damage control provides biggest "EHP boost per slot" from all tanking modules, and it don't have stacking penalties with any other resistance mod. Often used on ships because it's only ship that provides hull resists, whch give a little bit more time to run away when your tank is "broken" (more damage incoming than you can rep).

Weapons

In general, almost all weapon systems in even can fall into 2 categories, short range vs. long range

Short range weapons

Blasters, Autocannons, Pulse lasers (they are "medium range", much more range than all other short range weapon systems), Rockets, Assault and Siege Missiles, all those weapons are "short range". Short wange weapons have more damage, faster tracking (in case of turrets) and less PG and CPU requirements than their long range counterparts, which usually means you can also fit more tank on ship who uses them.

Long range weapons

Railguns, Artillery, Beam lasers, Standard, Heavy and Cruise missiles, all are so called "long-range" weapons. They have higher alpha ("volley") damage and can shoot targets from far away, but are harder to fit and do less DPS.

Smartbombs

Short range ( 10km max for best officer one, usually BS sized ones hava 6 KM range) omnidirectional damage pulse. Hits everything but your ship, including friends and drones. Rarely used, except in PVP smartbombing battleship gangs, and for blowing up drones

Missiles vs. Guns

Those two weapon systems are very different, in general, if you are in range missiles always hit, but faster/smaller take less damage from them, while guns have potential to hit any target for full damage, but hitting mast moving targets can be a problem, especially if target is small. Missiles also have travel speed while guns hit instantly, so missiles are less preferred in PVP, because often target is dead before missiles will hit it, especially on longer ranges. In PVE however, missile boats don't have to worry if ship is far or its orbiting fast, missile will always hit.

So what to do when u are planning fit for your new ship. First, you should specify

Purpurose

of your fit. What is primary and secondary purpurose of ship you wanna fly? What are things u need and what are things u would like your ship would do. Trying to build ship that does everything, usually ends in ship doing everything bad.

PVE

This is quite simple, first thing you want is enougth tank to keep you alive, after that most DPS u can get. For PVE passive or active tank, because rats have steady damage over long time. Whether u want shield of armor tank depends on ship you wanna fly, more low slots work better with armor tank, more mid slots work better with shield tank, though some ships can do both (like passive shield tanked Hurricane or Myrmidon). After fitting tank, weapons, and (most of the time) propulsion mod like afterburner. What weapons you fit depend on ship but in general, shorter range, more DPS dmg weapons like blasters and autocannons work best on fast, agile ship (if u can't get to enemy, tons of blaster DPS won't help), while long range low DPS (beam lasers, railguns, artillery) let's u have more freedom with range, but cant hit anything on short range. Pulse lasers are medium range with good tracking, so they are usually good choice.

Also in general when you are closer to NPC you tend to get more dmg, so when you can't tank and have to warp off often, switching to long range weapons can help.

WH (PVE)

For BC, you want as much tank as possible, while having at least some buffer (so you have time to warp off). Passive tank on ships like Drake, Myrmidon or Hurricane tends to work well. Even in C2 sleepers hit quite hard (more than L3 missions). You want long range weapons most of the time because cruisers tend to orbit >15km. Missiles work well, because you don't have to worry about range or tracking.

For BS, you want as much resistance as possible, and healthy buffer (100k EHP is a good target but that depends how "fast" your RR buddies are, sometimes 80k is enougth for C3), most of BS in C3 are rr (remote repair) gangs, which means when you get primairied by sleepers, other gang member will use remote armor/shield repair modules to rep you. Preferably all gang members should be same type, either armor or shield tanked. After that light/medium drones for dealing with sleeper frigates and long range guns as sleeper BS can spawn more than 75 km away. And sentry drones if you have some m3 of your dronebay left.

With RR u usually dont need propulsion mod, as RR range is only about 10km max, so you will be standing still most of the time, instead mount cap recharger or another hardener. Tracking enchaners/computers can help, same with Target Painter, which also helps whole gang

PVP

Buffer tank 90% of time, sometimes for frig you will use what's called "speed tank", which means fit with speed/agility mods like nanofiber which enables u to orbit target fast so u can avoid getting hit. As for rest, depends on your role in fleet, most of the time you will want MWD instead of AB for closing distance or getting out of enemy range. Remember that 40% more tank is better than 20% more dps, because it let's u live longer to do damage. So dont be afraid to downgrade guns to fit that 1600mm plate, bit less damage but better tracking and survivability

Do's and Don't

Do

  • Fit Damage Control - There are some cases when you don't want this mod. This cases are very rare. It WILL save you ship few times

Don't

  • Fit more than one type of tank - Fitting both Armor and Shield hardener is pointless, as they hit either one or other, focusing on one type have much better effect, just use rest of your slots for utility or cap mods
  • Mix guns - "I will fit 2x720 and 2x650 arties because i don't have any PG left" - just fit 4x650mm. Why? having 2 gun types reqires more micromanagement (loading proper ammo for range), and have less effect (if target is in optimal of one gun is in falloff in other, or smaller can track target well, bigger can't). Just fit smaller ones, a bit less DPS for more tracking. One exception are some minmatar ships that have for example 5 turret hardpoints and 3 launcher hardpoints, like cyclone, then for max DPS you fit it both with missiles or turrets.
  • Fit biggest guns at any cost - Yeah you can fit that 1400mm arties when you use PDU II x2 but then if you put 1x Gyrostabilizer and 1xTracking Enhancer and 1200mm instead you will get same range, more DPS and much faster tracking