Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

User:Khegs/fitting101: Difference between revisions

From EVE University Wiki
Khegs (talk | contribs)
m moved User:Khegs to User:Khegs/fitting101: better here than my user pages
Khegs (talk | contribs)
 
(9 intermediate revisions by the same user not shown)
Line 14: Line 14:
*Concentrating on how to think about fitting a ship
*Concentrating on how to think about fitting a ship
*Not dictating what fits you should be using
*Not dictating what fits you should be using
== Eve Fitting Tool ==
*What it is
*Why you should be using it
*Where to get it
Alternatives (eveHQ)
=== Importing a character into eft ===
Why
*It allows you to fit a ship based on your abilities without needing to guess
*You can figure out what skills you need to train to fit a given ship as you want to
How
*Walk people through importing their character into eft


== First principles ==
== First principles ==
Line 57: Line 32:
*Weapon Upgrades
*Weapon Upgrades
*Advanced Weapon Upgrades
*Advanced Weapon Upgrades
*Shield Upgrades


how they help you fitting a ship<br>increased cpu/grid/reduced grid for shield module/weapons<br>how high to train them
how they help you fitting a ship<br>increased cpu/grid/reduced grid for shield module/weapons<br>how high to train them
Line 68: Line 44:
Open the show info on the ship
Open the show info on the ship


*Look at the bonuses it gives (examples, myrmidon, thorax, blackbird)
*Look at the bonuses it gives (examples, myrmidon, thorax, Drake)
*Look at what the slot layout is
*Look at what the slot layout is
*How to decide whether a ship is better armor or shield tanked
*How to decide whether a ship is better armor or shield tanked
*Why slot layout tends to dictate this
*Why slot layout tends to dictate this
== The Golden Rules ==
'''DON'T MIX GUNS'''<br>Why not
*Mixed optimals
*Reduced dps at any given range
*Neither one thing or the other
'''DON'T MIX TANKS'''<br>Why not
*Reduced efficiency of each tank
*Better to be great at one than mediocre at both
'''Real Men Hull Tank'''<br>Why it is daft
*No safety margin
*Hull reppers repair very little each cycle
'''Know the rules and know when you can break them'''


== Modules and meta levels, tech 2 modules ==
== Modules and meta levels, tech 2 modules ==
Line 91: Line 89:


t2<br>'''+ '''often as good or better than the meta 4 equivalent, at a fraction of the price<br>'''- '''harder to fit, needs more skills
t2<br>'''+ '''often as good or better than the meta 4 equivalent, at a fraction of the price<br>'''- '''harder to fit, needs more skills
<br>


== The Golden Rules ==
'''Stacking Penalties'''<br>
 
'''DON'T MIX GUNS'''<br>Why not
 
*Mixed optimals
*Reduced dps at any given range
*Neither one thing or the other
 
 
 
'''DON'T MIX TANKS'''<br>Why not


*Reduced efficiency of each tank
Apply to modules that are affecting the same ship stat, ie speed, agility, Damage, Rate of Fire<br>
*Better to be great at one than mediocre at both
the more modules the add the less each module does<br>
as a general rule of thumb,try not to use more than 3 modules that affect one stat, is 2 ODI and 1 Nano, but not 2 ODI and 2 Nano<br>


'''Real Men Hull T''''''ank'''<br>Why it is daft


*No safety margin
[[Stacking_penalties]]<br>
*Hull reppers repair very little each cycle
[[Module_Stacking_and_Speed_Modules]]


== Types of tank ==
== Types of tank ==
Line 132: Line 121:
'''Buffer tank'''<br>(shield extender, invuln field, dc, passive hardener)<br>most often used in pvp<br>+ maximises shield hitpoints, better for facing high and fast applied dps<br>- increases the sig radius of the ship(easier to lock and hit, missile do more damage), shield regen is slower
'''Buffer tank'''<br>(shield extender, invuln field, dc, passive hardener)<br>most often used in pvp<br>+ maximises shield hitpoints, better for facing high and fast applied dps<br>- increases the sig radius of the ship(easier to lock and hit, missile do more damage), shield regen is slower


'''Passive Tan''''''k'''<br>(shield cap relays, hardeners)<br>relying on shield regeneration<br>Used both in pve and pvp
'''Passive Tank'''<br>(shield cap relays, hardeners)<br>relying on shield regeneration<br>Used both in pve and pvp.<br>Not all shield tanking ships passive tank well!


+ faster shield regen, can be made into huge effective hit point builds, DRAKE!<br>- fewer absolute hp than a passive tank, can be broken by very high dps
+ faster shield regen, can be made into huge effective hit point builds, DRAKE!<br>- fewer absolute hp than a passive tank, can be broken by very high dps
Line 157: Line 146:
Gank modules <br>(mag stab, gyro, bcu, heat sink)<br>what are they<br>what do they do<br>why fit them
Gank modules <br>(mag stab, gyro, bcu, heat sink)<br>what are they<br>what do they do<br>why fit them


== <br>Ship roles ==
==Propulsion Mods==
 
Usually more a consideration for PVP, but a factor in determining a good pve ship to use<br>Determined by ship bonuses<br>(merlin, Blackbird, brutix) <br>tackle/ewar/DD
 
=== fitting for roles ===
 
fit your role specific primary modules first for tackle <br>(mwd, web, scram, disrupt) <br>then fit around those core modules<br>(target painter, ecm)
 
Next fit tank and guns, <br>fit additional modules (sebo, neuts) around your primary modules, tank and guns
 
DCs for pvp!!!<br>pretty much the first thing fitted on any ship intended for pvp larger than a frigate<br>why
 
*When active they provide Omni resist boosts for shield, armour and hull
 
Mission specific hardeners for pve


Prop mods<br>abs vs mwd<br>ab<br>+ doesn't reduce size of cap, or boost sig radius, drains less cap<br>- slower
Prop mods<br>abs vs mwd<br>ab<br>+ doesn't reduce size of cap, or boost sig radius, drains less cap<br>- slower
Line 190: Line 165:
*Mwds don't work in deadspace pockets
*Mwds don't work in deadspace pockets


== Rigs ==
==Utility Mods==
 
Modules you can fit to provide useful bonuses to the ship<br>
(Sensor Booster, Tracking Computer)<br>
Sensor Boosters (sebos) improve lock time and lock range<br>
scripts are available to increase just one of these attributes (either locking time OR range)<br>


useful but expensive, <br>need to be sure you want to fit the rig as you can't unfit without destroying the rig<br>calibration and upgrade slots, <br>repackaging a ship destroys fitted rigs
Tracking Computers<br>
Another scirtable module, improves tracking and optimal, like the tracking enhancer, but can be scriped to only apply one bonus.
Stacking penalties apply when used with tracking enhancers


grid rigs<br>armor rigs<br>speed rigs<br>damage rigs
Capacitor Mods<br>
(cap Booster, cap recharger, cap battery)<br>
These are mods that help your available cap levels, <br>
either by increasing the size of the cap (cap battery), less commonly used than the other mods<br>
increasing the recharge rate (cap recharger)<br>
or adding cap in chunks (cap booster)<br>


skills to fit, getting a friend to fit for you
Cap rechargers<br>
very useful in pve, less utility in pvp<br>
+ can make a fit cap stable, passive module, so it is always running<br>
- vulnerable to cap warfare (neuts, noses)<br>


drawbacks and penalties applied by different rigs
Cap Boosters<br>
More used in pvp<br>
+ active modules, only run when needed, can work even when having the cap drained, as it adds cap in chunks, rather than increasing recharge rate<br>
- Takes ammo (cap booster 800), the cap chargers can take up lots of hold space<br>


== using eft ==
Fitting helper Modules<br>
(micro auxillary power core, co-processor)<br>
increase the amount of powergrid and cpu available to you, but at the cost of taking up a low slot<br>
Try not avoid using fitting mods if you can, sometimes they are unavoidable though<br>


What the info on eft tells you
== <br>Ship roles ==


cpu/grid/ drone bandwidth
Usually more a consideration for PVP, but a factor in determining a good pve ship to use<br>Determined by ship bonuses<br>(merlin, Blackbird, brutix) <br>tackle/ewar/DD


ehp and resists
=== fitting for roles ===


*Reading the info
fit your role specific primary modules first for tackle <br>(mwd, web, scram, disrupt) <br>then fit around those core modules<br>(target painter, ecm)
*What are resist holes
*How to plug them


defence
Next fit tank and guns, <br>fit additional modules (sebo, neuts) around your primary modules, tank and guns


*What it means
DCs for pvp!!!<br>pretty much the first thing fitted on any ship intended for pvp larger than a frigate<br>why
*The amount of hp regenerated for shield/armour/hull when reppers are off or on


capacitor
*When active they provide Omni resist boosts for shield, armour and hull


*Don't worry about being cap stable all the time
Mission specific hardeners for pve


fire power<br>dps<br>Why it is important<br>alpha<br>Why that is important
== Rigs ==


targeting<br>range, max targets, scan res, sensor strength
useful but expensive, <br>need to be sure you want to fit the rig as you can't unfit without destroying the rig<br>calibration and upgrade slots, <br>repackaging a ship destroys fitted rigs


mobility<br>speed, align time, warp velocity
grid rigs<br>armor rigs<br>speed rigs<br>damage rigs


Importing and exporting fits<br>how<br>eft-&gt;eve<br>eve-&gt;eft
skills to fit, getting a friend to fit for you


drawbacks and penalties applied by different rigs


==EFT==
<br>
What is it and where can you get it<br>
[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=548883&page=1 eft]<br>
Why is it worth using<br>
*Saves you money
*allows you to get a better idea of a fits capabilities before you buy the parts


'''play with your fits'''<br>see what seems to work and what doesn't in eft, then try them out in game, in a low risk setting<br>(corp sparring, in an easy mission)
'''play with your fits'''<br>see what seems to work and what doesn't in eft, then try them out in game, in a low risk setting<br>(corp sparring, in an easy mission)


don't be afraid to leave a slot empty (more applicable to utility highs), don't compromise the role of the ship to fit an extra module just to fill a slot
Some ships have high slots that aren't turret hardpoints or missile bays, they are either one of the others or a "utility high" don't be afraid to leave these empty, don't compromise the role of the ship to fit an extra module just to fill a slot


== Thinking Different ==
== Thinking Different ==


<br>try the unconventional<br>oversize shield extenders, <br>the laser fit rifter (must get fit from the guy who used it)
<br>try the unconventional<br>oversize shield extenders


Know '''why '''you are trying a different fit, don't do it just because, always have a reason
Know '''why '''you are trying a different fit, don't do it just because, always have a reason
Line 244: Line 245:


<br>ships that can tank both ways<br>(brutix, myrmi, hurricane)<br>ships that are unbonused on weapons (myrmi)
<br>ships that can tank both ways<br>(brutix, myrmi, hurricane)<br>ships that are unbonused on weapons (myrmi)
Skills<br>engineering, electronics, shield upgrades, advanced weapons upgrades
<br>
== Helper Modules ==
modules to help with tight fits<br>Co-processors, Micro auxillary power cores<br>power/grid rigs


== Wrap up ==
== Wrap up ==