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=== Reducing align time === | === Reducing align time === | ||
Reducing the | Reducing the align time of a ship to less than 2 seconds enables it to [[Instant align|"insta-align"]] and avoid being tackled in most circumstances; [[Tackling#Warp disruption fields|bubbles]] in nullsec space will still prevent warp, and ships boosted to very high sensor strengths to achieve "insta-lock" might still catch such a ship, as at sub-two-second intervals the exact outcome begins to depend on the internet connections of the target and attacker, and on server ticks rather than normal 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. | 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: | Several skills affect your align time, starting with the most relevant skills: | ||
{| class="wikitable" | {| class="wikitable" | ||
|- style="background-color: | |- style="background-color: var(--background-color-warning-subtle);" | ||
! Skill | ! Skill | ||
! Bonus | ! Bonus | ||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Evasive Maneuvering|mult=yes}} | |||
| 5% improved ship agility for all ships per skill level | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Spaceship Command|mult=yes}} | |||
| 2% improved ship agility for all ships per skill level | |||
|} | |} | ||
There are also special case skills, for certain ships fits with specific modules. | There are also special case skills, for certain ships fits with specific modules. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- style="background-color: | |- style="background-color: var(--background-color-warning-subtle);" | ||
! Skill | ! Skill | ||
! Bonus | ! Bonus | ||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Advanced Spaceship Command|mult=yes}} | |||
| 5% Bonus per skill level to the agility of ships requiring Advanced Spaceship Command<small> <ref>Only relevant for [[Freighters]] & [[Capital ships]] including the {{sh|Orca}}, {{sh|Rorqual}} and {{sh|Bowhead}}.</ref></small> | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Armor Layering|mult=yes}} | |||
| 5% reduction to armor plate mass penalty per level<small> <ref>Only relevant if you fit '''armor plates'''.</ref></small> | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Amarr Hauler|mult=yes}} | |||
| 5% bonus to ship inertia modifier per level <ref name="hauler">Only relevant for some [[Haulers]], such as the smaller {{sh|Badger}}, {{sh|Nereus}}, {{sh|Sigil}} and {{sh|Wreathe}} as well as the larger {{sh|Bowhead}}.</ref> | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Caldari Hauler|mult=yes}} | |||
| 5% bonus to ship inertia modifier per level <ref name="hauler"></ref> | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Gallente Hauler|mult=yes}} | |||
| 5% bonus to ship inertia modifier per level <ref name="hauler"></ref> | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Minmatar Hauler|mult=yes}} | |||
| 5% bonus to ship inertia modifier per level <ref name="hauler"></ref> | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|ORE Freighter|mult=yes}} | |||
| 5% bonus to ship inertia modifier per level <ref name="hauler"></ref> | |||
|} | |} | ||
<references/> | <references/> | ||
==== 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. | 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. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
| [[image:icon_low_slot.png|32px|Low slot]] | |||
| | | {{Imageserver|types|1405|icon|size=32}} | ||
| | | {{co|coral|Inertial Stabilizers II}} (-20% inertia modifier, +11% signature) | ||
|- | |- | ||
| [[image:icon_low_slot.png|32px|Low slot]] | |||
| | | {{Imageserver|types|2605|icon|size=32}} | ||
| | | {{co|coral|Nanofiber Internal Structure II}} (-15.75% inertia modifier, -20% structure HP) | ||
|- | |- | ||
| [[image:icon_rigs.png|32px|Rig slot]] | |||
| [[image:module_icon_propulsion_rig_tech2.png|32px|link=]] | |||
| {{co|coral|Low Friction Nozzle Joints II}} (-14% inertia modifier, -10% armor hp <ref>The armor hit point penalty of '''Astronautic Rigs''' can be reduced by training the {{sk|Astronautics Rigging|mult=yes|icon=yes}} skill.</ref>) | |||
|} | |} | ||
<references/> | <references/> | ||
==== Implants ==== | |||
For pilots who are ''constantly'' concerned with alignment time, there are also [[implants]] that help reduce your align time, such as the {{co|coral|Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7}} and the {{co|coral|Nomad}} set. | For pilots who are ''constantly'' concerned with alignment time, there are also [[implants]] that help reduce your align time, such as the {{co|coral|Eifyr and Co. 'Rogue' Evasive Maneuvering EM-7}} and the {{co|coral|Nomad}} set. | ||
==== Propulsion modules ==== | |||
If your align time is high enough, there's also the option to use propulsion modules such as '''Afterburners''' (cycles as fast as 7.5 seconds) and '''Microwarpdrives''' (cycles in 10 seconds) to reduce your align time. 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 (as when you've just jumped through a gate). This option is more suitable for larger, bulkier ships that simply cannot drop their align time far enough to matter, or for other reasons need their fitting room for other things. This can allow them to combine a decent align time with a proper tank, for example. | If your align time is high enough, there's also the option to use propulsion modules such as '''Afterburners''' (cycles as fast as 7.5 seconds) and '''Microwarpdrives''' (cycles in 10 seconds) to reduce your align time. 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 (as when you've just jumped through a gate). This option is more suitable for larger, bulkier ships that simply cannot drop their align time far enough to matter, or for other reasons need their fitting room for other things. This can allow them to combine a decent align time with a proper tank, for example. | ||
Using an afterburner in this fashion requires you to use a size-appropriate afterburner, 1MN for frigates, 10MN for cruisers, 100MN for battleships. Note that Capital ships such as the {{sh|Orca}} and {{sh|Bowhead}} can't align fast enough with undersized 100MN afterburners, but can still use undersized 500MN MWDs for a 10-second align. | Using an afterburner in this fashion requires you to use a size-appropriate afterburner, 1MN for frigates, 10MN for cruisers, 100MN for battleships. Note that Capital ships such as the {{sh|Orca}} and {{sh|Bowhead}} can't align fast enough with undersized 100MN afterburners, but can still use undersized 500MN MWDs for a 10-second align. | ||
==== Friendly webs ==== | |||
Another option is to have a friend or an alt to web your ship as it starts aligning, dropping its maximum speed and 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 {{sh|Hyena}} or {{sh|Cruor}}. You also need to either be in a corp with '''friendly fire''' enabled, or set up a friendly '''duel''' between you and your alt in order to be able to web yourself safely without CONCORD intervention (highsec) or security status loss and gate gun intervention (lowsec). | Another option is to have a friend or an alt to web your ship as it starts aligning, dropping its maximum speed and 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 {{sh|Hyena}} or {{sh|Cruor}}. You also need to either be in a corp with '''friendly fire''' enabled, or set up a friendly '''duel''' between you and your alt in order to be able to web yourself safely without CONCORD intervention (highsec) or security status loss and gate gun intervention (lowsec). | ||
=== Increasing warp speed === | === Increasing warp speed === | ||
There are '''implants''', '''modules''' and one type of '''rig''' that can help boost your ship's 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-per-second warp speed by a flat, fixed number, while the rig has a normal percentage-based bonus. | 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-per-second warp speed by a flat, fixed number, while the rig has a normal percentage-based bonus. | ||
{| class="wikitable" | {| class="wikitable" | ||
| [[image:icon_low_slot.png|32px|Low slot]] | |||
| | || {{Imageserver|types|33981|icon|size=32}} | ||
| | | {{co|coral|Limited Hyperspatial Accelerator}} <ref name="limit">You can only fit a total of three '''Hyperspatial Accelerators''' modules on any ship.</ref> (+0,2 AU/s, {{co|lightgreen|cheap}}) | ||
|- | |- | ||
| [[image:icon_low_slot.png|32px|Low slot]] | |||
| | | {{Imageserver|types|33981|icon|size=32}} | ||
| | | {{co|coral|Experimental Hyperspatial Accelerator}} <ref name="limit"></ref> (+0,25 AU/s, {{co|lightblue|affordable}}) | ||
|- | |- | ||
| [[image:icon_low_slot.png|32px|Low slot]] | |||
| | | {{Imageserver|types|33981|icon|size=32}} | ||
| | | {{co|coral|Compact Hyperspatial Accelerator}} <ref name="limit"></ref> (+0,3 AU/s, {{co|crimson|costly}}) | ||
|- | |- | ||
| [[image:icon_rigs.png|32px|Rig slot]] | |||
| [[image:module_icon_propulsion_rig_tech2.png|32px|link=]] | |||
| {{co|coral|Hyperspatial Velocity Optimizer II}} (+25% warp speed, +10% signature) | |||
|} | |} | ||
<references/> | <references/> | ||
==== Implants ==== | |||
There are also [[implants]] that help increase your warp speed, such as the {{co|coral|Eifyr and Co. 'Rogue' Warp Drive Speed WS-6}} and the Mid- and High-grade {{co|coral|Ascendancy}} set. | There are also [[implants]] that help increase your warp speed, such as the {{co|coral|Eifyr and Co. 'Rogue' Warp Drive Speed WS-6}} and the Mid- and High-grade {{co|coral|Ascendancy}} set. | ||
==== Ships with a high native warp speed ==== | |||
The fastest warping ship in the EVE Universe is the {{sh|Leopard}} (20 AU/s) followed by the [[interceptors]] and [[Covert Ops]] frigates (8 AU/s base speed). There's also the {{sh|Dramiel}} (7.5 AU/s base speed); thanks to having 3 rig slots instead of just the two slots of T2 frigates, it can actually sport the highest possible warp speed amongst the frigates, clocking in at '''13 AU/s''' with 3 x {{co|coral|Small Hyperspatial Velocity Optimizer II}} rigs compared to the T2 frigates' '''12.2 AU/s'''. This is thanks to the [[File:logo_faction_angel_cartel.png|18px|link=]] [[Angel Cartel]] bonus to warp speed, which all Angel ships have. | The fastest warping ship in the EVE Universe is the {{sh|Leopard}} (20 AU/s) followed by the [[interceptors]] and [[Covert Ops]] frigates (8 AU/s base speed). There's also the {{sh|Dramiel}} (7.5 AU/s base speed); thanks to having 3 rig slots instead of just the two slots of T2 frigates, it can actually sport the highest possible warp speed amongst the frigates, clocking in at '''13 AU/s''' with 3 x {{co|coral|Small Hyperspatial Velocity Optimizer II}} rigs compared to the T2 frigates' '''12.2 AU/s'''. This is thanks to the [[File:logo_faction_angel_cartel.png|18px|link=]] [[Angel Cartel]] bonus to warp speed, which all Angel ships have. | ||
| Line 121: | Line 124: | ||
Perhaps one of the easiest and least skill-intensive ways to buff your tank is to add a {{co|coral|Damage Control II}} and try to increase your structure points as much as you can with {{co|coral|Reinforced Bulkhead II}} modules and {{co|coral|Transverse Bulkhead II}} rigs. | Perhaps one of the easiest and least skill-intensive ways to buff your tank is to add a {{co|coral|Damage Control II}} and try to increase your structure points as much as you can with {{co|coral|Reinforced Bulkhead II}} modules and {{co|coral|Transverse Bulkhead II}} rigs. | ||
==== Skills ==== | |||
Only one skill improves your structure hit points, but another indirectly helps by allowing you to fit modules that improve structure hit points: | Only one skill improves your structure hit points, but another indirectly helps by allowing you to fit modules that improve structure hit points: | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- style="background-color: var(--background-color-warning-subtle);" | ||
! Skill | ! Skill | ||
! Bonus | ! Bonus | ||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Mechanics|mult=yes}} | |||
| 5% bonus to structure hit points per skill level. | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Hull Upgrades|mult=yes}} | |||
| {{sk|Hull Upgrades|IV}} enabled the use of the {{co|coral|Damage Control II}} and {{co|coral|Transverse Bulkhead II}} modules. | |||
|} | |} | ||
==== Modules and rigs ==== | |||
The following modules and rigs help improve your structure hit points or resists: | The following modules and rigs help improve your structure hit points or resists: | ||
{| class="wikitable" | {| class="wikitable" | ||
| [[image:icon_low_slot.png|32px|Low slot]] | |||
| | | {{Imageserver|types|2048|icon|size=32}} | ||
| | | {{co|coral|Damage Control II}} (60% overall structure resists) | ||
|- | |- | ||
| [[image:icon_low_slot.png|32px|Low slot]] | |||
| | | {{Imageserver|types|1335|icon|size=32}} | ||
| | | {{co|coral|Reinforced Bulkhead II}} (+25% structure hp, -11% cargo capacity, +5% agility) | ||
|- | |- | ||
| [[image:icon_rigs.png|32px|Rig slot]] | |||
| | | {{Imageserver|types|33900|icon|size=32}} | ||
| | | {{co|coral|Transverse Bulkhead II}} (+25% structure hp, -10% cargo capacity) | ||
|} | |} | ||
If you're fitting for a structure tank while simultaneously going for align time, it's usually worth avoiding the {{co|coral|Nanofiber Internal Structure II}} (since it reduces structure hit points) and favor the {{co|coral|Inertia Stabilizers II}} module instead. | If you're fitting for a structure tank while simultaneously going for align time, it's usually worth avoiding the {{co|coral|Nanofiber Internal Structure II}} (since it reduces structure hit points) and favor the {{co|coral|Inertia Stabilizers II}} module instead. | ||
==== Implants ==== | |||
There is also an [[implant]] called {{co|coral|Inherent Implants 'Noble' Mechanic MC-8}} which further increases your hull hitpoints by up to 6% for the most expensive variant. | There is also an [[implant]] called {{co|coral|Inherent Implants 'Noble' Mechanic MC-8}} which further increases your hull hitpoints by up to 6% for the most expensive variant. | ||
| Line 159: | Line 163: | ||
As such, it might not be something you'll be doing as a young capsuleer, but for pilots with high armor support skills flying certain ships (with more armor than structure hit points) it might be slightly stronger than the structure approach mentioned above. | As such, it might not be something you'll be doing as a young capsuleer, but for pilots with high armor support skills flying certain ships (with more armor than structure hit points) it might be slightly stronger than the structure approach mentioned above. | ||
==== Skills ==== | |||
There is one skill improving armor hit points directly: | There is one skill improving armor hit points directly: | ||
{| class="wikitable" | {| class="wikitable" | ||
|- style="background-color: | |- style="background-color: var(--background-color-warning-subtle);" | ||
! Skill | ! Skill | ||
! Bonus | ! Bonus | ||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Hull Upgrades|mult=yes}} | |||
| 5% bonus to armor hit points per skill level | |||
|} | |} | ||
There are also special case skills for certain modules, such as the {{co|coral|Energized | |||
There are also special case skills for certain modules, such as the {{co|coral|Multispectrum Energized Membrane II}} module or any of the other passive resist membranes. | |||
{| class="wikitable" | {| class="wikitable" | ||
|- style="background-color: | |- style="background-color: var(--background-color-warning-subtle);" | ||
! Skill | ! Skill | ||
! Bonus | ! Bonus | ||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|EM Armor Compensation|mult=yes}} | |||
| +5% bonus to EM resistance per level for '''Armor Coatings''' and '''Energized Membranes''' | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Thermal Armor Compensation|mult=yes}} | |||
| +5% bonus to thermal resistance per level for '''Armor Coatings''' and '''Energized Membranes''' | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Kinetic Armor Compensation|mult=yes}} | |||
| +5% bonus to kinetic resistance per level for '''Armor Coatings''' and '''Energized Membranes''' | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Explosive Armor Compensation|mult=yes}} | |||
| +5% bonus to explosive resistance per level for '''Armor Coatings''' and '''Energized Membranes''' | |||
|} | |} | ||
==== Modules & rigs ==== | |||
There are several modules either increasing the raw armor hit points or various armor resists: | There are several modules either increasing the raw armor hit points or various armor resists: | ||
{| class="wikitable" | {| class="wikitable" | ||
| [[image:icon_low_slot.png|32px|Low slot]] | |||
| | | {{Imageserver|types|2048|icon|size=32}} | ||
| | | {{co|coral|Damage Control II}} (15% overall armor resists) | ||
|- | |- | ||
| [[image:icon_low_slot.png|32px|Low slot]] | |||
| | | {{Imageserver|types|11269|icon|size=32}} | ||
| | | {{co|coral|Multispectrum Energized Membrane II}} (+25% overall armor resists) | ||
|- | |- | ||
| [[image:icon_low_slot.png|32px|Low slot]] | |||
| | | {{Imageserver|types|20353|icon|size=32}} | ||
| | | {{co|coral|1600mm Steel Plates II}} (+4,800 base armor hp) | ||
|- | |- | ||
| [[image:icon_rigs.png|32px|Rig slot]] | |||
| | | {{Imageserver|types|26302|icon|size=32}} | ||
| | | {{co|coral|Trimark Armor Pump II}} (+20% armor hp, -10% speed) | ||
|} | |} | ||
==== Implants ==== | |||
There are also [[implants]] that help increase your armor hit points, such as the {{co|coral|Inherent Implants 'Noble' Hull Upgrades HG-10}} and the {{co|coral|Genolution Core Augmentation CA-4}} implant as well as the Low-, Mid- and High-grade {{co|coral|Slave}} set. | There are also [[implants]] that help increase your armor hit points, such as the {{co|coral|Inherent Implants 'Noble' Hull Upgrades HG-10}} and the {{co|coral|Genolution Core Augmentation CA-4}} implant as well as the Low-, Mid- and High-grade {{co|coral|Slave}} set. | ||
| Line 216: | Line 221: | ||
One of the great pros of shield tanking is that low slots remain free, allowing you to fit for speed, cargo or another layer of tank as your preferences and needs dictate. | One of the great pros of shield tanking is that low slots remain free, allowing you to fit for speed, cargo or another layer of tank as your preferences and needs dictate. | ||
==== Skills ==== | |||
{| class="wikitable" | {| class="wikitable" | ||
|- style="background-color: | |- style="background-color: var(--background-color-warning-subtle);" | ||
! Skill | ! Skill | ||
! Bonus | ! Bonus | ||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Shield Management|mult=yes}} | |||
| 5% bonus to shield hit points per skill level | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Shield Upgrades|mult=yes}} | |||
| {{sk|Shield Upgrades|I}} is required for tech one and meta '''Shield Extender''' and '''Amplifier''' modules, while {{sk|Shield Upgrades|IV}} is required for tech two variants. | |||
|} | |} | ||
There are also special case skills for certain modules, such as the {{co|coral|EM Shield Amplifier II}} module or any of the other passive resist amplifiers. None of these skills are required to fit the modules, but they will improve their efficiency. | There are also special case skills for certain modules, such as the {{co|coral|EM Shield Amplifier II}} module or any of the other passive resist amplifiers. None of these skills are required to fit the modules, but they will improve their efficiency. | ||
{| class="wikitable" | {| class="wikitable" | ||
|- style="background-color: | |- style="background-color: var(--background-color-warning-subtle);" | ||
! Skill | ! Skill | ||
! Bonus | ! Bonus | ||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Shield Operation|mult=yes}} | |||
| {{sk|Shield Operation|IV}} is required to train the compensation skills that boost amplifier modules. | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|EM Shield Compensation|mult=yes}} | |||
| +5% bonus to EM resistance per level for '''EM Shield Amplifiers''' | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Thermal Shield Compensation|mult=yes}} | |||
| +5% bonus to thermal resistance per level for '''Thermal Shield Amplifiers''' | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Kinetic Shield Compensation|mult=yes}} | |||
| +5% bonus to kinetic resistance per level for '''Kinetic Shield Amplifiers''' | |||
|- | |- | ||
| [[Image:SkillBook.png|32px|link=]] {{sk|Explosive Shield Compensation|mult=yes}} | |||
| +5% bonus to explosive resistance per level for '''Explosive Deflection Amplifiers''' | |||
|} | |} | ||
==== Modules & rigs ==== | |||
There are several modules either increasing the raw shield hit points or various shield resists: | There are several modules either increasing the raw shield hit points or various shield resists: | ||
{| class="wikitable" | {| class="wikitable" | ||
| [[image:icon_mid_slot.png|32px|Mid slot]] | |||
| | | {{Imageserver|types|2281|icon|size=32}} | ||
| | | {{co|coral|Multispectrum Shield Hardener II}} (30% overall shield resists) | ||
|- | |- | ||
| [[image:icon_mid_slot.png|32px|Mid slot]] | |||
| | | {{Imageserver|types|2303|icon|size=32}} | ||
| | | {{co|coral|Thermal Shield Hardener II}} (+55% thermal shield resists) | ||
|- | |- | ||
| [[image:icon_mid_slot.png|32px|Mid slot]] | |||
| | | {{Imageserver|types|2299|icon|size=32}} | ||
| | | {{co|coral|Kinetic Shield Hardener II}} (+55% kinetic shield resists) | ||
|- | |- | ||
| [[image:icon_mid_slot.png|32px|Mid slot]] | |||
| | | {{Imageserver|types|2539|icon|size=32}} | ||
| | | {{co|coral|Thermal Shield Amplifier II}} (+37.5% thermal shield resists, +46.9% at max skills) | ||
|- | |- | ||
| [[image:icon_mid_slot.png|32px|Mid slot]] | |||
| | | {{Imageserver|types|2547|icon|size=32}} | ||
| | | {{co|coral|Kinetic Shield Amplifier II}} (+37.5% kinetic shield resists, +46.9% at max skills) | ||
|- | |- | ||
| [[image:icon_mid_slot.png|32px|Mid slot]] | |||
| | | {{Imageserver|types|3841|icon|size=32}} | ||
| | | {{co|coral|Large Shield Extender II}} (+2,600 base shield hp) | ||
|- | |- | ||
| [[image:icon_low_slot.png|32px|Low slot]] | |||
| | | {{Imageserver|types|1541|icon|size=32}} | ||
| | | {{co|coral|Power Diagnostic System II}} (+5% shield hp) | ||
|- | |- | ||
| [[image:icon_low_slot.png|32px|Low slot]] | |||
| | | {{Imageserver|types|2048|icon|size=32}} | ||
| | | {{co|coral|Damage Control II}} (12,5% overall shield resists) | ||
|- | |- | ||
| [[image:icon_rigs.png|32px|Rig slot]] | |||
| | | {{Imageserver|types|26438|icon|size=32}} | ||
| | | {{co|coral|Core Defense Field Extender II}} (+20% shield hp, +10% signature) | ||
|} | |} | ||
==== Implants ==== | |||
There are also [[implants]] that help increase your shield hit points, such as the {{co|coral|Zainou 'Gnome' Shield Management SM-7}} and the {{co|coral| | There are also [[implants]] that help increase your shield hit points, such as the {{co|coral|Zainou 'Gnome' Shield Management SM-7}} and the {{co|coral| | ||
Genolution Core Augmentation CA-3}} implant as well as the Low-, Mid- and High-grade {{co|coral|Crystal}} set. | Genolution Core Augmentation CA-3}} implant as well as the Low-, Mid- and High-grade {{co|coral|Crystal}} set. | ||
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=== Shuttles === | === Shuttles === | ||
{{alpha}} | {{alpha}} | ||
Shuttles have '''innate interdiction nullification''', which means that they '''totally ignore the effects of warp disruption bubbles''' in nullsec space. Combined with their fast warp speed and low price in most markets, this makes them fantastic choices for moving swiftly through potentially dangerous areas of nullsec. They are only at risk from dedicated remote-boosted "insta-lock" fits and from smartbombs, two tools which will only be employed by the most dedicated [[Gate camps|gatecampers]]. The main drawback to using a shuttle is the extremely cramped cargo space of 10m3. | Shuttles have '''innate interdiction nullification''', which means that they '''totally ignore the effects of warp disruption bubbles''' in nullsec space. Combined with their fast warp speed and low price in most markets, this makes them fantastic choices for moving swiftly through potentially dangerous areas of nullsec. They are only at risk from dedicated remote-boosted "insta-lock" fits and from smartbombs, two tools which will only be employed by the most dedicated [[Gate camps|gatecampers]]. The main drawback to using a shuttle is the extremely cramped cargo space of 10m3. | ||
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{| class="wikitable" | {| class="wikitable" | ||
| | |- style="background-color: var(--background-color-neutral);" | ||
| [[image:Gallente_Shuttle.jpg|128px|Gallente Shuttle]] | |||
| [[File:icon_warp_speed.png|24px|Warp Speed]] 5 AU/s warp speed.<br>[[File:Icon_inertia.png|24px|Align time]] < 2 sec align time<br>[[File:icon_hull.png|24px|Effective hit points]] Up to 786 effective hit points.<br>[[File:Icon_velocity.png|24px|Velocity]] Up to 625 m/s speed<br>[[File:Icon_capacity.png|24px|Cargo capacity]] 10 m3 cargo capacity. | |||
|} | |} | ||
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=== Sunesis === | === Sunesis === | ||
{{alpha}} | {{alpha}} | ||
With the release of the [[Sunesis]], pilots have a slightly more expensive but significantly improved option to take over a travel-fit Frigate. While it still does not have bubble immunity, the Sunesis gains additional durability (it can potentially survive 3 full volleys from a smartbombing battleship), a full 600 m3 cargo bay, and doesn't even require frigate skill training. | With the release of the [[Sunesis]], pilots have a slightly more expensive but significantly improved option to take over a travel-fit Frigate. While it still does not have bubble immunity, the Sunesis gains additional durability (it can potentially survive 3 full volleys from a smartbombing battleship), a full 600 m3 cargo bay, and doesn't even require frigate skill training. | ||
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=== Fleet Interceptors === | === Fleet Interceptors === | ||
{{omega}} | {{omega}} | ||
[[Interceptors#Fleet Interceptors|Fleet interceptors]] can mount an Interdiction Nullifier, an active module which grants them temporary immunity to warp disruption bubbles. They can be fit to align in less than two seconds with hyperspatial rigs to improve its already impressive warp speed. | [[Interceptors#Fleet Interceptors|Fleet interceptors]] can mount an Interdiction Nullifier, an active module which grants them temporary immunity to warp disruption bubbles. They can be fit to align in less than two seconds with hyperspatial rigs to improve its already impressive warp speed. | ||
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}} | }} | ||
{{expansion past|Fleet interceptors used to have innate interdiction nullification, as shuttles now do (at the time of writing, late 2021). This made them a popular choice for safe nullsec travel.}} | {{expansion past | ||
|Fleet interceptors used to have innate interdiction nullification, as shuttles now do (at the time of writing, late 2021). This made them a popular choice for safe nullsec travel. | |||
}} | |||
=== Hecate === | === Hecate === | ||
{{omega}} | {{omega}} | ||
For really paranoid capsuleers moving about in high- or low-security space, there's the [[Hecate]] which can sport a "true insta-warper" fit with a sub-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. This fit obviously lacks the bubble-immunity and speed of the shuttle, but has a higher cargo hold capacity. | For really paranoid capsuleers moving about in high- or low-security space, there's the [[Hecate]] which can sport a "true insta-warper" fit with a sub-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. This fit obviously lacks the bubble-immunity and speed of the shuttle, but has a higher cargo hold capacity. | ||
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=== Covert Ops === | === Covert Ops === | ||
{{omega}} | {{omega}} | ||
Ships capable of fitting the '''Covert Ops Cloaking Device II''' module<small> <ref>Astero, Blockade Runner, Covert Ops, Etana, Prospect, Force Recon, Stealth Bomber, Strategic Cruiser, Stratios, Victorieux Luxury Yacht.</ref></small><small> <ref>The Covert Ops Cloaking Device II (aka. Covops Cloak) requires {{sk|Cloaking|IV|mult=yes|icon=yes}} to use.</ref></small> can be useful in moving about in hostile space. They can remain cloaked even in warp, assuming you don't let anything get too close, only very briefly appearing on grid and in the directional-scanner when they switch from gate cloak to Covert Ops cloak. | Ships capable of fitting the '''Covert Ops Cloaking Device II''' module<small> <ref>Astero, Blockade Runner, Covert Ops, Etana, Prospect, Force Recon, Stealth Bomber, Strategic Cruiser, Stratios, Victorieux Luxury Yacht.</ref></small><small> <ref>The Covert Ops Cloaking Device II (aka. Covops Cloak) requires {{sk|Cloaking|IV|mult=yes|icon=yes}} to use.</ref></small> can be useful in moving about in hostile space. They can remain cloaked even in warp, assuming you don't let anything get too close, only very briefly appearing on grid and in the directional-scanner when they switch from gate cloak to Covert Ops cloak. | ||
Covert Ops frigates, Blockade Runners, and [[Strategic Cruisers|T3 cruisers]] using the right subsystem, can fit Interdiction Nullifiers. Due to a recent patch<small> <ref>https://www.eveonline.com/news/view/patch-notes-version-19-04#2021-05-18.1</ref></small>, a Nullifier CAN be activated "whilst cloaked from a stargate jump" (meaning, a gate cloak). Simply click the nullifier, then jump. Other cloaking ships—and Nullifier-fitted ships which are mismanaged or unlucky—will still be caught by bubbles in nullsec. | Covert Ops frigates, Blockade Runners, and [[Strategic Cruisers|T3 cruisers]] using the right subsystem, can fit Interdiction Nullifiers. Due to a recent patch<small> <ref>Patch Notes: [https://www.eveonline.com/news/view/patch-notes-version-19-04#2021-05-18.1 Version 19.04 Release 2021-05-18.1]</ref></small>, a Nullifier CAN be activated "whilst cloaked from a stargate jump" (meaning, a gate cloak). Simply click the nullifier, then jump. Other cloaking ships—and Nullifier-fitted ships which are mismanaged or unlucky—will still be caught by bubbles in nullsec. | ||
Experienced gatecampers know, when they see or suspect a cloaked target is present, to spread around the outside of the bubble and launch their drones to increase the chance that something will get close enough to the cloaked ship to de-cloak it. Very dedicated bubble set-ups might also have items jettisoned at the bubble's edge along likely entry vectors to help de-cloak targets who are pulled out of warp. Sovereign nullsec systems might also be set up by their owners with Mobile Observatories, which have a chance to de-cloak a ship when its cloak stabilization timer has run out. | Experienced gatecampers know, when they see or suspect a cloaked target is present, to spread around the outside of the bubble and launch their drones to increase the chance that something will get close enough to the cloaked ship to de-cloak it. Very dedicated bubble set-ups might also have items jettisoned at the bubble's edge along likely entry vectors to help de-cloak targets who are pulled out of warp. Sovereign nullsec systems might also be set up by their owners with Mobile Observatories, which have a chance to de-cloak a ship when its cloak stabilization timer has run out. | ||
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{| class="wikitable" | {| class="wikitable" | ||
| style=" | |- style="background-color: var(--background-color-neutral);" | ||
| [[image:Buzzard.jpg|112px|Buzzard]] | |||
| [[File:icon_warp_speed.png|24px|Warp Speed]] 3 - 12 AU/s warp speed.<br><small><ul>'''Cruisers''' warp at 3 - 3,3 AU/s</ul><ul>'''Strategic Cruisers''' warp at 3 - 4,9 AU/s</ul><ul>'''Astero''' warps at 5 AU/s</ul><ul>'''Covert Ops''' warp at 8 AU/s</ul></small> | |||
|} | |} | ||
<small><references/></small> | <small><references/></small> | ||
[[Category:Fitting]][[Category:Fittings]] | |||
[[Category:Fitting]] | |||
[[Category:Fittings]] | |||