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User:Khegs/fitting101: Difference between revisions

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Khegs (talk | contribs)
Khegs (talk | contribs)
 
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*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
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*Hull reppers repair very little each cycle
*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 ==
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'''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 Tank'''<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
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(micro auxillary power core, co-processor)<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>
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>


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