More actions
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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> | ||
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 | 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 == | ||