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| {{co|coral|Rigs}} | | {{co|coral|Rigs}} | ||
Our suggested fits are designed with rigs that are compatible with the suggested fits of public armor headquarters communities. This allows our members to join in with content that the Univeristy cannot provide without having to buy a separate ship or spend excess ISK on rerigging their ships. | Our suggested fits are designed with rigs that are compatible with the suggested fits of public armor headquarters communities. This allows our members to join in with content that the Univeristy cannot provide without having to buy a separate ship or spend excess ISK on rerigging their ships. The fits for these public headquarters groups can be found [https://contingencyinc.com/fits here], [https://t-d-f.one/fits here], and [https://wl.tlaincursions.com/fits?Tier=Armor here]. | ||
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In general, we prefer that utility midslots are occupied with a mix of primarily '''Tracking Computers''' and '''Sensor Boosters'''. Beyond these, Target Painters can be useful, as well as '''Stasis Webifiers'''. | In general, we prefer that utility midslots are occupied with a mix of primarily '''Tracking Computers''' and '''Sensor Boosters'''. Beyond these, Target Painters can be useful, as well as '''Stasis Webifiers'''. | ||
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| {{icon|drones| | | {{icon|drones|64}} | ||
| {{co|coral|Drones}} | | {{co|coral|Drones}} | ||
Drones will not be called upon in every fleet, as they are of marginal benefit. However, they can get fleets out of sticky situations on occasion, so we ask that every ship be fitted with at least a set of '''Acolytes''' and a set of '''Armor Maintenance Bots''' for use in emergencies. | Drones will not be called upon in every fleet, as they are of marginal benefit. However, they can get fleets out of sticky situations on occasion, so we ask that every ship be fitted with at least a set of '''Acolytes''' and a set of '''Armor Maintenance Bots''' for use in emergencies. | ||
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| {{icon|turret new| | | {{icon|turret new|64}} | ||
| {{co|coral|Turrets}} | | {{co|coral|Turrets}} | ||
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== Applying the guidelines - a practical example == | == Applying the guidelines - a practical example == | ||
This section serves as a guide on how to apply the fitting principles in a way that could generate a suitable fit for any suitable hull. In this example, we will work towards a fit for a pilot who has been flying a pulse Praxis, and wants to | This section serves as a guide on how to apply the fitting principles in a way that could generate a suitable fit for any suitable hull. In this example, we will work towards a fit for a pilot who has been flying a pulse Praxis, and wants to begin flying a Nightmare. They have the skills to fit T2 guns, but don't have a whole lot of ISK to be spending on expensive modules. | ||
==== Required modules - rigs, tank, and guns ==== | ==== Required modules - rigs, tank, and guns ==== | ||
We begin with the rigs, as we would like for our fit to be useful outside of Vanguards. The rigs used by Contingency Incursions for their "Advanced" Nightmare fit (and also by The Ditanian Fleet, but | We begin with the rigs, as we would like for our fit to be useful outside of Vanguards. The rigs used by the public armor headquarters community Contingency Incursions for their "Advanced" Nightmare fit (and also by the similar community The Ditanian Fleet, but only in their "Antigank" fit) are a T1 Explosive and Kinetic Armor Reinforcer, and a T2 Hyperspatial Velocity Optimizer. | ||
Following this, we consider how to meet the 67% omni resists guideline. Looking to those same headquarters fits, we see expensive A-Type deadspace modules. Looking again to the "Antigank" fits, we see the use of Imperial Navy Multispectrum Energized Membranes. Using two of these on our Nightmare with the aforementioned rigs doesn't quite get us to the resists we need, but adding a Damage Control puts us over the mark. Finally for now, we know that we will need to be able to do damage, so we include the maximum number of Mega Pulse Laser IIs that we can fit - 4 to match the 4 turret hardpoints of the Nightmare. | Following this, we consider how to meet the 67% omni resists guideline. Looking to those same headquarters fits, we see expensive A-Type deadspace modules. Looking again to the "Antigank" fits, we see the use of Imperial Navy Multispectrum Energized Membranes. Using two of these on our Nightmare with the aforementioned rigs doesn't quite get us to the resists we need, but adding a Damage Control puts us over the mark. Finally for now, we know that we will need to be able to do damage, so we include the maximum number of Mega Pulse Laser IIs that we can fit - 4 to match the 4 turret hardpoints of the Nightmare. | ||
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==== Rounding out the lowslots ==== | ==== Rounding out the lowslots ==== | ||
Now we have a fit which, while not particularly useful or effective, meets all of the requirements to join a fleet. Now we have some choices to make regarding the remaining slots. The easiest of these choices is what to do with the low slots. These slots are the only ones which allow us to directly increase the raw DPS that the ship does, and it would be advisable to make use of these slots in that way. As this is a ship using energy weapons, we require heat sinks. Here, we choose to splash some ISK to get faction heat sinks, as they provide a nice bump in DPS over their Tech 2 counterparts, whilst also being no more expensive than the faction midslots which, while also useful, do not provide as much of a tangible benefit. | |||
Now we have a fit which, while not particularly useful or effective, meets all of the requirements to join a fleet. Now we have some choices to make regarding the remaining slots. The easiest of these choices is what to do with the low slots. These slots are the only ones which allow us to directly increase the raw DPS that the ship does, and it would be advisable to make use of these slots in that way. As this is a ship using energy weapons, we require heat sinks. Here, we choose to splash some | |||
If a fit were to have more than 4 lowslots available, other options for these might include capacitor power relays if the fit were to end up being short on capacitor life, signal amplifiers to speed up lock time and increase the limit on concurrently locked targets, or tracking enhancers to increase application of DPS. | If a fit were to have more than 4 lowslots available, other options for these might include capacitor power relays if the fit were to end up being short on capacitor life, signal amplifiers to speed up lock time and increase the limit on concurrently locked targets, or tracking enhancers to increase application of DPS. | ||
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==== Utility midslots ==== | ==== Utility midslots ==== | ||
The Nightmare is designed to be a shield-tanked ship, so benefits from an abundance of midslots, especially now that we are not using those slots for tank modules. As such, we are spoiled for choice, and we choose to be greedy. The first thing we should choose to include is a set of tracking computers. These massively increase our applied DPS by causing us to miss our shots less often, and allowing us to use higher damage | The Nightmare is designed to be a shield-tanked ship, so it benefits from an abundance of midslots, especially now that we are not using those slots for tank modules. As such, we are spoiled for choice, and we choose to be greedy. The first thing we should choose to include is a set of tracking computers. These massively increase our applied DPS by causing us to miss our shots less often, and allowing us to use higher damage ammunition at longer range. Being scripted also makes them a good choice, especially compared to their lowslot counterparts. We will also choose to include some sensor boosters. These will always be used in combination with scan resolution scripts, as in Vanguards we do not require the extra locking range, and the ECCM is nice but not vital. By being able to lock targets faster, we can kill them faster, which makes the whole fleet safer and more efficient. | ||
Aside from these choices, there is a lot of flexibility here. In the fit below, we have opted for 3 tracking computers, 3 sensor boosters, and a stasis webifier. This is a good general choice - it provides a good mix of locking speed and application. Swapping to a mix of 4 tracking computers and 2 sensor boosters is also perfectly fine, and swapping the web for a target painter provides better application at long range whilst almost being as effective as a web up close in terms of applied DPS. It would be perfectly acceptable to keep the web and paint, and switch to 3 tracking computers and 2 sensor boosters. The world is your oyster. | |||
{{ShipFitting | {{ShipFitting | ||