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User:Cassiel Seraphim/Sandbox5: Difference between revisions

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== Reducing align time ==
== Reducing align 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 ====
<p style="font-size:115%;">'''{{co|white|Skills}}'''</p>
Several skills affect your align time, starting with the most relevant skills:
Several skills affect your align time, starting with the most relevant skills:
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==== Modules & Rigs ====
<p style="font-size:115%;">'''{{co|white|Modules & rigs}}'''</p>
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.
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==== Implants ====
<p style="font-size:115%;">'''{{co|white|Implants}}'''</p>
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 low- and mid-grade {{co|coral|Nomad}} set.
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 low- and mid-grade {{co|coral|Nomad}} set.


==== Propulsion modules ====
<p style="font-size:115%;">'''{{co|white|Propulsion modules}}'''</p>
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 (like after you've 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. It will 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 (like after you've 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. It will 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 microwarpdrives 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 microwarpdrives for a 10 second align.


==== Friendly webs ====
<p style="font-size:115%;">'''{{co|white|Friendly webs}}'''</p>
Another option is to have a friend or an alt to web your ship as it starts aligning, dropping its maximum speed making it align almost instantaneously. This can be extremely useful for very slow aligning ships like [[freighter]]s. 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 safely be able to web yourself.
Another option is to have a friend or an alt to web your ship as it starts aligning, dropping its maximum speed making it align almost instantaneously. This can be extremely useful for very slow aligning ships like [[freighter]]s. 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 safely be able to web yourself.


== 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 ====
<p style="font-size:115%;">'''{{co|white|Modules & rigs}}'''</p>
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/s warp speed by a 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/s warp speed by a fixed number, while the rig has a normal percentage-based bonus.
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==== Implants ====
<p style="font-size:115%;">'''{{co|white|Implants}}'''</p>
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 ====
<p style="font-size:115%;">'''{{co|white|Ships with a high native warp speed}}'''</p>
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) that thanks to having 3 rigs instead of just the 2 that the tech two frigates have, 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 tech two frigates' '''12.2 AU/s'''. This is thanks to the {{icon|angel cartel|18}} [[Angel Cartel]] racial 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) that thanks to having 3 rigs instead of just the 2 that the tech two frigates have, 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 tech two frigates' '''12.2 AU/s'''. This is thanks to the {{icon|angel cartel|18}} [[Angel Cartel]] racial bonus to warp speed, which all Angel ships have.


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Perhaps one of the easiest and least skill intensive ways to buff your tank is to simply 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 simply 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 ====
<p style="font-size:115%;">'''{{co|white|Skills}}'''</p>
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:
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| style="padding:5px;" | {{sk|Hull Upgrades|IV}} enabled the use of the {{co|coral|Damage Control II}} and {{co|coral|Transverse Bulkhead II}} modules.
| style="padding:5px;" | {{sk|Hull Upgrades|IV}} enabled the use of the {{co|coral|Damage Control II}} and {{co|coral|Transverse Bulkhead II}} modules.
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==== Modules & rigs ====
<p style="font-size:115%;">'''{{co|white|Modules & rigs}}'''</p>
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:
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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 favour 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 favour the {{co|coral|Inertia Stabilizers II}} module instead.
==== Implants ====
<p style="font-size:115%;">'''{{co|white|Implants}}'''</p>
There is also an [[implants|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 [[implants|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.


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As such it might not be something you'll be doing as a young capsuleer, but for people 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 people 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 ====
<p style="font-size:115%;">'''{{co|white|Skills}}'''</p>
There is one skill improving armor hit points directly:
There is one skill improving armor hit points directly:
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==== Modules & rigs ====
<p style="font-size:115%;">'''{{co|white|Modules & rigs}}'''</p>
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:
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| style="background-color:#222222; padding:4px;" | {{co|coral|Trimark Armor Pump II}} (+20% armour hp, -10% speed)
| style="background-color:#222222; padding:4px;" | {{co|coral|Trimark Armor Pump II}} (+20% armour hp, -10% speed)
|}
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==== Implants ====
<p style="font-size:115%;">'''{{co|white|Implants}}'''</p>
There are also [[implants]] that help increase your armour 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 armour 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.


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One of the great pros of shield tanking is that low slots remain free which allows you to fit for speed, cargo or another layer of tank depending on your preference and needs.
One of the great pros of shield tanking is that low slots remain free which allows you to fit for speed, cargo or another layer of tank depending on your preference and needs.


==== Skills ====
<p style="font-size:115%;">'''{{co|white|Skills}}'''</p>
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! style="background-color:#222222;" | Skill
! style="background-color:#222222;" | Skill
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| style="padding:5px;" | +5% bonus to explosive resistance per level for '''Explosive Deflection Amplifiers'''
| style="padding:5px;" | +5% bonus to explosive resistance per level for '''Explosive Deflection Amplifiers'''
|}
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==== Modules & rigs ====
<p style="font-size:115%;">'''{{co|white|Modules & rigs}}'''</p>
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:
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| style="background-color:#222222; padding:4px;" | {{co|coral|Core Defense Field Extender II}} (+20% shield hp, +10% signature)
| style="background-color:#222222; padding:4px;" | {{co|coral|Core Defense Field Extender II}} (+20% shield hp, +10% signature)
|}
|}
==== Implants ====
<p style="font-size:115%;">'''{{co|white|Implants}}'''</p>
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.