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Fitting ships: Difference between revisions

From EVE University Wiki
Uryence (talk | contribs)
General Theory: Cleaned up and updated to reflect game changes, deprecation of EFT &c.
Uryence (talk | contribs)
Choosing Modules (PvP): Clarifications, updates.
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==Choosing Modules (PvP)==
==Choosing Modules (PvP)==


Once you have selected the the engagement range, role, and tank of your ship, comes the time to actually fit it. Here is a guide on how to actually do this. Note that this guide is PvP orientated. While it may have some applications for PvE fits be cautious following this guide for them.
Once you have selected the the engagement range, role, and tank of your ship, comes the time to actually fit it. The following remarks are primarily PvP-oriented, though some are also useful considerations for PvE.


=== Weapons ===
=== Weapons ===


For ships where damage is the primary purpose, start with weapons that are consistent with your engagement range and ship class: laser beams for snipers, artillery for skirmishers, blasters or rockets for brawlers etc. Try to use the most damaging weapons of the class that you've selected. You may have to downgrade them later (or may choose to downgrade them later so that everything will fit, or to improve tracking), but for now, if you're fitting blasters, try to fit neutron blasters, and so on.
For ships where damage is the primary purpose, start with weapons that are consistent with your engagement range and ship class: laser beams for snipers, artillery for skirmishers, blasters or rockets for brawlers etc. Try to use the most damaging weapons of the class that you've selected. You may have to downgrade them later (or may choose to downgrade them later so that everything will fit, or to improve tracking), but for now, if you're fitting blasters, try to fit neutron blasters, and so on.


Do not mix weapons and stick to weapons that go with your ship's bonuses. In addition, fit as many weapons as your ship has either missile or gun hard-points. Finally, do not mix weapons of the same type but of different "grades". For instance, do not mix 180mm and 220mm autocannons on the same ship.
Do not mix weapons and stick to weapons that go with your ship's bonuses. In addition, fit as many weapons as your ship has either missile or gun hard-points. As discussed above, do not mix different weapons, e.g. 220mm and 425mm autocannon.


In a similar fashion, if the ship is designed to act as logi, the first thing to do is to fit the remote repair modules. If you are fitting an EWAR ship, start by fitting the EWAR modules that match your ship bonuses.
In a similar fashion, if the ship is designed to act as a [[logistics]] ship, the first thing to do is to fit the remote repair modules. If you are fitting an EWAR ship, start by fitting the EWAR modules that match your ship bonuses. If you are fitting a tackling ship, fit the propulsion and the tackle modules.


=== Role Enhancing Modules ===
=== Role Enhancing Modules ===


Now look at your ship's role. If your role is damage, you're probably already in good shape but start to consider tracking. If you are going to be shield tanking, by default you should be using two damage-increasing modules consistent with your weapons in the lows. You might end up with one, you might end up with three. But start with two. If you have more than four low slots and will be using guns, you'll probably want to fit at least one Tracking Enhancer module as well. If you are going to be armor tanking, by default you should have one damage-increasing module consistent with your weapons in the lows.
Now look at your ship's role. If your role is damage, you're probably already in good shape, but start to consider tracking and range. If you are going to be shield tanking, by default you should be using two damage-increasing modules consistent with your weapons in the lows. You might end up with one, you might end up with three. But start with two. If you have more than four low slots and will be using guns, you'll probably want to fit at least one Tracking Enhancer module as well. If you are going to be armor tanking, by default you should have one damage-increasing module consistent with your weapons in the lows.


This also applies to ECM ships: if you are shield-tanking, fit two Signal Distortion Amplifiers. If you are armor-tanking, try to find room for one. This is generally a good rule of thumb for enhancing the damage or the other effects that your ship puts out.
This also applies to ECM ships: if you are shield-tanking, try fitting two Signal Distortion Amplifiers. If you are armor-tanking, try to find room for one. This is generally a good rule of thumb for enhancing the damage or the other effects that your ship puts out.


Finally, armor-tanking gun-ships with lots of mid-slots should consider a Tracking Computer in one or perhaps two of them.  
Finally, armor-tanking turret-using ships with lots of mid-slots should consider a Tracking Computer in one or perhaps two of them.  


Nearly all PvP ships should give a single mid slot over to a propulsion module, something to increase your ship's speed. You must choose between a [[Microwarpdrive]] (MWD) or [[Afterburner]] (AB). A MWD allows greater manoeuvrability which makes them more commonly fit. However ABs are popular on brawling armor ships as they enhance their natural signature tank and cannot be shut off by warp scramblers (often found at close ranges).
Nearly all PvP ships should give a single mid slot over to a propulsion module, something to increase your ship's speed. You must choose between a [[Microwarpdrive]] (MWD) or [[Afterburner]] (AB). A MWD allows greater manoeuvrability which makes them more commonly fit. However, MWDs bloom your ship's signature radius (making you an easier target) and are disabled by warp scramblers. ABs are popular on brawling armor ships, as they enable a signature tank against larger opponents and cannot be shut off by the warp scramblers used at close ranges.


Most PvP ships should give a single mid slot to a tackle module of some type. For [[skirmishers]] (specialised scouts), primary damage, and screen ships this should nearly always be a long point, a Warp Disruptor module of some kind. Ships in a tackle role should usually fit a Warp Scrambler module of some kind. Ships in other roles can forgo tackle modules.
Most PvP ships should give a single mid slot to a tackle module of some type. For [[skirmishers]] (specialised scouts), primary damage, and screen ships this should nearly always be a long point, a Warp Disruptor module of some kind. Ships in a tackle role should usually fit a Warp Scrambler module of some kind. Some types of scout and initial tackle might want to try fitting both a point and a scram. Ships in other roles in larger fleets can forgo tackle modules. In a small gang it is sometimes desirable to have a tackle module on almost every ship. Space permitting, a web is desirable on close-range damage dealers. Stasis Webifiers do not hold the target on grid as points and scrams do, but they slow the target down, hampering kiters and helping your tracking and missile hits.


ECM is a large danger to logistics so you should consider fitting [[ECCM]] to counter it. A sensor booster (either to counter sensor dampening or to allow your to apply reps faster) should also be considered.
ECM is a large danger to logistics so logistics pilots should consider fitting [[ECCM]] to counter it. A sensor booster (either to counter sensor dampening or to allow your to apply reps faster) should also be considered.


=== Tank ===
=== Tank ===


Next, consider your tank. First, fit a Damage Control unit of some kind. T2 should always be favoured however meta 3 or 4 can be used due to dramatically less CPU usage (bear in mind that meta 4 damage controls are quite costly).
Next, consider your tank. First, fit a Damage Control unit of some kind. T2 should always be favoured however meta 3 or 4 can sometimes be chosen due to dramatically less CPU usage (bear in mind that meta 4 damage controls are quite costly). If fitting an Assault Frigate or Heavy Assault Cruiser, use an Assault Damage Control instead.


Buffer armor tanks use between two (generally for T1 frigates) and six (generally for battleships or logistics) low slots. In order, fit the following:
Buffer armor tanks use between two (generally for T1 frigates) and six (generally for battleships or logistics) low slots. In order, fit the following:
*the heaviest armor plate your ship can fit consistent with its size and your guns (i.e. 200 or 400mm for frigates and destroyers, 800 or 1600mm for cruiers, 1600mm for battlecruisers and battleships). You should fit T2 if you can, downgrading to meta 4 otherwise.
*the heaviest armor plate your ship can fit consistent with its size and your guns (i.e. 200 or 400mm for frigates and destroyers, 800 or 1600mm for cruisers, 1600mm for battlecruisers and battleships). You should fit T2 if you can, downgrading to meta 4 otherwise.
*An Energized Adaptive Nano Membrane (EANM), T2 if you can
*An Energized Adaptive Nano Membrane (EANM), T2 if you can
*A second T2 EANM, or a Multispectrum Coating (formerly known as an ANP) if it won't fit
*A second T2 EANM, or a Multispectrum Coating (formerly known as an ANP) if it won't fit
**NB: A T2 Coating is both easier to fit and gives better bonuses than a meta EANM
**NB: A T2 Coating is both easier to fit and gives better bonuses than a meta EANM
*look at your four resistances and "close" the one that is lowest with a single active armor hardener of the appropriate type
*look at your four armor resistances and "close" the one that is lowest with a single active armor hardener of the appropriate type
*if you are flying a battleship, consider adding a second plate.
*if you are flying a battleship, consider adding a second plate.
*either add a 3rd EANM, or a reactive armor hardener; alternatively, consider removing both EANMs and fitting 3 active hardeners of your lowest resists
*either add a 3rd EANM, or a reactive armor hardener; alternatively, consider removing both EANMs and fitting 3 active hardeners of your lowest resists
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*a Large Shield Extender (for cruisers and larger) or a Medium Shield Extender (for frigates and destroyers).
*a Large Shield Extender (for cruisers and larger) or a Medium Shield Extender (for frigates and destroyers).
*one Multispectrum Shield Hardener, or if cap is an issue (and you are only using two slots) possibly a second shield extender of the same type  
*one Multispectrum Shield Hardener, or if cap is an issue (and you are only using two slots) possibly a second shield extender of the same type  
*look at your four resistances and "close" the one that is lowest with a single active shield hardener of the appropriate type
*look at your four shield resistances and "close" the one that is lowest with a single active shield hardener of the appropriate type
*a second Multispectrum Shield Hardener
*a second Multispectrum Shield Hardener
*if you have the power grid for it, a second Large Shield Extender
*if you have the power grid for it, a second Large Shield Extender
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Active armor tanks operate in a similar fashion, but generally replace the plates with Armor Repair Modules plus one Ancillary Armor Repair module of the appropriate size. They may also replace EANMs with a second (and sometimes even third!) armor repairer. Active shield tanks replace the Shield Extenders with one or perhaps two Shield Boosters, the first of which is usually an X-Large Ancillary Shield Booster (cruisers and up) or Medium Ancillary Shield Booster (frigates). Use caution if intending to fit a Large Ancillary Shield Booster. In most applications, it will not repair sufficient damage to be useful.
Active armor tanks operate in a similar fashion, but generally replace the plates with Armor Repair Modules plus one Ancillary Armor Repair module of the appropriate size. They may also replace EANMs with a second (and sometimes even third!) armor repairer. Active shield tanks replace the Shield Extenders with one or perhaps two Shield Boosters, the first of which is usually an X-Large Ancillary Shield Booster (cruisers and up) or Medium Ancillary Shield Booster (frigates). Use caution if intending to fit a Large Ancillary Shield Booster. In most applications, it will not repair sufficient damage to be useful.


Passive shield tanking is not normally used for PvP.
Passive shield tanking is not normally used for PvP because the incoming damage in PvP is usually higher than a passive shield recharge rate can keep up with, even when enhanced by modules and ship bonuses.


=== Fitting modules ===
=== Fitting modules ===
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*Processor Overclocking Unit rig
*Processor Overclocking Unit rig


The first four increase your power grid; the MAPC is for greatly increasing grid on frigates - and is almost mandatory on every shield tanked frigate - and the RCU is for greatly increasing grid on ships bigger than frigates. The last two increase your CPU. In general, try to use the rig first before sacrificing a valuable low-slot module. '''Under almost no circumstances is fitting more than two fitting mods a good choice.''' If you find yourself fitting more than two fitting mods, you have probably made an incorrect choice in your ship fit somewhere. Fit meta 4 shield extenders or plates; reduce the number of shield extenders or plates; or reduce the guns you have chosen by one grade, from (for instance) neutron blasters to ion blasters, or from 425mm autocannons to 220mm autocannons.
The first four increase your power grid; the MAPC is for greatly increasing grid on frigates--it is common on shield tanked frigates--and the RCU is for greatly increasing grid on ships bigger than frigates. The last two increase your CPU.
 
In general, try to use the rig first before sacrificing a valuable low-slot module. '''Under almost no circumstances is fitting more than two fitting mods a good choice.''' If you find yourself fitting more than two fitting mods, you have probably made an incorrect choice in your ship fit somewhere. Fit meta 4 shield extenders or plates; reduce the number of shield extenders or plates; or reduce the guns you have chosen by one grade, from (for instance) neutron blasters to ion blasters, or from 425mm autocannons to 220mm autocannons.


As you adjust the fit of your ship, do not be afraid to change some of the modules from T2 to meta modules, usually meta 4 modules. This most often applies to Shield Extenders, your Damage Control, your point or scram, and your afterburner if not already meta (microwarpdives should never be T2). These changes will give you back a couple of percent of power grid or CPU here and there and are often all that's needed to bring a fit into line if the fit is close. It is usually not a good idea to change your resistance modules for meta modules; they are far less effective than T2 modules.
As you adjust the fit of your ship, do not be afraid to change some of the modules from T2 to meta modules, usually meta 4 modules. This most often applies to Shield Extenders, your Damage Control, your point or scram, and your afterburner if not already meta (microwarpdives should never be T2). These changes will give you back a couple of percent of power grid or CPU here and there and are often all that's needed to bring a fit into line if the fit is close. It is usually not a good idea to change your resistance modules for meta modules; they are far less effective than T2 modules.
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=== Speed Tanking ===
=== Speed Tanking ===


Speed-tanking operates in a similar fashion, but reduces the maximum number of tanking modules available to one or two, usually focusing on shield. Most often, a Medium Shield Extender (often of the meta variety) and a Damage Control module are the two modules chosen. Alternately, other ships work well with two Large Shield Extenders and a Damage Control. In the general case, if you have only a few tanking modules on a ship, it is better to increase buffer with those that you do use unless you are also flying with a logistics ship, in which case you can replace one with a single module to increase your resists.  
Speed-tanking operates in a similar fashion, but reduces the maximum number of tanking modules available to one or two, usually focusing on shield. Most often, a Medium Shield Extender (often of the meta variety) and a Damage Control module are the two modules chosen. Alternately, other ships work well with two Large Shield Extenders and a Damage Control. In general, if you have only a few tanking modules on a ship, it is better to increase buffer with those that you do use unless you are also flying with a logistics ship, in which case you can replace one with a single module to increase your resists.  


=== Final Slots ===
=== Final Slots ===


At this point, you may have a low slot or two free. You may have a mid slot or two free. And you may have a high slot or two free. High slots are the easiest, and the only ones you should consider leaving empty (due to high fitting requirements of the options). For ships in a tackle role, a NOS is usually the best choice. For ships in all other roles, a neut is usually the best choice. A free low slot should be given to an additional damage module, an additional Tracking Enhancer, or (if you're running short of CPU), a Nanofiber Internal Structure. An additional mid slot should be given to an additional tackle mod (usually a Stasis Webifier), a Capacitor Booster, or some form of utility electronic warfare, usually a Sensor Dampener.
At this point, you may have a low slot or two free. You may have a mid slot or two free. And you may have a high slot or two free.
 
High slots are the easiest, and the only ones you should consider leaving empty (due to high fitting requirements of the options). For ships in a tackle role, a NOS is usually the best choice. For ships in all other roles, a neut is usually the best choice. Remember to intersperse your utility highslot modules or your empty highslots between your weapons, to absorb heat damage when [[overheating]].
 
A free low slot should be given to an additional damage module, an additional Tracking Enhancer, or (if you're running short of CPU), a Nanofiber Internal Structure. An additional mid slot should be given to an additional tackle mod (usually a Stasis Webifier), a Capacitor Booster, or some form of utility electronic warfare, usually a Sensor Dampener.


Inertia Stabilizers should not be fit on PvP ships under any circumstances. Sensor Boosters can be fit on PvP ships but should be fit only with a great deal of care and consideration - the most common being for gate camping. In a gang, this module will nearly always get you made fun of unless it is specifically required for sniping applications or the like.
Inertia Stabilizers should not be fit on PvP ships under any circumstances. Sensor Boosters can be fit on PvP ships but should be fit only with a great deal of care and consideration; the most common use-case is for [[Gate camp|gate camping]]. In a gang, this module will nearly always draw derision unless it is specifically required for sniping applications or the like.


Finally, modules that passively regenerate some aspect of your ship's operation should almost never be used in PvP. These include Cap Rechargers, Cap Power Relays, Shield Rechargers, and Shield Power Relays. While these modules are fine for PvE, the incoming damage or impacts to capacitor in PvP will generally be too strong for these modules to have much if any effect.
Finally, modules that passively regenerate some aspect of your ship's operation should almost never be used in PvP. These include Cap Rechargers, Cap Power Relays, Shield Rechargers, and Shield Power Relays. While these modules are fine for PvE, the incoming damage or capacitor costs in PvP will generally be too strong for these modules to have much if any effect.


=== Rigs ===
=== Rigs ===


Finally and last, rig your ship using any remaining rig slots. In general at the basic level, passive shield tanking ships should use a full set of Core Defense Field Extender rigs. Passive armor ships should use a full set of Trimark Armor Pumps. This will increase the size of your ship's buffer and extend your life on the battle field. Active tanking ships use more specialized rigs. Active armor-tanking ships will use two Auxiliary Nano Pump rigs and one Nanobot Accelerator rig. Active shield-tanking ships will give one or two rig slots over to increasing shield resistances but may also use a Core Defense Operational Solidifier or (much more rarely) a Core Defense Capacitor Safeguard. Of course, if you have given over some rig slots to fitting rigs, you will have fewer rigs to devote to defense.
Finally and last, rig your ship using any remaining rig slots. In general at the basic level, buffer shield tanking ships should use a full set of Core Defense Field Extender rigs. Passive armor ships should use a full set of Trimark Armor Pumps. This will increase the size of your ship's buffer and extend your life on the battle field. Active tanking ships use more specialized rigs. Active armor-tanking ships can use two Auxiliary Nano Pump rigs and one Nanobot Accelerator rig. Active shield-tanking ships can give one or two rig slots over to increasing shield resistances but may also use a Core Defense Operational Solidifier or (much more rarely) a Core Defense Capacitor Safeguard. Of course, if you have given over some rig slots to fitting rigs, you will have fewer rigs to devote to defense.


As with passive regeneration modules, do not use the Core Defense Field Purger rig in PvP at the basic level. While there are advanced level ships that can (and do) use this rig successfully in PvP, at the basic level you should stick with increasing buffer.
As with passive regeneration modules, do not use the Core Defense Field Purger rig in PvP at the basic level. While there are advanced level ships that can (and do) use this rig successfully in PvP, newer players should stick with increasing buffer.


==Fitting Math==
==Fitting Math==