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→Choosing Modules (PvP): Clarifications, updates. |
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Generally, the more tasks you want a fit to do the worse it performs at each particular task. Some ships have very specific uses: a Venture mining frigate is not very helpful in either PvE or PvP combat. | Generally, the more tasks you want a fit to do the worse it performs at each particular task. Some ships have very specific uses: a Venture mining frigate is not very helpful in either PvE or PvP combat. | ||
But even a combat ship will almost certainly need different fits for PvE and PvP, because, for example, in PvP you usually receive a lot more damage in a much more limited time than in PvE, and enemy players, unlike NPCs, need to be [[ | But even a combat ship will almost certainly need different fits for PvE and PvP, because, for example, in PvP you usually receive a lot more damage in a much more limited time than in PvE, and enemy players, unlike NPCs, need to be [[Tackling|prevented from warping away]]. Even within PvP the same ship can have one fit for close-range brawling in a small gang and a completely different fit for fighting at longer ranges in a large fleet. | ||
Of course, there are dangers in over-specialisation too, especially when you're not working with other players. If you're going to exploit a low-class wormhole while solo you want your ship to deal and tank damage, launch probes, and maybe cloak so that you can hide if you see a gang of enemies on your [[Directional | Of course, there are dangers in over-specialisation too, especially when you're not working with other players. If you're going to exploit a low-class wormhole while solo you want your ship to deal and tank damage, launch probes, and maybe cloak so that you can hide if you see a gang of enemies on your [[Directional scanning|directional scanner]]. [[Strategic Cruisers]] and, to some extent, [[Tactical Destroyers]] are specifically designed to be flexible multitask ships. | ||
According to Jester's [ | According to Jester's [https://jestertrek.blogspot.ca/2013/06/pvp-201-basic-ship-fitting-theory.html guide for PvP fitting], one should consider the following aspects of a fit: | ||
*Engagement Range: | *Engagement Range: | ||
** Brawling (<15km) | ** Brawling (<15km) | ||
** Kiting (15-30km - within point range, which will vary depending on the hull and the presence or absence of [[ | ** Kiting (15-30km - within point range, which will vary depending on the hull and the presence or absence of [[Command Bursts|bursts]] affecting this) | ||
** Skirmishing (30-100km) | ** Skirmishing (30-100km) | ||
** Sniper (100km+) | ** Sniper (100km+) | ||
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=== Don't mix tanks === | === Don't mix tanks === | ||
If you're going to tank either [[Shield tanking|shield tank]] or [[ | If you're going to tank either [[Tanking#Shield tanking|shield tank]] or [[Tanking#Armor tanking|armor tank]]. Don't shield tank and armor tank in the same fit. | ||
Most of the time a tank takes up a substantial proportion of your powergrid, your CPU and either your midslots (for a shield tank) or your lowslots (armor tank). If you fit a shield tank, you can put useful things (damage modules, speed and agility modules &c) in your lowslots, and if you armor tank you can put useful things (tackling modules, electronic warfare modules, propulsion modules &c) in your midslots. Both types of tank at once leave you with little space for other useful modules. | Most of the time a tank takes up a substantial proportion of your powergrid, your CPU and either your midslots (for a shield tank) or your lowslots (armor tank). If you fit a shield tank, you can put useful things (damage modules, speed and agility modules &c) in your lowslots, and if you armor tank you can put useful things (tackling modules, electronic warfare modules, propulsion modules &c) in your midslots. Both types of tank at once leave you with little space for other useful modules. | ||
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=== Bigger guns are not necessarily better === | === Bigger guns are not necessarily better === | ||
Bigger guns do more DPS, assuming they hit, but they [[ | Bigger guns do more DPS, assuming they hit, but they [[Turret mechanics#Tracking|track]] targets more slowly and they use up more powergrid and CPU. | ||
So, for example, there are three kinds of medium-sized autocannon: Dual 180mm, 220mm, and 425mm. The 425mm autocannons do a bit more damage, but the 220mm autocannons have much more forgiving fitting requirements (especially if your fitting skills -- see [[#Train fitting skills|below]] -- need more training). On some ships it may be that fitting a rack of 425s would use up so much powergrid and CPU that you wouldn't be able to fit a tank. In that situation, fitting 220s would be better because, even though you would do a little less damage per second, your ship would survive longer and so would probably apply more total damage. | So, for example, there are three kinds of medium-sized autocannon: Dual 180mm, 220mm, and 425mm. The 425mm autocannons do a bit more damage, but the 220mm autocannons have much more forgiving fitting requirements (especially if your fitting skills -- see [[#Train fitting skills|below]] -- need more training). On some ships it may be that fitting a rack of 425s would use up so much powergrid and CPU that you wouldn't be able to fit a tank. In that situation, fitting 220s would be better because, even though you would do a little less damage per second, your ship would survive longer and so would probably apply more total damage. | ||
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Eve includes a limited fit simulation tool, but you can also use more powerful third-party tools to try fits outside the game. | Eve includes a limited fit simulation tool, but you can also use more powerful third-party tools to try fits outside the game. | ||
The most popular tool is [[PYFA]] ([https://github.com/pyfa-org/Pyfa/releases available here]). You can load your character's specific skill profile into Pyfa and see how a particular fitting would fly and fight with your character piloting it. Pyfa can even simulate the effects of different types of ammunition, [[overheating]], [[Medical boosters|drugs]], [[command bursts]], and incoming damage. Fits can be exported from Pyfa to the clipboard and then from the clipboard straight into your in-game fit library. | The most popular tool is [[PYFA]] ([https://github.com/pyfa-org/Pyfa/releases available here]). You can load your character's specific skill profile into Pyfa and see how a particular fitting would fly and fight with your character piloting it. Pyfa can even simulate the effects of different types of ammunition, [[overheating]], [[Medical boosters|drugs]], [[Command Bursts|command bursts]], and incoming damage. Fits can be exported from Pyfa to the clipboard and then from the clipboard straight into your in-game fit library. | ||
Fit simulations are theory, of course, and don't always work out exactly as planned in practice: autocannon, for example, almost never deal their on-paper Pyfa DPS, because they are almost always operating in falloff range. For any especially high-stakes or experimental fits, consider gathering a few friends to help and trying them out on the test server, [[Singularity]]. | Fit simulations are theory, of course, and don't always work out exactly as planned in practice: autocannon, for example, almost never deal their on-paper Pyfa DPS, because they are almost always operating in falloff range. For any especially high-stakes or experimental fits, consider gathering a few friends to help and trying them out on the test server, [[Singularity]]. | ||
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* {{sk|Mining Upgrades}}: 5% less CPU need for mining upgrade modules (useful for miners) | * {{sk|Mining Upgrades}}: 5% less CPU need for mining upgrade modules (useful for miners) | ||
(Note that {{sk|Hull Upgrades}} doesn't make basic fitting easier, even though it has 'Upgrades' in its name. It gives a pilot 5% more armor per level, and Hull Upgrades at Lvl 5 is required to fit a [[ | (Note that {{sk|Hull Upgrades}} doesn't make basic fitting easier, even though it has 'Upgrades' in its name. It gives a pilot 5% more armor per level, and Hull Upgrades at Lvl 5 is required to fit a [[Tanking#Armor Tanking Skills|Tech 2 armor tank]].) | ||
Tip: The benefits of CPU Management and Power Grid Management apply to the whole ship. Skill point for skill point, they provide significantly more fitting benefit than the module-specific skills. You can't go wrong training these two skills to level V as soon as practical. | Tip: The benefits of CPU Management and Power Grid Management apply to the whole ship. Skill point for skill point, they provide significantly more fitting benefit than the module-specific skills. You can't go wrong training these two skills to level V as soon as practical. | ||
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Finally, armor-tanking turret-using 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 | 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 [[Propulsion equipment#Afterburners and microwarpdrives|Microwarpdrive]] (MWD) or [[Propulsion equipment#Afterburners and microwarpdrives|Afterburner]] (AB). A MWD allows greater maneuverability 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. 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. | 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 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. | ECM is a large danger to logistics so logistics pilots should consider fitting [[Electronic warfare#Countering_ECM: Electronic Counter-Counter Measures (ECCM)|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 === | ||
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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. | 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 use-case is for [[Gate | 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 camps|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 capacitor costs 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. | ||