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m →Train fitting skills: Format improvement. |
→Fit for a purpose: Tried to rationalise the list of purposes/factors, and clarify some terms for newer players (e.g. 'screen'). |
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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. | 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. | ||
=== Possible purposes === | |||
*Engagement Range: | |||
Some useful aspects of a fit's design to consider in thinking about its purpose are: | |||
*Engagement Range: if it is a combat fit, at what range do you want the fit to fight? | |||
** Brawling (<15km) | ** Brawling (<15km) | ||
** Kiting ( | ** Kiting (15–30km, that is, within warp disruption range, which will vary depending on the hull and the presence or absence of [[Command Bursts|bursts]] affecting this) | ||
** Skirmishing ( | ** Skirmishing (30–100km) | ||
** | ** Sniping (100km+) | ||
*Role: | *Role: what will your fit do on the battlefield? | ||
** Primary damage dealer (DD) | ** Primary damage dealer ("DD") | ||
** Tackler | ** [[Tackling|Tackler]] | ||
** Scout | ** Scout | ||
** Logistics | ** [[Logistics]] | ||
** Electronic warfare | ** [[Electronic warfare]] | ||
** Screen | ** Screen (holding hostile tackle or DD ships away from the core of a friendly gang) | ||
*Tank: | *Tank: how will your fit avoid or counter incoming damage? | ||
** Buffer armor tank | ** Buffer armor tank | ||
** | ** Active armor tank | ||
** | ** Buffer shield tank | ||
** | ** Passive shield tank | ||
* | ** Active shield tank | ||
** | ** Speed tank | ||
** | ** Range tank (there are very few situations where you want no tank!) | ||
** Will the damage type be predictable? For instance, PvP against Amarr laser ships and PvE combat in missions, [[Incursions]], and combat sites can involve highly predictable damage types which can be resisted in advance. | |||
* Environment: where will your fit operate? | |||
** High security space: collateral damage will be risky | |||
** Low security space: gate and station guns are a risk for any aggressor | |||
** Null security space: bubbles might be used, as might bombs; accessible stations/structures might be rare | |||
*** [[ESS]] grids: only some hull sizes can enter, microwarpdrives and micro jump drives won't function, and warping will be impossible | |||
** Wormhole space/Pochven: intel will be more limited; basic probing capabilities might come in handy | |||
** [[Abyssal Deadspace]]: only some hull sizes can enter; damage types will be unpredictable; environmental conditions will affect the ship | |||
For all kinds of fit, for all kinds of purpose, ask yourself '''what level of risk will you expose this fit to?''' A fit used for highly predictable PvE combat or for mining in relatively secure space can be more expensive than one used for one-way filament PvP trips to hostile nullsec space--though even in the safest kinds of environment you must never fly what you can't afford to lose. | |||
===Consider a ship's bonuses=== | ===Consider a ship's bonuses=== | ||