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Fitting ships: Difference between revisions

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==Consider your ship's bonuses==
==Consider your ship's bonuses==


Every ship comes with per-level bonuses, which often point towards the uses that the ship was designed for. The Caldari Blackbird, for example, gets a 15% bonus to ECM Target Jammer strength and a 10% bonus to ECM Target Jammer optimal range for each level its pilot has in the Caldari Cruiser skill. These bonuses suggest that it's best fit as an electronic warfare platform which fights well at long range. Sometimes it's okay not to take advantage of a ship's bonuses: the Amarr Punisher frigate, for example, is sometimes fitted with projectile weapons rather than lasers because it has a cap use bonus for lasers rather any damage or rate-of-fire bonuses -- and projectile weapons don't use cap anyway. Generally, however, you should work with your ship's bonuses.
Every ship comes with per-level bonuses, which often point towards the uses that the ship was designed for. The Caldari [http://wiki.eveonline.com/wiki/Blackbird Blackbird], for example, gets a 15% bonus to ECM Target Jammer strength and a 10% bonus to ECM Target Jammer optimal range for each level its pilot has in the Caldari Cruiser skill. These bonuses suggest that it's best fit as an electronic warfare platform which fights well at long range. Sometimes it's okay not to take advantage of a ship's bonuses: the Amarr [http://wiki.eveonline.com/wiki/Punisher Punisher], for example, is sometimes fitted with projectile weapons rather than lasers because it has a cap use bonus for lasers rather any damage or rate-of-fire bonuses -- and projectile weapons don't use cap anyway. Generally, however, you should work with your ship's bonuses.


==Don't mix tanks==
==Don't mix tanks==
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==Don't mix guns==
==Don't mix guns==


If you have a rack of exactly identical guns on your ship, they will all have precisely the same optimal and falloff ranges, and exactly the same tracking. This means you only have to worry about getting your ship to one ideal range and keeping the enemy's angular velocity below one value. Furthermore, you can group identical weapons so that they can all be activated or reloaded or unloaded at once, which reduces the micromanagement required in combat. Grouping isn't always the best option, especially if you learn to overheat your guns using the Thermodynamics skill, but it's a good way to start. (There are, however, cases where having mixed guns due to fitting reasons can squeeze a bit more DPS from your ship.)
If you have a rack of exactly identical guns on your ship, they will all have precisely the same optimal and falloff ranges, and exactly the same tracking. This means you only have to worry about getting your ship to one ideal range and keeping the enemy's angular velocity below one value. Furthermore, you can group identical weapons so that they can all be activated or reloaded or unloaded at once, which reduces the micromanagement required in combat. Grouping isn't always the best option, especially if you learn to [http://wiki.eveonline.com/wiki/Heat_and_thermodynamics overheat] your guns using the Thermodynamics skill, but it's a good way to start. (There are, however, cases where having mixed guns due to fitting reasons can squeeze a bit more DPS from your ship.)


Missiles are a little different, because they aren't affected by tracking and have a simpler kind of range, but the same principle often applies to them. Note that 'don't mix guns' doesn't mean you shouldn't put missile launchers in extra highslots if all your turret hardpoints are full and you want more dps (as in, for example, a Rifter with three autocannons and a missile launcher) -- though there are other options for spare highslots, such as neuts/NOSes, salvagers, tractor beams, remote repair modules and drone link augmentors.
Missiles are a little different, because they aren't affected by tracking and have a simpler kind of range, but the same principle often applies to them. Note that 'don't mix guns' doesn't mean you shouldn't put missile launchers in extra highslots if all your turret hardpoints are full and you want more dps (as in, for example, a Rifter with three autocannons and a missile launcher) -- though there are other options for spare highslots, such as neuts/NOSes, salvagers, tractor beams, remote repair modules and drone link augmentors.
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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 track worse and they use up more powergrid and CPU. So, for example, there are three kinds of medium-sized autocannon (the short-ranged kind of projectile weapon): 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 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 apply more total damage.
Bigger guns do more dps, assuming they hit, but they track worse and they use up more powergrid and CPU. So, for example, there are three kinds of medium-sized autocannon (the short-ranged kind of projectile weapon): [http://wiki.eveonline.com/wiki/Dual_180mm_Autocannon_I Dual 180mm], [http://wiki.eveonline.com/wiki/220mm_Vulcan_Autocannon_I 220mm] and [http://wiki.eveonline.com/wiki/425mm_Autocannon_I 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 apply more total damage.


(This does not mean that you should fit frigate-sized guns on a cruiser. Downsizing within the available medium or large guns is often wise, but downsizing from large to medium guns, or from mediums to smalls, usually isn't, unless you're fitting a bait ship or certain kinds of drone boat fits.)
(This does not mean that you should fit frigate-sized guns on a cruiser. Downsizing within the available medium or large guns is often wise, but downsizing from large to medium guns, or from mediums to smalls, usually isn't, unless you're fitting a bait ship or certain kinds of drone boat fits.)