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User:Qwer Stoneghost/Old user page: Difference between revisions

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== Thinking About Fitting ==
The fits shown below can be accomplished with various levels of the given equipment. A light missile launcher, for example, may be Light Missile Launcher I, Arbalest Compact Light Missile Launcher, Light Missile Launcher II, or a number of others. The essence of fitting a ship is picking and choosing among the various possibilities, looking for a balance that maximizes offense and/or defense without overloading the powergrid or cpu.


How you do this depends a great deal on your skills. If you have not done so already, you should read the article [[Fitting Guidelines]]. The general rules listed in the article are absolutely essential to good fitting.
This article focuses on the knowledge you need to be able to fit missile launchers to your ship. It contains a number of detailed discussions and does not cover various general concepts. If you are not completely clear as to how missile launcer systems work, or as to how missiles do damage when they hit, you should read [[Missile Launchers]] and [[Missile Damage]] before continuing on this page.


=== Fitting Skills ===
== Thinking About Fitting Launchers ==
As you improve these skills, you need less and less power and cpu to fit various items in your ship. This in turn allows you to fit more powerful equipment.
The essence of ship  fitting is picking and choosing among the various possibilities, looking for an equipment balance that maximizes offense and/or defense without overloading the powergrid or cpu. How you do this depends a great deal on your skills, so if you have not done so already, you should read the article [[Fitting Guidelines]]. The general rules listed in that article are absolutely essential to good fitting, regardless of the class of ship or type of weapon.
 
The Launcher fits shown below can be accomplished with various levels of the given equipment. Where a Light Missile Launcher is called for, for example, you might use Light Missile Launcher I, Arbalest Compact Light Missile Launcher, Light Missile Launcher II, or a number of others. The equipment data and example fits shown here should be treated as templates. You will need to mix and match as needed to accommodate the characteristics of your ship and your own skills.
 
=== Basic Fitting Skills ===
As you improve these skills, you need less and less power and cpu to fit various items to your ship. This in turn allows you to fit more powerful equipment. Therefore, these skills should be trained immediately to Level III, and higher as soon as that becomes feasible.
* {{sk|CPU Management}}: 5% more CPU per level
* {{sk|CPU Management}}: 5% more CPU per level
* {{sk|Power Grid Management}}: 5% more powergrid per level
* {{sk|Power Grid Management}}: 5% more powergrid per level
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* {{sk|Electronics Upgrades}}: 5% less CPU need for signal amplifiers, co-processors &c
* {{sk|Electronics Upgrades}}: 5% less CPU need for signal amplifiers, co-processors &c
* {{sk|Energy Grid Upgrades}}: 5% less CPU need for most of the modules listed under "Engineering Equipment"
* {{sk|Energy Grid Upgrades}}: 5% less CPU need for most of the modules listed under "Engineering Equipment"
=== Primary Missile Skills ===
Each class of missile has a skill that must be trained before the missile can be loaded and fired.


=== Launcher and Missile Skills ===
=== Launcher and Missile Skills ===