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* less space for damage/tracking mods | * less space for damage/tracking mods | ||
More here:[[Armour_tanking]] | More here: [[Armour_tanking Armour Tanking]] | ||
==== Shield tank ==== | ==== Shield tank ==== | ||
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* less space for utility modules | * less space for utility modules | ||
More here [[Shield_tanking]] | More here [[Shield_tanking Shield Tanking]] | ||
==== | ==== "Suitcase tank" ==== | ||
[http://wiki.eveonline.com/en/wiki/Damage_Control_II Damage Control] | Uses [http://wiki.eveonline.com/en/wiki/Damage_Control_II Damage Control] as only "tanking" module. Mostly used on PVP frigates, Damage control provides biggest "EHP boost per slot" from all tanking modules, and it don't have stacking penalties with any other resistance mod. Often used on ships because it's only ship that provides hull resists, whch give a little bit more time to run away when your tank is "broken" (more damage incoming than you can rep). | ||
So what to do when u are planning fit for your new ship. First, you should specify | So what to do when u are planning fit for your new ship. First, you should specify | ||
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=== Purpurose === | === Purpurose === | ||
of your fit. What is primary and secondary purpurose of ship | of your fit. What is primary and secondary purpurose of ship you wanna fly? What are things u '''need''' and what are things u ''would like'' your ship would do. Trying to build ship that does everything, usually ends in ship doing everything bad. | ||
==== PVE ==== | ==== PVE ==== | ||
This is quite simple, first thing | This is quite simple, first thing you want is enougth tank to keep you alive, after that most DPS u can get. For PVE passive or active tank, because rats have steady damage over long time. Whether u want shield of armor tank depends on ship you wanna fly, more low slots work better with armor tank, more mid slots work better with shield tank, though some ships can do both (like passive shield tanked Hurricane or Myrmidon). After fitting tank, weapons, and (most of the time) propulsion mod like afterburner. What weapons you fit depend on ship but in general, shorter range, more DPS dmg weapons like blasters and autocannons work best on fast, agile ship (if u can't get to enemy, tons of blaster DPS won't help), while long range low DPS (beam lasers, railguns, artillery) let's u have more freedom with range, but cant hit anything on short range. Pulse lasers are medium range with good tracking, so they are usually good choice. | ||
Also in general when u're closer to NPC u tend to get more dmg, so when u can't tank and have to warp off often, switching to long range weapons can help. | Also in general when u're closer to NPC u tend to get more dmg, so when u can't tank and have to warp off often, switching to long range weapons can help. | ||