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If you're going to tank, either [[Tanking#Shield tanking|shield tank]] or [[Tanking#Armor tanking|armor tank]]. Don't both shield and armor tank in the same fit. | If you're going to tank, either [[Tanking#Shield tanking|shield tank]] or [[Tanking#Armor tanking|armor tank]]. Don't both shield 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, etc.) in your lowslots; if you armor tank, you can put useful things (tackling modules, electronic warfare modules, propulsion modules, etc.) in your midslots. Utilizing both types of tank at once | 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, etc.) in your lowslots; if you armor tank, you can put useful things (tackling modules, electronic warfare modules, propulsion modules, etc.) in your midslots. Utilizing both types of tank at once leaves you with little space for other useful modules. | ||
Furthermore, fitting Shield Extenders and Shield Rigs increases Signature Radius, and fitting Armor Plates and Armor Rigs reduces your speed, both of which will cause you to get hit more and harder, thus burning through your hitpoints faster. | Furthermore, fitting Shield Extenders and Shield Rigs increases Signature Radius, and fitting Armor Plates and Armor Rigs reduces your speed, both of which will cause you to get hit more and harder, thus burning through your hitpoints faster. | ||
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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 | 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 [[Overheating|overheat]] your guns using the Thermodynamics skill, but it's a good way to start. | 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 [[Overheating|overheat]] your guns using the Thermodynamics skill, but it's a good way to start. | ||
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In EVE, small ships can sometimes outfly larger ships with, on paper, much higher potential damage outputs. A similar principle applies to some aspects of fitting, especially weapon fitting. 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. | In EVE, small ships can sometimes outfly larger ships with, on paper, much higher potential damage outputs. A similar principle applies to some aspects of fitting, especially weapon fitting. 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. | ||
This does not mean that you should fit frigate-sized guns on a cruiser. Downsizing within the available medium or large guns is sometimes 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 sometimes 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. | ||
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The wiki also has a page for each ship in EVE (eg. [[Atron]]). These pages often have at least a few notes on basic approaches to fitting the ship. | The wiki also has a page for each ship in EVE (eg. [[Atron]]). These pages often have at least a few notes on basic approaches to fitting the ship. | ||
You can also get advice in the University's chat channels or on the | You can also get advice in the University's chat channels or on the EVE Uni Discord. To link a fit that you have set up already into in-game chat, drag the ship's name from the fitting window and drop it into the chat entry box; to link one from the fittings browsing window, drag the image of the ship.) | ||
The subreddit devoted to EVE ship fitting, [https://www.reddit.com/r/fittings r/fittings] has active discussions of ship fittings and posts asking for suggested fits for specific play styles and ships. The material here varies in quality. | The subreddit devoted to EVE ship fitting, [https://www.reddit.com/r/fittings r/fittings] has active discussions of ship fittings and posts asking for suggested fits for specific play styles and ships. The material here varies in quality. | ||
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{{main|Fitting skills}} | {{main|Fitting skills}} | ||
Fitting skills reduce the CPU or powergrid requirements of modules | Fitting skills reduce the CPU or powergrid requirements of modules or just give you more raw CPU or powergrid to play with. Having decent fitting skills is very useful. Very good fitting skills really help you to fit T2 modules and weapons, which demand more CPU and powergrid than their T1 equivalents, and to fit T2 ships, which often have tight powergrid and CPU. Levels in these skills are often required to fit useful modules, too. The fitting skills are: | ||
* {{sk|CPU Management}}: 5% more CPU per level | * {{sk|CPU Management}}: 5% more CPU per level | ||
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==Choosing modules (PvP)== | ==Choosing modules (PvP)== | ||
Once you have selected | Once you have selected the engagement range, role, and tank of your ship, comes the time to actually fit it. The following remarks are primarily PvP-oriented, though some are also useful considerations for PvE. | ||
=== Weapons === | === Weapons === | ||
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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 [[Propulsion equipment#Afterburners and microwarpdrives|Microwarpdrive]] (MWD) or [[Propulsion equipment#Afterburners and microwarpdrives|Afterburner]] (AB). | 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). An 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 screening ships this should nearly always be a "long point", a Warp Disruptor 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 often 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 screening ships this should nearly always be a "long point", a Warp Disruptor 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 often 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. | ||
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*if you have the power grid for it, a second Large Shield Extender | *if you have the power grid for it, a second Large Shield Extender | ||
Active armor tanks operate in a similar fashion | Active armor tanks operate in a similar fashion but generally replace the plates with Armor Repair Modules plus one Ancillary Armor Repair module of the appropriate size. They may also replace EANMs with a second (and sometimes even third!) armor repairer. Active shield tanks replace the Shield Extenders with one or perhaps two Shield Boosters, the first of which is usually an X-Large Ancillary Shield Booster (cruisers and up) or Medium Ancillary Shield Booster (frigates). Use caution if intending to fit a Large Ancillary Shield Booster. In most applications, it will not repair sufficient damage to be useful. | ||
Passive shield tanking is not normally used for PvP because the incoming damage in PvP is usually higher than a passive shield recharge rate can keep up with, even when enhanced by modules and ship bonuses. | Passive shield tanking is not normally used for PvP because the incoming damage in PvP is usually higher than a passive shield recharge rate can keep up with, even when enhanced by modules and ship bonuses. | ||
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=== Speed tanking === | === Speed tanking === | ||
Speed-tanking operates in a similar fashion | Speed-tanking operates in a similar fashion but reduces the maximum number of tanking modules available to one or two, usually focusing on shield. Most often, a Medium Shield Extender (often of the meta variety) and a Damage Control module are the two modules chosen. Alternately, other ships work well with two Large Shield Extenders and a Damage Control. In general, if you have only a few tanking modules on a ship, it is better to increase buffer with those that you do use unless you are also flying with a logistics ship, in which case you can replace one with a single module to increase your resists. | ||
=== Final slots === | === Final slots === | ||
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=== Rigs === | === Rigs === | ||
Finally and last, rig your ship using any remaining rig slots. In general at the basic level, buffer shield tanking ships should use a full set of Core Defense Field Extender rigs. Passive armor ships should use a full set of Trimark Armor Pumps. This will increase the size of your ship's buffer and extend your life on the | Finally and last, rig your ship using any remaining rig slots. In general, at the basic level, buffer shield tanking ships should use a full set of Core Defense Field Extender rigs. Passive armor ships should use a full set of Trimark Armor Pumps. This will increase the size of your ship's buffer and extend your life on the battlefield. Active tanking ships use more specialized rigs. Active armor-tanking ships can use two Auxiliary Nano Pump rigs and one Nanobot Accelerator rig. Active shield-tanking ships can give one or two rig slots over to increasing shield resistances but may also use a Core Defense Operational Solidifier or (much more rarely) a Core Defense Capacitor Safeguard. Of course, if you have given over some rig slots to fitting rigs, you will have fewer rigs to devote to defense. | ||
As with passive regeneration modules, do not use the Core Defense Field Purger rig in PvP at the basic level. While there are advanced level ships that can (and do) use this rig successfully in PvP, newer players should stick with increasing buffer. | As with passive regeneration modules, do not use the Core Defense Field Purger rig in PvP at the basic level. While there are advanced level ships that can (and do) use this rig successfully in PvP, newer players should stick with increasing buffer. | ||
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:<span style="white-space:nowrap;">''Effectiveness'' = 0.5<sup>(0.45(''n''−1))<sup>2</sup></sup></span> | :<span style="white-space:nowrap;">''Effectiveness'' = 0.5<sup>(0.45(''n''−1))<sup>2</sup></sup></span> | ||
This effect means that it usually doesn't make sense to fit more than three modules | This effect means that it usually doesn't make sense to fit more than three modules that improve any one attribute. For example, a {{co|#9ef37c|Ballistic Control System I}} increases missile damage by 7%. The first module fit to a ship gives the full bonus, but the second will only give an additional <span style="white-space:nowrap;">7% × 87% = 6.1%</span> bonus, the third <span style="white-space:nowrap;">7% × 57% = 4.0%, and the fourth <span style="white-space:nowrap;">7% × 28% = 2.0%</span>. | ||
As the biggest modifiers take the smallest stacking penalties, this means that even if a large number of people have a {{co|#9ef37c|Remote Sensor Booster I}} on a target, if someone turns on a {{co|#9ef37c|Remote Sensor Booster II}}, they will see at least the 5% difference between the Sensor Booster I and II, plus any gains seen by the addition of a single sensor booster at the highest diminishing returns. | As the biggest modifiers take the smallest stacking penalties, this means that even if a large number of people have a {{co|#9ef37c|Remote Sensor Booster I}} on a target, if someone turns on a {{co|#9ef37c|Remote Sensor Booster II}}, they will see at least the 5% difference between the Sensor Booster I and II, plus any gains seen by the addition of a single sensor booster at the highest diminishing returns. | ||
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Almost all modules that boost or penalize a stat affected by stacking penalties will say so in their description: "Penalty: Using more than one type of this module, or similar modules that affect the same..." | Almost all modules that boost or penalize a stat affected by stacking penalties will say so in their description: "Penalty: Using more than one type of this module, or similar modules that affect the same..." | ||
Stacking penalties also affect some remote modules such as the Remote Sensor Booster, Sensor Dampener, Tracking Disruptor and the like. These can come from many different sources | Stacking penalties also affect some remote modules such as the Remote Sensor Booster, Sensor Dampener, Tracking Disruptor and the like. These can come from many different sources and can interact with modules fitted on the ship. Stacking penalties are cumulative for all sources, local or remote. | ||
=== Resistances === | === Resistances === | ||
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Three Multispectrum Shield Hardeners, due to diminishing returns would provide much lower EM and Thermal (38% and 50%) with only a 63% kinetic resistance. | Three Multispectrum Shield Hardeners, due to diminishing returns would provide much lower EM and Thermal (38% and 50%) with only a 63% kinetic resistance. | ||
Alternatively, a slightly less complex calculation is that a resistance module improves resistance but only on the remaining part. Using our Multispectrum Shield Hardener I example above, the ship has a 20% base thermal resist profile already. So, the Adaptive Invulnerability I module applies its 25% but only to the 80% remaining hole (ie | Alternatively, a slightly less complex calculation is that a resistance module improves resistance but only on the remaining part. Using our Multispectrum Shield Hardener I example above, the ship has a 20% base thermal resist profile already. So, the Adaptive Invulnerability I module applies its 25% but only to the 80% remaining hole (ie it provides 25% of 80% => 20% effectiveness) and our thermal resistance is now 40%. | ||
== Further reading == | == Further reading == | ||