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Fitting ships: Difference between revisions

From EVE University Wiki
Add "Assembling a fit" section, for real basics of buying
General theory: Tidy; move sections which aren't theory to their own h2 headings; dedup fitting skills
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*'''Consider buying at [[trade hubs]]'''; they are more likely to have all the parts you need.
*'''Consider buying at [[trade hubs]]'''; they are more likely to have all the parts you need.
== Fitting skills ==
{{main|Fitting skills}}
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.
(Note that {{sk|Hull Upgrades}} doesn't make basic fitting easier, even though it has 'Upgrades' in its name. It gives a pilot 5% more armor per level, and Hull Upgrades at Lvl 5 is required to fit a [[Tanking#Armor Tanking Skills|Tech 2 armor tank]].)
'''Tip''': The benefits of CPU Management and Power Grid Management apply to the whole ship. Skill point for skill point, they provide significantly more fitting benefit than the module-specific skills. You can't go wrong training these two skills to level V as soon as is practical.


== General theory ==
== General theory ==
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Of course, there are dangers in over-specialization 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-specialization 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 ===


Some useful aspects of a fit's design to consider in thinking about its purpose are:
Some useful aspects of a fit's design to consider in thinking about its purpose are:
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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.
=== Try fits outside the game ===
EVE includes a limited fit simulation tool, but you can also use more powerful third-party tools to try fits outside the game.
The most popular tool is [[PYFA]] ([https://github.com/pyfa-org/Pyfa/releases available here]). You can load your character's specific skill profile into Pyfa and see how a particular fitting would fly and fight with your character piloting it. Pyfa can even simulate the effects of different types of ammunition, [[overheating]], [[Medical boosters|drugs]], [[Command Bursts|command bursts]], and incoming damage. Fits can be exported from Pyfa to the clipboard and then from the clipboard straight into your in-game fit library.
Fit simulations are theory, of course, and don't always work out exactly as planned in practice: autocannon, for example, almost never deal their on-paper Pyfa DPS, because they are almost always operating in falloff range. For any especially high-stakes or experimental fits, consider gathering a few friends to help and trying them out on the test server, [[Singularity]].


=== Steal other people's ideas ===
=== Steal other people's ideas ===
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Like most of the other principles here, more experienced players can bend or break this for specialized reasons, but it's an excellent rule of thumb for new players.
Like most of the other principles here, more experienced players can bend or break this for specialized reasons, but it's an excellent rule of thumb for new players.


=== Train fitting skills ===
== Ship simulation tools ==


{{main|Fitting skills}}
EVE includes a limited fit simulation tool, but you can also use more powerful third-party tools to try fits outside the game.


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:
The most popular tool in EVE University is [[PYFA]]. You can load your character's specific skill profile into Pyfa and see how a particular fitting would fly and fight with your character piloting it. Pyfa can even simulate the effects of different types of ammunition, [[overheating]], [[Medical boosters|drugs]], [[Command Bursts|command bursts]], and incoming damage. Fits can be exported from Pyfa to the clipboard and then from the clipboard straight into your in-game fit library.


* {{sk|CPU Management}}: 5% more CPU per level
Fit simulations are theory, of course, and don't always work out exactly as planned in practice: autocannon, for example, almost never deal their on-paper Pyfa DPS, because they are almost always operating in falloff range. For any especially high-stakes or experimental fits, consider gathering a few friends to help and trying them out on the test server, [[Singularity]].
* {{sk|Power Grid Management}}: 5% more powergrid per level
* {{sk|Weapon Upgrades}}: 5% less CPU need for weapons per level
* {{sk|Shield Upgrades}}: 5% less powergrid need for shield extenders, shield rechargers &c
* {{sk|Advanced Weapon Upgrades}} (requires Weapon Upgrades IV): 2% less powergrid need for weapons per level
* {{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|Mining Upgrades}}: 5% less CPU need for mining upgrade modules (useful for miners)
 
(Note that {{sk|Hull Upgrades}} doesn't make basic fitting easier, even though it has 'Upgrades' in its name. It gives a pilot 5% more armor per level, and Hull Upgrades at Lvl 5 is required to fit a [[Tanking#Armor Tanking Skills|Tech 2 armor tank]].)
 
'''Tip''': The benefits of CPU Management and Power Grid Management apply to the whole ship. Skill point for skill point, they provide significantly more fitting benefit than the module-specific skills. You can't go wrong training these two skills to level V as soon as is practical.


== Choosing modules (PvP) ==
== Choosing modules (PvP) ==