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==== Afterburner (AB) or Microwarpdrive (MWD)? ==== | ==== Afterburner (AB) or Microwarpdrive (MWD)? ==== | ||
At first glance you might think that both of these modules perform the same function - both ABs and MWDs increase your speed, and since the MWD increases your speed more it must be the better choice. Like many things in | At first glance you might think that both of these modules perform the same function - both ABs and MWDs increase your speed, and since the MWD increases your speed more it must be the better choice. Like many things in EVE, it isn't quite that simple. | ||
A MWD has a couple of serious drawbacks. The most important one is that while the MWD is activated it will increase your signature radius by up to 500%; this will make you much easier to hit and you will take a lot more damage from cruiser sized and bigger weapons. This will massively increase your chances of dying. Also, the MWD uses a lot of capacitor and you will most likely not be able to run it for an extended period of time. For these reasons, '''an MWD is used only to get into range of your target and should be turned off once you are in range to tackle your target'''. Once that has happened you will only be able to orbit your target at the regular speed of your ship. Also keep in mind that you will not be able to use the MWD at all when someone is using a warp scrambler (not a warp disruptor) against you, since these disable MWDs. | A MWD has a couple of serious drawbacks. The most important one is that while the MWD is activated it will increase your signature radius by up to 500%; this will make you much easier to hit and you will take a lot more damage from cruiser sized and bigger weapons. This will massively increase your chances of dying. Also, the MWD uses a lot of capacitor and you will most likely not be able to run it for an extended period of time. For these reasons, '''an MWD is used only to get into range of your target and should be turned off once you are in range to tackle your target'''. Once that has happened you will only be able to orbit your target at the regular speed of your ship. Also keep in mind that you will not be able to use the MWD at all when someone is using a warp scrambler (not a warp disruptor) against you, since these disable MWDs. | ||
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The problem with fitting short range weapons to a long range tackler is the temptation to get within weapon range on your primary target so you can apply some damage to it. Quite often you might get away with this, but eventually you'll end up getting yourself killed for doing that because you got within range of smartbombs, stasis webifieres and other modules that ruin your day. So make sure to use the modules and weapons as they are intended to be used. | The problem with fitting short range weapons to a long range tackler is the temptation to get within weapon range on your primary target so you can apply some damage to it. Quite often you might get away with this, but eventually you'll end up getting yourself killed for doing that because you got within range of smartbombs, stasis webifieres and other modules that ruin your day. So make sure to use the modules and weapons as they are intended to be used. | ||
Long range weapons really only make sense if for whatever reason you need to be able to hit your target from a distance. Maybe you're fitted for long range tackling while you're in a small gang and the fleet needs as much DPS as possible or maybe you're in a frigate only fleet. In a regular | Long range weapons really only make sense if for whatever reason you need to be able to hit your target from a distance. Maybe you're fitted for long range tackling while you're in a small gang and the fleet needs as much DPS as possible or maybe you're in a frigate only fleet. In a regular EVE University fleet the damage from a T1 tackling frigate is usually very small and should not be your priority; Your main concern should be to tackle the target and stay alive. Of course with a large number of tacklers all those small amounts do add up, so there's no reason to not use the highslots if you got some CPU and PG to spare. | ||
'''Note:''' For a lot of frigates it makes sense to use projectile turrets (autocannons or maybe artilleries) even though the ship might not give any bonus for them. Projectile weapons do not use any capacitor and ACs also require very little CPU and PG. Hybrids and lasers only make sense if your ship grants a reasonable bonus to damage, range or maybe tracking. | '''Note:''' For a lot of frigates it makes sense to use projectile turrets (autocannons or maybe artilleries) even though the ship might not give any bonus for them. Projectile weapons do not use any capacitor and ACs also require very little CPU and PG. Hybrids and lasers only make sense if your ship grants a reasonable bonus to damage, range or maybe tracking. | ||
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==== T1 or T2? ==== | ==== T1 or T2? ==== | ||
Using T2 modules will improve your performance, however they require somewhat better skills and are a lot more expensive and for some modules it might not be worth it on a T1 frigate. As an | Using T2 modules will improve your performance, however they require somewhat better skills and are a lot more expensive and for some modules it might not be worth it on a T1 frigate. As an EVE University member you are allowed to fit T2 modules to your frigates as you see fit, but should not fit anything that you're not willing to lose. | ||
Keep in mind that there are so called named versions of all modules as well (meta 1 to meta 4) which offer more performance than vanilla T1 and are easier to fit as well. The higher meta versions can be very expensive (sometimes even more than the T2 versions), but meta 1 and meta 2 modules are usually very cheap. | Keep in mind that there are so called named versions of all modules as well (meta 1 to meta 4) which offer more performance than vanilla T1 and are easier to fit as well. The higher meta versions can be very expensive (sometimes even more than the T2 versions), but meta 1 and meta 2 modules are usually very cheap. | ||
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Below you will find several different tackler setups for all races. All these setups can be flown with only some very basic skills. Note that some of the fits below have empty high slots due to not having the powergrid to fill them with starting skills. By training up your skills you will not only improve the performance of your ship but also free up CPU, powergrid, and capacitor which might allow you to fit bigger and/or additional weapons or begin upgrading your modules to T2. | Below you will find several different tackler setups for all races. All these setups can be flown with only some very basic skills. Note that some of the fits below have empty high slots due to not having the powergrid to fill them with starting skills. By training up your skills you will not only improve the performance of your ship but also free up CPU, powergrid, and capacitor which might allow you to fit bigger and/or additional weapons or begin upgrading your modules to T2. | ||
All these fits use nothing but vanilla T1 (meta 0) items. If you are an | All these fits use nothing but vanilla T1 (meta 0) items. If you are an EVE University member you can get all these modules and ships for free from the corporation hangar, though you might want to consider upgrading some modules to higher meta versions if you can afford it. Meta 1 and 2 items are usually fairly cheap and offer improved performance while requiring less CPU and/or PG to fit. | ||
You should copy any fit you want to use to [[EFT]] (or similar) and see if your skills allow you to fit more/bigger weapons or make any other adjustments like upgrading to higher meta levels as you see fit. | You should copy any fit you want to use to [[EFT]] (or similar) and see if your skills allow you to fit more/bigger weapons or make any other adjustments like upgrading to higher meta levels as you see fit. | ||