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===Damage Dealer(DD)=== | ===Damage Dealer(DD)=== | ||
Damage Dealer (DD) ships focus on fitting guns, and modules that make their guns hit harder, reach further, and track better. A good Heavy DD fit will usually also include some targeting modules to ensure that you can lock smaller ships in a reasonable amount of time, and of course a tank. Most fleets only consider a ship useful as dedicated DD if the ship is a destroyer or larger, although there are exceptions, because most basic frigates don't have the high slots, or the turret/launcher slots, to fit a large weapon load out. You will need to focus on your gun skills, and the skill supporting these. It is worth noting that it is generally considered to be better to fit for | Damage Dealer (DD) ships focus on fitting guns, and modules that make their guns hit harder, reach further, and track better. A good Heavy DD fit will usually also include some targeting modules to ensure that you can lock smaller ships in a reasonable amount of time, and of course a tank. Most fleets only consider a ship useful as dedicated DD if the ship is a destroyer or larger, although there are exceptions, because most basic frigates don't have the high slots, or the turret/launcher slots, to fit a large weapon load out. You will need to focus on your gun skills, and the skill supporting these. It is worth noting that it is generally considered to be better to fit for Turrets than for Missiles, as the delay in missiles reaching the target reduces your effective DPS, both because you need to wait before your DPS is applied, and because you will have volleys in space when something blows up which will also be wasted. These drawbacks of missiles usually mean although they may have higher paper DPS they have far worse applied DPS except in certain specific circumstances. If your chosen weapons are Projectiles or Missiles you can ignore controlled bursts, as these weapons don't use cap, but make sure you train the other gunnery support skills up as soon as possible. Also remember if you can fit a point, or some ECM in a spare mid-slot, or can fit fit a neut or nos in a high slot you can make yourself more useful and add depth to the fleet by providing some back up for the Tackle and EWar pilots. | ||
The important skills for DD pilots are: | The important skills for Turret DD pilots are: | ||
*<Racial Ship Skills>: Give you bonuses for each ship type, usually a damage bonus and something else. | *<Racial Ship Skills>: Give you bonuses for each ship type, usually a damage bonus and something else. | ||
*<Racial Small/Medium Guns>: Gives you bonus damage for the gun type, at 5 you can train skills to fit tech 2 guns. | *<Racial Small/Medium Guns>: Gives you bonus damage for the gun type, at 5 you can train skills to fit tech 2 guns. | ||
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*Trajectory Analysis: 5% bonus per skill level to weapon turret accuracy falloff. | *Trajectory Analysis: 5% bonus per skill level to weapon turret accuracy falloff. | ||
*Controlled Bursts: 5% reduction in capacitor need of weapon turrets per skill level (only needed for Hybrids and Lasers) | *Controlled Bursts: 5% reduction in capacitor need of weapon turrets per skill level (only needed for Hybrids and Lasers) | ||
The important skills if you want to go for Missile DPS are: | |||
*<Racial Ship Skills>: Give you bonuses for each ship type, usually a damage bonus and something else, Required at 5 before you can train T2 Missiles&Launchars | |||
*<Missile Type Skill>: 5% Bonus to light missile damage per skill level, Required at 5 before you can train to use T2 Missiles. | |||
Missile Launcher Operation: 2% Bonus to missile launcher rate of fire per skill level. | |||
Missile Projection: 10% bonus to all missiles' maximum velocity per level. | |||
Rapid Launch: 3% bonus to missile launcher rate of fire per level. | |||
Target Navigation Prediction: 10% decrease per level in factor of target's velocity for all missiles. | |||
Warhead Upgrades: 2% bonus to all missile damage per skill level. | |||
===E-War=== | ===E-War=== | ||