Difference between revisions of "Tutorial - New Player Experience - until Aug 2018"

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| skills={{sk|Cloaking|IV}}</li><li>{{sk|High Speed Maneuvering|I}}</li><li>{{sk|Power Grid Management|V|}}</li><li>{{sk|Hull Upgrades|II}}</li><li>{{sk|Astronautics Rigging|I}}</li><li>{{sk|Tactical Shield Manipulation|IV}}
 
| skills={{sk|Cloaking|IV}}</li><li>{{sk|High Speed Maneuvering|I}}</li><li>{{sk|Power Grid Management|V|}}</li><li>{{sk|Hull Upgrades|II}}</li><li>{{sk|Astronautics Rigging|I}}</li><li>{{sk|Tactical Shield Manipulation|IV}}
 
| showSKILLS=N
 
| showSKILLS=N
| notes=This fit allows you to carry packaged cruisers (10,000m3), but has a reasonably long align time (7s at low skill levels, can be reduced to 5s with {{sk|Evasive Maneuvering|V}}). </li><li>It warps at a good  6.3&nbsp;au/s (with low skills) and a brisk 7.5&nbsp;au/s at {{sk|Transport Ships|V}}. </li><li>The Crane is the toughest of the blockade runners, this fit has 14k EHP even with low skills. You can swap out the second Adaptive Invulnerability Field for an ECM Burst, but make sure you understand how it works before you use it! </li><li>In order to reach 10,000m3 cargo, you ''must'' fit two Tech 2 expanded cargoholds and one Tech 1 cargo rig. </li><li>The Poycarbon Engine Housing rig is a good all-round solution, but can be swapped for a Hyperspatial Velocity Optimizer rig to trade align time for warp speed (up to a blistering 9&nbsp;au/s with {{sk|Transport Ships|V}}).</li><li>The Crane is tight on power grid, and needs {{sk|Power Grid Management|V}} to fit the microwarp drive (which is very useful to get away from gatecamps and bubbles). </li><li>The shield rigs can be downgraded to Tech 1 if you don't have {{sk|Tactical Shield Manipulation|IV}}.</li><li>The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
+
| notes=This fit allows you to carry packaged cruisers (10,000m3), but has a reasonably long align time (7s at low skill levels, can be reduced to 5s with {{sk|Evasive Maneuvering|V}}). </li><li>It warps at a good  6.3&nbsp;au/s (with low skills) and a brisk 7.5&nbsp;au/s at {{sk|Transport Ships|V}}. </li><li>The Crane is the toughest of the blockade runners, this fit has 14k EHP even with low skills. You can swap out the second Adaptive Invulnerability Field for an ECM Burst, but make sure you understand how it works before you use it! </li><li>In order to reach 10,000m3 cargo, you ''must'' fit two Tech 2 expanded cargoholds and one Tech 1 cargo rig. </li><li>The Poycarbon Engine Housing rig is a good all-round solution, but can be swapped for a Hyperspatial Velocity Optimizer rig to trade align time for warp speed (up to a blistering 9&nbsp;au/s with {{sk|Transport Ships|V}}).</li><li>The Crane is tight on power grid, and needs {{sk|Power Grid Management|V}} to fit the microwarp drive (which is very useful to get away from gatecamps and bubbles). </li><li>The shield modules can be downgraded to Tech 1 if you don't have {{sk|Tactical Shield Manipulation|IV}}.</li><li>The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
 
| showNOTES=N
 
| showNOTES=N
 
| difficulty=1
 
| difficulty=1
Line 106: Line 106:
 
You can vary the low-slot modules and rigs to get your align time down to the next integer value (remember to round up!), depending on your skills. It may be a good idea, however, to keep one cargo rig to make your ship as flexible as possible.  
 
You can vary the low-slot modules and rigs to get your align time down to the next integer value (remember to round up!), depending on your skills. It may be a good idea, however, to keep one cargo rig to make your ship as flexible as possible.  
 
The Crane is tight on power grid, and needs {{sk|Power Grid Management|V}} to fit the microwarp drive (which is very useful to get away from gatecamps and bubbles).
 
The Crane is tight on power grid, and needs {{sk|Power Grid Management|V}} to fit the microwarp drive (which is very useful to get away from gatecamps and bubbles).
The shield rigs can be downgraded to Tech 1 if you don't have {{sk|Tactical Shield Manipulation|IV}}.
+
The shield modules can be downgraded to Tech 1 if you don't have {{sk|Tactical Shield Manipulation|IV}}.
 
The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
 
The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
 
-->
 
-->
Line 148: Line 148:
 
| skills={{sk|Cloaking|IV}}</li><li>{{sk|High Speed Maneuvering|I}}</li><li>{{sk|Power Grid Management|V|}}</li><li>{{sk|Hull Upgrades|II}}</li><li>{{sk|Astronautics Rigging|I}}</li><li>{{sk|Tactical Shield Manipulation|IV}}
 
| skills={{sk|Cloaking|IV}}</li><li>{{sk|High Speed Maneuvering|I}}</li><li>{{sk|Power Grid Management|V|}}</li><li>{{sk|Hull Upgrades|II}}</li><li>{{sk|Astronautics Rigging|I}}</li><li>{{sk|Tactical Shield Manipulation|IV}}
 
| showSKILLS=N
 
| showSKILLS=N
| notes=This is a very fast ship for carrying small to medium cargo (6181m3) through low- and null-sec. It has a reasonable align time (6s at low skills), which can be reduced to a nigh uncatchable 4s with {{sk|Evasive Maneuvering|V}} and {{sk|Spaceship Command|V}}). It's also rather fast at sublight speeds: 265 m/s, or 1507 m/s with the MWD on (train {{sk|Acceleration Control}} and {{sk|Navigation}} to get this even higher).</li><li>It warps at a fast 7.6 au/s (with low skills) and a blistering 9 au/s at {{sk|Transport Ships|V}}.</li><li>The Crane is the toughest of the blockade runners, this fit has 14k EHP even with low skills. You can swap out the second Adaptive Invulnerability Field for an ECM Burst, but make sure you understand how it works before you use it!</li><li>Carry two Expanded Cargohold modules with you when you travel, so that you can refit your ship to carry larger cargo if necessary.</li><li>You can vary the low-slot modules and rigs to get your align time down to the next integer value (remember to round up!), depending on your skills. It may be a good idea, however, to keep one cargo rig to make your ship as flexible as possible.</li><li>The Crane is tight on power grid, and needs {{sk|Power Grid Management|V}} to fit the microwarp drive (which is very useful to get away from gatecamps and bubbles).</li><li>The shield rigs can be downgraded to Tech 1 if you don't have {{sk|Tactical Shield Manipulation|IV}}.</li><li>The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
+
| notes=This is a very fast ship for carrying small to medium cargo (6181m3) through low- and null-sec. It has a reasonable align time (6s at low skills), which can be reduced to a nigh uncatchable 4s with {{sk|Evasive Maneuvering|V}} and {{sk|Spaceship Command|V}}). It's also rather fast at sublight speeds: 265 m/s, or 1507 m/s with the MWD on (train {{sk|Acceleration Control}} and {{sk|Navigation}} to get this even higher).</li><li>It warps at a fast 7.6 au/s (with low skills) and a blistering 9 au/s at {{sk|Transport Ships|V}}.</li><li>The Crane is the toughest of the blockade runners, this fit has 14k EHP even with low skills. You can swap out the second Adaptive Invulnerability Field for an ECM Burst, but make sure you understand how it works before you use it!</li><li>Carry two Expanded Cargohold modules with you when you travel, so that you can refit your ship to carry larger cargo if necessary.</li><li>You can vary the low-slot modules and rigs to get your align time down to the next integer value (remember to round up!), depending on your skills. It may be a good idea, however, to keep one cargo rig to make your ship as flexible as possible.</li><li>The Crane is tight on power grid, and needs {{sk|Power Grid Management|V}} to fit the microwarp drive (which is very useful to get away from gatecamps and bubbles).</li><li>The shield modules can be downgraded to Tech 1 if you don't have {{sk|Tactical Shield Manipulation|IV}}.</li><li>The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
 
| showNOTES=N
 
| showNOTES=N
 
| difficulty=1
 
| difficulty=1
Line 158: Line 158:
 
}}
 
}}
  
 +
<!--
 +
{{sk|Cloaking|IV}}
 +
{{sk|High Speed Maneuvering|I}}
 +
{{sk|Power Grid Management|IV|}}
 +
{{sk|Hull Upgrades|II}}
 +
{{sk|Astronautics Rigging|I}}
 +
{{sk|Tactical Shield Manipulation|IV}}
  
<pre>
+
This fit allows you to carry packaged cruisers (10,000m3), but has a reasonably long align time (7s at low skill levels, can be reduced to 5s with {{sk|Evasive Maneuvering|V}}).
[Prowler, Max cargo]
+
It warps at a good  6.4&nbsp;au/s (with low skills) and a brisk 7.5&nbsp;au/s at {{sk|Transport Ships|V}}.
Expanded Cargohold II
+
This fit is moderately tough for a blockade runner, with 9600 EHP even with low skills. Note that the Prowler has a naturally high shield EM resistance, so fit a kinetic shield hardener to maximise your EHP.
Expanded Cargohold II
+
In order to reach 10,000m3 cargo, you ''must'' fit three Tech 2 expanded cargoholds and one Tech 1 cargo rig.
Expanded Cargohold II
+
The Poycarbon Engine Housing rig is a good all-round solution, but can be swapped for a Hyperspatial Velocity Optimizer rig to trade align time for warp speed (up to a blistering 9&nbsp;au/s with {{sk|Transport Ships|V}}).
 +
The shield modules can be downgraded to Tech 1 if you don't have {{sk|Tactical Shield Manipulation|IV}}.
 +
The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
 +
-->
 +
{{ShipFitting
 +
| ship=Prowler
 +
| shipTypeID=12735
 +
| fitName=Cruiser carrier
 +
| fitID=Cruiser-carrier
 +
| low1name=Expanded Cargohold II
 +
| low1typeID=1319
 +
| low2name=Expanded Cargohold II
 +
| low2typeID=1319
 +
| low3name=Expanded Cargohold II
 +
| low3typeID=1319
 +
| mid1name=Experimental 10MN Microwarpdrive I
 +
| mid1typeID=5975
 +
| mid2name=Kinetic Deflection Field II
 +
| mid2typeID=2299
 +
| mid3name=Adaptive Invulnerability Field II
 +
| mid3typeID=2281
 +
| high1name=Core Probe Launcher I, Core Scanner Probe I
 +
| high1typeID=17938
 +
| charge1name=Core Scanner Probe I x8
 +
| charge1typeID=30013
 +
| high2name=Covert Ops Cloaking Device II
 +
| high2typeID=11578
 +
| rig1name=Medium Cargohold Optimization I
 +
| rig1typeID=31119
 +
| rig2name=Medium Polycarbon Engine Housing I
 +
| rig2typeID=31179
 +
| charge2name=open
 +
| charge3name=open
 +
| charge4name=open
 +
| charge5name=open
 +
| drone1name=open
 +
| drone2name=open
 +
| drone3name=open
 +
| drone4name=open
 +
| drone5name=open
 +
| skills={{sk|Cloaking|IV}}</li><li>{{sk|High Speed Maneuvering|I}}</li><li>{{sk|Power Grid Management|IV|}}</li><li>{{sk|Hull Upgrades|II}}</li><li>{{sk|Astronautics Rigging|I}}</li><li>{{sk|Tactical Shield Manipulation|IV}}
 +
| showSKILLS=N
 +
| notes=This fit allows you to carry packaged cruisers (10,000m3), but has a reasonably long align time (7s at low skill levels, can be reduced to 5s with {{sk|Evasive Maneuvering|V}}).</li><li>It warps at a good  6.4 au/s (with low skills) and a brisk 7.5 au/s at {{sk|Transport Ships|V}}.</li><li>This fit is moderately tough for a blockade runner, with 9600 EHP even with low skills. Note that the Prowler has a naturally high shield EM resistance, so fit a kinetic shield hardener to maximise your EHP.</li><li>In order to reach 10,000m3 cargo, you ''must'' fit three Tech 2 expanded cargoholds and one Tech 1 cargo rig.</li><li>The Poycarbon Engine Housing rig is a good all-round solution, but can be swapped for a Hyperspatial Velocity Optimizer rig to trade align time for warp speed (up to a blistering 9 au/s with {{sk|Transport Ships|V}}).</li><li>The shield modules can be downgraded to Tech 1 if you don't have {{sk|Tactical Shield Manipulation|IV}}.</li><li>The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).
 +
| showNOTES=N
 +
| difficulty=0
 +
| warsop=A
 +
| warsopReason=
 +
| version=KRON 1.0
 +
| showTOC=Y
 +
| shipDNA=12735:1319;3:5975;1:2299;1:2281;1:17938;1:30013;8:11578;1:31119;1:31179;1::
 +
}}
  
Experimental 10MN Microwarpdrive I
 
Adaptive Invulnerability Field II
 
EM Ward Field II
 
 
Core Probe Launcher I, Core Scanner Probe I
 
Covert Ops Cloaking Device II
 
 
Medium Cargohold Optimization I
 
Medium Polycarbon Engine Housing I
 
  
 +
<pre>
  
 
[Prowler, Max speed]
 
[Prowler, Max speed]

Revision as of 13:11, 26 July 2014

Blockade runners

Absolutely necessary skills:

Necessary skills:

Fitting skills:

Performance skills:

Modules

Rigs

  • Hyperspatial Velocity Optimizer I: +20% warp speed, -10% CPU
  • Auxiliary Thrusters: +7.25% speed, -10% armor
  • Low Friction Nozzle Joints: -11.7% agility, -10% armor
  • Polycarbon Engine Housing: -9.1% inertia, +5.5% speed, -10% armor

Low

  • Nanofiber Internal Structure I: +7.85% velocity, -13.1% inertia, -15% structure (+9.4%, -15.8%, -20% for Tech II)
  • Inertia Stabilizers I: -16.7% inertia, +10% sig radius (-20%, +11% for Tech II; use meta 4)
  • Hyperspatial Accelerator: +0.2-+0.3 au/s warp speed

Medium

  • Shield Hardeners: +50% resistance (+55% for Tech II)
  • Adaptive Invulnerability Field: +25% resistance (+30% for Tech II)
  • ECM Burst: chance to jam any targets within 5km with strength 6 (6km strength 7.2 for Tech II)


Cruiser carrier
Crane: Cruiser carrier
EFT
[Crane, Cruiser carrier]
Covert Ops Cloaking Device II
Core Probe Launcher I, Core Scanner Probe I

Experimental 10MN Microwarpdrive I
EM Ward Field II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

Expanded Cargohold II
Expanded Cargohold II

Medium Cargohold Optimization I
Medium Polycarbon Engine Housing I



Core Scanner Probe I x8

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
KRON 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
NOTES
  • This fit allows you to carry packaged cruisers (10,000m3), but has a reasonably long align time (7s at low skill levels, can be reduced to 5s with Evasive Maneuvering V).
  • It warps at a good 6.3 au/s (with low skills) and a brisk 7.5 au/s at Transport Ships V.
  • The Crane is the toughest of the blockade runners, this fit has 14k EHP even with low skills. You can swap out the second Adaptive Invulnerability Field for an ECM Burst, but make sure you understand how it works before you use it!
  • In order to reach 10,000m3 cargo, you must fit two Tech 2 expanded cargoholds and one Tech 1 cargo rig.
  • The Poycarbon Engine Housing rig is a good all-round solution, but can be swapped for a Hyperspatial Velocity Optimizer rig to trade align time for warp speed (up to a blistering 9 au/s with Transport Ships V).
  • The Crane is tight on power grid, and needs Power Grid Management V to fit the microwarp drive (which is very useful to get away from gatecamps and bubbles).
  • The shield modules can be downgraded to Tech 1 if you don't have Tactical Shield Manipulation IV.
  • The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).



Fast transport
Crane: Fast transport
EFT
[Crane, Fast transport]
Covert Ops Cloaking Device II
Core Probe Launcher I, Core Scanner Probe I

Experimental 10MN Microwarpdrive I
EM Ward Field II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

Nanofiber Internal Structure I
Nanofiber Internal Structure I

Medium Cargohold Optimization I
Medium Hyperspatial Velocity Optimizer I



Core Scanner Probe I x8

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
KRON 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
NOTES
  • This is a very fast ship for carrying small to medium cargo (6181m3) through low- and null-sec. It has a reasonable align time (6s at low skills), which can be reduced to a nigh uncatchable 4s with Evasive Maneuvering V and Spaceship Command V). It's also rather fast at sublight speeds: 265 m/s, or 1507 m/s with the MWD on (train Acceleration Control and Navigation to get this even higher).
  • It warps at a fast 7.6 au/s (with low skills) and a blistering 9 au/s at Transport Ships V.
  • The Crane is the toughest of the blockade runners, this fit has 14k EHP even with low skills. You can swap out the second Adaptive Invulnerability Field for an ECM Burst, but make sure you understand how it works before you use it!
  • Carry two Expanded Cargohold modules with you when you travel, so that you can refit your ship to carry larger cargo if necessary.
  • You can vary the low-slot modules and rigs to get your align time down to the next integer value (remember to round up!), depending on your skills. It may be a good idea, however, to keep one cargo rig to make your ship as flexible as possible.
  • The Crane is tight on power grid, and needs Power Grid Management V to fit the microwarp drive (which is very useful to get away from gatecamps and bubbles).
  • The shield modules can be downgraded to Tech 1 if you don't have Tactical Shield Manipulation IV.
  • The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).


Cruiser carrier
Prowler: Cruiser carrier
EFT
[Prowler, Cruiser carrier]
Core Probe Launcher I, Core Scanner Probe I
Covert Ops Cloaking Device II

Experimental 10MN Microwarpdrive I
Kinetic Deflection Field II
Adaptive Invulnerability Field II

Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

Medium Cargohold Optimization I
Medium Polycarbon Engine Housing I



Core Scanner Probe I x8

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
Icon fit drone.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
KRON 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
NOTES
  • This fit allows you to carry packaged cruisers (10,000m3), but has a reasonably long align time (7s at low skill levels, can be reduced to 5s with Evasive Maneuvering V).
  • It warps at a good 6.4 au/s (with low skills) and a brisk 7.5 au/s at Transport Ships V.
  • This fit is moderately tough for a blockade runner, with 9600 EHP even with low skills. Note that the Prowler has a naturally high shield EM resistance, so fit a kinetic shield hardener to maximise your EHP.
  • In order to reach 10,000m3 cargo, you must fit three Tech 2 expanded cargoholds and one Tech 1 cargo rig.
  • The Poycarbon Engine Housing rig is a good all-round solution, but can be swapped for a Hyperspatial Velocity Optimizer rig to trade align time for warp speed (up to a blistering 9 au/s with Transport Ships V).
  • The shield modules can be downgraded to Tech 1 if you don't have Tactical Shield Manipulation IV.
  • The probe launcher is useful for finding wormholes to use as shortcuts (and is obviously mandatory for operation in wormhole space).



[Prowler, Max speed]
Expanded Cargohold II
Inertia Stabilizers I
Inertia Stabilizers I

Experimental 10MN Microwarpdrive I
Adaptive Invulnerability Field II
EM Ward Field II

Core Probe Launcher I, Core Scanner Probe I
Covert Ops Cloaking Device II

Medium Hyperspatial Velocity Optimizer I
Medium Polycarbon Engine Housing I


[Prorator, Max cargo]
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

Experimental 10MN Microwarpdrive I
EM Ward Field II

Covert Ops Cloaking Device II
Core Probe Launcher I, Core Scanner Probe I

Medium Cargohold Optimization I
Medium Polycarbon Engine Housing I


[Prorator, Max speed]
Inertia Stabilizers I
Nanofiber Internal Structure I
Expanded Cargohold II
Nanofiber Internal Structure I

Experimental 10MN Microwarpdrive I
EM Ward Field II

Covert Ops Cloaking Device II
Core Probe Launcher I, Core Scanner Probe I

Medium Polycarbon Engine Housing I
Medium Hyperspatial Velocity Optimizer I


[Viator, Max cargo]
Expanded Cargohold II
Expanded Cargohold II
Expanded Cargohold II

Experimental 10MN Microwarpdrive I
EM Ward Field II
Adaptive Invulnerability Field II

Covert Ops Cloaking Device II
Core Probe Launcher I, Core Scanner Probe I

Medium Cargohold Optimization I
Medium Polycarbon Engine Housing I


[Viator, Max speed]
Inertia Stabilizers I
Nanofiber Internal Structure I
Prototype Hyperspatial Accelerator

Experimental 10MN Microwarpdrive I
EM Ward Field II
Adaptive Invulnerability Field II

Covert Ops Cloaking Device II
Core Probe Launcher I, Core Scanner Probe I

Medium Hyperspatial Velocity Optimizer I
Medium Polycarbon Engine Housing I
  • Cargo fits always need all cargo expander IIs + 1 cargo rig to >10000m3.
  • ECM bursts are questionable - only in low-sec, and only if you absolutely know what you are doing!
  • Put in a note to pilots to play around with their low slots and rigs to keep their align time (depending on their skills) just below an integer (align time rounds up!).
  • While inertial stabs increase sig radius, the difference for enemy locking time doesn't make that big a difference (about 0.2-0.3s). You have the sig radius of about a cruiser.