User:Cassiel Seraphim/Sandbox5

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Travel in slow, valuable, or vulnerable ships on your EVE University character is highly discouraged due to the state of almost constant war the Ivy League is in.

There are three fundamentally different ways of fitting your ship for travel; Speed, tank or safety. Each has pros and cons associated with them, it may be beneficial to carry fittings for all three and swap depending on what you expect to find along your route of travel if your ship has enough cargo space.

Fitting for increased travel speed

If your only concern is to get to your destination as fast as possible, not having any war targets or pirates to worry about nor carrying too many expensive modules, you can focus exclusively on cutting down the align time and increasing warp speed.

Usually increasing warp speed tends to cut down on travel time the most, since you spend more time in warp than you do aligning. So if you're forced to choose between the two, it tends to be more beneficial to focus slightly more on increasing warp speed than reducing align time. Within reason of course, most of the time you can accomplish both. Depending on the ship you're moving, re-rigging your ship might not be a practical option and then the modules suggested will be your focus, as you can easily refit your lows, mids and highs before and after moving.

One of the major drawbacks of this style of fitting is it will reduce low slots that may be used for armor or structure tanking. Of particular interest are the astronautic rigs and nanofiber internal structures which will reduce the total armor and structure hit points respectively on a ship.

Reducing align time

The align time of a ship is based on the ship's mass and agility as well as agility and inertia bonuses from skills, modules, rigs and implants.

Bonuses relevant to align time are either referred to as agility (a positive value) or inertia (usually a negative value, unless referred to as "inertia modifier" then it's positive), which for all intents and purposes in EVE are the same.

Skills

Several skills affect your align time, starting with the most relevant skills:

Skill Bonus
Icon skillbook3.png Evasive Maneuvering (2x) 5% improved ship agility for all ships per skill level
Icon skillbook3.png Spaceship Command (1x) 2% improved ship agility for all ships per skill level

There are also special case skills, for certain ships fits with specific modules.

Skill Bonus
Icon skillbook3.png Advanced Spaceship Command (5x) 5% Bonus per skill level to the agility of ships requiring Advanced Spaceship Command [1]
Icon skillbook3.png Armor Layering (3x) 5% reduction to armor plate mass penalty per level [2]
Icon skillbook3.png [[Skills:Amarr Industrial]] (Amarr Industrial) 5% bonus to ship inertia modifier per level [3]
Icon skillbook3.png [[Skills:Caldari Industrial]] (Caldari Industrial) 5% bonus to ship inertia modifier per level [3]
Icon skillbook3.png [[Skills:Gallente Industrial]] (Gallente Industrial) 5% bonus to ship inertia modifier per level [3]
Icon skillbook3.png [[Skills:Minmatar Industrial]] (Minmatar Industrial) 5% bonus to ship inertia modifier per level [3]
Icon skillbook3.png ORE Freighter (9x) 5% bonus to ship inertia modifier per level [3]
  1. ^ Only relevant for Freighters & Capital Ships including the OREOrca, ORERorqual and OREBowhead.
  2. ^ Only relevant if you fit armor plates.
  3. ^ a b c d e Only relevant for some industrial ships, such as the smaller CaldariBadger, GallenteNereus, AmarrSigil and MinmatarWreathe as well as the larger OREBowhead.

Modules & Rigs

While there are several modules that reduce inertia, some are stronger than others, leaving you with these modules as well as the one rig that helps reduce align time.

Low slot 1405_32.png Inertia Stabilizers II (-20% inertia modifier, +11% signature)
Low slot 2605_32.png Nanofiber Internal Structure II (-15.75% inertia modifier, -20% structure HP)
Rig slot Module icon propulsion rig tech2.png Low Friction Nozzle Joints II (-14% inertia modifier, -10% armour hp [1])
  1. ^ The armour hit point penalty of Astronautic Rigs can be reduced by training the Icon skillbook2.png Astronautics Rigging (3x) skill.

Implants

There are also implants that help reduce your align time.

Implant Bonus Requirement
Icon implant hardwiring.png Eifyr and Co. 'Rogue' Evasive Maneuvering EM-701 +1% bonus to ship agility Icon skillbook2.png Cybernetics II
Icon implant hardwiring.png Eifyr and Co. 'Rogue' Evasive Maneuvering EM-702 +2% bonus to ship agility Icon skillbook2.png Cybernetics II
Icon implant hardwiring.png Eifyr and Co. 'Rogue' Evasive Maneuvering EM-703 +3% bonus to ship agility Icon skillbook2.png Cybernetics II
Icon implant hardwiring.png Eifyr and Co. 'Rogue' Evasive Maneuvering EM-704 +4% bonus to ship agility Icon skillbook2.png Cybernetics III
Icon implant hardwiring.png Eifyr and Co. 'Rogue' Evasive Maneuvering EM-705 +5% bonus to ship agility Icon skillbook2.png Cybernetics IV
Icon implant hardwiring.png Eifyr and Co. 'Rogue' Evasive Maneuvering EM-706 +6% bonus to ship agility Icon skillbook2.png Cybernetics V
33947_32.png Low-grade Nomad Alpha +1% bonus to ship agility + 2,5% bonus to all Nomad agility bonuses Icon skillbook2.png Cybernetics II
33948_32.png Low-grade Nomad Beta +2% bonus to ship agility + 2,5% bonus to all Nomad agility bonuses Icon skillbook2.png Cybernetics II
33951_32.png Low-grade Nomad Gamma +3% bonus to ship agility + 2,5% bonus to all Nomad agility bonuses Icon skillbook2.png Cybernetics III
33949_32.png Low-grade Nomad Delta +4% bonus to ship agility + 2,5% bonus to all Nomad agility bonuses Icon skillbook2.png Cybernetics III
33950_32.png Low-grade Nomad Epsilon +5% bonus to ship agility + 2,5% bonus to all Nomad agility bonuses Icon skillbook2.png Cybernetics IV
33952_32.png Low-grade Nomad Omega +10% bonus to all Nomad agility bonuses Icon skillbook2.png Cybernetics V
22107_32.png Mid-grade Crystal Alpha +1% bonus to ship agility + 10% bonus to all Nomad agility bonuses Icon skillbook2.png Cybernetics II
22108_32.png Mid-grade Crystal Beta +2% bonus to ship agility + 10% bonus to all Nomad agility bonuses Icon skillbook2.png Cybernetics II
22111_32.png Mid-grade Crystal Gamma +3% bonus to ship agility + 10% bonus to all Nomad agility bonuses Icon skillbook2.png Cybernetics III
22109_32.png Mid-grade Crystal Delta +4% bonus to ship agility + 10% bonus to all Nomad agility bonuses Icon skillbook2.png Cybernetics III
22110_32.png Mid-grade Crystal Epsilon +5% bonus to ship agility + 10% bonus to all Nomad agility bonuses Icon skillbook2.png Cybernetics IV
22112_32.png Mid-grade Crystal Omega +25% bonus to all Nomad agility bonuses Icon skillbook2.png Cybernetics V

Propulsion modules

If your align time is high enough, there's also the option to use propulsion modules such as Afterburners and Microwarpdrives to reduce your align time. See reducing inflated align times below for more information.

Friendly webs

Another option is to have a friend or an alt to web your ship as it starts aligning, dropping its maximum speed making it align almost instantaneously. This can be extremely useful for very slow aligning ships like freighters. It does require some effort and planning however, as some gates are pretty large so the webbing ship needs to either be really fast to close the distance, or have a web range bonus like the MinmatarHyena or Blood RaiderCruor.

Increasing warp speed

Modules & Rigs

There are three low slot modules and one rig that increases warp speed. The modules increase warp speed by raising the base AU/s warp speed by a fixed number, while the rig has a normal percentage bonus.

Low slot 33981_32.png Limited Hyperspatial Accelerator [1] (+0,2 AU/s, cheap)
Low slot 33981_32.png Experimental Hyperspatial Accelerator [1] (+0,25 AU/s, affordable)
Low slot 33981_32.png Prototype Hyperspatial Accelerator [1] (+0,3 AU/s, costly)
Rig slot Module icon propulsion rig tech2.png Hyperspatial Velocity Optimizer II (+25% warp speed, +10% signature)
  1. ^ a b c You can only fit a total of three Hyperspatial Accelerators modules on any ship.

Fitting enough tank not to be worth ganking

If you're in high security space and not at war, the only real threat to your ship is suicide gankers. To remedy this, you can up your tank to the point where it's not worth ganking you for profit. This will drastically reduce the chance of someone bothering to destroy your ship.

Below are some examples of suitable modules to further your fitting goals.

Improving your hull tank

Perhaps one of the easiest and least skill intensive ways to buff your tank is to simply add a Damage Control II and try to increase your structure points as much as you can with Reinforced Bulkhead II modules and Transverse Bulkhead II rigs. The skill requirements for that is fairly easy, requiring only Icon skillbook2.png Mechanics III (1x) and Icon skillbook2.png Hull Upgrades IV (2x) for the damage control. Further increasing mechanics will increase the overall efficiency of the buff, since it increases your structure points by +5% per level.

Low slot Module icon damage control tech2.png Damage Control II (60% overall structure resists)
Low slot 1335_32.png Reinforced Bulkhead II (+25% structure hp, -11% cargo capacity, +5% agility)
Rig slot 33900_32.png Transverse Bulkhead II (+25% structure hp, -10% cargo capacity)
Icon implant hardwiring.png There are implants such as the Inherent Implants 'Noble' Mechanic MC-80X which further increases your hull hitpoints by up to 6% for the most expensive implant.

Improving your armor tank

Fitting an armor tank can be a little bit more skill intensive, especially a passive resist setup since the efficiency of passive resist modules rely heavily on the armor compensation skills such as Icon skillbook2.png EM Armor Compensation (2x), Icon skillbook2.png Thermal Armor Compensation (2x), Icon skillbook2.png Kinetic Armor Compensation (2x) and Icon skillbook2.png Explosive Armor Compensation (2x). A setup with active hardeners would potentially give you higher resists, but would take up too many modules leaving scarcely few slots for actual armor plates.

As such it might not be something you'll be doing as a young capsuleer, but for people with high armor support skills flying certain ships (with more armor than structure hp) it might be slightly stronger than the structure approach mentioned above.

Low slot Module icon damage control tech2.png Damage Control II (15% overall armor resists)
Low slot 11269_32.png Energized Adaptive Nano Membrane II (+25% overall armor resists)
Low slot 20353_32.png 1600mm Steel Plates II (+4,800 base armour hp)
Rig slot 26302_32.png Trimark Armor Pump II (+20% armour hp, -10% speed)

Improving your shield tank

The skills to use a proper tech two shield tank isn't quite as skill intensive as armour, requiring just Icon skillbook2.png Shield Upgrades IV (2x) and Icon skillbook2.png Tactical Shield Manipulation IV (4x). Since there aren't any passive omni tanked shield modules, you need to use an active invulnerability field. You can fit for anti-gank by using an invulnerability field as well as thermal and kinetic hardener, since the strongest gankers are gallente. Use the rest of the midslots for as many shield extenders as possible and an afterburner/microwarpdrive to cut then align time down (see below).

Mid slot 2281_32.png Adaptive Invulnerability Field II (30% overall shield resists)
Mid slot 2303_32.png Thermal Dissipation Field II (+55% thermal shield resists)
Mid slot 2299_32.png Kinetic Deflection Field II (+55% kinetic shield resists)
Mid slot 3841_32.png Large Shield Extender II (+2,600 base shield hp)
Rig slot 26438_32.png Core Defense Field Extender II (+20% shield hp, +10% signature)

One of the great pros of shield tanking is that low slots remain free, this allows you to fit for speed or another layer of tank (armor or structure) depending on your preference.

Reducing inflated align times

Most of the armor and structure tanking modules increase your align time, making you turn and handle like a brick with align times pushing 15+ seconds. One way to mitigate this is to fit either a microwarpdrive (cycles in 10 seconds) or an afterburner (cycles as fast as 7,5 seconds). By pulsing the module once (activating it and then immediately deactivating it), you can align in 7,5 - 10 seconds flat as long as you start your align from a standstill (like after you've jumped through a gate).

Using an afterburner in this fashion requires you to use a size-appropriate afterburner, 1MN for frigates, 10MN for cruisers, 100MN for battleships. Capital ships can't align faster enough with undersized 100MN afterburners, but can still abuse 500MN microwarpdrives for a 10 second align.

Fitting for safe travel in hostile space

This method relies on fitting an Improved Cloaking Device II and a microwarpdrive to allow you to be cloaked while aligning, minimizing the time you're actually visible on grid. This is commonly referred to as the MWD + cloak trick, see cloak trick or Seamus Donohue's video for more information.

In order to use the microwarpdrive and cloak you'll need to train Icon skillbook2.png High Speed Maneuvering III (5x) and Icon skillbook2.png Cloaking III (6x) and use the appropriately sized microwarpdrive for your ship class. Frigates use the 5MN-variant, cruisers the 50MN-variant and battleships the 500MN-variant. While there are 50,000MN-variants for capital ships, certain ships like Orcas and Bowheads can only fit "undersized" 500MN Microwarpdrives due to powergrid restrictions. As such they are limited to using them only as a means to align in 10 seconds flat (see above). They cannot combine their microwarpdrive with a cloak to do this trick, as they will simply not be able to accelerate fast enough.

The main risk of this method is messing up the cloak and getting locked before you manage to get your cloak up, which would make it impossible for you to cloak up. It's also possible for people to burn towards your location and decloak you before you've managed to align. Having a Warp Core Stabilizer I or two might save you from a lone enemy with just a long point, but for that to be useful you'll need to be able to warp away before anyone else shows up with a second or third point, or a scram.

Using dedicated ships for moving around

If you're not bound to a specific ship but can setup dedicated ships for flying back and forth in the universe, you got plenty of options that can be either faster, safer, more convenient or just cheaper. This is very convenient if you have ships staged in two or more different regions or areas in space, as hopping into a shuttle or an interceptor will quickly and effortlessly allow you to move between them.

Below are a few examples of ships that can be used.

Shuttles

Shuttles are dirt cheap and are often ignored by most in high security space. This can be a cheap option for new players to move around even if they are at war. Even if they are caught, as long as they don't have too many expensive implants, they potentially risk but a shuttle and a pod. This option is slightly less useful in low and null security space, due to its paper tank and the ease of simply smartbombing you as you approach the gate ... picking off both you and your pod in one fell swoop. Shuttles aren't always available at decent prices as well, but can easily be stockpiled or even built if you regularly need to use them.

Getting the shuttle to less than two second align time only requires Icon skillbook2.png Navigation II (1x) and Icon skillbook2.png Evasive Maneuvering III (2x), something new players start with already.

Gallente Shuttle Warp speed 5 AU/s warp speed.
Align time < 2 sec align time
Effective hit points Up to 786 effective hit points.
Velocity Up to 625 m/s speed
Cargo capacity 10 m3 cargo capacity.

For the rich, using the Leopard you'll improve warp speed toWarp speed20 AU/s warp speed, significantly improving your mileage.

Frigates

While the travelceptor-variant below is vastly superior to moving about safely and quickly, there are low skilled options such as a travel-fit Atron. It doesn't have the bubble immunity of an interceptor, but it's a nice option for low skilled pilots in high security space to move around in something with a bit more effective hit points, speed and cargo space (compared to a simple shuttle).

This fit only requires you to train a Icon skillbook2.png Evasive Maneuvering III (2x) and if you don't already have it, Icon skillbook2.png Gallente Frigate I (2x) which in total is less than 9 hours worth of training. This makes it a very accessible method of moving around, until you can fly the more effective interceptors.

Atron: Runner (low skilled)
EFT
[Atron, Runner (low skilled)]

Medium Shield Extender I
Small Shield Extender I
Upgraded EM Ward Amplifier I

Type-D Restrained Inertial Stabilizers
Type-D Restrained Inertial Stabilizers
Type-D Restrained Inertial Stabilizers

Small Hyperspatial Velocity Optimizer I
Small Hyperspatial Velocity Optimizer I
Small Hyperspatial Velocity Optimizer I



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FITTING DIFFICULTY
EVE VERSION
YC118 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Relevant information:
  • Warp speed 7,85 AU/s warp speed.
    Align time < 2 sec align time
    Effective hit points Up to 3,670 effective hit points.
    Cargo capacity 145 m3 cargo capacity
    ISK 1 - 2 million ISK cost
  • This fit is designed for minimum skill requirements and cost. You could improve this slightly by upgrading modules for more tank or get Small Hyperspatial Velocity Optimizer II rigs to bump up the warp speed to 8,69 AU/s.

Interceptors

A very common method of travelling is to use an interceptor fit to align in less than two seconds, with hyperspatial rigs to improve its already impressive warp speed. With a proper fit you can even tank it enough to survive a few smartbombs, making it a favourite for capsuleers moving vast distances, especially in low- and null security space.

Below is an example of a Raptor fitted for fast travel, that will require Icon skillbook2.png Spaceship Command V (1x) if you want to keep the hyperspatial rigs.

Raptor: Runner
EFT
[Raptor, Runner]

Medium Shield Extender II
Medium Shield Extender II
Adaptive Invulnerability Field II
EM Ward Amplifier II

Inertial Stabilizers II
Inertial Stabilizers II
Inertial Stabilizers II

Small Hyperspatial Velocity Optimizer II
Small Hyperspatial Velocity Optimizer II



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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Relevant information:
  • Warp speed 12,17 AU/s warp speed.
    Align time < 2 sec align time
    Effective hit points Up to 11,014 effective hit points.
    Cargo capacity 92 m3 cargo capacity
    ISK 45 - 50 million ISK cost
  • The Adaptive Invulnerability Field II module is there to add to your buffer landing on a gate with smartbombers on it, for travel through low and null security space.
  • You can also fit a Improved Cloaking Device II to this ship, giving you the option to cloak up and reassess your situation if need be.

Hecate

For really paranoid capsuleers moving about in the high or low security space of New Eden, there's the Hecate which can sport a "true insta-warper" fit with a < 1 second align time. This is in part due to the low innate agility of the Hecate as well as the agility-bonused tactical propulsion mode and adequate low slots. It obviously lacks the bubble-immunity and speed of the travelceptor, but has other benefits like literally being uncatchable as well as higher cargo hold capacity.

In order to achieve the low align time you'll need Icon skillbook2.png Spaceship Command V (1x), Icon skillbook2.png Evasive Maneuvering V (2x) as well as Icon skillbook2.png Cybernetics III (3x) for the implant.

Hecate: Runner
EFT
[Hecate, Runner]

Adaptive Invulnerability Field II
EM Ward Amplifier II
Republic Fleet Medium Shield Extender
Republic Fleet Medium Shield Extender

Shadow Serpentis Inertial Stabilizers
Shadow Serpentis Inertial Stabilizers
Shadow Serpentis Inertial Stabilizers
Shadow Serpentis Inertial Stabilizers

Small Hyperspatial Velocity Optimizer II
Small Hyperspatial Velocity Optimizer II
Small Hyperspatial Velocity Optimizer II



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FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • Relevant information:
  • Warp speed 7,82 AU/s warp speed.
    Align time < 1 sec align time
    Effective hit points Up to 14,556 effective hit points.
    Cargo capacity 450 m3 cargo capacity
    ISK 600+ million ISK cost
  • The Adaptive Invulnerability Field II module is there to add to your buffer landing on a gate with smartbombers on it, for travel through low security space.
  • This fit requires that you use the following (or better) implant:
    Icon implant hardwiring.png Eifyr and Co. 'Rogue' Evasive Maneuvering EM-704

Covert Ops

Ships capable of fitting the Covert Ops Cloaking Device II module [1] [2] can be very effective in moving about in hostile space, such as low-, null- and wormhole space. Their ability to remain cloaked at all times, assuming you don't let anything get too close, will allow them to safely scout out gates for gate camp as well as letting them use covert cynosural fields.

Regular covert ops ships are often favoured for travel via wormholes, given the fickle nature of wormholes, the value of remaining unseen and the ability to scan down a new "door" should the old one close on you.

Buzzard Warp speed 3 - 12 AU/s warp speed.
    Cruisers warp at 3 - 3,3 AU/s
    Strategic Cruisers warp at 3 - 4,9 AU/s
    Astero warps at 5 AU/s
    Covert Ops warp at 8 AU/s
  1. ^ Astero, Blockade Runner, Covert Ops, Etana, Prospect, Force Recon, Stealth Bomber, Strategic Cruiser, Stratios, Victorieux Luxury Yacht.
  2. ^ The Covert Ops Cloaking Device II (aka. Covops Cloak) requires Icon skillbook2.png Cloaking IV (6x) to use.