Difference between revisions of "User:Khegs/fitting101"

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*How to decide whether a ship is better armor or shield tanked
 
*How to decide whether a ship is better armor or shield tanked
 
*Why slot layout tends to dictate this
 
*Why slot layout tends to dictate this
 +
 +
== The Golden Rules ==
 +
 +
'''DON'T MIX GUNS'''<br>Why not
 +
 +
*Mixed optimals
 +
*Reduced dps at any given range
 +
*Neither one thing or the other
 +
 +
 +
 +
'''DON'T MIX TANKS'''<br>Why not
 +
 +
*Reduced efficiency of each tank
 +
*Better to be great at one than mediocre at both
 +
 +
'''Real Men Hull Tank'''<br>Why it is daft
 +
 +
*No safety margin
 +
*Hull reppers repair very little each cycle
 +
  
 
== Modules and meta levels, tech 2 modules ==
 
== Modules and meta levels, tech 2 modules ==
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t2<br>'''+ '''often as good or better than the meta 4 equivalent, at a fraction of the price<br>'''- '''harder to fit, needs more skills
 
t2<br>'''+ '''often as good or better than the meta 4 equivalent, at a fraction of the price<br>'''- '''harder to fit, needs more skills
 
+
<br>
 
'''Stacking Penalties'''<br>
 
'''Stacking Penalties'''<br>
 
Apply to modules that are affecting the same ship stat, ie speed, agility, Damage, Rate of Fire<br>
 
Apply to modules that are affecting the same ship stat, ie speed, agility, Damage, Rate of Fire<br>
the more modules the add the less each module does
+
the more modules the add the less each module does<br>
as a general rule of thumb,try not to use more than 3 modules that affect one stat, is 2 ODI and 1 Nano, but not 2 ODI and 2 Nano
+
as a general rule of thumb,try not to use more than 3 modules that affect one stat, is 2 ODI and 1 Nano, but not 2 ODI and 2 Nano<br>
  
[[Stacking_penalties]]
+
[[Stacking_penalties]]<br>
 
[[Module_Stacking_and_Speed_Modules]]
 
[[Module_Stacking_and_Speed_Modules]]
  
== The Golden Rules ==
 
 
'''DON'T MIX GUNS'''<br>Why not
 
 
*Mixed optimals
 
*Reduced dps at any given range
 
*Neither one thing or the other
 
 
 
 
'''DON'T MIX TANKS'''<br>Why not
 
 
*Reduced efficiency of each tank
 
*Better to be great at one than mediocre at both
 
 
'''Real Men Hull Tank'''<br>Why it is daft
 
 
*No safety margin
 
*Hull reppers repair very little each cycle
 
  
 
== Types of tank ==
 
== Types of tank ==

Revision as of 19:53, 23 August 2010

 Fitting 101

Intro

About me


What is fitting, why should you worry about it

  • Maximising the potential of whatever ship you are flying
  • Getting the best performance for your skills, not a generic cookie cutter fit

A brief intro on how the class is going to approach fitting

  • Concentrating on how to think about fitting a ship
  • Not dictating what fits you should be using

First principles

The Fitting Window

  • CPU
  • Powergrid
  • Capacitor, and how it differs from Grid
  • Calibration


Fitting Skills

  • Engineering
  • Electronics
  • Weapon Upgrades
  • Advanced Weapon Upgrades

how they help you fitting a ship
increased cpu/grid/reduced grid for shield module/weapons
how high to train them


Think about how you are going to use the ship

  • Is it going to be for pve (missioning), or pvp (what type)?

Open the show info on the ship

  • Look at the bonuses it gives (examples, myrmidon, thorax, Drake)
  • Look at what the slot layout is
  • How to decide whether a ship is better armor or shield tanked
  • Why slot layout tends to dictate this

The Golden Rules

DON'T MIX GUNS
Why not

  • Mixed optimals
  • Reduced dps at any given range
  • Neither one thing or the other


DON'T MIX TANKS
Why not

  • Reduced efficiency of each tank
  • Better to be great at one than mediocre at both

Real Men Hull Tank
Why it is daft

  • No safety margin
  • Hull reppers repair very little each cycle


Modules and meta levels, tech 2 modules

What are Meta levels

  • Improved performance Named versions of standard t1 modules
  • Reduced grid, cpu and Cap need
  • How to see what meta level a module is
  • Meta 0

High meta
+ easier to fit, less skills required
- can be less effective than t2 at times, price

What is t2

  • Advanced technology versions of modules
  • Need better skills to use
  • Cpu/grid/cap need at least as high as the meta 0 version, often higher

t2
+ often as good or better than the meta 4 equivalent, at a fraction of the price
- harder to fit, needs more skills
Stacking Penalties
Apply to modules that are affecting the same ship stat, ie speed, agility, Damage, Rate of Fire
the more modules the add the less each module does
as a general rule of thumb,try not to use more than 3 modules that affect one stat, is 2 ODI and 1 Nano, but not 2 ODI and 2 Nano

Stacking_penalties
Module_Stacking_and_Speed_Modules


Types of tank

Armour

Buffer tank
(plate, eanm, dc passive hardener)

Mostly used in pvp
Gives a solid base number of hit points
+ not having to manage reppers, having a buffer is better when you are facing sustained and heavy dps incoming

- heavy and less agile, slower, the hp buffer from the plate doesn't regenerate, needs to be repaired, either by logistics and rr, or in a station

Active Armour Tank
(armor repper, active hardener)

more often used for pve, but some fits are appropriate for pvp
single dual and multi repper fits

+ Doesn't hurt mobility, the armor hitpoints are regenerated
- Can't cope with high dps delivered quickly (breaking the tank), cap dependant

Shield Tanks

Buffer tank
(shield extender, invuln field, dc, passive hardener)
most often used in pvp
+ maximises shield hitpoints, better for facing high and fast applied dps
- increases the sig radius of the ship(easier to lock and hit, missile do more damage), shield regen is slower

Passive Tank
(shield cap relays, hardeners)
relying on shield regeneration
Used both in pve and pvp

+ faster shield regen, can be made into huge effective hit point builds, DRAKE!
- fewer absolute hp than a passive tank, can be broken by very high dps

Active Shield Tank
(shield reppers, active hardeners)
Usually used for pve
+ doesn't increase the sig radius as much, doesn't hit cap all the time like a regen tank, used as and when needed
- cap dependant, can be overwhelmed by high dps

speed/nano tank


(ods nano)
+ hard to hit, fast agile
- when you do get hit, you are very fragile

Guns

Gun choice

  • Guns for pvp (general rule of thumb)
  • Guns for pve (general rule of thumb)

ranged (sniper) builds for pvp (rokh)

Gun Sizes

  • Going up and down a size to get the guns to fit on the ship

Gank modules
(mag stab, gyro, bcu, heat sink)
what are they
what do they do
why fit them

Propulsion Mods

Prop mods
abs vs mwd
ab
+ doesn't reduce size of cap, or boost sig radius, drains less cap
- slower

mwd
+ Much bigger speed boost
- reduces total size of cap, drains more power than ab, increases sig radius

dual prop in pvp
what is it?

  • A fit with both ab and mwd

Why does it get used?

  • Allows fast ships to pick and choose engagements
  • Can disengage from a battle even if warp scrammed

why you only fit abs for missions

  • Mwds don't work in deadspace pockets

Utility Mods

Modules you can fit to provide useful bonuses to the ship
(Sensor Booster, Tracking Computer)
Sensor Boosters (sebos) improve lock time and lock range
scripts are available to increase just one of these attributes (either locking time OR range)

Tracking Computers
Another scirtable module, improves tracking and optimal, like the tracking enhancer, but can be scriped to only apply one bonus. Stacking penalties apply when used with tracking enhancers

Capacitor Mods
(cap Booster, cap recharger, cap battery)
These are mods that help your available cap levels,
either by increasing the size of the cap (cap battery), less commonly used than the other mods
increasing the recharge rate (cap recharger)
or adding cap in chunks (cap booster)

Cap rechargers
very useful in pve, less utility in pvp
+ can make a fit cap stable, passive module, so it is always running
- vulnerable to cap warfare (neuts, noses)

Cap Boosters
More used in pvp
+ active modules, only run when needed, can work even when having the cap drained, as it adds cap in chunks, rather than increasing recharge rate
- Takes ammo (cap booster 800), the cap chargers can take up lots of hold space

Fitting helper Modules
(micro auxillary power core, co-processor)
increase the amount of powergrid and cpu available to you, but at the cost of taking up a low slot


Ship roles

Usually more a consideration for PVP, but a factor in determining a good pve ship to use
Determined by ship bonuses
(merlin, Blackbird, brutix)
tackle/ewar/DD

fitting for roles

fit your role specific primary modules first for tackle
(mwd, web, scram, disrupt)
then fit around those core modules
(target painter, ecm)

Next fit tank and guns,
fit additional modules (sebo, neuts) around your primary modules, tank and guns

DCs for pvp!!!
pretty much the first thing fitted on any ship intended for pvp larger than a frigate
why

  • When active they provide Omni resist boosts for shield, armour and hull

Mission specific hardeners for pve

Rigs

useful but expensive,
need to be sure you want to fit the rig as you can't unfit without destroying the rig
calibration and upgrade slots,
repackaging a ship destroys fitted rigs

grid rigs
armor rigs
speed rigs
damage rigs

skills to fit, getting a friend to fit for you

drawbacks and penalties applied by different rigs

EFT

What is it and where can you get it Why is it worth using -Saves you money -allows you to get a better idea of a fits capabilities before you buy the parts

play with your fits
see what seems to work and what doesn't in eft, then try them out in game, in a low risk setting
(corp sparring, in an easy mission)

don't be afraid to leave a high slot empty, don't compromise the role of the ship to fit an extra module just to fill a slot

Thinking Different


try the unconventional
oversize shield extenders

Know why you are trying a different fit, don't do it just because, always have a reason

the awkward squad


ships that can tank both ways
(brutix, myrmi, hurricane)
ships that are unbonused on weapons (myrmi)

Wrap up


Have fun, try things out, find what works for you

any questions?

thanks, end