Difference between revisions of "User:Khegs/fitting101"

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*Concentrating on how to think about fitting a ship
 
*Concentrating on how to think about fitting a ship
 
*Not dictating what fits you should be using
 
*Not dictating what fits you should be using
 
 
 
== Eve Fitting Tool ==
 
 
*What it is
 
*Why you should be using it
 
*Where to get it
 
 
Alternatives (eveHQ)
 
 
 
 
=== Importing a character into eft ===
 
 
Why
 
 
*It allows you to fit a ship based on your abilities without needing to guess
 
*You can figure out what skills you need to train to fit a given ship as you want to
 
 
How
 
 
*Walk people through importing their character into eft
 
 
 
  
 
== First principles ==
 
== First principles ==
Line 57: Line 32:
 
*Weapon Upgrades
 
*Weapon Upgrades
 
*Advanced Weapon Upgrades
 
*Advanced Weapon Upgrades
 +
*Shield Upgrades
  
 
how they help you fitting a ship<br>increased cpu/grid/reduced grid for shield module/weapons<br>how high to train them
 
how they help you fitting a ship<br>increased cpu/grid/reduced grid for shield module/weapons<br>how high to train them
Line 68: Line 44:
 
Open the show info on the ship
 
Open the show info on the ship
  
*Look at the bonuses it gives (examples, myrmidon, thorax, blackbird)
+
*Look at the bonuses it gives (examples, myrmidon, thorax, Drake)
 
*Look at what the slot layout is
 
*Look at what the slot layout is
 
*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
 +
 +
'''Know the rules and know when you can break them'''
  
 
== Modules and meta levels, tech 2 modules ==
 
== Modules and meta levels, tech 2 modules ==
Line 91: Line 89:
  
 
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>
  
== The Golden Rules ==
+
'''Stacking Penalties'''<br>
 
 
'''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
+
Apply to modules that are affecting the same ship stat, ie speed, agility, Damage, Rate of Fire<br>
*Better to be great at one than mediocre at both
+
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<br>
  
'''Real Men Hull T''''''ank'''<br>Why it is daft
 
  
*No safety margin
+
[[Stacking_penalties]]<br>
*Hull reppers repair very little each cycle
+
[[Module_Stacking_and_Speed_Modules]]
  
 
== Types of tank ==
 
== Types of tank ==
Line 132: Line 121:
 
'''Buffer tank'''<br>(shield extender, invuln field, dc, passive hardener)<br>most often used in pvp<br>+ maximises shield hitpoints, better for facing high and fast applied dps<br>- increases the sig radius of the ship(easier to lock and hit, missile do more damage), shield regen is slower
 
'''Buffer tank'''<br>(shield extender, invuln field, dc, passive hardener)<br>most often used in pvp<br>+ maximises shield hitpoints, better for facing high and fast applied dps<br>- increases the sig radius of the ship(easier to lock and hit, missile do more damage), shield regen is slower
  
'''Passive Tan''''''k'''<br>(shield cap relays, hardeners)<br>relying on shield regeneration<br>Used both in pve and pvp
+
'''Passive Tank'''<br>(shield cap relays, hardeners)<br>relying on shield regeneration<br>Used both in pve and pvp.<br>Not all shield tanking ships passive tank well!
  
 
+ faster shield regen, can be made into huge effective hit point builds, DRAKE!<br>- fewer absolute hp than a passive tank, can be broken by very high dps
 
+ faster shield regen, can be made into huge effective hit point builds, DRAKE!<br>- fewer absolute hp than a passive tank, can be broken by very high dps
Line 157: Line 146:
 
Gank modules <br>(mag stab, gyro, bcu, heat sink)<br>what are they<br>what do they do<br>why fit them
 
Gank modules <br>(mag stab, gyro, bcu, heat sink)<br>what are they<br>what do they do<br>why fit them
  
== <br>Ship roles ==
+
==Propulsion Mods==
 
 
Usually more a consideration for PVP, but a factor in determining a good pve ship to use<br>Determined by ship bonuses<br>(merlin, Blackbird, brutix) <br>tackle/ewar/DD
 
 
 
=== fitting for roles ===
 
 
 
fit your role specific primary modules first for tackle <br>(mwd, web, scram, disrupt) <br>then fit around those core modules<br>(target painter, ecm)
 
 
 
Next fit tank and guns, <br>fit additional modules (sebo, neuts) around your primary modules, tank and guns
 
 
 
DCs for pvp!!!<br>pretty much the first thing fitted on any ship intended for pvp larger than a frigate<br>why
 
 
 
*When active they provide Omni resist boosts for shield, armour and hull
 
 
 
Mission specific hardeners for pve
 
  
 
Prop mods<br>abs vs mwd<br>ab<br>+ doesn't reduce size of cap, or boost sig radius, drains less cap<br>- slower
 
Prop mods<br>abs vs mwd<br>ab<br>+ doesn't reduce size of cap, or boost sig radius, drains less cap<br>- slower
Line 190: Line 165:
 
*Mwds don't work in deadspace pockets
 
*Mwds don't work in deadspace pockets
  
== Rigs ==
+
==Utility Mods==
 +
 
 +
Modules you can fit to provide useful bonuses to the ship<br>
 +
(Sensor Booster, Tracking Computer)<br>
 +
Sensor Boosters (sebos) improve lock time and lock range<br>
 +
scripts are available to increase just one of these attributes (either locking time OR range)<br>
  
useful but expensive, <br>need to be sure you want to fit the rig as you can't unfit without destroying the rig<br>calibration and upgrade slots, <br>repackaging a ship destroys fitted rigs
+
Tracking Computers<br>
 +
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
  
grid rigs<br>armor rigs<br>speed rigs<br>damage rigs
+
Capacitor Mods<br>
 +
(cap Booster, cap recharger, cap battery)<br>
 +
These are mods that help your available cap levels, <br>
 +
either by increasing the size of the cap (cap battery), less commonly used than the other mods<br>
 +
increasing the recharge rate (cap recharger)<br>
 +
or adding cap in chunks (cap booster)<br>
  
skills to fit, getting a friend to fit for you
+
Cap rechargers<br>
 +
very useful in pve, less utility in pvp<br>
 +
+ can make a fit cap stable, passive module, so it is always running<br>
 +
- vulnerable to cap warfare (neuts, noses)<br>
  
drawbacks and penalties applied by different rigs
+
Cap Boosters<br>
 +
More used in pvp<br>
 +
+ 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<br>
 +
- Takes ammo (cap booster 800), the cap chargers can take up lots of hold space<br>
  
== using eft ==
+
Fitting helper Modules<br>
 +
(micro auxillary power core, co-processor)<br>
 +
increase the amount of powergrid and cpu available to you, but at the cost of taking up a low slot<br>
 +
Try not avoid using fitting mods if you can, sometimes they are unavoidable though<br>
  
What the info on eft tells you
+
== <br>Ship roles ==
  
cpu/grid/ drone bandwidth
+
Usually more a consideration for PVP, but a factor in determining a good pve ship to use<br>Determined by ship bonuses<br>(merlin, Blackbird, brutix) <br>tackle/ewar/DD
  
ehp and resists
+
=== fitting for roles ===
  
*Reading the info
+
fit your role specific primary modules first for tackle <br>(mwd, web, scram, disrupt) <br>then fit around those core modules<br>(target painter, ecm)
*What are resist holes
 
*How to plug them
 
  
defence
+
Next fit tank and guns, <br>fit additional modules (sebo, neuts) around your primary modules, tank and guns
  
*What it means
+
DCs for pvp!!!<br>pretty much the first thing fitted on any ship intended for pvp larger than a frigate<br>why
*The amount of hp regenerated for shield/armour/hull when reppers are off or on
 
  
capacitor
+
*When active they provide Omni resist boosts for shield, armour and hull
  
*Don't worry about being cap stable all the time
+
Mission specific hardeners for pve
  
fire power<br>dps<br>Why it is important<br>alpha<br>Why that is important
+
== Rigs ==
  
targeting<br>range, max targets, scan res, sensor strength
+
useful but expensive, <br>need to be sure you want to fit the rig as you can't unfit without destroying the rig<br>calibration and upgrade slots, <br>repackaging a ship destroys fitted rigs
  
mobility<br>speed, align time, warp velocity
+
grid rigs<br>armor rigs<br>speed rigs<br>damage rigs
  
Importing and exporting fits<br>how<br>eft-&gt;eve<br>eve-&gt;eft
+
skills to fit, getting a friend to fit for you
  
 +
drawbacks and penalties applied by different rigs
  
 +
==EFT==
 +
<br>
 +
What is it and where can you get it<br>
 +
[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=548883&page=1 eft]<br>
 +
Why is it worth using<br>
 +
*Saves you money
 +
*allows you to get a better idea of a fits capabilities before you buy the parts
  
 
'''play with your fits'''<br>see what seems to work and what doesn't in eft, then try them out in game, in a low risk setting<br>(corp sparring, in an easy mission)
 
'''play with your fits'''<br>see what seems to work and what doesn't in eft, then try them out in game, in a low risk setting<br>(corp sparring, in an easy mission)
  
don't be afraid to leave a slot empty (more applicable to utility highs), don't compromise the role of the ship to fit an extra module just to fill a slot
+
Some ships have high slots that aren't turret hardpoints or missile bays, they are either one of the others or a "utility high" don't be afraid to leave these empty, don't compromise the role of the ship to fit an extra module just to fill a slot
  
 
== Thinking Different ==
 
== Thinking Different ==
  
<br>try the unconventional<br>oversize shield extenders, <br>the laser fit rifter (must get fit from the guy who used it)
+
<br>try the unconventional<br>oversize shield extenders
  
 
Know '''why '''you are trying a different fit, don't do it just because, always have a reason
 
Know '''why '''you are trying a different fit, don't do it just because, always have a reason
Line 244: Line 245:
  
 
<br>ships that can tank both ways<br>(brutix, myrmi, hurricane)<br>ships that are unbonused on weapons (myrmi)
 
<br>ships that can tank both ways<br>(brutix, myrmi, hurricane)<br>ships that are unbonused on weapons (myrmi)
 
Skills<br>engineering, electronics, shield upgrades, advanced weapons upgrades
 
 
<br>
 
 
== Helper Modules ==
 
 
 
 
modules to help with tight fits<br>Co-processors, Micro auxillary power cores<br>power/grid rigs
 
  
 
== Wrap up ==
 
== Wrap up ==

Latest revision as of 15:38, 23 December 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
  • Shield 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

Know the rules and know when you can break them

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.
Not all shield tanking ships passive tank well!

+ 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
Try not avoid using fitting mods if you can, sometimes they are unavoidable though


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
eft
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)

Some ships have high slots that aren't turret hardpoints or missile bays, they are either one of the others or a "utility high" don't be afraid to leave these 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