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CCP Fallout
C C P C C P Alliance
229

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Posted - 2011.10.14 16:47:00 -
[1] - Quote
Arguably, one of the more difficult and intricate aspects of EVE Online is ship fittings. If you are a new player, you don't have a lot of financial resources to test out different fittings, or find out what works and what doesn't in myriad situations and professions. What are the various ways that one can learn how to be successful at fitting their ship? What sites or tools have been most helpful for you? What other tips do you have for the novice ship fitter? CCP Fallout Associate Community Manager EVE Online @ccp_fallout |
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Khaemwese
Crimson Nation En Garde
19
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Posted - 2011.10.14 17:00:00 -
[2] - Quote
EFT, no doubt has been my life saver since I started. for a while I actually spent more time playing with it, than actually playing Eve  |

Bloodpetal
Mimidae Risk Solutions
69
 |
Posted - 2011.10.14 18:05:00 -
[3] - Quote
Only one thing I have to say to new trial citizens as they come in.
Everyone has their own initial perception of the EVE "Spaceship". It comes from other Spaceship games they've played. Whether Star Wars, Star Trek, Wing Commander, Battlestar Galactica, whatever. This bias is a lot of fun to work with, and as you get sucked into EVE, you'll appreciate EVE much more. Your ship truly does become "yours".
There are ships of mine that if I give to another person they could never fly correctly and would die in a horrible fire - but are knock out successes for me.
EVE fitting won't necessarily make sense initially when you approach it from a "Biased" perception of those other brands or games. It is in many ways more empowering than you realize. There are many tricks you can put up your sleeve. The "Flavors Of The Month" that you will hear and see about are exactly that. More importantly, there truly are "WRONG!" ways to fit your ship, but there are even more ways that people will tell you is "wrong", but really can work for you and your style. Experiment.
In the end, despite that, I still wish we had more awesome and unique "niche" modules to play with that would give the crafty fitting expert ways to fool their opponents.
Oh, and EVERY new player does this, so please learn to not do this as soon as possible (even I did it over 7! years ago) :
Choose either SHIELD defenses or ARMOR defenses. Each has their benefits, but both together is a disaster.
NOSTRO AURUM NON EST AURUM VULGI |

Phantom Slave
Cryogenic Creations
13
 |
Posted - 2011.10.14 19:12:00 -
[4] - Quote
On the note of EFT (eve fitting tool), I would suggest going to battleclinic and their loadouts section. Find a ship you want to fly and look at some of the top rated fittings. Read the descriptions of how you should fly it, and find stuff that sounds fun! Sometimes you can find some off the wall fittings and really start to experiment with EFT, finding new ways to fly every ship. |

Danny Centauri
Baltic Eagle
9
 |
Posted - 2011.10.14 19:19:00 -
[5] - Quote
OK this is a complete no brainer for me when it comes to learning how to fit ships a good place to start is EVE fitting tool, commonly referred to as EFT by the community, click here for more information about it.
The beauty of EFT is not only being able to test the improvement made by different modules but also being able to see how gang mates can help you through projected effects. Want to see if your battleship can survive being shot by three BS whilst being remote repped by 2 logistic ships go ahead EFT makes it easy enough to do.
Also as a warning do not become an EFT warrior, as a new player you are best of flying a rifter in PvP this makes it cheap to replace. Also use the other major resource EVE has to offer the other players in the community being in a strong corporation will help you as they can give the advice you need on fittings as many will have flown the same ship at some point. |

Shaina
Deep Core Mining Inc. Caldari State
0
 |
Posted - 2011.10.14 19:20:00 -
[6] - Quote
IMO, the hardest thing to keep in mind is that you can't be everything to everyone. A newbie mistake is thinking "I'm going to fit a little armor tank, a little shield tank, a few missiles, a few lasers... yeah, sounds good, I'm ready for anything!"
No way. Your survivability, particularly if you go into PVP (but this applies to PVE for higher level content too), is dependent on your knowledge of what you can do and what you can't. Everything in EVE is designed to have a counter. Sure, those 1400mm howitzer cannons hit hard ... but only if your target is large or has a low transverse.
Know what kind of combat you are going to go into and fit for it. Then stick to your strengths! If you like the up close and personal, fast and furious style -- never engage at range! You will just get your ass handed to you by someone who is fit for range, and you'll never be as good.
It is better to live and fight another day than to throw away ships at fights that were lost before they began. |

Antilochus Theophanes
TwoTenX LEGIO ASTARTES ARCANUM
0
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Posted - 2011.10.14 19:21:00 -
[7] - Quote
1) Use the same type of weapon, and the same type of ammunition for each weapon. You want to ensure all weapons have the same range to maximize damage dealt
- rainbow lasers, though pretty, are painful - 2 railguns, 2 missile launchers, and 2 lasers are painful too
2) Use a weapon (or defensive module) that preferably is bonused by ship type. Exceptions apply, obviously
- If there is a bonus to say large laser optimal range and capacitor use, use large lasers to take advantage of bonus - If you have an armor bonus per level for your ship, prefer to armor tank your ship
3) You will usually exchange damage for tank (or vice versa)
It is up to you and the situation you are planning for
- Fitting an extra heat sink (for lasers) in place of an armor hardener increases damage but reduces armor resistance - Fitting a stasis webifier or sensor booster in a shield ship reduces your shield strength but increases your weapons' effectiveness (former) or lock time (latter)
3b) Use the proper weapon upgrade for your weapon.
- lasers use heat sinks - missile launchers use ballistic control systems - hybrids use magnetic field stabilizers - projectile weapons use gyrostablizers
Please for the love of God don't put gyros on a laser ship (believe it or I have seen it), you are wasting a low slot
That's a good place to start. |

Darth Skorpius
Legion of Darkwind Order of the Void
17
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Posted - 2011.10.14 19:32:00 -
[8] - Quote
Khaemwese wrote:EFT, no doubt has been my life saver since I started. for a while I actually spent more time playing with it, than actually playing Eve 
personally i use evehq's hqf fitting tool. but yes, fitting tools can be very handy, just so long as you dont really on them completely, as they have been shown to not be 100% correct in the past. they should be used to get a basic idea of whether the fit you are planning will work and in the case of hqf you can then plan a skill queue to train the skills you might be missing (you still need to manually add them to your ingame queue) Baa Means Baa! |

Arkady Sadik
Gradient Electus Matari
116
 |
Posted - 2011.10.14 19:37:00 -
[9] - Quote
Get EFT (or pyfa, or EVE HQ). Any of the offline fitting tools. That's more or less mandatory.
Find ideas for fits. Check killboards (of good entities), check failheap-challenge, check other 3rd party forums. Be careful about battleclinic, I found most fits there pretty crap. Never, ever simply copy a fit from a forum or killboard - always import it into EFT and figure out why it was made that way. Actually, make it a habit to go through kill mails and just analyze fittings to see why they're made that way. Also, make it a habit to just "fit a ship for fun" - pick a random ship and see what you can make out of it.
If you are in a sensible corp or alliance, use their standard fits and ask experienced members. Always ask *why* you are fitting something, not just what to fit.
There is a lot to be learned about ship fits. Don't fret if you take a while.
When fitting on your own, your goal should be to pick one or at most two things and make the ship good at those. Look at your ship's bonuses - those are usually a good indication what to focus the fit around. If it gets a damage bonus, put the guns in it gets a damage bonus for. Fit the rest of the fit around that. If it gets a repper bonus, put in reppers, fit the rest around that.
Do NOT try to fit a "jack of all trades". They are horrible fits. Fit for a specific purpose, and fly the ship so you end up in that purpose.
Then some basic rules of thumb:
- Do not mix ranges: Autocannons are close-range, artillery is long-range. Similar for blasters/rails, pulses/beams, etc. Fit either one or the other, never both. (Jack of all trades thing) - Do not mix tanks: Either shield tank or armor tank, never fit both. (Jack of all trades thing again) - Do not leave slots empty (only exception are high slots when not a weapon slot, it's called "utility slot") - Always fill all the weapon slots you have in your ship. If it's a gunship, always fill all turret slots. Never leave one free. - Armor tanks allow electronic warfare: Scram, disruptor, web, tracking disruptors, painters. - Shield tanks allow for damage mods: Gyrostabs (MFS, Heat Sinks, BCS) and tracking enhancers - or speed mods (nanofibers, overdrive injector systems, etc.) to keep range.
To put this together, steps to fit a ship (for PvP):
- Put in a damage control - Put in a microwarpdrive (afterburner for a dogfighting frigate) - Put in a warp disruptor (warp scrambler on a dogfighting frigate) - Fill the weapon slots with appropriate guns (usually close-range, e.g. AutoCannons) - Fill the tank slots with a tank -- Armor tank usually is (in addition to the DC) a plate and 1-2 energized adaptive nano membrane. Frigates fit 200mm plates, cruisers 800mm plates, some cruisers, BCs and above 1600mm plates -- Shield tank usuall is a (single) shield extender and then maybe an invulnerability field. Frigates (and destroyers) fit medium shield extenders, cruisers and above go for large shield extenders. - Fill the remaining slots to augment your ship's role. Armor tanks add 1-2 damage mods if at all possible, but mostly ewar. Shield tanks add damage and speed modules.
Oh, and finally, my favorite quotation regarding ship fits:
The novice doesn't know the rules, and creates monstrosities. The practitioner follows the rules, and creates good works. The master understands when to break the rules, and creates wonders. |

Nycterix
Malevolence. Void Alliance
0
 |
Posted - 2011.10.14 19:58:00 -
[10] - Quote
Eve HQ is what I use on windows, but there are packaged wine versions in this thread for mac users.
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1305430 |
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Kinroi Alari
Pan Galactic Gargle Blasters Important Internet Spaceship League
5
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Posted - 2011.10.14 20:20:00 -
[11] - Quote
Favorite Grid Boost I usually recommend that players learn to fly frigates well. One of the most useful modules for power-starved frigates is this: Micro Auxiliary Power Core I (+10MW, uses 15tf of CPU) To run one takes Energy Management II and Enginering-III.
Tech You instead of Tech Two The Drake battlecruiser uses passive shield tanking, and shield power relays are a key for PVE passive shield tanking (but oh, how they hurt your capacitor regeneration!). So a lot of players jump in and stuff their low slots with four tech II Shield Power Relay II. But if you're willing to pay a little more, I highly recommend these instead -- they're just as good, and eat less CPU: Beta Reactor Control: Shield Power Relay I
Missile-toe PVE mission runners love to pay lots of money to put Arbalest missile launchers on their ships. But if you're running out of CPU, consider the much cheaper 'Malkuth' missile launchers. They eat a lot less CPU.
Armor-all PVPers and some PVEers love armor tanking (particularly Amarr pilots, as well as some Gallente and Minmatar). And while some styles of PVP armor tanking relies on massive armor plates for "buffer tanking," resistances are still important (and moreso in other styles). So many people turn to adaptive plating that provides "rainbow" damage resistance bonuses against all types of damage. But don't get fooled by those of us who jabber on about how you need Energized Adaptive Nano Membrane IIs; there are other inexpensive options.
Adaptive Nano Plating (-8% rainbow damage resistance; uses 1 MW and -ZERO- CPU; requires Mechanic I & Hull Upgrades I)
Triple-Sheathed Adaptive Nano Plating (-11.68% rainbow damage resistance; uses 1 MW and -ZERO- CPU; requires Mechanic I & Hull Upgrades I)
Energized Basic Adaptive Nano Plating (-14% rainbow damage resistance; uses 1 MW and 24 CPU; requires Mechanic I & Hull Upgrades I)
Energized Adaptive Nano Membrane I (-15% rainbow damage resistance; uses 1 MW and 30 CPU; requires Mechanic I & Hull Upgrades III)
Energized Adaptive Nano Membrane II (-20% rainbow damage resistance; uses 1 MW and 36 CPU; requires Mechanic I & Hull Upgrades V)
The following comes out of DED level 1 Serpentis complexes, and remain a fav of mine: Coreli C-Type Adaptive Nano Plating (-19.5625% rainbow damage resistance; uses 1 MW and ZERO CPU; requires Mechanic I & Hull Upgrades I) |

Louis deGuerre
Malevolence. Void Alliance
33
 |
Posted - 2011.10.14 20:43:00 -
[12] - Quote
Here's a list of basic support skills that will help you fit and fly all ships better :
* Electronics Skill (5% extra CPU/level) * Engineering (5% extra powergrid/level) * Energy Management (increases cap capacity by 5% per level) * Energy Systems Operation (decreases cap recharge time by 5% per level) * Mechanic (5% bonus to structure hit points per skill level) * Hull Upgrades (5% bonus to armor hit points per skill level) * Afterburner (10% bonus to Afterburner duration per skill level) * Navigation (5% bonus to sub-warp ship velocity per skill level) * Acceleration Control (5% Bonus to Afterburner and MicroWarpdrive speed boost per skill level) * Evasive Maneuvering (5% improved ship agility for all ships per skill level) * Fuel Conservation (10% reduction in afterburner capacitor needs per skill level) * Spaceship Command (2% improved ship agility for all ships per skill level) * Weapon Upgrades (5% reduction per skill level in the CPU needs of weapon turrets, launchers and smartbombs) * Advanced Weapon Upgrades (Reduces the powergrid needs of weapon turrets and launchers by 2% per skill level)
If you plan on shield tanking : * Shield Management (5% bonus to shield capacity per skill level) * Shield Operation (5% reduction in shield recharge time per skill level)
If you plan on armour tanking : * Repair Systems (5% reduction in repair systems duration per skill level)
It is also highly recommended to train Drones as they can be used on most ships : * Drones (Can operate 1 drone per skill level) * Scout Drone Operation (Can use light and medium combat drones, drone control range increased by 5000 meters per skill level)
There are modules you can use if you just can't get enough powergrid or cpu to fit your ship. Check out the http://wiki.eveonline.com/en/wiki/Fitting_ships evelopedia article.
Note that meta4 T1 stuff often gives identical performance as T2 stuff for much lower fitting requirements (but often at a higher price). FIRE FRIENDSHIP TORPEDOES ! |

Bibosikus
Elite United Hard Moose Moose Alliance
0
 |
Posted - 2011.10.14 20:58:00 -
[13] - Quote
Apart from the marvellous tools mentioned above, I strongly suggest this:
1) Ask around in "Local" - the chat window for the space system you're in will often reap good advice; but never take it from just one player. It's easy to feel awe at the desk-pounding insistences of 2003 players, but Eve is the greatest sandbox game in the world. Nothing, but nothing, is a dead cert.
2) Join a Corporation. Eve is a game where you can of course choose to do things Your Way. But getting in with a group of guys & gals who can give you pointers, suggest things and maybe even help you along ISK-wise because they have a vested interest in you as a member of their Corp.. well, that's a very valuable thing. Within a Corporation, you can also test your ship fits in a live environment (you can shoot each other safely and without penalty). You can experiment to your heart's content, using your corp mates, until you find the ship fit that you're comfortable with.
The box said "Requires Windows-a2000 or better", so I installed Linux. |

Rada Ionesco
Caldari Provisions Caldari State
2
 |
Posted - 2011.10.14 21:28:00 -
[14] - Quote
Arkady Sadik wrote:Get EFT (or pyfa, or EVE HQ). Do NOT try to fit a "jack of all trades". They are horrible fits. Fit for a specific purpose, and fly the ship so you end up in that purpose.
Oh, and finally, my favorite quotation regarding ship fits: The novice doesn't know the rules, and creates monstrosities. The practitioner follows the rules, and creates good works. The master understands when to break the rules, and creates wonders.
Here (above quote) are a few bits of very, very valuable advice. Take it to heart and you will succeed.
I would also recommend reading blogs by experienced players (PVP or PVE), there is allot to be learned from people who have the time to flesh out advice and recount their own experiences. Priceless IMO. |

Manostranoia
Vengeance Imperium Federal Republic
0
 |
Posted - 2011.10.14 21:32:00 -
[15] - Quote
The things tht i have used is EFT and EVE HQ those tools are invaluable to any player. 2 For the fits if you are armor set dont put shield things onto your ship and if you are a shielder stick with shields. 3 ask local players can prvide you the most valuable info and possably fits always look for fit tht you know tht u can use. 4 rat loot works well even for low skill point players. Sell wht you do not need and keep wht u can use. If all else fails run like hell to the station. If u need anything else please eve mail me and i will send u all the gatherd know how for all resits and wht the rats shoot. |

Klam
Viziam Amarr Empire
2
 |
Posted - 2011.10.14 22:20:00 -
[16] - Quote
EFT.
Get it, use the API to pull in your current skills. If nothing else, get EFT. It will save you time, isk, and help enlighten you on why people give all the other fitting tips/advice.
Fly what you can afford to replace. You don't always need the most expensive module you can fit simply because it's "the best". Eve ship death is permanent. It's not like other MMOs where you get the best you can afford and then simply respawn. Eve doesn't need "the best" for everything, it needs what gets the job done.
Don't fly a jack of all trades ship. You don't need combat, mining, exploration, and remote repair all on one ship. You can have more than one ship. The station hangers are more then big enough. Build one for Ratting/Missions. A separate one for hauling goods. Yet another for mining.
Stick to one weapon type for your ship, don't mix and match gun sizes, types and ammo. Most ships have a bonus to a certain weapon class/size or subtype. Sticking to that gives you the best bang for the fitting space. For example: - Use all Medium Artillery - Do NOT use Half medium Artilary and half small autocannon.
Stick to one method of "tanking" or handeling and mitigating damage. Examples: - Shield Buffer Tanking - Shield Recharge Tanking - Shield Booster Tanking - Armor Buffer Tanking - Armor Active (aka local Repair) Tanking - Speed/Signature Tanking - Hull Buffer Tanking (AKA Hero Tanking)
Don't underestimate the usefulness of drones... |

MrCue
BURN EDEN Northern Coalition.
0
 |
Posted - 2011.10.14 22:50:00 -
[17] - Quote
The best place to start would be BattleClinics loadout library the largest library of eve fittings, integrated into both EVEMon and EVEHQ, you can get advice as well as filtering quickly what you want. |

Mad Hops
Clearly Compensating The Dark Triad
1
 |
Posted - 2011.10.15 02:56:00 -
[18] - Quote
MrCue wrote:The best place to start would be BattleClinics loadout library the largest library of eve fittings, integrated into both EVEMon and EVEHQ, you can get advice as well as filtering quickly what you want.
Not to mention that there are helpful wiki pages including Acronym lists for those pilots confused by veteran terms, fitting diagrams that are much easier to understand than plain text, and a helpful group of veteran moderators that are willing to spend their personal time to respond to your questions via PM, however noobish you think they are. |

Spr09
Purdue Engineering and Technology Talocan United
3
 |
Posted - 2011.10.15 02:58:00 -
[19] - Quote
autocannon minmatar ships, 'nuff said |

Andy Landen
Cryptonym Sleepers Moon Warriors
6
 |
Posted - 2011.10.15 03:22:00 -
[20] - Quote
Quote:What are the various ways that one can learn how to be successful at fitting their ship? Four tools: 1) EFT 2) Battleclinic (a LOT of bad fits, but ideas from top rated fits are a good place to start), 3) Eve Test Server, Sisi. Try it there to see how it performs with no risk or cost to you. 4) Eve Central to see the prices: http://eve-central.com/ or the market and contract tools in-game; keep the module costs to under the value of the ship hull, in general. Typically, no more than 1/10 the cost of the hull.
Tips: CPU rules the fitting. PG is much easier to work around. Avoid Co-processors, reactor control units, as they only benefit cpu/pg and no other performance aspect of the ship. Use your character, not all 5 character, because getting all 5 takes much more time and gives a false sense of performance than what you can expect to see in game. Remember alpha. Sure it can tank like a beast, but what if the reps cannot avoid allowing each volley to add structure damage to the target ship? Remember range. If optimal is 1 km, then your dps is practically 0 until you get to optimal plus falloff. Remember tracking. 0 dps again if you can't hit it. Remember missiles don't care about tracking and have lovely "optimals." |
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Elvis Preslie
NRDS Securities Apocalypse Now.
2
 |
Posted - 2011.10.15 04:45:00 -
[21] - Quote
Yeah and there's also using the Sisi server to test fitting and practice combat. Do your part, go on SIsi, look for bugs and increase your ability. |

Morfig
De Re Metallica Epsilon Shimmy Alliance
0
 |
Posted - 2011.10.15 05:07:00 -
[22] - Quote
Play to the strengths of the ship. If there is a bonus for something-or-other then that is a hint that you should fit that type of item.
I use EFT when fitting but I usually consult my corp mate who is the master of our corp fits. |

Souris Blanche
The Baker Street Irregulars
4
 |
Posted - 2011.10.15 07:03:00 -
[23] - Quote
When you start playing Eve, you will quickly find that Eve is different in many ways from any other MMO you may have played in the past. In order to learn how to fit your ship(s) "correctly" you should:
1.) Download EFT (Eve Fitting Tool) Available Here
2.) Join a corp that is willing to teach you how to do the things you want to do in-game. Eve University is a great corp for new players that teaches PVE, Ship fitting, Mining, and other aspects of the game. There are PVP-oriented corps, such as Red vs Blue, that teach new players ship fitting, and other PVP related aspects of the game. There are even corps based in nullsec that welcome new players. This is a diagram showing the type of things you can do in Eve, so take a look at it, get an idea of what you might want to do, then find a helpful corp that specializes in that aspect of the game. If it turns out you don't enjoy that aspect of the game, no problem... just try something else until you find something you enjoy.
3.) Go to Battleclinic and take a look at fits that have far more positive votes than negative votes. There are many, many horrible fits on Battleclinic, so take what you see with a grain of salt. Don't copy a fit from Battleclinic exactly, but rather use the fits you see there to learn the concepts of Armor tanking, Active Shield Tanking, Passive Shield Tanking, Speed Tanking, etc.
4.) Come to terms with the fact that bigger is NOT always better. Progressing to a larger ship might not always be the best thing to do in some situations. For example, using a Battleship in a Level 2 mission is often slower than using a cruiser-sized ship because is moves slower (travelling from warp-in points to a gate in missions takes much longer in a battleship), or may not be able to hit the small, fast frigates and cruisers as easily. Additionally, "upgrading" to a larger ship before you can effectively use the appropriate sized weapons is not advised.
5.) Use EFT, combined with the concepts you learned from looking at Battleclinic fits to make a fit that you want to use for a certain situation (PVE fits are different than PVP fits are different than Wormspace Fits are different than Incursion fits).
6.) Ask questions in your corp chat (or other chat channels that are "New Player Friendly" such as Project Halibut) to figure out what improvements or changes you can or should make (and why those changes would make the fit better) to improve the fit you came up with.
7.) Go back to EFT, try out the changes were recommended. Notice how the changes affected the fit's stats (better tank, more DPS, increased cap stability, etc) and ask follow-up questions if you don't understand why the changes are better.
8.) Fly what you can afford to lose. When I started playing, I knew I would lose ships due to simply being in over my head, being impatient, not begin knowledgeable about whatever situation I was flying into, or simply taking risks. My personal rule was to never fly a ship (fit in such a way) that I could not replace it at least 3 times over. Meaning that if I lost a particular ship, I could replace it and all the modules/rigs/etc, and still not be broke. Over time, I learned more about certain situations, and flew more or less expensive ships accordingly. I learned that I could "risk" flying a more expensive ship in PVE since I understood what I was going to be facing in a particular mission. I learned that I could PVP in less expensive or smaller ships and still have ridiculous amounts of fun.
9.) Balance. Many players and many activities in Eve can be done in many different ways, you might want to do things that maximize the amount of ISK you earn per hour, or minimize the amount of effort, but eventually you will (hopefully) learn to play Eve in such a way that it maximizes the amount of FUN you have. It is ultimately up to you to decide how to fit your ship, what ships to fly, what to do in Eve, how much you play, and even what your goals are. People are always going to fit ships slightly differently than someone else, have opinions about the "correct" way to fit a ship, think that you have too much tank, or not enough tank, or that a fit costs too much...
... but, at the end of the day, if you had fun flying a ship fitted the way you want, that works for the situation you found yourself in, and that works for your own personal playstyle, then you are doing something right. |

Strider Hiryu
Kangaroos With Frickin Lazerbeams Ninja Unicorns with Huge Horns
4
 |
Posted - 2011.10.15 09:29:00 -
[24] - Quote
Fit to win. Dont cheap out on mods. Push fittings to the extreme. Use better implants to maximize your fit. Use T3 ganglink alts. Use falcon alts. Fit a cyno on your alts falcon. Bring more friends. Win. |

Strider Hiryu
Kangaroos With Frickin Lazerbeams Ninja Unicorns with Huge Horns
4
 |
Posted - 2011.10.15 09:30:00 -
[25] - Quote
Strider Hiryu wrote:Fit to win. Dont cheap out on mods. Push fittings to the extreme. Use better implants to maximize your fit. Use T3 ganglink alts. Use falcon alts. Fit a cyno on your alts falcon. Bring more friends. Win.
What she said. |

Kor Kilden
Thukker Tribe Holdings Inc.
0
 |
Posted - 2011.10.15 09:46:00 -
[26] - Quote
EFT is probably one of the best tools available to save time and isk. I wish I'd have heard of it when I started.
I've found that there are very few truly bad combat (pvp or pve) fits (assuming weapons are the right size and type to receive bonuses if applicable). There are two critical things to flying a ship well: 1) Know how turrets work. CCP has a wiki article on turret mechanics. Know it by heart, and know how changing the variables changes your chance to hit. Understand how you can manipulate those variables with modules, ship selection, and position. This does also apply to missile based ships, as you're likely to have turret weapons shooting at you a fair amount of time.
2) Know your ship. Know everything about it as well as you can.
Ask yourself: How long does the capacitor last? How much time does it take to get to your optimal position? How much buffer do you have to get there, or out of the incoming fire? What size targets does it like shooting? Do you need to slow them down or keep transversal down? Are you agile and fast enough to do it by flying, or must you use modules? Do you have enough falloff and speed to make them come straight to you? Do you do a little damage every shot, very rapidly, or do you rely on infrequent powerful hits? If you shoot slowly, for a lot of damage, it in your best interest to wait until everything's perfect to take the shot? Sometimes artillery boats can benefit by turning off auto-repeat against some targets. Can a drone do your work for you? I like web and target painter drones for missions to help control engagement range and target size, but that's because I like big slow guns. Something will go wrong. How do you get out, and if that doesn't work, how can you stay alive until you can get out?
If you have fitting difficulties, check for different named modules. Sometimes it's worth it to go with a slightly less effective module so you can fit a significantly better set of guns or tank module. Tech 2 is not always your best bet, despite usually being the best module you're going to be fitting (while still fairly new). I can use tech 2 of every module on my favorite pvp rifter, but I get better results going with higher meta items so I can fit bigger guns and a bigger armor plate.
Of course, most importantly, do not fly what you do not have a backup plan for. If you sell your frigate to buy and fit a cruiser, and you lose the cruiser, it hurts. If you buy a cruiser and lose it, but still have a destroyer to claw your way back up, you're in decent shape still.
Kor Kilden |

Lemming EVERADIO'FAN
EVE Radio Fan Club
0
 |
Posted - 2011.10.15 11:15:00 -
[27] - Quote
When getting started, check both the ships description and it's corresponding recomended certificates. The game designers had specific roles in ming when initially designing their ships, and fitting them to serve that role will give you a lot of milage out of your ships. If it's a drone boat, try fitting drone augmentations, if it says its a combat ship, try tracking enhancers or tracking computers, missile boat? Give Target painters or ballistic controlls a try. And allways fit the same weapon type and ammo (swap later if you have to).
If you ship is really effective at a particular range, your job is to get your ship in position for max damage. If it has a mix of weaponry, you won't be completely effective at any range.
Be carefull with Battleclinic fits. A lot of players there will put negatives on bad fits and strange comments just to "Troll" those message forums. They also tend to put +1's on some really bad fits for the "lolz". Most of the fittings that have high rattings are expensive gank fits that a rookie pilot will have little hope of fielding propperly, and nearly every recomended fit assumes perfect fittings skills. But there are some good fits in there. Remember, on the internet a 13 year old punk has the same voice (or could be more vocal about bad ideas) than a 5 year veteran of eve.
As a rookie player, focus on surviving the battle first, and DPS second. For PVE this means strong active tanks, and for PVP this usually means large buffers. Put a Damage controll unit on every ship you fly, and unlock t2 DCU's as soon as possible. They will give you extra hull hit points giving you more time to get out of a bad situation.
Focus on your smaller ships and frigates first. Usually frigs do best when active tanked (active repair modules), and have a web loaded. The web will help you orbit at close range against larger ships and stay alive as you 'get under' the bad guys guns.
Once your skills start comming up, you can really start to fit your tank to match the ship types. General rules of thumb (exceptions allways exist though):
Gallente: Damage Control unit and active armor reps. Minmitar: Speed Tanks (speed to 'get under guns' or stay out of range to prevent damage). Active shield tanks. Caldari: Large Shield Buffer tanks / Passive recharge tanks Amar: Armor Buffer Tanks (PVP), active reps with lots of cap rechargers and or a cap booster (PVE). |

Baron Agamemnon
The Einherji Supernova Federation
0
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Posted - 2011.10.15 11:35:00 -
[28] - Quote
Here is my biggest tip for fitting ships in EVE: Fit for a spesific purpose. Don't try to make a ship that does a little bit of everything.
- Figure out what you want the ship to do. Be it running missions, killing sleepers, PVP or POS bashing. - Select a ship within your skills that does that best. - Fit the ship to do it in an optimal way. Here you need to decide on weapons, tank and mobility. Don't mix tank, go either buffer or active, either shield or armor. Mobility is your propulsion module and sometimes nanofibers or overdrive injectors, they may come at the expencve of either tank and/or damage so you need to balance. Guns should be self evident :). Take a look at the ships bonuses before you use guns, and go either long range, or short range. Don't mix.
And last but not least, do research on current effective setups, ask folks, share your fit and get advice. Download EFT and check out the numbers as well, but remmeber that there is other important numbers in EFT then just dps and tank, like agility, velocity, signature radius, resistances, capacitor etc.
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Pierre Dumonte
Mortis Noir.
0
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Posted - 2011.10.15 15:41:00 -
[29] - Quote
A lot of good tips here.
Having trained many, many pilots in how to fit ships and fly them and survive the harsh world of EVE-Online there are a few pointers I can give.
1 - Look at the ship description, and see what the role of the ship is and what bonuses it gets. 2- Look at killboards for successful alliances. Look at who their top killers are, and then look at those players' losses. Study the fits of people who are successful.
Early on in the game you may not have the skills to fully fit the ship of choice. That is ok. You may have to leave a slot empty for now. The main thing is that you fit to the ship's bonuses and fit what you can afford to lose.
NEVER UNDOCK IN A SHIP THAT WILL BANKRUPT YOU WHEN IT GOES BOOM
every ship you fly is a pretty blue explosion, it is just a matter of when. remember that at all times.
you don't always need t2 or faction gear. Look at named items such as 'Malkuth' or 'Fleeting' etc. here is a link to Warp Disruptor I description on evelopedia. on the right hand column of info there are variations. The T1 variations have different fitting requirements and if a vanilla flavoured warp disruptor won't fit, maybe one of the variations will.
Start with frigates, then move to a cruiser and then Battle cruisers.
Destroyers are an advanced ship type. Avoid them until your base skills are high enough that you can fully fit them. They are fragile like frigates and as easy to hit as a cruiser. keep that in mind.
Get in with a good player corporation and they will help you to fit to your skills. Even a 2 day old character is useful in a fight if their ship is fit properly.
Get out there and have fun! its only a game, and you will explode so get used to it 
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Matches 42
New Eden Regimental Marines Rebel Alliance of New Eden
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Posted - 2011.10.15 17:26:00 -
[30] - Quote
^^^^ What he said  Im just gonna put the tip in, just for a moment, just to see how it feels....-a |
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