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Tyr Aeron
L0pht Systems
0
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Posted - 2011.10.15 17:54:00 -
[31] - Quote
Go here. --> Worst Fits Ever
Never do these things. They are bad. |
Nigel Steele
Taggart Transdimensional Virtue of Selfishness
0
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Posted - 2011.10.15 18:38:00 -
[32] - Quote
Fitting tools are great, but how about some links that explain the dynamics of combat and why you want a particular value someplace? For example, how signature radius affects missile and bomb damage and why you would not want to engage MWD when bombs are coming at you.... or how tracking works; common misconceptions are that a battleship can easily oneshot a frigate, which isn't necessarily true. Knowing those mechanics important to making a good fit. I just don't have any good links and am too busy to google them right this second (= |
Lauprice
Pator Tech School Minmatar Republic
0
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Posted - 2011.10.15 21:05:00 -
[33] - Quote
It's fun to play with EvEHQ or EFT for understanding how fitting works but in game it's not the same case when you lose a ship without any understanding on what happened. Ewar is too small and we don't have a real combat log. It will probably more interessting to have all informations clearly on screen for making choice during the fight. For me, playing PvP in EvE is simply estimate if I have a chance to kill, push few buttons and wait the result. having a tool like Combat Log Analyser will be fun too |
Twylla
Sardaukar Terror Troops
0
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Posted - 2011.10.16 02:06:00 -
[34] - Quote
A tidbit worth mentioning/reinforcing:
1. Pick the Job/role 1. Pick the ship for the job. 2. Fit the ship to the ship.
Do NOT:
1. Pick the ship 2. Pick the job 3. Fit the ship to the job.
This creates 'bad fits' where you are doing something the ship cannot or is not ideally suited for.
Early on, you'll be cutting your teeth on mission running, likely combat missions to stroke both your sense of accomplishment as well as your pocketbook. Avoid using mining ships or electronic warfare ships.
The best ships to use for level 1 mission running are usually fire support type ships, which are typically more defensive-oriented and highlight the races' specialties. Such ships are the Imicus, Kestrel, Rifter, and Punisher
And as a final note: Don't rush into the biggest, sweetest piece of spaceship that catches your eye. This is VERY dangerous as you will not have the supporting skills or experience to survive. Take your time, window shop, learn the mechanics and the modules, and train up Core skills. |
Jenn Makanen
Science and Trade Institute Caldari State
14
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Posted - 2011.10.16 04:26:00 -
[35] - Quote
Understand that your shields and your capacitor don't recharge at a flat rate.
They both recharge on a curve, that maxes out at around 32.5% or so. So if you're in a passive shield tank, don't worry when it falls. As long as it stays above the 32.5% mark (or so) your tank is fine. it's only when it blows past that you have a significant problem.
When using a active burst tank (big repair module that eats a lot of your capacitor. turn it on when needed), try not to use it when it'd drop your cap below the 32% mark (or so). Your cap regen at 10% is a lot lower than at 20%.
http://www.nada.kth.se/~ksig/myndir/figure4.jpg
Resist tanking vs hp tanking: Yes, you can big plates and extenders on your ship, and boost your HP that way. But you can also use the resistance modules to adjust how much of the incoming damage you'll be taking. You have the passive ones (shield resistance amplifiers, resistance plating, and energized plating which is like resistance plating, but more effective at the cost of some cpu), and the active ones, the shield hardeners and armour hardeners. Armour gets a global resist mod for passive, shield gets it for active. When you're in most missions, mission npcs will throw 2 types of damage at you. (there are some that don't. pay attention to who the mission is against). So you can set up resists against those, and ignore the others. generally cheaper with the active ones(cap wise) and more effective.
Resistances apply to the remainder of the damage you're taking. so if you have 2 50% resistance mods, the first will knock out 50% of the damage. the second will take out 25%. a further one would take out 12.5%. (and there are stacking penalties. people recommend damage controls because, A, they apply to everything, B are cheap to run, and more importantly, C, don't have stacking penalties). Play with the numbers in EFT or another fitting tool of your choice.
When in PvP, all bets are off. Going for even resists is your best chance. Especially against Minmatar or Caldari (who can change damage types easily) |
Stitcher
Re-Awakened Technologies Inc
62
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Posted - 2011.10.16 04:38:00 -
[36] - Quote
Stitcher's Golden Rule: When fitting, it is usually (but not always) better to play to the ship's strengths rather than try to mitigate its' weaknesses.
Decide on the role, fit for that role. Fit as if things are going to go exactly according to plan, but fly as if they won't. An in-character blog and a video: http://verinsjournal.blogspot.com http://www.youtube.com/watch?v=tu1mbsgo738
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Destructor1792
Sebiestor Tribe Minmatar Republic
3
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Posted - 2011.10.16 05:14:00 -
[37] - Quote
For a new player, it's not only about what to fit but what to train to get the most out of any fitting.
Knowing what they want to do first (or a general idea) is a good start. And then go from there.
If all they want to do is mine or play the market, then it's a waste of their time training up Large gunnery skills.
Keep it simple to start with. Once they start to get the hang of what modules do what & what works best on what ship, then introduce them to EFT or Pyfa (which is better), EveMon, Eve Market, Mining Spreadsheets and the myriad of other tools floating about.
And I always make a point of telling new pilots that what looks good on paper may not be the case when playing Live.
Sandbox - where no fit is wrong but there are optimal ones which are preferred. |
Rek Seven
Zandathorn Industries
4
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Posted - 2011.10.16 11:11:00 -
[38] - Quote
Unfortunately EVE does not teach you how to fit your ship in-game, instead you are forced to use external tools like eft or you could ask people in-game.
The best thing to do is find a ship you want to fit and then look for the standard fittings and the battleclinic website. Read the comments and try to understand why people have fitted the mods they have. Then you can use eft to improve upon the fit if needed.
I'm not sure why CCP don't add a feature in game that lets you test your ship tbh... |
Renan Ruivo
Hipernova Vera Cruz Alliance
165
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Posted - 2011.10.16 16:07:00 -
[39] - Quote
Not exactly about ship fittings, but related.
I see all the time a bunch of newbies (newbie != noob, keep that in mind) that get mad because they hear a lot of people telling them "this ship is the best ship in-game". But the truth is that instead of taking that information for granted, you should ask that person what makes he/she think that ship is the best and then taking that info into account, you double check with info you got from other people to see if it matches.
No matter what people tell you, the Maller isn't a DPS monster, and the Raven isn't the king of PVE. Sometimes the only difference between a budding genius and a blooming idiot is where they chose to take a stand. |
Jose Chung
Munkey Chung LLC
0
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Posted - 2011.10.17 00:28:00 -
[40] - Quote
As the EFT horse has already been beaten to death, allow me to suggest that you install and test fits on the Singularity test server once you are able to access it. Most items in the game (with the exception of faction, deadspace, and officer modules) are available on the market in many stations for 100 ISK each.
There is a CCP developer-written application that makes the installation of the test server faster and smoother.
PLEASE NOTE: The test server database is a "snapshot" of the Tranquility database. This means that your account may not be available the test server until its database has been updated. This also means that your character on the test server may not have the most up-to-date skill set, which can prevent you from being able to fly or fit recently "unlocked" ships and modules. |
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Starfury Shang
DarkLight Corporation
0
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Posted - 2011.10.17 10:15:00 -
[41] - Quote
Can I ask CCP Fallout if we will ever see EFT, or an equivalent, offered "in-game"? |
Genghis Kitty
Hello Kitty Online Adventurers
1
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Posted - 2011.10.17 11:00:00 -
[42] - Quote
You shouldn't try to skip ship classes., learn small and build up.
Learn to fit a frigate. Well. Play with the fittings. It's fairly easy and you only have limited permutations, and limited iskies to lose.
If you try to run into a Battleship without understanding the basics of fitting you'll be very confused.
"Whoa, 8 mid slots in a Scorpion, what do I do with those?"
"Slowly, slowly catchee monkey"
Also PvE and PvP have drastically different fits.
PvE - While missioning you need long term survivability so you want to be running a perma-tank if possible.
PvP - Kill the other guy before he kills you. "Buffer tank", you don't want to worry about running a tank for 5 minutes. Kill him, quickly, or get killed. Dyslexics of the world untie! |
George Holden
Syndicated Systems
4
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Posted - 2011.10.17 13:34:00 -
[43] - Quote
In case you're looking at the fitting screen an just can't figure out which way (armor/shield) to tank your ship the slot layout often gives you a hint what the devs might have had in mind. Most Gallente and Amarr boats have more lowslots than midslots this is an indicator for armor tanking on the other hand Caldari usually has more midslots which makes it easier to shield tank them.
Of course there are exceptions where you can do either (but never both!) on a ship here it usually comes down to personal preference, skills and maybe fleet doctrine. No point in armor tanking your ship if you have shield logistics in your fleet etc.
In case you're reading this right now you're definetly off to a good start, keep in mind even though the tutorial is pretty good already there is much to learn in EVE and usually it involves a lot of reading in forums, blogs and wikis or just go ahead and ask around your corp or the help channels people are usually going to help you. |
Sunviking
Mushroom inc
0
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Posted - 2011.10.17 13:35:00 -
[44] - Quote
Hi,
The First Principal of ship fitting is in my opinion:
When fitting a ship, always fit modules that maximise the use of your ship's bonuses.
- Sun
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Djakku
Pod Liberation Authority HYDRA RELOADED
8
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Posted - 2011.10.17 16:30:00 -
[45] - Quote
I tried to make a guide about it a year ago, got bored of it though....
http://evedjakku.blogspot.com/ |
Korsiri
Garoun Investment Bank Gallente Federation
1
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Posted - 2011.10.17 16:49:00 -
[46] - Quote
sorta related:
Save your fits! (ingame)
You can always rename them, "Trial 1 - speed tank" whatever... so that way, if you get interrupted, or, worse, die in such a fit, you might have an idea what you'd actually put on it. Ultimately, when you get one that works for you, one that you like, you won't be going, "oh wait was I fitting an N-type Therm hardener or some other?"
Unless you have a perfect memory, I guess. I found it's easier to quickly refit this way, not just between different missions, but when trying out fits as well. |
Borkers
Center for Advanced Studies Gallente Federation
0
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Posted - 2011.10.18 00:12:00 -
[47] - Quote
If you're fitting for PvE, find out what damage types you're most likely to encounter and fit accordingly. Google the name of any mission you'll probably find a detailed description of all enemy ships. Regions of space have distinct rat factions, and each faction has preferred damage types. Fit to resist the damage they deal, and fit to deal the damage they don't resist. This can be very effective without being expensive.
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