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Jackship
24th Imperial Crusade Amarr Empire
1
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Posted - 2016.12.24 06:40:12 -
[1] - Quote
Hull ? Shield? Gun? Armor? For the first time,. which is the first thing you try to fit in? Did you find it quick and easy? |
Tipa Riot
Federal Navy Academy Gallente Federation
3186
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Posted - 2016.12.24 07:44:23 -
[2] - Quote
Jackship wrote:Hull ? Shield? Gun? Armor? For the first time,. which is the first thing you try to fit in? Did you find it quick and easy? Depends on the purpose of the ship, but usually I start with the turret/launcher hard points, then fit the prop mod, tackle, tank, application mods, fitting helpers followed by a couple of tweaking rounds until everything fits, and finally fill the utility slots if any CPU/PG is left.
I'm my own NPC alt.
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ShahFluffers
Ice Fire Warriors Escalating Entropy
11220
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Posted - 2016.12.24 07:45:41 -
[3] - Quote
And the correct answer is: It depends.
There are some ships that are focused more on firepower... others are more defensive in nature... and then there are those that excel at speed. To fit a ship properly requires a bit of experience and finesse as you will be attempting to balance several major aspects (gank, tank, speed, and utility) of the ship to get a working result.
But I assume that you have no idea what any of this means... so let us backtrack a bit and start with a very basic question:
What are you trying to do? (note: be as specific as possible)
Depending on the answer you give, a ship's fit will vary greatly.
How did you Veterans start?
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Mara Pahrdi
The Order of Anoyia
1312
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Posted - 2016.12.24 08:28:46 -
[4] - Quote
Usually a DC2.
Remove standings and insurance.
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Alasdan Helminthauge
HC-Nightshade
40
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Posted - 2016.12.24 08:34:35 -
[5] - Quote
my usual order: main weapons, propulsion, dmg, tank, cap, utility for pve ships. main weapons, propulsion, tackle, tank, cap, dmg, utility for pvp ships. |
Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
19691
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Posted - 2016.12.24 09:06:41 -
[6] - Quote
Depends.
Also, since when have "quick and easy" been considered virtuous around here?
Murderers of Negotiable Motivations
=]|[=
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Sara Starbuck
Adamantine Creations
25
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Posted - 2016.12.24 15:45:46 -
[7] - Quote
Afterburner or MWD, Gunrack if combatship, then start to work on tank and support modules. |
ergherhdfgh
Imperial Academy Amarr Empire
1791
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Posted - 2016.12.24 16:27:43 -
[8] - Quote
The first thing that you need to do is figure out what you plan on doing with the ship or how you plan on flying it. Once you know that it will be easier to figure out your fit. At that point it will make no difference where you start as you will likely work your way around the ship a few times changing stuff out.
Even once you get the fit "worked out" you will likely go try it out and come back and change stuff. Think of it more as a work in progress rather than a destination. |
Nina Hayes
Dark Horse RM
101
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Posted - 2016.12.24 18:04:39 -
[9] - Quote
Guns, lot's of em. |
Alaric Faelen
Sabotage Incorporated Executive Outcomes
409
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Posted - 2016.12.24 19:43:40 -
[10] - Quote
First determine what sort of build I am aiming for.
If it's DPS, then obviously high slots. EWAR is mostly in Mids.
So what gets fit first is the things I need to accomplish my goal. Small gang stuff I have my own tackle modules, bigger fleets usually have dedicated tackle freeing up my mids. That decision point really drives the rest of the fit....basically how much tank/damage mods can I get on there before I need fitting mods/implants. I find some ships need fitting modules for fits to really work, others I can throw isk at the problem and run faction or Dedspace modules.
I primarily like larger scale fleet action, where I can be a special snowflake. Larger fleets can afford to have roles filled by dedicated ships, and I find a lot of depth in the various fleet roles available in Eve. It is the one thing I say often- Eve needs more ROLES than it needs new SHIPS. Everyone gets excited for shiny new boats, but deeper and more engaging fleet roles is the key to avoiding 'F1 Monkey' syndrome. The new command bursts are a step in the right direction. Even if you don't like the mechanic itself, at least it's not off grid anymore.
Playing around with fittings is more fun (IMHO) when you can really focus on a purpose. EWAR is a great platform to experiment with. Much of the Meta 4 stuff is better than T2, which is easier to skill for and fit. So while V's are nice, you don't need them to get the best fitting.
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Toshiro GreyHawk
191
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Posted - 2016.12.24 23:55:55 -
[11] - Quote
As a new player, what I did was fit whatever crap I had in my inventory.
As I became more experienced I learned not to do that.
Set a priority based on what you intend to do and fit the modules first that are most important to that task. Then work your way down until you are fitting things - or leaving them empty - based on how much PG/CPU you've got.
There used to be a forum here specifically for the discussion of fits. Look around and you can find posts of people listing what they use. Don't take that as gospel - but think about it. Learn what the modules do and try to understand why the person listing that fit put what he did on it.
There are all kinds of things you can do - you just need to understand what it is you want to do - and what modules can help you accomplish that task.
In a humorous vein:
There used to be a video on you tube where this guy had fit his Hulk out to trick gankers into attacking him, then killed them with his drones. The Hulk did NOT have a mining fit but a gigantic tank with a webber and warp scrambler. Of course - this only worked because the guys who tried to gank him didn't scan his ship first. This is an extreme example of a fit that is based on "what do you want to do".
There was another guy who had a video of him ganking a battle cruiser with his rookie ship. The thing here - was that the guy picked his victim. The Battle Cruiser's guns were to big to hit the rookie ship and it did not have any drones - or friends. The guy in the rookie ship was a veteran pilot who knew exactly what he was doing.
*shrug*
. . . |
Tyrana McBitch
Pirate Cartel
0
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Posted - 2016.12.25 03:00:26 -
[12] - Quote
Depends what I'm doing.
Normally: Guns. Tank/Gank.
Then mods for PvP or PvE. |
Morgan Agrivar
Sebiestor Tribe Minmatar Republic
727
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Posted - 2016.12.25 03:08:34 -
[13] - Quote
As a new player:
"Oh, what does this do? Well, let us put it on and find out. How about this? Is this a gun? We will find out..."
Now:
"Why can't I fit more guns on this damn thing!!!!!11!!1111!!!!!oneoneone"
So, not much difference in the 3.5 years I have been playing |
Morgan Agrivar
Sebiestor Tribe Minmatar Republic
727
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Posted - 2016.12.25 03:17:02 -
[14] - Quote
Toshiro GreyHawk wrote:
In a humorous vein:
There used to be a video on you tube where this guy had fit his Hulk out to trick gankers into attacking him, then killed them with his drones. The Hulk did NOT have a mining fit but a gigantic tank with a webber and warp scrambler. Of course - this only worked because the guys who tried to gank him didn't scan his ship first. This is an extreme example of a fit that is based on "what do you want to do".
There was another guy who had a video of him ganking a battle cruiser with his rookie ship. The thing here - was that the guy picked his victim. The Battle Cruiser's guns were to big to hit the rookie ship and it did not have any drones - or friends. The guy in the rookie ship was a veteran pilot who knew exactly what he was doing.
Hulk has had enough...
Trip to OwnZone....
And my favorite...
Enjoy. |
Musashi Date
62
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Posted - 2016.12.25 03:50:03 -
[15] - Quote
Lets have a sample situation: lvl4 security missions ship.
-I load up a weapons system that would deal around ~600dps or more. High slots, drones and low slots. Pick weaker long range ammo, then stronger short range ammo.. see if I could reach up to 60km for battleship npcs. -Next I look at my resist holes and try to raise them to mid 70s~low 80s resist ratings, missions usually deal two specific ones. So either low slots, mids, or I keep in mind there are still rigs that can help me with this. -Then the repper and prop mod, mids or lowslots. Usualy just an afterburner, cause its easier on the CPU or PG. -Then cap sustainability with rechargers, batteries, lows or midslots. -Only then I round up things with the rigs, to either fill in more CPU/Powergrid, more capacitor regen/battery, etc.. -Then I review the all the highs, mids and lowslots again..
As a new player, hmm.. I remember when I started fitting ships, I over tanked. God, I did lvl3 security missions in like 3 hours lol, because of my abysmal dps. I never used the damage increasing low slot modules early on, cause I either had more capacitor modules up there or more resist (this char is amarr) modules.
A relevant topic here is, what skills you should train for and such... I just did whatever minimum skill requirements for a specific module as a newbie. Then maybe around my third month or so.. I started the core skills: PG, Cap, Nav, Targetting, etc.. It started affecting my fitting preferences because it freed up slots in the ship module-wise. Only then I started to fit damage-increasing mods in the lowslots, heh. |
Toshiro GreyHawk
191
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Posted - 2016.12.25 11:20:45 -
[16] - Quote
Morgan Agrivar wrote:
Enjoy.
Yes. |
Demonspawn 666
The Dirty Rejects ChaosTheory.
151
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Posted - 2016.12.25 17:50:25 -
[17] - Quote
First thing I do....... google
The Dirty Rejects are recruiting!
Come play with me...... I like being played with!
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Cara Forelli
Better Off Red Unspoken Alliance.
2167
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Posted - 2016.12.25 23:12:23 -
[18] - Quote
Put the biggest and best of everything you want. Then downgrade things until it barely fits. When you get some experience you'll get better at skipping the first part because you'll have a good idea what will fit and what won't.
Want to talk? Join my channel in game: House Forelli
Titan's Lament
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DeMichael Crimson
Republic University Minmatar Republic
57989
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Posted - 2016.12.26 06:37:44 -
[19] - Quote
Contrary to what most other players have posted, new players usually don't have the necessary skills or experience to do a good ship fit. To make it easy for new players who are training up skills and gaining experience, a buffer shield tank is the best way to go when first starting out in this game.
Basic set up would include Shield Extender, Invul Field, Damage Control, Power Diagnostic System and Shield Power Relay modules.
In my opinion the first thing new players should focus on with ship fitting is their Defensive Tank which would also include increasing Resistance. After that fit up Offensive Firepower followed by Propulsion.
It's better to be safe than sorry. Start off with more Defense and less Offense, you can always cut back on the Defense and Increase the Offense. If you go in with less Defense, more than likely you'll lose your ship.
DMC
'The Plan' | California Eve Players | Proposal - The Endless Battle
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Kalido Raddi
Echelon Research Goonswarm Federation
58
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Posted - 2016.12.26 07:31:45 -
[20] - Quote
TBH, the first thing I do is launch Pyfa.
As for the rest, I think about what I want the ship to do... Actually, I think about that *before* selecting the ship to fulfill the role.
Then I decide on what prop mod to fit (usually dictated by fleet, gang or purpose).
After that I look at available grid & CPU, and start to fit guns to match the hull bonuses.
Then I look at tank. Shortly after that I run out of either grid or CPU and then I'm into the long fiddly part of ship fitting, which is working out what you can swap out while retaining the greatest benefit. |
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Mephiztopheleze
Laphroaig Inc.
1157
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Posted - 2016.12.26 11:30:05 -
[21] - Quote
1: import fitting from EFT. 2: right click ship -> multifit -> aforementioned imported fitting. 3: board ship. 3: undock 4: group guns, 4.1: load ammo 5: place modules in preferred configuration for hotkey map.
Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze
This is my Forum Main. My Combat Alt is sambo Inkura
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Marcus Binchiette
Pyrotech Creations
41
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Posted - 2016.12.26 13:59:14 -
[22] - Quote
There are so many different options within each component of your fit that advice like "just fit tank" is barely helpful. Instead of learning items you should be learning concepts.
1. Weapons Determine the weapon types based on desired range. Most important with weapons you will notice that they have a thing called optimal range. So make sure that all your weapons have the same effective range.
2. Defences Defences come in 4 types which can be grouped in two ways. Shield and Armour. Or Buffer and Active. Thus a defence can be Shield Buffer, Active Shield , Armour Buffer, or Active Armour. These types should rarely be mixed. The type of defence you choose should be determined by the design of your ship, it's bonuses, and number of low or mid slots.
3. Propulsion Most ships should have some form of propulsion, and this means fitting either an afterburner or microwarp drive in one of your mid slots. The ability to close, evade, chase down, or maintain range on an opponent is such an important ability that it often decides the battle. MWD are very powerful, however, they come with some serious drawbacks to your powergrid and your capacitor drain. Meaning that it will limit what armour and weapons you carry. It will also increase your capacitor drain and reduce your endurance in a battle. So this is something to consider.
4. Tackle modules The best combat ship in the world means nothing if your opponent can simply warp away. So most player combat ships will have a warp disruptor or warp scrambler. Which one you take depends on how close to your enemy you want to be, and what it is you will be fighting. Thus, you should become with the "holy trinity" of mid slots for PvP. Warp Scrambler, Statis Webifier, and Afterburner.
5. EWAR modules. As you have already designed your ship around a desired engagement distance, it makes sense that you should select EWAR modules which are also most effective at that range. Though on an EWAR ship you will often do this in reverse. By designing your range around the EWAR modules and then selecting a weapon (if any) which can work at that distance.
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Francis Raven
ExDominion Evictus.
77
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Posted - 2016.12.27 16:10:24 -
[23] - Quote
Nowadays, use the simulator to find out the best fitting you can handle with your skills. This will also give you numbers on tank, dps, and leftover powergrid or CPU.
First thing would be to fit what your ship is bonused for. If its for guns, make sure you use the best guns you can. If its for a shield tank, make sure you fit shield tank modules.
ExDominion | Nullsec Corporation | Website | Forums | Established Nov. 2015 |
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MadMuppet
A Better Corp Name
1123
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Posted - 2016.12.27 18:34:07 -
[24] - Quote
1. Load drones and ammo in their respective holds, especially if you are making a bunch of ships to grab quickly. 2. Fit rigs, if known and needed. 3. Make sure all parts i want to add are the right size. 4. Install parts, usually wepons and and repair modules first, then the prop (AB or MWD) 5. Make sure all parts I want to add are the right size. 6. Check capacitor time with given equipment. Make sure to turn off item you will no be using in combat (probe launcher, cloak, tractor beams, salvager, etc). 7. Adjust gear and modules to get cap right. 8. if cap looks too good to be true, it is. Go back to step 3.* 9. If ready, undock and group guns and drones. 10. Give snazzy name to ship and save fitting.
*My first Machariel had an awesome cap stable fit in EFT. When I built it I found I had way more cap than I needed, so I added more damage mods. I blew up shortly after in a L4 with webs and scrams as my tank melted instantly. Turns out I accidentally fit a medium shield repair mod instead of the large I had purchased. Some lessons in Eve are expensive.
This message brought to you by Experience(tm). When common sense fails you, experience will come to the rescue. Experience(tm) from the makers of CONCORD.
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