
Funesta
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Posted - 2011.01.18 22:09:00 -
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Yes, there are things you can fit to your ship that will trade excess CPU for powergrid, or vice versa.
The modules that you want for gaining power grid at the expense of CPU are Power Diagnostic System I or Reactor Control Unit I. They both cost you 20 tf of CPU, if I recall. The Reactor Control Unit just gives you a simple 10% boost to power grid. The Power Diagnostic System is more popular, however, and it's what I'd recommend for a Drake given a choice. The Power Diagnostic System will boost your power grid by only 5%, but it also boosts your capacitor recharge, capacitor capacity, shield recharge, and shield HP. Since the drake is shield tanked and relies on a big passive shield, this is a pretty nice module option.
For completeness's sake, the item you use if you need more CPU and have spare power grid is called a co-processor.
All of these are low slot modules. Low slots are used for passive damage boosters (for missiles, the relevant item is a ballistic control unit - there's one for each gun type), for swapping CPU and power grid, and for defense (mainly armor). Mid slots are for a variety of odd modules, including afterburners, target painters (decent for a PVE damage boost), capacitor stuff, electronic warfare stuff, and for defense (mainly shield). High slots are for things that you target and shoot at someone, EXCEPT for electronic warfare /target painter stuff. That'd be guns, tractor beams, salvagers, remote repair, miners, drone stuff.
That's a broad outline - there's some crossover between low and medium slots in the sense that there are armor, shield and capacitor-related modules in both low and medium slots, but the most important shield modules go in mid slots and the most important armor modules go in low slots. Shield-related modules for low slots are not as strong or important as what you fit in the mid slots. Basically, look it up on the module info or you'll get yourself into trouble easily.
Honestly, for advice on how to fit ANY ship, I suggest you google <ship name> + eve + fitting. That's how I get started with any new ship. I find the most illuminating part of such websites is usually the comments section, wherein people call each other idiots and try to one-up the first suggested fits. If you use some common sense, replace all the tech 2 suggestions with tech 1 variants while you get started, and read the comments on random fits you look at you'll get something pretty decent.
For more specific, fast advice: you want a bunch of heavy missile launchers (the heavy assault missile launchers, HAM for short, are for PVP). You want a large shield extender, a shield recharger, and a shield hardener (an Invulnerability Field I is a generic good option - there's specific ones for each damage type that you might want to swap out for each mission enemy if you want to get fancy about it). That'll leave you with three mid slots I think, which you could shove more shield extenders in or you could throw in a target painter to shoot frigates more easily. You could also throw in another shield hardener, or an afterburner. In the low slots, you'll want a shield power relay, one of the aforementioned power diagnostic systems, and a bunch of ballistic control units. You can also throw a damage control in one of the low slots if you're ever in doubt of what to put there. That's most of the way to a decent drake fit with lots of room to optimize. It's okay to have empty high slots - you might want to throw a tractor beam in there or a salvager.
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