
Letouk Mernel
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Posted - 2007.02.05 13:02:00 -
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Unfortunately, EVE has a lot of information to learn as a newbie, and well-written tutorials are few and far between.
Briefly, a ship has a lot of attributes, the most important two being power grid and CPU. The grid generally limits how many weapons and defenses you can put in, and the CPU limits how many lasers or electronic warfare modules you can put in.
The other things that determine what a ship is good for are its bonuses, the number of turrets/missile slots, and whether it looks like it's a combat ship (lots of weapon slots, lots of shield or armor, good power grid) or an industry ship (bonuses to mining or bonuses to cargo, bigger cargo hold, lots of CPU).
Now, to fit a ship you look at its statistics to determine what to do with it in general:
- Low slots can be used for armor tanking or to enhance power grid / CPU / cargo hold. - Medium slots can be used for shield defenses, speed enhancers like afterburners or MWD's, and electronic warfare modules like webifiers and warp jammers. - High slots can be used for weaponry or aggressive modules like Nosferatu, smartbombs, etc.
Amarr ships tend to have fewer medium slots than other ships, and more low slots, and so it's recommended to armor-tank them (one armor plate, one armor repairer, perhaps armor hardeners if you have spare slots, and ignore shields; put afterburners, capacitor rechargers, webifiers, or other helpful stuff in the mid slots instead. For the high slots, they usually get bonuses to lasers, so most people use lasers with them (and the odd NOS in the extra slot).
Caldari ships, as an example of a different setup, generally have more medium slots and fewer low slots than other ships, so most of them are shield-defended. One or two shield extenders, one shield booster, and then shield hardeners or shield boost amplifiers in the medium slots, power grid enhancers in the low slots, and missiles or hybrid guns in the high slots (whatever the bonus of the ship is).
For a mining ship, the idea is to have as many lasers as possible, and the CPU to support these lasers. Caldari and Minmatar have ships like the Bantam or Osprey that have few mining laser turrets, but get bonuses that double the output of those turrets. The Amarr and the Gallente don't have bonuses, but can put in more turrets than other races. A typical setup would be mining lasers in the high slots, a shield repairer, perhaps an extender, maybe a survey scanner (you're forced to use shield defense because you need your low slots for something else) in the mid slots, and either coprocessors (to enhance the CPU) or cargo expanders (so you have enough room to put the ore in) in the low slots.
You don't need to buy the ship; you can find it on the market, right-click and choose show info, and then you can look at its stats, and figure out how you're going to fit it. The stats for modules and weaponry are also on the market (in fact if you search for the stuff I've mentioned casually above, you can probably find all the modules on the market and find out exactly what each requires, in terms of cpu and powergrid fitting requirements, as well as skills required).
Finally, a lot of the ships are "balanced" by CCP with the assumption that you have your support skills at 4 or so. Engineering skills give power grid and let you fit shield defenses, Electronics gives CPU, Mechanic skills let you fit armor defenses, Navigation gives you speed, and then the appropriate weapon skills (Gunnery, Missiles, and Drones) enhance your damage output.
You won't have enough grid on a ship to fit the best defenses AND the biggest guns; you can start with the best defenses and fit puny guns, or you can start with the biggest guns and have puny defenses. This is where you have to offset your weaknesses by speed / staying out of range, or if you're well-defended, by going in close so you can use the more damaging short range weapons.
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