
Memphis Baas
1433
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Posted - 2016.04.10 14:12:25 -
[1] - Quote
Basic fitting guide (wall of text):
1. Read the ship description and traits, see what bonuses it has. This will give you the purpose of the ship, and will help you determine what weapons are preferred, and possibly whether to use shield defenses or armor defenses.
2. Decide whether you want to fight at long range or up close and personal. Long range does less damage but you may be able to stay outside the enemy's range, and thus avoid damage. Short range does more damage but you'll need to think about defenses.
3. Fit the weapons. Fit all of the ship's high slots with the same weapon. Each weapon type has a long range and a short range version; for example, for Caldari or Gallente, they use hybrids, so railguns are long range, blasters are short range.
4. Fit propulsion (afterburner or MWD). Whether you're long range or short range, you need the speed, so you can be faster than the enemy and control that range, and stay far away or close. Afterburners are used continuously for a small increase in speed, MWD is used for a great burst of speed (and then it will deplete your ship's energy and you'll have to turn it off).
5. Fit defenses. Frigates in general don't have enough slots for what we call a "tank", and rely on speed and small size to avoid damage. You can still fit either a shield booster or an armor repairer, if you have the spare slots. For cruisers and larger, you need an actual "tank": a shield tank is a shield booster, a couple of shield hardeners (for resistances), and possibly a shield extender (extra shield hitpoints); an armor tank is an armor repairer, a couple armor hardeners or energized membranes, and possibly armor plates (if you have the slots). You can also use a Damage Control module for extra overall resistances. Whether you use shields or armor depends on how many slots the ship has: shields use mid slots, armor uses low slots.
6. Fit utility. For PVP, warp disruptor or scrambler is a must, otherwise webifiers help you keep the enemy still so you can shoot it. Damage modules like heat sink, magnetic field stabilizer, ballistic control system, or drone damage augmentor help you increase the damage your weapons do. Capacitor juice is always nice, so cap recharger, or capacitor booster (with charges), can be used.
So the basic idea is: pick a range (long or short), and fit your ship with appropriate modules so that you can control the fight, so that you can keep the enemy at that range and shoot it with all the possible weapons at that perfect range.
This is why you don't mix and match weapons; instead of fitting for every possible scenario and thus dividing your firepower, you want to control the fight and apply the maximum damage in that controlled situation. (Or if you can't control the fight, warp out, refit, and try again).
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