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Sun Win
Mutually Assured Distraction
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Posted - 2007.05.02 01:08:00 -
[1]
This guide is a set of generally good ideas or "Eve Common Sense" for fitting out your ship. Please note that these are not hard and fast rules and there will be many, many exceptions to the rules. I personally regularly break a number of these rules. But in the vein of the philosophy that before you run you should learn to walk, it's important that you know the rules and be able to articulate why you are breaking them.
1) Fill your slots. Every single one of your high, mid and low slots should have something in them. If you can afford it, rigs are great too.
2) Avoid mods that give you bonuses to fitting. Mods that serve no purpose other than increasing powergrid or CPU are generally not a good idea. You are better to both improve your skills and to consider replacing some of your planned mods with ones with easier fitting requirements (i.e. dropping from 150mm to 125mm rail guns)
3) Never fit civilian/basic modules. If the module is useful enough that you want it on your ship, you can take the time to train the skills for a proper version.
4) Fill your drone bay. If you ship has a drone bay you should be using it!
4a) Given a choice between less larger drones and more smaller drones, more smaller drones is better. For example if you have 40m3 of drone space, 2 smalls and 3 meds probably beat 4 meds. Remember that there is a limit of 5 drones at a time.
5) Fit weapons to your ship's race. Gallente fit Hybrids (blasters/rails), Minmatar fit projectiles (autocannons/artillery), Amarr fit Lasers (pulse/beam) and Caldari fit missiles/hybrids.
6) Fit weapons and other mods to your ship's size. Frigates get smalls, Cruisers get mediums, Battleships get larges. Note that "medium" lasers are actually small, because the Amarr are crazy.
7) 5 and 6 can probably be all encapsulated under this one which is: Fit to your ship's bonuses. If your ship gives a bonus to small hybrids, there should be small hybrids fitted to your ship. If your ship gives an armour repair bonus, you should have armour repairers on your ship. If you are fitting your ship out and you find yourself not wanting to use any of the bonuses, there is probably another ship better suited to your purposes.
8) Specialize your weapons. You want to fit as many of the same type of weapon on your ship as you possibly can. For example, if your ship has 4 high slots with up to 3 turrets /2 missiles you would prefer to go 3/1 over 2/2.
8a) Specialize your weapon class as well. If you are fitting one standard missile launcher, you should be fitting all standard missile launchers (not a mix of launchers and rockets).
9) Do not mix tanks. There are three basic types of tanking in Eve. Passive shield (lots of shields with high natural regen), active shield (less shields but shield boosters and much cap to run them), active armour (armour repairers and cap to run them). You should be attempting only one of these things (though active and passive shield is kind of a blurry line).
9a) Choose your tank based on your slot layout. Lots of mids means shield tanking. Lots of lows means armour tanking.
10) When in doubt, do 1-2 things well instead of lots of things poorly. You may think that throwing a little of everything on there will help you deal with any situation, but the reality is that it'll more than likely make you bad at every situation. If you are going to be an uber tanked close range monster, don't fit any rails 'just in case'. Commit yourself to a plan and a strategy. There is no single 'right' setup, but there are a lot of wrong ones.
New to Eve? Learn to Fly - join channel: "Eve University" or read here |

DubanFP
Caldari Four Rings D-L
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Posted - 2007.05.02 02:08:00 -
[2]
Edited by: DubanFP on 02/05/2007 02:04:08
Originally by: Sun Win 6) Fit weapons and other mods to your ship's size. Frigates get smalls, Cruisers get mediums, Battleships get larges. Note that "medium" lasers are actually small, because the Amarr are crazy.
For the most part i agree with you however i would like to add an exception to this rule. And that is shield extenders. Generally Large shield extenders work best on battlecruisers and cruisers, medium on frigates. Get some really wicked tanks that way. ______________________ [img] Interested? |

Mik Nostrebor
Minmatar ORKS
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Posted - 2007.05.02 05:25:00 -
[3]
And further to what Durban says: Large shield boosters work well on Battle Cruisers and XL Shield Boosters work well on Battleships.
Another general guideline is that you should fit equipment to match the value of the ship you are flying. Fitting 100 million ISK wrth of modules onto a tech I frigate is not a wise idea. Better to fit that stuff to a Tech II ship of some sort or re-assess why you are so keen to keep that frigate alive considering it only costs 250k to buy in the first place.
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Sun Win
Mutually Assured Distraction
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Posted - 2007.05.02 12:53:00 -
[4]
That's a good point though I personally have a very bad habit of breaking it.
New to Eve? Learn to Fly - join channel: "Eve University" or read here |

Chigger Troutslayer
Ferrus Syndicate ASGARDIAN EMPIRE
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Posted - 2007.05.02 13:22:00 -
[5]
Edited by: Chigger Troutslayer on 02/05/2007 13:18:47
Originally by: DubanFP Edited by: DubanFP on 02/05/2007 02:04:08
Originally by: Sun Win 6) Fit weapons and other mods to your ship's size. Frigates get smalls, Cruisers get mediums, Battleships get larges. Note that "medium" lasers are actually small, because the Amarr are crazy.
For the most part i agree with you however i would like to add an exception to this rule. And that is shield extenders. Generally Large shield extenders work best on battlecruisers and cruisers, medium on frigates. Get some really wicked tanks that way.
I'll second that. I put a large extender on my cyclone. And yes the line between passive and active tank can be very blurred. My cyclone is a perfect example. With the large extender it has a nice natural recharge rate. But I don't want to go fully passive and put shield rechargers on it because I would then be breaking rule #7. Cyclone gets a bonus to shield boosting, so a medium booster and shield boost amp go on instead. Lows are all damage mods. If I can't tank it with shields its time to gtfo.
Now I need to see if I can take Mik's idea and use a large shield booster instead of medium.
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Kumu Honua
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Posted - 2007.05.02 22:46:00 -
[6]
Originally by: Sun Win 5) Fit weapons to your ship's race. Gallente fit Hybrids (blasters/rails), Minmatar fit projectiles (autocannons/artillery), Amarr fit Lasers (pulse/beam) and Caldari fit missiles/hybrids.
I disagree with this.
The only time that fitting "Racial" guns to your ship is a "Necessary" thing is when that ship gets a bonus to that weapon.
For example, the Gallente Myrmidon has no weapon bonus. So fitting artillary is often a good idea. (If you have the skills...)
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Tkar vonBiggendorf
Gallente
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Posted - 2007.05.02 22:57:00 -
[7]
Originally by: Kumu Honua
Originally by: Sun Win 5) Fit weapons to your ship's race. Gallente fit Hybrids (blasters/rails), Minmatar fit projectiles (autocannons/artillery), Amarr fit Lasers (pulse/beam) and Caldari fit missiles/hybrids.
I disagree with this.
The only time that fitting "Racial" guns to your ship is a "Necessary" thing is when that ship gets a bonus to that weapon.
For example, the Gallente Myrmidon has no weapon bonus. So fitting artillary is often a good idea. (If you have the skills...)
Very true. The Myrmidon also has a bonus to armor repairers, but makes a better passive shield tank than a Drake. There are always exceptions to the rule. However, this guide as a "general rule of thumb" is pretty good, especially to newer players that aren't that familiar with ship fitting yet.
I'd add: Use QuickFit before you blow your wallet on a set of faction items that don't fit your CPU/Powergrid/Skills.
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Sonya Rayner
Unicorn Enterprise
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Posted - 2007.05.02 23:33:00 -
[8]
Originally by: Kumu Honua
Originally by: Sun Win 5) Fit weapons to your ship's race. Gallente fit Hybrids (blasters/rails), Minmatar fit projectiles (autocannons/artillery), Amarr fit Lasers (pulse/beam) and Caldari fit missiles/hybrids.
I disagree with this.
The only time that fitting "Racial" guns to your ship is a "Necessary" thing is when that ship gets a bonus to that weapon.
For example, the Gallente Myrmidon has no weapon bonus. So fitting artillary is often a good idea. (If you have the skills...)
Also some of the amarrian ships fall under this category. f.ex. autocannon punisher, artillery apoclypse
____________________
couldn't resist... sorry... |

Dread Operative
Sniggerdly Pandemic Legion
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Posted - 2007.05.02 23:51:00 -
[9]
Edited by: Dread Operative on 02/05/2007 23:47:27 11) Always fit a mid-slot propulsion mod. Preferably a MicroWarpDrive.
No exceptions. Ever.
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Sun Win
Mutually Assured Distraction
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Posted - 2007.05.03 00:33:00 -
[10]
Originally by: Kumu Honua The only time that fitting "Racial" guns to your ship is a "Necessary" thing is when that ship gets a bonus to that weapon.
For example, the Gallente Myrmidon has no weapon bonus. So fitting artillary is often a good idea. (If you have the skills...)
There are exceptions to be sure. And you have articulated a reason for that exception in this case so you are free to break the rule. As I said at the start of the guide, the purpose is to give new players a baseline from which to innovate and try new setups. By default, one should plan to fit racial weapons to the ship. If as you are working on your setup you come with a clever reason to do otherwise go for it.
But MOST OF THE TIME...
New to Eve? Learn to Fly - join channel: "Eve University" or read here |

Hoshi
Blackguard Brigade Phalanx Alliance
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Posted - 2007.05.03 12:52:00 -
[11]
Originally by: Sun Win
Originally by: Kumu Honua The only time that fitting "Racial" guns to your ship is a "Necessary" thing is when that ship gets a bonus to that weapon.
For example, the Gallente Myrmidon has no weapon bonus. So fitting artillary is often a good idea. (If you have the skills...)
There are exceptions to be sure. And you have articulated a reason for that exception in this case so you are free to break the rule. As I said at the start of the guide, the purpose is to give new players a baseline from which to innovate and try new setups. By default, one should plan to fit racial weapons to the ship. If as you are working on your setup you come with a clever reason to do otherwise go for it.
But MOST OF THE TIME...
I agree here, there are some interesting creative stuff you can do with fitting like other races guns, multi tanks, armor tank/ew on shield tanking ships etc but you should wait with those setups until you know enough about the game to not benefit from these advices anymore. ---------------------------------------- A Guide to Scan Probing in Revelations |

Pimm
Gallente University of Caille
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Posted - 2007.05.03 17:39:00 -
[12]
Well I'm just starting out. Gallente. Yesterday I replaced my Civilian blaster with a Hybrid railgun. The first ship I encountered was a scout in an asteroid belt. Even though I pumped 50 rails into him I did no damage. So I'm not sure what I did wrong, but my civilian blaster was better.
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Han Quattro
Caldari
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Posted - 2007.05.03 17:56:00 -
[13]
Originally by: Pimm Well I'm just starting out. Gallente. Yesterday I replaced my Civilian blaster with a Hybrid railgun. The first ship I encountered was a scout in an asteroid belt. Even though I pumped 50 rails into him I did no damage. So I'm not sure what I did wrong, but my civilian blaster was better.
You were probably too close. Rails work better at range, and blasters are for closeup work. It also depends on ammo type. Antimatter ammo is best for closeup, while Tungsten/Iridium/Thorium is better for middle ranges. Be aware that the longer-range ammo has a lower damage rating. Oh, and you did load your rails with ammo, right? Just asking, since Civilian Blasters don't use ammo, and you might not have known that.
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Okapir
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Posted - 2007.05.03 18:31:00 -
[14]
Love the thread... masses of good advice, bumpity bump!
I reserve the right to change my boss!
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Sun Win
Mutually Assured Distraction
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Posted - 2007.05.08 15:52:00 -
[15]
Thanks! I'm glad you enjoyed it.
New to Eve? Learn to Fly - join channel: "Eve University" or read here |

Serret Nevets
Puppets on Steroids
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Posted - 2007.05.08 16:07:00 -
[16]
Pimm,
Did you put ammo in the gun?
Spanking or being spanked... it's up to you. |

DubanFP
Caldari Four Rings D-L
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Posted - 2007.05.08 19:24:00 -
[17]
Also 2 vital thing "for skills not technically fittings" 1) Train Engineering and Electronics to lvl IV. It's vital to fitting your ships to their best 2) Train Energy Management and Energy System Operation to IV. Together they'll increase your cap recharge a whopping 50%. After subtracting hardeners and other steady cap usage that'll increase your ability to run shield boosters/armor repairers significantly. As well as anything else that uses Cap. ____________
DubanFP > where ever there is a player that's getting too rich, wherever there's an industrial with too much loot, wherever there is a noob with too much smack we'll be there... |

Gartel Reiman
Project F3
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Posted - 2007.05.08 19:54:00 -
[18]
Originally by: Sun Win 1) Fill your slots. Every single one of your high, mid and low slots should have something in them. If you can afford it, rigs are great too.
Yep. Something I didn't realise for a long time was that you can still put a module in a slot even if you don't have the CPU and/or powergrid for it. What happens is it doesn't come online, but it's still in the slot in an offline state. This wasn't such a big deal until I found out that you can online the modules while in space (assuming you have 95% capacitor or more, so no insta-swapping during combat).
This isn't a really big deal, but it is a little something that I'm glad I know now, and it backs up the point that you should always fill the slots, even if all your fitting is used up.
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Sable Keetch
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Posted - 2007.05.09 09:38:00 -
[19]
Bump for some good info I wish I had when I started.
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FT Diomedes
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Posted - 2007.05.09 13:55:00 -
[20]
Originally by: Gartel Reiman
Originally by: Sun Win 1) Fill your slots. Every single one of your high, mid and low slots should have something in them. If you can afford it, rigs are great too.
Yep. Something I didn't realise for a long time was that you can still put a module in a slot even if you don't have the CPU and/or powergrid for it. What happens is it doesn't come online, but it's still in the slot in an offline state. This wasn't such a big deal until I found out that you can online the modules while in space (assuming you have 95% capacitor or more, so no insta-swapping during combat).
This isn't a really big deal, but it is a little something that I'm glad I know now, and it backs up the point that you should always fill the slots, even if all your fitting is used up.
Yes, this is very useful. Especially early on. Until I got my skills up a bit, I couldn't have my AB online at the same time as all my guns. I fit the AB anyway, but left it off-line. Then, once everything was dead, I turned off a gun and used the AB while I was looting the wrecks.
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Kua Immortal
RSP Enterprises
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Posted - 2007.05.09 20:52:00 -
[21]
Brill! Bump!
I've yet to skill up any rigs but I was wondering what anyone thought about the PG and cap (and CPU - does that exist?), being kinda preferable as they do not get a malus...
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Sun Win
Mutually Assured Distraction
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Posted - 2007.05.16 14:32:00 -
[22]
Originally by: FT Diomedes This isn't a really big deal, but it is a little something that I'm glad I know now, and it backs up the point that you should always fill the slots, even if all your fitting is used up.
Yes, this is very useful. Especially early on. Until I got my skills up a bit, I couldn't have my AB online at the same time as all my guns. I fit the AB anyway, but left it off-line. Then, once everything was dead, I turned off a gun and used the AB while I was looting the wrecks.
That's really clever!
My rule of thumb has always been to go down by one step of weapons if I don't have PG to gun everything. So instead of 150mms you'd fit 125's etc. But for mission running the AB trick seems like a cool idea (of course until you get the fitting skills up - ultimately you want every module to be online).
New to Eve? Learn to Fly - join channel: "Eve University" or read here |

Guaradar
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Posted - 2007.05.16 17:58:00 -
[23]
Another thing I'd like to add -- fit rat-specific active hardeners if you are going against NPCs. Putting one rat-specific hardener per damage type (for example, explosive and kinetic against Angels) doubles the effectiveness of your tank.
Also, in regards to putting a speed booster of some sort ALWAYS -- I disagree. Shield-tanking battleships running missions (read: Ravens) get little use out of an AB -- going 200m/s instead of 100m/s isn't going to outrun any rats, and you'd be better off with another hardener.
Two more rules I'd like to add: 1) Make sure your Cap can handle what you have fit -- it's not worth fitting a shield booster, active hardeners, MWD, and lasers or other cap-draining weapons if your cap can only sustain it for 10 seconds. 2) Against NPCs, in general a better tank is better than increased DPS. There are exceptions to this rule, such as if you're fighting in a gang and you're not the primary tank, or if your damage is so low you can't break NPC tanks, but this is probably true 90% of the time.
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Vasiliyan
TELKOM Industries
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Posted - 2007.05.16 21:35:00 -
[24]
Originally by: Kua Immortal Brill! Bump!
I've yet to skill up any rigs but I was wondering what anyone thought about the PG and cap (and CPU - does that exist?), being kinda preferable as they do not get a malus...
They are the win, but it's worth checking how much DPS/tank/whatever benefit you're actually getting from being able to fit a full rack of large guns. Sometimes it's only a few percent better than the next size (e.g. autocannons).
Another tip: mixed-size guns can work for missions if you don't yet have good drones skills for taking out small ships.
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Joe Lappo
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Posted - 2007.05.17 19:23:00 -
[25]
Very helpful thread. Could someone clarify what is meant by "tank", though? Step 9 suggests not mixing tanks and I've read through the whole thread but can't really understand the meaning. Also, what is an AB?
Thanks!
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Sun Win
Mutually Assured Distraction
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Posted - 2007.05.17 21:43:00 -
[26]
AB is "Afterburner" It's a propulsion module that makes you go faster.
Tank is slang for your defenses. You have gank (how much damage you do) and tank (how much defenses you have).
Generally when you pick a strategy for staying alive, you will choose various ways of tanking your ship.
Make sense?
New to Eve? Learn to Fly - join channel: "Eve University" or read here |

Polysynchronicity
Amarr
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Posted - 2007.05.17 21:51:00 -
[27]
"AB" is an abbreviation for "Afterburner", a module which takes up a Medium power slot and improves the speed of your ship when active.
A "tank" is the collection of defensive modules fitted to your ship. For example, a shield tank would primarily consist of a shield booster and shield resistance upgrades.
There are two main types of tank. Armor tank and shield tank. It is possible to fit both types of tank at once, but it is generally not a good idea to do so because you can only gain the benefit of half of your tanking modules at any given time.
For example, if I fit a shield booster (shield tank) and an armor repairer (armor tank), the armor repairer is only going to be useful once my shield tank fails. If I wait until my shield tank fails, the shield booster is no longer going to be effectively defending me.
I could have instead fit (for example - I am not reccomending this combination) a shield booster (shield tank) and shield power relay (shield tank) and have a stronger shield tank in which all of my modules are useful all the time.
The general rule of thumb is: if you have a module that provides no benefit when a different module is being used, replace it. You should be able to (in theory) activate all of your modules at once and have them all be doing something useful without interfering with each other. ----- That glorious ship is a Templar-class fighter, the sword of light and purity which our carriers shall drive into the hearts of the Minmatar heretics! |

Kidari Tenlos
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Posted - 2007.05.18 02:17:00 -
[28]
Originally by: Dread Operative Edited by: Dread 11) Always fit a mid-slot propulsion mod. Preferably a MicroWarpDrive.
No exceptions. Ever.
/Disagree. Cap penalty, Sig Radius Penalty, Cap usage? MWD's are definitely not always preferable.
And There are plenty of ships that don't need an afterburner either.
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