Fitting 101 http://eveuni.org/fitting101 You ve got the best of two Tempest hulls, everything from Clear Skies that wasn t destroyed, and parts from the Maelstrom that got salvaged.
Fitting 101 Ship Fitting Window Skills to help fit your ship Modules to help fit your ship Tech 1, Tech 2, Faction and Meta levels Module Sizes Scripted Modules Rigs Stacking Penalties External Fitting Tools (e.g. EFT)
Ship Fitting window Calibration Turret hardpoints High slots Missile hardpoints Available Filled Rig slots Mid slots Click this for more info! Cargo hold CPU (teraflops) Drone bay Low slots Powergrid / PG (megawatts)
Fitting skills Power Grid Management (x1) increases PG by 5% per level CPU Management (x1) increases CPU by 5% per level very important skills! Weapon Upgrades (x2) reduces turret/launcher CPU need by 5% per level Advanced Weapon Upgrades (x6) reduces turret/launcher PG need by 2% per level Shield Upgrades (x2) modules requiring this skill: reduces PG need by 5% per level Electronics Upgrades (x2) modules requiring this skill: reduces CPU need by 5% / level Energy Grid Upgrades (x2) modules requiring this skill: reduces CPU need by 5% / level Mining Upgrades (x4) reduces CPU penalty of mining upgrades by 5% per level
Fitting Modules Co-processor I (low): +7% CPU output Tech 2: +10% Reactor Control Unit I (low): +10% powergrid output Tech 2: +15% Micro Auxiliary Power Core I (low): +10 MW power (suitable for frigs/destroyers) Tech 2: +12 MW Power Diagnostic System I (low): +5% powergrid output, plus other bonuses Tech 2: same, but other bonuses increased Ancillary Current Router I (rig): +10% powergrid output Tech 2: 15%, but also very expensive
Tech & Meta Levels Yes these are all different types of warp scrambler... all 19 of them. Although they all do the same thing, they each have slightly different attributes. Click the Compare button at the bottom of any Show Info window to compare between variations. faction modules Compare button
Compare Tool Compare Tool allows you to see the differences between modules. Click column headers to sort by that column. Meta 1-4 modules are usually easier to fit and better than Meta 0. Tech 2 usually better and need more skills, but at a cost of more PG/CPU required. Tick boxes to add columns to the view Meta 4 sometimes equivalent to T2, but easier to fit or activate.
Module Sizes Micro: used on frigates/destroyers, but only if you can't fit small modules Small (or 1MN propulsion mods) : used on frigates/destroyers Medium (10MN): used on cruisers/battlecruisers/industrials Large / Heavy (100MN): used on battleships (and capital ships if no extra large/capital category) Extra Large / Capital: used on capital ships (exception: extra large Shield Boosters) Not actual restrictions: you can fit any modules on any size ship, assuming you have the PG/CPU available. Modules which are often oversized: shield extenders, shield boosters, armor plates. One-trick-pony ships with oversized modules: heavy neut Curse, racing Stabber
Scripted Modules All mid slot modules with more than one effect can be scripted: This module can be fitted with scripts to increase its effectiveness in certain areas. (Remote) Sensor Boosters, Tracking Computers & Tracking Links, Tracking Disruptors, Remote Sensor Dampeners Each module has two scripts, which double one effect whilst nullifying the other(s). Example: unscripted Sensor Booster I; +25% scan resolution & +25% targeting range. With scan resolution script; +50% scan resolution & +0% targeting range. Scripts are loaded instantaneously like laser crystals, and they last indefinitely. Warp Disruption Generators (used on heavy interdictors) can also be scripted to act like super warp disruptors.
Rigs Rigs are permanent modifications of your ship. You cannot remove rigs, only destroy them. When you repackage a ship, the rigs are destroyed. Rigs take up Calibration in the same way as other modules take up PG/CPU. There is no way to increase your calibration. Tech 1 ships have three rig slots, Tech 2 ships have two rig slots (Tech 3 ships: 3 rig slots). You do not need any skills to fly ships with rigs. You do need skills to (1) fit rigs, and (2) reduce the drawback associated with some rigs. Skills required: Jury Rigging, plus skills related to the rig e.g. Shield Rigging, Armor Rigging, Projectile Weapon Rigging, etc. Some rigs have no drawback and there is no related skill. Tech 2 rigs are extremely expensive usually, don't bother, but could be worthwhile on certain high-end ships.
Stacking Penalties Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized Fitting multiple modules like this, that affect the same attribute, will cause a stacking penalty. After the first bonus, further bonuses to the same stat will not apply their full bonus. Not all modules suffer stacking penalties. Can be difficult to tell exactly what is stacking-penalized and what isn't. Effecitveness 100.0% 86.9% 57.1% 28.3% 10.6% 3.0% 0.6% 0.1% 1 2 3 4 5 6 7 8 Effectiveness Number of the of nth modules module/rig affecting affecting same the attribute same attribute http://wiki.eveuniversity.org/stacking_penalties For information on exactly what suffers stacking penalties and what doesn't.
Stacking Penalties (2) Here's an example of how stacking penalties work. My Hurricane has a base scan resolution of 275mm, and a base targeting range of 56.25km. I have these three modules on my ship... one Signal Amplifier I (+10% scan resolution, +25% targeting range) one unscripted Sensor Booster II (+30% scan resolution, +30% targeting range) one scan-res scripted Sensor Booster I (+50% scan resolution) Putting these bonuses in order of effectiveness and converting them to decimals... Scan resolution bonuses: x1.5, x1.3, x1.1 Targeting range bonuses: x1.3, x1.25 If stacking penalties did not exist, this is what the final values would look like... Scan res: 275 * (1 + 0.5) * (1 + 0.3) * (1 + 0.1) = 589.88mm Targeting range: 56.25 * (1 + 0.3) * (1 + 0.25) = 91.41km But, because stacking penalties do exist and these attributes are affected by them, the actual values looks like this... Scan Res: 275 * (1 + 0.5) * (1 + (0.3 * 0.869)) * (1 + (0.1 * 0.571) = 549.73mm Targeting Range: 56.25 * (1 + 0.3) * (1 + (0.25 * 0.869)) = 89.01km
External Fitting Tools EFT - https://forums.eveonline.com/default.aspx?g=posts&t=24359 (always use eve-files link) Pyfa - https://forums.eveonline.com/default.aspx?g=posts&t=247609 EveHQ - http://evehq.net/ General features: Export/import generated fits to and from EVE API key input to pull your skills DPS graphs (example) & effective HP calculations Example fittings (EFT) : http://i.imgur.com/rtuvkc9.jpg Where to find fits: Eve University's Ship Loadouts forums: PvP or PvE - also great place to ask for fitting help Battleclinic - use with caution, don't assume high-rated fits are good Failheap Challenge's fitting forums - often more advanced fits for higher SP pilots Ask in E-UNI channels!
Starting to fit your ship... Don't try to do lots of things at once ship fitting is all about specialization. Know what you are going to use your ship for before you start fitting it. Fit to your ship's bonuses......bonuses to medium projectile weapons? Fit medium projectile weapons....bonuses to shield resistances? Shield tank it....no weapon bonuses? Don't use (or fit) for damage-dealing. Don't mix different tanking (shield/armor/etc) styles on one ship be awesome at one rather than okay at lots. Fit ships appropriately, relative to their cost. Cheap ship, or one that you expect to lose? Fit it cheaply. Example: good Rifter; bad Rifter. Expensive ship, or one that will last a long time? Spend some cash on it. Example: good Tengu, bad Tengu.
Fitting tanks Tank Type General Idea Benefits Drawbacks Modules you might find useful Armor Active Buffer Repair any damage taken with one or more activated repair modules Have as many effective hitpoints as possible so you survive as long as possible - You can repair damage - Effective in duels or missions - PvP: keeps you alive longest versus lots of enemies - Fewer buttons to press - Dependant on capacitor to power active modules - More buttons to press - overwhelmed by fleet DPS - Armour plates make you less agile & slower - Armour does not regenerate Armor repair systems (low) Armor hardeners (low) Energized & resistance plating (low) Armor plates (low) Armor hardeners (low) Energized & resistance plating (low) Active Repair any damage taken with one or more activated repair modules - You can repair damage - Effective in duels or missions - Dependant on capacitor to power active modules - More buttons to press - overwhelmed by fleet DPS Shield boosters (mid) Shield boost amplifiers (mid) Shield hardeners (mid) Shield resistance amplifiers (mid) Shield Buffer Have as many effective hitpoints as possible so you survive as long as possible - PvP: keeps you alive longest versus lots of enemies - Fewer buttons to press - Shield naturally regenerates... - Larger signature radius - Shield naturally regenerates......very slowly. Shield extenders (mid) Shield hardeners (mid) Shield resistance amplifiers (mid) Passive Maximise the natural recharge rate of your shields so that they self repair any damage taken - Regenerates naturally fast - Effective in missions - Fewer actual hit points - Not many ships can do it well Shield power relays (low) Shield extenders (mid) Shield hardeners (mid) Shield resistance plating (mid) Speed Move fast and have a small signature radius, so the enemy guns can't track you and their missiles do less damage - Fast & agile - Can dictate range - Lots of inherent GTFO ability - Effective in missions & PvP - Fragile if/when you are actually hit by something - Dependant on not being webbed or scrammed - Not many ships can do it well Afterburner or microwarpdrive (mid) Overdrive injector systems (low) Nanofiber internal structure (low)
Fitting turrets As with fitting tanks, don't mix weapons (turrets or missiles). Pick a range and weapon type and be awesome at that, not mediocre at many. Short range turrets (autocannon, blasters, pulse lasers): higher DPS, faster rate of fire, low volley damage, shorter range, better tracking, require less CPU/PG. Long range turrets (artillery, railguns, beam lasers): lower DPS, slower rate of fire, high volley damage, longer range, poor tracking, require more CPU/PG. Each class of weapons has 2 or 3 major types the table below contains examples of all small, short range turrets. Autocannons Blasters Pulse lasers Smallest 125mm Electron Gatling Best tracking Fastest rate of fire Lowest overall DPS Shortest range Least CPU/PG Medium 150mm Ion Dual Light Largest 200mm Neutron Small Focused Worst tracking Slowest rate of fire Highest overall DPS Longest range Most CPU/PG
Fitting missile launchers Missiles are slightly simpler than turrets there are only two major launcher classes for each size of ship. For each size of ship, one of the classes has a much longer range than the other if in doubt about which to use, fit the longer range version. The ability to deal damage from much further away usually outweighs any DPS loss. Frigates Cruisers Battleships Light missiles Heavy missiles Cruise missiles Long range, mid-dps Rockets Heavy assault missiles Torpedoes Short range, high-dps Rapid Light (for cruisers) & Rapid Heavy (for battleships) launchers are high DPS, quickfiring launchers that work very well versus smaller ships. Downside: very long reload time (40s).
Fitting propulsion mods Afterburner Increases your speed by 112.5% (Tech 1) / 135% (Tech 2) / up to 159% (faction) Very useful on frigates for sustaining a high speed throughout an engagement. Could be used on fast cruisers too, but rarely seen on larger ships like battlecruisers and battleships due to speed increase being a lot less significant. Microwarpdrive Increases your speed by 500%. When active, increases your signature radius by 500%, making you much easier to target and shoot. Also decreases your total capacitor capacity by 25% (Tech 1) / 17% (Tech 2). Very useful on all ships for manoeuvring on the battlefield. Almost obligatory for nullsec (for getting out of bubbles). Doesn't require much capacitor to run. Some frigates can fit both ABs and MWDs. This allows you a lot of range control and manoeuvrability, and can easily get in and out of combat. Drawback: takes up more precious utility mid-slots.
Modules to watch out for... Some modules, whilst seeming very useful for combat ships, actually have rather important drawbacks that mean your combat effectiveness is severely reduced whilst you have them fitted. Here are some of them... Module with nasty side-effect Why not? When might you actually use it? Warp Core Stabilizer -50% targeting range -50% scan resolution Losec/nullsec haulers, possibly miners in hostile space Prototype / Improved Cloaking Device -50%/-40% scan resolution even when offline, -90%/-75% velocity, unable to warp Ships you want to hide until they are useful (e.g. WH salvagers, scouting frigates) Inertia Stabilizer +11% signature radius Nanofibers do the same job, better Non-AFK hisec hauling