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- Ship Fitting Seminar Notes
- Play to your ship's strengths.
- Play to your ship's strengths.
- Play to your ship's strengths.
- Play to your ship's strengths.
- Play to your ship's strengths.
- Use the in-game wiki.
- Use the in-game wiki.
- Use the in-game wiki.
- Use the in-game wiki.
- Use the in-game wiki.
- Reasearch your ship before you fit it.
- Reasearch your ship before you fit it.
- Reasearch your ship before you fit it.
- Reasearch your ship before you fit it.
- Reasearch your ship before you fit it.
- Low slots are for you
- High slots are for someone else
- Medium are utilities, or shield-tanks
- Types of tank:
- Shield-Tanks - Needs mid-slots, otherwise very few situations call for shield-tank
- Armor-Tanks - Mostly for Gallente flyers.
- Hull-Tanks
- Play to ship's strengths, but sometimes you can do otherwise. This falls into an unorthodox fitting. Causes worry in opponents, because they don't know if you focused on two things or just one.
- Gallente/Amarr Ships:
- Tend to have a much higher set of armor hitpoints, by design.
- Minmatar/Caldari Ships:
- Difference between T1-T2 ships is that T2 tends to only have TWO rig slots
- High Slots
- Most ships make their traits help their high slots. Cater to the bonuses
- USE ALL OF THE SAME GUN
- Generally, leave the extra high slot open to help CPU
- Electronic Warfare
- If you have enough CPU and capacitor, sometimes it's good to put on an energy vampire or neutralizer. Lets your modules stay on for longer.
- Mid Slots
- Used to fit out a shield tank, or utility.
- Used for electronic warfare, sensor dampener, target painers, ECM, scramblers
- Sensor boosters, tracking computers, or drone tracking computers.
- ECM
- Jamming. Keeps people from locking on other ships. Logistics fit counter-ECM's or ECCM's, which boost your ability to lock on things, not increasing amount of locks, but stop the ECM from working.
- Target Paining
- Increases the signature radius of the ship you're fighting. Makes a small ship look VERY big to your ship. Very effective in a fleet.
- Sensor Dampeners
- Four different types of sensor modules. One increases your own ships sensor strength against a certain race's statistic. Second increases your own ship's targeting speed/range. Sensor dampeners increases other ship's targeting power or targeting range, which keeps them from targeting something quickly. Last is sensor linking which is practically a self-sensor booster, but you need someone linking you back to recieve any boost
- Tracking Computer
- Increases your guns tracking range and speed. No script in it, is only a mediocre increase, but putting a script in anything help it out a ton.
- Warp Scramblers/Webs
- Difference - Disruptor has a long range, but only keeps them from warping away. Scrambler has a much shorter range, but also turns off microwarpdrive and micro jump drive NOT with afterburners. If you're flying something slow and are going to be fighting things that are slow, fit a disruptor. If you're fast and are going to be fighting less fast things, fit a scrambler, if you want them to be slower. Webs are like goos. No matter what they are using, it will decrease DRASTICALLY the ship's top speed down.
- Subsystems
- Only for Tech 3 ships. Need the five subsystems on it, or you can't even undock the ship. Each subsystem gives different bonuses to different things.
- Microwarpdrive
- Unless you use something to fend it off, your capacitor will be unstable with use.
- Tacklers
- Fit a long range point, something that will keep you out of range of their drones. Also a web/disruptor.
- Low Slots
- Always look at your ship to see what it's meant for. If it has high HP, but low speed, it's a brawler. If it has a giant drone bay, but not much else, use drones. If it has tons of speed but is paper, it's a speed-tank.
- If available, cater to traits, but otherwise, work on what your tank needs to be
- In a frigate
- A) Speed-tank the ship, so they can't track your ship
- B) Say it's inevitable to be hit, and get as much health as you can
- Damage types
- EM
- Thermal
- Kinetic
- Explosive
- Generally, two different damage types are used, but can use three or all.
- Understand what the ship is FOR before fitting your low slots set.
- Passive: All modules that don't need to be online
- Platings, 100mm, 200mm, 1600mm plates. Play around, and figure out balance
- between armor and resistances.
- In PvP, stay on battlefield as long as possible, which may mean more HP, or knowing
- what they are going to do, and maxing out your resistances to that damage type.
- Mission Running
- If running missions, learn to use Eve Survival. Surf the internet, and figure out
- what damage type they do. If you know what damage will be done, you can tank against
- that damage type.
- Understand what each module does.
- Active
- Don't generally use active in PvP, but use it in PvE more often. Don't use
- active in PvP unless you KNOW you can keep them on.
- Damage Controls:
- They give large resistance boost to EVERYTHING. All damage types in armor, structure, and a little bit for shield. These are NEEDED for armor tanks.
- Armor Plating:
- While give a lot more hitpoints, it gives a lot more MASS. Comes into play often, and you'll notice more quickly. Slower alignment speed, agility goes down EXTREMELY quickly, top speed goes down, mass is bigger, and your signature rating is much bigger. Bigger signature rating means easier to hit.
- Meta Level
- Rolled Tungsten Plates use the same skills as a steel plate, and a much bigger boost, with less mass, so it has a meta level of 4. Gives a comparison of it to other modules of it's type, but make sure you know what the meta level is giving, and see if you really need it.
- Modules that decrease mass:
- If you have an agile ship, add even more speed. If it takes tons of time to align, get a nanofiber internal structure. Play to your ship's strengths.
- You can sometimes get a ship to be awesome against it's strengths, and it can be amazing like that, but it won't always work like that.
- Your core skills are what you depend on for if you need a rep. If you have a few logistics, you won't need it. If you're in a small thing, you won't.
- Rigs:
- Used to enhance what your ship is already good at, or make up for what your ship is lacking. For tank, throws on a bit more HP. For an armor rep, throw on a bit of an extra boost for armor rep. Wraps everything up, and are for whatever you are making the ship out to be. Rig made for the Noctis called "Medium Salvage Tackles". If you have a hole in your damage resistance that you want to boost it up, throw a rig on that will fill the gap.
- Drone Modules:
- Look at your drone bay and traits, and see if your ship is a drone ship. Just because the drone bay is big, doesn't mean it's a drone ship. These modules can fit ANYWHERE. Any drone ship has negligible DPS on it's own, so you need to focus on your drone's DPS, and get it up as high as possible with drone modules.
- Unstable Capacitor:
- Capacitor boosters as soon as you turn it on, inject energy into your capacitor one time. Use ammo, and the ammo is big. Decide if it's worth it and if it compromises your tank before using it. If you're in PvP and need the emergency blast on the capacitor is nearly essential. If you have the slot, FIT THIS.
- Drone Bay:
- As many drones as the ship can hold, even if you won't use them.
- Don't look for superpowers unless your ship is made for that superpower, and is makes it known in it's traits.
- Energy Vampires:
- Will never drain attacking ship lower than your own capacitor level, unless given a superpower, like a Cruor.
- Railguns vs Blasters:
- Rails are generally for longer range. Generally you can fit out a massive amount of DPS with railguns, you compromise your tank. Blasters are for brawling, rails are for sniping. Railguns track better than blasters, but don't do as much DPS.
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