13/11/2011 Optimising your equipment
This is a copy of the log from ISD Dualgate
The Log
ISD Dualgate > Hello everybody, and welcome to the "Optimizing your equipment" Seminar
ISD Dualgate > I am of course ISD Dualgate, and your moderator for the Q&A channel will be ISD Tylwrynn
ISD Tylwrynn > Hello :)
ISD Dualgate > Before we get under way, please make sure that you are in the "Seminar Q&A" channel in case you have any questions to ask
ISD Dualgate > Also be sure to read channel rules as well.
ISD Dualgate > The topics of discussion today will be about the fitting and choosing of a ship for whatever your tasks and goals will be. Starting with Ships, then procedding to defence, offence and utility fittings
ISD Dualgate > Now the reason for this is that often new players, and even some veterans will sometimes mix how they fit their ships instead of ship focused on one task
ISD Dualgate > often the mixed role ships will be less effective, and how it is will be looked at as we progress
ISD Dualgate > First order of any fitting is to choose a ship that is right for your role or task you wish to do
ISD Dualgate > The best start for that is to go by the ship description in the information page or in the market. All ships have bonuses that they apply. This is a good place to start when choosing a ship
ISD Dualgate > for example, a ship with mining bonuses problably is not the best choice for taking into combat, or a missile ship to perform industry
ISD Dualgate > There is also the different ship sizes as well, the main ones that most people know of are the frigates, cruisers and battleships. You want to be sure that any equipment selected is sized to that ship hull
ISD Dualgate > for example, is difficult to fit a medium weapon onto the small frigate hull, and to fit small modules onto a medium or large hull
ISD Dualgate > frigates and destroyers are considered small hulls, cruisers and battlecruisers are medium, with battleships being large.
ISD Dualgate > There are also industry specific ships. These are mining barges for mining of course, and industrial ships are the big haulers
ISD Dualgate > lastly are the massive capital ships, but they take a long time to train effectively so won't be discussed in this seminar
ISD Tylwrynn > Dualgate - food asks if there is a better alternative to fitting a missile launcher to his Osprey to fight off rats, and if this counts as a mixed role?
ISD Dualgate > If the ship is being used for mining, there is no real penalty to it, as you are using say a spare high slot. One thing that many industry people use to fight off rats are drones, which will be covered further here soon
ISD Dualgate > On that point of high slots, that is the other thing to check when choosing a ship, the available fitting slots they have
ISD Dualgate > High power slots are typically used for weapons, and other high use, direct remote effects. This affects more than just your weapons, as there are also many utility modules that can be fit, which we will be getting to later
ISD Dualgate > Medium power slots are where remote and local buff, ewar and shield modules get fit
ISD Dualgate > as well as active propulsion modules such as afterburners
ISD Dualgate > Your low slots are for things like armor and passive modules.
ISD Dualgate > It is important to look at these as well, because if you want a ship with a strong tank, the medium and low slots are where these would be found.
ISD Dualgate > Lastly in regards to ships, as you look through the market, you will see advanced and faction ships.
ISD Dualgate > Faction ships are more advanced or expensive versions of T1 with T1 skills in the case of navy ships. Pirate factions need two faction ship command skills to be able to fly them, and have a unique set of bonuses.
ISD Dualgate > The advanced ships are expensive and high powered ships focused to very specific roles. They require high levels of skills to fly
ISD Dualgate > We will be moving on to ship defences next, before we begin, any questions people might have about choosing a ship?
ISD Tylwrynn > Hi Dualgate - Swip asks if faction ships are for PvP only, or not?
ISD Dualgate > Nope, faction ships work well for both pvp and pve. The larger faction ships are more populare for Pve due to their costs. In pvp, the smaller ones typically are seen more due to their lower costs, and higher capabilities
All ships are sold by players. Advanced ships categories are found within the ship main categories.
ISD Dualgate > Now, onto Defences. I start with this because for most new players, survivability is the most important thing when getting the feel of eve.
ISD Dualgate > It is also one of the main errors most people make when fitting a ship and is a prime example of mixing roles
ISD Dualgate > The first thing is to choose what type of defence you want to have, and focus on that, be it shield or armor. Hull, speed and range tanking is more of a subtype of defence, so will talk that at end of this section
ISD Dualgate > Now the key is to focus, as if you are a shield defence, if you fit armor, you actually can reduce the effectiveness of the shield tanking, same goes for if you are focused on armor and fit a shield
ISD Dualgate > The reason is utility modules which will be discussed later. For example, if you are shield tanking with a cap heavy defence, then fit armor, you no longer have slots to help capacitor.
ISD Tylwrynn > Dualgate - Eisenheim asks for suggestions on a long term aspirement like a capital, as he's having trouble deciding.
ISD Dualgate > When starting, it is easy to train basic T1 fittings of different ship roles. Often one can work with others and try different play styles to find what is right for you
ISD Dualgate > On the topic of active tank, that is the other mistake many people make, mixing how they set up their defence. Normally, there are two different categories, active and passive defence.
ISD Dualgate > Active is when you focus on expending capacitor to regenerate hitpoints and having high resistances.
ISD Dualgate > Active is best for use in lower damage output, but prolonged battles, most common in pve where a mission can last a fair while
ISD Tylwrynn > Dualgate - Ichi asks about the value of the Damage Control module to new players to allow them time to bug out of a mission.
ISD Dualgate > Passive is used more commonly in pvp where battles can be short, and high damage output. The increased hitpoints allow a ship to take a rapid sudden volley of damage.
ISD Dualgate > Will be onto damage controls shortly
ISD Dualgate > Now for shields, the key to an active defence is high levels of shield boosting, capacitor and normally active shield resistance modules.
ISD Tylwrynn > Dualgate - Roy asks when fitting a ship for the first time, how you read the stats to make the decisions to fit it?
ISD Dualgate > The advantage to this is that you have a lower signature radius, and high resistances. Disadvantage is a sudden or high level of incoming damage can give little time to get out, also reliant on making sure you maintain capacitor
ISD Dualgate > Roy, indeed. The skill bonus and attributes, as well as the fitting specs are the main things to look at when choosing a ship
ISD Dualgate > A passive shield ship uses shield extenders, often less resistance modules and shield relays to increase the passive recharge rate.
ISD Dualgate > Advantages are they can take a high level of damage, if you run out of capacitor, you still have most of your defences. Disadvantage is that recharge is lower, so in a prolonged fight, if your passive recharge isnt high enough, it will slowly bleed away
ISD Dualgate > and also most passive shield ships have a larger signature radius, which can result in being hit easier.
ISD Dualgate > Often passive is refered to as buffer.
ISD Dualgate > For armor, the active rules are about the same as shields, they use low slots to get a high level of hitpoint regeneration by using capacitor, and good for prolonged fights.
ISD Tylwrynn > Dualgate - Xela asks why his signature radius can be bigger when he doesn't see how passive tank adds signature radius.
ISD Dualgate > The passive, or buffer tanks with armor have the same advantages, but different disadvantage.
ISD Dualgate > The reason shield, passive usually increase signature radius is due to that being a penalty of shield extenders and shield rigs
ISD Dualgate > The armor disadvantages are due to the armor riggings and armor plate modules to get the hitpoints, as the fact that armor doesnt passively regenerate like shields
ISD Dualgate > If passive armor tanked, you will eventually run out of hitpoints without a remote repair. Other penalty is that armor plates and rigs increase mass. This means that your ship maneuvers slower, top speed is less, and afterburners are less effective
ISD Dualgate > And this is why mixing a passive style with an active style can be disadvantageous. If you have both, this leaves no room for resistance modules, or uses up slots that can be used to support one or the other defence types
ISD Dualgate > for example, if you active repair, with passive hitpoints, you will get more damage taken. Once the passive hitpoints are gone, you cannot get them back except for what you repair
ISD Dualgate > but your repair has more damage incoming and as such, cannot keep up as well as if you had fewer hitpoints, but more resists.
ISD Dualgate > with passive, less resistance means that your hp will bleed off faster
ISD Dualgate > Now, by active/passive mixed, this refers to boosters for the active. It is not uncommon for a passive ship to use active hardeners, and sometimes is necessary
ISD Dualgate > The three sub categories of defence one can work with are hull range and speed. Typically your hull defences is for industrial ships to avoid sudden attacks and allow escape.
ISD Dualgate > These are bulkheads and damage controls. The damage control is not a bad thing for new players to fit because it will allow extra time to escape should things go bad, and only takes one low slot
ISD Dualgate > bulkheads and the rest are best for non combat ships, due to the inferior comparison to armor and inability to heavily resist or repair
ISD Dualgate > Now range and speed tanking are about avoiding damage in the first place. Normally one will focus less on their passive or active in exchange for a bit of speed or range
ISD Dualgate > These are done with the utility modules, and will be covered near the end of the seminar.
ISD Dualgate > This ends the Defensive portion. Will now have a moment to have any questions, and then will start with offense.
ISD Tylwrynn > Dualgate - Tila asks what exactly signature radius is.
ISD Dualgate > Signature will be discussed in the offensive portion here
ISD Dualgate > and with that question, we can get started on turrets, missiles and drones.
ISD Dualgate > Now for turrets and missiles, it is not uncommon to use both, but the important part is to make sure that they are similar or the same, and work at the same ranges.
ISD Dualgate > For example, using blasters with rails, while at first might seem the best way to cover and assorted range, actually will reduce combat effectiveness
ISD Dualgate > Or using different sized weapons
ISD Dualgate > this is due to the weapon's ability to hit.
ISD Tylwrynn > Dualgate - James asks if it's better to get lots of specific resistant plating or just to do a spread resistance?
ISD Dualgate > For that, it depends on what you are going against. In pvp, without knowing the damage you will receive, is better for a general resistance. With pve, or pvp where you know your enemy, a specific resistance will allow you to defend against
ISD Dualgate > their attacks better
ISD Dualgate > Back to ability to hit, missiles and guns have different ranges
ISD Dualgate > so if you are at the long range, your short range will not do damage.
ISD Tylwrynn > Dualgate - a couple of people are asking how you know how to fit a specific ship to be active or passive, armor or shield.
ISD Dualgate > Also, if you are at your shortest weapon's ranges, your larger ones have more trouble hitting up close.
ISD Dualgate > Oh, as for active or passive, it depends on the combat going into. Many ships can do both, but some ships have bonuses to an active or passive defence. Also capacitor as well. A ship with high capacitor drain might be better with passive armor
ISD Dualgate > And a shield ship, such as the drake which weapons don't use capacitor allows you to use relays to convert cap regeneration into shield regen
ISD Tylwrynn > Dualgate - Hank asks if each weapon calculates targeting indenendently, or is it an average of the range and direction for all weapons?
ISD Dualgate > Now back to guns, the mixed weapons, will go back to the rails vs blasters. Each turret weapon has a short range, and long range class.
ISD Dualgate > Each weapon calculates independently and has its own attributes
ISD Tylwrynn > Dualgate - Vasko asks why big weapons have trouble hitting at short range - is it tracking or a mechanic built into the weapon's optimal range calculation?
ISD Dualgate > Short range weapons, have a better tracking speed, tracking speed compares to a target's angular velocity
ISD Dualgate > aah, about to say that now, and nope, has nothing with optimal, all tracking speed
ISD Dualgate > angular velocity is the rate at which a target's angle changes to you, think of it as going around the outside of a circle, the more of it's circumphrence around you it changes in a second, the higher the angular velocity
ISD Dualgate > When a target is in close, a higher speed ship will have a higher angular velocity than if it was twice as far out.
ISD Tylwrynn > Dualgate - Andamor asks what if you group the weapons, is it still independent calculations?
ISD Dualgate > Grouped weapons must all be the same type of weapon, as such the calculation is the same, but it does it for one large damage volley instead of the damage of each weapon independent
ISD Dualgate > So you see, if you were in close to get your blasters doing damage, your rails might not hit, so would be better if those rails were blasters that were the same
ISD Dualgate > and of course, if you are long range, your blasters are not hitting, so would be better if they were rails
ISD Dualgate > once again, when we get to utility modules, will get into how you can increase the versatility of the weapon to have you control range, don't let range control you
ISD Tylwrynn > Dualgate - Andamor asks if there's ever a time to mix ranges?
ISD Dualgate > Your optimal works independent of tracking though, and rarely is there a reason to mix range types. It can be done, but requires specific fleet dynamics and rarely ever used in eve.
ISD Dualgate > For range, it is only maximum range for damage. Optimal is your 100% damage range, with falloff being the point past your optimal where you hit about 50%.
ISD Dualgate > after optimal plus 2x falloff, you are hitting near zero
ISD Dualgate > this means that if your weapon can track the target, you might have a 100km range, but still can hit at 5km if the tracking is able to keep up
ISD Dualgate > Now to missiles
ISD Dualgate > Missile range and damage is calculated differently. There is no tracking nor optimal range. Missiles have a maximum range, and explosion velocity/radius
ISD Dualgate > the range for the missiles is determined by the missile loaded in the launcher. Your launcher determines what missile type you can fit. When determining what launchers to fit, look at the missile first.
ISD Dualgate > Oh, I missed a part with guns before we continue on missiles.
ISD Dualgate > Ammunition, one way to control range with guns is your ammunition, the different ammunitions modify range, and damage output of your turret, as well as capacitor usage.
ISD Dualgate > carry a few different ammunition types, so you can switch as needed by just right clicking the turret when not firing
ISD Dualgate > sorry about that, back to missiles
ISD Tylwrynn > Dualgate - Kark asks if optimal is the point where your weapons' firepower and tracking are at their best?
ISD Tylwrynn > And hank asks about mixing ammo types - is it useful?
ISD Dualgate > Optimal is only for the maximum range for your damage, and has no bearing on tracking, as long as your track speed can keep up with transversal you can hit
ISD Dualgate > also asked was the mixing of ammunition, it is similar to mixing range types, typically bad
[ 2011.11.13 20:06:31 ] ISD Dualgate > you can change a weapons ammunition in space as long as you have it in the cargo of your ship by just right clicking the weapon in the hud while it is not firing
ISD Dualgate > Alright, missiles
ISD Dualgate > First the range. Range on missiles is a hit or miss. It is a product of flight time, multiplied by flight velocity
ISD Dualgate > so a 5000m/s missile, with a 10 second flight time would be about 50km range.
ISD Dualgate > - about 10% because the missile needs to accelerate, and usually doesn't fly a straight path because the target is moving
[ 2011.11.13 20:08:05 ] ISD Tylwrynn > Dualgate - I think there might be a bit of confusion; Hunny asks if optimal is not really always optimal, or does it mean something a bit different?
ISD Dualgate > sorry, meant about 10% less
ISD Dualgate > optimal is always optimal, that is your maximum range where you can get 100% accuracy within tracking.
ISD Dualgate > There is weapon resolution compared to target signature that can allow for above average damage, known as wrecking shots, and the like for turrets
ISD Dualgate > you do not need to keep at optimal, but you don't want to be passed it
ISD Dualgate > if you can track at less than optimal, you will hit the same, but maintaining optimal range allows you to be further out, and hopefully take less hits from the target is all
ISD Dualgate > missile damage does not have tracking though
ISD Dualgate > damage by missiles is done by comparing explosive radius to target signature size.
ISD Dualgate > so a large signature size will take more damage from the larger missiles.
ISD Dualgate > The other part is explosion velocity compared to target speed, again, if target is faster than explosion velocity, they will have less damage.
ISD Dualgate > This is where the difference between turrets and missiles come in. A missile if within range, will always hit, but against a small target or one moving quickly, will never do max damage.
ISD Dualgate > A turret can do max damage against a small target or moving one, but only if it can hit
ISD Dualgate > There is a third common offensive means, and that is drones.
ISD Dualgate > All ships have a drone bay, which determine how many drones you can hold. And a drone bandwith, which is maximum total of drone size you can have out. Up to 5 drones.
ISD Tylwrynn > Dualgate - Tila asks what signature is, as you mention it but Tila isn't sure what it means.
ISD Dualgate > sIgnature is the effective size your ship is to an enemy's sensors.
ISD Dualgate > you can see it in fitting windows, and modules that affect it say in the description and attributes
ISD Dualgate > For drones, different drones use different levels of bandwidth and size.
ISD Dualgate > small drones use 5m3 of space, and 5 bandwidth. Mediums use 10, and large and sentries use 25
ISD Dualgate > so if a ship has 50 bandwidth, it can use only 5 light with level 5 drone sklll, 5 mediums, but only two heavy drones.
ISD Dualgate > Typically drones are for larger ships and often are used to cover weak spots in your offensive setup.
ISD Dualgate > most often a ship will have large guns, very difficult to hit small targets, so you would use smaller drones to handle the small targers. With drone ships, one might do the opposite
ISD Dualgate > ships with drone bonuses will tend to use the larger drones to deal damage, and use fast tracking weapons to take out the small targets.
ISD Dualgate > Drones can actually be used to draw fire, but is risky. Most ships, drones are frail and will die easily if there are small ships targetting them.
ISD Dualgate > also in pve, one a ship locks and begins to attack you, they will ignore the drones.
ISD Dualgate > but small and fast light drones, if they get npc battleship agression, can easily avoid the large ship's weapon trackings
ISD Dualgate > Drones agress in one of two ways
ISD Dualgate > First, if they are out, and something within your drone control range begins to attack you, they will agress if they are set to agressive mode, found in the drone options
ISD Dualgate > even if you are unable to lock
ISD Dualgate > if they are attacking a target that gets destroyed, they will go to the next drone range target that is attacking you
ISD Dualgate > the other way is you can command the drones to attack a target you have locked
ISD Dualgate > The target they choose to attack is typically random, and also determined usually by what they can hit best
ISD Dualgate > for example, light drones will go after frigates before battleships
ISD Dualgate > There are also modules that can affect drones, found in the drone category. Drone damage is calculated the same way as turrets which is why heavy drones on small targets might not do much damage.
ISD Tylwrynn > Dualgate - dawne asks if you can remote repair your drones
ISD Dualgate > Yes, you can remote repair drones. You can actually use a repair drone to repair other drones as well if you have the spare drone slot for one
ISD Tylwrynn > Dualgate - Hunny asks why her drones are not reacting if they're attacked?
ISD Dualgate > this is because you can lock onto a drone, then give the repair drone the repair command
ISD Dualgate > If the drones are already on a task, they will not do another one, or if they are started to be attacked outside your drone control range, they will not react either
ISD Tylwrynn > Also, Tila asks what drones need to do to draw aggression over your main ship, if at all possible?
ISD Dualgate > it is only really possible if they are out before the enemy begins attacking you.
ISD Dualgate > the npcs will sometimes target them instead if they are out, or you have your drones attack before you do
ISD Dualgate > There is much more to drones, all the utility ones, but they work similar to utility modules. As well as the different factions drones do different damage.
ISD Tylwrynn > Dualgate - Julien asks what the best way to deal with drones in pvp is?
ISD Dualgate > Now one moment for any other offensive questions that might have been misses, and will finish up the seminar with rigs and utility.
ISD Tylwrynn > And Roy asks if it's possible to take over other people's drones?
ISD Dualgate > In pvp, often there will be people who focus on taking out drones in small ships. also the smartbomb area of effect weapon is extremely effective drone countermeasure
ISD Dualgate > for taking over other drones, the only way is if they are abandoned, say by destroying the drone's controller or if they warp out
ISD Dualgate > after that, you can fly to them, and scoop them up
ISD Tylwrynn > Dualgate - Tila is thinking of using drones as a shield in some situations, good idea?
ISD Dualgate > Usually not so much, it can help if there are many battleships, but if there are small enemy ships on the field, you can lose your drones fast. With Tech 2 drones, that can be expensive, and happen fast.
ISD Tylwrynn > Roy also would like confirmation if you can hack drones to get them to turn on their previous owner?
ISD Dualgate > is better to focus on your ship to take the combat site
ISD Dualgate > No, there is no way to hack drones or get them to turn on their controller
ISD Tylwrynn > Dualgate - Salvator asks if you attack your own drones, will they turn on you?
ISD Dualgate > No, if you attack your own drones, they will not attack you. Only enemy targets that attack them, or your own ship will they agress on.
ISD Tylwrynn > Dualgate - Kark asks if the webifier drones are good at slowing down the fast ships or not?
ISD Dualgate > The SW or stasis webifier drones will help you be able to hit a target, now this is provided the drone is able to get within range of the target
ISD Dualgate > in fact, they are quite useful to use one or two on battleships to help your large weapons hit cruisers
ISD Dualgate > typically one might send out one with medium drones in a battleship when fighting cruisers.
ISD Dualgate > Now time for the last categories, utilities and riggings if there are no other questions on offensives
ISD Dualgate > Also remember if you missed anything, a transcription of this will be put in the eve wikipedia, and links will be put up at the end of the seminar
ISD Dualgate > Utility modules are how you truely maximise your ship's fitting and make it work to your play style
ISD Dualgate > In most cases, they are electronic warfare, propulsion and buffing modules, but also include things like remote repair.
ISD Dualgate > This leads back into where we talked previously about mixing armor with passive and how it uses slots
ISD Dualgate > there are many categories where utilities can be found, but the most used ones often are the engineering modules for newer players.
ISD Dualgate > these allow you to increase capacitor or powergrid to help your active defences run longer.
ISD Dualgate > if you had shields with an armor, you would not be able to run as much active because you wouldn't have the medium power slots for capacitor recharging
ISD Dualgate > and for shield ships, won't be able to use power diagnostics or capacitor flux coils, just to example.
ISD Dualgate > This is also where you would optimize your weapons as well
ISD Dualgate > In the turrets and bays category, there is a weapon upgrades section. You can fit modules to help your tracking or increase damage output from here.
ISD Dualgate > By using tracking and range modules with your turrets and changing ammo, this allows you to have a matched weapon set for optimal damage usable in a much greater range assortment.
ISD Dualgate > For short and close range setups, you can fit stasis webifiers, and propulsion boosters to get in close to targets, and slow them down to maximize your hits on them.
ISD Dualgate > Usually when starting out, you will fit your defenses and weapons before you fit utility modules. This allows you to see and fit what you might need the most.
ISD Dualgate > The exception are pure support and utility ships where you might focus on electronic warfare or remote repair.
ISD Dualgate > Now, this is a very large topic, so what I recommend is browse the ship equipment to see all the different things and what they do
ISD Dualgate > This is also where rigs come in, same things.
ISD Dualgate > rigs modify attributes but at a penalty. One fits rigs to the rig hardpoints to enhance that which a ship is being set up for
ISD Tylwrynn > Dualgate - Roy asks if in a missile ship, drones are even more useful, to engage the small ships?
ISD Dualgate > more speed if a high speed ship, offense, tackle, etc.
ISD Dualgate > Roy, quite right. If you are using a ship with big high damage missiles, the missiles will never really hurt small targets.
ISD Dualgate > so fitting the fast and small drones is your defence against them
ISD Dualgate > unless you fit utility modules to help your missiles hit
ISD Dualgate > Last part about rigs, they have their own fitting attribute to, many of you will see calibration in your fitting window.
ISD Dualgate > different rigs take up different calibration, there is no way to change calibration, so plan your rigs before buying.
ISD Dualgate > one a rig is installed, it can only be removed by destroying it
ISD Tylwrynn > Dualgate - mandrake asks if webs are better in terms of more dps added, for missiles than for guns
ISD Dualgate > For the missiles hitting fast targets and using a webifier, they actually work different from turrets.
ISD Dualgate > For turrets, a webber helps the gun track by reducing angular velocity
ISD Tylwrynn > Dualgate - Roy asks if there's an advantage to fitting small and large launchers?
ISD Dualgate > for missiles, damage is reduced if a target speed exceeds the explosion velocity, the damage is reduced. Less speed, less reduction
ISD Tylwrynn > And James asks if it's true that most enhancements come with a penalty?
ISD Dualgate > For the mixed launchers, it is the same as mixing guns.
ISD Tylwrynn > Vishael also asks if you package a ship, are the rigs lost?
ISD Dualgate > if you can hit with the high damage large/close launchers, there is no reason to fit small ones.
ISD Dualgate > if you need small ones to hit, then your larges will not do much damage either
ISD Dualgate > Rigs are also lost if you repackage a ship as well.
ISD Dualgate > For the missiles, as with the guns, that is why you don't mix weapon sizes. Choose one type based on an attribute, and fit the utility and ship to match that.
ISD Dualgate > If you want close range, use utility to help you with that, for long range, use things to help them hit better.
ISD Dualgate > Now which to fit on a ship is usually determined by bonuses and attributes as well
ISD Dualgate > a slow heavy defence cruiser probably is better with ranged weapons than close range, just because it will have more trouble to get within target range
ISD Dualgate > by versa, a fast ship with low ability to fit defences might want for the close in speed to avoid weapon tracking
ISD Dualgate > Which is final part, dont be afraid to think outside the box.
ISD Dualgate > By default, caldari are shield defences with rails and missiles.
ISD Dualgate > Amarr are armor with lasers,
ISD Dualgate > gallente and minmatar will use both shield and armor depending on what they want to do
ISD Dualgate > gallente projectile, minmatar hybrid weapons
ISD Dualgate > Sorry, those two are backwards
ISD Dualgate > hybrids are gallente
ISD Dualgate > But don't need to be that way
ISD Dualgate > some ships do not get a bonus to any weapon, so you can fit any depending on circumstances
ISD Dualgate > if you need lasers, but flying a caldari ship that doesn't have weapon bonus, no penalty to fitting them
ISD Dualgate > sometimes if amarr, a ship only has a capacitor bonus to lasers, if you have the powergrid, can fit projectiles
ISD Tylwrynn > Dualgate - Roy asks why fit hybrids over projectiles? Projectiles seem to be much better with their no cap usage and low power usage
ISD Tylwrynn > Dualgate - Salva asks if armor recharges like shields do?
ISD Dualgate > The problem with projectiles is they use alot of powergrid. Caldari ships tend more to cpu for their shields. Fitting largest of projectiles on caldari ships can be difficult
ISD Dualgate > and no, armor does not recharge like shields
ISD Dualgate > but these unusual fits previously mentioned are rare and special use, usually in pvp or fleet operations.
ISD Tylwrynn > Dualgate - Salvator is confused over how you passive tank with armor ships?
ISD Dualgate > Also be aware of "stacking penalties" some modules have. If it says this in description, you get a diminishing return, the more you use
ISD Dualgate > Passive armor is designed for very high resistance and hitpoints
ISD Dualgate > this allows a sudden and large volley of damage over an extended period of time, mostly for pvp or with logistics
ISD Dualgate > And that pretty much brings us to the end, so now open questions peopel have. Remember there will be a link to the transcription of this conversation, as well as much of this is in a fitting guide that is written up
ISD Tylwrynn > Dualgate - Tila asks what the advantages the different weapon types have over each other? Or was this explained earlier?
ISD Dualgate > http://wiki.eveonline.com/en/wiki/New_player_ship_fitting_guide is the new player ship fitting guide, covers much of what was shown here.
ISD Dualgate > Ahh, different guns. First off is Amarr weapons. They have high damage output, but short falloff, meaning they are vulnerable to electronic warfare.
ISD Dualgate > tracking is medium of them all, and they use lots of capacitor
[ 2011.11.13 21:00:38 ] ISD Dualgate > you can change ammo immediately, no timer
ISD Dualgate > hybrid rails have the best range, good rate of fire and average falloff. Blasters at the moment are only average use, but the winter expansion will give them the best tracking
ISD Dualgate > lower powergrid fitting than others.
ISD Tylwrynn > Dualgate - Karkarus asks what exactly constitutes a passive shield fit - what modules are usually a part of it?
ISD Dualgate > Projectiles do a high volley damage, but poor tracking, and poor rate of fire, they take alot of powergrid, but do not use capacitor
ISD Dualgate > Passive shields are usually made up of resistance to start, as with all defences. Shield extenders to increase hitpoints, and shield relays to convert capacitor recharge into shield recharge.
ISD Dualgate > now one part about shield recharge that is unique.
ISD Dualgate > as you increase shield hitpoints, the time it it takes to recharge from empty stays the same.
ISD Dualgate > therefore, more hitpoints in shields means the rate of recharge increases so the recharge time can stay the same
ISD Dualgate > Now the disadvantage to the extenders is the increased signature size. So you must be careful.
ISD Dualgate > While you get more recharge, you will get more damage from the larger weapons which can offset the gain.
[ 2011.11.13 21:05:36 ] ISD Tylwrynn > Dualgate - hank asks if the rate of recharge increases, does that mean that the cap depletes faster?
ISD Dualgate > No, Passive recharging does not use capacitor outside of any hardeners fitted. But if you fit shield power relays, they give a penalty to capacitor recharge.
ISD Tylwrynn > Dualgate - Vasko asks if putting a shield extender offline also reduces your signature?
ISD Dualgate > It should, I have never done it myself. Other modules when offlined remove their penalty
ISD Dualgate > Well, time to close down for today, to re-read the seminar, it will be posted up here:http://wiki.eveonline.com/en/wiki/ISD_Seminars
ISD Dualgate > http://wiki.eveonline.com/en/wiki/ISD_Seminars
ISD Dualgate > Be sure to use the wiki if you want to read more about any of the high end details of mechanics of gameplay, the help channels can answer further questions as well.
ISD Dualgate > http://wiki.eveonline.com/en/wiki/New_player_ship_fitting_guide is my wiki guide with visual references to help fitting as well
ISD Dualgate > And lastly, a huge thanks to ISD Tylwrynn for all his help in the Q&A channel
ISD Tylwrynn > Thank you Dualgate, and thanks for all you guys who came along :)
ISD Dualgate > keep an eye on twitter for more seminars, as well as the wiki! And most importantly, thank you to all who came out today!
ISD Tylwrynn > Our twitter is @ISD_STAR
ISD Dualgate > Goodnight everybody, fly safe!
ISD Dualgate > o/
Some corrections in punctuation and spelling were made for readability only.
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