User talk:ISD Hestia Braxator
Slots, Bays, and Hardpoints
Every ship that can be fitted (which means all but shuttles and freighters) has slots. These are high, mid, and low slots, as well as rig slots. Some also have a drone bay. If you look at the info window of a ship, you'll find the size of the drone bay in the Attributes tab. If it says 0m³ there, you don't have a drone bay on that ship. The size of the drone bay limits the amount and/or the size of the drones you can carry. A 10m³ drone bay will allow you one medium drone or two light ones, for example. With the correct skills, you can use up to 5 drones at a time on non-carrier class ships, but can take more than that in your drone bay if the size permits.
Slots can be seen in the Fitting tab in the ship info. To find out whether you can fit a module on a ship, you need to check the Fitting tab in both the info of the ship you want to fit and the modules you want to use. You can also see the slots available on your ship if you open the fitting screen when docked in station. As you will notice, ships also have Hardpoints. Those can be Turret or Missile Launcher Hardpoints. The limitation here is that you can fit only as many missile launchers as Missile Launcher Hardpoints are available, and the same is true for Turrets. Mining lasers count as turrets, so you can't fit those on a ship that has only missile launcher Hardpoints. There are also modules that fit in high-slots, that don't require a Hardpoint, for example a Nosferatu. Such modules can take up high-slots that don't have a Hardpoint as well as those that have Missile Launcher/Turret Hardpoints.
There are no Hardpoints on mid, low or rig slots - here the only restriction is in the slots the module uses.
CPU / Powergrid / Calibration
Another thing you will see in the Fitting tab of both your ship and the modules is details on the CPU, Powergrid and Calibration (these do not appear on the station Fitting tab, only when you select Fitting when right-clicking your ship). For CPU and Powergrid you need to compare the numbers to find out if you can bring the modules you want to use online or not; the same goes for Calibration and rigs.
There are three basic ways to help you with CPU and Powergrid.
There are additional ways of affecting CPU and Powergrid, such as:
In addition to the above mentioned measures, it is always a good idea to take a close look at what you are trying to fit. Here are some things to look for:
T1, T2, Named
This is the question that separates the rich from the not so rich and the daring from the less daring in EVE: the variations on the same module or rig available. They range from basic, unnamed T1 to officer modules and T2. In general, the higher up the line, the "better" the effect, but also the higher the price. So the order is: unnamed T1 < named < T2 < faction < officer < COSMOS items (this is not the same with ships), with the prices in correspondence being: affordable < well, I guess I could treat myself today < Ouch, this hurts < ...you get the gist. However, there are other downsides besides the price: some items are very rare and, also in addition, the fitting requirements can be higher. This is especially true for T2 as compared to named modules.
A "Named" module is an enhanced version of a T1 module and has a slightly modified name. "II" behind the name of the module stands for T2. There are no named T2 modules. Ships often also have a T2 or faction equivalent, but in the case of T2 ships, they are in a different category from the T1 ships. For example, an assault ship is the T2 version of a T1 frigate. A faction item carries, as do the modules, the name of the NPC Corporation that issued it, like "Caldari Navy Raven," and officer items carry the name of the NPC officer they belonged to.
Stacking and Stacking Penalties
"Stacking" means that you can use more than one module or rig of the same type on a ship at the same time. This is possible with some modules, like armor repairers, and not with others, like afterburners. Of the modules that stack, some also have a stacking penalty for using more than one module or rig of the same type. A Stacking Penalty doesn't mean that something terrible will happen if you use more than one module or rig of the same type; it just means that the second module you use will work less efficiently than the first, the third even less, and so on. You will usually find a note in the Description tab if a module or rig has a stacking penalty.
Active and Passive Modules
There are some modules that need to be turned on and off while you are in space; others will always work as long as they are online. The difference is that active modules generally use capacitor, while passive ones don't (there are exceptions to this, like projectile weapons, which don't use capacitor even though they are active modules). You see the activation cost in the Attributes tab. If there is an active and a passive variation of the same module, the passive one is generally less effective than its active counterpart.
Rigs are like implants for your ship, which means that once they are fitted, they can't be taken away again without being destroyed. Repackaging the ship also destroys them. Most Rigs also have drawbacks, which can be seen in the Descriptions and Attributes tabs.
"Good" and "Bad" Fitting
Where the section on the basics covered things you mostly cannot ignore, the following section gives you some ideas about fitting ships in EVE, which you can either follow or choose not to. None of the suggestions made below are a must, but they are still good to keep in mind.
Opening up the Fittings window
To get into the fittings window you click on the Fittings icon in your character panel on the left of your screen. To use it you must first dock at a station that has a Fittings Service Module installed. Almost all stations have that service available. If it does, then you will see a Fittings option under Station Services.
Once you do this you will be prompted by a “Fitting welcome page” (unless you have previously disabled this welcome page) which will allow you to access the Fitting Tutorial. It is recommended that you run through this tutorial if this is your first time using this station service.
How do I fit my ship and how does the fitting window work?
It is generally best to decide on one or two jobs that the fitting has to be able to accomplish and to focus on those, rather than trying to do everything. When deciding whether to add a module, carefully examine what it will accomplish and what its drawbacks are and decide if it helps or hurts the setup overall. For instance, if you want to PvP offensively, typically you would not fit a warp core stabilizer (despite the added safety) because the large penalty to targeting speed will allow some ships to escape and will hinder your tactical options. However, some close range cruisers may opt to fit one, since the penalties would affect the less drastically.
Almost every ship in EVE Online has the option of fitting modules giving pod pilots a wide variety of enhancements over the base ships abilities. In other MMO games, this would be similar to your weapon and armor slots. In all stations, you will have the option of opening the Fitting window for your active ship. In this Fitting window, you can add or remove modules and rigs from your ship. The Apocrypha expansion also introduced a Fitting Manager tool, which allows you to quickly use saved fitting setups, either your personal ones or your corp’s, this feature is described in more detail below.
Modules are split into three separate slots: high, medium, and low. High slots are generally for weapons, medium slots are for tackling or shield improvement modules, and lows are for weapon upgrades and armor improving items.
The available slots for modules on your ship along with available rig hardpoints are marked in white. To fit a module, you simply drag and drop the modules into the appropriate slot type. The slot icon on the item, should match the icon on the empty slot. The icon for a high slot looks like a triangle, a medium slot looks like two dashes, and a low slot looks like a lower case l. An alternative way of fitting modules, is to right-click the module itself and select the fit to active ship option from the menu.
To unfit a module, just drag and drop the modules from the slot to your cargo or hangar. Right-clicking the module and selecting unfit or pressing the strip fitting will also work.
On the right side of the window you can see various stats, including the ship's Capacitor, its recharge rate and on the bottom right hand corner the available CPU and PowerGrid. modules have an icon (dot) that is lit up when they have been put online, but when they are offline the light is faded away.
The Capacitor is the amount of energy available for the ship to use while it is flying about, and will go up and down as modules are used or turned off and/or if your vessel energy capacitor is drained. The CPU is a measure of how busy the ship's processor is, and is usually a set amount, though skills, modules, implants, and rigs can change the amount. The Power Grid, or PWG, is a general assessment of power usage, and once again is a set amount, though modifiable through skills, modules, implants, and rigs. All modules must fit within the given amount of CPU and Power Grid to be put online.
The Statistics Panel, shown on the right side of the window, displays the attributes of your ship. These attributes can be affected by the modules and rigs you fit on the ship, and by the skills and implants of you, the pilot. The Statistics Panel is arranged into a number of sub-panels describing different aspects of the ship. Each of these panels can be collapsed to conserve space. Also, keep in mind the attributes are affected by the skills and implants of you, the pilot of the current ship.
Subsystem slots sit in the 7-9 position on the new fitting screen. They are blank if you are not in a T3 ship (tengu, legion, loki, proteus). There are five subsystem slots, one for each type of subsystem. A tech 3 ship must have one of each before it can be assembled or undocked.
The Fittings Manager, located in the top right corner of the fittings screen, allows you to save your current setup or load it up quickly. This allows you to instantly load modules and rigs into your ship without having to manually fit them one by one. If you have sufficient roles in your corporation then you can also save your fittings for your entire corp, so that the other members of your corporation can also load up this fitting setup when they wish. Obviously you must have the modules / rigs available at your location to fit them onto your ship.
There are 3 main options in the Fittings Manager, Save, Browse and Strip.
Tech 3 Subsystems
With the implementation of Apocrypha players can now access Tech 3 ships. These ships are made up of interconnected modular pieces attached to their hull, called subsystems, which can be taken apart and put together in many different ways. They must have the 5 subsystem types installed to function, i.e. ‘’electronics, defensive, engineering, offensive and propulsion’’. By changing the subsystem setup, you change the look and attributes of your ship.
As you can see on the screenshot below, the subsystems have a pentacle form to differentiate them from rigs and regular modules on the fitting screen. Refer to the article on Tech 3 ships to find out how to assemble them.
As you probably noticed, each of the four races generally builds its own ships. The key here is that every race has its preferences on how the ships should be used to achieve the best results. This is due to factors like the ship bonuses (which you find in the Description tab), the ship's slots, and further data like shield/armor hitpoints. First, you need a quick overview on the affinities of the different races, before going into detail on the various aspects.
A DPS focused ship is designed to kill or drive off all enemies by sheer firepower. While the best defense is often a good offense, a DPS ship can be overwhelmed by superior numbers. A DPS focused ship is best flown in a fleet or with support.
Favoured by: Amarr Variations:
Charged with: Frequency Crystals
Modules for Support:
Rigs for Support:
Good Against: Shields (deals EM + Thermal) Not so Good Against: Armor Pro: Doesn't use ammunition, high damage against shields, can quickly change optimal firing range due to fast swapping of crystals. Con: Heavy use of capacitor, only EM + Thermal damage.
Charged with: Hybrid Charges
Modules for Support:
Rigs for Support:
Good Against: Shield and armor (deals Kinetic + Thermal) Not so Good Against: Since Kinetic and Thermal only do moderate damage to armor and shield, Hybrid misses out on the high-damaging EM and Explosive, and so can be considered the middle-ground. This means that Hybrids are good against anything, but not perfect against any one thing. Pro: Uses less capacitor than energy weapons, good damage for requirement balance. Con: Take up cargo space, slower with ammo swapping than energy weapons, take up capacitor.
Favoured by: Minmatar Variations:
Charged with: Projectile Charges
Modules for Support:
Rigs for Support:
Good Against: Armor (deal mainly Kinetic + Explosive damage) Not so Good Against: Shields Pro: No capacitor use, high rate of fire for Auto-Cannons, impressive Alpha-Strike (meaning they can damage or destroy another ship within the first volley). Con: Need to be reloaded often, take up cargo space, least damage per shot of all turrets.
There are three types of missiles: ones that require a target lock and hit a specific target; defender missiles, that destroy incoming missiles; and FoF (friend or foe), which don't require a target lock but simply hit the closest threatening target (FoFs don't hit peaceful targets). Missiles come in all four damage types.
Modules for Support:
Rigs for Support:
Good Against: Shield and Armor Pro: Don't use capacitor, do all types of damage, can be extremely long range, always hit if target in range and not fast enough to outrun missiles, can hit without target lock (FoF) even though one needs to be careful when using them and, most important, constant damage. Con: Long flight time (which is why many people say that missiles aren't so good for PvP, since time is crucial there), generally lower firing rate than turrets, take time to swap from one type to the other
Drones are little robots that need to be launched into space from the drone bay and commanded via the drone interface below the overview. There is quite a variety of them, such as electronic warfare, mining and repair drones. However, this section will only deal with those dealing damage.
Charged with: No charges needed
Modules for Support:
Rigs for Support:
Not so Good Against: Shields Pro: Come in all damage types, don't use resources like CPU/Powergrid/Capacitor, charges or slots. Con: Can be shot and killed, need to be called back before a different set of drones can be deployed - this makes changing for a different damage type very slow. Ships dedicated to drone warfare have fewer slots than their normal counterparts.
There are three obvious categories of Tanking, namely Shield/Armor/Hull, with Shield being split into active and passive, and one less obvious one which is referred to as Speed-Tanking. Of those listed, Hull Tanking doesn't really get used due to being extremely ineffective, modules taking damage while the hull is being damaged and other reasons. Speed-Tanking isn't really tanking in the sense of sustaining damage, but since it has the same effect, it will be included in this category.
Capacitor is used by a wide range of modules. While it recharges over time, there are several ways that make more Capacitor available. The modules can be categorized into three groups: those that increase the total amount of Capacitor, those that increase the recharge rate, and those that inject energy into it by either taking it away from another ship or by using charges carried in the cargohold.
Electronic Warfare refers to modules that tamper with the electronics of your own or your target's ship. There are four main categories, namely ECM with its countermeasure ECCM, Tracking Disruption with its countermeasure Tracking Computer, Sensor Dampening with Sensor Boosting being the counterpart, and target painting, which doesn't have a countermeasure. Generally, all races can use any kind of Electronic Warfare, though there are ships that give bonuses to certain types. Another category includes the modules that pin down a ship, either slowing it down or preventing it from warping.
A ship fitted for ratting (destroying NPC pirate ships for bounty) is set up to efficiently destroy a particular type of rat. Typically ratting ships will have hardeners fitted to tank specific damage types and weapons fitted to do specific damage types at specific ranges. This sets them apart from PvP ships which usually have a greater spread of resistances and damage types.
A sniper's job is to kill ships at a distance, usually preferably over 100 or 200km. These are best used in fleets as well.
Solo PvP ship
This ship type can be complicated for new players, but can result in some of the best loot for a PvPer. You are risking your fit everytime you go out, are facing large numbers of enemies at a time, but hopefully getting the helpless person out in the middle of nowhere alone, and taking their stuff.
Gang support can vary quite a bit, but always need a fleet to fly. These can provide things like extra speed to the entire fleet, remote repairs to nearby or far away ships, or even electronic warfare options, preventing the enemy fleet for targeting. If you have extra slots left over, these options are always welcome in a fleet battle.
Filling up the rest
Once you fit your ship with one purpose in mind, you often yourself with some slots empty. If that happens, try to fit it with a secondary role. For example:
Early on, you won't have the skills to fit the best equipment on your ship. Here are some pointers on getting around this.
Common Rookie Mistakes
"Dont's" for new players
"Always" for new players
Believe it or not, this is just the beginning. There are a large number of items that have not been mentioned in this guide, and the explanations given are just the basics. See it as the basic colours and brushes that have been explained to you, and your task will be to use the canvas (the ships) and get to work. This leaves you with nearly endless variations and room for experimentation until you find "your" perfect fitting. The forums, talking to people in game, and the help channels can aid you with that. You may also find some fitting advices on the evelopedia. Have fun!
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