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Ships & Modules

 
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How to fit for PvP?

Author
Flashson
State War Academy
Caldari State
#1 - 2012-03-27 11:34:05 UTC
Yep, title says it. I haven't spent a whole lot of time PvPing in eve. Mostly doing incursions and what not. I fly caldari and amarr and I'm quite dedicated to them. I wish missiles were more viable but if anyone knows if they can be a viable thing in combat, please let me know (I don't tend to keep up with patch notes).

My time in eve thus far has been grinding away at incursions and while they seem to be a great source of income it's not really what I want to do in the game. Thanks for the help in advance and I hope to be killing you in the near future!
Reppyk
The Black Shell
#2 - 2012-03-27 11:43:14 UTC
Fit a Warp Disruptor, update your clone, fly to the nearest lowsec and come sing with me. Pirate

I AM SPACE CAPTAIN REPPYK. BEWARE.

Proud co-admin of frugu.net, a French fansite about EVE !

ChromeStriker
Sebiestor Tribe
Minmatar Republic
#3 - 2012-03-27 12:05:58 UTC
bit too ambiguous... is there a particular ship/type you are looking to fly? will you be flying solo or in a group (how big a group)
will you be flying in high/low/null/wh space?...

No Worries

Roime
Mea Culpa.
Shadow Cartel
#4 - 2012-03-27 12:19:08 UTC
1) you need tackle to hold the other guy down

2) omni buffer tank is a good bet, plug those resist holes (active tank is cool on frigs and ships with bonuses to active tanking)

3) max everything

Check out some goodfits from here http://failheap-challenge.com/forumdisplay.php?15-Ship-Setup-Hangar (also has badfits, there is no single truth)

.

Woo Glin
State War Academy
Caldari State
#5 - 2012-03-27 12:27:59 UTC
1.) At least two tanks. Usually shield and armor

2.) Guns. Some big ones to shoot at BS, some small ones to shoot at little things

3.) Warp core stabs (for excaping)
Crellion
Nano Rhinos
PURPLE HELMETED WARRIORS
#6 - 2012-03-27 12:59:08 UTC
Basically you have two WIN WIN options:

-Buy fit lose a bunch of T1frigs. When you start killing some too move to cruisers rinse repeat.

- Join a pvp blob. They will have cookiy cutter fits and alliance must have fits and whatnot in their forums for you to peruse at your heart's desire.

Aebe Amraen
Dreddit
Test Alliance Please Ignore
#7 - 2012-03-27 16:31:29 UTC
Woo Glin wrote:
1.) At least two tanks. Usually shield and armor

2.) Guns. Some big ones to shoot at BS, some small ones to shoot at little things

3.) Warp core stabs (for excaping)


GoonTroll is FailTroll.
Abbadon21
Ignotis Imperium
Usurper.
#8 - 2012-03-27 16:37:52 UTC
Fitting is just the beginning, there's a lot more you need to know...

I think you would learn a lot from the articles and videos at my website: www.EVEProGuides.com

I also have a free to join pvp video series here: http://www.eveproguides.com/free-pvp-video-series/

Learn How PRO Players Make Billions of ISK and Dominate PVP: http://www.EVEProGuides.com

Kate Lockwell
Phoenix Naval Operations
Phoenix Naval Systems
#9 - 2012-03-27 17:14:50 UTC
make sure you fit as many cap rechargers/power relays to be cap stable, very important.
Petrus Blackshell
Rifterlings
#10 - 2012-03-27 17:32:45 UTC
Hmm... It's about time I wrote another blog entry. I may do a verbose explanation of PvP Fitting 101.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Lunkwill Khashour
Ministry of War
Amarr Empire
#11 - 2012-03-27 19:24:11 UTC
The signal to noise ratio is quite bad in this topic. I'ld recommend to join Red vs Blue for a while to learn the ropes.

Fitting for pvp is a balance between being able to escape/stop the other guy from escaping and a balance between doing damage and receiving damage. It's a fine excercise where buffer tanks and fast ships tend to win most of the time.
Fredfredbug4
The Scope
Gallente Federation
#12 - 2012-03-27 19:52:48 UTC
Really depends, this thread is very vauge. Generally here are some guidelines.

Solo:
1. You need a warp disruptor or else the target is going to get away
2. Local boosters/reppers could be useful as you are alone
3. You'll probably need something fast as few fights are solo or stay solo these days.

Small Gang:
1. Warp disruptor is not required but is reccomended
2. Fit a buffer tank, you aren't likely to be primaried and probably will have logi backing you up
3. Pick ship type based on what is needed. You'll probably want to avoid using battleships unless you are camping a gate or something since you will still be very mobile.

Fleet:
1. Warp Disrupter is not necessary unless you are dedicated to tackling
2. Buffer tank, there will be more than enough logi
3. Bring whatever you want (within the guidelines of the FC of course)

Watch_ Fred Fred Frederation_ and stop [u]cryptozoologist[/u]! Fight against the brutal genocide of fictional creatures across New Eden! Is that a metaphor? Probably not, but the fru-fru- people will sure love it!

Flashson
State War Academy
Caldari State
#13 - 2012-03-27 20:21:49 UTC
Thanks for the replies. I would like to eventually get into fleets but I have yet to find a decent corp for that type of stuff. Solo pvp for now then move on up to small gangs. I really have no ship type preference and I can fly most anything short of dreads. Combat skills are what are consuming my skill training atm so I plan on going with it.
Alara IonStorm
#14 - 2012-03-27 21:03:16 UTC
Lets look at a couple of Cane fits for base direction.

[Hurricane, Shield]
Damage Control II
Tracking Enhancer II
Tracking Enhancer II
Nanofiber Internal Structure II
Gyrostabilizer II
Gyrostabilizer II

Large Shield Extender II
Invulnerability Field II
Experimental 10MN MicroWarpdrive
Warp Disruptor II

425mm AutoCannon II, Republic Fleet Phased Plasma M
425mm AutoCannon II, Republic Fleet Phased Plasma M
425mm AutoCannon II, Republic Fleet Phased Plasma M
425mm AutoCannon II, Republic Fleet Phased Plasma M
425mm AutoCannon II, Republic Fleet Phased Plasma M
425mm AutoCannon II, Republic Fleet Phased Plasma M
Medium Energy Neutralizer II
Medium Energy Neutralizer II

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I


Warrior II x5


Largest guns you can fit, a mix of Damage Modules like Gyro's and range modules like TE's. A Damage Control unit is common and important for extra hull buffer and non stacked resists. Buffer is provided by large Shield Extenders and Invulns as well as Core Defence Field Extenders but Resist Rigs work as well to cover any holes. Nanofiber for extra speed and manuveralbility with an MWD for catching targets / escaping and keeping range. Utilities filled with Neutralizers for Cap Warfare while Guns are the largest you can fit. Warrior Drones for extra DPS and Anti Frigate work. Finally the Warp Disruptor to hold prey.

Lets look to Armor.

[Hurricane, Armor]
1600mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Damage Control II
Gyrostabilizer II
Gyrostabilizer II

Warp Scrambler II
X5 Prototype Engine Enervator
X5 Prototype Engine Enervator
Experimental 10MN MicroWarpdrive

425mm AutoCannon II, Republic Fleet Phased Plasma M
425mm AutoCannon II, Republic Fleet Phased Plasma M
425mm AutoCannon II, Republic Fleet Phased Plasma M
425mm AutoCannon II, Republic Fleet Phased Plasma M
425mm AutoCannon II, Republic Fleet Phased Plasma M
425mm AutoCannon II, Republic Fleet Phased Plasma M
Medium 'Gremlin' Power Core Disruptor I
Small Energy Neutralizer II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Warrior II x5

Armor is slower but usually has a higher tank. Free mid slots give you more tackle but the plate and rigs make it harder to get hold. EANM's and Plates make up the tank while Trimarks or resist rigs give you a boost.

Some times you have to sift your fit to match the ship type though.

[Harbinger, Armor]
Heat Sink II
Heat Sink II
Damage Control II
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II
1600mm Reinforced Rolled Tungsten Plates I

Medium Electrochemical Capacitor Booster I, Cap Booster 800
J5 Prototype Warp Disruptor I
X5 Prototype Engine Enervator
Experimental 10MN MicroWarpdrive

Focused Medium Pulse Laser II, Scorch M
Focused Medium Pulse Laser II, Scorch M
Focused Medium Pulse Laser II, Scorch M
Focused Medium Pulse Laser II, Scorch M
Focused Medium Pulse Laser II, Scorch M
Focused Medium Pulse Laser II, Scorch M
Focused Medium Pulse Laser II, Scorch M
Medium Energy Neutralizer II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Warrior II x5
Hornet EC-300 x5

Harbinger has trouble fitting larger guns and it's lasers take cap so having a cap booster is recommended to fight Neutralizers. It has a 50m3 Drone bay and 50 Bandwidth so you can decide if you want anti-frigate drones with ECM or medium drones and let someone else take Anti-Frigate duty.

[Rifter, New Setup 1]
Damage Control II
Micro Auxiliary Power Core I
Nanofiber Internal Structure II

Medium Shield Extender II
Limited 1MN MicroWarpdrive I
J5b Phased Prototype Warp Scrambler I

150mm Light AutoCannon II, Republic Fleet Phased Plasma S
150mm Light AutoCannon II, Republic Fleet Phased Plasma S
150mm Light AutoCannon II, Republic Fleet Phased Plasma S
Small Energy Neutralizer II

Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Projectile Burst Aerator I

[Rifter, New Setup 2]
200mm Reinforced Rolled Tungsten Plates I
Small Armor Repairer II
Damage Control II

Experimental 1MN Afterburner I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator

150mm Light AutoCannon II, Republic Fleet Phased Plasma S
150mm Light AutoCannon II, Republic Fleet Phased Plasma S
150mm Light AutoCannon II, Republic Fleet Phased Plasma S
Small Nosferatu II

Small Projectile Collision Accelerator I
Small Trimark Armor Pump I
Small Anti-Explosive Pump I

Here are to competing Frigate Fits. Frigates have more freedom to say fit Afterburners like the Armor one to avoid hits or an MWD like the Shield one to get tackle. The Armor fit is active tanked and one of the few ships that does so without a bonus. It uses a NOS to keep cap, the Shield Rifter can use a Neut to hurt tackled ships or a NOS to hold Tackle on larger targets that may try to Neut you and even a Rocket Launcher for DPS. The Shield fit is more common supporting larger gangs while the Armor is more used in smaller situations.
Alara IonStorm
#15 - 2012-03-27 21:03:32 UTC
Fleet fitting a ship is different to gang fitting but depends on the size of the fleet.

[Drake, New Setup 1 copy 1]
Ballistic Control System II
Ballistic Control System II
Capacitor Power Relay II
Damage Control II

Large Shield Extender II
Large F-S9 Regolith Shield Induction
Invulnerability Field II
Invulnerability Field II
Magnetic Scattering Amplifier II
Experimental 10MN MicroWarpdrive

Heavy Missile Launcher II, Caldari Navy Trauma Heavy Missile
Heavy Missile Launcher II, Caldari Navy Trauma Heavy Missile
Heavy Missile Launcher II, Caldari Navy Trauma Heavy Missile
Heavy Missile Launcher II, Caldari Navy Trauma Heavy Missile
Heavy Missile Launcher II, Caldari Navy Trauma Heavy Missile
Heavy Missile Launcher II, Caldari Navy Trauma Heavy Missile
Heavy Missile Launcher II, Caldari Navy Trauma Heavy Missile
[empty high slot]

Medium Core Defence Field Extender I
Medium Anti-Thermal Screen Reinforcer I
Medium Core Defence Field Extender I


Warrior II x5

Gernerally in large fleets you want Omni Resists for Logi and Tackle will be provided by Ships designed to get it leaving you to worry about Range, DPS and Tank.

Smaller Gangs require that your Ship does more.

[Drake, New Setup 1]
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II
Damage Control II

Large Shield Extender II
Invulnerability Field II
Invulnerability Field II
Experimental 10MN MicroWarpdrive
Warp Disruptor II
Parallel Weapon Navigation Transmitter

Heavy Missile Launcher II, Caldari Navy Trauma Heavy Missile
Heavy Missile Launcher II, Caldari Navy Trauma Heavy Missile
Heavy Missile Launcher II, Caldari Navy Trauma Heavy Missile
Heavy Missile Launcher II, Caldari Navy Trauma Heavy Missile
Heavy Missile Launcher II, Caldari Navy Trauma Heavy Missile
Heavy Missile Launcher II, Caldari Navy Trauma Heavy Missile
Heavy Missile Launcher II, Caldari Navy Trauma Heavy Missile
Small Energy Neutralizer II

Medium Core Defence Field Extender I
Medium Core Defence Field Extender I
Medium Core Defence Field Extender I


Warrior II x5

Warp Disruptor, Speed, Painter or a Web to help hold targets.



Of course these are just a few ships that are used in game and a few of the more basic fitting tactics. To get a better picture you should Google PvP Fits for any ship you fly and compare them to your own. Only you know what your ship is for so build for it and use all advice available that you can find to help focus the direction of your ship. You want the capabilities to mirror the way you want to fight.
Xi 'xar
Rift Watch
#16 - 2012-03-28 13:34:40 UTC
For some general pointers you should look here:

http://kokuryupirate.blogspot.com/2009/11/art-of-hurricane-1-kiting-cane-setup.html . The art of the hurricane is a bit out of date, but gives you a good idea of what it is you should be looking for when you are fitting. Read it in a "general" fashion.

and

http://flight-of-dragons.blogspot.com/ - start at the beginning (thats a link to the end). There is a lot of advice on that blog which will give you a good idea of what is important when fitting for pvp.

Also, http://dl.eve-files.com/media/corp/wensley/The_Rifter_Guide_Solo_PvP.pdf - excellent fitting guide included in a wonderful pdf all about the rifter.

Good luck!

http://herdingwolves.wordpress.com/