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Let me enlighten you - useful modules for new players

Author
Serge Bastana
GWA Corp
#1 - 2012-05-11 00:51:42 UTC  |  Edited by: Serge Bastana
I thought I'd share this bit of information with new players coming to the game. For those of you having trouble fitting your ships here are some modules that are what I call a 'newbies best friend'

Damage Control i and Damage Control II
The Damage Control is the most important one here as this should be included on fits throughout your time in New Eden, it increases all damage resistances on shields, armor and hull and these bonuses add to other resistance bonuses from modules without penalty so it's a very useful module for players at any stage in their career.

I will amend this post to say these are meant as 'training wheels' modules and should be left out of regular fits once you have the support skills to make them obsolete. Use your Core certificates as a guideline for skills that will help you fit your ships better.

Co-processor
This increases your ship's CPU, a low slot module.

Reactor Control Unit
This increases your ship's power grid, a low slot module

Power Diagnostic Systems
This is a very useful low slot module for new players as it has several bonuses for your ship. It increase your shield hit points and recharge time, increases your capacitor amount and recharge rate and increases your ships power grid.

The other benefit of this module is that does not suffer stacking penalties when you use more than one as many other modules do.

I'll add this link here so that new players can perhaps learn a little more about what bonuses are and are not affected by stacking penalties.

Stacking Penalties

WoW holds your hand until end game, and gives you a cookie whether you win or lose. EVE not only takes your cookie, but laughs at you for bringing one in the first place...

Babar Baboli
Republic Military School
Minmatar Republic
#2 - 2012-05-11 06:22:02 UTC
Why no Damage Control?
I barely used any of those modules when I was new, I would say that Damage Control is the single most important module when you are totally new to the game.
Serge Bastana
GWA Corp
#3 - 2012-05-11 08:45:53 UTC
Babar Baboli wrote:
Why no Damage Control?
I barely used any of those modules when I was new, I would say that Damage Control is the single most important module when you are totally new to the game.


That's fair enough, but I find the new players I've been talking to have asked about modules that help with their ship fittings. Just because you didn't use it doesn't mean nobody else did.

WoW holds your hand until end game, and gives you a cookie whether you win or lose. EVE not only takes your cookie, but laughs at you for bringing one in the first place...

Mara Rinn
Cosmic Goo Convertor
#4 - 2012-05-11 09:14:22 UTC
It's worth remembering which skills and hardwirings improve the fittings of your ships too!

This page on the wiki lists a bunch of hardwirings which help with ship fittings. Sadly the names of all of these hardwirings have been changed, so there's plenty of work for aspiring wiki editors :)
Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#5 - 2012-05-11 09:25:00 UTC  |  Edited by: Tor Gungnir
Serge Bastana wrote:
I thought I'd share this bit of information with new players coming to the game. For those of you having trouble fitting your ships here are some modules that are what I call a 'newbies best friend'

Co-processor
This increases your ship's CPU, a low slot module.

Reactor Control Unit
This increases your ship's power grid, a low slot module

Power Diagnostic Systems
This is a very useful low slot module for new players as it has several bonuses for your ship. It increase your shield hit points and recharge time, increases your capacitor amount and recharge rate and increases your ships power grid.

The other benefit of this module is that does not suffer stacking penalties when you use more than one as many other modules do.

I'll add this link here so that new players can perhaps learn a little more about what bonuses are and are not affected by stacking penalties.

Stacking Penalties


One could argue that those modules are horrible.

Why?

Because you shouldn't need them at all if you have proper skills. Plus there are far better modules for Low Slots like the Damage Control. So you'll end up handicapping your ship and not training proper skills.

Just wait until you can fit the stuff without the need for these modules. The CPU/PowerGrid-increasing(Electronics and Engineering) skills are vital anyway, no reason not to train them.

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Serge Bastana
GWA Corp
#6 - 2012-05-11 09:28:19 UTC
Tor Gungnir wrote:
Serge Bastana wrote:
I thought I'd share this bit of information with new players coming to the game. For those of you having trouble fitting your ships here are some modules that are what I call a 'newbies best friend'

Co-processor
This increases your ship's CPU, a low slot module.

Reactor Control Unit
This increases your ship's power grid, a low slot module

Power Diagnostic Systems
This is a very useful low slot module for new players as it has several bonuses for your ship. It increase your shield hit points and recharge time, increases your capacitor amount and recharge rate and increases your ships power grid.

The other benefit of this module is that does not suffer stacking penalties when you use more than one as many other modules do.

I'll add this link here so that new players can perhaps learn a little more about what bonuses are and are not affected by stacking penalties.

Stacking Penalties


One could argue that those modules are horrible.

Why?

Because you shouldn't need them at all if you have proper skills. Plus there are far better modules for Low Slots like the Damage Control. So you'll end up handicapping your ship. Just wait until you can fit the stuff without the need for these modules. The CPU/PowerGrid-increasing skills are vital anyway, no reason not to train them.


They're modules that you don't need once you have a decent skill set, but this post is for new players, the ones who have only just started figuring things out and training up that long list of skills. It's very rare that an experienced player should require the use of these but for new players they can be useful in the first couple of weeks.

WoW holds your hand until end game, and gives you a cookie whether you win or lose. EVE not only takes your cookie, but laughs at you for bringing one in the first place...

Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#7 - 2012-05-11 09:30:42 UTC  |  Edited by: Tor Gungnir
Serge Bastana wrote:
Tor Gungnir wrote:
Serge Bastana wrote:
I thought I'd share this bit of information with new players coming to the game. For those of you having trouble fitting your ships here are some modules that are what I call a 'newbies best friend'

Co-processor
This increases your ship's CPU, a low slot module.

Reactor Control Unit
This increases your ship's power grid, a low slot module

Power Diagnostic Systems
This is a very useful low slot module for new players as it has several bonuses for your ship. It increase your shield hit points and recharge time, increases your capacitor amount and recharge rate and increases your ships power grid.

The other benefit of this module is that does not suffer stacking penalties when you use more than one as many other modules do.

I'll add this link here so that new players can perhaps learn a little more about what bonuses are and are not affected by stacking penalties.

Stacking Penalties


One could argue that those modules are horrible.

Why?

Because you shouldn't need them at all if you have proper skills. Plus there are far better modules for Low Slots like the Damage Control. So you'll end up handicapping your ship. Just wait until you can fit the stuff without the need for these modules. The CPU/PowerGrid-increasing skills are vital anyway, no reason not to train them.


They're modules that you don't need once you have a decent skill set, but this post is for new players, the ones who have only just started figuring things out and training up that long list of skills. It's very rare that an experienced player should require the use of these but for new players they can be useful in the first couple of weeks.


I'm still saying that in those first weeks, you could easily get Electronics and Engineering up to level 4 which will benefit you a lot more in the long run. Just don't try and fit the biggest turrets you can on your Frigate/Destroyer before you have them trained and you should be fine.

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Khanh'rhh
Sparkle Motion.
#8 - 2012-05-11 10:31:42 UTC
No this is pretty much terrible advice.

Fitting modules should only really be used to make a few niche fits viable, not as a method of gimping your ship to make a high-skill fit work.

There is rarely ever a fit for new player ships (frigs up to battlecruisers) that needs any fitting modules at all, even with basic skills. Electronics / Engineering IV does not take long, and players ought to be training those before ship hulls that may need fitting modules with low skills.

There are a few cases where this isn't true (scan ships need CPU, some Amarr BSes need grid with beams/tachs) but generally speaking encouraging fitting modules is encouraging fail fits.

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#9 - 2012-05-11 11:14:07 UTC
Khanh'rhh wrote:
No this is pretty much terrible advice.

Fitting modules should only really be used to make a few niche fits viable, not as a method of gimping your ship to make a high-skill fit work.

There is rarely ever a fit for new player ships (frigs up to battlecruisers) that needs any fitting modules at all, even with basic skills. Electronics / Engineering IV does not take long, and players ought to be training those before ship hulls that may need fitting modules with low skills.

There are a few cases where this isn't true (scan ships need CPU, some Amarr BSes need grid with beams/tachs) but generally speaking encouraging fitting modules is encouraging fail fits.


Exactly. That's what I meant to say, but I'm not that good with words.

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Serge Bastana
GWA Corp
#10 - 2012-05-11 11:26:36 UTC
I agree that these modules shouldn't be used for most fits, I see them merely as training wheels while new players are working their way through the long list of skills they find themselves facing in those first weeks, once they have the electrical and engineering skills up I wouldn't recommend using them at all as they do lead to fail fits, as you observed. The only useful module recommended here that should be used after the first week or so is the damage control.

WoW holds your hand until end game, and gives you a cookie whether you win or lose. EVE not only takes your cookie, but laughs at you for bringing one in the first place...

Ilnaurk Sithdogron
Blackwater International
#11 - 2012-05-11 11:48:08 UTC
Damage Control should be on this list.

I've never used any of the modules the OP recommends, and I don't think I should have to unless I'm using a niche fit that really needs some extra powergrid or capacitor. Generally, a fit that is eating up that much of your resources will have some nasty repercussions.

http://eve-sojourn.blogspot.com/

Pinstar Colton
Sweet Asteroid Acres
#12 - 2012-05-11 12:59:18 UTC
I agree with the need for damage control on that list, especially for armor tanks. I got one as a drop from a rat (prior to the Meta0 nerf) and have pretty much passed it between every ship I fly that is intended for any sort of combat. I was pleased when I found a DC II on the wreck of a Wolf that someone neglected to loot.

In the cat-and-mouse game that is low sec, there is no shame in learning to be a better mouse.

highonpop
KarmaFleet
Goonswarm Federation
#13 - 2012-05-11 13:38:20 UTC  |  Edited by: highonpop
nvm.

Reading > me

FC, what do?

Lyric Lahnder
Deep Core Mining Inc.
Caldari State
#14 - 2012-05-11 14:55:00 UTC
Damage controls are useful in PVP, and in Incursions if your logi fall the **** asleep.

Ive never used a damage control in pve ever. Once you get the swing of missions its all about MOAR DPS!

The other afformentioned modules are crutches you should avoid using. If you cant fit a basic ship out with a basic load out your not ready to fly it.

Noir. and Noir Academy are recruiting apply at www.noirmercs.com I Noir Academy: 60 days old must be able to fly at least one tech II frigate. I Noir. Recruits: 4:1 k/d ratio and can fly tech II cruisers.

Serge Bastana
GWA Corp
#15 - 2012-05-11 14:58:00 UTC
Lyric Lahnder wrote:
Damage controls are useful in PVP, and in Incursions if your logi fall the **** asleep.

Ive never used a damage control in pve ever. Once you get the swing of missions its all about MOAR DPS!

The other afformentioned modules are crutches you should avoid using. If you cant fit a basic ship out with a basic load out your not ready to fly it.



I've revised my post to show this, I've called them 'training wheels' since you shouldn't need them in most cases, apart from specialist niche fits, after the first week or so. Get those support skills trained up, check which are going to be most useful by using Core certificates as a guide line and try and leave them behind as soon as you can.

WoW holds your hand until end game, and gives you a cookie whether you win or lose. EVE not only takes your cookie, but laughs at you for bringing one in the first place...

Kahega Amielden
Rifterlings
#16 - 2012-05-11 22:08:45 UTC  |  Edited by: Kahega Amielden
In general, ancillary current routers are better than reactor controls relatively because a rig slot is generally less valuable than a low slot.

There are no CPU rigs right now, but there will be with Inferno - those will likely be the same.

Also, Micro auxiliary power cores are better than reactor controls for any ship with under 100 powergrid (which is to say, frigates).


MAPCs give a significant enough powergrid boost that they can very often be useful on real fits. One or two ancillary current routers can sometimes be acceptable too.

Reactor control units and co-processors -can- be good, but you should always try to make the fit work without fitting mods BEFORE sacrificing slots.


Quote:
I've revised my post to show this, I've called them 'training wheels' since you shouldn't need them in most cases, apart from specialist niche fits, after the first week or so. Get those support skills trained up, check which are going to be most useful by using Core certificates as a guide line and try and leave them behind as soon as you can.

The same arguments against fitting mods apply when being used by new players as they do with experienced players. A new player who uses these 'training wheels' to make a fit work will be sacrificing slots to do so, which can be just as bad.

Instead of just dropping fitting mods when your fit doesn't work, try to revise your fit first.
Lost Greybeard
Drunken Yordles
#17 - 2012-05-11 22:31:58 UTC
Honestly the best thing that a new player can learn module-wise is that the different meta levels of various modules often have the same benefit for a different fitting cost and that there is usually a version of your guns that has less fitting requirements in exchange for a slightly lower damage multiplier.
Devore Sekk
Ministry of War
Amarr Empire
#18 - 2012-05-13 00:32:29 UTC
I would say Damage Control very useful, until you get a feel for how much beating your tank can handle and how much damage enemies put out. Several times I've escaped in deep structure, once with 8 hitpoints, all thanks to DC. It may also be difficult to fit anything else useful due to fitting requirements.
Scien Inkunen
Deep Core Mining Inc.
Caldari State
#19 - 2012-05-13 18:41:41 UTC
Can you all reach an agreement so young players can learn the right stuff - this is what this post is about, yes?

Read the "Fart file" and you will understand the meaning of life !

Markus Reese
Deep Core Mining Inc.
Caldari State
#20 - 2012-05-13 20:06:38 UTC
Going to point out a couple. First, the co-processor. It is very niche, and on rookie ships, not a good thing to fit for a limited slot ship. Powergrid, never ever use a reactor control, until you start fitting advanced fit guns. Use smaller guns if you cannot fit them. Now for some stuff like an afterburner, you need a "Micro Auxiliary Power Unit"

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

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