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Anatomy of a failfit.

Author
Lilianna Star
Vagrant Empress
#1 - 2012-08-14 20:03:11 UTC
I'm not as experienced as I pretend to be. And to be honest, I don't really know how to spot a "failfit"

The most I know is find a job for your ship and stick with it. And make sure that the said job emphasizes the ship's strengths. Like, don't fit a Breacher to tank.

Also, don't double tank.

Anything else I should know?
Canabi
Destructive Influence
Northern Coalition.
#2 - 2012-08-14 20:07:31 UTC  |  Edited by: Canabi
Make posts with some substance and/or an argument on what is wrong/right.
Astroniomix
School of Applied Knowledge
Caldari State
#3 - 2012-08-14 20:09:19 UTC
Lilianna Star wrote:
I'm not as experienced as I pretend to be. And to be honest, I don't really know how to spot a "failfit"

The most I know is find a job for your ship and stick with it. And make sure that the said job emphasizes the ship's strengths. Like, don't fit a Breacher to tank.

Also, don't double tank.

Anything else I should know?

Just because you can put an oversized prop mod on a ship doesn't mean you should.
Kasutra
No Vacancies
No Vacancies.
#4 - 2012-08-14 20:31:13 UTC
Gaping resist holes on PvP ships. Cap stability on mission ships. A limited engagement range on any ship when coupled with a lack of ability to dictate range. Any ship that ignores the issues of tracking or explosion radius/velocity.
Metal Icarus
Star Frontiers
Brotherhood of Spacers
#5 - 2012-08-14 20:35:15 UTC
Your ships' bonuses:fit your ship to amplify those strengths
Dread Pirate Pete
Doomheim
#6 - 2012-08-14 20:35:25 UTC
Choose a single purpose for a ship, fit it exclusively to perform for that purpose.
(no salvager on pvp ships, dont blend long and short range mods, etc)

Don't blend different modules doing the same thing unless they synergize with each other.
(extra armour resist go with armour plates, shield booster doesn't)



Shereza
Center for Advanced Studies
Gallente Federation
#7 - 2012-08-14 21:00:46 UTC
Kasutra wrote:
Cap stability on mission ships.


Total cap stability can be useful for new players because it gives them a safety margin and guarantees they can tell when it's time to GTFO because their tank isn't keeping up with the damage. Likewise even past that point having at least your tank be cap-stable can, so longa s you're not using an XLSB, be a useful thing to do so long as you aren't using an excessive number of slots to do it.

Metal Icarus wrote:
Your ships' bonuses:fit your ship to amplify those strengths


Not always worthwhile. People routinely ignore the myrmidon's armor tank bonus in favor of fitting a shield tank, passive and active, while there have been, and likely still are, plenty of people who pilot AC-loaded abaddons. For that matter while the rattlesnake's missile velocity bonus is nice for torpedoes it is, in a very real sense, wasted on cruise missiles and fitting heavy launchers instead for your long-range punch makes sense if you're fighting a lot of sub-BC-sized opponents. Another case of picking which bonuses to amplify and which to ignore is present on a few Minmatar ships as well, ships like the typhoon which has a split weapon system bonus and a ship arrangement that generally forces you to focus on one or the other while punishing you for trying to focus on both. That's also ignoring the typhoon's ample drone bay and the temptation to and benefits from trying to amplify that even though the typhoon doesn't get a drone bonus.

________

Good rules of thumb are good, but they often have exceptions. :-D
Alara IonStorm
#8 - 2012-08-14 21:04:50 UTC
Don't over stack mods of the same type is one important thing. There is a point (Usually 2 sometimes 3) when a Module has a stacking penalty that when the penalty is enough you'll want to allocate the other empty slots to something else, even if stat gain by the other item thing isn't as important to your ships goal as mod under penalty. For instance adding a TC or LSE or Sebo to a fit instead of a third invuln field even though for Logi's sake high resists are an important goal. A TE instead of a forth damage mod as the TE will help you project the damage you have over adding a smidge more or a Nano which will help get you into range faster to apply said damage.

Getting the most out of each slot is important and while a ship should be focused contingency is not a bad thing. Like a Hurricane designed to kite at 20km fitting 2 Energy Neutralizers instead of Missiles. Optimally the unsupported Missiles will add some DPS to your ship at kitting range and the Neuts will be useless at said range, if things go wrong and you find they close range the effectiveness of said neutralizers is often much higher then the missiles. In this case more often then not a player will choose the neuts for this reason.

On the opposite to meet certain goals sometimes important things have to be cut as well. IE flying a blaster ship without a cap booster because you need a web or more shield tank. While there is risk of your weapons going offline in instances of heavy neuting you have to ask yourself is it worth losing whatever else that could be fit there to deal with such a scenario. This leaves some setups with vulnerabilities which at certain times can be exploited fatally, sometimes to the effect of turning your mainline warship into a pumpkin before it gets to the ball. You need to look at such instances of that happening and decide if it is worth it to have a blind slot when closing said hole will leave you at a disadvantage against every other tactic.

So while focusing a ship is important and contingency is important, finding a balance is what will get you the most out of a ship. Understanding of each ship and each module and how they interact with your ship and that of your opponents along with an understanding of common use tactics and setups allows you to reasonably get the most out of your ship in most situations...
Nalha Saldana
Aliastra
Gallente Federation
#9 - 2012-08-14 21:20:22 UTC
Dont fit:
-Capacitor power relays with shield booster
-Mixed gun sizes
-Mixed gun types
-No damage mods on a pve ship
-Too cheaply, its better to spend some and win then to save a little just to die
Lilianna Star
Vagrant Empress
#10 - 2012-08-14 21:26:58 UTC
Nalha Saldana wrote:

-Too cheaply, its better to spend some and win then to save a little just to die


I actually disagree with this. Though on a different topic.

I fit cheaply specifically so I can die. For me, a good death serves as a very good lesson. I wouldn't know diddly about kiting if I didn't die so many times from doing it wrong. So I fitted the cheapest gear possible so that I can figure out where I went wrong.

I see what you're saying though.
Klymer
Hedion University
Amarr Empire
#11 - 2012-08-14 22:56:16 UTC
Here is a prime example of bad fitting.

Shereza
Center for Advanced Studies
Gallente Federation
#12 - 2012-08-15 01:42:38 UTC
Nalha Saldana wrote:
Dont fit:
-Capacitor power relays with shield booster
-No damage mods on a pve ship


The first point is 99.99% accurate, but there are very rare, and very niche "I wanna have fun and be a snowflake" fits that really need to take the lumps of a CPR for that extra capacitor. These fits, however, are few and far between and very, very niche/snowflake and as such should never be used as the basis for serious discussions except, when relavent, to note that they do exist subsequently making absolute statements troublesome at best. Big smile

The second statement is absolutely true so long as drone navigation CPUs, tracking computers/enhancers, painters, and even webbers and their corresponding rigs and (when drone bay is sufficient to warrant the excess) drones. If a ship needs the lows for tank and/or fitting modules it's not necessarily a failfit if it has rDPS->eDPS conversion augmentors in the mid slots. Painters, TCs, and the like might not be as effective, or as obvious in EFT, as magstabs and heat sinks, but they do help the job get done faster regardless.
Piugattuk
Litla Sundlaugin
#13 - 2012-08-16 00:51:00 UTC
you do want to play you ships strengths but sometimes it also depends on what you're up to, I fit a blaster on my SNI for certain missions where frigate rats orbit at close range avoiding the Concord machine for aggression against asteroids and rats that attack my drones all the time, this fit would be considered a fail fit by most but it works well for me, I use rails for longer range rats but yeah, fail fit depends on what you're trying to achieve and if it works, my SNI is a fail fit that works.
Lost Greybeard
Drunken Yordles
#14 - 2012-08-16 00:59:27 UTC
Kasutra wrote:
Cap stability on mission ships.


*blink*

Um, on a lot of basic L4 fits it's hard to _not_ achieve cap stability. The Dominix, for instance. What is there to put on that **** besides drone augments, cap control, and reppers?

Turrets? Ha ha no.
Snow Axe
Republic Military School
Minmatar Republic
#15 - 2012-08-16 01:02:56 UTC
Lost Greybeard wrote:
Kasutra wrote:
Cap stability on mission ships.


*blink*

Um, on a lot of basic L4 fits it's hard to _not_ achieve cap stability. The Dominix, for instance. What is there to put on that **** besides drone augments, cap control, and reppers?

Turrets? Ha ha no.


I think what he means is when you make cap stability a goal at the expense of something else. If it can be cap stable without compromising things, great, otherwise it's not always worth it for missioning.

"Look any reason why you need to talk like that? I have now reported you. I dont need to listen to your bad tone. If you cant have a grown up conversation then leave the thread["

feihcsiM
THE B0YS
#16 - 2012-08-16 11:32:46 UTC
RAINBOW LAZORZ

It's the end of the world as we know it and I feel fine.

Last Wolf
Umbra Wing
#17 - 2012-08-16 12:01:17 UTC
In PVE once you get decent skills your DPS is your tank. A dead ship does no damage, so the faster you can kill them the less tank you need. There is no reason to have more than 400-600 dps tank (and even that is overkill for most missions) if you can push 700-1000 dps. However, don't go straight for 1500 dps blasters, range is important also. 600 dps at 100km is better than having 5000 dps if you have to be at 1km to use it.

That awkward moment at the Gentlemen's Club when you see your sister on the stage....and you're not sure where to put the money....

Ashimat
Clandestine Services
#18 - 2012-08-16 12:35:24 UTC
What I find interesting is how close a "failfit" can be to "thinking out of the box" (if you dont count all the obvious cases of mixed guns and mixed armor/shield tanks, even if that probably have some application too, somewhere).

All fits that stray from the mainstream, vanilla fits every hull have goes towards either a highly specialized, situational fit or a fail-fit. Sometimes you need to know the context to decide what you are looking at.

Is this a fail-fit?

[Thrasher]
Gyrostabilizer II
Gyrostabilizer II

Warp Disruptor II
Sensor Booster II, Scan Resolution Script
Sensor Booster II, Scan Resolution Script

280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
280mm Howitzer Artillery II, Republic Fleet EMP S
[empty high slot]

Small Projectile Collision Accelerator I
Small Targeting System Subcontroller I
Small Ancillary Current Router I

Nalha Saldana wrote:
Dont fit:
-Capacitor power relays with shield booster

Another interesting thing is that there always seems to be exceptions to any 'hard' rule. There are, for instance, ships where anything except a fit acording to the above statement is most likely a failfit. It's funny, and makes Eve interesting.

Got blog: http://thecloakedones.blogspot.com

Dennis Gregs
The Scope
Gallente Federation
#19 - 2012-08-17 03:03:57 UTC
Any mission fit with Damage Control Unit comes to mind... and especially if it's an armor tanked ship.

Klymer wrote:
Here is a prime example of bad fitting.



This made my eyes bleed.
Kasutra
No Vacancies
No Vacancies.
#20 - 2012-08-17 03:37:57 UTC  |  Edited by: Kasutra
Lost Greybeard wrote:
Kasutra wrote:
Cap stability on mission ships.


*blink*

Um, on a lot of basic L4 fits it's hard to _not_ achieve cap stability. The Dominix, for instance. What is there to put on that **** besides drone augments, cap control, and reppers?

Turrets? Ha ha no.

PvE Dominix? Yes, turrets. Or you're wasting damage potential.

And even if you don't fit turrets (which don't have that much to do with cap stability anyway), you should be using omnilinks/naviputers, a prop mod, and more DDAs. Cap mods don't have to go everywhere.

I'll admit something like PvE Drakes being an exception. They don't necessarily have something to gain from a prop mod, and apart from that, the only cap-consuming modules are shield hardeners and maybe a tractor or something, which aren't enough to gulp down even SPR-nerfed cap regen.

Also this:
Snow Axe wrote:
I think what he means is when you make cap stability a goal at the expense of something else. If it can be cap stable without compromising things, great, otherwise it's not always worth it for missioning.

And the point I was trying to make about the Dominix - if it's stable, you're probably sacrificing something.
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