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EVE New Citizens Q&A

 
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Help Fitting Ships

Author
Boe Harknes
The FreeThought Society
#1 - 2013-04-26 12:23:43 UTC  |  Edited by: Boe Harknes
So one of the biggest hurdles I have hit in the game is actually learning how to fit my ships. There is so much stuff out there I am really having a hard time figureing out what I should be fitting to my ships. Right now I am really struggling to do enough damage in level 2 missions with my destroyers. Im still training up all the skills for cruisers so they are not an option yet. I am a gallente pilot by the way. I have tried using ion blasters on my catalyst but find my self needing to warp out before i ever get into range. Ive tried multiple long range options with drones on my algos but again it just seems like im not doing enough damage and have to warp out before I can even kill the main targets. I have tried looking at battle clinic but the trolls are alive and well so I realy have no idea what is good or proper fitting strategy. It actually made me rage quit the other day becuase Im trying to buy stuff and now i have stuff scatter with up to 30 jumps in between. Im not quitting by any meens but it is deffinatly a frustrating aspect I have ran into.

Edit: Also I have been training my core skills to level 5 as soon as I can. Right now I have trained most to level 3 and 4 and am working my way up.
Merouk Baas
#2 - 2013-04-26 12:43:07 UTC
That's more because of the ship than because of the modules you're trying to fit.

Destroyers are "attack" ships, basically "glass cannons". People love to get into them, but the style of play for attack ships, kill before you're killed, is more suited to PVP than to the protracted, 1 hour long battles where you're facing incoming waves of enemies and have to stay put and tank them all.

There's a bit of a subtlety going on with the ships, too:

It's made obvious that you need the power grid, and either low slots for armor or medium slots for shield, to install your "tank". You also need capacitor recharge / juice to maintain the tank. A destroyer often has fewer of these slots than a frigate.

But what's subtle is that the destroyer is just slightly bigger (signature radius) than the frigate, and that matters with how easy they are to hit, especially by missile NPCs. A frigate can have 50% damage reduction against cruiser missiles just from its size, and a destroyer will often take the full brunt of damage of a Level 2 mission. With the frigate you get in close and orbit fast, use blasters to do the DPS that you can, and otherwise shrug the damage indefinitely because they just can't hit you. With the destroyer it's big enough and clumsy enough that you just can't do that; you get hit on approach for double the damage a frigate would take.

Try it. Jump in a "combat" frigate. Kill all the NPC frigates as fast as you can, then just orbit the cruisers at 900 with an afterburner on.

In any case, there are difficult level 2 missions, and you don't really get a warning before being offered one of them. A cruiser is needed for level 2's, especially for the hard ones, because the cruiser has the amounts of armor, shields, and defenses to actually take the damage, and even then it's difficult. You may have to decline the harder missions until you get in your cruiser and have the skills trained properly to fit it.



J'Poll
School of Applied Knowledge
Caldari State
#3 - 2013-04-26 12:43:49 UTC
You fit ships based on their stats and bonuses.

So a ship with:

Shield booster bonus + projectile turret bonuses will likely be active shield tanked and using AC / Arty.
A ship with more shield HP over armor HP and more mid slots then low slots will likely be a shield tanked ship.


As for your issue. Destroyers in level 2 missions is hard. Many because the principle of a destroyer is lots of gank and less tank. Combine that with small turrets (good against frigates, less effective in applied damage against bigger suff) in missions where youlikely will encounter a couple of cruiser rats, a bigger sig radius then your firgates had and you kind of have the source of the problem.

So solutions:
A. Move to a cruiser and work level 2 missions with it.
B. Warp out if needed and keep using your dessy.
C. Downship into a tanky frigate and try to speed tank the cruisers.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Chal0ner
Hideaway Hunters
The Hideaway.
#4 - 2013-04-26 12:48:13 UTC
Pretty much what J'Poll says.

And alos, check out EVE-Survival on how to manage your missions.
You could inadvertently be killing a trigger ship, releasing the next wave of npc pirates before you are ready for them.
You don't want to do that.
Boe Harknes
The FreeThought Society
#5 - 2013-04-26 13:39:09 UTC
Thank you for all the tips. I think my biggest concern is know whether i should be shield tanking or armor tanking. I do use eve survival which has helped alot. Right now my plan is to dock the destroyers and fit an atron with ions and my Tristan with long range and some hammer heads. I really want to leave work early to hop on and start playing lol. Also i guess i should ask is there a frigate i should use instead of these two? If i want to armor tank should I use a repper and some plating together or save teh extra spot for tracking computer?
Elena Thiesant
The Scope
Gallente Federation
#6 - 2013-04-26 13:45:31 UTC  |  Edited by: Elena Thiesant
Gallente ships are typically armour tanked, they're sometimes bonused for that and usually have more lows than mids. Stick with armour tanking until you know enough to know why you'll shield tank a Gallente ship.

For missions you often want rails, not blasters. Blasters are very, very, very short range weapons.

Atron's more a tackle frigate, fast and flimsy. Try an Incursus with rails or tristan with rails and drones for missions, should deal more damage and survive longer.

No plating, not for missions typically. Repper, hardeners (active hardeners best), maybe an energised membrane if you have a free low slot.

TRacking computer's a mid slot, so won't interfere with you fitting an armour tank (which is all low slots)
Daniel Plain
Doomheim
#7 - 2013-04-26 13:50:08 UTC
for PVE you typically do not want plates. concentrate on resistances and repairs. passive shield tanked ships like the drake are the only exceptions.
the question whether to shield tank or armor tank depends on the ship you are flying and what kinds and amounts of damage you expect. for example, a lvl1 mission against angels will hardly dent the shields on a destroyer whereas a lvl4 mission against sansha will melt a battleships shields in seconds. google 'eve damage types' or look into the mission descriptions on eve survival to learn what type of damage to expect. once you are comfortable tanking the type of mission you are flying, you can tone down the tank for more and better damage.

I should buy an Ishtar.

Bret Crendraven
Doomheim
#8 - 2013-04-26 14:08:54 UTC
To the OP.. Download a fitting tool. Make yourself a API key so you can fetch your skills so it represents what you can and cant fit on your ship.

A fitting tool can help you decide and see what modules will help you and what are useless for what you want to do. If its PVE, google the rats damage types so you can accommodate accordingly

I spend a good hour a day sorting fittings out and updating them etc etc. its a good way to learn certain aspects of ships and modules
Boe Harknes
The FreeThought Society
#9 - 2013-04-26 15:03:50 UTC  |  Edited by: Boe Harknes
Bret Crendraven wrote:
To the OP.. Download a fitting tool. Make yourself a API key so you can fetch your skills so it represents what you can and cant fit on your ship.

A fitting tool can help you decide and see what modules will help you and what are useless for what you want to do. If its PVE, google the rats damage types so you can accommodate accordingly

I spend a good hour a day sorting fittings out and updating them etc etc. its a good way to learn certain aspects of ships and modules


I couldn't find where to load my API in EFT.
Praxis Ginimic
The Scope
Gallente Federation
#10 - 2013-04-26 16:08:34 UTC
Manage characters > create new > import api
Andres Talas
Center for Advanced Studies
Gallente Federation
#11 - 2013-04-26 16:47:19 UTC
Boe Harknes wrote:
Thank you for all the tips. I think my biggest concern is know whether i should be shield tanking or armor tanking.


On that, speaking in general, I have to give the EvE answer.

"Its situational".

Shield buffer tanks rock - they let you keep the low slots for gank.

Shield active tanks rock - oh my god, the local reps over time.

Armor buffer tanks rock - Im aliiiiiveeeeeeeeee ... and then I catch reps from the logi.

Armor active tanks rock - oh, so Mr Ganker, you think Im dead. Wrong. You, Sir, have been baited. Boosters on.
Davith en Divalone
Aliastra
Gallente Federation
#12 - 2013-04-26 18:31:42 UTC
If you can afford to buy and insure a cruiser, I wouldn't be shy about taking one out for a spin in most level 2s. Blockade and Mission of Mercy are among the tougher ones that you might want to avoid. But the generous tank of a cruiser hull might be worth an upgrade even with support and weapon skills at 3.

If the hull offers a tanking bonus (resists, repair amount, boost amount) you're generally better off fitting for that bonus. There are some niche counter-examples like the shield-tanked myrm.

If a hull doesn't offer bonuses, a good suggestion is to look for the number of medium vs. low slots. Armor tanks tend to gobble up low slots. Shield tanks tend to gobble up medium slots.

For a cruiser hull in missions, I try for the following:

Resists: 70-80% in the primary and a minimum of 60% in the secondary damage type for the mission. Stacking two resist modules is good practice, but more than two is usually a waste of fitting slots. Some missions you might want more, many missions you can get by with less.

Heals: Armor: one Medium Armor Repairer, two if you expect high bursty damage. Active Shield: Medium Shield Booster or Large Shield Booster. Passive Shield: Large Shield Extender.

Stamina: Armor and Active Shield: You're turning capacitor into hit points, so you probably will want at least one capacitor module. Active Shield tanks should avoid Capacitor Power Relays. You don't need to be cap stable. Learn to manage your Repairs/Boosts around incoming damage and capacitor recharge. Passive Shield: Shield Power Relays if you're running capless weapons and have spare low slots.
Boe Harknes
The FreeThought Society
#13 - 2013-04-26 19:11:00 UTC
Ok now Im tempted to ditch everyone tonight for a massive session. I can't wait to get home and set up EFT the right way. Deffinatly have some ideas for some fittings.

For cap. Should i always be shooting for stable or just what ever gets me through the missions.
Bret Crendraven
Doomheim
#14 - 2013-04-26 21:56:18 UTC
Shoot for stable as possible. Cap stability depends on several things, Your skills, the ship and the modules.

Your skills affect it because there are skills that increase the cap recharge and capacity, also the ability to equip tech II cap rechargers and capacitor rigs

The ship, well, because each ship has their own capacitor charge rate and capacity

The modules. Some modules absolutely drain you cap such as armour reps where a damage control will barely scrape the recharge rate.

I can get an incursus, with a double rep, completely cap stable but I cant on a cruiser.
Davith en Divalone
Aliastra
Gallente Federation
#15 - 2013-04-26 21:58:54 UTC
Whatever gets you through missions.
J'Poll
School of Applied Knowledge
Caldari State
#16 - 2013-04-26 22:28:49 UTC
Boe Harknes wrote:
Ok now Im tempted to ditch everyone tonight for a massive session. I can't wait to get home and set up EFT the right way. Deffinatly have some ideas for some fittings.

For cap. Should i always be shooting for stable or just what ever gets me through the missions.


Cap stability:

First things first. Cap stability in the fitting window is a false readout. The status of your capacitor shown there will take into account that ALL modules will be running ALL the time. It doesn't take into account if you only use a propulsion module to get into range or that you only cycle your repper (shield booster / Armor repairer) when you need it.

Well. There will be 2 opinions here.

For Mission running. Stable is possible but it likely means you either drop some tank or gank to achieve it. But if you can still tank the mission and also kill the rats in a reasonable time, it's not a problem.

But you can get away with a unstable capacitor. You might have to manage your capacitor manually (so pulse reppers when needed etc.) but it also means you can get a bit more tank and/or gank out of your ship.


For PvP...Unless you plan on shooting a POS or other big structure, most fights are over within 5 minutes. So a stable capacitor there is kind of useless. In PvP you want to maximize tank and/or gank as much as possible and your capacitor stability is that you kill the guy before he kills you and after that you recharge your capacitor.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

Public roams channels: RvB Ganked / Redemption Road / Spectre Fleet / Bombers bar / The Content Club

Davith en Divalone
Aliastra
Gallente Federation
#17 - 2013-04-27 00:18:13 UTC
Damage in most PvE encounters is heaviest as a new wave/group comes into range and tapers off as you kill things, get into a good kiting situation, and/or under the guns of any heavies. Since I usually armor tank, I'll turn everything on when I'm expecting high damage, ("oh look, I killed a trigger") and cut back when I'm over-repping (my armor bar is reading 100% on each cycle).

When in doubt, you can always go for more cap and cut back if you find that you're over-tanked for a given mission. Unfortunately figuring out exactly what you need for a given mission/site/anomaly comes with a fair bit of trial and error.
Merouk Baas
#18 - 2013-04-27 02:59:24 UTC
EFT is sweet, and a very very useful app. Definitely play with it as you learn the game.

For later, though, keep in mind that EFT doesn't reflect the whole "damage reduction because of speed / small size" thing. With your destroyer vs. frigate example, in EFT you're looking at straight DPS, tank hitpoins, resistance numbers, and the destroyer may appear better than those frigates, but in-game speed or size have an effect that EFT can't convey very well.

Ultimately, I use it to check whether I can fit all the modules, with my skills. Which is another thing you'll encounter in this game. Skills appear to only improve ships and your performance by small amounts, 2-5%, but that 2% is, for example, just enough power grid to put in another gun, which you couldn't before. And one more gun gives like 20% more damage. It's all about training until you get over certain thresholds and limitations, where suddenly the ship just works and is a pleasure to fly.

Engineering skill, Electronics skill, train them.