These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE New Citizens Q&A

 
  • Topic is locked indefinitely.
12Next page
 

Fitting problems.

Author
Javion Ahashion
The Shadow's Of Winter.
#1 - 2013-12-05 23:58:46 UTC
Hey,

So I've been playing EVE on and off for a while now, basically playing when I have the money. I recently have gotten my skills trained up for t2 launchers and some other tech to fit my corax. I'm trying to use this fit:
http://eve.battleclinic.com/loadout/65023-L2-PvE-Corax.html#loadout
I have the skills to fit most of it (Everything but the sensor boosterII) but after I fit all the launchers I can't really fit anything else, and if I use the rigs I can't fit all the launchers even without anything else fitted. My question is this; what am I doing wrong? are there skills I should have trained to a certain level? or if not what implants should I buy?

-Thanks for any help
Snaggletooth Slackjaw
Banana Moon Industries
#2 - 2013-12-06 00:06:07 UTC  |  Edited by: Snaggletooth Slackjaw
Training weapons upgrades will reduce the amount of CPU needed by turrets and launchers.

Training advanced weapons upgrades will reduce the amount of powergrid needed by turrets and launchers.

This will help with fitting weapons on ships.

CEO, Banana Moon Industries. Alliance Diplomat, Rim Worlds Protectorate

Praxis Ginimic
The Scope
Gallente Federation
#3 - 2013-12-06 00:10:36 UTC
The lml corax is a tight fit. Honestly, anything with lml's is a tight fit. You will need to sacrifice tank & some utility for fitting mods/rigs until you get your fitting skills up to par.

Are you using eft or pyfa? You can play around with relevant skills in a fit to see what you will need make something work. I suggest taking this fit into eft and making yourself a training plan. Then for the time being just start downgrading things and swapping stuff out for fitting mods until you can fly some version of it right now.

If you noticed in that post the guy said he spent all his time training missiles and fitting skills. You have the missiles down...
Paranoid Loyd
#4 - 2013-12-06 00:12:08 UTC
Good advice above, I will add that the missile rigs take CPU away, so that fit will probably need missile rigging to 4 or so.

Also, you are using EFT or PYFA right?

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Praxis Ginimic
The Scope
Gallente Federation
#5 - 2013-12-06 00:12:28 UTC
Snaggletooth Slackjaw wrote:
Training weapons upgrades will reduce the amount of CPU needed by turrets and launchers.

Training advanced weapons upgrades will reduce the amount of powergrid needed by turrets and launchers.

This will help with fitting weapons on ships.



Dont forget shield upgrades to reduce the requirements on that tank and rig skills will lower their massive cpu consumption.
Praxis Ginimic
The Scope
Gallente Federation
#6 - 2013-12-06 00:13:27 UTC
Damn it! Ninja'd twice in a row!
Javion Ahashion
The Shadow's Of Winter.
#7 - 2013-12-06 00:14:47 UTC
Paranoid Loyd wrote:
Good advice above, I will add that the missile rigs take CPU away, so that fit will probably need missile rigging to 4 or so.

Also, you are using EFT or PYFA right?


Yea... so good thing this is in the new citizens forum... I'm really bad at acronyms... what do EFT and PYFA stand for?
Mara Rinn
Cosmic Goo Convertor
#8 - 2013-12-06 00:21:41 UTC  |  Edited by: Mara Rinn
Javion Ahashion wrote:
Yea... so good thing this is in the new citizens forum... I'm really bad at acronyms... what do EFT and PYFA stand for?


Your favourite search engine can answer that for you if you include "eve online" in your search terms.

Sorry for being obtuse, I just want you to learn some important life skills. :)

The no-spoilers answer is that pyfa and EFT are third party tools that help you play the spreadsheets part of this spreadsheets -in-space game.
Mara Rinn
Cosmic Goo Convertor
#9 - 2013-12-06 00:28:13 UTC
As for implants that will help you, check out the Skill Hardwiring page in the Evelopedia: the ones most of interest to you might be the Engineering and Electronics ones (these days the skills are "CPU Management" and "Powergrid Management"). That page doesn't include the Genolution Core Augmentation implants, which provide you with more bonuses.
Paranoid Loyd
#10 - 2013-12-06 00:38:06 UTC  |  Edited by: Paranoid Loyd
Javion Ahashion wrote:
Paranoid Loyd wrote:
Good advice above, I will add that the missile rigs take CPU away, so that fit will probably need missile rigging to 4 or so.

Also, you are using EFT or PYFA right?


Yea... so good thing this is in the new citizens forum... I'm really bad at acronyms... what do EFT and PYFA stand for?


Not trying to be mean, just trying to enlighten...

PYFA

EFT

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Thomas Builder
Center for Advanced Studies
Gallente Federation
#11 - 2013-12-06 03:54:47 UTC
Paranoid Loyd wrote:
Good advice above, I will add that the missile rigs take CPU away, so that fit will probably need missile rigging to 4 or so.
Actually, that fit needs Launcher Rigging 5! (or a CPU implant).

To the OP: I wouldn't worry too much about T2 launchers. Meta 4 launchers will do almost as much damage and are much easier to fit. (Meta 4 have the same stats as T2, but they don't get the bonus from the T2 skill.)
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#12 - 2013-12-06 04:04:42 UTC
Thomas Builder wrote:
Paranoid Loyd wrote:
Good advice above, I will add that the missile rigs take CPU away, so that fit will probably need missile rigging to 4 or so.
Actually, that fit needs Launcher Rigging 5! (or a CPU implant).

And it's being advertised as a new player's L2 fit. Battleclinic in a nutshell gentlemen.
J'Poll
School of Applied Knowledge
Caldari State
#13 - 2013-12-06 07:03:05 UTC
And nobody so far asked how good his core skills are.

Well let me do that.

OP, how good are your core skills?

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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

Taky Do
Garoun Investment Bank
Gallente Federation
#14 - 2013-12-06 13:09:09 UTC
I think it is time to put here a list of skills, that are called "core skills" so even newbee like me can answer this pro question.
Lilliana Stelles
#15 - 2013-12-06 13:54:30 UTC
Taky Do wrote:
I think it is time to put here a list of skills, that are called "core skills" so even newbee like me can answer this pro question.


All skills that benefit fitting:

CPU Management: 5% more CPU per level
Power Grid Management: 5% more powergrid per level
Weapon Upgrades: 5% less CPU need for weapons per level
Shield Upgrades: 5% less powergrid need for shield extenders, shield rechargers &c
Advanced Weapon Upgrades (requires Weapon Upgrades V): 2% less powergrid need for weapons per level
Electronics Upgrades: 5% less CPU need for signal amplifiers, co-processors &c
Energy Grid Upgrades: 5% less CPU need for most of the modules listed under "Engineering Equipment"
Mining Upgrades 5% less CPU need for mining upgrade modules (useful for miners but, of course, only for miners)

The rigging skills and subsystem skills also help, albeit situational.

Not a forum alt. 

Iria Ahrens
Space Perverts and Forum Pirates
#16 - 2013-12-06 14:18:39 UTC
Core skills will benefit every ship you fly where small hybrid or smart frigate, or assault frigate do not. They should be a high priority ESP. The non advanced levels.

Cap skills(any skill that increases cap amount,recharge,or drain from modules), tanking skills, navigation, targeting,

My choice of pronouns is based on your avatar. Even if I know what is behind the avatar.

Cannibal Kane
Viziam
Amarr Empire
#17 - 2013-12-06 14:23:36 UTC
Mara Rinn wrote:
As for implants that will help you, check out the Skill Hardwiring page in the Evelopedia: the ones most of interest to you might be the Engineering and Electronics ones (these days the skills are "CPU Management" and "Powergrid Management"). That page doesn't include the Genolution Core Augmentation implants, which provide you with more bonuses.


Generally my rule of thumb is. if you need implants to fit the ship you are not ready for the ship.

"Kane is the End Boss of Highsec." -Psychotic Monk

Delt0r Garsk
Shits N Giggles
#18 - 2013-12-06 15:47:39 UTC
1% implants are like 1M isk, less than a frigate fit. if that means getting that one extra damage mod or tank mod. Then can't see anything wrong with that.

When "meta" fitting you will often need rigs that increase CPU and PG rather than damage rigs. Also low slots for micro power cores and cpu whatever they are called. This works less well for amour tanked ships.

I typically sacrifice DPS to make the fit work rather than tank. Don't forget that using "good" t1 things can save a lot of PG and CPU and let you make a good fit. For PvP this is often a good idea since faction ammo is used more often than t2 ammo.

And don't forget stacking penalties. EFT is your friend.

AKA the scientist.

Death and Glory!

Well fun is also good.

J'Poll
School of Applied Knowledge
Caldari State
#19 - 2013-12-06 17:34:39 UTC
Lilliana Stelles wrote:
Taky Do wrote:
I think it is time to put here a list of skills, that are called "core skills" so even newbee like me can answer this pro question.


All skills that benefit fitting:

CPU Management: 5% more CPU per level
Power Grid Management: 5% more powergrid per level
Weapon Upgrades: 5% less CPU need for weapons per level
Shield Upgrades: 5% less powergrid need for shield extenders, shield rechargers &c
Advanced Weapon Upgrades (requires Weapon Upgrades V): 2% less powergrid need for weapons per level
Electronics Upgrades: 5% less CPU need for signal amplifiers, co-processors &c
Energy Grid Upgrades: 5% less CPU need for most of the modules listed under "Engineering Equipment"
Mining Upgrades 5% less CPU need for mining upgrade modules (useful for miners but, of course, only for miners)

The rigging skills and subsystem skills also help, albeit situational.


Subsytem skills dont help at all with anything but a Tech3 cruiser.

Also core skills:

Any skill that gives more shield / armor / hull HP or gives you better shield recharge rates.

Any extra HP you can get is good. A dead ship is useless. If 100 HP is the diffefence between survival or death...that skill is helpful.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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

J'Poll
School of Applied Knowledge
Caldari State
#20 - 2013-12-06 17:37:40 UTC
Cannibal Kane wrote:
Mara Rinn wrote:
As for implants that will help you, check out the Skill Hardwiring page in the Evelopedia: the ones most of interest to you might be the Engineering and Electronics ones (these days the skills are "CPU Management" and "Powergrid Management"). That page doesn't include the Genolution Core Augmentation implants, which provide you with more bonuses.


Generally my rule of thumb is. if you need implants to fit the ship you are not ready for the ship.


Generally, specially with new players (and this is NCQA), I agree.

There are however a few exceptions on very tight fits even with (near) max skills where a PG/CPU implant is a must.

Before tiericide I had a SFI fit that either required AWU 5 or AWU 4 and a 1% PG implant.

The PG implant was cheap and saved you the wait till AWU 5 and be able to fly the fit while skilling it.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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

12Next page