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How come in pvp cap mods, istabs, worthless?

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Author
Crash Omaristos
24th Imperial Crusade
Amarr Empire
#1 - 2015-05-08 09:50:35 UTC  |  Edited by: Crash Omaristos
I kind of pictured the ship as being a basic or core design, and then modules tweak the baseline stats to emphasize one aspect over another.

However.

I have been advised to fit 200-400mm plates on my PVP ships, and it grans a gain of armor up to 300% the original value of the ship, in contrast to how ship skills only increase damage output of a turret by 25%.

I have tried using EFT and found that when skills are all together, T2 guns give up to 300% more damage over a bare newbie ship.

Even the benefits of damage mods in lows outweight the benefits of istabs or cap stuff, even though the fitting on istabs or cap stuff is really cheap. Both of these feel like the ship matters less than the fit.

To me, it feels like the game is about lack of balance rather than true balance. 50mm and 100mm plate they tell me are useless to fit on a ship, like small shield extenders or boosters. I believe this is because the scaling of strict number modules are far superior to the scaling of percentage modules, barring heat sinks. It seems to me like efficiency should get less as you get more power out of something, and we see that with stacking penalties, but there are no stacking penalties for strict numbers modules, as that wouldn't really make sense anyway.

iTried iStabs and they make it easier to turn and stay on target in close range, and also be faster. Instead of 600 ms speed orbit at 2100 for orbit 1000m, 640-650 ms speed orbit at 1900 for orbit 1000m.

However, this is seen as a waste by anyone who sees the design. I have tried to fit a ship in such as way that the PG and CPU are all used up, so that there is no fitting left, but an empty slot, to put an iStab for better ship tweaking of its abilities, and this is still considered a bad design by people.

To me, this feels shallow if this is really true. Is it the case that damage and tank mods simply outshine any other setup involving cap stuff, agility stuiff, etc?

I have tried two istabs on AB punisher with 400mm plate, and the thing it really seems to help with is acceleration so afterburner doesnt mess with align time as bad.
Ka'Narlist
Dreddit
Test Alliance Please Ignore
#2 - 2015-05-08 10:27:46 UTC
To be honest I am not sure what exactly it is you are saying.


But fitting a ship allways depnends on the circumstances and what you want to use it for, how you want to use it for this and what you know or expect your enemy to have against it. Finding good fits needs a lot of expirience.
Crash Omaristos
24th Imperial Crusade
Amarr Empire
#3 - 2015-05-08 10:32:07 UTC  |  Edited by: Crash Omaristos
Im saying I feel like the choices are either plates and resists, or resists, or nanofiber, and then damage mods. It seems like theres no value for any other rigs out there and the damage or defense multiplication of ships with skills or certain modules seems to make the game more shallow.
Aralyn Cormallen
Deep Core Mining Inc.
Caldari State
#4 - 2015-05-08 10:46:47 UTC
It depends on the ship you are flying, what it does, and what you want to do. There is very definitely a general "order of importance" in fitting out a ship, (Right Prop mod - Correct Guns - Tank - Damage - Tackle/EWAR - Everything Else) which will vary depending on the ships role (EWAR ships will prioritise that ahead of Damage), and therefore there will be mods that are less vital since they either are not relevant to the ships role, or the ships stats makes improving it in a certain way pointless/unneeded (For example, you always want the best tank you can have, but agility mods are only relevant for speed/agility reliant fits, fitting mods are only needed on ships/fits with tight fitting, and cap mods for ships with fits that will experience cap problems in its basic use).

That said, even those less vital mods will have fits/situations where they are mandatory (My Aeon carries 2 istabs so that it can align and warp in one cycle of its MWD, without them it would move considerably slower, and could be left behind on a fleet and killed).
Ka'Narlist
Dreddit
Test Alliance Please Ignore
#5 - 2015-05-08 10:50:43 UTC
Aralyn Cormallen wrote:

That said, even those less vital mods will have fits/situations where they are mandatory (My Aeon carries 2 istabs so that it can align and warp in one cycle of its MWD, without them it would move considerably slower, and could be left behind on a fleet and killed).

Dat feeling when the super fleet warps faster then your ishtar fleet -.-


@Crash Omaristos
As I said it allways depends on the circumstances and if you become more expirienced in eve and get to see a lot of the stuff out there you will see that most of the mods or rigs have their uses.
Solecist Project
#6 - 2015-05-08 11:12:52 UTC
Here's the protip regarding fittings.

Most people fly what everyone flies.
They deem that effective.

The true winners are those who can think of their own fittings related to the job.

So when you know everyone fits omnitank and fits this ship this and that way ...
... you fit specifically for a type of target.
(think: I'll only engage amarrian ships, so fitting res against lasers makes sense).

And when you have a spare lowslot and the inertia helps you to gtfo then use it.

Don't listen to these people who discourage you from trying something.
These people are a bad social environment.
Listen to people who encourage you to think for yourself.

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Tipa Riot
Federal Navy Academy
Gallente Federation
#7 - 2015-05-08 11:20:34 UTC
Istabs are quite special mods, they give you a boost in align time (not speed) but bloom your sig. Usually nanofibers are the better choice for more speed and agility. But here comes the tricky part, the EvE universe clocks with 1Hz, hence a paper align time of 2.9s is equally good/bad as 2.1s, both fits will align/warp from standstill in 3s. If you want to achieve a boost in align time below a threshold, you may actually choose an Istab over a nano, if the sig penalty is acceptable (shield tank for example).

Although there are general guidelines ... the variety of viable fitting options is much higher than the mainstream stuff you find on eveuni. Don't always do what other people say, they may be used to standard fits for comfort which may not be optimal in your particular situation. Answer yourself, what space I will fight, solo/small/large fleet, what opponents do you want to fight, what are their standard fits ... and then, how do I counter this with my ship, what modules do I need and what preference should I give to gank/tank/speed/durability.

For example, if you want to make farmer farming Blink in FW to your profession, you need to fit for speed (actual plus warp) and at least 2 scrams with the option to add a 3rd if you encounter those 4-stabbed Incursus.

It's a lot of experimenting plus theorycrafting in EFT ...

I'm my own NPC alt.

Crash Omaristos
24th Imperial Crusade
Amarr Empire
#8 - 2015-05-08 11:32:59 UTC  |  Edited by: Crash Omaristos
Solecist Project wrote:
Here's the protip regarding fittings.

Most people fly what everyone flies.
They deem that effective.

The true winners are those who can think of their own fittings related to the job.

So when you know everyone fits omnitank and fits this ship this and that way ...
... you fit specifically for a type of target.
(think: I'll only engage amarrian ships, so fitting res against lasers makes sense).

And when you have a spare lowslot and the inertia helps you to gtfo then use it.

Don't listen to these people who discourage you from trying something.
These people are a bad social environment.
Listen to people who encourage you to think for yourself.


I've been told that having spare slots with all your PG or CPU used means you made a bad fit.

https://www.youtube.com/watch?v=gXA7933YeEk It seems like there's little point in fitting a large number of modules. No one seems to use cap stuff on a frig, or inertia stabilizers on any smaller ships except the guy with the aeon for fleet reasons.

It seems like other modules are so powerful they eclipse any other setup. What they call the metagame is stabilized around using Hp buffers or resists, damage mods, or kite fit. If this is the majority of fitting and what everyone flies, then it feels like there is no value to any other modules, since if there were, the big three wouldn't be stealing the scene all the time in PVP.

I like the theory of trying new stuff but I don't see whether its worthwhile when a plate triples the base armor hp of your ship. Even small 50mm plates are called worthless, maybe because there's a value relationship to limited slots vs bonuses a module provides, and inertia stabs seem to provide very little bonus for PVP.
Lost Greybeard
Drunken Yordles
#9 - 2015-05-08 11:43:09 UTC  |  Edited by: ISD Ezwal
Crash Omaristos wrote:
I've been told that having spare slots with all your PG or CPU used means you made a bad fit.


Not necessarily, but it's a good leading indicator, honestly.

The only slots that are frequently left open in a PvP fit, because in PvP the difference of a few percent can occasionally actually matter, are utility high-slots, and even those tend to have cheap targeting modifiers slotted in just to have something.

Also, non-optimized doesn't mean useless, you can get a decent amount of utility out of maneuverability modules and fiddling with your ship's navigation profile. Warp speed especially can be the difference between the fleet warping in together and half the fleet getting killed before the other half gets there. So someone telling you that a fit's not great probably means it's not great for what they think you're using it for, not that it has no use in any situation.


All that said, your fundamental problem seems to be that you are asking people's opinions, and then getting butthurt when they give it to you. *Snip* Please refrain from personal attacks. ISD Ezwal.. Learn to take criticism like a normal person, man. You're not going to make it far in this game if even people giving you advice you asked them for is all it takes to produce tears.
Exotic Matters
Fried Liver Attack
#10 - 2015-05-08 11:48:48 UTC
Depends on what you are flying, if you are flying a slicer (or other ships that rely on quickness) you fit for speed and agility and say hell with tank all together, because you will use that speed not to hit in the first place. If you gave up some of that speed for tank, you would be caught and killed anyway. But if you are flying a naturally tanky cruiser, you fit for tank and secondly damage and wasting mods making your slow ship a little faster would be wasted. Eve is a game of specialization.
Eve Solecist
Shitt Outta Luck - GANKING4GOOD
#11 - 2015-05-08 12:13:41 UTC
Crash Omaristos wrote:
Solecist Project wrote:
Here's the protip regarding fittings.

Most people fly what everyone flies.
They deem that effective.

The true winners are those who can think of their own fittings related to the job.

So when you know everyone fits omnitank and fits this ship this and that way ...
... you fit specifically for a type of target.
(think: I'll only engage amarrian ships, so fitting res against lasers makes sense).

And when you have a spare lowslot and the inertia helps you to gtfo then use it.

Don't listen to these people who discourage you from trying something.
These people are a bad social environment.
Listen to people who encourage you to think for yourself.


I've been told that having spare slots with all your PG or CPU used means you made a bad fit.

https://www.youtube.com/watch?v=gXA7933YeEk It seems like there's little point in fitting a large number of modules. No one seems to use cap stuff on a frig, or inertia stabilizers on any smaller ships except the guy with the aeon for fleet reasons.

It seems like other modules are so powerful they eclipse any other setup. What they call the metagame is stabilized around using Hp buffers or resists, damage mods, or kite fit. If this is the majority of fitting and what everyone flies, then it feels like there is no value to any other modules, since if there were, the big three wouldn't be stealing the scene all the time in PVP.

I like the theory of trying new stuff but I don't see whether its worthwhile when a plate triples the base armor hp of your ship. Even small 50mm plates are called worthless, maybe because there's a value relationship to limited slots vs bonuses a module provides, and inertia stabs seem to provide very little bonus for PVP.

The mistake you are making is looking at these fittings ...
... assumi g they apply in general.

Tbh I don't quite see your point. None of this seems to actually affect you ...
... or your way of playkng and fitting. You make it more of an issue than it is.

And taking big fleet fights as measurement stick is a bad idea.

There is more variety than that.

There is no module that provides a bonus for combat.
Every module makes sense. How you apply that sense is important.

Some are great for this situation, some for that.

Of course you will fit big buffer if you know you will hit a big alpha fleet.

You are overthinking this.
  • All incoming connection attempts are being blocked. If you want to speak to me you will find me either in Hek local, you can create a contract or make a thread about it in General Discussions. I will call you back. -
Sabriz Adoudel
Move along there is nothing here
#12 - 2015-05-08 12:23:20 UTC
200-400mm plates are intended as cruiser modules, although they can be fitted to a frigate - if you are willing to pay the price of doing so.

The price is usually using smaller, less damaging guns.

Is it worth it? Depends what you want your ship to do, but 50 and 100mm plates are very niche modules. Solo PVPers are almost always better off with the larger plate and the weaker guns.

I support the New Order and CODE. alliance. www.minerbumping.com

Gully Alex Foyle
The Scope
Gallente Federation
#13 - 2015-05-08 12:56:55 UTC
Crash Omaristos wrote:
I kind of pictured the ship as being a basic or core design, and then modules tweak the baseline stats to emphasize one aspect over another.
As you are starting to realize, that's simply not true.

A PVP ship (hull) in EVE is mainly:

. Class (frigate, battlecruiser, etc.)
. Bonuses
. Module slots + Drone bandwidth & bay
. Base resists
. Speed + mass & agility
. PG and CPU

usually in that order of importance. Base shield/armor/hull HP (excluding resists) is usually quite similar within a ship class, as are things like sig radius, sensor resolution, sensor strength, capacitor, etc. (with several notable outliers).


So in most cases, ship fitting in EVE involves:

1. Knowing the job the ship must perform
2. Selecting the appropriate class
3. Selecting the specific ship, based firstly on bonuses, then slot layout etc. as above
4. Fitting the approriate mods for the task at hand. The mods, as you are realizing, make a huge difference


For example, if you want a fast, agile sniper:

. You'll consider frigates and destroyers
. You'll see that slicers, harpies, cormorants and a few others have huge weapon range bonuses
. You'll pick one and then fit it as a sniper (long range guns, range mods, lock-range mods, damage mods)


In some cases, the job at hand will dictate the weapon system, which will in turn dictate the best ship for the job. For example, tornadoes are used for long-range one-shotting because they can fit large artillery which has long range and high alpha.


There are obviously numerous exceptions to this general approach, that's the beauty of EVE fitting. Which is, in fact, very flexible and almost an art. It's just more about the modules and less about the ship than you maybe thought.

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Cara Forelli
State War Academy
Caldari State
#14 - 2015-05-08 13:09:57 UTC
1. From what I can infer from reading your posts you only tried fitting frigates? Frigates have very few slots and you have to make very hard choices about what to fit in them compared to larger ships. Yes, "tank and gank" are usually your priority in a general combat frigate.

2. Frigates also have much lower base stats than other ships, so flat-valued bonuses are often more effective on them than percentage bonuses. This is why you see frigates fit with micro-auxiliary power cores, because they will always give you more bonus powergrid than a reactor control unit which is percentage-based. However, cruisers and other larger ships will fit reactor control because they have a higher base powergrid to take advantage of the percentage-based bonus. Does that make one of the modules obsolete? No...they are both useful in different niches. An extreme example to illustrate the point - compare a battleship with trimark armor pump and slave implants to a frigate with the same. You get way more bonus armor buffer from the battleship than the frigate because of it's much higher base amount.

3. Don't compare the numbers directly when deciding what to fit. 200% bonus to damage is not equivalent in value to 200% bonus to cap recharge. If I'm looking to put a cap module on my ship it's because I expect to have issues with capacitor. Sacrificing some damage or tank to keep my guns running can actually increase my DPS even if it is lower on paper, because otherwise they would be unable to fire at all when I run out of cap. Fitting choices are situational. EFT is great to get started, but you have to go test things out to figure out the real strengths and weaknesses of your fit.

4. Don't get hung up on using istabs for PvP. No, they aren't the best module for PvP. Yes, they are usually outclassed by nanofibers for the purpose. But that doesn't make them useless. They are often used on hauling ships for example. They just have a different niche than the one you are trying to use them in.

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Tipa Riot
Federal Navy Academy
Gallente Federation
#15 - 2015-05-08 14:28:43 UTC
OP, in your posts you are complaining about that other than "recommended" modules have no value ...which sounds a bit narrow-minded to us. There are some modules which are rarely used (like the 50/100 plates or small shield extenders), but the vast majority is well balanced and has its use cases.

BTW, you are talking a lot about plates, but did you have a look at all the active tank options?

BTW2, 200/400 plates are for frigs and dessies, 800/1600 are for cruisers and above.

I'm my own NPC alt.

Crash Omaristos
24th Imperial Crusade
Amarr Empire
#16 - 2015-05-08 14:37:57 UTC  |  Edited by: Crash Omaristos
Tipa Riot wrote:
OP, in your posts you are complaining about that other than "recommended" modules have no value ...which sounds a bit narrow-minded to us. There are some modules which are rarely used (like the 50/100 plates or small shield extenders), but the vast majority is well balanced and has its use cases.

BTW, you are talking a lot about plates, but did you have a look at all the active tank options?

BTW2, 200/400 plates are for frigs and dessies, 800/1600 are for cruisers and above.


I suppose that's what I mean by narrow game play.

I was presuming 50mm and 100mm plate were the original intended frigate class hp buffer, as micro and small shield extenders, else why would they have been introduced into the game at all? Both of these are universally considered useless, would you agree?

If so, then there is some loss, or narrowing of gameplay.

There seems to be such a strong affiliation of good fitting with the stuff I mentioned that my fit, which was rightly critized because higher orbit speed and faster acceleration from a reasonable agility bonus are on the garbage tier of value compared to tank and gank mods, that once again we have narrowing of gameplay. Is it possible that it isn't my view which is narrow, but the lack of meaningful choices in PVP which is narrow? The effect of doubling or even tripling your hp with an easy to fit rig has much more impact than making you reasonably faster in orbiting and acceleration when having to do sharp turns, which indicates that the value of such items far outweighs the value of other items, in other words, making a different playstyle less viable, or possible non-viable.
Cara Forelli
State War Academy
Caldari State
#17 - 2015-05-08 14:42:21 UTC
Crash Omaristos wrote:
Is it possible that it isn't my view which is narrow, but the lack of meaningful choices in PVP which is narrow?

No

Want to talk? Join my channel in game: House Forelli

Titan's Lament

Gully Alex Foyle
The Scope
Gallente Federation
#18 - 2015-05-08 14:43:51 UTC  |  Edited by: Gully Alex Foyle
Crash Omaristos wrote:
Tipa Riot wrote:
OP, in your posts you are complaining about that other than "recommended" modules have no value ...which sounds a bit narrow-minded to us. There are some modules which are rarely used (like the 50/100 plates or small shield extenders), but the vast majority is well balanced and has its use cases.

BTW, you are talking a lot about plates, but did you have a look at all the active tank options?

BTW2, 200/400 plates are for frigs and dessies, 800/1600 are for cruisers and above.


I suppose that's what I mean by narrow game play.

I was presuming 50mm and 100mm plate were the original intended frigate class hp buffer, as micro and small shield extenders, else why would they have been introduced into the game at all? Both of these are universally considered useless, would you agree?

If so, then there is some loss, or narrowing of gameplay.

There seems to be such a strong affiliation of good fitting with the stuff I mentioned that my fit, which was rightly critized because higher orbit speed and faster acceleration from a reasonable agility bonus are on the garbage tier of value compared to tank and gank mods, that once again we have narrowing of gameplay. Is it possible that it isn't my view which is narrow, but the lack of meaningful choices in PVP which is narrow?
In short:

. Solo and small gang: many choices, if you are a good and creative pilot
. Fleet: less so. Fancy piloting is harder and less effective and ships are more specialized. For example, dps ships usually fit the best possible tank to give logi the possibility to rep them, then maximise dps

There are many exceptiins though, just Google "slippery pete" or "pantheon" carriers

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Tipa Riot
Federal Navy Academy
Gallente Federation
#19 - 2015-05-08 14:54:52 UTC  |  Edited by: Tipa Riot
Crash Omaristos wrote:


I was presuming 50mm and 100mm plate were the original intended frigate class hp buffer, as micro and small shield extenders, else why would they have been introduced into the game at all? Both of these are universally considered useless, would you agree?
If so, then there is some loss, or narrowing of gameplay.

Yes, this is a loss of ... 1% fitting options? I'm sure the module re-balancing currently in progress will soon have a closer look at these ... EvE is a game of 12 years, there is some historical stuff which was useful at some point but is not today. Learn, get used to it, and you are fine. If people laugh at you, fitting those modules as a newbie (not knowing better), then get over it and join a better group of people.

I'm my own NPC alt.

Crash Omaristos
24th Imperial Crusade
Amarr Empire
#20 - 2015-05-08 15:07:56 UTC  |  Edited by: Crash Omaristos
Tipa Riot wrote:
Crash Omaristos wrote:


I was presuming 50mm and 100mm plate were the original intended frigate class hp buffer, as micro and small shield extenders, else why would they have been introduced into the game at all? Both of these are universally considered useless, would you agree?
If so, then there is some loss, or narrowing of gameplay.

Yes, this is a loss of ... 1% fitting options? I'm sure the module re-balancing currently in progress will soon have a closer look at these ... EvE is a game of 12 years, there is some historical stuff which was useful at some point but is not today. Learn, get used to it, and you are fine. If people laugh at you, fitting those modules as a newbie (not knowing better), then get over it and join a better group of people.


Nobody laughed at me, they gave reasonable and vetted advice that showed some fits were bad. Those fits were bad because the modules are plain bad. The 50mm and 100mm buffer modules never had their uses except in an underdeveloped metagame. The issue is that they're just plain unbalanced, or is it possible the bigger plates and shield extenders are unbalanced? People min max in this game and push right to the edge, and figue out how to use stuff intended for cruisers on frigs, stuff intended for battleships on cruisers, etc. That reduces diversity, making stuff narrow.

Look at it this way. If we had the option in a frig between a 50mm plate or an inertia stab, the inertia stab might be better in certain instances because of the increased responsiveness. With the 200mm plate being viable, it reduces the option of choosing 50mm plate or choosing inertia stab, because there's a much clearly better option.

Its just an example. I wanted to know if anyone had some good inertia stab fits, and while platitudes and rhetoric were fielded, pvp fits with inertia stabs weren't, barring the aeon example.

How many ships do you see with cap relays? How many with cap batteries or cap recharges? How many with inertia stabs? There's a ton of modules out there, and really only a handful are pvp worthy?
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