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EVE New Citizens Q&A

 
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Equipping a ship

Author
Sarab Saeed
Doomheim
#1 - 2015-12-05 23:10:13 UTC  |  Edited by: Sarab Saeed
Hi all, me again

So I have got myself a nice new Amarr Destroyer Coercer. I have the shield boost and shield extension fitted. Unfortunately I now don't seem to have the slots available for after burners, or warp disrupters etc.

is there any way I can increase the available slots for extra equipment?

Or may be even a way to switch equipment around whilst flying

thanks S

Only we are responsible for our own actions

SurrenderMonkey
State Protectorate
Caldari State
#2 - 2015-12-05 23:25:55 UTC  |  Edited by: SurrenderMonkey
Sarab Saeed wrote:
Hi all, me again

So I have got myself a nice new Amarr Destroyer Coercer. I have the shield boost and shield extension fitted. Unfortunately I now don't seem to have the slots available for after burners, or warp disrupters etc.

is there any way I can increase the available slots for extra equipment?



Nope. Slots are static, and are a major determining factor in effective fits for a given ship. Amarr ships, for instance, tend to be geared toward armor tanking instead of shield tanking, and this is reflected in the comparatively low number of mid slots.

"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

Azda Ja
Native Freshfood
Minmatar Republic
#3 - 2015-12-05 23:30:11 UTC
Sarab Saeed wrote:


Or may be even a way to switch equipment around whilst flying

thanks S

Yes, by using a Mobile Depot.

Grrr.

ShahFluffers
Ice Fire Warriors
#4 - 2015-12-05 23:36:10 UTC  |  Edited by: ShahFluffers
To answer your question directly; no. There is no way to increase the available high, mid, low and rig slots a ship has.

Going beyond this...

- no ship in the game is supposed to be able to do everything at the same time. Slot availability, CPU and Powergrid, and capacitor power act as "limiters" to force you to make tradeoffs as well as be creative with a ship's fit.

- generally speaking; ships with a large number of low-power slots are better for armor tanking (as armor modules are all "low-power"). Ships with an abundance of medium-power slots are better for shield tanking (as almost all shield modules are "medium-power").

- you can switch around equipment on the fly, provided you have...
----- a Mobile Depot in your cargohold. Simply open up your cargo in space, drag and drop it into space, and let it activate. Then get close to it (with ~1500m) and open your fitting window. You can then fit and unfit modules from your cargohold.
----- a fleetmate in a ship with a "fleet hanger." Ships with this "hanger" have a refitting service and act in much the same way as a Mobile Depot (they are just more mobile and they can be shot out from under you).

- the Coercer is an armor-laser platform that operates best in fleets. The slot layout, stats, and the bonuses all support this paradigm.
Sarab Saeed
Doomheim
#5 - 2015-12-05 23:42:54 UTC
Also is there a way to move all my ships to another system?

Only we are responsible for our own actions

Memphis Baas
#6 - 2015-12-05 23:55:50 UTC  |  Edited by: Memphis Baas
Destroyers are gunships - lots of guns, very little defenses. People keep trying to use them for everything, but they really are intended to kill frigates.

Amarr ships are intended to use armor. They don't have the mid slots for shields.

You cannot increase the number of slots on a ship.

If you want to move ships you can either:
- fly them to the destination and (buy and) fly shuttles back.
- repackage and load them into an industrial (if they're small ships like frigates and destroyers) and fly the industrial there.
- repackage them and set up a courier contract for someone else to move the ships for you, with collateral.
- sell them (they're not unique ships), and just buy them back again from the market at the destination.
Solai
Doughfleet
Triglavian Outlaws and Sobornost Troika
#7 - 2015-12-06 01:34:04 UTC  |  Edited by: Solai
Since it hasn't been said explicitly:
When figuring out how to fit you ship, make sure you choose EITHER shield or armor for your ship's defense. Not both - a mistake called dual-tanking.

So with most Amarr ships, for now you'll be better off simply forgetting that it has shields at all. This isn't a precise and 100% accurate directive. But for now, when you're new, stick with only 1 out of those two options until you're more experienced with fitting.

The reason dual-tanking is a mistake, generally, is because the benefits that a ship's modules grant tend to compound on each other. Roughly, if you had two modules for shield, and two modules for armor, you would be less survivable than four modules focused on your armor tank.

Although one thing you can try with frigates and destroyers(who are small) is avoiding getting hit at all, by being fast with an afterburner, and flying roughly perpendicular from what's shooting at you, when possible.

Different topic. In regards to assets and mobility.
There are a few places in Eve where players congregate to do the majority of their buying and selling, and the amount of people there makes the prices very competitive. It makes it possible to buy something, decide you don't like it, and then immediately sell it back to another player with little(or no) loss. If you utilize these places, then it makes a lot of sense to sell everything you don't need. This will partly solve the problem of moving out to the Sisters of Eve mission spot - it's perfectly effective to fly there in a functional coercer, leaving nothing behind but empty hangars.

The two largest market systems, btw, are Amarr and Jita. Use the system-search to find these locations, and bookmark them as Market Hubs.

Should you need something different, you can always fly back, and there will also be some selection of items available at your destination too(since that area has a decent population).

It's very common to pack up your stuff and move to different places in Eve, but you can only fly one ship at a time. So you'll find yourself liquidating assets very often. Sometimes you might do this at a loss, but it's a very acceptable loss: Your destination always holds more promise and potential.
Solecist Project
#8 - 2015-12-06 13:26:19 UTC
You forgot hull tanking, which is a thing nowadays. :D

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

Neuntausend
Republic Military School
Minmatar Republic
#9 - 2015-12-06 15:03:33 UTC
As for moving ships: Just sell what you don't need, and fly the rest yourselves. Or just leave the ships there, just in case you dock there in the future and find yourself needing a frigate. Only very few ships in Eve are irreplacable, and people tend to not fly those anyway.
Donnachadh
United Allegiance of Undesirables
#10 - 2015-12-06 17:01:50 UTC
Good information on the rest so here are some other ideas on moving your stuff, although both of these require time to train for so they may be longer term goals and not so helpful right now.

The Deep Space Transports are a good option if you have an smaller amount of ships to move.
See the section in this link on the Deep Space Transport ships.
https://wiki.eveonline.com/en/wiki/Item_Database:Ships:Transport_Ships

The Bowhead was designed for just this purpose.
http://wiki.eveuniversity.org/Bowhead

Another option is they use of a hauling service like Red Frog Freight or similar.
http://red-frog.org/jumps.php

Corp members that have been in the game longer may be helpful as well, if you trust them enough to move ships for you.
Hasikan Miallok
Republic University
Minmatar Republic
#11 - 2015-12-07 01:14:20 UTC  |  Edited by: Hasikan Miallok
Sarab Saeed wrote:
Also is there a way to move all my ships to another system?


Fitted with rigs:

Assuming you do not have the skills and access to a ship with a maintenance bay or a bowhead:

  1. Pay someone like Red Frog to move them all at once at a few million per jump
  2. Fly them yourself. If there are industrial facilities at other end take a shuttle blueprint and build one to fly back to collect the next ship


Ships with no rigs:

Remove all modules and repackage the ships. Move them in a T1 industrial.
ergherhdfgh
Imperial Academy
Amarr Empire
#12 - 2015-12-07 02:57:08 UTC
Every ship in this game can not do everything. Some ships are more generic in their abilities and some are more specific. Learning what ships are good at what and how to fit them properly is an art form that take a bit to get decent at and is never perfected.

New players are typically well served by having vets available to them in a real time chat like an in game channel or even voice comms. This way you can tell them what you intend to do or are tying to do and get specific advice and be able to communicate back and forth with questions and answers. Because often in Eve the answer to one question only leaves you with three new questions.

Want to talk? Join Cara's channel in game: House Forelli

ergherhdfgh
Imperial Academy
Amarr Empire
#13 - 2015-12-07 03:07:05 UTC
As for moving your ships there is no reason to take all of your stuff with you where ever you go. Many new players including myself feel the need to do that early on. I can tell you from experience not only is there no need to do that this game will break you of that habit in a short amount of time.

Some players just have stashes of stuff all over eden. Some players sell of everything that they are not immediately using and are constantly liquidating assets. Some players have several "homes" set up. How you wind up doing things depends on you and what you plan on doing and how you like to do things.

My advice in the short term is to only take with you what you need and leave everything else where it is. If you need the isk then sell stuff off. If you can get by without the isk then just leave it. Later on when you know more about the game and more about your playstyle and can fly more ships which make moving stuff easier then you can decide what to do with "your stuff" and have the rescources and knowledge to make it happen more easily.

A couple month ago I went and picked up a ship from a station that I had not docked at in years. I sat in a ship that I had fit out in my first couple weeks of playing this game. It was hilarious to see my fit from back then. It was a really cool step into "the way back machine" that gave me a shot of nostalgia.

Want to talk? Join Cara's channel in game: House Forelli

Oraac Ensor
#14 - 2015-12-07 16:43:02 UTC
Hasikan Miallok wrote:
Sarab Saeed wrote:
Also is there a way to move all my ships to another system?


Fitted with rigs:

Assuming you do not have the skills and access to a ship with a maintenance bay or a bowhead:

2. Fly them yourself. If there are industrial facilities at other end take a shuttle blueprint and build one to fly back to collect the next ship.

Or just carry a repackaged shuttle in cargo.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#15 - 2015-12-07 19:37:42 UTC
How to fit any Amarr ship: Lasers and armor. If the hull has no laser bonuses then it's drones and armor.

If at any point you are fitting shield modules you are wrong.
Tau Cabalander
Retirement Retreat
Working Stiffs
#16 - 2015-12-07 22:43:51 UTC  |  Edited by: Tau Cabalander
General guide:

Mid Slots > Low Slots = Shield Tank

Low Slots > Mid Slots = Armor Tank

Low Slots = Mid Slots = Either Armor Tank or Shield Tank
... but usually Shield Tank to allow for more low-slot weapon enhancing modules.

There are of course exceptions (e.g. Dominix is very versatile), and exotic (e.g. hull tanks), speciality (e.g. ECM ships may use many mid-slots for ECM modules, and may armor tank if they use any tank), or niche fits are possible.
Kaska Iskalar
Doomheim
#17 - 2015-12-09 05:05:26 UTC  |  Edited by: Kaska Iskalar
Sarab Saeed wrote:
Hi all, me again

So I have got myself a nice new Amarr Destroyer Coercer. I have the shield boost and shield extension fitted. Unfortunately I now don't seem to have the slots available for after burners, or warp disrupters etc.

is there any way I can increase the available slots for extra equipment?

Or may be even a way to switch equipment around whilst flying

thanks S

You can't change the number of slots except for tech 3 ships. You don't shield tank amarr ships. Caldari and most, but not all minmatar ships are the shield tankers. Gallente and amarr armor tank.

Vimsy Vortis wrote:
How to fit any Amarr ship: Lasers and armor. If the hull has no laser bonuses then it's drones and armor.

If at any point you are fitting shield modules you are wrong.

I triple tank my indies in high sec.