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pvp vs pve setup

Author
Vince Stewart
Couger Habitat
#1 - 2012-07-19 20:57:36 UTC
this may be a dumb question but what is the difference between fitting a ship for PVE or PVP?
Traejun DiSanctis
Caldari Provisions
Caldari State
#2 - 2012-07-19 21:00:08 UTC
Vince Stewart wrote:
this may be a dumb question but what is the difference between fitting a ship for PVE or PVP?


The obvious difference is warp scram and web for PvP, not for PvE (some PvE setups do have webs, but it's not all that common). And NOS/Neut is never used in PvE.

Generally, your PvP setups will be buffer tanked rather than active tanked (i.e. extenders and plates, not boosters and reppers). Some exceptions to that, though that is usually on smaller ships.

This is a really broad question. Do you have anything in mind?
Tomcio FromFarAway
Singularity's Edge
#3 - 2012-07-19 21:04:48 UTC
Traejun DiSanctis wrote:
Vince Stewart wrote:
this may be a dumb question but what is the difference between fitting a ship for PVE or PVP?


The obvious difference is warp scram and web for PvP, not for PvE (some PvE setups do have webs, but it's not all that common). And NOS/Neut is never used in PvE.

Generally, your PvP setups will be buffer tanked rather than active tanked (i.e. extenders and plates, not boosters and reppers). Some exceptions to that, though that is usually on smaller ships.

This is a really broad question. Do you have anything in mind?


One thing to add :
pve - rat specific tank ( in most cases )
pvp - omni tank ( outside of some very specific scenarios )
Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#4 - 2012-07-19 21:15:01 UTC
Not to mention that PvP is mostly buffer tank (stack as high EHP as you can) whilst PvE is about sustaining damage (stack high resists+repairer/booster).

Generally. There are some exceptions.

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Lost Greybeard
Drunken Yordles
#5 - 2012-07-19 21:25:17 UTC
Another way to tell is that PvE setups tend to be cap stable with tank and weapons, but only barely.

PvP setups usually aren't anywhere near cap stable (pure PvP), or set themselves up to have a good lot of extra padding in their cap regeneration (Mixed pvp/pve, like in w-space).


But yeah, the most general way to tell is extreme specialization. PvE allows one to fit pretty specifically against certain opponents: one or two major resists, one form of propulsion, stacking similar modules, etc. PvP setups tend to require enough generalization to survive basically anything long enough to gain a tactical advantage: omni-tanks, dual propulsion, propulsion jamming mixed with a shield tank, a couple resistance modules slapped on in what is otherwise a full set of damage mods, energy neutralizers, and so on.


All that said, technically anything _can_ be used in PvP.
Karash Amerius
The Seven Shadows
Scotch And Tea.
#6 - 2012-07-19 21:55:57 UTC
The absolute main difference is the fitting of a scrambler / disruptor.

Other than that, neuts are not used in PVE, but NOS can be since rats provide maximum NOS benefit per cycle to your ship as long as they are alive (they have unlimited capacitor). Some long range fits are good for sniper duty in PVP, but rarely is this the case as a proper sniper has zero tank.

Webs are handy in both PVE and PVP...target painters as well.

It is very rare to see an active tank (shield / armor rep) in PVP...but some ships excel at this at very small gang skirmish levels or solo. CCP is trying to change that I believe over the year with the addition of capacitor boosted shield reps.

Karash Amerius Operative, Sutoka

Tor Gungnir
Sebiestor Tribe
Minmatar Republic
#7 - 2012-07-19 22:05:03 UTC
Funny how the Reactive Hardener did nothing to make active armor tanking effective in PvP though....Roll

Space. It seems to go on and on forever. But then you get to the end and a gorilla starts throwing barrels at you.

Orakkus
ImperiaI Federation
Goonswarm Federation
#8 - 2012-07-19 22:06:30 UTC
Vince Stewart wrote:
this may be a dumb question but what is the difference between fitting a ship for PVE or PVP?


It's not a dumb question. It would be good if more pilots asked it before they started throwing failfits into the grinder.

I guess another way of viewing this is to understand that a PVE fit is configured to fill a job, whereas a PVP fit is configured to fill a role.

A job is essentially a mission against NPCs, where you know what damage they do, you know what they can't resist, you know how they are going to react. The NPCs aren't going to warp off or really surprise you in any way. One of the major factors is that you are in full control of your distance to the enemy whether you have a propulsion module or not. Because of that control, you will tend to fit for a battle where you have "x" amount of damage coming in for "y" minutes, so you need to make sure your tank can do that. This means that a mission can last upwards of 30 minutes with you getting shot all the entire time and you need to have the capacity to repair it during that time.

A role is fulfilling a purpose inside a fleet, be it Tackler, Logistics, DPS, etc. This often requires you to communicate with others about their fittings so that you don't have fleets that are incompatible.. like armored battleships with logistics ships that can only rep shields. Going against real players means that there are no bounds to what can happen (even stupid things). You could get hot dropped by a fleet of capital ships (in low-sec or lower), ambushed at gates by superior numbers, or simply outskilled by a much better prepared enemy. This means that you focus your ship to do one role and one role only as well as giving yourself a reasonable GTF option should things go bad. Since most battles last a few minutes, you need to be able to tank quite a bit of DPS for that short time, and worry about repairs later.. either at station or by logistical ship. On that note, distance control is a vital aspect to playing against other Players, so having a way to control it is crucial.

PVP fits will have the following:
- Omni-Tank configurations (i.e. have as equal (and as high) resists as reasonably possible.
- Buffer Tanks - Combinations of Resists and either Shield Extenders or Armor Plates to gain maximum effective Hitpoints
- Warp Disruptor or Warp Scrambler (usually)
- Propulsion Module, usually a Microwarpdrive, though sometimes an Afterburner.. though some will have both.
- Focused ship fits. No mixed guns (i.e. no Ion Blasters with Autocannons or Beam Lasers) and the ship will be optimized based on the ship bonuses.

PVP fits also may have the following:
- Nosferatus or Neutralizers
- E-war Drones
- Webifier
- ECM / ECCM
- Sensor Boosters w/scripts

In the end, a PVP ship is a ship that has a role and does it very, very well.

He's not just famous, he's "IN" famous. - Ned Nederlander

Hakaimono
Native Freshfood
Minmatar Republic
#9 - 2012-07-20 06:15:38 UTC
The nice thing about fitting for a role in PVP, there's a good chance that you can have a cheap fit that's adequately effective enough for such role.

Tackling for one is a great and cheap way to dive into PVP without much training and ISK.
W0lf Crendraven
Federal Navy Academy
Gallente Federation
#10 - 2012-07-20 06:45:23 UTC
Why is everybody claiming that pvp setups are usually buffer fit? That only is partly true for shield ships and for armor one the better ones are active!

Imho active > passive.

This changes for bigger fleets with logis but still!
Traejun DiSanctis
Caldari Provisions
Caldari State
#11 - 2012-07-20 17:11:54 UTC
W0lf Crendraven wrote:
Why is everybody claiming that pvp setups are usually buffer fit? That only is partly true for shield ships and for armor one the better ones are active!

Imho active > passive.

This changes for bigger fleets with logis but still!


This is a fine point. As I mentioned above, there's instances of active tanking in PvP fits. But, again, this is more common with smaller ships than larger ones. PvP Cruisers and BC classically buffer all the way. The Ancillary Shield Boosters have changed that a good deal for all PvP fits. But, at the end of the day, PvP fights are quick - either 1v1 or 1vGang/Blob. The buffer works better in those situations because it's about being able to last that 30-6 seconds it generally takes to smoke your opponent.

Again, the ASB's have changed that concept some - particularly for brawler frigs like the Merlin/Harpy and to a lesser degree the Kestrel and shield tanked Rifter. Otherwise, buffer tanks are considerably more common.
Yabba Addict
Legion of the Many
#12 - 2012-07-21 17:37:41 UTC
Karash Amerius wrote:
The absolute main difference is the fitting of a scrambler / disruptor.

Other than that, neuts are not used in PVE, but NOS can be since rats provide maximum NOS benefit per cycle to your ship as long as they are alive (they have unlimited capacitor).


No, they don't. Both nos and neut can be used in pve, nos will give you cap (not unlimited) but not have any effect on the npc, while neuting lowers the chance of e-war/reps from the npc. Not sure how this applies to sleepers and their remote rep/neuting though.
Chainsaw Plankton
FaDoyToy
#13 - 2012-07-21 19:34:13 UTC
the only ship I've fit a nos on in pve is the mach, but I usually have an auto targeter for extra locked targets instead. (I may have fit a nos on a raven years ago)

tbh I mostly fit my pve ships very similar to pvp ships. Ideally both should have a ton of gank, prop mod, and omni tank. in pve with high dps you barely take damage, and omni tank plugs resist holes to make you a less juicy suicide gank target. main difference in pve I have an active rep instead of plates, and I'd probably slap a mwd on for pvp. oh yes and mostly use short range weapons in pvp.

@ChainsawPlankto on twitter

Talon Kitsune
Deep Core Mining Inc.
Caldari State
#14 - 2012-07-23 08:48:50 UTC  |  Edited by: Talon Kitsune
PvP = Like in just about every other MMO is about being able to both take and deal burst damage. So in EVE terms this means a high resistance/buffer tank (lots of shields or armor and minimizing damage where possible) and fast hard hitting weapons. Guns/Rockets/Torps. Missiles are generally frowned upon because of the amount of time they take to deal damage. Hopefully your enemy dies before your buffer fails or you have a logi to deal with rep'ing you back up.

PvE = Sustainability, consistency. You want to be able to take a hit and keep taking them. You want to deal damage, and keep dealing it. PvE ships tend to focus on stable heavy resistance/repair tanks that can survive until the server shuts down if neccesary. High damage while desired, isn't always at the top of the list, and there's far less focus on burst damage as you're using up a lot of your slots to achieve the immortal tank that is required to deal with facing dozens of NPC enemies at a time. You don't see a lot of burst damage so dealing with it over time is far easier. Weapons are whatever you want, but missiles are heavily favored as things like range to target, varying velocities, and all that aren't really a factor. That's the general school of thought anyways. There are those that run PvP like ships in PvE, and focus on killing the NPC's quickly as to avoid taking damage.

While not ideal you can run a ship designed for either job in the other role, just don't be surprised when your PvE ship has a hard time dealing with the large amount of burst damage seen in PvP (or dealing enough to break their buffer before they break your tank). Also don't be surprised if your PvP ship's buffer can't survive the 30 or so NPC's (in sometimes seemingly endless waves).