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What modules are mandatory?

First post
Author
W0lf Crendraven
Federal Navy Academy
Gallente Federation
#21 - 2013-08-04 22:57:06 UTC
Syrias Bizniz wrote:
A Damage Control in PvP is mandatory if
- You're shield tanked, cause a lowslot for even more shield resistances is awesome
-Your Structure has a significant amount of hitpoints and it is to assume that it will either allow you to keep repping/boosting while bleeding into structure, or that the structure buffer itself will buy you some seconds. A prime example for ships that NEED a Damage Control in PvP is Gallente ships. Their hull can make up for most of the EHP in some cases.

It is not mandatory, but also not wasted if

- Your Structure is so few hitpoints that it basically doesn't matter.



So: Yes, there are even PvP fits that don't necessarily need a Damage Control.
Some frigates have so few structure that you're better off by fitting more gank or an energized membrane instead of a DCU.
Or you know that the moment you start taking significant damage and can't warp you're going to be dead anyways, for example some Talwars don't use a Damage Control because having more speed is more beneficial.


True in quite a few cases, but not all, a railenyo doesnt need a dcu. And a 100mn tengu doesnt need a dcu (imo its failfit if it has one).
Zappity
New Eden Tank Testing Services
#22 - 2013-08-05 01:58:59 UTC
Faction warfare farmers seem to think warp core stabs are mandatory.

Zappity's Adventures for a taste of lowsec and nullsec.

Klymer
Hedion University
Amarr Empire
#23 - 2013-08-05 05:51:29 UTC
Cargo Scanners are mandatory for scouts in Jita Twisted
Danny John-Peter
Blue Canary
Watch This
#24 - 2013-08-05 09:50:41 UTC
DCU is mandatory on pretty much any tanky frig as well as anything cruiser sized and larger IMO, so much benefit for 1 module.

Exceptions are stuff like;

T3s
Drakes
Some Kitey Cruisers

MWDs are basically required on any ship larger than a frigate, as well as any frig you are using in null.



Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#25 - 2013-08-05 11:33:11 UTC
Without getting in to races specifics that might or might not be strongly affected by "X" module I'd say:

Weapon systems -guns/missiles/drones

Tank modules- DCU Plates/Hardeners/Shield extenders and rigs (armor/shield)

Prop modules- Should be build in Lol

EWAR modules: warp scramblers/disruptors/webs and at less extent damps/ecm/painters/TDs

Fitting/modules&rigs: some made to force players not to use cookie cutter setups which is a sillier way of balance rather than give a per ship dedicated number of fittings and slots to achieve is objective but would require far more work because of the number of ships and variations.

removed inappropriate ASCII art signature - CCP Eterne

Elistea
BLUE Regiment.
#26 - 2013-08-05 12:51:44 UTC
Reinforced Bulkheads II

Because real men hull tank!
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