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Guide to ship fitting slots

Author
Richenou Dellocort
Logistical Support Services
#1 - 2014-07-01 15:29:46 UTC
Can someone point me to a guide that can tell me what equipment will fit into what slot (Hi, Med, Low). I'm sure there is great essential equipment that I'm missing out on just because I don't know it exists.

Thanks in advance
Kaea Astridsson
Hoplite Brigade
Ushra'Khan
#2 - 2014-07-01 15:37:25 UTC
Think this might be what you're looking for: http://wiki.eveuniversity.org/Fitting_Modules_and_Rigs_Guide

Get on Comms, or die typing.

De'Veldrin
Republic University
Minmatar Republic
#3 - 2014-07-01 16:55:07 UTC  |  Edited by: De'Veldrin
Richenou Dellocort wrote:
Can someone point me to a guide that can tell me what equipment will fit into what slot (Hi, Med, Low). I'm sure there is great essential equipment that I'm missing out on just because I don't know it exists.

Thanks in advance


Some general rules of thumb.

1: Weapons are always high slot modules.
2: Other offensive modules (ECM and webs, for example) are normally mid slot modules (with the notable exceptions of capacitor related offensive modules such as Energy Neutrlizers, which go in the high slots).
3. Active modules that aren't weapons tend to be mid slot modules. Passive modules tend to be low slots modules. The notable exception to this is the armor modules, which are all low slots (to my kowledge) regardless of active or passive.
4. Offensive rigs tend to use more calibration than defensive rigs.
5. You can use a rig that you do not have skills for, assuming you can get someone else to fit it onto your ship.

Also, if you're planning to PvP look at the killboards of pilots that have high kill/death ratios - looking at their losses will tell you how they fit their ships, and give you some insight into how certain modules relate to each other in practice as opposed to theory.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Richenou Dellocort
Logistical Support Services
#4 - 2014-07-01 17:40:28 UTC
Kaea Astridsson wrote:
Think this might be what you're looking for: http://wiki.eveuniversity.org/Fitting_Modules_and_Rigs_Guide


Bingo ... thanx
Richenou Dellocort
Logistical Support Services
#5 - 2014-07-01 17:42:32 UTC
De'Veldrin wrote:
Richenou Dellocort wrote:
Can someone point me to a guide that can tell me what equipment will fit into what slot (Hi, Med, Low). I'm sure there is great essential equipment that I'm missing out on just because I don't know it exists.

Thanks in advance


Some general rules of thumb.

1: Weapons are always high slot modules.
2: Other offensive modules (ECM and webs, for example) are normally mid slot modules (with the notable exceptions of capacitor related offensive modules such as Energy Neutrlizers, which go in the high slots).
3. Active modules that aren't weapons tend to be mid slot modules. Passive modules tend to be low slots modules. The notable exception to this is the armor modules, which are all low slots (to my kowledge) regardless of active or passive.
4. Offensive rigs tend to use more calibration than defensive rigs.
5. You can use a rig that you do not have skills for, assuming you can get someone else to fit it onto your ship.

Also, if you're planning to PvP look at the killboards of pilots that have high kill/death ratios - looking at their losses will tell you how they fit their ships, and give you some insight into how certain modules relate to each other in practice as opposed to theory.


Great info ... thanks for the tip regarding looking at other PVP players... I imagine this is good for other things as well (althought I don't recall a top mining chart (grin)
Schmata Bastanold
In Boobiez We Trust
#6 - 2014-07-01 17:47:37 UTC
I hope you are already familiar with applications like EFT or EveHQ or pyfa? If not better get to it asap. They all do more or less same thing so doesn't matter which one you choose. Since in-game fitting screen simply sucks ballz those 3rd party tools are necessary to build anything usable on your own. Also invaluable when you get fit build for maxed skills and want to customize it to your skills.

Invalid signature format

De'Veldrin
Republic University
Minmatar Republic
#7 - 2014-07-01 19:09:58 UTC
Schmata Bastanold wrote:
I hope you are already familiar with applications like EFT or EveHQ or pyfa? If not better get to it asap. They all do more or less same thing so doesn't matter which one you choose. Since in-game fitting screen simply sucks ballz those 3rd party tools are necessary to build anything usable on your own. Also invaluable when you get fit build for maxed skills and want to customize it to your skills.


Eve HQ (I don't know about EFT or pyfa) also has a tool called "Find Module to Fit" that lets you righ click on an empty slot and display a list of all modules that will fit in that spot based on the CPU and powergrid left on the ship. I use it to try and squeeze one last useful module onto ships with an otherwise empty slot and tight fittings.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

J'Poll
School of Applied Knowledge
Caldari State
#8 - 2014-07-01 21:01:23 UTC
De'Veldrin wrote:
Schmata Bastanold wrote:
I hope you are already familiar with applications like EFT or EveHQ or pyfa? If not better get to it asap. They all do more or less same thing so doesn't matter which one you choose. Since in-game fitting screen simply sucks ballz those 3rd party tools are necessary to build anything usable on your own. Also invaluable when you get fit build for maxed skills and want to customize it to your skills.


Eve HQ (I don't know about EFT or pyfa) also has a tool called "Find Module to Fit" that lets you righ click on an empty slot and display a list of all modules that will fit in that spot based on the CPU and powergrid left on the ship. I use it to try and squeeze one last useful module onto ships with an otherwise empty slot and tight fittings.


Really

WOW


I learned something new.

I usually had to go through the entire list of possible options and do trial&error method till I found stuff that fitted and then have to make a best estimated guess what would be best for the fit.

Personal channel: Crazy Dutch Guy

Help channel: Help chat - Reloaded

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ergherhdfgh
Imperial Academy
Amarr Empire
#9 - 2014-07-01 21:47:42 UTC
If you google the name of the ship there is usually a link in the first 3 to the eve uni page for that ship. Eve Uni does a really good job of giving you the basic run down on the strengths and weaknesses of a particular ship as well as a few suggested fits for various tasks both PvP and PvE. I've been playing this game since 2009 and still use the Eve Uni site for this purpose. I don't necessarily follow it exactly but it is a really good starting point.

Also keep in mind that fitting a ship may seem overwhelming early on but it gets easier and after a while you will feel comfortable coming up with good fits. However even when you are a master at it don't get so overconfident that you ignore fits from other people that don't immediately look good to you. I've come across some fits that looked like garbage to me but flew well so don't be afraid to experiment.

Another good piece of advice is when you are looking for a way to burn a few extra minutes in game just surf through the market with the "show only available" box unchecked so you can get familiar with what is out there. Even if you can't or won't use a certain module it's good to know what other's might have fit.

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

Schmata Bastanold
In Boobiez We Trust
#10 - 2014-07-02 09:29:57 UTC
Yep, EveHQ with it's "Find module to fit" function comes in handy.

Also "Show info" and its Audit tab allows you to see what influences module's effects and how stacking penalties apply. So for example you can see why fitting 4 gyros and burst rigs is not very good idea. This window alone is HUGE help for newbies and people who don't memorize whole Eve's database :)

There is also Audit Log window (first button under combo box with your pilot's name, with blue processor icon) that lists everything that influences your fit: cap, damage, drone range, speed, etc.

I don't use EFT nor pyfa so I don't know how they compare to EveHQ so maybe those things are not so unique.

Invalid signature format

De'Veldrin
Republic University
Minmatar Republic
#11 - 2014-07-02 11:18:23 UTC
Schmata Bastanold wrote:

There is also Audit Log window (first button under combo box with your pilot's name, with blue processor icon) that lists everything that influences your fit: cap, damage, drone range, speed, etc.


And now I learned something. I'm going to have to check that out.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Schmata Bastanold
In Boobiez We Trust
#12 - 2014-07-02 11:43:23 UTC
Did you know that you can select 2 or more fits and in context menu there's "Compare fittings" function? Works for same or mixed hulls. You can use it even on "folder" level to compare all fits inside. Quite useful to quickly evaluate dps / tank.

And in HQF tab on main window you have Ship Selector which allows you to find ships according to customized criteria chained by AND/OR logic operators. In-game ISS screen or whatever it is called is peanuts in comparison.

Invalid signature format

Gully Alex Foyle
The Scope
Gallente Federation
#13 - 2014-07-02 11:49:06 UTC
De'Veldrin wrote:
Richenou Dellocort wrote:
Can someone point me to a guide that can tell me what equipment will fit into what slot (Hi, Med, Low). I'm sure there is great essential equipment that I'm missing out on just because I don't know it exists.

Thanks in advance


Some general rules of thumb.

1: Weapons are always high slot modules.
2: Other offensive modules (ECM and webs, for example) are normally mid slot modules (with the notable exceptions of capacitor related offensive modules such as Energy Neutrlizers, which go in the high slots).
3. Active modules that aren't weapons tend to be mid slot modules. Passive modules tend to be low slots modules. The notable exception to this is the armor modules, which are all low slots (to my kowledge) regardless of active or passive.
4. Offensive rigs tend to use more calibration than defensive rigs.
5. You can use a rig that you do not have skills for, assuming you can get someone else to fit it onto your ship.

Also, if you're planning to PvP look at the killboards of pilots that have high kill/death ratios - looking at their losses will tell you how they fit their ships, and give you some insight into how certain modules relate to each other in practice as opposed to theory.
To these I can add:

5a. Coming Crius (July 22nd IIRC), you will be able to fit and use any rig regardless of skills
6. Shield tank modules are always midslot (with only one, rarely used exception)
7. Armor tank modules are always lowslot (along with hull tank modules)
8. Speed/agility enhancing modules are always lowslot
9. DPS enhancing modules are always lowslot

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

Velicitia
XS Tech
#14 - 2014-07-02 12:40:03 UTC
Gully Alex Foyle wrote:

5a. Coming Crius (July 22nd IIRC), you will be able to fit and use any rig regardless of skills


Last I saw it was modules that were getting this treatment, not rigs ... although, CCP may have added them in now.

Note that if you don't have skills for the rigs, their penalties are quite steep in many cases.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Gully Alex Foyle
The Scope
Gallente Federation
#15 - 2014-07-02 12:50:43 UTC  |  Edited by: Gully Alex Foyle
Velicitia wrote:
Gully Alex Foyle wrote:

5a. Coming Crius (July 22nd IIRC), you will be able to fit and use any rig regardless of skills


Last I saw it was modules that were getting this treatment, not rigs ... although, CCP may have added them in now.

Note that if you don't have skills for the rigs, their penalties are quite steep in many cases.
https://forums.eveonline.com/default.aspx?g=posts&t=351169&find=unread

CCP Punkturis:

Fit modules without the required skill

Good for those massfitting ships for other people. You can now fit modules without having the required skills but you cannot online them. When you undock in a ship with modules you don't have skills for, you will get a warning (suppressible) saying that you can't online some of your modules because of lacking skills.


CCP Soniclover:

Regarding rig fitting, the skill requirement has never made a whole lot of sense there as it can so easily be bypassed by simply having another character fitting the ship for you. So we want these new changes to apply to rigs as well. The long term plan for having the skills be more meaningful is to increase the drawback, but increase the effectiveness of the skills in reducing the drawback, similar to some of you have been suggesting. This change would also involve giving drawback to rigs that don't currently have any drawback (like the Ancillary Current Routers). The Jury Rigging skill can probably remain as is, as it is requirement for other skills and used in production. This change will not happen in Crius, but sometimes in the following releases.


TL;DR: you will be able to fit any rig and any module in the game to any ship you have the skills to fly. If you undock it, rigs will always work, modules will remain offline if you don't have the skills to use them.

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

Areen Sassel
Dirac Angestun Gesept
#16 - 2014-07-02 13:11:18 UTC
Richenou Dellocort wrote:
Can someone point me to a guide that can tell me what equipment will fit into what slot (Hi, Med, Low). I'm sure there is great essential equipment that I'm missing out on just because I don't know it exists.


I tend to come at this from the other angle, looking at pages like this guide, because often there's about half a dozen different flavours of module related to one task (for example, for armour tanking ships, energised plate, resistance plate, regenerative plate, damage control, active hardeners, armour plates, layered plating, armour repairer - all different, but all related to the same purpose).

Another approach to knowing what's out there is to look at the skills recommended for mastery of a ship, and see what modules require those skills - easily done in the skill info pane.
Tau Cabalander
Retirement Retreat
Working Stiffs
#17 - 2014-07-02 20:21:13 UTC  |  Edited by: Tau Cabalander