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Least interesting fitting decisions

Author
Aerasia
Republic University
Minmatar Republic
#1 - 2015-08-03 23:11:23 UTC
I've been trying for the life of me to build a really stupid fit, and I'm getting stuck because some of the traditions and staples of fitting are so effective for their slot that you just can't give them up.

On my (admittedly combat focused) list of "Well, technically you could... "

Damage Control II
Is there any one module anywhere in EvE as universally fit? Huge damage resist bonuses, and doesn't get hit by stacking.

Weapon Upgrades
The only reason you don't fit 3 of these, is because you have to put a DCII on. If you aren't fitting 2, you're either a Frigate or bait tanking.

Weapons
I've thought a few times about splitting weapons just to get better damage types or projection, only to be brought back to Earth by the fact I'm losing so much DPS from not having the right upgrades fit that the change isn't worth it.

Consider: If the entire hardpoint section of your fit was replaced with a single slot that accepted just one weapon module, would you notice? Would you care? Would more than a couple of niche Minmatar ships be affected?

Stasis Webifier
Maybe not the biggest thing in fleet ops, but a powerful range control mod that also doubles as a damage application mod? Somebody remember to send a note to Target Painters explaining why nobody loves them.

Low power slots
Does anybody even think about what to put in these slots? You've got DC, armor tank (if needed), weapon upgrades, maybe a fitting module. I know there are dozens of modules that go here... but I can't name any, and have never seen them. (no points given to the freighter pilots who are restricted to I.Stabs and Hulls anyway. Blink )

Ewar counters
Are these ever equipped if you don't know 100% you're going to need them? I suppose maybe Cap Boosters count as the counter to Neuts.

Am I missing something? Are there fitting decisions even more no brainer than these?
elitatwo
Zansha Expansion
#2 - 2015-08-04 00:31:11 UTC
May I answer your questions in little more detail?

In order to do that we need to go back in time a little. Once upon a time EVE was new and all the player that were there just started training some core skills, some learning skills and so on.

It is safe to assume that everyone had little amounts of skillpoints and back then not all the things we do have now were available. People started to blow each other up and tried and failed until they didn't.

Most of the 'standard fits' for most ships you see or read about were made by trial and error and the best kept going. Most of the time the devil is in the details which you can see in fitting tools and such but on paper they don't always make sense at first until you try it and see for yourself.

I saw a lot of people struggleing with how to fit a ship, so I made this writeup here on the front page knowing most of them and how they would work.

So the short answer is yes, those are no-bainers and for good reason.


Speaking of trollfits, those standard fits I was talking about are of course not the law and you can still take a Rokh and mine with her if you want or fit small beam lasers or medium neutron blasters on the same ship.

What you want to do is always up to you but in pvp you want most of what can go wrong covered.

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Aerasia
Republic University
Minmatar Republic
#3 - 2015-08-04 00:56:32 UTC
elitatwo wrote:
So the short answer is yes, those are no-bainers and for good reason.

Speaking of trollfits, those standard fits I was talking about are of course not the law and you can still take a Rokh and mine with her if you want or fit small beam lasers or medium neutron blasters on the same ship.

The Rokh's actually a pretty good example actually. Its tiny drone bay makes me think that maybe I should fit a supplementary way to deal with frigates.

Except... where?

It has no utility highs, so you're sacrificing primary DPS. I suppose here the laughable weapon bonus means it doesn't hurt too much per weapon to drop them, so you can sort of get away with this. And with the Rokh already struggling for DPS dropping that even further hurts.

Or you can try for just maxing your application, but what does that turn into? None of the dedicated application modules come close to just multi-webbing.

As and aside, if you *do* want to try to take advantage of that range bonus that means trying to somehow kite-fit one of the slowest sub-caps in the game. The staple modules you need to give up to get your base speed just to the midrange for its class make my eyes water.
Tiddle Jr
Brutor Tribe
Minmatar Republic
#4 - 2015-08-04 05:45:27 UTC
Not sure what would you expect to hear. There are fits considered as "classic" for a reason those had proven themselves 100% effective and workwble in a specific applications and we call them doctrine fits. As well as there are a lot of lets call them experimental fits which still workable but with somm exceptions. E.g. your wife asked you to put a family pic onto the wall in your dinning room. You could take a nail and a hammer or you could use a screwdriver and the screw. Both workable.

"The message is that there are known knowns. There are things we know that we know. There are known unknowns. That is to say there are things that we now know we don't know. But there are also unknown unknowns. There are things we don't know" - CCP

Lloyd Roses
Artificial Memories
#5 - 2015-08-04 07:12:33 UTC
I don't quite know what you mean, but I can give you 5 different sleipnir fits that all have an active shieldtank and projectiles, yet they're fundamentally different and suited for different scenarios.

Or ask people to fit a 100mn tengu (still awesome, those things), you'll get 10 poor fits and one correct one.
Torgeir Hekard
I MYSELF AND ME
#6 - 2015-08-04 07:24:10 UTC
Well, you can't make a stupid fit that is also useful. By, well, definition of being useful.

There are fits that would probably seem a bit off at the first glance, but they are pretty much the opposite of stupid - much thought was put into how and why.

AAR tracklink scimi (nice solo logi for small turret gangs that tanks surprisingly well).
CCC pvp drakes (permadrakes).
A propless flux coil vaga for undock games that refuses to be capped out (I think the original one I've seen had a low cap officer shield booster, and it would take 2 seconds from zero cap to enough to run a booster cycle).
Rocket bombers for catching exploration frigs.
Triple tanked comets.
Arty abaddons (tank + alpha for soul crushing lag and sticky turrets).

Lussy Lou once used a shield nano apoc to make his small gang look like a kitchensink bunch of retards (apoc and a solo basi lol).

IIRC, Kadesh once told a story about him and friends stalking a particulary paranoid WH corp that always had some ship (don't remember what exactly) hanging outside POS shield. It would always pos up just in time, so the guys devised a targeting system stabilized(!) daredevil (90% webs) with the shortest recalibration cloak (I think you can get 5,5 cloak recalibration with cloaking 5, 3 T2 recalibration rigs and a syndicate cloak) and burned at the prey cloaked from outside the pos grid.

Genuinely stupid fits usually result from the lack of knowledge of game mechanics or overlooking some critical points.
Think shield booster with cap relays, cap stability above all (or the opposite - disregarding glaring cap difficulties), wrong sized tank mods (I'm looking at you, small shield extender), critical propulsion failure (slow short range AB ships that can't possibly get on top of their intended targets), badly mixed tanks (as opposed to properly mixed tanks, so the line is blurry here) or generally ships that try to be decent at everything and end up being good for nothing.

Here, have a stupid fit https://zkillboard.com/kill/48239628/
Aerasia
Republic University
Minmatar Republic
#7 - 2015-08-04 13:34:11 UTC
Tiddle Jr wrote:
Not sure what would you expect to hear.
To hear everybody say "Yeah, that's how it works" and just myself ranting. Big smile

It's just really frustrating to see a dozen slots open, and then realize that only 2-3 of them are actually up for grabs because so many modules are vastly superior than the alternatives (Webs) or vastly worse (any low slot shield module).

Lloyd Roses wrote:
but I can give you 5 different sleipnir fits that all have an active shieldtank and projectiles
Which is kind of my point. You can change some of the specifics of the build, but if I waved a magic wand and EvE's fitting system was changed over so that you were told "Here is your weapon slot, here is your tank slot(s), we've just rolled weapon upgrades into the hull and removed the slots/modules, etc..." how many people would even notice?

Torgeir Hekard wrote:
critical propulsion failure (slow short range AB ships that can't possibly get on top of their intended targets),
Your failfit actually shows the kind of thing I'm talking about. It may not have been their intention (that does sort of look like somebody going cap stable sniper PvE?), but that fit has a lot of tracking bonuses on it - almost as if they were trying to keep smaller ships from getting under their guns. But that is of course madness, because Webs are the only reasonable solution to that.

I think that there are a lot of modules that could do with the Webifier treatment; having two functions in one, so that people would actually fit them. Just spitballing, but what if Targeting Computers actually gave a reasonable bonus (remembering that Webs are 60% speed reduction, but even scripted TCs are only 30% tracking boost), and then got ECCM effects on top of that? Might people actually fit them if it meant better damage application *and* protection from Falcons?
Billy Bojangle
Doomheim
#8 - 2015-08-04 15:31:11 UTC
Every slot is available, viable fits exist outside the margin in some use cases. The Rokh as a smartbombing ship, for example, is not fit anything like the bog standard fleet rail rokh. Really, the damage control is the only actual "this pretty much goes regardless of what you're doing," module and even there are many carebear fits that don't utilize one so even there you have exceptions.

Weapons of a certain kind, damage upgrades, webs and so forth, I would not say are standardized. Many ships forgo the traditional weapon system for neuts or projectiles. Webs are only really standard on a ship that intends to brawl. Some kind of warp disruption is par for the course more often than not, but there again, many support ships don't have one and still engage in pvp.

So at the macro-level the cookie can't be cut quite as neatly as you think. At the micro level, each ship has fits that have been refined for years in the meta they came out of. Most fits these days are still coming from older paradigms so there may actually be room for improvement since the target profile of your average lowsec/nullsec roam is changing somewhat.
Aerasia
Republic University
Minmatar Republic
#9 - 2015-08-04 15:47:35 UTC
Billy Bojangle wrote:
So at the macro-level the cookie can't be cut quite as neatly as you think. At the micro level, each ship has fits that have been refined for years in the meta they came out of.
It is possible I'm just hoping for too much. To keep with our friend the Rokh: if I wanted to make a Blaster fit brawler, the answer isn't trying to shoehorn the Rokh into close range competency, you're supposed to swap over to the Megathron.

Just annoying if maybe you don't have Gallente Battleship trained. P
elitatwo
Zansha Expansion
#10 - 2015-08-04 15:51:54 UTC
Aerasia wrote:
The Rokh's actually a pretty good example actually. Its tiny drone bay makes me think that maybe I should fit a supplementary way to deal with frigates...


Oh you got me wrong, what I meant was that you can fit small beam lasers and dismantle a small gang in a lowsec system at a gate, they will be happy to engage and up for a nasty surprise.

You may not get bonusses for small beams but you put 2x heat sinks on and have 8 turrets slots - or in better words a very tanky Coercer that can take gate guns.
You will hit frigates just fine and still be able to kill cruisers, just not as fast.

Or you put the aforementioned medium neutron blasters and 2x webs on which will murder any cruiser just fine. With Void M you will still do about 800 deeps without the turret bonus.

Back in the day I saw Rokhs with 4x torpedo launchers on them and 4x heavy neuts but we didn't have ancillery troll-shield boosters back then, so that might work well too.

There is no rule that you HAVE to put the guns on a ship you have bonusses for. Blaster Maller anyone??

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Gully Alex Foyle
The Scope
Gallente Federation
#11 - 2015-08-08 08:38:16 UTC
OP, you're talking about standard DPS ships, only.


DCU: usually not fitted when tank isn't important. Examples: ECM frigates, sniper boats

Weapon upgrades: obviously not used when you're not shooting (logi, EWAR, tackle, ...)

Weapons: I agree with you here, except drone boats where a mix of weapons and neuts is quite common

Web: yes it's great but it's short range (unless pimped/bonused/linked) and I believe we do need a strong counter to the most OP thing in EVE which is speed

Low slots: cap mods on logi, propulsion mods on anything that needs speed/agility

You also left out the mids, where the main fitting decisions are often made (prop vs. ewar vs. more ewar e.g. dual webs vs. cap boosters vs. shield tank vs. ....).


If you meant to say 'there's only a few ways to correctly fit a DPS brawler for standard PVP situations' then you're obviously right.

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Arla Sarain
#12 - 2015-08-08 10:25:27 UTC
I think I get what you mean - there was an interview with CCP a while back where teh CCP employee mentioned that EVE is awesome partially because there is a counter to everything since each ship can be fitted in many ways.
Which is moot, because each ship has a cookie cutter fit that is min-maxed and you'd be dumb to do anything else to it. Learned it the hard way when I fit TPs to slashers to counteract my own angular speed (ACs don't track for **** despite what everyone says). Or a double active one (just hit "keep at range" and sig tank is bork).
It's consequence of hard-counters TBH. Modules are binary, effect is great. Webs reduce speed by 60%. WTF?

Combat is archaic in this game.
Aerasia
Republic University
Minmatar Republic
#13 - 2015-08-08 17:08:55 UTC
Gully Alex Foyle wrote:
OP, you're talking about standard DPS ships, only.

Well, right at the top of my post I did point out this was mostly a combat fittings rant. :)

Partly it's going to be me just expecting too much. Trying to build a system where every module is useful, and almost any concept can be built is very hard. My frustration is coming from the fact that EVE's fitting system looks like an infinitely customizable puzzlebox, but is actually more of a "Fit weapon in this slot, tank in this slot, prop in this slot... etc".

And that's partly due to some optimal modules:
DCU might not always be used, but it's going to be the last tanking module you pull off the ship.
And ok, you don't technically use weapon upgrades if not using weapons, but even EWAR has a similar purpose low slot module.
And Webs form the opposite to the other nearly mandatory filtting slot of a prop mod. At least the props give some interesting variance within the type.