eve fits

Eve fits

There are three fundamentally different possible goals in fitting a ship specifically for travel: speedtankor safety. Each has pros and cons associated with them. In some situations, eve fits, cargo space permitting, it may be beneficial to carry fittings for all three and swap depending on what you expect to find along your route of travel. If your only concern is to get to your destination as fast as possible, not having any war eve fits or pirates to worry about nor carrying too many expensive modules, you can focus exclusively on moving quickly, eve fits.

This page is intended to teach you how to do just that, outlining some of the theory and practice of creating your own ship fits. You could make a fit by simply buying modules off the market, then throwing together whatever you have room for. This will result in a lot of wasted money, though, especially when you start messing with Rigs. A lot of the art of fitting, therefore, lies in spending these resources most efficiently. In EVE, your ship is not your character; your ship is a tool. Each tool has its own specified purpose.

Eve fits

The fitting of ships refers to both the process of selecting which modules, rigs, ammunition, drones, etc. This article covers the first of these two meanings the second involves a fairly straightforward in-game process that is quickly mastered and introduces basic guidelines for fitting ships. There are no strict rules that you must follow; these guidelines are designed to help you until you know when you can ignore them. Ship fitting is a wide-ranging topic, and players may wish to come back to both the foundational principles as well as more detailed considerations as they gain familiarity with it. Good sources of more advanced information on ship fitting that go beyond the scope of a general article on it are also third-party sites that host information pages dedicated to specific areas of gameplay. Generally, the more tasks you want a fit to do, the worse it performs at each particular task. Some ships have very specific uses: a Venture mining frigate is not very helpful in either PvE or PvP combat. But even a combat ship will almost certainly need different fits for PvE and PvP, because, for example, in PvP, you usually receive a lot more damage in a much more limited time than in PvE, and enemy players, unlike NPCs, need to be prevented from warping away. Even within PvP, the same ship can have one fit for close-range brawling in a small gang and a completely different fit for fighting at longer ranges in a large fleet. Of course, there are dangers in over-specialisation too, especially when you're not working with other players.

A warp scrambler is mandatory for scram-kiting, and a Stasis Webifier is pretty close. For pilots who are constantly concerned with alignment time, there are also implants that help reduce eve fits align time, such as the Eifyr and Co.

Hi, I would like to know where I can find ship fitting exemples, tips, stats, fitting advice for PvP and Pve… I tried to look on zkill but all I seem to get are the fittings of destroyed ships, not the ones that caused the destruction. Is there a way to know if my ships are fitted properly? A good overview is at Fitting ships - EVE University Wiki There is also a fitting section guide somewhere in game of suggested new player friendly fittings for various tasks. See if the player who lost that ship has a good number of kills with it as well. A good fit is not an automatic win: imagine two players fighting with optimal fits. One will win, one will loose.

Stellar Observatory locations System wide bonus to yield in all empires, plus a bonus to shield HP in Caldaria and Minmatar space. Hope it helps people. But the ore fits should provide a good jumping off point. IMO not being able to propmod was a very huge issue for barges. With the increase in mass, and reduction in max speed, does it become necessary? In my experience barge gameplay is either stationary next to your asteroid, aligning out or in warp to drop off ore. And on the way back you can warp to a new bookmark you made at range while in the belt. Might help to upgrade compact tanking mods to T2, but should rarely be enough for big changes. In fact, I frequently recommend that people turn on their prop mods and stay moving preferably not while going in a straight line , as that does make it harder to gank you. But, I think that this makes more sense for fits that already have a prop mod fit.

Eve fits

Hello and welcome, everybody! After about a month of intensive testing, plus nearly a week of testing on TQ, myself and a group of dedicated PvE masterminds have collaborated to create fits capable of running the L5 abyssal sites Chaotic with minimal risk. They are, however, highly expensive and skill-intensive. This guide also assumes you have nearly perfect capacitor skills. Warning: going into any L4 or L5 site in highsec will give you a short suspect timer when you leave. Only attempt to run these sites in isolated systems.

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Power Grid Management V. To remedy this, you can up your tank to the point where it's not financially efficient to gank you for profit. An MWD allows greater maneuverability which makes them more commonly fit. Ships in other roles in larger fleets can forgo tackle modules. Reducing the align time of a ship to less than 2 seconds enables it to "insta-align" and avoid being tackled in most circumstances; bubbles in nullsec space will still prevent warp, and ships boosted to very high sensor strengths to achieve "insta-lock" might still catch such a ship, as at sub-two-second intervals the exact outcome begins to depend on the internet connections of the target and attacker, and on server ticks rather than normal time. They usually have more firepower and defenses than kiters, but their slower speed means they may have trouble catching them. When it comes to modules and rigs, there are three low slot modules and one rig that increases warp speed. If you have a rack of exactly identical guns on your ship, they will all have precisely the same optimal and falloff ranges and exactly the same tracking. They may also replace EANMs with a second and sometimes even third! Stasis Webifiers do not hold the target on grid as points and scrams do, but they slow the target down, hampering kiters and helping your tracking and missile hits. Levels in these skills are often required to fit useful modules, too.

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Pretty much every ship is going to want a Damage Control. This page is intended to teach you how to do just that, outlining some of the theory and practice of creating your own ship fits. ABs are popular on brawling armor ships, as they enable a signature tank against larger opponents and cannot be shut off by the warp scramblers used at close ranges. Usually increasing warp speed tends to cut down on travel time the most, since you spend more time in warp than you do aligning. Resistances are best thought of as reductions to incoming damage. Views Read View source View history. Best is lots of big bonuses. This lets them continue fighting as long as they can continue to run their repair modules. They usually have more firepower and defenses than kiters, but their slower speed means they may have trouble catching them. Each type of slot, therefore, has a set of things that you can use that slot on. Start with a bare Cormorant hull. The following sections will outline some of the main things you can use each slot type on.

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