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       #Post#: 103--------------------------------------------------
       Fitting Guide
       By: Xavier Killswitch Date: January 12, 2012, 6:43 am
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       So you just bought your first cruiser and opened up the fitting
       service and.... Realized you haven't the faintest what you're
       doing. Well have no fear, I am well give you some typical
       layouts for fits in this guide that should get up and running
       for whatever your space-faring heart desires.
       Now there are some main things you can fit a ship for these
       being:
       Missions
       PVP (player versus player)
       Mining
       Exploration
       Incursions
       Now for the sake of this guide, I'm going to assume you're
       fitting your new cruiser for missions. Why? Because as a new
       player missions are the easiest and most straightforward way to
       make isk. Mining being second, but mining efficiently is a bit
       less straightforward and I now close to nothing about it...
       Mostly that latter part. >.>
       Anyway, firstly, you should open up your fitting screen by
       hitting alt-f preferably. There is also a button on the sidebar
       for those of you who can't be bothered to use hotkeys. Now it
       will look like this.
       [IMG]
  HTML http://i1163.photobucket.com/albums/q555/Pr0xxis/FittingGuide.jpg[/img]
       Now there is a lotttt of information there so I'll break it down
       as best as I can.
       I'll start with the slots:
       Low Slots - These slots are used for modules that affect the
       ship itself usually, stuff like, reactor control units,
       nanofibers, cpu upgrades and weapons upgrades which consists of,
       gyro-stabilizers for projectile weapons, heat-sinks for laser
       weapons, magnetic field stabilizers for hybrid weapons and
       finally ballistic control units for missiles. This is also home
       to armor tanking, which is one of two forms of tanking in EVE.
       These slots are where you fit armor plating, armor hardeners and
       armor repairers.
       Mid Slots - These slots are most often used for utility modules,
       such as stasis webifiers, warp scramblers/disruptors , tracking
       computers, and cap rechargers/boosters to name a few. This is
       also where you would shield tank. You put your shield boosters,
       shield hardeners, and extenders here.
       High Slots - These slots are for offense purposes, this is where
       the aggro happens, you fit your guns and missile launchers here,
       as well energy vampires/neutralizers, sensor dampeners and drone
       links.
       Now that we have broken down the slots for fitting and their
       general use, I'll tell you about some of the other info in this
       window.
       A. This is your power grid, which is one of three primary
       fitting stats. This annoying little stat dictates the limits of
       what you can fit for a ship.  Every module in the game requires
       power to use, which means you want as much of it as possible.
       There is going to be quite a few times in your EVE career where
       the power grid is going to be your worst enemy, so best to get
       used to it. Now the best way to get as much base power from
       every ship is to go train Engineering to 5. Seriously, if you
       don't have it go train it to 5 now. It only takes  5 days from 1
       to 5 so you have no excuse not to have it 5. Secondly there are
       reactor control units that you can fit into low slots that that
       boost your power grid, but a good fit does not need this,
       remember that.
       B. This is your CPU,  which is the second of the three primary
       fitting stats. The CPU is another limiting factor about what a
       ship can fit, but not quite like the power grid is, it's
       slightly more complicated. Most modules in the game require CPU
       as well, but, unlike power grid, these modules usually fall into
       one of two extremes, either very little CPU at all, or a lot of
       CPU. Things like weapon upgrades, and warp scramblers require
       quite a bit of CPU, where as armor plates and passive hardeners
       don't. Basically the CPU of your ship regulates how many
       "active" or "complicated" things your ship can have. Basically.
       To get the most out of your CPU train Electronics to 5
       C. These are your weapons slots. It's pretty straightforward,
       just count the number of white square underneath each respective
       icon and now you know how many turret/launcher hard-points you
       have on your ship. By the way this is fixed, you cannot change
       it.
       D. This is the capacitor, the third and final of the primary
       fitting stats. The capacitor tells you how much energy you have
       for modules that require you to hit the F1 through F8 keys use.
       Now the capacitor also has a recharge rate which dictates how
       much energy it gets per recharge cycle. If you go over the
       amount of energy it gets back, causing it to be unstable, it
       will eventually run dry. Notice how there is a green stable sign
       in the upper right of that tab. That's telling me I'm currently
       not going over the recharge rate. There are a few ways to up the
       recharge rate, cap rechargers, capacitor recharge relays, and
       capacitor control circuit rigs (CCC's). The idea for running
       missions is that you want to be stable when running your tank
       and your guns, if you have extra modules outside of that, they
       don't necessarily need to fall into the stable range. There are
       only a few skills that pertain to the capacitor itself and
       numerous ones that influence it indirectly through modules.
       Energy Management will give you more cap points and Energy
       Systems Operation will give you a better recharge rate.
       E. This is your defensive stats tab. Here lists your resists to
       the four damage types as well as the amount of
       armor/shield/structure points you have. As well as your shield
       recharge rate. I'll be focusing on armor tanking mostly,
       primarily because I'm the most familiar with it and because
       CROATOAN favors armor tanking in our ops. Now for a mission tank
       we use what is called an Active Tank which is a tank is based on
       having high resists to mitigate incoming damage and it requires
       cap to run. Active tanks are made up of armor hardener to
       actively boost resists when they are on and one or more armor
       repairers to regenerate armor points. For most missions you will
       try to tank specific damage types being fired at you. There are
       a number of skills pertaining to these stats: Mechanic, Hull
       Upgrades, Repair Systems, Shield Upgrades, Shield Compensation,
       Shield Operation, and Tactical Shield Manipulation.
       F. This is your targeting tab, which tells you how far away you
       can target and how many targets the ship you are flying can
       target. It also tells you your sensor type and scan resolution,
       which these stats aren't in the scope of this guide. Targeting
       and Long Range Targeting will help you boost these stats
       G. This is your cargo hold and drone bay stats. Which simply
       tell you how much stuff you can cram in your hold, which is
       import for transport ships and not so important for mission
       ships. As well as how many drones you can fit your drone bay.
       Drones are a pretty extensive subject that I won't be covering
       in this guide either.
       That covers pretty much all the basics for fitting tab info. I
       didn't cover rigging your ship, because at this point rigs
       aren't necessary for you as a new player, but once you start
       doing L3 or L4's or getting a couple mil in sp you should start
       looking into them, they play a big role later on in fitting.
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       Now I'll post a fit for a missioning Thorax here so you can get
       a feel for how they look in a forum setting:
       [Thorax, PVE]
       Medium Armor Repairer I
       Armor Thermic Hardener I
       Armor Thermic Hardener I
       Armor Kinetic Hardener I
       Magnetic Field Stabilizer I
       10MN Afterburner I
       Cap Recharger I
       Cap Recharger I
       200mm Railgun I, Thorium Charge M
       200mm Railgun I, Thorium Charge M
       200mm Railgun I, Thorium Charge M
       200mm Railgun I, Thorium Charge M
       200mm Railgun I, Thorium Charge M
       Hammerhead I x5
       As you can see it goes Low Slot, Mid Slot, High Slot, then
       Riggings (which we have none so it doesn't show up) and finally
       drones.
       This is what a basic mission set-up looks like as well. So if
       you wanted to you could probably use it. :P
       Cheers Mates, happy flying.
       #Post#: 109--------------------------------------------------
       Re: Fitting Guide
       By: Adomine Date: January 12, 2012, 7:48 am
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       Very nice, should probably sticky encase we get really fresh
       players in alliance.
       #Post#: 110--------------------------------------------------
       Re: Fitting Guide
       By: Xavier Killswitch Date: January 12, 2012, 7:49 am
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       Stickied for everyone's viewing pleasure.
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