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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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