Guns (lasers/projectiles/hybrids*) care about transversal velocity while missiles care about absolute velocity. Transversal velocity is how fast one moves relative to the opponent perpendicularly while absolute velocity is just how fast one is going along one's heading. Sig radius represents how large of a target a ship is, the larger a ship sig the easier it is to hit for full damage with large weapons. Some concepts to bear in mind are signature radius and transversal/absolute velocity. Short version, your choice of ship class largely comes down to "big and beefy" versus "small and swift". Why that specific ship in the first place? Therefore, my ship should be equipped with modules that deal that type of damage and resist that type of damage.īut what ship to start in the first place? I managed to do forsaken hubs in a VNI with drones, and I examined the fitting my Corp gave to me. I know that they are weak to EM and thermal damage, and that they also deal EM and thermal damage. Let's suppose I want to do Blood raiders Sanctums. Originally posted by CCP Alpha:Fittings are simply upgrades to the existing attributes of your ship.įirst off, I'm glad and honored that a developer replied to me. That's your only hope while you learn about mods, ships, implants, bosters, drones, turrets, cap bosterst, shileld/armor reps, neuts, bateries, long/short points and a LONG, LONG, etc. That's a skill, my friend, that requiries months of reading/learning and years of practice to master.Īll Flyable Ships Sortable by Name, Type, Tech, Race, and Typical Role (345 in Total) So, how do i know what ship to pick for X and it's fit? There is no other way.įor PvP there is no answer because you are throwing dices and fighting against the result. If it can acomplish it's task, It's a good fit. "What makes a ship good for a given task (i know there is no best ship)?" (damp it, ECM, traking, klling their drones, neut their cap, etc.) Of curse, They have strong aspects but when you try to fight 1 vs 5 you are pretty much dead. To destroy a ship you only need to attack their weakness. Individual ships are WEAK because ALL OF THEM relay heavily on specilitation. You can then customize them to your liking/task You can use to find examples of various fittings, for most ships if you check about 10-15 different kills you will see similar fits emerge. Then we load our ammo and drones and we good to go. Rigs are shield extending rigs to boost shield HP even further, with 1 anti em rig in case i encounter another Gila. I normally go for passive, which means I fit propulsion module 50mn microwarpdrive to help me stay outside of majority of incoming damage, 2 Large Shield Extenders, 1 Invulnerability Module to boost resistances and just because I like danger, a warp scrambler. Now we are left with medium slots, now I have to decide between active (shield repair) tank or passive (shield buffer) tank. To get the most damage out of those drones, I fit 3 drone damage augmenters and add damage control to help with overall tanking of the ship. The 4th slot i fit drone link augmenter for additional drone control range as most damage from Gila comes from a set of 2 medium drones. I pick Rapid Light Missile as they are great against small / medium targets. High slots on Gila are missile launchers, because it has missile hardpoints (indicated on the sides above high slots) and receives bonus to kinetic/thermal missiles damage. Now I know Gila is a shield tanking ship, it has a lot of medium slots and has more shield than armor. Let's say I want to do Crimson Harvest event, those events contain a healthy amount of frigates/cruisers/battlecruiser/destroyers. ![]() Module icons when search help you choose between low/medium slots.Īll augmentation modules have stacking penalty, that means ideally you would not exceed more than 3 modules of the same type on your ship. ![]() Damage augmentation is always in low slots as indicated by low slot icon. Armor ships also have more slots and Shield ships have more medium slots to accommodate both tank and another augmentation of your choice. If you its Armor, then it will be low slots. The rule of thumb is that if you the maximum hp of your ship is in Shield, then you shield tank and use medium slots to improve shield resistance/capacity etc. The trick is to approach those methodically, starting with the ship type you want for the task, then moving on to what guns/launchers you need to fit in the high slots, what speed/utility/tank/high slots augmentation modules you need in medium slots and what damage amplification/tracking/tank etc you want to have in low slots. Some modules can only be fitted on specific ships/slots. Fittings are simply upgrades to the existing attributes of your ship.ĭepending on the task, you replace those with what you need.
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