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Hello, and welcome to the Codex Anthopilia. The purpose of this guide is to give you something to read about while you wait for a skill to train, or are bored at work that will help familiarize you with the gameplay of EVE Online. Now, just a quick warning: This guide may seem non-intuitive at parts. We have attempted to make it as comprehensive as possible, but EVE is a very deep, convoluted and most of all poorly documented game. Its learning curve can be charitably described as brutal, but is more accurately described as a learning cliff with spikes at the bottom.
So, review information, find other articles, and use the search function on this page if things seem unclear. You can also ask in your squad channels/forums. Most importantly, let us know what elements could use clarification!
The world of EVE Online
A quick summary is this: Sometime in the distant past the evil corporations that control everything found a wormhole and colonized the other side but then the wormhole collapsed and now a few civilizations have picked up the pieces. The Jovians (the unplayable fifth race) fill the standard sci-fi archetype of “race with advanced technology that hands it out like candy\xE2\x80\x9D and they’re the people who invented the pods everyone flies. You can find more on the eve site if you’re really bored, but really the best part is all the goofy things that got written in that are canonical. For example, your point of view is a “camera drone\xE2\x80\x9D. Your ship carries an infinite supply and ejects them out all the time (since they don’t warp or jump through stargates or something) because in the future its so vital to be able to look at your ship through a remote controlled camera. Oh and ships have crews. This debate comes up every now and then but according to the back story they do. Oh and a luxury car costs like 5,000 ISK so everyone is super rich compared to the average denizen of the eve universe.
EVE does support a small, dedicated roleplaying group and if you want to gallivant about being a space-knight and fueling your towers with minmatar blood while you fight for freedom for your repressed brothers you can quit goonfleet and go somewhere else.
Your first skills
Train Electronics to III
Train Engineering to III
Train Gunnery to II
Learning (Make sure you have ALL of these)
Missile Launcher Operation
Train Navigation to II
Spaceship Command (already have this skill for sure)
If you look to the right you'll see a list of skills that you should immediately buy. Beg for money to buy them in your squad chat channel. If you've come down to goonspace already you'll need to pod jump back to a school station to buy dem skills. While you can usually get skills in goonspace the markup isn't worth it for you at this point.
Initially you want to train skills to 1 or 2, due to diminishing returns. Basically, training skills from 0 to 1 gives the same benefit as 4 to 5, except training from 4 to 5 takes several orders of magnitude longer. At this point in the game most skills aren't worth training to 5, so don't get caught up in any pubbie babble you may have heard about having a bunch of skills to 5. You can look on down at the training skills section for more details on this, but generally the first thing you want to do is get the learning skills to 2 or 3, so thats a great thing to train while you read this.
Some stuff to do
Turn off your CSPA charges! This is easy enough to do, open up your evemail screen. Then click on the arrow in the upper left corner next to EVE MAIL.
Then set the CSPA to zero, its the part that's circled in red:
Easy enough, right?
You may also want to spend some time setting your overview, see this article for some great info: Overview
Joining chat channels
Being in goonfleet means that you should have a billion channels open that you pay attention to. Realistically this isn't going to happen, and you'll pick a subset of channels to pay attention to. Regardless, it's good to know about all the channels out there, even if you only use them once in a blue moon.
Recommended Channels to have open routinely are -GS&Red, Red Arrow, Squad- if you are outside of Delve. If you are in Delve, and you should be in Delve, then -GS&Red, GFDefense, Delvegoons, Squad-.
GSDef: This is a general information and operations channel. This is also where people X (request an invitation) for ops. Currently, however, you do not have to ask for a fleet invitation normally. Fleet invitation links are frequently posted in this channel and you can click these links to invite yourself to the op. There is also a website that is accessible to the in game browser which contains links to fleet invitations for all active operations. The website address is in the MOTD (Message of the Day, visible when you first enter the channel) for GS&RED.
GSIntel: This is the INTEL channel for Goonfleet space in Scalding Pass, Detorid, and Tenerifis generally. This means reports of enemy locations/shiptypes or questions about enemy locations/shiptypes only. Yes, you will see people saying things that are not enemy locations or shiptypes in this channel. No, you shouldn't do it, too. Remember that rats (NPC ships) are NOT hostiles and should not be reported in Red Arrow. Remember that friendly locations should not be reported. If there's a friendly camp in L4X and someone asks for a l4X status, say "l4x is clear," not "l4x has a friendly camp".
GF Money: This is the jew channel. If there are mining ops going on people talk about it in here. This is also where you report rats so that ratters can come blow them up. Also it's the place to try and find ratting buddies. It's also a good place to get price checks or ask questions about all things astro-semitic.
Cursed Goons: Only join this one if you're up in Curse. This is the intel channel for Curse so that you can stay advised of the gankers who operate in that area.
Squad channel: All the squad channels have a simple format that is <squadname>swarm. So Eurosquad is euroswarm and epsilon is epsilonswarm. At first join whatever squad channel the app assigned you. If you're a euro or anzac you'll probably find a lot more people in euroswarm or anzacswarm. If your squad isn't working out for you try shopping around a bit. You can switch squads whenever you like. The point is to find a squad you enjoy chilling with.
GFGBS: As you may have guessed, this is a place for jabbering about whatever.
GFFrigates: This is where you request free frigates. Just follow the directions in the MOTD. If you don't know whether you need an AB or a MWD, you need an AB.
Coming south (or: drinking the cool-aid)
The first thing you want to do is jump down to 0.0. Seriously, I know you've probably heard it's scary from the pubbies in the newbie corp, and you're afraid that you don't have enough ranks in whatever skill, but just get down here. Here's why you want to come down: There is nothing you can do in Empire that you can't do out in 0.0. The difference is that you will make a lot more money for your time if you do it in 0.0.
This is a simple procedure that involves exploiting the game's death mechanic. It's also very well explained in this article: podjumping
Getting free frigates
Join GFFrigates and read the MOTD. Bear in mind that this isn't automated and is dependent on someone noticing the channel blinking. As of the time of this writing free frigates are available in PUIG.
Puttering about in gangs
Once you get some frigates look for gangs in the local area in GS&RED. Any gang short of a mining op/cloakers-only op will be glad to have you. If you head out on an op, here's some things you should know:
- Upgrade your clone before you go. Doublecheck after that to make sure it's upgraded.
- Shut the fuck up!
- Do what the FC (fleet commander) tells you for fuck's sake.
- You're probably going to die, but there's another ship waiting for you at 49-u and you upgraded your clone, so who cares?
- Shut the fuck up!
- Align means double clicking above or below an object so that you're heading towards it at full speed.
- RAPE RAPE RAPE
Rules 2 and 5 are generally waived on smaller ops. If you're sieging a system with 200 other people, the FCs are having a hard time managing everything, and you talking about how awesome target painters are is not going to help. If you're in a defense gang with 10 other people waiting for hostiles to hit a baitship, feel free to talk about how awesome mining crok is or whatever.
Don't sit in a station because you think your frigate is useless. Maybe its DPS is low compared to a T2 Megathron, but that Megathron can't tackle a fucking thing, you can. Most ops suffer from a lack of tackling frigates, people will always like having you along and you serve a vital role.
Getting settled down south
Moving to a new town is always so annoying. You don't know where anything is or who anyone is. Hopefully this section will help!
All parts of this section that mention "the south", Detorid, Tenerifis, Scalding Pass or Feythabolis are severely outdated. We took all our stuff and moved to Delve. --Ren hanxue 19:23, 2 March 2009 (UTC)
Set up your UI for life in 0.0
When out and about in 0.0 there are two channels you want to be keenly aware of if you want to avoid getting blown the fuck up. Local and GSIntel. Local is nice because it tells you who is in system. The little stars next to everyone name will let you know their standings towards you. Blue and green = friendly, nothing, red and orange = hostile. Yes, neutrals are hostile in 0.0. Don't go to GSDef asking if they're friendly. Until you hear someone say what they're in and where they are assume that is someone who wants to blow you the fuck up. Also avoid the 'I can take him mentality' that some people in battleships have. Sure, its just an intie and there's not much he can do, but its rare that a lone intie cruises 0.0. He's probably a scout for a gang and if he gets a tackle you're headed for a wrong turn at rape junction.
GSIntel is nice because you'll hear about hostile gangs.
Normally, as in the image on the left you can only look at one at a time. However, if you drag out local and make it transparent, as in the image at the righ, you'll be able to keep your eye on both. Moreover, your eye should have an easy time picking up spikes in local or reds/neutrals in local if you have local big and visible as in the example on the right.
tl;dr: Your UI should look like the one on the right! Watching local keeps you from getting ganked.
The webway and the pipe
The pipe is a generic term that usually means going from goonspace to empire. It can also just mean a route, so saying "How's the 77s -> 2-r pipe" would be asking about the route between those two systems. When someone says they're running the pipe though, they mean going up to empire. For you etymology freaks, this is a throwback to when goonfleet lived in one system and there was only one way in or out of it and it pretty much led straight to empire.
Anyway EVE has player made stargates, called Jump Bridges. They have some limitations on range and cost liquid ozone to use, but they have a major advantage in that both ends have a shitload of guns that will shoot anything hostile. While you're not completely safe using the jump bridges, its about as safe as EVE gets.
If you're looking to come down from empire, you want to go to 0-H. Be careful if you go to NPC Delve because that area is ganker infested so use those jump bridges. From there you can ride the webway to C3N or empire. There may be one jump where you have to use a normal jumpgate and its often home to hostiles, so be careful on that jump. Overall though it makes a trip that would take 15 jumps take 6.
Anyway for more info on the complete awesomeness that is the jewpherhighway itself, check out this article: Jump_bridge.
Also for a quick reference on how much jumps cost use this and bookmark it. It is awesome and is the best thing to ever come out of Theta: http://www.thetasquad.com/jumpCalc/ by Asura Siddartha
For pipe running/movement in general here's my tips:
- Get a scout in a disposable ship to jump ahead of you, if at all possible. Especially if you're moving something valuable.
- Fit Warp Core Stabiliziers, Inertial Stabilizers, and a Microwarpdrive. Preferably a cloak as well.
- Smaller is better. Take the smallest ship you can that can still haul your cargo.
- Pay careful attention to GSIntel and know what general areas hostile gangs are in. Avoid getting within a few jumps of them if possible.
- If you don't have a cloak and there are hostiles in system, safespot as quickly as possible. If you don't have a cloak cycle safespots as often as possible. Don't go AFK in a safespot.
- Set your scanner to max range and take off overview settings. Scan and watch for the following what there are hostiles about: <size> mobile warp disruptor, warp disruptor probe, any kind of scan probe, these ship types: phobos broadsword devoter onyx (which are heavy dictors and can fit a perma-bubble). The first two mean that there is a bubble around. Don't warp to a gate with a bubble. The second means that people are trying to scan you out. If you can't cloak start cycling safespots like crazy. As long as you're warping you're safe. (see this for more info on safespotting: safespot
- If you're moving expensive stuff, take it slow. The saying is "Slow is smooth, smooth is fast." Waiting out a hostile for twenty minutes is boring as hell, but it takes less time then getting blown up and having to jew up more isk and then make the trip all over again.
- Paranoia keeps your assets safe.
You won't always want to be this extreme about things, becasue 9 times out of 10 you won't really care if you get blown up. But if you're moving your ratting battleship or a weeks worth of mining megacyte, be as paranoid as possible.
Shitty edit: KZF/Scalding Pass is no longer going to be a goon hub as we are giving up some regions, head to 77s initially or possibly further to AZN. See here for more details: http://www.goonfleet.com/showthread.php?t=113484
KZF is goonfleets capital, and the first region we seized. It used to belong to a really pathetic bunch called Veritas Immortalis or -V-. They live in Great Wildlands now and will occasionally run gank gangs through. They're a pretty pathetic bunch. Did I mention they're pathetic?
This is the general KZF area. Note the plentiful jump bridges and excellent truesec (the lower the negative number, the better the rats will be, generally). These systems will probably be crowded, which is excellent if you plan on salvaging or mining. It's also prone to attract gankers, so pay attention to red arrow. Note which systems attach to each other. If you're doing your thing in IAK and you hear about a hostile gang in 2-k, you should probably warp to RYC and dock up. Knowing the local systems can save you a lot of grief.
If you want to mine KZF or RYC are the logical choices.
This area of space has plenty of excellent ratting systems, so there's not really a whole lot to say. You'll be tripping over good truesec pretty much no matter where you go. If you can't handle the lower truesec you may want to try XV-, as the spawns there will be less valuable but easier. Just watch local like a hawk.
77s has seen a lot of traffic. It used to belong to LV- and is one of the few gallente outposts in the game. Originally it was going to go to SMASH but they were such huge faggots that we kicked them out of our coalition instead.
One thing to note is that this area is split on regions. 46dp and everything south of it is in Teneferis while 77s and everything north of it is Detorid. This means that the markets will be different, so going one jump will let you compare prices. 77s/0-g will usually have the better market, though. Take note of the systems around and try to be familiar with the names. If you hear about a hostile gang in 77s and you're in 9-9 you may want to dock up.
If you want to mine, HZF or 9-9 are the logical choices. If you want to rat you can do so pretty much anywhere; there's no shortage of systems with good truesec.
Making ISK (or: the church of astrosemitism and you)
You may have noticed that a lot of people seem to have disgusting amounts of money. I remember when I joined and Stampert gave me 5 million ISK, and that was a pretty unbelievable amount of money. Well, it may be a lot to an Empire pubbie, but to most residents of 0.0 its a drop in the hat, or failing that nothing to get worked up over. Here's a rundown of the ways to make cash, but bear in mind these are the opinions of the author and not necessarily hard fact.
Salvaging: After training Survey III (under Electronics), you should be able to train Salvaging (under Mechanic). This allows you to fit a Salvager I module to your ship and to fly around targeting battleship wrecks left behind by other ratters and activating this module on it. To speed this up a bit, you may want to train Science IV, and use Tractor Beams. Destroyers generally make good newbie salvaging ships, but you have to watch out because rats will hurt you pretty quickly.
Pros: Potentially very profitable (angel battleships often provide Alloyed Tritanium Bars which sell for 300k isk each. An hour can net you several million), very low skill.
Cons: Depends on cleaning up what other people leave behind.
Selling Timecards: Go to Shattered Crystal, buy a timecard and sell it on the forums for ~450 million ISK (this price changes a lot). That will keep you in frigates and cruisers your first month pretty easily, and you'll probably have enough left to work on your first Battleship. Bear in mind that this is sanctioned by CCP. Also, it does not carry a social stigma like buying gold in WoW does.
Pros: Fast, easy.
Cons: May feel 'cheesy' to the hardcore, can be addictive.
Missions: You probably ran these in Empire and you can run them out in 0.0 (in Curse, to be specific) (NOTE: Curse is mostly hostile as of June 22, 2008). The big difference is you'll make more money out here. Level 4 Missions are just as profitable as ratting or mining. If you want to keep doing them, get your frigate and head out to G-0. You'll need to upgrade to a cruiser for level 2 missions, and by the time you hit Level 3's you should know what you're doing. Heres the pros and cons:
Pros: Safer than ratting or mission running, since you have to be scanned out and it's tricky to scan people out in Deadspace. Arguably more exciting than Ratting or Mining.
Cons: Can get very repetitive. CCP did not design that many missions.
Mining: You did this during the tutorial and may have done it in Empire to make some cash. The only difference is that you'll have more people trying to gank you and that what you're mining is worth vastly more. Get into a cruiser ASAP and start mining Arkonor in the KZF area. Ark is the most valuable ore in the KZF area (Mercoxit is kind of dumb) and is what you want to be doing. Depending on the mineral market, mining Bistot in Tenerifis and Feythabolis can be just as profitable and/or more profitable. Don't mine with hostiles in local, or at least don't be surprised when you get the fuck ganked out of you when you do.
Pros: Easy, can be done without paying too much attention. Some people actually enjoy it.
Cons: Most people find it incredibly dull. The logistics can be kind of a pain if you're anal about maximizing profit.
Neutral: The profit from mining is directly tied to your mining skills.
Ratting: This means blowing up the NPC ships that spawn in belts for money. It isn't really doable in a frigate, but you can often tag along with Ratters (best bet is to ask in squad chat). When you do, scout belts for them and tell them where the good stuff is! They are looking for battleships (Commanders, Warlords, Malakim, Nephilim, Cherubim, Seraphim). Ratting BS's align and warp very slowly, so you can provide a valuable service by scouting out belts quickly in a frigate and letting them know where stuff is. You CAN rat in a cruiser. Notice the emphasis. It is not especially profitable or fast, but it can be done. Check out the Newbie Document and find a system with a lower truesec value to try ratting in.
Pros: May be more exciting than mining. You can get very rich if you're lucky (there are rare rats that drop hundreds of millions of ISK worth of loot). Salvaging may increase your profits or enhance your ships.
Cons: Hard to do as a newbie. If you're unlucky you won't make any money at all (there are common rats that aren't worth jack shit)
Trade: Buy cheap, move it, sell it for a healthy markup. Can be done in Empire or 0.0, the most profitable trade is usually done between Empire and 0.0. If you're going to do this I advise training: MWDs, Minmatar Frigate 2. This will let you fly a MWD Vigil, which will let you run the pipe in more or less complete impunity (a good bubblecamp can be problematic). Also use one of your free slots to make a Verokiar Business Entrepreneur. He'll start near rens and can fly a probe, which you can use to shuffle goods safely past wardecs. Skillbooks are usually a good item to run as a newbie, since they're always in demand, take low amounts of space and usually require lower amounts of capital.
Pros: Provides a 'passive incomes' as people buy your stuff, a great way to make isk multiply.
Cons: Requires a good sense for the market to make lots of money, requires capital that you probably don't have.
Training skills: a detailed guide
Training skills is my favorite part of eve. Which is to say I like that I can drop the game completely for weeks at a time when I'm bored of it/see something shiny and then come back and be ahead of where I was! However, knowing what to train can be pretty bewildering. Fortunately there's plenty of tools to help you know what the fuck, so check out this section.
Download EVEmon , this program will track the skill you're training and tell you how long is left on it. It will give you notifications when your skills are done training. It will let you make incredibly long, grandiose skill plans and tell them when you will finish it. It is incredibly awesome, so get it ASAP.
To use EVEMon you'll need your API key. This sounds complicated but is actually very simple. Just go to http://myeve.eve-online.com/api/default.asp and enter your login information. Then you'll see a screen very much like this one:
Ok you've got the API key info you need. So launch EVEMon and then go to add character under the file menu. Just plug in the user id and api key like so:
Then click the button with the three periods and a dialog will come up allowing you to select your character. Hit ok twice and you're done! Now EVEMon will track what skill that character is training and allow you do that long, grandiose skill plans that were mentioned earlier. Now a word of caution with EVEMon, plugging in the skills to fly say, a vagabond, by clicking 'add skills to plan' on the vagabond is a pretty bad idea, because at the end of it you'll be sitting in the hull and unable to do jack shit. Support skills and the skills to use the appropriate weapons and modules are more important than the skill to sit in the hull. I prefer doing the support skills/weapon/modules first so I can at least be in a good tech 1 hull and then training up the skills to sit in the hull last. Your mileage will vary but remember that just sitting in the hull doesn't mean you'll be able to pilot the ship well.
Usual training order
Usually it goes something like this, but bear in mind this is a rough guideline. Train whatever the fuck you feel like, but this is the general consensus of Goonfleet on training order.
Implants and jump clones
Now you may have plugged in your grandiose plan and have now become depressed because you're 190 days away from that badass Thanatos you wanted. Aside from training up learning skills, there's another way to shorten training times. They're called implants. Now they used to be expensive but now they're cheap as shit, so train Science III and Cybernetics I and get a set of +1's or +2's. Using these will cut down on your training time. A few things to note:
- Implants, once plugged in, are destroyed if removed or if you get podded.
- If you get podded in implants, the bonus to training time will continue to apply until you switch skills.
So lets you have a set of +3's in and are training say Electronics 5 (usually takes a week-ish) and then you get podded. Just stay frosty until it finishes, because you still have the bonus from your implants. Pod jump about freely and then plug in a new set whenever its done.
Now in the interest of preserving your sweet implants you may want to use jump clones. I won't bother with too big of an explanation, outside of that you'll need 2 ranks of infomorph psychology trained, which requires science 2. The rest is very aptly explained by Xiobe's gifs:
Fitting ships: a detailed guide to equipment
Usually the best way to start when you're looking to fit a ship is to look up said ship in the wiki. People will provide fittings that are usually tested. People who post stupid theorycrafted fittings usually get called out on it like the stupid swamp niggers they are, so you can count on fittings in the wiki at least being competent. Many of them will require engineering/electronics 5 which you probably don't have yet, but just dump something in the lows for a fitting mod. At any rate, this section should help famaliarize you with ship equipment and its purpose. There's a lot of information to cover, but there's no getting around it.
Racial stereotyping (lawl spaceniggers)
All races have some shared attributes, and most of their ships are made in a certain style.
Amarr: Amarr are sometimes called the 'tank or gank' race. This is because their ships have mostly high slots and low slots and they are armor tankers. This means that they can fit a lot of damage mods and no tank, or vice versa. It's a balance that most armor tankers have to deal with, but Amarr are the most extreme. Amarr are the second biggest drone users, and almost exclusively employ energy turrets (lasers). The one exception to this is the Khanid Tech 2 ships (Damnation and Sacrilege), which use missiles and are expensive toys that only veteran players can fly. Since GoonSwarm mostly owns space with Angel NPCs - which specifically tank against lasers - goons who decide to train solely for Amarr ships will find it difficult to engage in ratting as a primary form of income. The plus side of this is that Amarr ships are great for mining, and we do own some space with rats that are vulnerable to lasers, so if you've already chosen Amarr don't feel like you've fucked up.
tl;dr: Armor Tanking, Energy Turrets, #2 Drone User, some tech 2 ships use missiles
Caldari: Caldari get a lot of flak, and the reason is that they almost exclusively shield tank, which means that they have to tightly regulate their midslots. This makes things like mounting speed mods and tackling gear difficult. They also got a lot of flak because until recently all their ships handled like complete pigs, and you may see references to this in older documents. Conversely, Caldari are very good at PvE, where there is no need to tackle, because they can mount a stiff tank and stack damage mods. They have the best missileboats in the game, and their gunships tend to be bonused in a way that favors railguns (range bonuses). They also excel in fleet/small gang work for this same reason. They are also the only race that can effectively use ECM, which can neutralize surprising amounts of an enemy gang. Their use of drones is best described as 'marginal', but they do use them.
tl;dr: Shield Tanking, Hybrid Turrets, Missiles, #4 Drone User, ECM
Gallente: Gallente ships are nice in that they are extremely straightforward and versatile. They all armor tank and they're all built for blasters and drones, though they can use railguns as well. They use drones more than anyone else, and have the best droneboats in the game (Dominix battleship, Vexor cruiser, and Ishtar heavy assault ship, for example). They also have ships that have bonuses for Remote Sensor Dampers.
tl;dr: Armor Tanking, Hybrid Turrets, #1 Drone User, RSDs
Minmatar: Minmatar have the strangest ships. They're very versatile but this also makes them very difficult to train for. A lot of their ships are set up to be able to armor tank or shield tank, so in order to get the most out of the race you'll need to train both. They use projectile turrets and missiles, and some of their ships have fairly big drone bays as well. Though they stop short of having dedicated missile boats, you'll need some missile skills to get the most out of their ships. They're also the speed race, so their ships are typically faster than other races' ships of the same class. Why this is good shouldn't really need an explanation. But in case you want one, speed-tanking is the most effective form of tanking in the game. Once you cross a certain speed threshold, you're practically untouchable. Just to put it into perspective, speed-tanking has been nerfed consistently every patch for the last 3 patches, and it's still going strong.
tl;dr: Armor/Shield Tanking, Projectile Turrets, Missiles, #3 Drone User
Some common fitting terminology
An important thing to understand is that there's different levels of gear. They're as follows:
- Tech 1: This stuff is primarily manufactured by players off of blueprints you can buy off the market. Its never as cool as the other stuff but has the advantage of being considerably cheaper.
- Named: This stuff drops from NPCs. It can't be manufactured or anything. It's better than tech 1 in ways that vary. Some of it is easier to fit, some of it is on par with tech 2. Named gear usually makes a bigger difference than you think. Of particular interest are worst-named and best-named. Worst-named tends to be slightly better than tech 1 and easier to fit but is usually only slightly more expensive. As a newbie this stuff can be very handy. Also of note is best-named which is usually about the same as Tech 2 only without the skill requirements. Best-named tends to be very pricey. If you're trying to make an awesome rig without skills, consider dropping to second or third best named. The performance hit usually isn't that great but the price difference is usually pretty high.
- Tech 2: This stuff is manufactured by players using the invention system. It has stiff skill requirements but is considerably better than tech 1. It used to be ungodly expensive, but now is just expensive.
- Faction: This stuff is dropped from NPCs. It's usually better than tech 2 and ranges in price depending on its usefulness. For example Domination Armor Hardeners are worth like 5 mil if you can even sell them, whereas Domination Warp Disruptors go for 150 mil +. At this point if you get your hands on this stuff you should sell it. It's all named after the faction from which it comes: True Sansha, Domination (Angels), Dark Blood, Shadow Serpentis, and Dread Guristas.
- Deadspace: Somewhere between Faction and Officer are Deadspace modules. These only drop from difficult to find complexes, some of which no longer exist in the game.
- Officer: Included here for purposes of completeness, this stuff is dropped from exceedingly rare NPCs and is generally worth a small fortune. We're talking billions of isk for a SINGLE MODULE in some cases. If you ever get your mitts on an Officer module, you should sell it, but be sure to consult other goons to determine its value so you don't get lowballed. Its primary purpose is being used in retarded theorycraft setups or on supercapitals (Titans and Motherships).
Here's a glossary of other terms you may hear when talking about ships:
- Passive Tanked: a way of setting up an armor or shield tank; see below for a more in-depth explanation.
- Cap stable: Refers to how long the ship can run its modules before it runs out of capacitor. A completely cap stable ship will run all of its modules forever, but most setups are cap stable when running only a few. For instance, a Crow will be cap stable running a disruptor or the MWD but can only run both for five minutes.
- Cap injected: This means the ship is using a cap injector. See the Capacitor Modules section for a more in-depth explanation of what that means.
- Stabbed out: This means it's packing a bunch of Warp Core Stabilizers. See below for a more thorough explanation.
- Theorycraft(ed): This refers to setups that were set up in the EVE Fitting Tool (EFT) or using the math of game mechanics, but haven't been tested out on the actual EVE server. This is usually used as a pejorative because most theorycrafted setups are fucktarded: they either don't factor in that you'll need to close range, fuck up the math, or use stupidly expensive faction/officer fittings. Theorycrafting can be fun and useful: just don't mistake "looks good in EFT" for "functions well in actual EVE gameplay".
Using Eve Fitting Tool
EFT is a nice little lightweight application that will let you play around with ship fittings. It has some sharp limitations, but it's very nice for knowing things like how long your capacitor will last, how much DPS you might be able to put out, or how well you could fit a Battlecruiser without having to actually buy one.
EFT does have some sharp limitations: please keep in mind that while a neutron Thorax with Void ammo loaded and all magstabs in the lows will do a lot of DPS, it won't live long enough to get in range of anything and even if it does, the odds of it tracking with Void loaded are low. Also, avoid the classic mistakes of using stupidly expensive modules and using the 'all V' character. No one has all level V skills, and comparing setups using that character profile is pretty dumb.
To get started, just head to this thread on eve-o: http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=548883
Install it to a directory of your choice, then launch it. To add your character, you'll click the 'Create new character' button in the character editor. It looks like a little man. Then you'll punch in a name and click 'import'. It'll ask you for your API keys, and then it'll import your character info. Note that you can adjust what skills EFT uses for your character and plug in fancy implants and all that jazz.
From there, click file and select 'Open Ship Browser'. It'll bring up a list of ships and the rest of it from here should be pretty intuitive if you're vaguely computer literate. Have fun messing around, but remember the limitations: the only way you'll know if you've got a good setup is to actually fly it.
Deciding on the ship's purpose
What you intend for your ship to do is very important to how you fit it. EVE mechanics don't really support generalized ships and they tend to reward specialists, so build your ships to do whatever they're going to do optimally. You can basically go down this list to build a ship:
- Tackling mods: Does this ship need to tackle? A sniper or ratter doesn't need to pack warp disruptors. If you do need to tackle, do you need just a warp disruptor? Or a point and a web?
- Speed Mods: A MWD is useful, and usually recommended, but they're grid/cap hogs. An AB is very grid/cap efficient but the effect is far less. No mod leaves you with more grid for a tank but seriously hampers your ability to dictate range.
- Weapons: How much punch is your ship going to pack? While as much as possible is the logical answer, you'll do some tweaking between this and your tank until you arrive at a gank/tank balance that you like.
- Tank: How much can your ship take and how is it going to do it?
- Capacitor: Does your gear only run for 40 seconds? Even with the MWD off? Maybe its time for some capacitor friendly mods.
- Extras: Maybe you want a remote repper? Or are making a ship purely to haul stuff?
- Fitting: Oh god it doesn't fit. Well, maybe a Reactor Control Unit (RCU) or Power Diagnostic System (PDS) will help.
Below you'll find details on what mods fit in each category (in a broad way).
Tackling refers to the practice of tying down hostile ships. This happens on two levels: preventing the function of the target's warp drive and reducing the ship's speed and maneuverability.
The first is the most important because any ship that isn't tackled will simply warp out. Usually, the term "tackling" refers to warp scrambling/disrupting for this reason. Thus, the range of your warp scrambler/disruptor is your practical engagement range unless you have another ship tackling for you. Now, the easiest way to stop a ship from warping is a module called a warp disruptor. The range on these ranges from 20 km (T1/named) to 24km (T2) realistically, though in weird circumstances (such as with Arazus or if overheating is involved) warp disruptors can reach much, much further. Warp Scramblers are a shorter range variant that have 2 points of tackle strength.
To explain what that means, its good to know that the opposite of a warp disruptor is a Warp Core Stabilizer (WCS or "stab"). Each one of these adds 1 point of warp strength, so a ship with one of these would need to get hit with 2 points (two warp disruptors or one scrambler) in order to prevent it from warping. Stabs have a lot of penalties so you'll usually only find them on non-combat ships that are dedicated to avoiding fights.
Another way to prevent warping is a warp disruption field, commonly called a bubble. These come in two varieties: anchorable bubbles and those that are deployed by Interdictors and Heavy Interdictors. Anything within the bubble's radius will be unable to warp, regardless of stabs, and anything coming out of warp near them will come out of warp inside the bubble near its edge (unless it is not warping in-line with the bubble or warps in over ~100km away).
After Apocrypha (I think), there are now two ways to hamper maneuverability, and that's with either a Stasis Webifier (web) or a Warp Scrambler (the 7.5km variety). Web ranges can get longer under goofy circumstances (if the ship is a Rapier or if overheating is involved) but most of the time it'll be 10 km. If you're in a setup that depends on speed, be very careful about getting within web range of enemy ships. A scram will turn off your MWD but keep your base speed the same as before. If you have a scram AND a web, you can seriously fuck someone's day up.
There are two kinds of speed modules. The first is Afterburners (ABs) and the second is Microwarp Drives (MWDs). They are both midslot modules.
ABs boost speed by a modest amount, but they are extremely cap efficient and don't have any fitting drawbacks. Also they are the only speedmod that can be used in missions. Basically they aren't that great but they have no drawbacks.
MWDs boost speed by 500%. Unfortunately they have quite a few drawbacks. First of all fitting one will reduce your capacitor amount by 1/4th. Secondly while running they increase your signature radius by 500%. This makes it easier for weapons to hit you, though the boost in speed usually makes up for it. Thirdly they are capacitor hogs to run. There are a few ships that can be set up to MWD permanently but bear in mind that your guns will have a hard time tracking if you're MWDing around something. All that being said you'll usually want a MWD on PVP setups so that you can escape bubbles and get into your engagement envelope.
There are also 3 modules that will further play around with your speed and handling. They occupy low slots.
Nanofiber Internal Structure: These lower your mass. This will make your ship more maneuverable AND a little faster. Their drawback is that they lower your structure amount.
Inertia Stabilizers: These increase your ship's agility. They'll make you turn and align faster but they will raise your signature radius.
Overdrive Injector System: This increase your ship's speed but will reduce the size of your cargohold. These are more or less your go-to speed mod, but if you pile on enough of these you'll want nanofiber/i-stabs so you can actually turn.
Filling the lows with overdrive injectors/nanofiber internal structures is generally referred to as a nano fitting. This is a throwback to when nanofibers boosted speed significantly. Also you're usually better off filling the lows on frigates with these, since tanking frigates is fairly pointless due to their low hitpoint total.
Ah, the fun stuff. Making things go boom! Weapons can be broadly divided into 5 categories, with 1 more categorie of weapon upgrades.
Check out my flash, boss! There are three kinds of turrets, but they all employ the same mechanics. First of all, each gun will have a default optimal range, falloff, rate of fire, damage modifier, and tracking. These are modified by your skills and can be modified by modules.
Rate of fire: Pretty self explanatory, but for the retarded this is how fast the gun shoots.
Damage modifier: This is what the ammo damage will be multiplied by.
Optimal range: This is the maximum range at which your guns will hit for 100 percent damage.
Falloff: This is the range beyond your optimal at which your guns will hit 50% of the time.
Tracking: This is the speed at which your turrets will keep up with a target.
Ok, so anything up to optimal will recieve full damage. Anything in the falloff, which is the distance between optimal (green line) and max range (red line) will take between 100% to 50% damage. Anything between optimal+falloff and optimal+falloff+falloff will take between 50% to 0% damage. Notice that you have an easier time tracking targets the further they are away from you, and that this applies to your enemies as well. So, if you're in a frigate, orbit them as tight as possible (7.5 k is as close as you want to get) so they won't be able to track you as well.
For a more in depth article on this topic, check this out: My turrets don't hit anything
All turrets have a long range and a short range variant.
The long range variants will do more damage per shot but their rate of fire is lower so they do less damage per second. They have worse tracking which is fine as long as you keep your distance. On a battleship these things will easily hit out to upwards of 150km. Think rifle: good at range but you need your distance.
The short range variants are the opposite. Lower damage per shot, fire faster, track well. Think submachine gun: great up close but disastrous at any other range.
For a painstakingly thorough treatise on turret variants, check this out: All About Turrets
Every turret will need ammo in it to fire. Ammo will change the types of damage your turrets deal and more importantly will modify the range. So, for example, in Hybrid turrets antimatter is high damage, close range ammo while iron is extremely long range ammo with low damage. For more specifics on ammo types and their ranges/damage rations check this out: Ammo
Racial turret types
There are three kinds of turrets, and each race's ships are optimized to use a certain kind in terms of bonuses and fitting. There's nothing stopping you from putting blasters on a vigil but that doesn't mean its a good idea.
Energy Turrets: These are what the Amarr use. They use crystals as ammo, but the crystals aren't consumed like ammo. They stay in until they break. This means Amarr don't have to reload, which is a neat perk, especially since T1 crystals will take longer than the heat death of the universe to break from use. These things use disgusting amounts of capacitor, so mounting them on a ship that doesn't get a bonus to cap use is pretty stupid. They are restricted to EM and Thermal damage, though different crystals will do different amounts of each. The short range variants are called pulse lasers and the long range variants are called beam lasers.
Hybrid Turrets: These are used by the Caldari and Gallente. The short range variants are called blasters while the long range variants are called railguns. Generally Gallente ships are better suited to blasters while Caldari are better suited to railguns, but any ship with a bonus to hybrid damage can go either way. Hybrids use both ammo and capacitor to fire, but they're not nearly as rough on your capacitor as lasers. They are restricted to thermal and kinetic damage, though different ammo types will do different amounts of each.
Projectile Turrets: These are used by the Minmatar. They use ammo but don't use any capacitor to fire, so if you're Minmatar you can skip on Controlled Bursts. Note that autocannons tend to function well in falloff where you can stay out of range of pulse lasers and blasters. They have the most variation in damage types.
Missiles are a bit different from guns. Their traits are flight speed, flight time, and explosion radius. The first two should be fairly self-explanatory; multiply flight speed by flight time to determine the missile's maximum range. Since missiles always hit if they can catch the target, explosion radius is a mechanic built in to keep large missiles from instapopping small ships. The explosion radius is compared to the targets signature radius. The larger the missile, the less effective it will be against smaller, faster targets. Also note that missile skills are tied to their ammo. While you only need Missile Launcher Operation I to mount a Cruise Missile Launcher, you'll need Cruise Missiles I to be able to load it.
Missiles are unique in that they can pick their damage type based on ammo. For example, you can choose to only do EM damage or only Kinetic damage. This makes them good for PVE where a pilot can tailor their damage types to an NPC's weaknesses.
At every size, missiles have a long range, guided variant and a short range, unguided variant. The difference is whether or not they use the skill Guided Missile Precision, which makes the explosion radius of missiles smaller. Long range variants do less damage than short range ones. There is one exception to this rule: assault launchers are cruiser sized modules that fire frigate sized missiles at an accelerated rate.
Note that you will need to use a Target Painter to make torpedoes effective.
For more about missiles than you ever wanted to know, read this article: Missiles
Drones are similar to pets from other MMOs. To use them, load them into your drone bay (right click your ship when docked, click 'open drone bay'). Note that while you may be able to load 15 medium drones into your drone bay, there are two limiters on how many you can use at a time. First is your Drones skill. This taps out at 5 and, barring some strange circumstances, you will never control more than 5 drones at a time. The second limiter is your ship's bandwidth. Drones use as much bandwidth as their size. This is so that the Arbitrator, which has a 150m3 drone bay, can't launch 5 heavy drones. Generally, ships will have enough bandwidth to control 5 drones of the appropriate size. So Frigates have 25MB (5 lights), Cruisers have 50 MB (5 mediums), and Battleships have 125 MB (5 heavies), though there are some exceptions: an Ishtar is cruiser-sized but can field 5 heavy drones (and it's fucking brutal).
There are a lot of kinds of drones. The remote rep drones are neat, sentry drones are useful in some situations, and the ECM drones can also be cool. All other noncombat drones are pretty much shit unless you really know what you're doing, so just steer clear of them. At this point in the game, just worry about regular combat drones.
Combat drones do a different damage type varying on their race. However, once you factor in their tracking and damage modifiers, Gallente and Minmatar drones are the best. So, here's your list of go-to drones:
- Light: Warrior/Hobgoblin
- Medium: Valkyrie/Hammerhead
- Heavy: Berserker/Ogre
The ones on the left are Minmatar and do explosive damage, the ones on the right are Gallente and do thermal damage. You're probably better off sticking to Warriors as your light drone, since they're a lot faster and will have an easier time keeping up with frigates. Gallente drones do the most damage, but are the slowest, whereas Minmatar drones are fast and do fairly good damage. Don't use Amarr drones - they suck really badly and there is never any reason to use them. Drone tracking corresponds to size, so lights are good against frigates while heavies are good against battleships/battlecruisers. This is less important if the target is webbed. Also, note that mediums work fine against most NPC frigates.
You will find drones somewhat ineffectual until you train Drones 5. This is because the skill Drone Interfacing requires drones 5 and each level of DI raises your drone damage by 20 percent. So with drones 5/DI 2 you're something like 50 percent more effective than if you have drones 4. If you're serious about drones, train Drone Interfacing to IV, and consider training Gallente Drone Specialization and Minmatar Drone Specialization to at least III eventually.
For more info on this you can check out: Drones,_BEES
These are oddly named. When activated they damage EVERYTHING in their range in a sphere around the ship. Usually only large smartbombs are used because the radius on smaller bombs are too small to really be effective. The range on normal large smartbombs is 6k, but stay 7.5k away frmo BS's when you're in a frigate just to be safe.
Note that smartbombs will hurt ships in warp, so if you have a full rack of smartbombs and good timing you can pop small ships before they even load the grid.
Nosferatu and Energy Neutralizers
These aren't weapons in the strictest sense, but they are highslots and are usually used offensively so I've included them here. These mess with capacitors, either your opponents or your owns.
Nosferatu: These modules replenish your capacitor by draining the capacitor of whatever you're using them on, but only if your capacitor is at a lower total percentage than your target. These are a real gamble since there's no way to tell if they have more cap than you. These used to both drain cap and replenish yours no matter what the capacitor levels were, but this was felt to be overpowered (and in all fairness was) and so the module got overnerfed, as is the fate of such things in MMOs.
Neutralizers: These will drain the cap of yourself and your opponent. These are most useful on battleships where your cap is probably larger and more stable than your opponent's. These really mess with MWD setups, as they lose their ability to run the MWD and thus their speed and then they usually die in pretty short order. Some ships such as the Curse and Pilgrim get a huge bonus to neutralizers and if you get too close to them you will find yourself without any capacitor very quickly, so steer clear of them if you run into one.
These are modules that make your weapons better. They take either a low slot or a mid slot and will improve your weapon's attributes. Some are active, and have to be activated and consume capacitor. They use the skill weapon upgrades, which will reduce the CPU required to mount weapons. Take this skill to 4 when you get into a ratting battleship, since that will let you use the tech 2 versions. Here's a quick rundown:
- Tracking enhancer: Passive low slot module. These increase your turrets tracking and optimal range.
- Tracking Computer: Active midslot module. These are scripted, meaning that by default they will weakly boost tracking speed and optimal range, but that they can be loaded with scripts to do one of those things more efficiently.
- Magnetic Field Stabilizer: Passive low slot module. These increase damage and improve rate of fire on Hybrid turrets.
- Gyrostabilizers: Passive low slot module. These increase damage and improve rate of fire on Projectile turrets.
- Heat Sink: Passive low slot module. These increase damage and improve rate of fire on Energy turrets. They have fuck all to do with heat.
- Ballistic Control System: Passive low slot module. These increase damage and improve rate of fire on Missiles.
- Target Painter: Active midslot module. Technically these things are EWar but really they're a weapon upgrade for missiles. They increase the signature radius of whatever target you activate them on, making missiles more effective. They use the skill target painting and don't really have a place on a PVP ship - the minor increase in damage is usually not worth the cost of a midslot. However, they do have a place on PVE setups where you don't need to tackle and are necessary for torpedoes to function effectively.
There are also weapon upgrades (sort of) for drones which use the drone skills. They're not really something you'll use that often but you should be aware of their existence. Mostly they're for ships set up to snipe with sentry drones, or if you're setting up a drone boat to really fuck with inties.
Drone Navigation Computer: Active midslot module. These make your drones move faster.
Drone Link Augmentor: Passive high slot module. These increase your control range on your drones. Note that sentry drones can only attack things within your drone control radius.
Omnidirectional Tracking Link: Passive midslot module. These improve your drones tracking and optimal range, and is mostly meant for sentry drones.
Drone Control Unit: Passive high slot module. This allows you to control an extra drone, but can only be used by a carrier.
Tanking refers to the practice of keeping your ship alive. There are a number of tactics for this, ranging from the always practical "don't get shot" to the always popular "be able to take it as well as you give it". This guide will cover 4 ways to tank.
If you fly Gallante, Amarr, or Minmatar you'll want to give this section a read.
Armor Tanks are the most common tanks in EVE. They have relatively few skills that you need to train: Hull Upgrades, Mechanic, Armor Repair Systems and the passive tanking skills. Though you'll eventually want to get all of these skills (except the passive tanking ones) to 5, at least all of them have a very real benefit to taking to 5. The resist hole of armor tanks is explosive damage.
Armor tankers will be using their low slots for their tank. This means that the classic contest of tank versus gank will apply directly for you. You'll also be competing your tank against maneuverability mods. Now here's the modules of note:
- Armor Repairer (reps, LAR, MAR, SAR): These are the fuel for an active tank. They eat up quite a bit of cap but repair your armor.
- Active Hardeners: These are modules that will increase your resists. So, for example, if you mount a Armor Explosive Hardener I, which has a modifier of 50 percent, this would take your resist from 10 percent to 55 percent. This is a little odd, but what it adds is 50 percent of the distance from your current resist to 100, so 100-10/2 = 45. Its not exactly intuitive mathwise, but basically all you need to know is that adding an active hardener will drastically reduce damage from that damage type.
- Energized Adaptive Nano Membrane (EANM): These are your 'jack-of-all-trades' resist module. Adding one will give your resists across the board, which is handy, but there's a couple of things to know. First of all, these really aren't that effective until you use the tech 2 version, which you need Hull Upgrades 5 to use. Secondly, these really aren't that effective until you train up the Armor Compensation Skills. These are under mechanic and have names like "thermic armor compensation". There is one for each damage type. Getting them to 3 or 4 is highly reccomended if you plan on using EANMs. Now, once you get both of these things out of the way these things are extremely fucking nice.
- Damage Control (DC): These are another 'jack-of-all-trades' module though they aren't strictly tied to armor tanking. A DC will raise resists to shield, armor, and structure. The shield resists are crappy, the armor resists are minor (comparable to a EANM with no skills) and the structure resists are totally sweet, and the benefits fully stack with other resist modules. If you want to raise your effective HP, slap a DC on there. This is the most effective module in terms of effective HP added, and a DC II will add a lot of life on any ship.
- Plates: These are all named based upon their thickness and composition - for example, 1600mm Rolled Tungsten (probably the most commonly used plate). Plates range in size from 50mm to 1600mm. Though 1600mm plates are typically used to battleships, it is usually not hard to slap a 1600mm plate on a cruiser. Typically, the lowest plate you want to use is 400mm. Plating frigates is occasionally done but is typically counter-intuitive - the plate will slow your frigate, making it hard to quickly intercept and tackle enemies. It is important to note that, for whatever reason, the tech 2 variants of plates are about fucking useless. Use rolled tungsten, which is best named.
Various other types of platings: There's resistance plating and non EANM energized plating that you may find yourself using if you haven't trained up hull upgrades 4. Do yourself a favor and train hull upgrades 4 and stop using this shit.
Ok so that's your toolbox. There's a few different ways to throw this together, here's the two archetypes:
- Active tank: Slap on hardeners and a rep. The idea is to reduce the amount of incoming damage by hardeners so that your rep can keep up with the incoming damage. An example of this would be the fairly standard 4 slot tank: a rep, and active thermal/kinetic/explosive hardeners.
- Passive tank: Slap on plates and hardeners. The idea is to soak up incoming fire long enough to kill your enemy or escape his clutches. You'll repair when you dock or stop by the pit crew. An example of this would be 2 plates, a EANM and a DC, which is found on a neutron megathron.
Ultimately it will be to your taste how much you tank out your ships. Your tank is competing with damage and maneuverability mods. Take some time to experiment with this stuff, preferably in EVE and not EFT.
If you're flying Caldari or Minmatar, read this section.
Shield Tanking uses a wide variety of skills. Shield Management, Shield Operation, Shield Upgrades, Shield Compensation, and Tactical Shield Manipulation are all quite handy. Note that the passive shield compensation skills (such as Explosive Shield Compensation) are utter shit and you SHOULD NOT train them. Of these, Tactical Shield Manipulation is the one you need to bumrush for since it will let you use active hardeners.
Now, shields have one thing drastically different about them from other tanks, and this is the concept of passive recharge. For an example, let's use the Drake. The Drake has a recharge time of 1400 seconds and 5469 sheilds. This means that it will passively heal about 4 shield per second (it isn't quite this simple, but this works for our purposes). Now if you add say, a Large Shield Extender II, that will bring the shield up to about 8000 even, and the passive recharge to about 5 and a half per second. Even on a ship without without extenders, this passive recharge can be very useful for prolonged work like say, ratting. Again, I'd like to stress that's not exactly how the mechanics work, but you get the idea. It is useful for you to know that your passive recharge on your shields is peaks at 30 percent, so if you're taking damage and have a booster, use it to try and keep your shields at that level so you get the most out of your passive recharge. The resist hole of shield tanks is EM damage.
Another thing that is very different about shield tanks is that their modules occupy the mid slots instead of the low slots. This means that there is no tank versus gank contest, since you can have a shield tank and damage mods, but rather that you'll be dealing with tackling gear versus a tank. This tends to make shield tankers unsuited to solo pvp, since packing a speed mod, point and web will gimp your tank. Now with all that out of the way, here's your go-to modules:
- <size> Shield Boosters: Note that there are x-large shield boosters that can be used on battleships. They're not as good in the long run as a large booster II, but if your skills are lacking they're very useful on a ratting battleship. Not a whole lot to say about these modules, they repair your shields.
- Active Hardeners: These have names like Photon Scattering Field (EM hardener). There is a named variant of each type of hardener but note that the only thing they do is take less CPU than their tech 1 counterparts. They have a modifier of 50 percent, so if you mount a EM hardener on a ship it will take your shield EM resist from 0 to 50. An active hardener will cover half the way from your resist to a 100 percent resist, minus diminishing returns.
- Invulnerability Field (invuln): These work like active hardeners, except they boost all resists by 25 percent.
- Shield Extenders: These add on straight-up shield hp. They also help out your passive recharge. Note that they increase your signature radius.
- Shield boost amp: These take a midslot and will increase the amount your boosters repair. Like hardeners and invuln fields, the named variants only decrease fitting requirements.
- Power Diagnostic System: These take a lowslot and are mentioned here because they increase a number of things at once. First, they decrease your shield recharge time, helping out your tank. Secondly they decrease your cap recharge time, helping you run a tank. Thirdly they increase the amonut of grid on your ship, helping you squeeze on fittings when your skills suck. They require energy grid upgrades and are a great use of a lowslot on a shield tanker.
- Damage Control (DC): These are a 'jack-of-all-trades' module though they aren't strictly tied to shield tanking. Basically a DC will raise resists to shield, armor, and structure. The shield resists resists are crappy, the armor resists are ok (comparable to a EANM with no skills) and the structure resists are totally sweet. Basically, if you want to raise your effective HP, slap a DC on there. This is the single best module in terms of effective HP added. It's a great use of a lowslot if you're trying to increase your lifespan.
- Other modules: There's a bunch of other shield mods, generally speaking they are a waste of your time unless you are doing sometime extremely weird, so don't worry about them at this stage.
There are really two methods of fitting a shield tank.
- Active tank: Fit active hardeners and probably an invuln, as well as a booster and a boost amp if it'll fit. The idea is to reduce the amount of incoming damage as much as possible so that your booster can keep up with it. Try to boost to keep your shield around 30 percent to get the most out of your passive recharge.
- Passive tank: Pile on extenders and maybe an EM hardener and a invuln field. The idea is to get your passive recharge as high as possible so that chewing through your shields will take a lot of time. Hopefully enough time for you to kill your target or escape. You'll be repairing by docking or getting repped by someone else.
Ultimately fitting a tank will be up to your taste, so play around with this stuff to find out what you like. Preferably in EVE instead of EFT.
If you fly anything, read this section. Except maybe caldari.
The idea with a speed tank is to pack on a speed mod and fill your lows with overdrives/inetia stabs, then go fast enough that your enemies can't hit you. This is often referred to as a nano fitting, so for example a nano-ishtar uses this kind of tank.
Speed tanking is actually really the only way to go on a frigate, as even mounting the stiffest traditional tank you can muster you will pop quickly. Also since you have such a small signature radius, most things will have a hard time hitting you. The keys to speed tanking are as follows:
- Stay the fuck out of web range if there's any chance what you're fighting has a web. Your speed is your only defense, losing it is a one way ticket to prison rape junction.
- Avoid targets that use missiles. Unless you're in something really speedy missiles are still going to hurt you, and since you have no ability to rep or resist damage even low amounts of dps will shred you in quick order. This is less true in something like a nano HAC but if you're in a frigate you don't have a lot of hp to play with.
- Keep your fucking transversal up.
To explain number three I will use a pair of diagrams. First off, behold a pilot who has used the 'approach' button and is now beelining straight for his target.
This guy is about to die horribly because the ships guns can still track him. If you head straight away or towards a target, they can hit you even if their tracking is abysmal. Shooting straight towards a sniping BS is a great way to find yourself in a pod. Now, lets look at a pilot with better survival instincts.
By approaching at an angle, he's making the guns of his target work to track him. If he can successfully move faster than the guns can track not only will he live he'll take no damage. Even if you can't quite pull that off, a little bit of this goes a long way. So make sure you're aware of it and exploiting it, even if you're not in a speed tanking setup. Once you're at your optimal range, the orbit button will do a great job of keeping your transversal up. However, while getting into optimal range make sure to approach at an angle!
Its sort of weird to find this in the tanking section, but the function of electronic warfare is to prevent damage to your ship or others. There are three kinds of viable electronic warfare, and they all take a midslot. They're best used on ships that recieve a bonus to them, each race has an ECM cruiser and Caldari have an ECM battleship. If you're using a dedicated Ewar boat your Ewar is your real defense. Anything else you slap on is just to squeeze out a few more cycles on your Ewar.
Electronic Counter Measures
Read this part if you're Caldari, though you may want to be famaliar with it if you're not. These use the Electronic Warfare skill. Once you train that to 4 you can train Signal Dispersion which will improve your ECMs effectiveness.
These take a midslot module and are only useful on ships that are bonused to use them. At the tech 1 level this means Griffon, Blackbird and Scorpion. When you use one of these you're attempting to jam whoever you activate it on. A successful jam makes them lose all locked targets and makes them unable to lock for the duration of the jam. It is the most frustrating thing that can happen to you during a fleet fight.
Now there are a few things to note to make ECM effective. First of all is that while there are jack-of-all-trades jammers (multispecs) they aren't nearly as good as their racially specific counterparts. Here's a quick breakdown of what module corresponds to which race:
|Race||Sensor Type||ECM Module Name||ECM Module Color|
The second thing to note is that you'll need Sensor Distortion Amplifiers in the lows to make your ECM really effective. Some people prefer to fill half the lows with SDAs and put in a damage control in another low slot. Others prefer to just go all out for jamming and accept that the fat lady has sung when they get called primary. Which group you fall into will depend on your personal preferences.
A third thing to note is that the spaceship command skills will really help out your ECM's effectiveness, so have cruiser 4 trained for a nice blackbird.
For a more thorough article check out the first section of Electronic_Warfare.
Remote Sensor Dampeners
Everyone should probably read this, though its mostly for Gallente.
RSDs are a scripted module. This means that by default they increase lock time and reduce lock range, but don't do either very well. You can load a script that will make it focus on one attribute while ditching the other, so for example you can increase lock time more at the expense of not affecting lock range. Using two unscripted modules is more effective than using two that are scripted to do each thing. They use the skill Sensor Linking. Once this is at 4 you can train Signal Suppression to further increase their effectiveness.
RSDs work well enough on any ship, but the Celestis is really the best platform for them. A celestis can reduce the lock ranges of enemy snipers to the point where they can't even shoot back.
You may see a lot of references to slapping on RSDs on everything. This is because they were recently nerfed and used to be a lot more powerful than they are currently. They're still great EWar, just not as useful on anything and everything.
For a more thorough article check out the second section of Electronic_Warfare
Everyone should probably read this, though its mostly for Amarr.
Tracking Disruptors are a scripted module. This means that by default they decrease optimal range and reduce tracking, but don't do either very well. You can load a script that will make it focus on one attribute while ditching the other, so for example you can decrease optimal range more at the expense of not affecting tracking. Using two unscripted modules is more effective than using two that are scripted to do each thing. They use the skill Weapon Disruption. Once this is at 4 you can train Turret Destabilization to further increase their effectiveness.
Tracking Disruptors work well enough on any ship, but are limited by the fact that they don't effect missiles. While the fact is that most ships use turrets, TDs aren't useful enough to justify a midslot on most ships. Arbitrators are the Amarr ECM cruiser and can be useful in fleets for taking out enemy snipers by reducing their optimal range. It's just that they lack the flexibility to be useful in as many situations as RSDs and ECM.
Ok, now that you've got your weapons, tank and speed mod, the question that invariably comes up is: How long can you run it? There are a few different modules that will help out your capacitor, and thus help you run your neat toys longer. Now bear in mind that if a setup shows cap stable in EFT it will probably be stable at 66 or 30 percent because this is where you get higher recharge times due to the goofiness of the recharge mechanic. 30 percent is peak recharge, just like shields.
- Capacitor Power Relay: These take a low slot and increase cap recharge at the expense of shield recharge. The penalty to shields is pretty negligable but stacking a bunch of these on a shield tanker is pretty counter-productive.
- Cap Recharger: These take a mid slot and increase cap recharge. They have no drawbacks.
- Cap Batteries: These take a mid slot and are hard to fit, but they help your cap recharge out the same way shield extenders help out shield recharge. Basically they increase the size of your capacitor without reducing the recharge time so you regenerate more cap/second. The fitting requirements tend to keep these off pvp rigs but if cap stability is your biggest goal (say you're making a pit crew ship or somesuch) than a cap battery is a good way to go.
- Cap Injector: These take a midslot and a bunch of grid to fit. You load them like guns with Cap Boosters but instead of shooting they recharge your cap. You can fit big charges into small booster but you may well spend more time reloading than charging. Cap injected setups are great if you're getting neuted or if your doing something like dual repping but bear in mind cap boosters are big and you're going to run out in fairly short order. They do offer unrivaled short term cap stability though.
Pit crew gear
The pit crew is responsible for repairing people, either in the midst of the action or during downtime between fights. Ultimately they're about putting out as much healing as possible. These modules will help everyone around you. Even if you're not doing the dedicated pit crew thing, consider slapping one on if you have an open high slot on a fleet/small gang setup.
- Remote Armor Repair System: These take a high slot and will rep the armor of whatever you target.
- Shield Transporter: These take a high slot and will rep the shield of whatever you target.
- Remote Hull Repair Systems: These take a high slot and will rep the hull of whatever you target.
- Energy Transfer: These take a high slot and will boost the capacitor of whatever you target. These are very appreciated on POS shotting ops because you'll keep the Amarr shooting.
- Maintenence Drones: There are drones that will heal whatever they shoot. They're called armor/shield maintenence drones and will require you to train up drone durability and the ability to use remote reps. Carrying a set in spare drone space will be appreciated between fights.
If you're trying to haul a bunch of stuff you'll want expanders. These decrease maneuverabilty but increase cargo space. Named/tech II expanders make a big difference. Also note that these aren't stacking nerfed, so if you're trying to move a bunch of stuff filling your lows with these isn't a bad plan.
Another thing you may want if you're hauling is warp core stabilizers, commonly called stabs. These will make it harder to prevent you from warping, so throwing one on may help you out if you're in a vulnerable ship like an industrial. Don't put them on combat setups though, as they carry stiff penalities to lock time and lock range.
Using these puppies requries electronics 5 and the cloaking skill. There are 2 kinds that can be used on any ship. They carry a stiff penalty to your lock time, to your maximum speeed, and there is a countdown from when you decloak to when you can target other ships or activate weapons. This includes smartbombs and FOF missiles.
That said, while cloaked no one can find you unless they happen to get within 2500 meters of you. This makes say, cloaking immediately after jumping through a gate a bit dangerous, but if you cloak in a safespot there's nothing anyone can do to you. So, fitting one on a ratting battleship makes hostiles in local a matter of warping, hitting a module and sipping mojitos while you wait for them to leave.
As for the two varietes, there are Prototype Cloaking Devices and Improved Cloaking Devices. Basically the improved is better in every way but if you're just going for cloaking in a safespot a prototype will work fine.
There is a third variety, called a covops cloak, that allows ships to warp when cloaking and basically has no penalties. However, it can only be fit on ships that are specifically designed for it, like the Covops Frigates and Recon cruisers.
You may find that either your locking range is too low or that it takes you too long to lock things. That's where these puppies come in:
- Sensor Booster: These are a scripted module, so they'll boost lock range and decrease lock time weakly, or can be loaded with a script to do one of those things better.
- Signal Amplifier: These take a low slot, and boost lock range and decrease lock time.
When you're new and have subpar fitting skills, it's not uncommon to run out of CPU/Grid. The best solution is training up your fitting skills: electronics and engineering. Weapon upgrades and eventually advanced weapon upgrades will help as well, and shield upgrades will help if you're mounting a shield tank. That being said, the next best thing is fitting mods. These will let you trade a low slot for more CPU or grid.
- Power Diagnostic System (PDS): These give a slight boost to grid, and are helpful if you're running a shield tank due to their small shield recharge and capacitor recharge bonus. Just to stress, their bonus to grid is pretty weak, but if it is enough for your setup to fit then this module should be used instead of the Reactor Control Unit mentioned below.
- Reactor Control Unit (RCU): These give a pretty solid boost to grid (10 percent with a tech 1 version).
- Micro Auxillary Power Core (MAPC): These give a flat bonus of 10 powergrid (not 10 percent). These really suck on anything that isn't a frigate, however they are quite nice on frigates. They have slightly stiffer skill requirements than RCUs, requiring Energy Management 4 to use.
- Co-Processor: These give a pretty solid boost to CPU (7 percent on a tech 1). You may want to try out named versions for a bit more kick.
Some examples of this method
This was mostly to provide a logical way to look through fitting a ship, and thus to provide a logical way to present the mind boggling amount of information on different modules. However here's some examples of using this to fit a ship:
Fitting a support frigate: These are easy.
- Tackling: The primary purpose of the ship is to tackle, it'll need a point and a web.
- Speed mod: To tackle I need to be able to get within range. I'll need a MWD.
- Weapons: I'll throw on what'll fit, but the DPS on this ship is going to be shit anyway so no need to overdo it.
- Tank: There's really no point in throwing on a shield or armor tank. So I'll load up on Overdrive Injectors and hope I can move fast enough to keep myself out of trouble.
- Capacitor: I'm having some cap problems, so I'll remove a speed mod and toss on a Capacitor Power Relay
- Other stuff: No need for remote repping or a cloak or anything crazy. I'd say this frigate is good.
And this is the logic that provides you with a MWD frigate from the frigate cache. Envision the purpose of your ship and make your ship do that as well as possible. The frigate above doesn't do great DPS or tank well but that's not it's purpose. It's purpose is to get a point and a web, and then let the other elements of the fleet do its job.
Don't be a pubbie who fits on railguns, blasters and torps on a megathron so that he can "engage at any range". Make either a blaster mega or a railgun mega, and then fly it in a sane way that lands you in your engagement envelope. Specializing your ship as much as possible will get you the best results, EVE is set up to avoid generalist ships that do it all so don't bother trying.
That said, you will want to fit ships that you're planning to do for small gang/solo stuff a little differently than fleet stuff. For starters, when fitting a fleet ship you should look over this: http://goonfleet.com/showthread.php?t=74006
Scavok outlines 5 types of ships he wants in fleets. Decide which one you're flying and fit it out to do that job. Also, its usually not worth it to trick out fleet ships. Ultimately the scale of fleet fights makes it sort of pointless. No matter how good your tank is, it'll melt under concentrated fire from another gang, so fitting a faction rep doesn't make any sense.
Now if you're fitting out for solo/small gang stuff, tricking it out will provide better results. That boost may just keep you along live enough for your gang to come out ahead. Also, when fitting for small gangs you'll want to make your ships a little more generalist. The biggest thing is you'll probably want a point no matter what you're flying.
This is just sort of a general guide, the best way to figure out how to fit your ships is practical experience. Undock and have some fun with it!
Hopefully this guide has been helpful to you. EVE is a very deep game but this also means there is a lot of information to cover. Let us know what you think is missing from this guide or what you think is confusing here.