Difference between revisions of "Recommended Ship Setups for BASIC"

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(Module Variations)
(Constructing Setups Independently)
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* '''Lowslot Priorities'''
 
* '''Lowslot Priorities'''
# Tank (Damage Control)
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# Damage Control
 
# CPU Upgrade / RCU / MAPC as needed
 
# CPU Upgrade / RCU / MAPC as needed
 
# Damage Mods for DPS Frigates; or EWAR Support for EWAR Frigates
 
# Damage Mods for DPS Frigates; or EWAR Support for EWAR Frigates

Revision as of 10:16, 4 March 2010

Original text by Ichi Kamikaze
Expanded and updated by Aether
Copyright Agony Unleashed


Introduction

The below setups are good examples of frigate fits that can be used in PVP-BASIC Class. If you have been pvping solo or in small gangs, they may not be ideal but they work well in big numbers. Keep in mind, however, that EWAR and agility are the Hydra Fleet's main tank.

Suggested Hydra Setups for PVP-BASIC

Combat Frigates

  • T1 Hydra Punisher Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level.
  • T1 Hydra Kestrel w/ rocket launchers Special Ability: 10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level.
  • T1 Hydra Kestrel w/ standard launchers Special Ability: 10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level.
  • T1 Hydra Merlin Special Ability: 5% bonus to shield resistances and 10% bonus to Small Hybrid Turret optimal range per skill level.
  • T1 Hydra Incursus Special Ability: 10% bonus to Small Hybrid Turret falloff and 5% bonus to Small Hybrid Turret damage per skill level.
  • T1 Hydra Tristan Special Ability: 5% bonus to Small Hybrid Turret damage and 7.5% bonus to Small Hybrid Turret tracking speed per skill level.
  • T1 Hydra Rifter, autocannons Special Ability: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level.
  • T1 Hydra Rifter, artillery Special Ability: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level.

E-WAR Frigates

  • T1 Hydra Crucifier Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to Tracking Disruptor effectiveness per skill level.
  • Standard Griffin Special Ability: 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level.
  • T1 Hydra Maulus Special Ability: 5% bonus to Small Hybrid Turret damage and Remote Sensor Dampener effectiveness per skill level.

Constructing Setups Independently

Fitting Priorities

If you want to bring a frigate that is not listed above or make a different fit to PVP-BASIC class, please note the following:

  • Lowslot Priorities
  1. Damage Control
  2. CPU Upgrade / RCU / MAPC as needed
  3. Damage Mods for DPS Frigates; or EWAR Support for EWAR Frigates
  4. Speed Mods
  5. Agility Mods
  • Midslot Priorities
  1. Afterburner required (MWD allowed for Alumni)
  2. EWAR in all remaining Midslots
  • Hislot Priorities
  1. DPS (see WARNING below)
  2. Remote Repair (Offline as needed)
  3. Salvage
  • Drones: An armor maintenance bot is highly recommended if your ship has a drone bay. It will typically be used between pvp runs to repair your gang members. If the situation changes suddenly be prepared to lose your drone so carry a couple extra drones in cargo for refit if the FC gives the fleet a break at a station.

WARNING: Setups utilizing blasters, autocannons, and rocket launchers with low missile range skills are vulnerable to smartbombing battleships. We will cover how to see & avoid this in class. If you choose to fly one of these high DPS short range setups, then pay extra attention to Ventrilo to hear "No Bombs" recon before approaching a Battleship closer than 6km. Capital ships such as carriers can fit faction smartbombs that will reach out to 7.5km in range.

Hints and Tips for Constructing Ship Setups

Module Variations

Each module in game exists in several variations. Open up market and find Warp Disruptor I listed there. Click on information icon for this item and then go to "Variations" tab. There you will see several varieties of this module listed. These varieties of a module are arbitrarily ranked in game by a number called module's meta value. This value starts at 0 for lowest ranked modules and ranges over 10 points for some high ranking officer varieties.

The meta 0 modules are called tech I non-named (aka "vanilla") modules. Modules of meta value ranging from 1 to 4 are called low-meta or named modules. For a warp disruptor "Warp Disruptor I" is the meta 0 non-named variety of this module while "Initiated Warp Disruptor I", "J5 Prototype Warp Disruptor I", "Fleeting Warp Disruptor I" are all low-meta named varieties of this module. Module with a little yellow icon is meta 5 or tech II variety of this module (Warp Disruptor II). Modules of meta value exceeding that are faction, DED space, cosmos, storyline, and officer modules.

Tech I non-named (meta 0) modules and tech II (meta 5) modules can be produced by players in game from blueprint originals and copies. Meta 0 modules also get dropped by NPCs in belts and missions and looted by mission runners, but often they reprocess these modules into minerals as they are not worth a whole lot. Named, faction, officer, DED space, storyline, and cosmos items (or sometimes blueprint copies from which some of these items can be built) get dropped as loot by NPCs or in various missions and complexes. Thus the only source of these modules on the market are these loot drops. CCP fine-tunes their drop frequency, making some of these modules extremely rare such that some players will pay billions of ISK to purchase them. Meta 1-5 modules get bought and sold over regular market, whereas meta 6 and higher modules get traded over contracts.

The key differences between all the varieties are in performance, fitting requirements, price, and skill prerequisites. Key things to remember when fitting your ship:

  • For majority of modules, meta 1-4 "named" varieties have lower fitting requirements than meta 0 "non-named" or meta 5 "tech II" modules. If you are out of CPU or grid on your ship, they can make an excellent substitute for meta 0 "non-named' or meta 5 "tech II" modules. Some of the commonly used modules for which meta 1-4 varieties give no advantages in fitting requirements are weapon upgrade modules such as heat sinks, gyrostabilizers, magnetic field stabilizers, and ballistic controls. For these modules the meta 1-4 varieties actually use more CPU than the meta 0 "non-named' or meta 5 "tech II" variety.
  • Meta 1-3 modules usually give better performance for a very modest price increase. Sometimes you can even purchase meta 1-3 modules for cheaper than you can purchase meta 0 modules, just because many pilots do not bother looking these up on market hence demand for them is suppressed while supply is plentiful.
  • Great majority of skills grant a bonus that is expressed as a percentage. This means that seemingly minute differences in performance of different modules become much further multiplied when your character's skills get applied as you fit them to your ship.
  • Meta 4 "best named" modules in some cases give same performance as meta 5 "tech II" modules but require less powergrid and CPU to fit, not to mention lower skills. This makes them incredibly popular in ship fits, but also raises demand and prices on them. Very often meta 4 "best named" modules would cost more than meta 5 "tech II" modules on the market (compare for example Medium Electrochemical Capacitor Booster and Capacitor Booster II). In this case if you have some CPU and PG left on your ship a tech II module can actually be a much cheaper substitute to fit.
  • Fitting tech II modules usually have higher skill prerequisites, thus these modules are often not readily available for new EVE citizens to use. For example Damage Control II requires pilot to have Hull Upgrades IV trained, tech II Shield Boost Amplifier
  • It is best to keep your fits cost-effective. This means that while that 70 million True Sansha Warp Scrambler does look good on your new Stiletto, if you plan on losing 5 of these ships in combat the following week you will also be entire 350 million poorer. Most of the time it makes sense to fit faction, DED space, storyline, and officer modules to ships you don't plan on losing much such as mission running ships and supercapital ships. This also means that if you don't see that a particular best named or tech II module will give your ship a significant edge in combat, perhaps it is best to downgraded it to a cheaper variety.

Comparison Window

If you click to show information on a module and go to "Variations" tab, there you will see a button called "Compare" button at the bottom of the information window. Clicking this button will bring up a new window that will let you compare all variations of a module in their performance and fitting requirements. You can enable and disable any parameters by which you'd like to compare these variations. Simpest way to start is by enabling the meta column and sorting all modules by their meta value.

Another good place to compare modules and ships is this website: EVE Object Database

Shopping for Parts

Cheapest fittings and ammunition can usually be purchased in large trade hubs such as Jita, Amarr, Dodixie, and Rens. These systems have achieved trading hub status because there you can find a great variety of items all selling in one station. Most pilots appreciate the convenience of being able to purchase everything they need in a single station, and thus when they need to put some ships together they travel to a major trade hub to purchase all the parts that they need. Because sell volumes are high in such places, competitors trading on market can typically afford to lower prices of their stocks. For trade hub shoppers this means paying less for items they buy.

Closest trading hubs to current class location are Dodixie, Jita, and Amarr. To get your frigates to class start location, purchase a hauler with at least 8,000 m3 in cargo space, load it with 3 frigates and modules and afk pilot it to class location.