Difference between revisions of "Talk:Fitting ships"

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Revision as of 17:40, 2 January 2009

This page needs MAJOR clean up still. I'm not sure why we have this Fitting Ships page and the Ship Fitting Guide. And these pages generally are for more advanced players, not brand new players who don't even know what a high slot module is. I think we need a template for some guides that say 'Stop if you don't understand the language here and do the tutorials in game.' or something similar. Here are my updates for the ships that the stupid locked page won't let me check in.--Kismeteer 23:38, 2 January 2009 (UTC)

Fitting Role

Tackler

A tackler's job is to hold a target in place, allowing other gang members to kill the enemy. Almost all PVP requires a tackler of some variety, and they generally fly less expensive ships.

  • Any ship can hold tackling capability. But frigates or interceptors are the most common choice for solo purpose use.
  • The primary weapon of the tackler, a warp disruptor or warp scrambler is used to prevent ships from warping. Warp scramblers will also prevent targets from using Microwarpdrives, slowing them significantly.
  • A Stasis Webifier will slow down the ship you are tackling, allowing your gang members to hit them more easily or prevent them from reaching a gate, which they can jump through even if scrambled.
  • Fitting an Afterburner or Microwarpdrive will help you get into warp disruption range, at the same time boosting your speed making it hard for weapons to hit you.
  • Make use of Sensor Boosters or Signal Amplifiers to increase your scan resolution, lowering your locking time. This will allow you to tackle fast-warping ships.
  • At higher levels, tacklers tend to be Interdictors or Heavy Interdictors, which deploy Warp Disruption Fields, preventing ships in the area from warping off.

DPS

A DPS focused ship is designed to kill or drive off all enemies by sheer firepower. While the best defense is often a good offense, a DPS ship can be overwhelmed by superior numbers. A DPS focused ship is best flown in a fleet or with support.

  • Any ship with bonuses to weapon damage works well in this role, though it is best to use one with double weapon damage bonuses or lots of high and lots of low slots. Some good examples are the Muninn or Harbinger.
  • Lots of weapons.
  • Lots of Weapon Upgrades.
  • Large buffer tanks, allowing them to survive until the enemy is dead.
  • These are not complicated ships.

Sniper

A sniper's job is to kill ships at a distance, usually preferably over 100 or 200km. These are best used in fleets as well.

  • A ship capable of shooting long range weapons, and hopefully, with a skill bonus to long range. Examples would be a Megathron or even an Eagle.
  • Either point weapons (hybrid, laser, or projectile weaponry) or missiles (Cruise Missiles usually). Point weaponry is usually preferred by fleet commanders as missile weapons take longer to reach their target. Missile boats generally shoot at secondary targets.
  • Weapon upgrades for their weapon of choice.
  • Sensor boosters with the script for long range, if they get damped.

Solo PvP ship

This ship type can be complicated for new players, but can result in some of the best loot for a PVPer. You are risking your fit everytime you go out, are facing large numbers of enemies at a time, but hopefully getting the helpless person out in the middle of nowhere alone, and taking their stuff.

  • These ships tend to be the force recons or stealth bombers, but really any quick ship can function as a solo PVP ship.
  • If flying solo in PvP, you should fit a Warp disruptor or Warp scrambler as you will have no other ships to rely on for tackling.
  • Maximizing your damage output is a priority. Different ammunition are more effective against different targets.
  • (optional) Using electronic warfare modules is helpful in many solo situations. Tracking Disruptors and Remote Sensor Dampeners can be used to great effect by one ship.
  • These ships commonly use cloaking devices, especially that allow warping while cloaking, such as a Covert Ops Cloaking Device II. Having the element of surprise makes it easier to pick off the enemy, one by one.

Gang support

Gang support can vary quite a bit, but always need a fleet to fly. These can provide things like extra speed to the entire fleet, remote repairs to nearby or far away ships, or even electronic warfare options, preventing the enemy fleet for targeting. If you have extra slots left over, these options are always welcome in a fleet battle.

  • These are commonly battlecruisers or command ships with gang assist modules fitted. The assistance of a logistics ship is never to be underestimated, though they are often called primary. Alternately, these can be electronic warfare ships, like the Blackbird or Rook.
  • Gang assist modules allow your fleet to boost the abilities of the entire fleet. Battlecruisers can fit one while Command Ships can fit more. Running them boosts everyone in your system, so you usually travel in the thick of it. These types of setups usually have somewhat of a tank and some pretty heavy damage modules as well.
  • Logistics ships provide remote assistance, in the form of extra shields, armor, energy, or target linking. However, these ships usually are heavily tanked.
  • Electronic warfare ships lock enemies down through a variety of means. Sensor Dampening prevents the enemy from reaching you, jamming prevents them from targeting anyone, tracking disruptors prevent them from shooting straight, and target painters makes them easier to hit.

Tanker

A tanker's job is to survive the onslaught of multiple ships at the same time, allowing your gang members to either get the drop on the enemy or drive them off.

  • These are commonly ships with bonuses to shield or armor, such as a Drake or a Onyx. These are also commonly ships that have very high shield regeneration rates, eliminating the need for cap.
  • You'll need to increase your Effective Hitpoints. i.e: Extenders, plates, extender rigs, trimark rigs, resistances, damage control, or Power Diagnostic Systems.
  • These ships might use NOS to take energy from enemies, allowing them to run their tank longer.

Mission ship

These ships are the most varied, and are best covered in other guides, such as the Missions Guide or Level 4 Mission Guides.

  • Each successive mission level is harder.
  1. For level 1 kill missions, a frigate or destroyer is recommended.
  2. For level 2 missions, a destroyer, cruiser, or assault frigate is recommended.
  3. For level 3 missions, a battlecruiser or heavy assault cruiser is recommended.
  4. For level 4 missions, a battleship or specialized battlecruiser/heavy assault cruiser is recommended.
  • Fit an armor repairing or shield boosting / passive shield regenerating tank while running missions. Having a large effective hitpoints tank is not usually that helpful in PVE.
  • If you ask your agent for mission details, you will see what kind of NPCs you will fight. Fitting resistances against the damage type that these NPCs use will be very helpful.
  • Consider using long range weapons in missions, for example artillery rather than autocannons and cruise missiles rather than torpedoes. You will save time by eliminating the need to approach the enemy, and many enemies in higher level missions will stay at large ranges.
  • If you need extra speed in missions, use an afterburner, as a microwarpdrive will not work in a deadspace.
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