Eve is Easy: Lowsec FW Kestrel Guide + Commentary
You will lose ships.
Seriously, it doesn't matter, you will lose ships regardless of your skill.
One or the other is fine.
Optimize your weapon's range for a uniform engagement distance when possible.
Try to fit the right racial weapons, work with the ship's bonuses, and don't shoehorn on what doesn't fit.
Putting an extra frigate gun on a cruiser.
For Example: shield an.
You will lose ships eventually.
If you do, ask a more experienced pilot for help or explore in an inexpensive ship and an up to date.
If you rely on other people to make the mistakes, then you don't have to.
If you don't think something isn't working well, try something different.
You can use to try a new fitting virtually, or if you want to try it in person, get on the beta server, and fly it for real.
The Basics Slots, Bays, and Hardpoints Every ship that can be fitted which means all but and freighters has slots.
These are high, mid, and low slots, as well as rig slots.
Some also have a.
If you look at the info window of a ship, you'll find the size of the in the Attributes tab.
If it says 0m³ there, you don't have a on that ship.
A 10m³ will allow you one medium drone or two light ones, for example.
With the correct skills, you can use up to 5 at a time on non- class ships, but can take more than that in your if the size permits.
Slots can be seen in eve low slot speed Fitting tab in the ship info.
To find out whether you can fit a on a ship, you need to check the Fitting tab in both the info of the ship you want to fit and the modules you want to use.
You can also see the slots available on your ship if you open the fitting screen when docked in.
As you will notice, this web page also have Hardpoints.
Those can be Turret or Missile Launcher Hardpoints.
filing nut slots limitation here is that you can fit only as many missile launchers as Missile Launcher Hardpoints are available, and the same is true for Turrets.
There are also modules that fit in high-slots, that don't require a Hardpoint, for example a Nosferatu.
Warning: If a ship has 5 high-slots, of which 2 are Turret Hardpoints and 2 Missile Launcher Hardpoints, you can fit 2 Turrets, 2 Missiles and 1 Nosferatu, or substitute as many of the Turrets or Launchers with a Nosferatu as you want - so you could end up with 5 of them.
However, it is not possible to fit 4 Missile Launchers or 4 Turrets on this ship.
There are no Hardpoints on mid, low or rig slots - here the only restriction is in the slots the uses.
Warning: Although you can't increase or alter the slots on your ship, short of getting a different one, and although a mid-slot module will always go on a mid-slot and nowhere else, there are other ways of achieving a somewhat similar effect.
Many modules have counterparts that go in other slots.
Those modules never have the exact same effect, but are still worth considering.
So, if you want to expand your Cargohold, but are out of low-slots, consider a rig.
If you want to do more damage, but already put on all the Turrets or Missile Launchers you can fit, try going for modules like a Heat Sink energy weaponsGyrostabilizer projectile weaponsBallistic Control System missilesor Magnetic Field Stabilizer hybrid weaponsdepending on what weapons you use.
If you need more shield, but don't have a spare mid-slot, take a look at the low-slot alternatives available - and so forth.
For CPU and Powergrid you need to compare the numbers to find out if you can bring the modules you want to use online or not; the same goes for Calibration and.
Hint: In your fitting interface you can see whether a module is online or not - red means offline, green stands for online.
Always check to make sure everything is online before you undock.
There are three basic ways to help you with CPU and Powergrid.
They increase CPU and Powergrid, but use up slots.
In addition to the above mentioned measures, it is always a good idea to take a close look at what you are trying to fit.
It is possible that you are trying to use a that is simply way too big for your ship.
Note that as even if X-Large shield boosters aren't capital modules, XL turrets ARE capital modules.
So, on a you use small, light and 1mn modules.
Each of each size has several enhanced named counterparts, so there is always room for variations.
Freeing up resources by going for a rocket launcher instead of a standard missile launcher, or using smaller sized turrets, is usually the better choice over leaving slots empty.
Check to see if you can find alternatives to the modules you are trying to fit, particularly named modules.
A lot of times, a named has lower fitting requirements than its un-named equivalent.
What exactly "named" and "unnamed" means will be covered in the next section.
T1,Named This is the question that separates the rich from the not so rich and the https://cetsolarstore.com/slot/jeux-slot-car.html from the less daring in EVE: the variations on the same or rig available.
They range from basic, unnamed T1 to officer modules and.
In general, the higher up the line, the "better" the effect, but also the higher the price.
However, there are other downsides besides the price: some items are very rare and, also in addition, the fitting requirements can be higher.
This is especially true for as compared to named modules.
Hint: If you compare a 1mn Afterburner I, the named version "Cold-Gas I Arcjet Thruster" and the 1mn Afterburner II, you will see that fitting requirements and activation cost are the same for the unnamed and the named version.
The T2 version uses more Powergrid and the activation cost is higher, but at the same time the benefit is also significantly greater with 135% Maximum velocity bonus as opposed to 105% for the T1 version and 120% for the named one.
A "Named" is an enhanced version of a T1 and has a slightly modified name.
There are no named modules.
Ships often also have a or faction equivalent, but in the case of ships, they are in a different category from the ships.
For example, an is the version of a T1.
A faction item carries, as do the modules, the name of the NPC Corporation that issued it, like " Navy ," and officer items carry the name of the NPC officer they belonged to.
Hint: You will also hear the words "Tier" and "Mark".
The difference between Eve low slot speed II and Tech II or T2 is that improved versions that get labelled "Mark" are still built using basic minerals as opposed to advanced materials; in addition, their blueprints are available on the market and sold by NPC.
Another difference is that they still have the same name as the Mark I version, like "Badger Mark I" and "Badger Mark II," and the skill requirements aren't as stringent as for T2.
So a Ferox is a "Tier 1" Battlecruiser, since it only requires the skill "Battlecruisers" to Level 1, whereas a Drake is "Tier 2", since you need that skill to Level 2.
Stacking and Stacking Penalties "Stacking" means that you can use more than one or rig of the same type on a ship at the same time.
This is possible with some modules, like repairers, and not with others, like afterburners.
Of the modules that stack, some also have a stacking penalty for using more than one or rig of the same type.
A Stacking Penalty doesn't mean that something terrible will happen if you use more than one or rig of the same type; it just means that the second you use will work less efficiently than the first, the third even less, and so on.
You will usually find a note in the Description tab if a or rig has a stacking penalty.
Hint: The exact numbers for the effect of stacking penalties are the eve low slot speed of heated discussions and fairly complicated calculations.
However, I will spare you the details here.
For more information on modules please refer to this post : Active and Learn more here Modules There are some modules that need to be turned on and off while you are in space; others will always work as long as they are online.
The difference is that active modules generally usewhile passive ones don't there are exceptions to this, like projectile weapons, which don't use even though they are active modules.
You see the activation cost in the Attributes tab.
If there is an active and a passive variation of the samethe passive one is generally less effective than its active counterpart.
Rigs are like for your ship, which means that once they are fitted, they can't be taken away again without being destroyed.
Repackaging the ship also destroys them.
Most also have drawbacks, which can be seen in the Descriptions and Attributes tabs.
None of the suggestions made below are a must, but they are still good to keep in mind.
Fitting Opening up the Fittings window To get into the fittings window you click on the Fittings icon in your character panel on the left of your screen.
To use it you must first dock at a station that has a Fittings Service Module installed.
Almost all stations have that service available.
If it does, then you will see a Fittings click the following article under.
Hint: It is possible to open the ship fittings window in space by pressing CTRL+SHIFT+F with the default keyboard settings.
However, you can only alter your fitting in a station, next to certainor next to athough you can view it anywhere.
This is one of two ways available to check your exact resistances with active hardeners Ctrl + Shift + F.
The second way is by right clicking on your ship or central Shield HUD and bringing up the Show Info window for your ship and or pilot.
The Attributes tab on the Ship Info window will also show your current resistances and other stats when modules are active.
It is recommended that you run through this if this is your first time using article source station service.
How do I fit my ship and how does the fitting window work?
It is generally best to decide on one or two jobs that the fitting has to be able to accomplish and to focus on those, rather than trying to do everything.
When deciding whether to add a, carefully examine what it source accomplish and what its drawbacks are and decide if it helps or hurts the setup overall.
For instance, if you want to PvP offensively, typically you would not fit a despite the added safety because the large penalty to will allow some ships to escape and will hinder your tactical options.
However, some close range cruisers may opt to fit one, since the penalties would affect the less drastically.
Almost every ship in has the option of fitting giving a wide variety of enhancements over the base ships abilities.
In other games, this would be similar to your weapon and armor slots.
In all stations, you will have the option of opening the Fitting window for your active ship.
In this Fitting window, you can add or remove and from your.
High slots are generally for weapons, medium slots are for or shield improvement modules, and lows are for weapon upgrades and armor improving items.
The available slots for on your ship along with available hardpoints are marked in white.
To fit a module, you simply drag and drop the into the appropriate slot type.
The slot icon on the item, should match the icon on the empty slot.
The icon for a high slot looks like a triangle, a medium slot looks like two dashes, and a low slot looks like a lower case l.
An alternative way of fittingis to right-click the module itself and select the fit to active ship option from the menu.
To unfit a module, just drag and drop the from the slot to your cargo or hangar.
Right-clicking the module and selecting unfit or pressing the strip fitting will also work.
Warning: Please note that removing a results in the destruction of the rig, so be careful what ship you fit these modules to.
On the right side of the window you can see various stats, including the ship'sits recharge rate and on the bottom right hand corner the available CPU and PowerGrid.
The CPU is a measure of how busy the ship's processor is, and is usually a set amount, though skills, modules,and can change the amount.
The Power Grid, or PWG, is a general assessment of power usage, and once again is a set amount, though modifiable through skills, modules,and.
All modules must fit within the given amount of CPU and Power Grid to be put online.
Statistics Panel The Statistics Panel, shown on the right side of the window, displays the attributes of your ship.
These attributes can be affected by the and you fit on the ship, and by the skills and of you, the pilot.
The Statistics Panel is arranged into a number of sub-panels describing different aspects of the ship.
Each of these panels can be collapsed to conserve space.
Also, keep in mind the attributes are affected by the skills and of you, the pilot of the current.
Subsystem slots sit in the 7-9 position on the new fitting screen.
They are blank if you are not in a shiplegion, loki, proteus.
There are five subsystem slots, one for each type of subsystem.
A ship must have one of each before it can be assembled or undocked.
Fitting Manager The Fittings Manager, located in the top right corner of the fittings screen, allows you to save your current setup or load it up quickly.
This allows you to instantly load modules and into your ship without having to manually fit them one by one.
If you have sufficient roles in your then you can also save your fittings for your entire corp, so that the other members of your corporation can also load up this fitting setup when they wish.
There are 3 main options in the Fittings Manager, Save, Browse and Strip.
You need the role Fitting Manager to save it for the corporation.
You can edit the name of this configuration and its description before you save it.
Subsystems With the implementation of players can now access.
These ships are made up of interconnected modular pieces attached to their hull, called subsystems, which can be taken apart and put together in many different ways.
They must have the 5 subsystem types installed to function, i.
By changing the subsystem setup, you change the look and attributes of your ship.
As you can see on the below, the subsystems have a pentacle form to differentiate them from and regular modules on the fitting screen.
Refer to the article on to find out how to assemble them.
Ship Fitting Window Race As you probably noticed, each of the four generally builds its own ships.
The key here is that every race has its preferences on how the ships should be used to achieve the best results.
First, you need a quick overview on the affinities of the differentbefore going into detail on the various aspects.
They also mainly use turrets, namely energy weapons, which come in the variations "Pulse Laser" and "Beam Laser".
These weapons use a lot ofeve low slot speed is reflected in the build of ships.
These come in the variations "" and "Railgun", and they use somealthough not as much as energy weapons.
Finally, some ships are pretty effective within particularwhich allows you to prevent another ship from firing back by its weapons.
They have been reputed to create the most impressive when dealing with weapons.
They may also offer versatility through shield in or and from dealing different types of with.
They do a bit of everything: shield tank, -tank,and turrets.
For turrets, they use projectile weapons with the variations "Auto-Cannon" and "Artillery".
Dealing This section will briefly give an overview on five ways of dealing.
These have to do with three turret types Energy, Hybrid and ProjectileMissile Launchers and.
A focused ship is designed to kill or drive off all enemies by sheer firepower.
While the best defense is often a good offense, a ship can be overwhelmed by superior numbers.
A focused ship is best flown in a or with support.
Some good examples are the ororable to deliver high for a frigate.
Hint: There are four types of damage: EM, Thermal, Kinetic and Explosive.
EM is best against shield, while Explosive is best against armor.
Thermal and Kinetic do moderate damage to both shield and armor, with Thermal leaning towards shields and Kinetic towards armor.
This is due to the resistances of ships, on which you find details in the Attributes tab of the ship.
Good Against: deals + Thermal Not so Good Against: Pro: Doesn't use ammunition, high againstcan quickly change optimal firing range due to fast swapping of crystals.
Con: Heavy use ofonly + Thermal.
Good Against: Shield and deals Kinetic + Thermal Not so Good Against: Since Kinetic and Thermal only do moderate to and shield, Hybrid misses out on the high-damaging and Explosive, and so can be eve low slot speed the middle-ground.
This means that Hybrids are good against anything, but not perfect against any one thing.
Pro: Uses less than energy weapons, good for requirement balance.
Con: Take up cargo space, slower with ammo swapping than energy weapons, take up.
Good Against: deal mainly Kinetic + Explosive Not so Good Against: Pro: No use, high rate of fire for Auto-Cannons, impressive Alpha-Strike meaning they can or destroy another ship within the first volley.
Con: Need to be reloaded often, take up cargo space, least per shot of all turrets.
Launchers There are three types of : ones that require a target lock and hit a specific target; defenderthat destroy incoming ; and FoF friend or foewhich don't require a target lock but simply hit the closest threatening target FoFs don't hit peaceful targets.
Good Against: Shield and Pro: Don't usedo all types ofcan be extremely long range, always hit if target in range and not fast enough to outruncan hit without target lock FoF even though one needs to be careful when using them and, most important, constant.
Con: Long flight time which is why many people say that aren't so good forsince time is crucial theregenerally lower firing rate than turrets, take time to swap from one type to the other are little robots that need to be launched into space from the and commanded via the drone interface below the overview.
There is quite a variety of them, such as, and repair.
However, this section will only deal with those dealing.
Con: Can be shot and killed, need to be called back before a different set of can be deployed - this makes changing for a different type very slow.
Ships dedicated to drone warfare have fewer slots than their normal counterparts.
Of those listed, doesn't really get used due to being extremely ineffective, modules taking while the is being damaged and other reasons.
Speed- isn't really in the sense of sustainingbut since it has the same effect, it will be included in this category.
While it recharges over time, there are several ways that make more available.
The modules can be categorized into three groups: those amusing big win slots youtube share increase the total amount ofthose that increase the recharge rate, and those that inject energy into it by either taking it away from another ship or by using charges carried in the cargohold.
Pro: Increases the total and, because the recharge time stays constant, thereby also increases the recharge per second.
Power Relays reduce the shield boost rate.
Boosters give instant energy on demand.
Con: Energy Vampires only work when you are in range of another ship and the charges for Boosters take up a lot of space in the cargohold.
Also, once you run out of charges, the is pretty much useless.
Please note: Power Diagnostic Systems also increase the Capacitor recharge rate, even though their main use is increasing the Powergrid of a ship.
Fitting Role Electronic Warfare refers to modules that tamper with the electronics of your own or your target's ship.
There are four click categories, namely with its countermeasure ECCM, Tracking Disruption with its countermeasure Tracking Computer, Sensor Dampening with Sensor Boosting being the counterpart, and target painting, which doesn't have a countermeasure.
Generally, all can use any kind ofthough there are ships that give bonuses to certain types.
Another category includes the modules that pin down a ship, either slowing it down or preventing it from warping.
Ratting A ship fitted for ratting destroying NPC pirate ships for bounty is set up to efficiently destroy a particular type of rat.
Typically ratting ships will have hardeners fitted to tank specific and weapons fitted to do specific at specific ranges.
This sets them apart from ships which usually have a greater spread of resistances and.
Ships with extra utility high slots for tractor beams or salvagers and a large drone bay tend to make a good ratting ship.
Microwarpdrives do not function in deadspace or complexes, and impact your ability to actively tank.
Tackler A 's job is to hold a target in place, allowing other members to kill the enemy.
Almost all requires a tackler of some variety, and they generally fly less expensive ships.
But or are the most common choice for solo purpose use.
Warp scramblers will also prevent targets from using, slowing them significantly.
This will allow you to tackle fast-warping ships.
A 's job is to kill ships at a distance, usually preferably over 100 or 200km.
These are best used in fleets as well.
Examples would be aor even an.
Point weaponry is usually preferred by commanders as missile weapons take longer to reach their target.
Missile boats generally shoot at secondary targets.
Solo ship This ship type can be complicated for new players, but can result in some of the best loot for a.
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.
Different ammunition are more effective against different targets.
Having the element of surprise makes it easier to pick off the enemy, one read article one.
These can provide things like extra speed to the entireremote repairs to nearby or far away ships, or even options, preventing the enemy for targeting.
If you have extra slots left over, these options are always welcome in a battle.
The assistance of a ship is never to be underestimated, though they are often called primary.
Alternately, these can be ships, like the or.
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 modules as well.
However, these ships usually are heavily tanked.
Tanker A 's job is to survive the onslaught of multiple ships at the same time, allowing your members to either get the drop on the enemy or drive them off.
These are also commonly ships that have very high shield regeneration rates, eliminating the need for cap.
Mission ship These ships are the most specialized, and are best covered in othersuch as the or.
Fitting resistances against the type that these NPCs use will be very helpful.
Most Tech 1 ships will need some hardening of their tank.
In general, it is less taxing on your to harden against damage than to repair it.
You will save time by eliminating the need to approach the enemy, and many enemies in higher level missions will stay at large ranges.
Consider or a in a utility slot for NPC and destroyers.
Filling up the rest Once you fit your ship learn more here one purpose in mind, you could often find yourself with some slots empty.
If that happens, try to fit it with a secondary role.
Alternately, add some modules that will make your overall income increase, like a or a.
Resource requirements Early on, you source have the skills to https://cetsolarstore.com/slot/slots-bar-in-vegas-tips.html the best equipment on your ship.
Here are some pointers on getting around this.
You could try to use some lower cost tech 1 named gear instead ofjust to try modules out.
For instance, a is usually a bad idea due to it's limited low slots, but shield it is great due to it's great number of medium slots.
There are some ships that need these items commonly, but on others, it's a sign of a bad fit.
Some examples are, and.
Of course, doing the skills first always help as well.
They are cheap, only take one low slot, the fitting requirements are minor, and it is the single best thing that can be done for any ship's effective hit points, as they especially increase your hull's resistances.
Conclusion Believe it or not, this is just the beginning.
There are a large number of items that have not been mentioned in this guide, and the explanations given are just.
See it as the basic colours and brushes that have been explained to you, and your slot videos will be to use the canvas the ships and get to work.
This leaves you with nearly endless variations and room for experimentation until you find "your" perfect fitting.
The forums, talking to people in game, and the help channels can aid you with that.
You may also find some fitting advices on the evelopedia.
Combat Frigate Overview
However, combined with warp-speed modules with some teeth, being able to zip through. Obviously, the low slot would be a suitable location.
I consider, that you are not right. Let's discuss. Write to me in PM, we will communicate.
It is scandal!
You the abstract person