So, one of the most frequent questions asked from new players is, “How do I fit X?” where X is some T1 hull. The completely correct and entirely useless answer more experienced players will give is “depends on what you want to do with it”. The following will provide an example not necessarily for how to fit to a specific role or the mechanics of fitting (see E-UNI Fitting 101), but how to approach designing a fit for a ship from the ground up, be it for doctrinal design, solo roaming or whatever.
So, the first thing we want to do when considering how to fit our ship is not actually which hull to use, but what do we want to do with our ship? Do we want to be fast tackle? Do we want to apply face-melting DPS? The first step is to choose what we want to achieve and make sure our ship can do that, then fit on extra things. Let’s do this by example. Let’s say I want an Armour Cruiser for DPS in a Armour brawling fleet which will have logistics support.
Now, what kind of ship will be good at this? We want something that can have enough buffer to survive the alpha of a fleet a cruiser gang is likely to engage, followed by as goods resistances as possible to help out our LogiBros. All the buffer in the world means nothing if (and excuse the maths here):
Incoming damage x (1-resists) > Rep amount
A lot of buffer means you’ll burn slowly, but more resists mean you may not have to burn at all.
A great ship for this purpose then is the Amarr Maller, it has a nice amount of fitting room and the following bonuses per level of Amarr Armour Cruiser trained:
5% bonus to Medium Energy Turret damage
5% bonus to all Armor Resistances
Both bonuses are helping the two things we want from this ship, so we’re off to a good start. As we’re looking to have staying power with this fleet, we’ll prioritise tank > Damage > all the other things.
Now, let’s see what kind of tank we can get out of this thing:
Okay, a meta 4 1600mm plate and a single medium trimark pump rig for buffer, followed by a Damage Control (Never not fit a damage control unless you understand EXACTLY why you’re not doing so), two T2 Energised Adaptive Nano Membranes for resists, coupled with explosive and kinetic rigs bringing our resists to a minimum of 76% across the board, regardless of what damage type is hitting us.
We could indeed add more EANMs, though the diminishing returns mean that we gain very little, and those low slots can be put to much better use (as we’ll see in a moment). Always consider how many different module you have doing teh same thing, and how much stacking penalty is going to hurt you.
Next I like to fit my prop mod, because it can take up a lot of powergrid if you go for the MWD. The MWD vs Afterburner question is something for your Fleet Commander to answer. Afterburner obviously means you go slower, but you don’t have the signature bloom of the MWD making you harder to hit, and it leaves you more fitting room for more powerful guns. The MWD means you get to go faster and thus get into a range to apply your DPS more effectively. Let’s say that you don’t rteally know what you’ll be fighting, and you may be going to Null, so the MWD may be a better idea as it will give you more utility in dictating the range you fight at and help you fly out of those pesky bubbles!
Next, let’s sort out our DPS. Sadly due to our badass tank, we have to use the smaller medium lasers (because those are the guns our ship is bonused for, if your ship has a bonus to something it’s generally a good idea to take advantage of that when possible). Still, a rack of 5 T2 lasers is nothing to be sniffed at! Additionally, with our two spare lows we can add two heat sinks, giving us a nice DPS boost. Let’s take stock of where we are:
So, a lovely 340 DPS combined with our impressive tank means we’re well on the way to a great fit, though with very little CPU and two mid-slots left to fill this might get tricky. The other thing to notice is that our capacitor is only going to last two minutes, and we’re planning on a prolonged fight here.
To solve our capacitor issues, let’s fit a meta 4 small cap booster (because we just don’t have the room for a medium one, leaving us with one mid slot and 11.25 CPU left, and this is assuming we have perfect fitting skills (which we don’t).
If you have others taking care of your tackling needs, an ECCM module here finishes off the fit (ignoring drones, we’ll get there in a minute) quite nicely, but D’oh! not quite enough CPU left. Using a meta 4 DCU however covers this quite nicely, as it is ALMOST as good as the T2 (we drop only 1% in Armour resistances) and frees up a bunch of fitting room.
Ta-Dah! Add some Warrior/Hobgoblin IIs for a touch more DPS and you’re all set!
However, the more likely case is that DD need to (as usual) have a tackling module fitted to keep targets locked down when your cheap tackle dies/if you don’t have dedicated tackle. We don’t want our opponents just warping off when we smash their faces in now do we? Sadly even with out Meta’d DCU we don’t have the CPU to replace the ECCM with a scram, so rather than gimping any more modules, we’ll remove the trimark pump, add a CPU rig, go back to the T2 DCU and fir a T2 Scram as well. We still have plenty of buffer for alpha so we’re still on to a cracking fit. You can meta the scrambler if you don’t have sufficient fitting skills.
So there we have it! A custom Maller built from the ground up, briefly explaining each step in the decision tree that is fitting a ship. If you have any questions about fitting or would like me to go over anything in more detail in Fittting 102, please feel free to comment on this post and I’ll do my best to sort it out!