오픈위키

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문서 편집

세부조정(Fitting)

이브의 세계에서 함선이란 곧 여러분의 분신입니다. 따라서, 함선을 자신의 목적에 맞게 개조하는 것은 게임 플레이의 가장 기초이자 근본이라 할 수 있습니다. 이러한 행위를 영어로 Fitting(피팅)이라 부릅니다.

피팅의 본질은 함선이 제공하는 제한된 자원을 목적에 맞게 효율적으로 활용하는 것입니다. 함선이 제공하는 자원은 다음 세가지로 나눌 수 있습니다. * CPU * PowerGrid * SLOT(High, Middle, Low, Rigs)

슬롯

모든 배에는 각종 모듈 , 무기(터렛, 런처) 등을 장착할 수 있는 슬롯이 있습니다. 슬롯은 총 4가지로 하이 에너지 슬롯(High Slot, 하이), 미디움 에너지 슬롯(Middle Slot, 미들), 로우 에너지 슬롯(Low Slot, 로우), 리그 슬롯(Ship Modification Slot)으로 나뉩니다.

* 하이 슬롯 : 함선의 주 무장(터렛, 미사일)이 장착됩니다. * 미들 슬롯 : 주로 전자전 관련 장비나 쉴드, 센서, 캐패시터 관련 모듈이 장착됩니다. * 로우 슬롯 : 함선의 장갑(Armor)이나 화력 지원용 모듈 등을 장착합니다. * 리그 슬롯 : 함선의 능력치 자체를 바꾸어주는 Rigs(리그)를 장착할 수 있습니다.

함선의 정해진 슬롯 수를 초과해서 모듈을 달 수 없습니다.

CPU & Powergrid

거의 모든 모듈은 일정량의 CPU와 파워 그리드가 있어야 사용이 가능하며, CPU/파워 그리드 총량은 함선에 따라 달라집니다. CPU와 파워그리드 총량을 초과해서 피팅하는 것은 불가능하므로 주어진 양을 최대한 활용하는 피팅을 해야 합니다.

규칙

# 함선의 설명을 주의깊게 보시오. 이 배가 어떤 역할을 위해 설계되었는지 알 수 있습니다. 보너스를 충분히 활용할 수 있도록 구성하는 것이 중요합니다. # 이 배를 무엇을 위해 쓸 것인지를 정하고, 그 범위에 딱 맞게 설정하세요. # PvE 인지 PvP 결정하면 cap recharge 방어(탱킹) 등을 결정할 수 있습니다. # 항상 함선의 크기에 적절한 크기의 무기를 장비하세요. 순양함 (Cruiser)에 스몰 터렛은 대부분의 상황에서 적절하지 않습니다. # 항상 한번에 같은 무기를 여러개 장비하세요. 여러 종류의 무기를 섞어 장비하는 것은 곤란합니다. # 방어(탱킹)의 형태를 정하고, 반드시 그것을 지키세요. 일반적으로 종족에 따라 결정되지만, 배에 미드 슬롯이 많으면 쉴드 탱킹, 로우 슬롯이 많으면 아머 탱킹입니다. 미드와 로우가 같으면 모두 사용합니다. Gallente Ships에는 아머 탱킹 보너스가 많고, Caldari Ships에는 쉴드 탱킹 보너스가 많습니다. # 전투용 배에는 warp core stabiliser를 장비하지 마세요. 큰 배나 작은 배나 별 효용성이 없습니다. 전투에서 탈출하는 가장 좋은 방법은 잘 지켜보고 너무 늦지 않는 것입니다. # 특화된 배는 당연히 그 목적으로 사용하는 것이 좋습니다.

단계별 조언

적어도 아래의 내용에 따라 피팅하면 최선은 아니더라도 최악은 피할 수 있습니다.

* Step 0: Setup EvE Fitting Tool (EFT)

EVE Fitting toolEvEMon는 매우 유용한 도구이니 반드시 사용하기 바랍니다. EFT 받기

* Step 1: Decide the purpose of your ship

배를 무슨 용도로 사용할 것인지를 먼저 정해야 합니다. PvE/임무(Mission)/ratting 인지 PvP 인지를 정하세요. PvP라면 정찰용인지, 상대가 도망가지 못하도록 할지, 주력함인지, 저격수인지 전자전인지를 정해야 합니다. 팔방미인 배를 만들려고 하지 마세요. 아무것도 잘하는 것이 없는 배가 됩니다. PvP는 매우 복잡하고, 다양한 상황을 만들 수 있기 때문에 초보자라면, 회사에 가입하여 숙련자의 조언을 얻기 바랍니다.

* Step 2: Choose the right ship

첫 선택은 적절한 배의 크기(급)을 정하는 것입니다. 항상 큰 배가 좋은 것은 아닙니다. 특히 돈이 된다고 해서 살 수 있는 가장 큰 배를 사고 준비안된 상태로 운영하는 것은 위험한 일입니다. 작은 배를 상대하는 데에는 작은 배가 좋습니다.
거의 모든 급에 여러 종류의 배가 있습니다. 설명을 잘 분석하고 본인의 성향에 맞는 적절한 배를 선택하세요.
더 진행하기 전에 세부조정(Fitting), 장비품(모듈;Module), hard-point, high/mid/low slots, CPU, power grid (power/PG), capacitor, T1, T2 and "named". 등의 개념을 반드시 이해하고, 숙지하도록 하세요.

* Step 3: Choose your weapon.

항상 무기를 먼저 장비하기 바랍니다.

# 무기가 cpupower를 많이 잡아먹는다. # 무기의 선택에 따라 전투 전략이 많이 변하고, 이에 따라 미드/로우 슬롯에 달 모듈이 변하기 때문입니다.

전자전과 같은 특수 목적의 배는 예외입니다.
많은 종류의 무기가 있지만, 항상 배의 보너스를 얻을 수 있는 것으로 장비하세요. 그 다음 주된 전투 스타일에 따라 단거리/장거리 형태를 선택하세요.
단거리 blasters/pulse lasers/autocannons
장거리 railguns/beam lasers/artillery cannons
단거리 rockets/heavy assault/siege
장거리 standard/heavy/cruise

Resist fitting

Fitting Attack!
Guristas.P Kin, Thm Deal [Kin]
Sansha.N EM, Thm Deal [EM]
Blood.R EM, Thm Deal [EM]
Angel.C Exp, Kin Deal [Exp]
Zazzmatazz All (heavy Kin/Thm) Deal [Thm]
Damsel All (heavy Kin/Thm) Deal [Thm]
Thukker.T Exp Deal [Thm]

번역할것

Assault launchers are only used on a CC for smaller targets.

If you are just a little bit (1~4%) over budget on power, consider putting a Power Diagnostic System (PDS/PDU) in a lower slot as it gives you 5% additional power and some other benefits at a very low cost. For a FF-sized ship, an auxilary power core (gives you 10~12 units of power) might be a choice, but you should really avoid it since it takes away one of the few low slots of a FF-sized ship without any additional benefit. If you are a little low on CPU, try one of those "named" versions (e.g. neither T1 or T2) with lower CPU consumption. Alternatively you can just those train fitting related skills such as Engineering, Electronics and Weapons upgrade. If you are over budget on power and/or CPU by a significant amount, use weapons of one size lower till they fit. For example, if you are 15% over budget on power fitting 7 x 150mm Railguns on a Cormorant DD, try 7 x 125mm.

Once the minor-size is fixed, you'll need to choose a specific variant of the weapon, e.g. T1 vs named vs T2. The following table applies to all types modules, not just weapons.

"Useful Attributes": T2 > named > T1 CPU & Power Usage: T2 >= T1 >= named Market Price: "the better" named > T2 > "the worse" named > T1

For weapons, the T2 variant also gives you the option to use two types of T2 ammo, which presents you some tactical flexibilty during combat. So use the T2 variant whenever your fitting skills allows. Otherwise, choose the best named you can fit and afford. If you are low on ISK, consider using the "worst" (meta-level 1) named, as they offer a slight increase of useful attributes and saves you a lot of CPU (and sometimes power) at a fairly low price. If you are really broke and can only afford the T1 variant, forget about using that ship for now (unless it's your first true FF) and start saving for ISK, because you probably can't afford losing that ship. Never use a ship you can't afford to lose.

Until now I have been pretending as if you can only fit either turrets(guns) or launchers(missiles) on your ship. Many ships have high slots for both, but that doesn't mean you should use both. Why? Usually each ship has bonus for only one type of weapon, and you should take maximum advantage of it. Using only one type of weapon also allows efficient use of weapon upgrade modules. So if your ship bonuses on a turret weapon (and likely has more turret hardpoints than launcher hardpoints), use up all the turret hardpoints, and vice versa.

Sometimes you still have one or two high slots left. If you have hardpoints for the other weapon-type and lots (>%15) of power & CPU left, you might fit those weapons, but make sure they have similar range as your main weapon. Alternatively, you may consider using energy vampires (Nos) or energy neutralizers (Neut), especially if you plan to fight in close range. Generally speaking, use Nos if you are low on capacitor balance, Neut if you have lots of extra capacitor output. You should probably make this decision after you filled the mid/low slots, since there might be major capacitor users there.

I am obliged here to mentioned the Principle of Not Mixing Guns. Generally speaking, use the exact same type of guns. There are considerable debate on whether there exist any exception to the Principle. Personally, I believe in the following rules: never mix guns to provide "point defense"; never mix guns of different major sizes (e.g. vastly different ranges); never mix guns if you get lower damage per second. Go read the many threads on this topic and decide where you stand.

Step 4: Fit additional propulsion, or not

Speed is another thing closely related to your role and tactics. As such, it's important to decide early whether you need an afterburner (AB, taking you to 500~1000m/s), a Micro Warp Drive (MWD, taking you to 1200~2000m/s), or neither. For PvP, a MWD is often a requirement. For missioning, MWD can't be used (since missions generally take place in "deadspace") while an afterburner is often very helpful, allowing you more effectively "kiting" the rats (if you have longer range), or getting within your weapon range faster (if you have shorter range). and reaching the wrecks faster. If you choose to use a propulsion module, use one with the right size. An 1MN AB on a CC is just pointless. You should know the drawbacks of the MWD (increased signature size) and AB (increased align time). Don't worry about overdrive injector or nano-fiber structure for now, as they're considered fine-tuning and will be covered later.

Step 5: Fit role/use specific, must-have modules

These include a warp scrambler (scram) or warp disruptor, and usually a stasis webifier (web) for tackler and solo-PvP. For long range sniping, sensor booster (and script) and/or signal amplifier is often needed if your weapon range is way over your targetting range. For specialized T2 ships, this means modules that receives a "role bonus", such as cloaking devices on covert ops, stealth bomber and black ops ships: it would pointless to use these ships without such modules.

Step 6: Decide your tank

In EvE "tank" means the ability to sustain damage. Of the three layers of defense, only shield and armor are used for tanking. Caldari ships tank shield, Armarr and Gallente ships tank armor, Minmatar ships can usually tank either shield or armor. You can also get some clue by comparing the inherent shield and armor amount, as well as the number of med and low slots: more med slots means it's probably easier to tank shield, and more low slots indicates it's better to tank armor. Never tank both shield and armor. There also exists a technique called "speed tanking", e.g. to avoid/reduce taking damage using high speed. This is particularly effective for small-ish ships that cannot tank shield/armor very well but can easily obtain very high speed. I will not cover it here since it's very different from shield/armor tanking, and is a more advanced topic. Some players choose not to tank at all, using only the built-in tanking capability: you'd better know what you're doing if you choose to do so.

There are three components to a tank: hit points (HP), resistance (resist) and recovery rate. A few types of modules exist to increase each of the three. In an ideal world you want to increase all three of them, but with limited slots, CPU, power and capacitor, you often need to make some compromise. An active tank focuses on increasing the recovery rate using shield booster or armor repairer (rep/repper), while a passive/buffer tank focuses on increasing the hit points using shield extenders or armor plates. Focus on either active or passive, not both.

Whether to use active or passive tank depends on a few factors, but the most important one is your capacitor usage. Generally speaking, if you haven't used much of your capacitor at this point, an active tank may be a better idea. Fit a armor repairer or a shield booster of the appropriate size (e.g. small for a FF, medium for a CC, etc). For shield, you may also consider fitting a booster amplifier, which increases yours booster efficiency by 30%~36%. If you are already fairly tight on capacitor, use a passive tank. For shield, passive tank is also more desirable if the ship has a fairly high natural recharge rate or has a bonus on shield amount/recharge rate. This is because the shield recharge time for a ship is fixed, so the more shield you have, the faster it's going to recharge. Thus a very strong passive shield tank might have a natural recharge rate closer to the boosted recharge rate of an active tank. Armor does not have such property since it doesn't naturally recharge/repair. Notice that modules that increase your HP also have drawbacks: armor plates increase your mass thus lowering your speed, while shield extenders increases your signature, making you easier to target and hit. Improvements on resistance is desirable for both active and passive tanks, and we will cover resistance modules in the next section.

Step 7: Fine tuning

By now you already have all the key components in place: firepower, speed and defense. You probably still have a few mid and low slots left, and some surplus CPU / power. And you may either have a deficit or surplus on capacitor usage. It's time for fine tuning, where your creativity, style of play, willingness to compromise, and wallet size comes into play. Everyone does this part differently, and I'm simply going to describe my usual approach.

First consider the capacitor budget. A decent surplus on capacitor gives you a few options to bolster your defence: armor and shield hardeners increases your resistance by a very sigificant amount, while shield power relays exchanges capacitor recharge rate for shield recharge rate - very useful to further strengthen a passive shield tank. An additional repper might also be used for active armor tankers. If you still have quite some surplus capacitor and you're planning to fight in fairly close range (such as being a tackler), consider putting a neut in an open high slot. Or just leave it there: surplus capacitor allows you to fire certain types of T2 ammo, and gives you some breathing room if your opponent uses nos/neut on you.

If you are using capacitor faster than it recharges, don't panic. Not all modules needs to be on all the time, especially major cap hogs such as the MWD. See how long your capacitor will last, and compare it with your anticipated length of the battle. A capacitor that lasts for 10 minutes should not be a problem for a battle that lasts 5 minutes.

If capacitor is indeed a problem, there are many modules to help: a power diagnostic system is the best option if you're 5% or less over-budget and have an empty low-slot; capacitor batteries give you additional capacitor size (and as a result, also boosts cap recharge rate), but take lots of CPU and power; capacitor rechargers increase your cap recharge rate by 15% to 20%; capacitor flux coils take way some capacitor size but signficantly increase capacitor recharge rate, while a capacitor power relays increase capacitor recharge rate by sacrificing shield recharge rate, operating as the exact opposite of shield power relay; capacitor booster takes a few types of "charges" (like ammo), and inject them into your system, giving you from 1.6 to 57 units of additional capacity per second depending on the booster and charge size - particularly useful if your capacitor balance is very negative and you don't have enough slots/cpu/power to fit permanent capacitor enhancement mods. If you are still having problem with capacitor after using these options, you probably did something wrong in an earlier step.

For a bigger ship you should still have some slots left. You can use them for the appropriate weapon damage upgrades, such as a ballastic control system (BCS) if you're using missiles or gyrostablizer/heatsink/magnetic field stablizers for projectile/laser/hybrid weapons. For turrets you may also consider the tracking modules, which increases your range and tracking ability - they are more useful than damage upgrades if you're having a hard time hitting things. For the more defence oriented, there are also plenty of mods to use. A damage control unit (DCU) gives you a healthy increase in reistance over-the-board at a low cost, and can be used by shield or armor tankers. Notice only one DCU can be used on each ship. You generally want one or more passive or active resistance mods for your tank: active resist are better than passive ones if you have the excess capacitor and CPU. To increase speed (after putting on the main propulsion module), you may use nano-fiber structure, or overdrive injector for better MWD performance. Which and how many mods to use is a matter of your style, but remember most such mods have stacking penalty: using more of the same type will give you smaller and smaller benefit. Most people try not to fit more than 3 such modules of the same type.

The fine tuning process requires you to go back and forth between modules, and make every effort to increase your offense and defensive capabilities, little by little. This is also when the differences between T1, named and T2 variants can make a big difference. For example, sometimes you'll have to use a named variant instead of T2 for a certain mod, so you can squeeze in some mod in another slot, increasing the overall capability of the ship. Make the best use of every bit of CPU and power, and never leave a slot empty.

Step 8: Pre-flight & in-flight fitting

One great thing about fitting ships in EvE is you can change them anytime you are in a station. Refit your ship for your potential adversary. This is particularly easy and useful for mission running, since you know ahead of time the exact type of rats you'll be facing. In this case, refitting involves changing armor/shield resistance modules to the main damage types of that faction. For missile users, you should also load the type of missiles that does damage to the rats' weakest resist. It's slightly harder for gun users, as gun ammo do two types of damage, and the ammo have varying ranges. Refer to the official EvE online guide on missions for the damage and resistance type of each faction. You can also find it in many players' Bio.

For PvP this is more complicated. If you know who you are going to engage, great, use the right type of resistance modules and ammo. In fact, you should also consider changing other parts of your ship fitting if you know a lot about your human opponent(s). But more often in PvP, you don't know anything about who you're going to encounter. In this case, don't leave any of your four resistance type too weak, and carry a few types ammo in the cargo, be ready to change them right before and/or during the battle. Against a tough enemy, consider swapping the ammo that kills his armor most efficiently after taking out his shield. More importantly, you should pick your target wisely so your ship fitting is suitable for engaging him while his is less capable of damaging yours.

Step 9: Read & post fitting on BattleClinic

Either visit the loadout forum on BattleClinic website, or browse them in EvEMon. Study the top rated loadouts of the ship. Some people would say this should be the first step. But the top rated loadouts have varying (and most often, high) SP requirement, and their role/use may not be the same as yours. Copying the top rated missioning loadout wouldn't do you much good if you use it for PvP. If you do find a loadout that you like and suitable for your purpose, but lack the skills to fit it, try replacing the T2 modules with some named variants. Sometimes you may also downgrade the weapons by one caliber to make it work for you.

Try to find similarities between the best loadout: this usually indicates the ship is, in some sense, "meant to be" fit that way. Read people's comments: they tell you what is good and what can be improved on, and sometimes they would also describe a ship or tactic to counter that specific loadout - you should watch out for such counters.

As long as your setup fits (e.g. doesn't exceed CPU or power requirement), you can post it on BattleClinic's loadout forum. Don't worry if your ship isn't as powerful or fancy as the other ones there: the forum welcomes loadout for every skill level. Just make sure you describe the intended purpose of the ship and the skill requirements. And ask kindly for people comments. Never just put a one-line description, "this is the best loadout evar!" - unless you want to farm negative karma. Also don't post a Drake loadout unless it's particularly creative: it will be locked very soon.

Drones, Rigs, Faction & Commander Modules, and Cost

I didn't talk about drones because I never played Gallente and don't know enough about drones. I just have a few combat drones in my bay and send them out during a fight. See the further reading section for guides to drones.

Rigs or "ship modifications" are not covered here, because they tend to be fairly expensive, and you probably wouldn't use them until you get a battleCC or a T2 CC. The purpose of this guide is to cover the basics for new players and point out some common mistakes, and rigs is not part of them. In fact, the only common mistake about rigs I can think of, is to fit expensive rigs on vulnerable, throw-away ships. Once you started to using bigger and more expensive ships, rigs will become more important, and you'll often find rigs increasing certain capabilities of your ship by 5~20%, or freeing up one or two mid/low slots for other uses.

For the same reason I'm ignoring faction and commander modules here. Faction mods are expensive, and commander mods are usually very very expensive, and neither are available on regular market. By the time you can afford them, you really shouldn't be reading this guide. The good news for new player is, they don't offer their owner a big advantage as their price may suggest. In my opinion, only when you're very good at fitting should you consider using them, because before that you can improve your ship much more cost-effectively with normal modules. And make sure you have the neccesary skills, not just the SP but also the fighting skills of you the player. Of course you're free to use them if you really have too much ISK to burn, but do remember that you will be a more lucrative target for pirates, who found out you are faction/commander fitted.

I touched a little about cost in this last section. You'll use the same principles about costs as in real life. Personally, I try to use modules that matches the value of the ship. For example, I wouldn't spend more than 5m on a T1 FF. But some other people put the best modules they can afford on every ship they fly, which is also quite valid especially if they're more are concerned about the safety their implants in low-sec/null-sec. Whatever you choose, you should know that your ship will be lost at some point, no matter how good it is (go read about the Gold Magnet) or how good you are, and you should be able to afford the loss both financially and mentally.


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