I’m probably doing it wrong

A post at http://notmo.blogspot.be/ made me think about the way I fit my ships. As a noob, I have no idea why some fits are good and others are bad. Most of my fits I either get from friends who can use EFT or out of BattleClinic.

This is probably a wrong way to approach this subject. While flying my Machariel I used T1 scout artillery, until someone told me that if I used T2 I’d have more DPS and will be ‘better’ at flying with it. Why? Well I have no clue but I just shrugged and started training for T2 artillery, I already had a bunch of it anyhow due to the fact that at the time I was manufacturing them.

After having it trained I did notice a change in my dps, but I didn’t quite get why. I’m exactly the same with fitting tank or rigs. I know that what I have is good (because I tend to not die) but I have no idea why it’s good for my fit.

Maybe it’s time to play around with EFT, time to look at other people’s fit and figure out why something is good or bad.

And time to train artillery specialization.

My RvB character is training into missile skills, I’m having a lot of fun with the Kestrel I fly, although I tend to lose more than I kill. 
  • You might want to take a look at Jester's Fit of the Week posts. His fits are pretty good and he usually goes into some depth on options and explaining exactly why particular choices were made.

  • You can fly and afford a Machariel but don't know how to fit it? 🙁

    https://wiki.eveonline.com/en/wiki/1400mm_Howitzer_Artillery_I
    Rate of fire 40.16 s
    Damage Modifier 10.672 x
    Optimal Range 40 km

    https://wiki.eveonline.com/en/wiki/1400mm_Howitzer_Artillery_II

    Rate of fire 40.16 s
    Damage Modifier 12.807 x
    Optimal Range 48 km

    Phased Plasma L bullet
    Kinetic damage 8 HP
    Thermal damage 40 HP
    Range bonus -50 %

    So base damage of the Tech1 gun will be 48 * 10,672 = 512,256 damage
    Base damage of the Tech2 gun will be 48 * 12,807 = 614,736 damage

    Secondly the Tech2 guns will be able to apply this damage at longer range.
    Tech1 artillery with Phased Plasma L will have an optimal range of 20 km.
    Tech2 artillery with Phased Plasma L will have an optimal range of 24 km.
    At 24 km range the Tech2 guns will have a better chance at hitting the target because tech1 guns will be in falloff range and have an additional 10% miss chance or so. (Falloff is 35 km)

    Large artillery specialization adds 2% per skill level so I assume this skill will add another 8% damage difference once trained.

  • Well, when I first started flying the mach, I had a noob fit from a friend of mine. I never actually changed it.. Shame on me.