There are three fundamentally different ways of fitting your ship for travel; Speedtank or safety. Each has pros and cons associated with them, it may be beneficial to carry fittings for all three and swap depending on what you expect to find along your route of travel if your ship has enough cargo space.
If your only concern is to get to your destination as fast as possible, not having any war targets or pirates to worry about nor carrying too many expensive modules, you can focus exclusively on cutting down the align time and increasing warp speed. Usually increasing warp speed tends to cut down on travel time the most, since you spend more time in warp than you do aligning. So if you're forced to choose between the two, it tends to be more beneficial to focus slightly more on increasing warp speed than reducing align time.
Within reason of course, most of the time you can accomplish both. Depending on the ship you're moving, re-rigging your ship might not be a practical option and then the modules suggested will be your focus, as you can easily refit your lows, mids and highs before and after moving.
One of the major drawbacks of this style of fitting is it will reduce low slots that may be used for armor or structure tanking. Of particular interest are the astronautic rigs and nanofiber internal structures which will reduce the total armor and structure hit points respectively on a ship.
Reducing the align time of a ship to less than 2 seconds enables it to "insta-align" and avoid being tackled in most circumstances with the notable exception of bubbles. The align time of a ship is based on the ship's mass and agility as well as agility and inertia bonuses from skillsmodulesrigs and implants.
Bonuses relevant to align time are either referred to as agility a positive value or inertia usually a negative value, unless referred to as "inertia modifier" then it's positivewhich for all intents and purposes in EVE are the same. While there are several modules that reduce inertia, some are stronger than others, leaving you with these modules as well as the one rig that helps reduce align time.
There are also implants that help reduce your align time, such as the Eifyr and Co. If your align time is high enough, there's also the option to use propulsion modules such as Afterburners cycles as fast as 7,5 seconds and Microwarpdrives cycles in 10 seconds to reduce your align time. By pulsing the module once activating it and then immediately deactivating ityou can align in 7,5 - 10 seconds flat as long as you start your align from a standstill like after you've jumped through a gate.
This option is more suitable for larger, bulkier ships, that simply cannot drop their align time far enough to matter or for other reasons need their fitting room for other things. It will allow them to combine a decent align time with a proper tank, for example. Using an afterburner in this fashion requires you to use a size-appropriate afterburner, 1MN for frigates, 10MN for cruisers, MN for battleships.
Another option is to have a friend or an alt to web your ship as it starts aligning, dropping its maximum speed making it align almost instantaneously. This can be extremely useful for very slow aligning ships like freighters.
You also need to either be in a corp with friendly fire enabled, or set up a friendly duel between you and your alt in order to safely be able to web yourself. There are implantsmodules and one type of rig that can help boost your ship's warp speed. When it comes to modules and rigs, there are three low slot modules and one rig that increases warp speed. There are also implants that help increase your warp speed, such as the Eifyr and Co. Ships with a high native warp speed.
This is thanks to the Angel Cartel racial bonus to warp speed, which all Angel ships have. Those speeds can then be further augmented by the above mentioned Ascendancies -implants, making it possible for the Leopard to reach a staggering You could even take it further and sacrifice tank or align time to push even further with hyperspatial accelerators. If you're in high security space and not at war, the only real threat to your ship is suicide gankers. To remedy this, you can up your tank to the point where it's not worth ganking you for profit.
This will drastically reduce the chance of someone bothering to destroy your ship. Perhaps one of the easiest and least skill intensive ways to buff your tank is to simply add a Damage Control II and try to increase your structure points as much as you can with Reinforced Bulkhead II modules and Transverse Bulkhead II rigs. Only one skill improves your structure hit points, but another indirectly helps by allowing you to fit modules that improve structure hit points:.
If you're fitting for a structure tank while simultaneously going for align time, it's usually worth avoiding the Nanofiber Internal Structure II since it reduces structure hit points and favour the Inertia Stabilizers II module instead.
Fitting an armor tank can be a little bit more skill intensive, especially a passive resist setup since the efficiency of passive resist modules rely heavily on the armor compensation skills. A setup with active hardeners would potentially give you higher resists, but would take up too many modules leaving scarcely few slots for actual armor plates.
As such it might not be something you'll be doing as a young capsuleer, but for people with high armor support skills flying certain ships with more armor than structure hit points it might be slightly stronger than the structure approach mentioned above.
There are also special case skills for certain modules, such as the Energized Adaptive Nano Membrane II module or any of the other passive resist platings and membranes. The skills to use a proper tech two shield tank isn't quite as skill intensive as armour and since there aren't any passive omni tanked shield modules, you're often better off using active invulnerability fields.Create your free GitHub account today to subscribe to this repository for new releases and build software alongside 40 million developers.
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Dismiss Be notified of new releases Create your free GitHub account today to subscribe to this repository for new releases and build software alongside 40 million developers. Sign up. Releases Tags. Latest release. Choose a tag to compare. Search for a tag. Fixes: Fixed item search sometimes leading to crash, if search delay has been set to low values Fixed projected fits sometimes not taking into consideration skills and ship bonuses Assets 5.
Source code zip. Source code tar. Database: Updated to April release also known as Surgical Strike Changes: Added several graphs related to bumping to mobility section: Momentum, Bump speed and Bump distance When SSO character is added, pyfa character is added as wellthanks soro! See for a list of removed definitions, and defaults. Database: Updated to current Singularity versionEVE version : Includes first preview version of changes for Surgical Strike release Changes: Added several graphs related to bumping to mobility section: Momentum, Bump speed and Bump distance Fixes: Fixed macOS build crash which appeared in v2.
Database: Updated static data to versionwhich includes: Hydra implant set New drone hardwirings Changes: Added pre-generated implant sets to the context menu of the "Implants" additions tab Fixes: Damage Pattern Editor now prompts you to create new damage pattern when you have none Graphs menu item is no longer grayed out on Windows zip build Fixes: Fixed crash on opening character editor under Windows Fixes: Fixed crash on launch which occurred with specific Regional settings under Windows Fixed right-to-left UI layout which occurred when RTL format was selected under Windows We are proud with the immediate release of EVE Workbench 1.
With this release we also think that the project is no longer in BETA phase. If you are missing features please let us know using the feedback button, by joining our Discord-server using this invite or by entering our in-game channel "EVE Workbench". If you like EVE Workbench and you want to support us we have a few options available to do so, check out this page for more information. No official affiliation or endorsement by CCP Games hf is stated or implied.
Triglavian Invasion Runner. Rattlesnake Emerging Conduits. Simulated Rattlesnake Fitting. Monster Invasion Smasher. Pyrut's Rattlesnake. Alpha Rattler V3 1. Invasion Rattlesnake v1.When I first started playing EVE most of my time was spent missioning and the fits I used for my mission ships were pretty terrible.
I even went so far as fitting shield extenders, shield boosters, and armor repairs to the same ship! In this article you will find a large selection of mission ship fittings, so you can pick and choose based on your race and the mission level. I will be posting the tech 2 versions of all fits. This means that in some cases you may not be able to use the modules listed. In that case you can use a "named" tech 1 version until you have the skill to use tech 2. In other cases you may not have the required powergrid or cpu, in which case you might need to change the fit slightly to work.
I will be posting fittings in EFT format. EFT will automatically import the fit. Thank you, I have recently been searching for information about this topic for ages and yours is the best I have discovered so far.
I like this list, but i do have some beef. I love the fact that you are not afraid of cap boosters. Anything that makes you do missions faster is a good thing! You should make a Marauder and a faction ship thread as well. I fly a Myrmidon for the drones, but you have shield tanking, I am skilled for armor tanking what is the best for this. Given the changes to the Cyclone… well first off is that a good mission ship? I was just now starting to work into setting up my hurricane for missions but if that is nerfed and there is a new Minmatar leader in ships what would you suggest?
Ok in follow up… what would you personally suggest to be the best at the moment, I am grinding to get my jump clones so I wanted focus on where my skill training should go. I am Minmatar, but again for the right ship say for security missions which I find the most fun would be?
I would focus accordingly to what ship would sustain me the most… I am 5 days from getting into a Drake but that is just to fly weapons are way low! You definitely could use HACs to run missions. I used a Vagabond to do level 4 missions in null sec for a long time. Ishtars are very good, especially against rats they have high resists for, which is why you see them used in null sec plexes alot. The main draw back to the Vaga is DPS at range. Drakes and Ravens make good high sec mission ships because they can project damage over a wide area while tanking tons of DPS.
The vaga is safer in low and null sec, but for high sec I would avoid using HACs. When is the last time you have updated the Hurricane… do you still believe that fit holds solid?Refer to your best judgement or the FC instructions on jamming targets. The priority displayed here is meant only as a basic guideline for prioritizing targets on a theoretical level, actual field priority may differ depending on the circumstances.
The Rifter is a very powerful combat frigate and can easily tackle the best frigates out there. It has gone through many radical design phases since its inauguration during the Minmatar Rebellion. The Rifter has a wide variety of offensive capabilities, making it an unpredictable and deadly adversary. The Rifter is the primary damage frigate for Minmatar. For tackling a Slasher or Merlin is by far better.
While the Rifter used to be considered the best T1 frigate leading to many memes surrounding itit has been nerfed to be similar in abilities to the others.
In January,it is now widely considered one of the weakest solo frigates, along with the punisher. Further information about additional or recommended skills to pilot Rifter for a specific or it's common role s can be written here. Rifter is strong by its falloff bonus. In a fleet PvP, Rifter is ok for newbie pilots as can be fit for quite solid tank.
But its damage in optimal range is quite low and this causes low Rifter's popularity in fleets. For tackling in a Rifter, spiralling is key. Your only concern will be on final approach 30 km or so to pulse the MWD so that the increased signature radius doesn't come in to play as much, as the MWD's signature bloom only applies while the MWD is activated.
If the ship is Afterburner AB fit, the pilot may consider tightening the spiral slightly. Afterburners do not have a signature radius penaltyso you can risking a little more but still tankable damage in order to decrease closing time. The Rifter is an excellent ship for rookie pilots to learn their trade in due to the ship's endurance and it's low cost.
The Rookie Rifter guide nothing more needs to be said aside from reference to this excellent piece of work. Mainly used in a tackling role. For more on tackling please see: Tackling Guide. Jump to: navigationsearch. LOW Priority Target.It allows you to create and experiment with different ship fittings without the need to be in the game. By adding your character information, it can let you know if you meet the requirements for the fitting or what skills you lack for the proper fit.
The step-by-step visual guide below is aimed at providing you with a good understanding of how to use the program and interpret the information it displays. Do not download EFT from anywhere else. The first thing you will want to do after starting EFT is import your character information. To use your own skill set, first click the 'Create new character' icon just to the right of the drop down menu. This will open a new window to type in your character's name.
After hitting 'Ok', the drop down menu will select and display your newly created character. To import the current skills from your characterclick the 3rd small icon, named "API skill import".
On this screen, you will need to input your character's API key which can be obtained here: if you have existing API for this purpose or if you want to create a new one. When you have input the information, click 'Next' which will pop up another window allowing you to select the character information you want to import. You can also click the option to save that character selection which will allow you to use the 'Quick import' button to update your character in the future. Keep in mind, this only imports your character's current skill information and does not anticipate any future training.
It will not import any implants your character has either. However, you can add implants by clicking the 'Implant' button and browsing the trees available. When you have found the right implant, double-click it to add it to your character's stats.
Active implants are displayed by a green check mark. One other useful thing to know is that you can modify your character's skill levels manually. This is very helpful if you want to compare ship stats with your current skill level versus any anticipated training. Just remember that you can use the 'Quick import' button to 'reset' your skills back to their original state should you forget which skills you modified. This will open the selection window where you can browse all the different ships available.
Clicking a ship will show its stats and bonuses to the right. Once you start adding and saving fits, you will notice that each selection will indicate the number of setups that you have for that ship type. When you have found the ship you want to fit hit 'Ok'.
The ship window will open up and if you do not already have any fits for that ship it will ask you to create a new one. Click 'Yes', type in the name you want to save the fit under, and hit 'Ok'. From here, you will want to familiarize yourself with the display. You can select the character you want to work with in the drop down box at the top. Mousing over the various icons in each section will display specific information.We are proud with the immediate release of EVE Workbench 1.
With this release we also think that the project is no longer in BETA phase. If you are missing features please let us know using the feedback button, by joining our Discord-server using this invite or by entering our in-game channel "EVE Workbench".
If you like EVE Workbench and you want to support us we have a few options available to do so, check out this page for more information.
Learn More Accept. Show other Corax fits Show beta version. Useful links:. Be the first to leave a comment for this fit! To leave a comment at this fitting you must login! Resistance Effective HP:. Recharge rates Experimental. Passive shield recharge: 0. Shield boost rate: 0. Armor repair rate: 0. Hull repair rate: 0. Remote reps Experimental. Remote capacitor transfer rate: 0. Remote shield boost: 0. Remote armor repair rate: 0.Alpha Clone Mining Venture = 4+ Million ISK per Hour
Remote hull repair rate: 0.