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2/10/2013

Know Your Enemy - Ship Evaluation

I've been thinking for some time now exactly how to approach the method of figuring out the enemy's fit by a few key elements, but without writing a book in the process. In conclusion, I thought it would be best to point out the key elements for a single class of ship, and the modules to watch for so that readers can see the idea behind the method. Once done you should be able to do this for various ships, and easily guess rough fits.

As a rule of thumb, "always expect the worst". By doing so you are prepared for any fit the ship may have, in any situation. The first two most obvious things to watch for are the gun types, and the speed. Other things to watch for are graphics that show on the ship. Such things that bring attention are shield and armor hardeners, shield boosters, armor repairers, and other modules that show graphic effects of any kind. Keep in mind our purpose is to find an weakness in the ship and exploit it. Once you find one, go with it. You do not have to find every weakness before acting on the first one you find.

Module Graphics

To show the most common module graphics, the screenshots below give you an idea of what to watch for.





Shield Booster: Fast moving blue highlight washing over the ship module.











Shield Hardener: Slow moving blue water effect over the ship









Armor Booster: Fast moving green highlights over the ship





Armor Hardener: Fast moving yellow highlights over the ship






Sensor Booster: Rays of white light coming from all directions of the ship









Tracking Computer: A white stream of light circling around the ship like a radar scanner










ECCM: A mesh web of blue emits from the ship




As you can see some of the module graphics can be hard to see in screenshots. I would suggest that if you don't already know what the graphic looks like, hop on one of the test servers, or Tranquility, and run the modules individually so that you can see exactly what they look like in all their glory.


Imagine the Fit

So now that we've gathered some information, let's take a look at how to put it into perspective. Starting out we'll respectively use the Rifter for our evaluated ship. The base stats of the Rifter are as follows:

Slots Low / Medium / High:  3 / 3 / 4
CPU: 156.3
Power Grid: 46.25
Velocity: 444

This might not seem like much information, but it is dire for us to figure out it's fit. Not only that these statistics given after incorporating level V skills; remember to always expect the worst. So if we see any of the graphics that were shown above, we can quickly get an idea of how the ship is fit. Let's take a closer look at the modules mentioned above.

Shield Booster: Small Shield Booster II  =  -2PG -29CPU -1M
Shield Hardner: Adaptive Invulnerability Field II  =   -1PG -44CPU -1M
Armor Repairer: Small Armor Repairer II  =  -6PG -6CPU -1L
Armor Hardner: Armor <Damage Type> Hardener II  =  -1PG -36CPU -1L
Sensor Booster: Sensor Booster II  =  -1PG -10CPU -1M
Tracking Computer: Tracking Computer II  =  -1PG -35CPU -1M
ECCM:  ECCM Projector II  =  -1PG -55CPU -1M

So looking above we can see the PG and CPU use of each of these modules. Right now just this little bit of information doesn't get us where we want to be, but if we already know the guns it helps quite a bit. Let's say the Rifter has three 200mm Autocannon IIs (9CPU, 4PG), which lets us know that 27 CPU, and 12 PG is being used for the guns. If for some reason it was using artillery we would know that it was using substantially more as something like 280mm Howitzer Artillery IIs run at 16CPU, 13PG each pigeon-holing the ship into a fit with next to no tanking ability at all.


Propulsion Modules

So now that we've observed the ship's guns, and graphics, it's time to watch the velocity of the ship. In this circumstance we watch the velocity of the ship from our overview. Normally if you see the velocity somewhere around 1000m/s you know it's an afterburner fit costing 15CPU, and 11PG. If it is around 2000m/s you know it's a Micro Warp Drive fit, costing 25CPU, and 17PG. The propulsion module is the key to unlocking the fit, as MWD fits are generally very cramped usually requiring an auxiliary power core, reducing CPU by 18, but raising PG by 12. While this doesn't seem like much at all, it can make a very powerful fit work by having enough PG to host Electronic Warfare modules.


EWAR Modules

This brings me to EWAR modules. If a ship has a warp disruptor, or stasis webifier, you know that an AUX unit has been added. A Warp Scrambler II runs at 1PG and 36CPU, while the long range version the Warp Disruptor II runs at 1PG and 44CPU. Stasis Webifiers are also hungry for energy running at 1PG 30CPU for a Stasis Webifier II. Normally you won't find out about these modules until engaged, but once you see the graphic pop-up on the HUD, you have a rough estimate of what the fit has.


Putting It Together

Let's take a quick look at a module cluster:

200mm Light Autocannons: -27CPU, -12PG -3H
1MN AB: -15CPU -11PG -1M
Warp Disruptor: -44CPU, -1PG -1M
Armor Repairer: -6CPU, -6PG -1L

While this doesn't give all the information it gives enough. You can quickly deduct the CPU, and PG count we found with the max total of the Rifter making a remainder of 72CPU, and a little under 17PG. This doesn't give too much to work with, but also know that there is one high slot, one medium, and two low slots left. From that you know that if the ship has any other tank it will be armor. We also know that being armor tanked that most of the time extra damage, tracking, and range is not an option. At most the Rifter may use a single Gyrostabilizer for damage, but needless to say it is always going to be close combat.


Dual Propulsion

If you ever notice a dual prop ship, you can easily come to the conclusion that it's using an AUX, and it's main tank is speed. These fits are extremely effective, and can be deadly under the right pilot, but can also be an easy kill due to it's limited EHP. 


Conclusion

While this article revolved a lot around frigates, the principle is the same across all ships. Basically modules that make or break a fit can be easily seen by graphics, or performance. Once you start to see it yourself, it will become a second nature to evaluate ship fits. The best way to adapt is to Alt-Click any and all ships you see, and watch them. Not only that, you can spend some time in Pyfa just fitting different modules on ships to see how they effect it. I hope that this has been helpful to someone, and as usual; Have fun, and fly safe! o/

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