Fitting your ship is one of the most important things you need to do in EVE. A poorly fit ship can cause devastating consequences, and cost you time and money.
First of all, you need to choose turrets wisely. Faster ships like Frigates will want to use close range weapons like autocannons because closing distance isn't a problem for them. Ships like the
Rifter are very good with autocannons because of their speed and maneuverability. On the other hand, a slower ship will want to use weapons like artillary for their long range capabilities.
A very important rule is to
NEVER MIX GUNS! Mixing guns will give you different optimal ranges, meaning that you can't be shooting at your best. A very good technique for weapons is called
grouping.
To group weapons, you can either shift+drag weapons together while fitting, or shift+drag weapons together in your UI while undocked. Once weapons are grouped, they fire at the same time, use the same ammunition, miss together, and hit together. This can increase your damage output nicely.
Once you have your high slots sorted out, it's time to fit the mid slots. A general rule for ship tanking type (ship tanking is where the ship will absorb damage - with shields or armor) is that a ship with more mid slots is a shield tank, while a ship with more low slots is an armor tank. With a ship like the Rifter, you can go either way. In the mid slots, you want to have an
Afterburner or
MWD (Micro Warpdrive). An Afterburner provides a little over 1/5 of the power that an MWD provides, but MWDs reduce the amount of capacitor you have my 25% and can't be used while being warp scrambled, making them severly handicapping. After you've installed your thrust booster, you need a
warp scrambler. There are 2 kinds of warp scramblers:
Warp Disruptors, which work from about 20km but can be countered with
Warp Core Stabilizers, and
Warp Scramblers, which have a range of about 10km but can't be countered. It's a good idea to use a Disruptor on slow ships and a Scrambler on faster ones.. If your ship is a shield tank, remember to add
Shield Boosters and
Shield Power Relays.
Now that your mid slots are covered, it's time for the low slots. Generally, not much stuff is put down here. You can use
Bulkheads, which increase armor at the cost of mass,
Nanofibers, which do the opposite,
Gyrostabilizers, which increase Projectile Weapon damage (these are nice on Rifters if you can fit them), and
Armor Plates and
Armor Repairers. Since I'm an armor tank, I went with armor plating and an armor repairer.
On a quick side note, using a shield booster or armor repairer isn't something you should do in easy battles. These are meant to give you a few extra seconds of life to finish off an opponent. They drain your capacitor extremely quickly. If you are fighting and use up all your capacitor and are then ambushed, there's not much you can do to fight back.
Since you have all your slots covered, you need to decide what kind of ammo to use. Different ships are hit harder by different ammo types, but the way I decide is by range. For my turrets, I use EMP ammo, which gives me an optimal range of 500m, which makes me hard to hit if the enemy is using medium turrets because of their slow tracking speed. For my rocket launcher, I carry EMP rockets (Gremlins) and Kinetic rockets (Thorns). EMP does more damage to shields, while Kinetic does more damage to armor and hull. It's always a good idea to carry different kinds of ammo with you. I usually carry 1000+ of projectile ammo and 500+ of rockets.
Next time, I will post about tactics of engaging your target (also known as tackling). Send an EVEmail to Einar Flors if you have any questions, and remember, fly safe.