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How should I fit my new Tristan?

SaenjainaSaenjaina Member Posts: 24

Just before 8 pm GMT yesterday I bought myself a Tristan. I am a total newb at this game. But I am giving it a chance anyways.

Question is, how should I fit the fat boy after RMR is out?

I heard some mention about getting my Engineering skill up, so I would have more CPU and stuff. To handle the slots of weaps etc.

Can someone hand me some guidelines to how I should proceed with my new ship after server is up once again?

Furthermore - What should I be using for weaps and shields? And how many? I am quite blank and I have been using the Velator until now. So I got no realy experience in fitting my ship at all. Besides from Civilian Shield Booster and the weak blaster I got on it.

I just need to know, what do I do now?

Comments

  • HinterHinter Member Posts: 16

    On the official EvE forums under Ships&Mods there is a sticky thread with good shipsetup recomendations. You should check that out.

  • SaenjainaSaenjaina Member Posts: 24


    Originally posted by Hinter
    On the official EvE forums under Ships&Mods there is a sticky thread with good shipsetup recomendations. You should check that out.


    Ah, thanks a lot mate. I'll check it out.

  • zimmy910zimmy910 Member UncommonPosts: 190

    Shame most of the links on that sticky are a tad outdated, but it can still give you some ideas...

  • SaenjainaSaenjaina Member Posts: 24

    Well I was aiming for the following.

    Hi :

    2 x 150mm Railgun I (with Tungsten charges -> 16km optimal range)
    1 x Missile launcher I (with Flameburst light missiles seems to work only under 16km too)

    Med :

    1 x Small Shield Booster I
    1 x 1MN Afterburner
    1 x Industry Capacitor Recharger

    Low :

    2 x Nanofiber Internal Structure I (top speed on AB is now 595m/s + good Inertia bonuses)
    1 x Reactor Control Unit I

    packed (need engineering 2 and Electronics 2 only plus the side skills needed for the relevant modules used) :
    CPU -> 136.60/137.50
    Grid -> 41.00/42.35

  • AzirophosAzirophos Member Posts: 447


    Originally posted by Saenjaina
    Well I was aiming for the following.Hi :2 x 150mm Railgun I (with Tungsten charges -> 16km optimal range)
    1 x Missile launcher I (with Flameburst light missiles seems to work only under 16km too)Med :1 x Small Shield Booster I
    1 x 1MN Afterburner
    1 x Industry Capacitor RechargerLow :2 x Nanofiber Internal Structure I (top speed on AB is now 595m/s + good Inertia bonuses)
    1 x Reactor Control Unit Ipacked (need engineering 2 and Electronics 2 only plus the side skills needed for the relevant modules used) :
    CPU -> 136.60/137.50
    Grid -> 41.00/42.35


    Sounds okish, but your fitting mainly depends on what you wanna do (PvE, PvP, Travel etc.). That one you mentioned would work for PvE. Also, if you stick to Gallente ships, you will need to learn mainly Gunnery, Drones and Armor Skills (aside from the basic necessary ones like Engineering, Electronics, Weapon Upgrades, etc.) Also I wouldnt use blasters in the first few weeks of your characters life. Those need experience and good skills to be used to full effect.

    Aslo this may help you. The part about plates and extenders is a bit outdated (since they were made more useful by a patch), but overall it should give you a good idea in what direction to go when fitting.
    Ship Fitting Guide


    Hope that helps


    EDIT: Oh and use a regular cap recharger (gives 15%). The Industrial is a named basic one (ie weaker than the regular stuff). Also I would go for an armor repairer instead of the shield booster.

    ------------------------------------------------------
    Originally posted by Mandolin

    Designers need to move away from the old D&D level-based model which was never designed for player vs player combat in the first place.

  • LallanteLallante Member Posts: 121

    Most people would reccommend getting Engineering (5% to powergrid output) and Electronics (5% to CPU output) up to 4 (and basically 5 as soon as possible). Thisll give you a lot more options and let you drop that Reactor control. Arnt you having cap issues by the way? maybe drop the RC, fit 2 Power Diagnostics instead of one of the nanofibres. Theyll also help your shield.

  • lowradslowrads Member UncommonPosts: 200

    The Tristan has been upgraded since RMR. It now outstrips the Incursus in all areas. (Kindof a shame that the Incursus can't keep up cause it's gorgeous and is focused solely on its guns.)

    The utility slot has been changed to a second missile slot.

    Highs:
    Close range setup: 2x ion blasters and 2x rocket launcher

    Long range: 2x 125mm railguns and 2x standard launchers (more pg used)

    Mids:
    Speed: MWD for pvp, AB for npcing/long range.

    PvP needs 1 scrambler, 1 webber. Very standard equipment.

    PvE needs 1 webber for close range, 1 target painter is nice too. Alternately a battery is good for tanking. Almost any mid is good for npcing actually.

    Lows:
    PvE needs an armor rep and usually 2 hardners of the npc. F.ex. Serpentis needs kinetic and thermal hardners. A magnetic stabilizer is a waste because you only have two hybrid guns.

    PvP usually skips tanks altogether on frigates. Nanofibers for a quicker close range tackler. An armor plate for dealing with ceptor damage. A power mod like a cap relay for running a long range warp disruptor. Alternately, you may also find a micro auxilliary power core useful for meeting fitting requirements that are slightly beyond your skills. And of course the ever popular warp core stabilizer or 3 for travelling through dangerous territory.

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