08:12
 Ships fitting (Alt+F)
 
 
Due to the fact that in a few days another patch will be released in Eve changing the parameters of some ships for the worse/better, it's time to talk about such a topic as ship equipment. What kind of ships are there? How to fit them? 
Ship classes
There are different classes of ships in Eve, depending on the size of the weapons on them: S - frigates and destroyers, small guns, M - cruisers with medium guns, L - battleships with large guns and H, XL - capital ships with the same weapons:
Further, the ship classes themselves are divided into several types:
 - T1 - the simplest type of ship, available in alpha.
 
 - factional - better characteristics and more expensive than hull, but still available to alpha
 
 - T2 - can only be used on omega, even better characteristics, in comparison with the previous two types.
 
 
Frigates
There are a huge number of frigates in Eve, they are equipped with smol guns, like destroyers, they have both turret and missile weapons. Some of them are focused on transporting drones, and some are sharpened for electronic warfare. There are also t2 frigates with unique properties, for example bombers or expedition ships for mining. 
That is, having trained out small weapons for frigates in t2, the damage already rises by an order of magnitude.
Cruisers
The same as with frigates, there are logistic cruisers, for electronic warfare and just DPS hulls, or farm machines like Vexor, Ishtar and Gila. The difference is that in comparison with small ships, cruisers have more slots for modules, more native armor from the EHP hull and it becomes possible to install medium turrets and missile launchers on them, with even more damage, including T2 on alpha. And also larger drones, or smart bombs, for example, neutrics. 
Battleships
The same thing as with cruisers, only more armor, slots and access to large L-class guns opens up, unfortunately in the T2 version only available to omegas. Even more damage, even more protection. In T2 options, these are Marauder and Black Ops, both battles with unique properties, one in Bastion deals more damage and repairing better. And the second can jump like a capital on a cyno or throw a covert fleet with a portal. 
Capitals
You will be surprised, but here again it is the same as with battleships, only even more weapons and armor, if compared to battles, and instead of drones in some capitals there are fighters. This class of ships is available only on omega, and it can jump on cynos, bypassing hyper gates. Some capitals like Carriers can throw a fleet with them. 
Having reviewed the ship classes in EVE, we move directly to their equipment. What types of weapons are there? Ways to protect a ship? What are enginer systems for? 
Ship equipment
Turrets and missiles 
There are two main types of weapons in the game: turrets and missiles. The former are mainly for PvP, and the latter are more for PvE. But the opposite can also be done safely. 
If turrets, then these are: 
 - small - frigates, destroyers
 
 - medium - cruisers, battlecruisers
 
 - large - battleships
 
 - capital - dreadnoughts, titans
 
 
For launchers, it's a little different:
 - rocket launchers, light missiles, bombs - frigates and destroyers.
 
 - rapid light, heavy missiles, assault missiles - cruisers and battlecruisers
 
 - rapid heavy, torpedoes, cruise missiles - battleships, capitals
 
Armor or Shields
Basically, as defense for a ship, you choose one of them: either armor or shields, sometimes they make a tank by hull with bulkheads. 
Defense with active repairing regenerates armor at the end of the cycle, and shields at the beginning of the cycle. Another difference is that armor clogs the lower slot of the ship, which means fewer modules for DPS, but more medium ones are free for electronics, scrambler, webs. And with shields, on the contrary, more DPS but fewer modules for control. 
Drones and fighters
It's simple, it turns out that for subcapital class ships, drones are included in the equipment: light, medium, heavy, stationary, electronics, repair drones. And for capitals, fighters are installed: light, heavy and support. 
Reactor
Engineering systems in EVE affect what size turrets can be installed on a ship and how long you will shoot from them, as well as the operation of modules. That is, different classes of ships have different amounts of reactor reserves and capacitor - ship energy. 
How to get 1kk sp on main / Как получить на основу 1кк сп?
On any account, even an old one, follow the link, and at the bottom under the fields, click "
Log in to become a recruit". You don't need to fill out the form: 
1млн навыков бесплатно сп / 1mln free skills.
AB and MWD engines
AB engine, afterburner has low speed, but consumes less reactor energy and is not disabled by a warp scrambler. MWD engine micro warp drive, capable of giving out high ship indicators in speed, but if you are caught by a scrambler on a gate or an anomaly, then you will not be able to move at all.
Skills 
Depending on what you plan to do, ship's bonuses, the corresponding skills are learned. For example, if you want more PvP, then it will be turret weapons, and armor / shields. And for PVE, missiles or drones are pumped. But not always so, just on average. Also, enginering systems such as a reactor and engine play a big role. 
In Eve, there are only 5 levels of any skill, and if I'm not mistaken, each subsequent level takes 5 times longer than the previous one. Therefore, it is advised to learn skills first at 3, because it comes out relatively quickly within a day, and at 4 and 5 it is already measured in days or months of training. 
And thus, having learned the mechanics of the game, the current meta for ships, having trained up a character well, and with each attempt improving the fit, in theory, you will be able to solo destroy cabins like the iBeast! It all seems to fit together logically, but it turns out to be some kind of crap. Let's look at ship fitting differently. 
Alternative
Let's assume that everything written above is bullshit, and in fact, ship equipment does not come from the parameters that change in patches, but from the funds that you have in the ISK equivalent (game time), or by pouring real money. 
Standard example, you have 100kk ISK, bought Gnosis, flew to lowsec, you were killed, 0 ISK. Now you need to farm 100kk ISK again to buy Gnosis and stay with 0 ISK, no longer flying to lowsec, or donate and buy it with real money. Was the fitting really bad? Not at all, maybe the opponent's ship class was simply higher, then the idea of leveling up in quality appears, and here you are already on a 2 billion vargur in low, 10-token black ops arrive, dropping vargur for cyno, and the same result. 
What I'm getting at is that what difference will it make after the patch if the ship is 5-10% worse or better if you have 10 or 100 such ships in your fleet. Well, so what if the total damage is not 50,000, but 45,000 - still enough for most of the ships existing in the game. That's the first thing. 
And secondly, you can invest 100kk isk in another way, for example PvP venture:
Yes, it is worse than gnosis, but it costs only 7.5kk, and you will have 10+ attempts for PvP. Therefore, the main idea:
Equip ships so that there are 10-100 of the same, in case of loss. 
That is, let's say you have a fleet of 100 people on such ventures at 10kk. A one-time flight costs 1 billion isk, to stay in the region for a week there, this is so that everyone has 10 attepts, which means 10 billion isk. And to stay in the region for several months on ventures, it turns out to be about 100 tryouts per person and 100 billion isk. 
And if these are not venture, but gnosis... 1 trillion isk? And if these are 100 titans at 10 attemps each, it turns out 250 trillion isk. Like several Jitas, by the volume of goods. 
I remember the bee war, the second one, not for the fights or battles, there the defense or attack of systems in which I did not participate, but for the low prices of battleships. They were something in the region of 100kk and they were easier to build. After the war, there was an immediate rebalance, battles cost 200 and were more difficult to build, the era of battlecruisers came and nothing global happened on the map. It turns out... 
Conclusion
You should not be afraid of the numbers in the ships changing and they becoming better/worse, but hold on to your keepstars if the numbers start changing in the construction costs :)
And remember, capsuleer! The closer to the center of the galaxy, the harder it is to survive due to instability :)