All-Out Guide to ship fittings

by Nem

Introduction

Ships contained here are designed around 5 - 20 million skill points for lowclass wormhole activities.

All fits here work around the assumption of IV level skills. If you plan to use the ships here for PvP it is strongly recommended you take the extra few days of training to fly them properly.

Everybody in All-Out should be able to fly at least one useful armor ship (Augoror or Prophecy) and one useful shield ship (Drake or Osprey). If you are unsure what to train, start working on being able to fly all ships listed here competently as they are all called on at some point.

If everybody can fly this list it provides a strong baseline we can assume when putting fleets together, rather than 10 minutes of spaghetti on comms while we sort out fleet composition.

Your particular skills may require downgrading parts of the fit to ‘meta’ (T1 named modules), or possibly you have more skill points than expected so may be able to upgrade to T2. Always upgrade to T2 if you can and fitting space allows, check with corp before going higher than T2 (green/blue modules). Downgrading most highslot modules is acceptable, however if there are T2 midslot or lowslot tank modules these are expected to be there and should be trained almost from day 1 on a new account.

Make sure you pick up items listed as refits in text, these are used to modify your ship depending on what is called for. If you are poor it is recommended to store these spare modules in home as they can add significantly to the cost of a loss if they are in cargo.

Proph

Aug

Rolling Battleships

Drake

This a stock standard fleet brawl drake fit, if drakes are called for you are expected to fly a variation of this. Notice the DPS fit is 625/625 CPU, this is literally the fit the ship was designed around.

The power of the drake is really in its flexability, so feel free to experiment with fits, however you quickly hit fitting limitiations with T2 launchers. Swapping to meta launchers opens up a huge amount of fit variety without sacrificing much DPS as T2 missile ammo generally sucks in PvP.

You can bait tank with XLASB and more dedicated tank mids, fit disruptors and MJD for kitey, or go full utility mid slots with minimal tank as drakes are often low on killing priority lists.

Coordinate with fleet who is running which burst, have refits of information, skirmish and shield. Only ever use kinetic ammo, if you have T2 lauchers default to loading faction ammo unless shooting other battlecruisers or battleships.

[Drake, Meta Fleet Burst]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II

Large F-S9 Regolith Compact Shield Extender
Large F-S9 Regolith Compact Shield Extender
Adaptive Invulnerability Field II
50MN Y-T8 Compact Microwarpdrive
Stasis Webifier II
Warp Scrambler II

Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Scourge Heavy Assault Missile
Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Scourge Heavy Assault Missile
Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Scourge Heavy Assault Missile
Shield Command Burst I, Shield Harmonizing Charge
Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Scourge Heavy Assault Missile
Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Scourge Heavy Assault Missile
Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Scourge Heavy Assault Missile

Medium Anti-EM Screen Reinforcer II
Medium Anti-Thermal Screen Reinforcer II
Medium Core Defense Field Extender I

Hobgoblin II x5
[Drake, Max DPS]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II

Large Shield Extender II
Large Shield Extender II
Adaptive Invulnerability Field II
50MN Cold-Gas Enduring Microwarpdrive
Stasis Webifier II
Warp Scrambler II

Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
[empty high slot]
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile
Heavy Assault Missile Launcher II, Scourge Rage Heavy Assault Missile

Medium Anti-EM Screen Reinforcer II
Medium Anti-Thermal Screen Reinforcer II
Medium Core Defense Field Extender I

Hobgoblin II x5

Osprey

Gnosis

Praxis

225m Alpha C3 solo fit below, confirmed working with 15 minute clears in all C3 sites. Recommend avoiding Outposts with low SP as it tests tank and DPS, other three are very straightforward.

Do not drop MTU at start of sites, spend the first two waves slowboating towards the middle of the site. Near the end of the second wave drop MTU. (You have no drone link unlike most rattle fits, so if they go more than 50km away before drones are on them you fucked up).

I don’t even bother bringing depot/cloak with this fit, its so damn cheap it pays for itself in 1 hour. Note this is designed around alpha skills, so feel free to upgrade to T2 modules and still have a 250m ship which demolishes C3 considering the SP/Isk investment.

Testing was done with 666 DPS (offlined launcher because shit skills), recommend using faction missiles and a CPU implant to drop the Defender Battleships at a reasonable pace (they tank your drones, only drop with missiles on them as well).

[Praxis, Rattlelarp]
Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II
Capacitor Flux Coil II
Mark I Compact Capacitor Flux Coil
Mark I Compact Capacitor Flux Coil
Mark I Compact Capacitor Flux Coil

Pith B-Type X-Large Shield Booster
'Stalwart' Particle Field Magnifier
Adaptive Invulnerability Field II
Large Compact Pb-Acid Cap Battery
Adaptive Invulnerability Field II
Phased Scoped Target Painter
AML Compact Omnidirectional Tracking Link, Tracking Speed Script

'Arbalest' Rapid Heavy Missile Launcher I, Inferno Heavy Missile
'Arbalest' Rapid Heavy Missile Launcher I, Inferno Heavy Missile
'Arbalest' Rapid Heavy Missile Launcher I, Inferno Heavy Missile
Core Probe Launcher I, Sisters Core Scanner Probe
'Arbalest' Rapid Heavy Missile Launcher I, Inferno Heavy Missile
'Arbalest' Rapid Heavy Missile Launcher I, Inferno Heavy Missile
'Arbalest' Rapid Heavy Missile Launcher I, Inferno Heavy Missile

Large Capacitor Control Circuit I
Large Capacitor Control Circuit I
Large Capacitor Control Circuit I

Caldari Navy Wasp x4
Caldari Navy Wasp x2
Acolyte II x5
Hornet EC-300 x5
Inferno Heavy Missile x10000

Blackbird

It is strongly recommended that you have IV cruiser, ECM, capacitor and targeting skills before flying this.

All up expect about a two week train to fly a Blackbird well from a very new account. Accounts with solid core skills would be able to fly this with only a few days extra training.

If you do not have enough fitting space to use the light missile launchers, leave them offline. They are primarily used to shoot drones or frigates that may have flown out to tackle you. If you are tackled by a larger ship you are likely already dead; try to escape by overheating all ECM modules on any ships disrupting your warp while spamming warp to somewhere safe.

Ideally never be closer than 50km to hostiles in this ship, if you are jumping in to a fight on a wormhole you should warp off then warp back on at 70km time permitting. If there is a bubble up, heat your MWD and burn out as fast as possible.

Make sure you do not run the MWD when not required, it will drain your capacitor extremely fast.

Read up on ECM guides and match the color of your ECM module to the race.

https://wiki.eveuniversity.org/Electronic_Countermeasures

Quick guide including common things we fight below:

Gallente, Stratios, Nestor = Green
Amarr, Bhaalgorn = Yellow
Caldari, Rattlesnake, Gila = Blue
Minmatar, Machariel = Orange

Buy 4 of each of the types of ECM modules and refit as per FC request. If you do not know what to bring to a fight the default should be as below.

[Blackbird, Standard WH ECM]
1600mm Rolled Tungsten Compact Plates
Signal Distortion Amplifier II
Damage Control II

Gravimetric ECM II
Ladar ECM II
Magnetometric ECM II
Radar ECM II
Sensor Booster II
50MN Cold-Gas Enduring Microwarpdrive

Arbalest Compact Light Missile Launcher
Arbalest Compact Light Missile Launcher
Arbalest Compact Light Missile Launcher
Core Probe Launcher I

Medium Particle Dispersion Augmentor I
Medium Particle Dispersion Projector I
Medium Particle Dispersion Projector I

Acolyte I x2
Targeting Range Script x1
Scan Resolution Script x1
ECCM Script x1
Mjolnir Light Missile x1000
Core Scanner Probe I x8

Geddon

Dominix

Rattlesnake

Bhaalgorn

Standard fleet fight neut fit below, if somebody asks specifically for a bhaalgorn this is what they are expecting to see.

Assuming you have solid core skills if you are planning to fly a faction battleship, expect this to only take a week to train in to. Amarr BS IV is recommended, V is strong but certainly not a requirement to fly. Minmatar BS III is fine as we rarely rely on Bhaalgorns to web despite the fact is is bonused.

When first starting a fight you should run all seven neuts on the same target intially to alpha their capacitor, one cycle will totally remove their capacitor for anything smaller than a battleship. Battleships should be given three cycles. After the first pass, leave a single heavy neut on targets which probably fit injectors (armor), or a single nosferatu on targets which wouldn’t (shield). Move the rest of your neuts on to the next target and repeat until you are keeping ~5 targets capped out.

You should loosely focus neuts on the primary target called, however support ships (ECM/Logistics) should always be higher priority for you in the unlikely event they are in range.

If you are primaried, don’t forget to overheat all your lowslot hardeners, this gives a gigantic boost to your tank and they should be able to run heated for up to 5 minutes with proper management.

When you are more confident, swap a midslot module to a ship scanner, this allows you to see hostiles capacitor levels as well as call out any unusual fits you see (bait tanks, guns on ships which shouldn’t such as laser nestors).

Keep extra modules to refit:
4x Heavy Energy Neutralizer
4x Heavy Energy Nosferatu
1x Ship Scanner
2x Sensor Booster
2x Remote Sensor Booster
2x Stasis Webifiers
1x Warp Disruptor
500MN Cold-Gas Enduring MWD
[Bhaalgorn, Fleet Neut]
Dark Blood Armor EM Hardener
Energized Adaptive Nano Membrane II
Dark Blood Armor Thermal Hardener
1600mm Steel Plates II
Dark Blood Armor Kinetic Hardener
Damage Control II
Dark Blood Armor Explosive Hardener

100MN Afterburner II
Large Micro Jump Drive
Sensor Booster II
Heavy Capacitor Booster II, Navy Cap Booster 3200
Warp Scrambler II

True Sansha Heavy Energy Nosferatu
Heavy Energy Neutralizer II
Heavy Energy Neutralizer II
True Sansha Heavy Energy Nosferatu
Heavy Energy Neutralizer II
Heavy Energy Neutralizer II
True Sansha Heavy Energy Nosferatu

Large Trimark Armor Pump I
Large Trimark Armor Pump I
Large Trimark Armor Pump I

Berserker II x3
Valkyrie II x2
Acolyte II x5
Hornet EC-300 x6
Navy Cap Booster 3200 x6
Targeting Range Script x1
Scan Resolution Script x1
ECCM Script x1

Bait Heron

Scanning/Hacking Frigates (Heron Sample)

Astero

Covops Scouts (Buzzard Sample)