**** beaten by muffin..I took 40mins writing this
b (thats it) said:
1xArbalest Assualt Launcher
1xCompact "limos" Assualt Launcher
3xMalcuth Asualt Launcher
Mid Slots
2x Small Sheild Boster 1
2x Small Cap Boster loaded with 100s (dont need two, but I figured I might as well fill up the slot I wasnt using incase I needed it somday)
1x 10mm Afterburner
Low Slots
1x 800mm Reinforced Steel Plates 1
1x Small Armour Repairer 1
Alright does anyone have some sugestions for a better fitting? Because I dont know what I really need or what I dont.
Hello there, if I can give my best effort to help you improve, but I am afraid that may involve pulling holes in that setup!
Firstly I am assuming that you are missioning in which case the most important question is where are you because that affects which rats you face (guristas sansha serpentis angels for example)
The high slots I have no criticism of, obviously as you state, all arbs would be nice. If you shoot a lot more cruisers than frigates then you may consider moving up to heavy missile launchers because of their increased range and damage against large targets.
High
5x Assault or 5 Heavy (dont mix and match when you get skill to use heavy)
Mids
Large Shield Extender : This increases your total shield and adds to the passive recharge rate of your shield, the cost of it is a higher signature radius but this is a negligible cost for Lvl1-3 missions
Medium Shield Booster : This is obviously a step up from the 2x small, progressing to a techII or Cl5 (named) will offer even better performance.
10mn Afterburner : This enables you to dicate the range in missions and helps overall in making money by being quicker between gates/stations
2 Active Shield Hardeners: These reduce the damage you take by 50% by strengthening your shields by reducing the damage that the NPCs specifically do. These are worth skill training for as soon as possible.
Lows
Power Diagnostic Unit : This improves the shield size, capacitor recharge rate, shield recharge rate, and offers a power grid boost
Ballistic Control Unit : This is a damage mod for missiles improving rate of fire and damage.
For the active shield hardeners:
Vs Guristas : 1 Kinetic 1 thermal (kin)
Vs Sansha : 1 EM 1 Thermal (em)
Vs Angels : 1 EM 1 Thermal (kin)
Vs Serpentis: 1 Kinetic 1 thermal (kin)
Optionally for your setup you could switch out the 10mn AB for another hardener, the type in brackets is the additional hardner.
To make the most of your ship you should obviously improve towards techII components but first there are important skills which help even at low levels.
Fitting Skills
Electronics, Engineering, Weapon Upgrades, Electronic Upgrades : These will add to CPU, Powergrid and reduce Powergrid and CPU requirements respectively
Shield Skills
Located under engineering tab:
Shield Compensation : cuts down on the capacitor use of the shield booster
Shield Management: increases shield size
Shield Operation: Improves shield recharge
Tactical Shield Manipulation: needed for active hardeners (also stops damage leaking into armor when at 90% shield damage)
Capacitor Skills
If you are running low on capacitor you need to work on these:
Energy Systems operation : 5% quicker cap recharge a level
Energy Managment: 5% larger cap size per level
Missile Skills
Guided Missile Precision
Missile Bombardment
Missile Projection
Rapid Launch
Target Navigation Prediction
Warhead Upgrades
These missile skills are important and, if you want to specialise in missiles and caldari, will give you a large boost in damage, range and rate of fire for example. Get them to level2 asap and work them up to level4 whenever you can. Work on level5ing them all after a year in eve.
Tips
The caracal is a fantastic ship and it is worth noting that improving the skills to use the caracal will be far more useful than rushing into the next biggest ship ( ferox, raven). It is useful at range so make use of it, remember on "encounter" missions you can choose what distance to warp to the bookmark at, in deadspace remember you could Afterburner away before engaging targets.
A common mistake amongst caldari players is to panic and to try and keep their shields at 100% (no damage). This often causes players to run out of cap and has the small side effect of causing ships to explode.
Shields have a fantastic thing called passive recharge rate which you get the best benefit from between 30-60% shield damage. This means its best to boost to keep the damage at about 30-40% to be safe (it can be higher if you know what you are doing).
A good tip is to take your ship to an asteroid belt in safe high sec and play with it. Go find 1 easy rat and let it take you to 60% shield damage, watch how the passive rate works, also note the amount of shield you gain from a boost visually on the hud, this means that you can learn exactly where the damage meter can go before one boost takes you back to the 30% mark.
It sounds very complicated but that sort of knowlege later in pvp can make the difference between a win and a loss for players.
Hope that all helps you, I wish I knew all that when I was doing missions in an osprey with 11k in missile skills only!