– if Survival is no problem you could put on an Experimental Hyperspatial Accelerator which increases Warp Speed so you get faster from Site to Site.For one of our testers, 0 rigs equals 1.70 AU/s warp speed.Fit as you like, T1 rigs makes it more survivable if you have to sell it or you need to refit it to a combat carrier sometime, it also depends on how long you hope it will survive.As the Ratting Nidhoggur is a shield fit, you should utilize the extra Mid Slot for a Capital Shield Booster I, or T2 if you have trained it and a CONCORD if you have the ISK for it.As for the low slots I still recommend 4x DDAs and instead of the armor repairer and EANM you could put in a Damage control, or something else you could want.Before you undock, you need some offensive capability, AKA Fighters, for this you should look at what type of damage your target is susceptible to, we have compiled a little table below you can use.So, yes, it is possible to get implants that help you with an extra boost to warp speed, more specifically the Now you hopefully have a fully fitted ratting Carrier, with the appropriate Light fighters, and maybe a 15% Warp Speed Implant, some good Intel, you are on comms and in standing fleet, you have a PVE channel for the system you are ratting in to call out the 3 letter signature so no one else lands in your anomaly, and have un-fucked your Probe Scanner so now you only have Rock Havens in there, and Forsaken hubs in case all the rock havens are taken.Fighters are controlled in a special way compared to drones, so do as I say and set your default orbit to 4000meters. A Char with a Hidhsec carrier is raar in Eve. Most subcapital ships have recommended certificates that you should acquire. If you dare to put nanos on your carrier, you deserve the ridicule that I am going to pour on you when you die. Plus, this is Eve Online, the game where the inevitable betrayal is a fact. You’ve been playing a while; you’ve seen videos of capital fights and have decided you want to get into the action with a carrier. Carriers have lots of hit points in shield, armour, and structure. Can you wait quietly while the fleet spends an hour arranging a hotdrop? Posted September 4, 2019 September 4, 2019 alext96. – now you only have sites you are interested in and if any new sigs spawn you will see them.After this, you should sort by “Distance” so you get the closest ones on top.Fitting your carrier is very important if you want to achieve the high ticks and not just the low ones.In order to fit it for pure ratting, you need to be in an alliance that has a good INTEL channel, I cannot stress this enough, make sure the space is safe before you undock your expensive ratting carrier.As a rule of thumb, for a ratting carrier you want the following:Cyno in case you have people that can potentially save you if you get tackled(remember Liquid Ozone), if not you can either add a Heavy Energy Neutraliser or another FSU. Even if you find a good deal where one is available, you can expect to spend 1 to 1.5 billion on the hull itself, depending on the market and whether it’s already rigged or not.Capital modules, fighters, a full drone bay, fuel, and other necessary items can easily add up to another 0.5 to 1.5 billion ISK to get fitted out.

Carriers have a fat ass, though, and the difference between a 30 second align time and a 28 second align time is not that significant. 15. Combat command update is now live! 21. They also provide valuable defenses for any structures that offer fighter bays.

A player may not activate any hostile or assisting module or effect, nor make use of any kind of drone or fighter drone, against any kind of structure (player or NPC owned), ship (player or NPC owned), or other asset (player or NPC owned) in high-security space with a capital ship normally restricted (under normal game mechanics) to 0.4 space or lower. Fleet carriers update - Patch 3. There are none for carriers (or any other capitals) because it’s assumed that at this point you will mostly know what the fuck you’re doing. July 2020. See also: Capital Ships Carriers are capital ships with the ability to control Light and Support Fighters (frigate-sized drones).They also have the ability to store 1,000,000 m3 of assembled ships in their ship maintenance bay so pilots who lose their ships can quickly pick up a new one. Fighters need to be loaded into a fighter bay to form a squadron before they can be launched into space. Down where your Modules are, you can toggle between modules and fighter control panel, when on fighter panel click the square below that and detach the fighter panel. To load fighters into a bay or replenish a landed squad that has lost fighters, the respective fighters are simply dragged to the lower half of the respective fighter bay.The Fighter Control panel is used to send fighters to attack a target or otherwise use their abilities. Supercarriers are similar to carriers but considerably larger and are the second largest spaceships in the game.

Making sure you are ready for a jump and checking all intel beforehand also takes time. After reading up … Fighters are the main weapon system of Carriers and Super Carriers and provide a wide variety of options for capsuleers piloting such ships. A full set of drones, including the various racial sentries, variations of combat & ECM drones, and repair bots of all types, can run you half a billion alone. The fitting concepts for a ratting carrier are very similar to fitting any other ratting ship. Shield reinforcement skills are not really needed as they no longer help active modules.

Even if you’re just using it to rat, train these skills.

You’re never going to fit a passive resist module to your carrier.Capital Shield Emissions and Capital Remote Armour Repair Systems: Pick the correct one and get it to III at least.