PVP Basics and a Frigate Roam Corp Op
There seems to be a couple of people interested in PVP. What I plan to do, is once you can all fly the following ships, with their appropriate modules, we head out to low-sec and get our PewPew on. I'll give it a few days so you can all train up what you need. What follows is the ships you should fly, plus some tips on PVP and fitting for PVP. If you've any questions, I'm sure myself or the other more experienced players will help out.
The ships you need for the roam are the following;
Rifter for Minmatar
Punisher for Amarr
Incursus for Gallente
Kestrel for Caldari if you've trained missiles
Merlin for Caldari if you've trained Hybrid Turrets.
A couple of fitting and PVP tactics and tips and their reasons.
A general rule: Whatever the bonus is on your ship, fit according to that.
In general, don't fit Tier 4 level modules, they're extremely expensive and don't add a huge amount of damage or bonuses, plus most of the time Tech 2 items are cheaper. In PVP (especially as you learn) you will lose your ship. So fly the best frigate for the job, but keep it cheap. Remember, insurance only pays out for the ship, not the modules.
For PVP you want a buffer tank, not an active tank. A buffer tank is when you use thinks like armor plates for armor tanks and shield extenders for shield tanks. The idea with PVP is that you outlast short bursts of intense damage. Active tanks are used to tank a lot of damage spread out over time. Generally in PVP you won't have enough time for active repair modules to work enough to be better than buffer modules. Of course having passive resists is also good. Generally you put resists on the weak area of your ship, so if you're shield tanking, you put the resists on for EM damage. EFT will tell you where you're weak.
For PVP you want Tackling Gear on your ship, so Warp Disruptor, and Warp Scrambler, and sometimes a Stasis Webifier. Tackling works like this; a Warp Disruptor has a range of 20km+. However it provides one "point" of tackle/scramble. This point stops someone from warping off. Sometimes in low-sec people fit Warp Core Stabilizers. What these do is neutralize the effect of tackle. So one WCS neutralizes one "point" of tackle. In this case you'd need two warp disruptors targetting him to keep him there. Or one Warp Scrambler, as those provide two points of tackle (They also neutralize the ability to use MWDs.) The downside to Warp Scramblers is that their range is only about 8-10km. (And inside that zone you can be webbed (I'll get to that in a minute,) and neuted, where all your capacitor is drained so you can't activate and run modules.) Stasis Webifiers don't provide any tackle or "point" what they do is slow a ship down by 50% or so. Again Web's are short range, so the short range problems come into things.
For PVP you generally want long range weapons(so Artillery Cannons for minmatar, Railguns if you use Hybrid Weapons, so Gallente and some Caldari, Beam lasers for Amarr and Standard Missiles if you're using a missile boat.) But only use long range weapons if you can fire them effectively from about 12km range, so you're outside Warp Scrambler, Energy Neutralizer and Stasis Webifier range. This is because Scramblers and Webs slow you down, and a frigate's speed is what keeps it alive, and Neuts drain your cap, meaning you can't use your modules. The way you manage this is in your hold, you have two types of ammo (generally.) Long range ammo and short range ammo. If the target has Scramblers, Neuts and Webs, you load the long range ammo and orbit him outside the range of those modules. The lesser damage is the price you pay for staying alive. If he doesn't have those modules, you orbit at short range and with your most powerful ammo. This is also the reason why the fleet needs a mixture of Points (Warp Disruptors (long range tackle) and Scrams (short range tackle,) we'd also use Webs to catch fast ships like Interceptors and other frigates.)
For PVP a MWD (Micro warp drive) is essential 90% of the time. For PVP the reason to fit Micro Warp Drives is two fold. One if you're being targetted by drones, you can minimize their damage by hitting the MWD and going faster than they can chase you (with most drones anyway.) Some people also say a MWD stops you being tracked (that's how well the guns follow your orbit), while others would say the sig radius increase (That's the downside of MWD, your sig radius, which is how big your ship looks to people's weapons, increases) which means they can do more damage if they hit you. The best way is to do this is to find out for yourself, if you're taking damage from drones, or weapons turn it on, if the amount of damage you take goes down, keep it running until you're no longer targetted, or for as long as possible otherwise. The other reason to have them is to get in and out of range as fast as you can. Burning towards a target far off to get point, and burning out of Point range so you can warp away if you have to.
If you don't want to fit Tackle (Although you really should) your other option is Electronic Warfare modules.
For Minmatar you use Target Painters. These increase the sig radius of the targetted ship and make them look bigger. So your guns do more damage. Very handy against smaller and faster ships.
For Caldari you use ECM. These modules when activated on a targetted ship, have a percentage chance of disrupting their lock on their target. If succesful, it means that for 20 seconds or so they lose their lock on whatever they had targetted, and they can't lock anything else. There are a number of types of ECM, multi-spectrum and racial, racial is good against a particular race's ships, but bad against all the others. For us because there'll only be a couple of us, and we won't know what race ship we'll be fighting, fit multi-spectrum, which isn't as good as the proper racial ECM, but works against all race's ships.
For Amarr you use Tracking Disruptors. These mean that a ship can't track the movement of their target very well, meaning they do less damage, and they also decrease the range of their weapons, meaning they can't hit further out ships. TD's can also be fitted with scripts, this means it does double the bonus of one of the options, but none of the other.
For Gallente you use Sensor Dampeners. These decrease the targetting range of a ship, meaning they can't target a ship far out. They also reduce the scan resolution, meaning that it takes longer to lock a ship. Again, these can be fitted with scripts that means they do double one option, but none of the other.
If you don't want to fit tackle (although at least a couple of people in the fleet should) you can fit E-War. Although you use different ships to the ones I've listed at the start of the thread. There are racial ships that provide a bonus to their particular race's type of E-War. (You can fit another type of E-War on those ships, but you lose the bonus. Plus I think everyone is following the race they signed up with, and few have crosstrained to different ship types.) So if you want to fly E-War look up which of your racial ships give bonuses to it.,
Most important of all, before leaving the station, make sure your medical clone is up to date (it's rage enducing to lose Skill Points because your clone isn't up to date.) And make sure your ship is insured. You will lose it.
Play around with EveMon to see how long it'll take you to be able to fly what you want, and EFT to see what the best fit for your ship is. Once everyone is ready, we'll head out for Pewpew
I'm sure I've forgotten some stuff. (And probably got some stuff wrong.) If you've any questions, concerns or worries, ask away. And once everyone is ready, the fun will begin.