Flying Minmatar

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Contents

Class Information

This Syllabus is intended as an overview for all the Minmatar players and as a guideline for what to skill and where to focus among all the different options you have.

This class is not intended to discuss individual or special ship fits, but takes a more general approach to the individual ship, pointing toward different options to fit it. As different tasks and priorities will result in different fittings, especially with the versatility most Minmatar ships offer, the variety of different fittings is too large to discuss specific fits. For this go to the ship setup forum or the Minmatar Basic Ship and Skill Guide.

The ship type part of this class is thus just intended to give an overview of what we have in our arsenal, if we convince somebody of the power of rust and duct tape.

Also, especially for Minmatar ships, the skill point distribution of the players is critical to estimate an individual players fit.

We will not handle capital ships, with exception of the Fenrir.

Minmatar Basic

Minmatar Basic will handle about a few basic guidelines toward fitting Minmatar boats.


Fitting your duct tape

Tanking styles

Weapon Grouping

Group your guns with reason, e.g. two or three weapons

Weapon upgrades and other important modules

Projectile Weapons

Autocannons

Arties

Tactics

Generally what every Minmatar tactic involves and relates to our speed "advantage" is that we have to dictate the range of our engagements.

For Arties you want them in your fall-off + optimal, but not closer than half your optimal. Pulse your AB to keep the distance, or if they are slower, orbit them at your preferred range. You group your weapons in pairs or triples to get close to one-volley them. You don't want all in one group, as it will waste ammo.

For ACs you want to be as fast as possible and somewhere within your fall-off. Best would be half your fall-off. The speed will result in the NPC turrets not being able to track you, while being close and dealing your damage.

Turret rigs

Collision accelerator vs. burst aerator (taken from Morty)

The math ultimately works out the burst aerator is slightly better than collision accelerators from a strictly DPS perspective. If you're concerned about ammo/cap/alpha the collision accelerator is better in that it's affecting how much damage each shot does, rather than how often you shoot.

Projectile Ammunition

T1 Ammunition

Three types of ammunition sorted by their usage

Taking Medium Size as damage example:

Range only applies to optimal, so for ACs where you fight in fall-off the range multiplier doesn't matter.

Short range dps, Optimal range -50%

Mid range, 1.2x tracking bonus

-> no difference


Long range, Optimal range +60%, 1.05x tracking bonus


In PvP for ACs choose your damage type depending on your target.

For Arties, optimal is important as you really want to hit often. In PvE follow the suggested damage type. If you can spare the range, it's usually more effective taking the higher-damage/short-range ammunition, because after applying resists you will be doing effectively more damage to your target, thus you'll need less ammo and kill stuff faster.

For the lazy ones, thermal damage is almost always second best damage type, so for PvE it's kinda the lazy man's option.

Against Sleepers with their evened-out resists (60% to everything), taking advantage of the tracking bonus of Depleted Uranium or Titanium Sabot can be useful, especially on arty-fitted Hurricanes.

Faction and T2 Ammunition

For ACs

For Arties

PvP focused progression

  1. Armor-tanked rifter
  2. Plated Ruppy
  3. Plated Hurricane
  4. Tempest
  5. RR Typhoon
  1. ACs, small, med, large
  2. Cruise Missle, Torps
  3. Drones


PvE focused progression

  1. Shield-tanked rifter
  2. Shield Ruppy
  3. Shield Cyclone or possibly Hurricane
  4. Maelstrom
  5. Machariel
  6. Vargur
  1. small ACs
  2. med arty
  3. large arty
  4. light and med drones

The Way of the Vaga

  1. Shield Rifter
  2. Shield Stabber
  3. Shield Fleet Stabber
  4. Vagabond
  5. Cynabal

101: Tech 1 Ships

Minmatar 101 will be walkthrough to all the different T1 ships as well as outline a PvE-centric and a PvP-centric progression through the ships.

Frigates

Reaper

Rifter

Vigil

Probe

Slasher

Breacher

Burst

Destroyers

Thrasher

Industrials

Wreath Hoarder Mammoth

Freighter

Cruisers

Rupture

Stabber

Bellicose

Scythe

Battlecruisers

Cyclone

Hurricane

Battleships

Typhoon

Tempest

Maelstrom

102 Tech 2 Ships

Minmatar 102 will handle all T2 ships.

Frigate size

Jaguar

Wolf

Stiletto

Claw

Cheetah

Hound

Hyena

Cruiser size

Vagabond

Muninn

Rapier

Huggin

Scimitar

Claymore

Sleipnir

103 Tech 3 Ships

Minmatar 103 will have a look at the Loki

The Loki is the showcase for what is good and what is bad about the Minmatar principle. It is versatile, as by design for all T3 ships, but opposed to the other T3 boats it has no concept.

It can do everything all the T1 and T2 ships can do, but better but at 4-8 times the cost.

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