Flying Minmatar
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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.
- The underdog
- The most skill intensive race to fly
- Versatility is both as advantage and a disadvantage
- Gyrostabilizers ("Gyros") are a must
- The importance of Tracking Enhancers and Tracking Computers (increase your fall-off)
- DPS from T2 weapons more due to skills than due to the weapon
- Fall-off is your friend
- Keep track of your tracking
Fitting your duct tape
Tanking styles
- Shield tanking
- Armor tanking
- Speed tanking
Weapon Grouping
- All in one group
- good for snipers in PvP aka max dps in one go
- bad in PvP due to overheating, disabling one gun will disable the whole group
- bad in PvE as your alpha is already high on arties, so you waste ammo
Group your guns with reason, e.g. two or three weapons
- in PvE, no "overdps one volley alpha wasting ammo"
- in PvP not all your guns disable when just one takes too much heat damage
Weapon upgrades and other important modules
- Gyrostabilizers (low slot): increase rate of fire and apply a damage modifier. These are very helpful but suffer from stacking penalties
- Tracking Enhancers (low slot): increase tracking, optimal range, and falloff. This gives you more accuracy and better range. It is often beneficial to replace a third gyrostabilizer with a Tracking enhancer.
- Tracking Computers (mid slot): These function in much the same manner as Tracking enhancers save for a few details. These are active modules and therefor use capacitor (albeit a very small amount). They also do not offer as much benefit as Tracking enhancers. They can be useful if you are short on low slots.
- Overdrives and Nanofiber Internal Structures: pure overdrives usually are good on smaller ships for speed tanking, while nanofiber internal structures increase speed and agility, so are more for cruiser and BC to increase speed tanking abilities.
- Utility slots
- RR in PvP
- Cap warfare in PvP
- Probes and salvager for PvW
- Missiles and drones as frigate defense/kill scramblers/disruptors
Projectile Weapons
Autocannons
- Very small optimal range
- Larger fall-off. Most damage done with auto cannons will be done will in the fall off range of the weapon.
- Very good tracking speed
Arties
- alpha, alpha, alpha
- 1200 higher rate of fire and tracking vs 1400 higher alpha
- PvE-wise using range as tank
- Low tracking, keep angular velocity in mind. If it gets too close, you cant hit it (med/large arty do not do well against frigs).
- Sleepers will not approach head on, meaning that large artillery not be accurate
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.
- Blaster boats: get distance, they deal insane DPS in their optimal but have almost no fall off. If you get out, they won't hurt anymore.
- Missile boats, they hurt.
- Turret boats, use tracking disruptors in your fits. They support your speed advantage.
- Drone boats, pulse your MWD, try to get the drones going, following you in a line rather than orbiting you and then take em out first.
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.
- For PVP I'd suggest fitting Aerators if you're close-range fit (faster switching of targets and more DPS) and accelerators for snipe fits (more alpha).
- For PVE I'd suggest the opposite: Accelerators for close-range weapons (less ammo usage = more profit) and Aerators for long range weapons (faster cycle time, quicker swapping of targets).
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%
- Phased Plasma, Therm. 20 HP/Kin. 4 HP damage
- EMP P, EM 18 HP/ Expl. 4 HP/ Kin. 2 HP damage
- Fusion, Expl. 20 HP/ Kin. 4 HP damage
Mid range, 1.2x tracking bonus
- Depleted Uranium Expl. 6 HP/ Therma. 6 HP/ Kin. 4 HP damage
- Titanium Sabot Kin. 12 HP/ Expl. 4 HP
- against sleepers with base resist of 60% for all:
- Depleted 2expl/2therm/1kin = effective 5
- titanium sabot 4/1expl = effective 5
-> no difference
Long range, Optimal range +60%, 1.05x tracking bonus
- Carbonized Lead Kin. 8 HP/ Expl. 2 HP
- Nuclear Expl. 8 HP / Kin 2 HP
- Proton EM 6 HP / Kin. 4 HP
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
- Barrage fall-off is your best friend to extend your range to better dictate range in combat
- Hail is Fail, fall-off is the most important thing on ACs and hail halves the range on fall-off. Not only on fall-off, but also on optimal and tracking. So it's basically only good for shooting fishes in barrels. News at 10: a Jag can speed tank at 500m orbit BS rats in 0.0 and kill 'em with Hail. Bounties are still higher than costs in ammo though it takes a while before the BS dies.
- If you notice you can go close, switch to Faction ammo as the higher dps can be the difference in his or your boat.
For Arties
- Tremor, is what you want for range. With its 80% optimal bonus, you can get very long ranges. It kills (0.25x) your tracking, so it's usually only good for sniping.
- Quake is the damage option, though it kills your ship speed and lowers your range, but at least it leaves your tracking fairly intact (0.75x). It can be useful, depending on your ship. You can have fits where your firing range is higher than your targeting range, thus rather adding a little bit of "oomph" to one-volley boats can be worth the loss in range.
PvP focused progression
- Armor-tanked rifter
- Plated Ruppy
- Plated Hurricane
- Tempest
- RR Typhoon
- ACs, small, med, large
- Cruise Missle, Torps
- Drones
PvE focused progression
- Shield-tanked rifter
- Shield Ruppy
- Shield Cyclone or possibly Hurricane
- Maelstrom
- Machariel
- Vargur
- small ACs
- med arty
- large arty
- light and med drones
The Way of the Vaga
- Shield Rifter
- Shield Stabber
- Shield Fleet Stabber
- Vagabond
- 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
- a nice boat
Rifter
- among the best solo PvP T1 frigates
- armor tanker and shield tanker
- AB and MWD fit
- Scram and Disruptor
- mission boat for up to lvl2
Vigil
- T1 "interceptor" with no guns
Probe
- astrometric frigate
Slasher
- cheap, flying duct-taped cardbox gun
Breacher
- using your 2nd weapon system as your primary and not fitting primary at all
Burst
- mining in a frigate, yes please!
Destroyers
Thrasher
- alpha, alpha
- 2x SB pod killer
- AC common too
- salvage boat
Industrials
Wreath Hoarder Mammoth
- high skill requirement
- close to transport
- close to freighters
Freighter
- fastest freighter
- smallest hold
- align time
Cruisers
Rupture
- PvP
- plated
- ACs
- mean dps
- drones add flavour
- stand and fight
- PvE
- armor is hard/too much close range and hard on cap
- PvE shield is doable, but the ruppy only shines in PvP
- arty shield can outrun BS sleeper turrets in lvl2s at close range orbits
Stabber
- keep it moving
- TE and gyro for fall-off and dps
- ACs for PvP fighting in fall-off, arties in PvP, but it only shines as fast cheap cruiser in PvP
Bellicose
- underused
- split weapons drawback
- TP bonus good for dedicated gangs
- might be interesting in combination with stealth bombers
Scythe
- mining cruiser
- low on CPU, hard to fit mining laser upgrades
- a man and his drone, his single drone
Battlecruisers
Cyclone
- mini Maelstrom
- Arty PvE
- XLSB
Hurricane
- armor tanker and shield tanker
- AC and Arty
- shield tanker for roaming gangs with focus on speed and agility -> watch out for your sig
- armor tanker sluggish, but lots of dps
- solo armor tanker, dual repper, cap booster
- AC shield tanked aka oversized vaga
Battleships
Typhoon
- mainly armor tanker, but shield tanking possible too
- 3 weapon split hard to get max dps
- 2nd largest drone bay on BS
- very good RR boat
Tempest
- armor and shield tanker
- AC and Arty
- PvP: cheap sniper
Maelstrom
- Main PvE boat
102 Tech 2 Ships
Minmatar 102 will handle all T2 ships.
Frigate size
Jaguar
- assault ship
- T2 rifter
- everything the Rifter does, but better
Wolf
- assault ship
- T2 Rifter
- Rifter on steroids
- moar dps and fall-off
Stiletto
- fast tackle
- SB
- Scram Disruptor Web
Claw
- potentially fastest inty
- can dogfight with the best of them
- fit like you would a wolf but with a mwd
Cheetah
- Cov Ops
- Prober
- fast
Hound
- Stealth bomber
Hyena
- E-War
- TPS are lacking
Cruiser size
Vagabond
- roaming solo boat
- if you're really good: go in, kill one, get out, rinse and repeat
Muninn
- Sniper
Rapier
- cloaking duct-taped card box tackle with dps
- double web
- inty killer
- designed to fit a RF disruptor
- keep it speedy
Huggin
- tanky version of the rapier with no cloak (card box tank but still)
- double web
- inty killer
- designed to fit a RF disruptor
- keep it speedy
Scimitar
- fastes logistic ship
- very small sig radius
- shield RR
Claymore
- fleet usage effective only
- drawback active tank
- can tank huge amount if pimped and cap boosted
Sleipnir
- dps boat
- drawback active tank
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.