Archive:NSC PvP for Alpha Clones

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This page covers NSC specific doctrine fittings for Alpha Clones. For further discussion on the fittings, please refer to this thread


SRP

Main article: Ship Replacement Program
Icon ship.png All T1 Frigates, Destroyers and Cruisers are covered for a full hull replacement by the Eve University Ship Replacement Program. You may request a T1 cruiser to use for fleet operations if you cannot yet afford one. Also, you can choose to have the replacement hull contracted to you at at the NSC home station at PC9-AY III - Intaki Commerce Trading Post to remove the need to move it yourself.

Support Frigates - All Fleets

The Support Frigate represents a low ISK/Skill entry level ship that can be flow in any and all NSC Fleets. These provide a great start point for anyone interested in exploring the world of PvP at the NSC. It is recommended that every NSC member has a couple of these in their hangers as they are an excellent force multiplier. They also provide a quick reshipping option to allow members to get back into the fight if they loose their original ship.

Alpaca Menace

The Alpaca Menace is an NSC frigate doctrine intended to make cheap, Alpha-friendly T1 frigate fits readily available to new Alpha campus members. All are shield tanked (except the Executioner, which is hull tanked) and fit to use one racial EWAR mod (except the Slasher, which uses the Minmatari secondary EWAR of Stasis Webifiers).

This program is unique among the Instant Reshipping program because the contracts are administered directly on behalf of the campus and must be made available for 500k ISK.

Shield Fleets

Alpha clones can train into the following ships and fits, which are appropriate for use with Rapid Caracals (as main doctrine ships) or with Feroxes (as screening/ewar ships).

We use our shield doctrine when we need mobility and mid-range damage projection, but don't need particularly heavy tank. In situations where we expect significant battleship or capital escalation, we will typically use armor instead.

Please note that the Arbitrator and Celestis each have a single bonused ewar module (disruptor and damp respectively), but don't fly like ewar frigates. Instead, they anchor on the FC, lock the primary and attack it with drones, and then spread ewar a bit - Arbitrator pilots should spread disruptors on high-DPS enemy ships, while Celestis pilots should spread damps on either logi or kitey/long-range enemy ships. The Arbitrator's neut and nosferatus, and the Celestis' blasters, are to be used only on frigates that fly close to our fleet; the fleet should generally be too far away from the primary for the neut/nos/blasters to be effective.

The Bellicose has a single bonused target painter, which should always be on the primary or on a nearby enemy frigate you've been ordered to "haze". Its missiles have shorter range than the Caracal's missiles or the other ships' drones, so only use your missiles if the primary or an enemy frigate is within 30-35km.

The Vexor flies the same way as the Celestis or Arbitrator, except it doesn't have an ewar module. It can also be refit with a 100MN afterburner and used as a ratting ship. DO NOT fly it in fleets with a 100mn AB - you will not anchor properly and the FC may yell at you. If you use the same ship for PvP and PvE, swap out the prop mod before switching roles if you possibly can.

Armor Fleets

Alpha clones can train into the following ships and fits, which are appropriate for use with NSC's BabyHACs doctrine.

We use our armor doctrine when we intend to get on top of enemies and brawl them down, and especially when the enemy has (or we expect them to have) large ships like battleships and capitals. In these engagements, the low signature and heavy armor of our armor ships allow us to "punch up" very effectively against large enemy ships, while also affording large tactical advantages against less heavily tanked enemies if we get good warp-ins against them.

NSC's armor doctrine includes two basic positioning tactics: anchoring and heavy tackle. Much of the fleet anchors; that is, they keep range or orbit their commander. Our damage cruisers (Augoror Navy Issues) and ewar cruisers (Blackbird, Celestis, Bellicose) anchor on the FC, while our logistics cruisers (Augorors) anchor on the logi commander. Our ewar cruisers have light weapon and drone complements, which they should generally use against enemy frigates, interdictors, or fighters.

The other part of the fleet serves as heavy tackle on the enemy. That is, they MWD toward the enemy, land scram and web, and then cycle off their MWD and switch to orbiting the enemy with their afterburner on. This is because even interceptors and interdictors often have difficulty holding sustained tackle on large enemy ships because of their weak tank. Our heavy tackle cruisers have either guns and drones for damage (Vexor, Rupture) or significant neut power (Maller), which further increases their usefulness as brawlers, but we fit them with full tank in the lowslots instead of compromising tank for damage.

Note that the Blackbird's tank (with only 3 lowslots) isn't great. If you're confident in your ability to pilot independently, you may wish to fly an untanked Blackbird (which has a substantially higher chance of jamming bad guys). When flying this way, you should burn back from the main fleet (about 40km-45km away from the enemy), align to a nearby bookmark or celestial with your prop mod off, and jam from far away. If the enemy start shooting you, you should warp to the thing you aligned to and warp back at range. Your launchers and drones, in this situation, are only there to haze frigates that tackle you before you can warp away (which only happens if you screw up).