Difference between revisions of "Uni RR BS"

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Revision as of 12:04, 22 September 2018

This article is deprecated and no longer in use. There is no replacement information available.

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Remote Repairing BS

General description

This fleet focuses on heavy armor ships that work in tight formation and support each other with remote reps and energy transfer. One pilot in such a ship is useless. But the more ships you get into such gang - the more overall repairing power you get at your disposal. Since the range on remote repairs and energy transfer is short, the ships should stay in relatively close proximity.

This doctrine is limited to small gangs up to 20-25 RR BSs. In good numbers within this range RR BSs provide very solid group tank and DPS, which makes them an excellent core of a small fleet.

Pros and cons

Advantages

1. High effectiveness in small (up to 25 pilots) gangs.

2. Develops a big level of trust in gang pilots. Each pilot produces group tank and all group supports keeps each pilot safe.

3. Effective core of a mixed fleet that can survive while support bounces

4. Cheap. Most of the BSs in this setup are Tier 1. So insurance covers most part of the hull price.

5. Average skills requirements for a participation, since gang relies on group tank, not a someones buffer..

6. Logistics and support ships are welcomed, but not strictly required.

7. Can be relatively easy swapped for a POS-bashing RR setup.

8. Could be implemented as an ILN requirement and trained during weekly fleets.

Disadvantages:

1. Doctrine needs decent amount of micromanagement comparing to a lot of different doctrines. In this setup everyone fight and everyone doing logi.

2. Bad against ships which have primary range of 40+km.

3. This doctrine needs to be practiced. Drake blob is much easier to field.

4. BS have low scan resolution, therefore it takes about 8 seconds to lock each other. If the enemy brings enough alpha, they can shoot targets before rep cycles behin.

5. Not as effective as a fleet with proper logistics ship(s) in support.

Command structure

This doctrine just begs for armor links. Well-fitted Damnation can make such gang unbreakable for a fleet much bigger than gang size.

Proper links can allow the ships to drop at least one low-slot module for damage one, thus greatly increasing damage output of the gang.

In case if Damnation is not available (and fits provided are developed for such case), it might be a good idea to take an overtanked BC with one passive resist armor link ( Armored Warfare Link - Passive Defense I ).


Tactics

FC should fly the tankiest ship with ECCM fitted. Sometimes ultra-tanked ships like abaddon or navy version of the BS can be used.

Strength of the RR BS comes in tight formation. FC acts as an anchor for the gang. All ships should set “keep at range 500m” on the FC. Direction is set by FC. Turning MWDs on is specifically ordered by FC. Even in that case, unless specified, “keep at range 500m” command should be kept. Usually gang ships should not be running MWDs.

As many members of RR gang should be added to watchlist for prelocking when gang sees that someone in watchlist starts taking shield damage. FC, gang booster, scorpions and dominixes take priority over others for the place is watchlist. FC and booster are self-explanatory. Scorpions - because they work as a great force multipliers and at the same time is very lighly tanked. Dominixes - because loss of each domi means a loss of big part of repairs.

Primary task for the gang - tank. Tank is always more important than damage since each ship loss actually costs not only lost DPS, but also lost group tank, which is even more important.

Each ship fits a decent buffer tank to survive the time needed for other ships to lock it and run one cycle of repairs (leep in mind that armor reps do their job at the end of the cycle).


Stats and Tips

Recommend Stats

- 40k armor HP

- resists close to 60%

- 150k+ EHP

- ammo for different ranges


General Fitting Tips

Important! Fit at least one Target Painter for the group!

It is a good idea to have mid-slot ECCM module in cargohold and if ECM is expected - refit for it instead of some other mid-slots on most critical ships like Dominix (put 2nd on), Typhoon, Megathron.

In case movement is not likely (POS bash, fighting on gate, playing as bait) - propulsion mods can be taken off. Instead additional utility module could be fitted: warp disruptor, web, ECCM etc. Good idea is to fit another cap booster. While you might not need it in most cases, under heavy neut pressure another cap injecting module might become an increadibly useful tool. Just remember that number of charges is still limited.

In some cases a large smart-bomb might be a useful tool for clearing out those light and medium drones.

If gang is playing a bait role, flights of heavy drones can be switched to flights of heavy rep drones. Each set will repair a bit more than one more large remote armor repper.

Switching to POS-bashing setup

Generally to switch RR BS to a setup that can be cap-stable - like for POS bash, you must follow next guidelines:

- Tank is a less of a problem

- You must be cap stable (or almost cap-stable)

- You can sacrifice damage output (gun or damage mod) to increase group sustainability

Other fitting advices for POS-bash setup:

- Fit sentry drones instead of heavy. You need to be able to shoot at 30+km with them

- You must have two energy transfer modules installed. If it means dropping a gun or two - do it.

- You can drop prop mod, cap booster and tackling modules in favor of capacitor recharging modules

- You can drop damage module or some tank to achieve 30+km range.

Fits

Amarr

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Minmatar

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Gallente

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Just downgrade whatever you cannot fit to T1 or meta Template:Fittings


Caldari

In case of fitting problems - downgrade some torpedo launchers to meta 4. Template:Fittings