Difference between revisions of "Archive:Solitude QRF and Roams"
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==Additional Fits== | ==Additional Fits== | ||
− | ===Vexor | + | ===Vexor (DPS - Experimental)=== |
+ | How to fly the Vexor: | ||
+ | |||
+ | *Instead of anchoring, your goal is to stay behind the Caracals. While the Caracals will stay in 35-40km (through the T1 BLAP Restrictions) you can easily stay in ~50-55km range. | ||
+ | *This fit is faster than the Caracals, but also much easier to kill. Stay at range, use heat on the mwd whenever it's necessary. | ||
+ | *Keep your ship prealigned whenever possible to any warp-out point, and warp out if necessary. The FC will/should call if you're not allowed to do this. | ||
+ | *While the Caracals shoot tackle, your job is to kill slower and tanky targets. | ||
+ | *Use comms, call if you get tackled, call if you get red boxed, call also your own tackle and broadcast them if asked for (probably get in contact with the FC in charge before it starts). | ||
+ | *It can make sense to abandon the drones to quickly switch to the Acolyte set (while bailing, to kill tackle), get comfortable with this option. There's a reason you have a mobile depot and spare drones. | ||
+ | |||
+ | {{ShipFitting | ||
+ | | ship=Vexor | ||
+ | | fitName=Vexor Cheap DPS | ||
+ | | fitID=VexorCheapDPS | ||
+ | | high1name=Dual 150mm Railgun II, Spike M | ||
+ | | high1typeID=3106 | ||
+ | | high2name=Dual 150mm Railgun II, Spike M | ||
+ | | high2typeID=3106 | ||
+ | | high3name=Dual 150mm Railgun II, Spike M | ||
+ | | high3typeID=3106 | ||
+ | | high4name=Dual 150mm Railgun II, Spike M | ||
+ | | high4typeID=3106 | ||
+ | | mid1name=50MN Quad LiF Restrained Microwarpdrive | ||
+ | | mid1typeID=35660 | ||
+ | | mid2name=Large Shield Extender II | ||
+ | | mid2typeID=3841 | ||
+ | | mid3name=Large Shield Extender II | ||
+ | | mid3typeID=3841 | ||
+ | | mid4name=Adaptive Invulnerability Field II | ||
+ | | mid4typeID=2281 | ||
+ | | low1name=Nanofiber Internal Structure II | ||
+ | | low1typeID=2605 | ||
+ | | low2name=Nanofiber Internal Structure II | ||
+ | | low2typeID=2605 | ||
+ | | low3name=Drone Damage Amplifier II | ||
+ | | low3typeID=4405 | ||
+ | | low4name=Drone Damage Amplifier II | ||
+ | | low4typeID=4405 | ||
+ | | low5name=Drone Damage Amplifier II | ||
+ | | low5typeID=4405 | ||
+ | | subsystem1name= | ||
+ | | subsystem1typeID= | ||
+ | | drone1name=Hammerhead II x2 | ||
+ | | drone1typeID=2185 | ||
+ | | drone2name=Praetor II x2 | ||
+ | | drone2typeID=2195 | ||
+ | | drone3name=Hobgoblin II x1 | ||
+ | | drone3typeID=2456 | ||
+ | | drone4name=Light Armor Maintenance Bot I x5 | ||
+ | | drone4typeID=23711 | ||
+ | | drone5name=Acolyte II x5 | ||
+ | | drone5typeID=2205 | ||
+ | | charge1name=Hammerhead II x2 | ||
+ | | charge1typeID=2185 | ||
+ | | charge2name=Praetor II x2 | ||
+ | | charge2typeID=2195 | ||
+ | | charge3name=Acolyte II x5 | ||
+ | | charge3typeID=2205 | ||
+ | | charge4name=Warrior II x5 | ||
+ | | charge4typeID=2488 | ||
+ | | charge5name=Spike M x3200 | ||
+ | | charge5typeID=12805 | ||
+ | | charge6name=Federation Navy Antimatter Charge M x1600 | ||
+ | | charge6typeID=22977 | ||
+ | | charge7name=Nanite Repair Paste x40 | ||
+ | | charge7typeID=28668 | ||
+ | | charge8name=Mobile Depot x1 | ||
+ | | charge8typeID=33474 | ||
+ | | charge9name=50MN Quad LiF Restrained Microwarpdrive x1 | ||
+ | | charge9typeID=35660 | ||
+ | | rig1name=Medium Core Defense Field Extender I | ||
+ | | rig1typeID=31790 | ||
+ | | rig2name=Medium Core Defense Field Extender I | ||
+ | | rig2typeID=31790 | ||
+ | | rig3name=Medium Anti-EM Screen Reinforcer I | ||
+ | | rig3typeID=31718 | ||
+ | | difficulty=0 | ||
+ | | version=ASCENSION | ||
+ | | skills= | ||
+ | | notes= | ||
+ | | showTOC= | ||
+ | | showSKILLS= | ||
+ | | showNOTES= | ||
+ | | fleetup= | ||
+ | }} | ||
===Scythe, Logistic=== | ===Scythe, Logistic=== |
Revision as of 11:46, 30 October 2019
Introduction
After the more or less Solitude exclusive war with SQUINGEL, we recognized that we lack a more or less general QRF Doctrine which represents our low amount of pilots. The idea of this is to create a doctrine which fits our specific needs with, if possible, already existing resources.
In general for everyone, if possible you should always have at least a BLAP Caracal in your Hangar, which makes it much faster to form up if needed.
Core Fits
Caracal
How to fly the Caracal:
- Focus on your navigation skills, a minimal trained BLAP character has a speed of 1568m/s, while an all V character runs with 1897m/s.
- Anchor up as soon as you can, no need to wait for the FC calling it.
- Stay in range of your anchor, if the anchor is >10km away turn on your propmod for one cycle, or heat if needed.
- Pre-heat your hardeners; turn them on when yellow boxed!
- Use comms, call if your clip is empty, call if you get tackled, call if you get red boxed etc.
- Train missile range skills and T2 missiles!
Experimental SV-2000 Rapid Light Missile Launcher
Experimental SV-2000 Rapid Light Missile Launcher
Experimental SV-2000 Rapid Light Missile Launcher
Experimental SV-2000 Rapid Light Missile Launcher
Experimental SV-2000 Rapid Light Missile Launcher
Limited Adaptive Invulnerability Field I
50MN Quad LiF Restrained Microwarpdrive
Large Azeotropic Restrained Shield Extender
Limited 'Anointed' EM Ward Field
Large Azeotropic Restrained Shield Extender
Mark I Compact Power Diagnostic System
Damage Control I
Ballistic Control System I
Ballistic Control System I
Medium Anti-Thermal Screen Reinforcer I
Medium Anti-Kinetic Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I
Warrior I x2
Caldari Navy Mjolnir Light Missile x475
Caldari Navy Inferno Light Missile x960
Caldari Navy Scourge Light Missile x475
Scourge Light Missile x1920
Inferno Light Missile x1920
Mjolnir Light Missile x1920
Caldari Navy Nova Light Missile x475
Nova Light Missile x1920
Nanite Repair Paste x40
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Adaptive Invulnerability Field II
Large Shield Extender II
50MN Quad LiF Restrained Microwarpdrive
Large Shield Extender II
EM Ward Field II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II
Medium Anti-Thermal Screen Reinforcer I
Medium Anti-Kinetic Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I
Warrior II x2
Inferno Fury Light Missile x1920
Mjolnir Fury Light Missile x1920
Nova Fury Light Missile x1920
Scourge Fury Light Missile x1920
Nanite Repair Paste x40
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile
Rapid Light Missile Launcher II, Caldari Navy Inferno Light Missile
50MN Y-T8 Compact Microwarpdrive
Large Shield Extender II
Large Shield Extender II
Large Shield Extender II
Warp Disruptor II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II
Medium Ancillary Current Router I
Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Acolyte II x2
Mjolnir Fury Light Missile x600
Scourge Fury Light Missile x600
Nova Fury Light Missile x600
Inferno Fury Light Missile x600
Caldari Navy Scourge Light Missile x600
Caldari Navy Inferno Light Missile x600
Caldari Navy Nova Light Missile x600
Caldari Navy Mjolnir Light Missile x600
Nanite Repair Paste x60
Keres
Helpful video: https://www.youtube.com/watch?v=Pxo6YO5A08k / Small Gang Archetype: Support (Damps) / Chessur
150mm Light AutoCannon II
150mm Light AutoCannon II
Warp Disruptor II
LFT Enduring Sensor Dampener
LFT Enduring Sensor Dampener
LFT Enduring Sensor Dampener
5MN Quad LiF Restrained Microwarpdrive
Small Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II
200mm Crystalline Carbonide Restrained Plates
Small Particle Dispersion Projector II
Small Ionic Field Projector II
Hornet EC-300 x2
Barrage S x640
Republic Fleet EMP S x640
Republic Fleet Fusion S x640
Republic Fleet Phased Plasma S x640
Nanite Repair Paste x60
Scan Resolution Dampening Script x3
Targeting Range Dampening Script x3
Cyclone
While most people think about Command Destroyers or Cruisers, the T1 Battlecruiser already provides decent boosts with average skills, and reduces the gap regarding navigation skills by a huge amount for unistas. The interdiction charges have such an incredible impact for most small gang engagements that it's normally the second choice before even thinking about shield (or info) links.
This fit should be flown if possible by pilots who have basically maxed out the navigation skills. While all IV is normally sufficient, if you have newbros who have only just skilled the BLAP minimum training, the average is often a bit above them...
Rapid Light Missile Launcher II
Skirmish Command Burst II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Skirmish Command Burst II
Rapid Light Missile Launcher II
Adaptive Invulnerability Field II
50MN Quad LiF Restrained Microwarpdrive
Large Shield Extender II
Warp Disruptor II
Adaptive Invulnerability Field II
Ballistic Control System II
Ballistic Control System II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Damage Control II
Medium Hyperspatial Velocity Optimizer I
Medium Command Processor I
Medium Anti-EM Screen Reinforcer II
Acolyte II x5
Hornet EC-300 x5
Caldari Navy Inferno Light Missile x600
Caldari Navy Mjolnir Light Missile x600
Caldari Navy Nova Light Missile x600
Caldari Navy Scourge Light Missile x600
Nanite Repair Paste x100
Interdiction Maneuvers Charge x300
Rapid Deployment Charge x300
Additional Fits
Vexor (DPS - Experimental)
How to fly the Vexor:
- Instead of anchoring, your goal is to stay behind the Caracals. While the Caracals will stay in 35-40km (through the T1 BLAP Restrictions) you can easily stay in ~50-55km range.
- This fit is faster than the Caracals, but also much easier to kill. Stay at range, use heat on the mwd whenever it's necessary.
- Keep your ship prealigned whenever possible to any warp-out point, and warp out if necessary. The FC will/should call if you're not allowed to do this.
- While the Caracals shoot tackle, your job is to kill slower and tanky targets.
- Use comms, call if you get tackled, call if you get red boxed, call also your own tackle and broadcast them if asked for (probably get in contact with the FC in charge before it starts).
- It can make sense to abandon the drones to quickly switch to the Acolyte set (while bailing, to kill tackle), get comfortable with this option. There's a reason you have a mobile depot and spare drones.
Dual 150mm Railgun II, Spike M
Dual 150mm Railgun II, Spike M
Dual 150mm Railgun II, Spike M
Dual 150mm Railgun II, Spike M
50MN Quad LiF Restrained Microwarpdrive
Large Shield Extender II
Large Shield Extender II
Adaptive Invulnerability Field II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Anti-EM Screen Reinforcer I
Hammerhead II x2
Praetor II x2
Hobgoblin II x1
Light Armor Maintenance Bot I x5
Acolyte II x5
Hammerhead II x2
Praetor II x2
Acolyte II x5
Warrior II x5
Spike M x3200
Federation Navy Antimatter Charge M x1600
Nanite Repair Paste x40
Mobile Depot x1
50MN Quad LiF Restrained Microwarpdrive x1