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Add skills and tactics sections with some tips on piloting |
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==Skills== | ==Skills== | ||
* [[Skills:Spaceship_Command#Amarr_Frigate|Amarr Frigate]] for bonuses to both damage and capacitor. Capacitor is also used for armor repairer tank, so this helps your tank indirectly. | |||
* [[Skills:Gunnery#Small_Energy_Turrets|Small Energy Turret]] V very helpful when flying PvP Tormentors with Pulse Lasers. The [[Turrets#Frequency_Crystals|T2 Scorch ammo]] used with T2 Pulse Lasers projects damage extremely well to scram kiting ranges, making the Tormentor much more flexible to fight at farther ranges. | |||
==Tactics== | ==Tactics== | ||
The Tormentor has fairly mediocre speed especially when fitted with armor plates as it often is. For solo or small-scale PvP this makes your initial positioning very important. If you are fit with pulse lasers you may want to start close, and if you are beam fit you may want to start farther away (though this varies somewhat depending on your opponent). Good initial position (for example, waiting at a good distance inside a [[Faction_Warfare#Complexes|Faction Warfare Complex]] for your opponents to come to you) gives you time applying damage before an opponent can position themselves well. | |||
In a beam Tormentor fit for scram kiting (scram, web, afterburner) the most common risk is that your opponent will get in a close orbit around your ship where your beams cannot track them. Ideally you want to stay around your optimal range with Multifrequency ammo loaded. | |||
In a pulse Tormentor, you need to decide whether to brawly in closer with Multifrequency or kite farther with Scorch. Which to choose depends on your opponent's ship and fit, you should try to maximize your damage while minimizing theirs. Keep in mind even pulse lasers have worse tracking than blasters and autocannons, so there is still a risk opponents may orbit close to mitigate your damage. | |||
==Notes== | ==Notes== | ||