Difference between revisions of "Rupture"
m (Shifted some of the new summary to tactics, as it seemed to fit better there.) |
(→Skills: Updated: made clearer distinction between skills useful for new players stepping up to cruisers and skills useful in the long term. Excised outdated reference to deprecated Uni T2 tank policy.) |
||
Line 82: | Line 82: | ||
==Skills== | ==Skills== | ||
− | * | + | |
− | * | + | As a Tech 1 cruiser and one of the first steps that new players take out of small ships into medium-sized hulls, the Rupture is relatively forgiving, and can perform adequately in undemanding roles with limited character skills. Players can get much more out of the Rupture with better skills, however. Some basic skills to focus on in the short term for new pilots are: |
− | * | + | |
− | * | + | * {{sk|Minmatar Cruiser}} to IV: with two DPS bonuses, the Rupture's damage potential jumps dramatically with each level of this skill |
− | + | * [[Skills:Gunnery#Support_Skills|Gunnery support skills]] to help turrets hit harder, shoot further &c. {{sk|Sharpshooter}} is less important for autocannon but still helps artillery. {{sk|Controlled Bursts}} is not relevant to projectile turrets, as they don't use capacitor to fire. | |
− | + | * [[Fitting skills]]: squeezing everything onto a ship becomes more challenging as players move up to cruisers and unlock more advanced modules. | |
− | + | * In the Minmatar ship line, the step up to cruisers is the point at which pilots begin to have large enough drone bays to field a full flight of drones. This makes training {{sk|Drones}} to V an early priority, together with at least basic levels in drone support skills. Drones V is a relatively long train for a new character, but will be useful in many ships. | |
+ | |||
+ | In the longer term, the Rupture, like many ships, will benefit from the skills necessary to fit Tech 2 tanking modules, and the skills necessary to fit Tech 2 autocannon and Tech 2 artillery pieces, unlocking Tech 2 ammo for more tactical flexibility. | ||
==Tactics== | ==Tactics== |
Revision as of 11:19, 16 December 2021
RELATED UNI-WIKI REFERENCES
|
The Rupture is slow for a Minmatar ship, but it more than makes up for it in power. The Rupture has superior firepower and is used by the Minmatar Republic both to defend space stations and other stationary objects and as part of massive attack formations. SHIP BONUSES
Minmatar Cruiser bonuses (per skill level):
Ship Attributes
|
Summary
Resembling a cross between a brick and a rusty nailgun, the Rupture is the Minmatar Republic's heavy combat cruiser, and a popular ship for both mission running and PvP despite being quite sluggish for a Minmatar design.
Skills
As a Tech 1 cruiser and one of the first steps that new players take out of small ships into medium-sized hulls, the Rupture is relatively forgiving, and can perform adequately in undemanding roles with limited character skills. Players can get much more out of the Rupture with better skills, however. Some basic skills to focus on in the short term for new pilots are:
- Minmatar Cruiser to IV: with two DPS bonuses, the Rupture's damage potential jumps dramatically with each level of this skill
- Gunnery support skills to help turrets hit harder, shoot further &c. Sharpshooter is less important for autocannon but still helps artillery. Controlled Bursts is not relevant to projectile turrets, as they don't use capacitor to fire.
- Fitting skills: squeezing everything onto a ship becomes more challenging as players move up to cruisers and unlock more advanced modules.
- In the Minmatar ship line, the step up to cruisers is the point at which pilots begin to have large enough drone bays to field a full flight of drones. This makes training Drones to V an early priority, together with at least basic levels in drone support skills. Drones V is a relatively long train for a new character, but will be useful in many ships.
In the longer term, the Rupture, like many ships, will benefit from the skills necessary to fit Tech 2 tanking modules, and the skills necessary to fit Tech 2 autocannon and Tech 2 artillery pieces, unlocking Tech 2 ammo for more tactical flexibility.
Tactics
In missions, the Rupture can mount a good active armour tank or regenerating passive shield tank and use artillery and drones to destroy rats at long range. The Rupture can launch a full flight of five light drones with space for a few spares, or a mixed-size flight of mediums and lights, which will be a new feature for pilots stepping up from PvE in Minmatar destroyers; new pilots might want to be aiming to train Drones V at around this point, as drones add useful DPS and are a feature of almost all larger ships.
The Rupture is also a reliable PvP ship. A number of fittings work well. A simple and viable approach is to fit a buffer armor tank and provide extra DPS and some sticky secondary tackle in fleet situations. A buffer shield tank produces a faster, more tactically-flexible ship with space for speed- and damage-boosting modules in its low slots, though the Stabber, with its falloff range bonus, is the archetypal T1 Minmatar kiting cruiser.
Notes
In Retribution Rupture lost one launcher/utility hardpoint and gained a midslot.
Patch History
A long, long time ago... |
---|
October 2019 Release - 2019-10-15.1 Every Cruiser, Battlecruiser and Battleship now warps faster than before.
118.6 Release Published on Tuesday, June 28th, 2016
Citadel Released on Wednesday, April 27, 2016
Retribution 1.0 Released on Tuesday, December 4, 2012
Inferno 1.1 Deployed on Monday, June 25, 2012.
|