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==Artillery Ruptures== | == Artillery Ruptures == | ||
{| style="padding:0px;" | {| style="padding:0px;" | ||
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmatar|48}}</div>[[File:Rupture.jpg|128px|]]</div> | | nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmatar|48}}</div>[[File:Rupture.jpg|128px|]]</div> | ||
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==Implementation== | == Implementation == | ||
With a decent speed, low tank, and high volley damage at long range, the Arty Rupture is a natural skirmish cruiser, in a similar manner to the BLAP Caracal. While it is more than capable of using shorter range ammunition to gank outnumbered targets up close, in fleet vs fleet combat it is best used to warp in at range, alpha a few targets off the field, then disengage before the main bulk of a fleet can get on top of you | With a decent speed, low tank, and high volley damage at long range, the Arty Rupture is a natural skirmish cruiser, in a similar manner to the BLAP Caracal. While it is more than capable of using shorter range ammunition to gank outnumbered targets up close, in fleet vs fleet combat it is best used to warp in at range, alpha a few targets off the field, then disengage before the main bulk of a fleet can get on top of you | ||
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Your ability to alpha targets off the field often lets you directly target DPS ships in a fleet, killing them with alpha volleys before their Logistics wing have time to land repairs | Your ability to alpha targets off the field often lets you directly target DPS ships in a fleet, killing them with alpha volleys before their Logistics wing have time to land repairs | ||
Your maximum alpha strike with close range ammunition is around 2. | Your maximum alpha strike with close range ammunition is around 2.5k at 18km (+30km falloff), or 1.45k at 64km with T2 Tremor (+30km falloff). T1 fits have a slightly shorter max range at 55km (+29km falloff) with long range faction ammunition, but even a low skilled pilot should be capable of achieving close to a 0.85k volley at that range, making it fairly easy for a fleet of 20 pilots of varying SP levels to reach a combined volley enough to delete almost any T1 Cruiser in a single volley. Even if you don’t have the alpha to take out cruisers, it’s an equally satisfying tactic to simply alpha off small tackle and support ships, then escape before the main DPS can catch you | ||
Coordinating that Alpha strike is fairly key. If your volleys are staggered and land a few seconds apart, then the Logistics ships have a greater chance to catch repairs on someone. Ideally, all your damage should land in a single server tick, to instantly delete an opponent. The best way to achieve this is rather than have all ships free-fire on the primary target, an FC can count down 3-2-1-FIRE for each new target | Coordinating that Alpha strike is fairly key. If your volleys are staggered and land a few seconds apart, then the Logistics ships have a greater chance to catch repairs on someone. Ideally, all your damage should land in a single server tick, to instantly delete an opponent. The best way to achieve this is rather than have all ships free-fire on the primary target, an FC can count down 3-2-1-FIRE for each new target | ||
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The key to an effective Rupture fleet, as with any Alpha Strike doctrine, is simply numbers. Your effectiveness lies in your combined alpha strike. Get that as high as you can, and use it to delete everything | The key to an effective Rupture fleet, as with any Alpha Strike doctrine, is simply numbers. Your effectiveness lies in your combined alpha strike. Get that as high as you can, and use it to delete everything | ||
==Fleet Composition== | == Fleet Composition == | ||
====Primary DD Fit==== | ==== Primary DD Fit ==== | ||
There is some debate as to the best balance of Gyrostabilizers and Tracking Enhancers for the low slots. While many groups will go for 3:1 in favor of Gyrostabilizers for maximum damage, for the Uni, 2:2 is probably the best bet, to help lower skilled characters reach the range which makes the doctrine work. Extra damage isn’t much use if you can’t apply it because the fleet is fighting outside of your range. Tracking Enhancers also have lower fitting requirements than Gyros, which helps players with lower fitting skills | There is some debate as to the best balance of Gyrostabilizers and Tracking Enhancers for the low slots. While many groups will go for 3:1 in favor of Gyrostabilizers for maximum damage, for the Uni, 2:2 is probably the best bet, to help lower skilled characters reach the range which makes the doctrine work. Extra damage isn’t much use if you can’t apply it because the fleet is fighting outside of your range. Tracking Enhancers also have lower fitting requirements than Gyros, which helps players with lower fitting skills | ||
==== Logi ==== | |||
====Logi==== | |||
Given you aim to skirmish, and warp out before you take too much sustained damage, Logistics are marginally less important here than for doctrines such as Rail Moas, where you aim to fight a sustained battle. Bringing Logi is still advisable, however achieving a critical mass of Logistics is less of a priority. Any MWD Logi can work, so BLAP Ospreys, or Scythes work well, although Ospreys rely on their Cap chain, so you need at least 3 Ospreys to be effective | Given you aim to skirmish, and warp out before you take too much sustained damage, Logistics are marginally less important here than for doctrines such as Rail Moas, where you aim to fight a sustained battle. Bringing Logi is still advisable, however achieving a critical mass of Logistics is less of a priority. Any MWD Logi can work, so BLAP Ospreys, or Scythes work well, although Ospreys rely on their Cap chain, so you need at least 3 Ospreys to be effective | ||
====Support Ships==== | ==== Support Ships ==== | ||
Your primary scouts and tackle remain Interceptors as always. In Null Sec you will also, of course want an Interdictor or two for bubbles. | Your primary scouts and tackle remain Interceptors as always. In Null Sec you will also, of course want an Interdictor or two for bubbles. | ||
As with most Cruiser doctrines, Command Destroyers make very effective support ships. | As with most Cruiser doctrines, Command Destroyers make very effective support ships. The MJFG helps with fleet repositioning, and the command bursts add a few benefits. Shield tank boosts are universally useful, but the most useful command burst for the Rupture is information, which lets you boost lock range – very useful for a long range doctrine where your maximum range with good skills actually slightly exceeds your lock range. Command Burst assistance can therefore be very useful for fighting at extreme ranges. Given the use of Information Bursts, the Stork is your best option | ||
Finally, given Artillery has terrible tracking, support ships which help you maximize your alpha strike are essential. The Bellicose is a great ship for this, offering a good shield tank, excellent damage maximization at long range with Target Painters, as well as offering some nice additional DPS via its light missiles | Finally, given Artillery has terrible tracking, support ships which help you maximize your alpha strike are essential. The Bellicose is a great ship for this, offering a good shield tank, excellent damage maximization at long range with Target Painters, as well as offering some nice additional DPS via its light missiles | ||
Long webs such as the Hyena are always useful for pinning down smaller ships for alpha strikes as well, although it should be noted that very often you will be fighting outside of the Hyena’s 30km web range, and so, depending on preference, a Hyena pilot may be more usefully deployed elsewhere in the fleet. | |||
[[Category:Doctrines]] | |||
Long webs such as the Hyena are always useful for pinning down smaller ships for alpha strikes as well, although it should be noted that very often you will be fighting outside of the Hyena’s 30km web range, and so, depending on preference, a Hyena pilot may be more usefully deployed elsewhere in the fleet | |||