Difference between revisions of "Uni Alpha Fleet"

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{{deprecated}}
{| class="wikitable"
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|+ Fleet Doctrine Navigation Panel
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= Uni Alpha Fleet Doctrine =
|Fleet Doctrine Main Page
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== General Information ==
|[[Fleet_Doctrines|Introduction]]
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|-
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An Alpha Fleet doctrine is set up to maximize the damage output within the first few seconds of a fight (=alpha or volley damage). With certain weapon systems dealing more alpha damage than others, this fleet doctrine revolves around the use of Artillery Cannons and Tachyon Beam Lasers. Ships with these weapon systems are supported by cheap (!) short range tackle to make sure the alpha ships can project their full dps.
|Main Fleet Types:
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|[[Uni_Basic_Fleet_Setups|Uni Basic Fleet Setups]]
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The short range ships are likely to not survive the engagement as they will be close to the targets, therefore they should focus on a cheap fit, to maximize the net ISK win of an engagement.
|[[Uni_Armor_Fleet|Uni Armor Fleet]]
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|[[Uni_Shield_Fleet|Uni Kiting Shield Fleet]]
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Bring Tornado>Oracle>Talos/Naga>Hurricane>Bellicose/Vigil (only 1 needed) with TPs>Thrashers>any other cheap tackle frigate/dessy with scram and web
|-
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|Secondary Fleet Types:
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== Advantages/Disadvantages ==
|[[Uni_Hydra_Destroyer_Fleet|Uni Hydra Destroyer Fleet]]
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=== Pro: ===
|[[Uni_Alpha_Fleet|Uni Alpha Fleet]]
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|}
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- Alpha fleets are good to surpass enemy (ooc) reps. A decently sized Alpha fleet can even volley Battleships and heavily tanked T3 cruisers.<br>
more to come
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- They are also good vs. Ancillary Shield Boosters as those ships tend to have a small buffer<br>
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=== Cons: ===
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- Alpha fleets deal less dps in the long run than close range, high dps fleets<br>
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- Long range weapon systems are very bad at close range distances. When an enemy fleet is able to get close, you will hardly deal serious dps anymore<br>
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- Alpha ships are quite squishy as well, so once tackled they die fast<br>
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== Command Structure ==
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Nothing really specific. Usual command structure is required.
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== Tactics ==
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All pilots of Alpha ships should set their fits around at hitting at three different ranges: 50km, 70km, 100km and bring ammo for these ranges. Aim your engagement range on up to optimal + ½ falloff (That means if you want to hit at 50km, it is usually better to choose a higher damage ammo that has 30+70 than a lower dps ammo with 50+x). The short range support ships (tacklers) will try to get as close to the targets as possible and tackle them. To maximize the damage, tacklers need to fit scram and webs to slow the target down as much as possible. Additional Target Painters are useful. The Alpha ships (and TP ships) then warp onto the tacklers at their optimal (or a bit closer in case the targets are kiting). They immediately lock the target, activate the weapons and align in the direction the FC calls.
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This also works well in conjunction with a good punter.
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You can also use long range tackle recons instead of the cheap close range tacklers.
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== Fits ==
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[[Category:Old Doctrines]]

Latest revision as of 11:09, 22 July 2024

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

Uni Alpha Fleet Doctrine

General Information

An Alpha Fleet doctrine is set up to maximize the damage output within the first few seconds of a fight (=alpha or volley damage). With certain weapon systems dealing more alpha damage than others, this fleet doctrine revolves around the use of Artillery Cannons and Tachyon Beam Lasers. Ships with these weapon systems are supported by cheap (!) short range tackle to make sure the alpha ships can project their full dps.

The short range ships are likely to not survive the engagement as they will be close to the targets, therefore they should focus on a cheap fit, to maximize the net ISK win of an engagement.

Bring Tornado>Oracle>Talos/Naga>Hurricane>Bellicose/Vigil (only 1 needed) with TPs>Thrashers>any other cheap tackle frigate/dessy with scram and web

Advantages/Disadvantages

Pro:

- Alpha fleets are good to surpass enemy (ooc) reps. A decently sized Alpha fleet can even volley Battleships and heavily tanked T3 cruisers.

- They are also good vs. Ancillary Shield Boosters as those ships tend to have a small buffer


Cons:

- Alpha fleets deal less dps in the long run than close range, high dps fleets


- Long range weapon systems are very bad at close range distances. When an enemy fleet is able to get close, you will hardly deal serious dps anymore


- Alpha ships are quite squishy as well, so once tackled they die fast


Command Structure

Nothing really specific. Usual command structure is required.

Tactics

All pilots of Alpha ships should set their fits around at hitting at three different ranges: 50km, 70km, 100km and bring ammo for these ranges. Aim your engagement range on up to optimal + ½ falloff (That means if you want to hit at 50km, it is usually better to choose a higher damage ammo that has 30+70 than a lower dps ammo with 50+x). The short range support ships (tacklers) will try to get as close to the targets as possible and tackle them. To maximize the damage, tacklers need to fit scram and webs to slow the target down as much as possible. Additional Target Painters are useful. The Alpha ships (and TP ships) then warp onto the tacklers at their optimal (or a bit closer in case the targets are kiting). They immediately lock the target, activate the weapons and align in the direction the FC calls.

This also works well in conjunction with a good punter.

You can also use long range tackle recons instead of the cheap close range tacklers.

Fits