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These are very common sights in lowsec: they are technically T1 hulls, and so can enter Novice complexes, but they are more powerful than base T1 frigates. | These are very common sights in lowsec: they are technically T1 hulls, and so can enter Novice complexes, but they are more powerful than base T1 frigates. | ||
Faction frigates are a more expensive step up from base T1 frigates. While powerful, they can still be killed by a skilled base T1 frigate. The [[Federation Navy Comet]] is an especially popular option due to its excellent balance of low cost (and SP requirement) against high combat effectiveness. Other ships such as the [[Caldari Navy Hookbill]] | Faction frigates are a more expensive step up from base T1 frigates. While powerful, they can still be killed by a skilled base T1 frigate. The [[Federation Navy Comet]] is an especially popular option due to its excellent balance of low cost (and SP requirement) against high combat effectiveness. Other ships such as the [[Caldari Navy Hookbill]], [[Imperial Navy Slicer]] and [[Republic Fleet Firetail]] are also effective at fighting a wide range of opponents. | ||
Pirate frigates are substantially more expensive, but also have subtantial advantages versus almost all other frigate variants, and are some of the toughest opponents. Many, such as the [[Succubus]] or [[Daredevil]] are deliberately designed to "break" the typical rules of the solo PvP meta in some way. These are quite advanced ships, and new pilots should probably neither fly nor fight them without backup. | Pirate frigates are substantially more expensive, but also have subtantial advantages versus almost all other frigate variants, and are some of the toughest opponents. Many, such as the [[Succubus]] or [[Daredevil]] are deliberately designed to "break" the typical rules of the solo PvP meta in some way. These are quite advanced ships, and new pilots should probably neither fly nor fight them without backup. | ||
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==== Kiters ==== | ==== Kiters ==== | ||
The other key factor in the meta are long-range kiting ships. These will equip a warp | The other key factor in the meta are long-range kiting ships. These will equip a warp disruptor to tackle at 20 km+ ranges, and use long range weapons. They are generally glass cannons, maximizing speed and damage over tank. As they cannot web an opponent at such long ranges, they usually rely on MWDs for a speed advantage. Since they are lightly tanked and a warp scrambler shuts down an MWD, they usually die fast if brought to close quarters. | ||
A good kiting ship already inside a plex is very difficult to kill, as they will orbit the beacon well outside of scram range, and closing with them is challenging. A ship such as a [[Tormentor]] with beam lasers can switch to long range ammo to damage the kiting ship at range, but the kiting ship can avoid tackle and leave at will, so damage projection alone only forces a draw. The primary disadvantages of a kiting ship are that they are very poor at attacking a plex, as they are forced to arrive in a predictable place, and that they require smart, alert manual piloting. | A good kiting ship already inside a plex is very difficult to kill, as they will orbit the beacon well outside of scram range, and closing with them is challenging. A ship such as a [[Tormentor]] with beam lasers can switch to long range ammo to damage the kiting ship at range, but the kiting ship can avoid tackle and leave at will, so damage projection alone only forces a draw. The primary disadvantages of a kiting ship are that they are very poor at attacking a plex, as they are forced to arrive in a predictable place, and that they require smart, alert manual piloting. | ||