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Dead Man's Hand: the Dramiel-Killers: Difference between revisions

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[[Image:Dead Man's Hand E-UNI.jpg]]<br>
{{deprecated}}
 
<br>''The Purpose: ''Since joining the UNI I’ve noticed that war targets love flying Dramiels against our frigates. Drams are expensive ships that take little skill to get kills in, so they’re quite popular. They’re also a pain to lose for their owners, as they are usually sporting blinged-out fits and the insurance payout is paltry for them (assuming they even bothered). This means that popping an enemy Dram is going to cost a war target anywhere from 100 million to 200 million ISK and massively swing any war in our favor. The problem with doing so is that a Dramiel (due to its massive speed and ludicrously low mass) can usually dictate where and when fights happen. The Thrasher counteracts that by simply locking and vaporizing the Dramiel before the pilot can actually utilize that speed to escape.<br>  
<br>''The Purpose: ''Since joining the UNI I’ve noticed that war targets love flying Dramiels against our frigates. Drams are expensive ships that take little skill to get kills in, so they’re quite popular. They’re also a pain to lose for their owners, as they are usually sporting blinged-out fits and the insurance payout is paltry for them (assuming they even bothered). This means that popping an enemy Dram is going to cost a war target anywhere from 100 million to 200 million ISK and massively swing any war in our favor. The problem with doing so is that a Dramiel (due to its massive speed and ludicrously low mass) can usually dictate where and when fights happen. The Thrasher counteracts that by simply locking and vaporizing the Dramiel before the pilot can actually utilize that speed to escape.<br>  


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*''(Q) ''Why Artillery?  
*''(Q) ''Why Artillery?  
*''(A) ''Artillery is the best weapon type for hunting Dramiels for new pilots due to their incredibly high alpha strike. A halfway decent Dram pilot will not stick around when a bunch of Thrashers show up, and even if you got tackle on it the Dram pilot is literally fast enough to escape multiple webs and get out of Dodge. Therefore you will get at most a single volley off at the Dram before he jets. Thus, we use artillery.
*''(A) ''Artillery is the best weapon type for hunting Dramiels for new pilots due to their incredibly high alpha strike. A halfway decent Dram pilot will not stick around when a bunch of Thrashers show up, and even if you got tackle on it the Dram pilot is literally fast enough to escape multiple webs and get out of Dodge. Therefore you will get at most a single volley off at the Dram before he jets. Thus, we use artillery.
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*''(Q) ''You’ve got no tackle in your example fit?! What if the Dramiel warps off/leaves system?
*''(A) ''Then we win. This squad is mainly for defending Aldrat when war targets come knocking on our doors. This doesn’t mean that we won’t take Thrasher fleets out to alpha some poor pirates down (in fact a few Thrashers in every fleet are nice, but you definitely need to remember that most fleet commanders would prefer tackle on every ship!), but this is mainly intended to be a giant middle finger to anyone stupid enough to dec the UNI. Aldrat is our home; and we’re going to knock down any idiot with too much ISK that thinks they can tromp around in our backyard.


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[Thrasher, Dram Hunter (T1 cheap)]<br>Damage Control I<br>Gyrostabilizer I  
[Thrasher, Dram Hunter (T1 cheap)]<br>Damage Control I<br>Gyrostabilizer I  


Cold-Gas I Arcjet Thrusters<br>Tracking Computer I<br>Sensor Booster I, Scan Resolution  
1MN Monopropellant Enduring Afterburner <br>Tracking Computer I<br>Sensor Booster I, Scan Resolution  


250mm Light Artillery Cannon I, EMP S<br>250mm Light Artillery Cannon I, EMP S<br>250mm Light Artillery Cannon I, EMP S<br>250mm Light Artillery Cannon I, EMP S<br>250mm Light Artillery Cannon I, EMP S<br>250mm Light Artillery Cannon I, EMP S<br>250mm Light Artillery Cannon I, EMP S<br>[empty high slot]  
250mm Light Artillery Cannon I, EMP S<br>250mm Light Artillery Cannon I, EMP S<br>250mm Light Artillery Cannon I, EMP S<br>250mm Light Artillery Cannon I, EMP S<br>250mm Light Artillery Cannon I, EMP S<br>250mm Light Artillery Cannon I, EMP S<br>250mm Light Artillery Cannon I, EMP S<br>[empty high slot]  
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== Targeting Dummy Ship Fit  ==
== Targeting Dummy Ship Fit  ==


[Vigil, Cardboard Dramiel]<br>Reactor Control Unit I<br>Reactor Control Unit I<br>Nanofiber Internal Structure I  
[Vigil, Cardboard Dramiel]<br>Micro Auxiliary Power Core I<br>Damage Control I<br>Overdrive Injector System I<br>


1MN MicroWarpdrive I  
1MN Microwarpdrive I<br>Medium Shield Extender I<br>Multispectrum Shield Hardener I  


Medium Shield Extender I<br>[empty med slot]  
[Empty High Slot]<br>[Empty High Slot]<br>[Empty High Slot]  


[empty high slot]<br>[empty high slot]<br>[empty high slot]
<br>  
 
[empty rig slot]<br>[empty rig slot]<br>[empty rig slot]


<br>The training Ace should use this ship setup, or one like it, to replicate fighting against a Dram. This ship cost is very low, less than 200k per hull, and is a close approximation to the speed, EHP, and MWD signature bloom of a Dramiel. It’s not exact by any means, but short of flying some very expensive targets it’s the next best thing and should give the squad some indication of just how slippery a Dram can be.  
<br>The training Ace should use this ship setup, or one like it, to replicate fighting against a Dram. This ship cost is relatively low, less than a million ISK, and is a close approximation to the speed, EHP, and MWD signature bloom of a Dramiel. It’s not exact by any means, but short of flying some very expensive targets it’s the next best thing and should give the squad some indication of just how slippery a Dram can be.


== <br>Training Exercises  ==
== <br>Training Exercises  ==
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*Gunnery Skills (the full list and an excellent guide can be found on the wiki pages&nbsp;[[Gunnery Guide]] and [[Gunnery 101]])
*Gunnery Skills (the full list and an excellent guide can be found on the wiki pages&nbsp;[[Gunnery Guide]] and [[Gunnery 101]])


<br>''Undock times: ''A useful feature to know for anyone playing 'station games' or wanting to Alpha a Dram is your actual undock time. Due to lag and varying connection speeds the time between hitting the undock button and actually seeing space/being able to target can be quite significant between players. While no one can predict a sudden spike of lag you can get the hang of your own personal timer by practicing undocking a few times. While I don't recommend an Eight undocking ahead of the count if they've practiced enough an Ace can start their undocking slightly ahead of the count if they know for a fact their computer/connection takes longer. This is an advanced technique with a lot of personal responsibility to it (you don't want to be the guy that scares the prey too early) and should only be used by Aces. It is important for all pilots to know however that your ship doesn't actually appear in space to outside observers until you see space; don't be worried about the black screen during undocking, they can't see you either.  
<br>''Undock times: ''A useful feature to know for anyone playing 'station games' or wanting to Alpha a Dram is your actual undock time. Due to lag and varying connection speeds the time between hitting the undock button and actually seeing space/being able to target can be quite significant between players. While no one can predict a sudden spike of lag you can get the hang of your own personal timer by practicing undocking a few times. I don't recommend an Eight undocking ahead of the count; if they've practiced enough an Ace can start their undocking slightly ahead of the count if they know for a fact their computer/connection takes longer. This is an advanced technique with a lot of personal responsibility to it (you don't want to be the guy that scares the prey too early) and should only be used by Aces. It is important for all pilots to know however that your ship doesn't actually appear in space to outside observers until you see space; don't be worried about the black screen during undocking, they can't see you either.  


== <br>Meta-Gaming  ==
== <br>Meta-Gaming  ==
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This section is more about fragments of seconds than about actually flying the Thrashers, and should be taken with a huge grain of salt (call it a lick of salt). I like advantages; in a fight I’ll take every advantage I can and ask for more. In war UNI does the same. To that end I would suggest that everyone in a Dead Man’s Hand squad name their ship “Coffin Nail”. This serves two purposes. First of all anyone relying on ship names to call targets is going to stumble a little; ship type and ship name are identical, and he’ll have to call out targets using pilot names. Precious slices of seconds that can mean victory. The second reason for the name is that it reminds us of what we’re there for. When we’re flying, someone’s going to die. Destroyers are flying coffins (the Thrasher even looks like one!) and anyone going out with the intention of dogfighting in one is going to be sorely disappointed. This squad, and these ships, are all about gank; we are the nails in our enemy’s coffin. We lock, we fire, and the target disappears.  
This section is more about fragments of seconds than about actually flying the Thrashers, and should be taken with a huge grain of salt (call it a lick of salt). I like advantages; in a fight I’ll take every advantage I can and ask for more. In war UNI does the same. To that end I would suggest that everyone in a Dead Man’s Hand squad name their ship “Coffin Nail”. This serves two purposes. First of all anyone relying on ship names to call targets is going to stumble a little; ship type and ship name are identical, and he’ll have to call out targets using pilot names. Precious slices of seconds that can mean victory. The second reason for the name is that it reminds us of what we’re there for. When we’re flying, someone’s going to die. Destroyers are flying coffins (the Thrasher even looks like one!) and anyone going out with the intention of dogfighting in one is going to be sorely disappointed. This squad, and these ships, are all about gank; we are the nails in our enemy’s coffin. We lock, we fire, and the target disappears.  


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<br><u>Credits</u>


Thank you to all of the veterans who have helped me put this together, including but not limited to Glepp and Morty Bunny, CHC999, Azmodeus Valar, and Trigalisk/Trikael’s extra testing. Any suggestions/corrections please PM Babylon Black, and if I’ve gotten anything wrong it’s my fault not those who have tried to help me. <br>




<br><u>Credits</u>
[[Category:Old Doctrines]]
 
Thank you to all of the veterans who have helped me put this together, including but not limited to Glepp and Morty Bunny, CHC999, Azmodeus Valar, and Trigalisk/Trikael’s extra testing. Any suggestions/corrections please PM Babylon Black, and if I’ve gotten anything wrong it’s my fault not those who have tried to help me. The original thread that spawned many of these ideas can be found here, and I highly recommend reading it for those interested in curb-stomping Drams: http://forum.eveuniversity.org/viewtopic.php?f=44&amp;t=36456
 
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