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Black Ops battleships (also | '''Black Ops''' [[battleships]] (also '''BLOPs''') are designed for covert operations behind enemy lines. To do this they have the ability to [[Jump drives|jump]], [[Jump drives#Bridging|bridge]], and [[conduit jump]] to any [[cyno]] especially [[Jump drives#Covert Cynosural Fields|covert cynos]]. Black Ops gameplay usually means: jump in, kill the target, get safe, jump out. | ||
Covert cynos help a lot with stealthy movements in hostile space as they are not systemwide | Covert cynos help a lot with stealthy movements in hostile space as they are not visible systemwide like hard cynos. | ||
To complement their special jump capabilities they have significant role bonuses to cloaking, even though they cannot fit a covert ops [[Cloaking|cloak]] i.e. they cannot warp cloaked. Black Ops have no targeting delay after cloaking, their cloak reactivation delay reduced to 5 seconds, and they have a 650% bonus to ship max velocity when using cloaking devices. The last bonus means that Black Ops move faster while being cloaked for a wide range of cloaks. This also means that they can fully [[align|prealign]] while being cloaked. Those cloaking capabilities help them to “get safe” after a drop as well as stay in hostile space while waiting for a target. | To complement their special jump capabilities they have significant role bonuses to cloaking, even though they cannot fit a covert ops [[Cloaking|cloak]] i.e. they cannot warp cloaked. Black Ops have no targeting delay after cloaking, their cloak reactivation delay reduced to 5 seconds, and they have a 650% bonus to ship max velocity when using cloaking devices. The last bonus means that Black Ops move faster while being cloaked for a wide range of cloaks. This also means that they can fully [[align|prealign]] while being cloaked. Those cloaking capabilities help them to “get safe” after a drop as well as stay in hostile space while waiting for a target. | ||
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The empire hulls all have a total of 19 slots (high + mid + low slots). The Marshal has a total of 22 slots. | The empire hulls all have a total of 19 slots (high + mid + low slots). The Marshal has a total of 22 slots. | ||
Black Ops can of course also jump and bridge from highsec just like Jump freighters, as they are | Black Ops can of course also jump and bridge from highsec just like Jump freighters, as they are not capitals and allowed in highsec. | ||
== Bridging and conduit jumps == | == Bridging and conduit jumps == | ||
{{See also|Jump drives#Bridging|l1= Jump Bridge|Jump drives#Covert Cynosural Fields|l2=Covert Cynosural Fields|Conduit jump}} | |||
Black Ops are often only used for bridging or conduit jumps; for that they need to fit a Covert Jump Portal Generator. | Black Ops are often only used for bridging or conduit jumps; for that they need to fit a Covert Jump Portal Generator. | ||
The only other hulls which have the ability to bridge ships are Titans. Bridging Titans are nearly exclusively used while being [[tethering|tethered]] to an upwell structure or from inside a [[POS|POS field]]. Using a bridging Titan in hostile space is incredibly risky and thus very very rarely done. This is where Black Ops shine as they were designed for that. (Also not everyone might be able to afford a Titan in the first place.) As the covert cyno doesn’t show up as a warpable beacon on the overview and only lasts much shorter you can usually bring in a Black Ops to a safe spot with a low but nonzero risk of being combat probed and tackled. | The only other hulls which have the ability to bridge ships are Titans and Rorquals. Bridging Titans are nearly exclusively used while being [[tethering|tethered]] to an upwell structure or from inside a [[POS|POS field]]. Using a bridging Titan in hostile space is incredibly risky and thus very very rarely done. This is where Black Ops shine as they were designed for that. (Also not everyone might be able to afford a Titan in the first place.) As the covert cyno doesn’t show up as a warpable beacon on the overview and only lasts much shorter you can usually bring in a Black Ops to a safe spot with a low but nonzero risk of being combat probed and tackled. | ||
Black Ops Battleships can only bridge ships which are capable of fitting the Covert Ops Cloaking Device. (The ships do not need to have the module fitted in order to use the bridge.) This includes the Sisters of EVE ships, and Strategic Cruisers fitted with the Covert Reconfiguration subsystem. | Black Ops Battleships can only bridge ships which are capable of fitting the Covert Ops Cloaking Device. (The ships do not need to have the module fitted in order to use the bridge.) This includes the Sisters of EVE ships, and Strategic Cruisers fitted with the Covert Reconfiguration subsystem. | ||
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== Hot dropping == | == Hot dropping == | ||
Hot drop describes the practice to light a cyno directly on a target to then destroy said target. This is where Black Ops shine. The targets are usually PvE ships but it can also be a hauler/freighter or a short escalation in a PvP fight. The act of searching for targets and then dropping on them is often called “BLOPsing” (not to be confused with “blobbing”). It’s not clear if BLOPsing only refers to the pure use of Black Ops or also when Black Ops are only used for bridging and mixes of those. | |||
Hot drop describes the practice to light a cyno directly on a target to then destroy said target. This is where Black Ops shine. The targets are usually PvE ships but it can also be | |||
As you can choose which targets you engage or not, BLOPsing should rarely lead to losses. The biggest risk lies in being baited and this is also the best strategy to fight hot drops. Therefore the challenge of the fight isn’t the motivation for BLOPsing. It’s rather about hanging out on coms, hurting a specific hostile group, getting isk from expensive modules which might drop, or the thrill of the hunt. | As you can choose which targets you engage or not, BLOPsing should rarely lead to losses. The biggest risk lies in being baited and this is also the best strategy to fight hot drops. Therefore the challenge of the fight isn’t the motivation for BLOPsing. It’s rather about hanging out on coms, hurting a specific hostile group, getting isk from expensive modules which might drop, or the thrill of the hunt. | ||
=== BLOPs hunters === | === BLOPs hunters === | ||
The hunters are ships which are supposed to tackle targets and light a cyno. They are decisive to the success of a hot drop. The hunter also usually decides if the fleet takes a target. As the hunter has to be able to fit a (covert) cyno, the number of suitable hulls is limited. Let’s quickly discuss the common options. | |||
* [[Strategic Cruisers]] have the advantage that they can be fitted to be nullified to be highly mobile in hostile nullsec space. They also have bonuses to probes which means they can combat probe a potential target. | |||
* | * [[Recon Ships|Force Recons]] have a shorter cyno duration to leave grid after lighting the cyno. The Arazu has a bonus to tackle range which is nice if the target moves so that the hunter doesn’t loose tackle until a jumped in ship takes over. Similarly a Rapier can be nice with a point plus web combination. | ||
* | * [[Stealth Bombers]] have the advantage that they don’t have a targeting delay after decloaking. This makes a successful tackle more likely. They are also pretty likely to die as they don’t have a lot of tank. As they are one of the cheaper options this isn’t tragic. | ||
* | * [[Covert Ops]] can combat probe, are unsuspicious and cheap. But like the bombers, they don’t have a lot of survivability. | ||
* | * The [[Prospect]] is also popular to light covert cynos. But maybe rather in a baiting way than active hunting. | ||
== Use as a cyno platform == | == Use as a cyno platform == | ||
Black Ops hulls are also sometimes used to light hard cynos for bringing capital and supercapital ships into battle. Though more fragile than other battleships, Black Ops are tougher than [[Recon Ships|Force Recons]] which is the other ship group that can light hard cynos. Also recons struggle to fit a good armor tank. Therefore a Black Ops might be the choice when the rest of the fleet is armor based. As Black Ops are far more expensive than Force Recons, it is rarely considered worth the cost. | Black Ops hulls are also sometimes used to light hard cynos for bringing capital and supercapital ships into battle. Though more fragile than other battleships, Black Ops are tougher than [[Recon Ships|Force Recons]] which is the other ship group that can light hard cynos. Also recons struggle to fit a good armor tank. Therefore a Black Ops might be the choice when the rest of the fleet is armor based. As Black Ops are far more expensive than Force Recons, it is rarely considered worth the cost. | ||
== Fitting == | == Fitting == | ||
While the exact fitting obviously varies for the different hulls and also for every pilot a bit, there are some general fitting principles for Black Ops. All Black Ops have two utility high slots. It’s obvious that one of them is used for a cloak. Commonly a faction cloak is used to provide a bit more speed than a T2 cloak. If the Black Ops is used for bridging, the second utility high is used for the Covert Jump Portal Generator. As jumping costs a lot of capacitor, essentially all Black Ops fit a [[Capacitor Boosters|Capacitor Booster]]. You can already activate it while being in the jump tunnel so that you land combat ready. Further it’s not unusual to have a Large Standard Container in cargo as you can bring more cap charges this way. Most Black Ops also fit an [[MJD]] as a get away option. | While the exact fitting obviously varies for the different hulls and also for every pilot a bit, there are some general fitting principles for Black Ops. All Black Ops have two utility high slots. It’s obvious that one of them is used for a cloak. Commonly a faction cloak is used to provide a bit more speed than a T2 cloak. If the Black Ops is used for bridging, the second utility high is used for the Covert Jump Portal Generator. As jumping costs a lot of capacitor, essentially all Black Ops fit a [[Capacitor Boosters|Capacitor Booster]]. You can already activate it while being in the jump tunnel so that you land combat ready. Further it’s not unusual to have a Large Standard Container in cargo as you can bring more cap charges this way. Most Black Ops also fit an [[MJD]] as a get away option. | ||
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=== Bridging fits === | === Bridging fits === | ||
Bridging fits obviously have to fit a Covert Jump Portal Generator. Often you just slap it onto a combat fit. But people also often use dedicated bridging fits. Dedicated bridgers usually fit expanded cargoholds to carry more fuel with them. Sometimes they even fit cargo rigs. Further they often fit modules to increase the sensor strength such as sensor boosters with ECCM scripts so that they are harder to scan down i.e. harder to catch. Burst jammers are also an option so that in case the bridger get tackled he can get free. | Bridging fits obviously have to fit a Covert Jump Portal Generator. Often you just slap it onto a combat fit. But people also often use dedicated bridging fits. Dedicated bridgers usually fit expanded cargoholds to carry more fuel with them. Sometimes they even fit cargo rigs. Further they often fit modules to increase the sensor strength such as sensor boosters with ECCM scripts so that they are harder to scan down i.e. harder to catch. Burst jammers are also an option so that in case the bridger get tackled he can get free. | ||
=== Implants === | === Implants === | ||
Black Ops are relatively expensive hulls and it makes sense to have your Black Ops pilot dedicate a clone to it. Especially since implants can increase the performance a lot. | Black Ops are relatively expensive hulls and it makes sense to have your Black Ops pilot dedicate a clone to it. Especially since implants can increase the performance a lot. | ||
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=== Frigate escape bay === | === Frigate escape bay === | ||
Black Ops have a frigate escape bay like all battleships. When choosing a frigate there is the question if you should try to save your pod or provide fighting utility. If you want to save your pod, the [[Astero]] and [[Metamorphosis]] are noteworthy for Black Ops as they are the only hulls which can both take a Black Ops bridge and are allowed in the frigate escape bay. Thus it’s a good option to get bridged home by other fleet members. Even if there is no bridge available the two frigates have a fairly easy time to escape due to their cloaks, though bubbles can be an issue. (The Metamorphosis can, incidentally, also be fit to instawarp.) The other popular option to save a clone would be a [[Succubus]] with a 10mn afterburner fitted as it is fast and can’t be scrammed. If you don’t care about your pod (i.e. you don’t use any expensive implants) you might look towards EWAR frigates like the [[Griffin]] or [[Kitsune]] as you then can help your friends. If you work solo, you could use a more DPS focused ship like an [[assault frigate]]. | |||
Black Ops have a frigate escape bay like all battleships. When choosing a frigate there is the question if you should try to save your pod or provide fighting utility. If you want to save your pod, the Astero | |||
== Skills == | == Skills == | ||
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== PvE == | == PvE == | ||
Black Ops Battleships are not usually considered good PvE hulls, as other T1 and faction battleships fight better and cost less. However, they do still see some use in running [[escalations]] in null security space, as they gain enormous safety advantages from their jump drives. By using alt accounts in covert cyno ships, a Black Ops can jump directly in and out of the escalation system, without risking travel through potentially hostile systems along the way; because jump drives can be activated while in combat, the Black Ops can immediately jump out of the system at the first sign of danger. | Black Ops Battleships are not usually considered good PvE hulls, as other T1 and faction battleships fight better and cost less. However, they do still see some use in running [[escalations]] in null security space, as they gain enormous safety advantages from their jump drives. By using alt accounts in covert cyno ships, a Black Ops can jump directly in and out of the escalation system, without risking travel through potentially hostile systems along the way; because jump drives can be activated while in combat, the Black Ops can immediately jump out of the system at the first sign of danger. | ||
Beyond this, some pilots have taken to using the Marshal as a more general-purpose PvE ship, relying on its CONCORD-unique bonus to local repair modules to give it a defensive edge. Unfortunately, more often than not this only results in extremely expensive Marshal losses, as the ship's extremely high price does not directly translate to high effectiveness or high piloting skill with it. | Beyond this, some pilots have taken to using the [[Marshal]] as a more general-purpose PvE ship, relying on its CONCORD-unique bonus to local repair modules to give it a defensive edge. Unfortunately, more often than not this only results in extremely expensive Marshal losses, as the ship's extremely high price does not directly translate to high effectiveness or high piloting skill with it. | ||
== History == | == History == | ||
The number of kills by Black Ops nearly doubled from July 2021 to August 2021 and remained high since then, see [https://zkillboard.com/group/898/stats/ zkill stats]. This was due to a number of explicit and implicit buffs to Black Ops (even though there was also an implicit nerf). | The number of kills by Black Ops nearly doubled from July 2021 to August 2021 and remained high since then, see [https://zkillboard.com/group/898/stats/ zkill stats]. This was due to a number of explicit and implicit buffs to Black Ops (even though there was also an implicit nerf). | ||
The industry changes in 2021 made capitals and faction ships much more expensive while it barely affected Black Ops. Thus cost to performance away from capitals and towards Black Ops.<ref> | The industry changes in 2021 made capitals and faction ships much more expensive while it barely affected Black Ops. Thus cost to performance away from capitals and towards Black Ops.<ref>A significant update to Industry [https://www.eveonline.com/news/view/a-significant-update-to-industry dev blog] and [https://www.eveonline.com/news/view/patch-notes-version-19-03#2021-04-27.1 patch notes]</ref> | ||
The patch ''Enter the Portal'' on 2021-06-22 did a lot of changes to Black Ops.<ref>'''Version 19.05 - Build: 1913030 - 2021-06-22.1''' - ''Enter the Portal'' ([https://www.eveonline.com/news/view/patch-notes-version-19-05 Patch Notes])</ref> Not only were the ships bonuses overhauled and they gained extra cargo and targeting range. They most importantly gained to ability to conduit jump. | The patch ''Enter the Portal'' on 2021-06-22 did a lot of changes to Black Ops.<ref>'''Version 19.05 - Build: 1913030 - 2021-06-22.1''' - ''Enter the Portal'' ([https://www.eveonline.com/news/view/patch-notes-version-19-05 Patch Notes])</ref> Not only were the ships bonuses overhauled and they gained extra cargo and targeting range. They most importantly gained to ability to conduit jump. | ||