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The rifter is one of the best combat T1 frigs, and by most people even considered THE best. In a dogfighting fit with ACs, ab, web and scram, it can take on most other frigs and even some larger targets and win (watch out for the taranis and all the AFs though). Punisher and incursus are the amarr and gallente equivalents, but they don't quite reach the level of the rifter. | The rifter is one of the best combat T1 frigs, and by most people even considered THE best. In a dogfighting fit with ACs, ab, web and scram, it can take on most other frigs and even some larger targets and win (watch out for the taranis and all the AFs though). Punisher and incursus are the amarr and gallente equivalents, but they don't quite reach the level of the rifter. | ||
=== T2 | === T2 Frigate: interceptors(Inty/ceptor) === | ||
Theese are the primary tacklers in anything but 0.0 (where dictors and hics take over). They have the highest scan res of any class, and only vigils (minmatar EW frig) can match their speed. Their main purpose is tackling, and that's what they do best, but many interceptors can also be refit to be effective combat ships in an interceptor only gang. Their firepower and tank will be low compared to other types of ships, but they have the advantage of very high speed (even when tank+gank fitted) and awesome agility. | Theese are the primary tacklers in anything but 0.0 (where dictors and hics take over). They have the highest scan res of any class, and only vigils (minmatar EW frig) can match their speed. Their main purpose is tackling, and that's what they do best, but many interceptors can also be refit to be effective combat ships in an interceptor only gang. Their firepower and tank will be low compared to other types of ships, but they have the advantage of very high speed (even when tank+gank fitted) and awesome agility. | ||
=== T2 | === T2 Frigate: Covert ops === | ||
They can warp cloaked, used as scouts and for probing stuff down. Can also be used for tackling stuff it has scouted/probed out, but that's only for experienced people that know what they can and can't hold long enough for help to arrive, and what targets are worth the risk. | They can warp cloaked, used as scouts and for probing stuff down. Can also be used for tackling stuff it has scouted/probed out, but that's only for experienced people that know what they can and can't hold long enough for help to arrive, and what targets are worth the risk. | ||
=== T2 | === T2 Frigate: Stealth bombers(SB) === | ||
Super high dps/alpha frigates that can warp cloaked and doesn't have a sensor recalibration delay after decloaking. In 0.0, they can also launch bombs (basically a large, higher damage smartbomb). They have trouble hitting small targets with their torpedoes though. | Super high dps/alpha frigates that can warp cloaked and doesn't have a sensor recalibration delay after decloaking. In 0.0, they can also launch bombs (basically a large, higher damage smartbomb). They have trouble hitting small targets with their torpedoes though. | ||
=== T2 | === T2 Frigate: electronic attack ships(EAS) === | ||
Theese vary alot from race to race. Basically, it's a frigate sized version of the combat recons that will be described below. | Theese vary alot from race to race. Basically, it's a frigate sized version of the combat recons that will be described below. | ||
=== T2 | === T2 Frigate: assault ships (AS) === | ||
High tank, usually high dps frigates. If you get tackled by one of theese, you're generally not going anywhere, they're a pain to get rid of when properly fitted. The disadvantage compared to interceptors is that they're slower, and usually sacrifice their MWD and fit an AB instead to be able to survive longer after getting the target tackled. | High tank, usually high dps frigates. If you get tackled by one of theese, you're generally not going anywhere, they're a pain to get rid of when properly fitted. The disadvantage compared to interceptors is that they're slower, and usually sacrifice their MWD and fit an AB instead to be able to survive longer after getting the target tackled. | ||
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=== T2 cruisers, heavy interdictors (HIC) === | === T2 cruisers, heavy interdictors (HIC) === | ||
With the exception of some T3 cruiser setups, theese will have batter tank then any other cruiser, and match that | With the exception of some T3 cruiser setups, theese will have batter tank then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling. | ||
In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not be remote repped, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. | |||
They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead. | |||
The bubble can not be used in low or high sec, however, the bubble mod comes with a script. | |||
The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs the target has. Scripting it also removes all penalties caused by using it, except for the can't be RRd part, and make it use more cap/s, even though the cycle time is now only 6 seconds and it use less cap/activation. | |||
If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. Theese are the only ships that can tackle super caps in low sec (well, in high sec too I guess, but super caps can't go there, and it has never been possible to get one in there afaik). | |||
=== T2 cruisers, logistics === | === T2 cruisers, logistics === | ||
Each race do it a bit differently here, but overall, theese ships are supposed to increase the survivability of the fleet in 1 way or another. Gallente and amarr rep armour, caldari and minmatar rep shield. Amarr and caldari gain 2 high slots compared to minmatar/gallente, but loose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that gallente and minmatar have. What this means is that guardian (amarr) and basilisks (caldari) usually use either 1 (logistics 5) or 2 (logistics 4, don't fly a logi ship with less then that) large energy transfers in their extra highs to create cap from nowhere and some eccm, tank and speed in the low/mid slots, which means they have to operate in groups of atleast 2, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer recieving the cap it needs to keep operating from its buddy. Scimitar (minmatar) and oneiros (gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that is not enough to run as many reppers as the cap transfering ones. Scimitar/oneiros can usually run 3 reppers with logi 4, and 4 reppers with logi 5, while basilisk/guardian can run 4 reppers with logistics 5 and 5 reppers with logistics 5, while also keeping a stronger tank. | Each race do it a bit differently here, but overall, theese ships are supposed to increase the survivability of the fleet in 1 way or another. | ||
Gallente and amarr rep armour, caldari and minmatar rep shield. | |||
Amarr and caldari gain 2 high slots compared to minmatar/gallente, but loose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that gallente and minmatar have. What this means is that guardian (amarr) and basilisks (caldari) usually use either 1 (logistics 5) or 2 (logistics 4, don't fly a logi ship with less then that) large energy transfers in their extra highs to create cap from nowhere and some eccm, tank and speed in the low/mid slots, which means they have to operate in groups of atleast 2, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer recieving the cap it needs to keep operating from its buddy. | |||
Scimitar (minmatar) and oneiros (gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that is not enough to run as many reppers as the cap transfering ones. Scimitar/oneiros can usually run 3 reppers with logi 4, and 4 reppers with logi 5, while basilisk/guardian can run 4 reppers with logistics 5 and 5 reppers with logistics 5, while also keeping a stronger tank. | |||
== T3 cruisers, strategic cruisers == | == T3 cruisers, strategic cruisers == | ||
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== T1 battlecruisers(BC) == | == T1 battlecruisers(BC) == | ||
Very good mix between gank, tank, agility, speed and cost. Usually short range fitted (especially harbingers due to the awesome scorch), although some people that can't afford/can't fly a hac use them with a long range fit. HACs are way better for that role though, with better dps and range, so experience pilots usually do not have a reason to use a LR fit on it since most of them can also fly hacs, and therefore only use the BCs for close range stuff. They also have the ability to fit a single warfare link, which can give extra bonuses to your gang. I'll describe this more closely in the next section. | Very good mix between gank, tank, agility, speed and cost. Usually short range fitted (especially harbingers due to the awesome scorch), although some people that can't afford/can't fly a hac use them with a long range fit. | ||
HACs are way better for that role though, with better dps and range, so experience pilots usually do not have a reason to use a LR fit on it since most of them can also fly hacs, and therefore only use the BCs for close range stuff. They also have the ability to fit a single warfare link, which can give extra bonuses to your gang. I'll describe this more closely in the next section. | |||
=== T2 battlecruisers, command ships(CS) === | === T2 battlecruisers, command ships(CS) === | ||
Theese come in 2 classes, field command ships, which are basically just a stronger version of the T1 BC with a bit more dps and tank and better resists, and fleet command ships. Fleet command ships get a bonus to their racial warfare links, and in general have extremely good tanks with great resists. The racial links are: Armour for amarr, shield for caldari, skirmish for minmatar and information for gallente, and there are 3 types of links in each class. If the command ship is in a leadership position in the fleet, everyone below him in the command chain (including normal members) get the following bonus, assuming the command chain is complete (for example, if the CS is wing commander, and there are no squad commanders, or more squads then the CS can handle with its current wing commander level, no bonuses will be applied. | Theese come in 2 classes, field command ships, which are basically just a stronger version of the T1 BC with a bit more dps and tank and better resists, and fleet command ships. Fleet command ships get a bonus to their racial warfare links, and in general have extremely good tanks with great resists. The racial links are: Armour for amarr, shield for caldari, skirmish for minmatar and information for gallente, and there are 3 types of links in each class. If the command ship is in a leadership position in the fleet, everyone below him in the command chain (including normal members) get the following bonus, assuming the command chain is complete (for example, if the CS is wing commander, and there are no squad commanders, or more squads then the CS can handle with its current wing commander level, no bonuses will be applied. | ||
Armour/shield links: | Armour/shield links: | ||
# Armour/shield resist bonus (stacking penalized with resist mods on the ship) | # Armour/shield resist bonus (stacking penalized with resist mods on the ship) | ||
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== Dreadnoughts (dread)== | == Dreadnoughts (dread)== | ||
If you want pure dps, this is as good as it gets. Dreads do amazing damage, which can reach almost 5k dps when in siege even in a long range fit. When not sieged though, the generally just match a BS. Their tracking though is extremely bad, so they can basically only hit other caps and POSs/outposts, unless the target isn't moving at all. The exception is the moros, which get an awesome 50%/level bonus to drone damage and hitpoints, so the drones are lethal for any size of ships, but especially frigs. 5 T2 warriors with a 250% damage bonus before counting drone interfacing and stuff like that will kill any frig, except possibly for an AF (but that will die pretty fast too), in almost no time at all. | If you want pure dps, this is as good as it gets. Dreads do amazing damage, which can reach almost 5k dps when in siege even in a long range fit. When not sieged though, the generally just match a BS. Their tracking though is extremely bad, so they can basically only hit other caps and POSs/outposts, unless the target isn't moving at all. The exception is the moros, which get an awesome 50%/level bonus to drone damage and hitpoints, so the drones are lethal for any size of ships, but especially frigs. 5 T2 warriors with a 250% damage bonus before counting drone interfacing and stuff like that will kill any frig, except possibly for an AF (but that will die pretty fast too), in almost no time at all. | ||
The effects of the siege mod, which only dreads can fit, when activated, are: | The effects of the siege mod, which only dreads can fit, when activated, are: | ||
-75% scan res | * -75% scan res | ||
+625% damage mod | * +625% damage mod | ||
-92.5% tracking | * -92.5% tracking | ||
-60% explosion velocity | * -60% explosion velocity | ||
-100% speed | * -100% speed | ||
+100% shield boost/armour rep amount | * +100% shield boost/armour rep amount | ||
-50% shield booster/armour rep cycle time | * -50% shield booster/armour rep cycle time | ||
Can't be remote repped | * Can't be remote repped | ||
Immunity to EW | * Immunity to EW | ||
Max amount of targets lockable set to 2 | * Max amount of targets lockable set to 2 | ||
Cycle time is 10 minutes and require 500 - (level of tactical weapon reconfiguration skill)*50 strontium clathrates (stront), during that time you can't move in any way, not even by warping/jumping out. | Cycle time is 10 minutes and require 500 - (level of tactical weapon reconfiguration skill)*50 strontium clathrates (stront), during that time you can't move in any way, not even by warping/jumping out. | ||
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Like motherships, they are immune to EW and can only be tackled by dictors and hics. They're all able to fit and activate the largest and most lethal smartbomb in the game: a doomsday device, which does 70313 damage with max skills, but can only be fired once/hour, cost 75k racial isotopes to activate, and prevents the titan from using its jump drive for 10 minutes. Activating it takes 15 seconds, so you have some time to get out before the damage is applied, and the range of it is 250 km (aka the hard coded max lock range, nothing can do damage at longer range then that). Titans also have a jump bridge, which works in a similar way to the cov ops jump bridge described above that the black ops use, but this one can bridge any type of ship, has longer range and can only lock on to normal cynos, not cov ops ones. They have bonuses to their racial capital weapons, but no sane titan pilot actually use them. Titans are fitted with (officer where available) neuts, smartbombs, cap rechargers, agility mods and both armour and shield resist mods (to make the reps that will be comming in from the triaged carriers that will quickly be jumped in if the titan gets tackled more effective, this is basically the only exception to "don't tank both shields and armour" rule). Some even include a 100mn MWD, but I'm not sure how common that is. However, every titan should have its racial doomsday device and a jump portal generator fitted in the highs at the very least. Atleast in PL, they are usually used for bridging people around, but when it's time to bring them into combat and doomsday someone, the general tactic is to have dictors and HICs bubble the hostile fleet so it can't escape when they see the titans land and the doomsdays start to go off, while a cyno ship set up a cyno at range from the fight (not sure if there's any prefered range for that, probably situational), but anyway, the titans jump in there and activate their doomsday while aligning out and then warp out to a safe spot immediately after the doomsday goes off and cloak up there until their 10 minute no jumping timer has expired. | Like motherships, they are immune to EW and can only be tackled by dictors and hics. They're all able to fit and activate the largest and most lethal smartbomb in the game: a doomsday device, which does 70313 damage with max skills, but can only be fired once/hour, cost 75k racial isotopes to activate, and prevents the titan from using its jump drive for 10 minutes. Activating it takes 15 seconds, so you have some time to get out before the damage is applied, and the range of it is 250 km (aka the hard coded max lock range, nothing can do damage at longer range then that). Titans also have a jump bridge, which works in a similar way to the cov ops jump bridge described above that the black ops use, but this one can bridge any type of ship, has longer range and can only lock on to normal cynos, not cov ops ones. They have bonuses to their racial capital weapons, but no sane titan pilot actually use them. Titans are fitted with (officer where available) neuts, smartbombs, cap rechargers, agility mods and both armour and shield resist mods (to make the reps that will be comming in from the triaged carriers that will quickly be jumped in if the titan gets tackled more effective, this is basically the only exception to "don't tank both shields and armour" rule). Some even include a 100mn MWD, but I'm not sure how common that is. However, every titan should have its racial doomsday device and a jump portal generator fitted in the highs at the very least. Atleast in PL, they are usually used for bridging people around, but when it's time to bring them into combat and doomsday someone, the general tactic is to have dictors and HICs bubble the hostile fleet so it can't escape when they see the titans land and the doomsdays start to go off, while a cyno ship set up a cyno at range from the fight (not sure if there's any prefered range for that, probably situational), but anyway, the titans jump in there and activate their doomsday while aligning out and then warp out to a safe spot immediately after the doomsday goes off and cloak up there until their 10 minute no jumping timer has expired. | ||
Capital industrial ships, rorqual | == Capital industrial ships, rorqual == | ||
This ship is primarily intended for mining support with its huge tractor beam range and speed, ability to fit bonused mining leadership links and ability to compress ore. However, it does have a 50%/level range bonus to capital shield transfers, and a 20%/level drone damage bonus, so while it's not intended as a PVP ship, some people have been known to use it for that. | This ship is primarily intended for mining support with its huge tractor beam range and speed, ability to fit bonused mining leadership links and ability to compress ore. However, it does have a 50%/level range bonus to capital shield transfers, and a 20%/level drone damage bonus, so while it's not intended as a PVP ship, some people have been known to use it for that. | ||