Difference between revisions of "Rifter"
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==Tactics== | ==Tactics== | ||
− | For Tackling in a Rifter, | + | For [[Tackling 101 Guide|tackling]] in a Rifter, spiralling is key. The ship is agile and fast enough that you can use a standard spiral with a [[MicroWarp Drive]] (MWD). Your only concern will be on final approach (30 km or so) to pulse the MWD so that the increased signature radius doesn't come in to play as much, as the MWD's signature bloom only applies while the MWD is activated. If the ship is [[Afterburner]] (AB) fit, the pilot may consider tightening the spiral slightly. Afterburners [[Afterburner Details|do not have a signature radius penalty]], so you can risking a little more (but still tankable) damage in order to decrease closing time. |
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==Roles== | ==Roles== |
Revision as of 17:09, 5 November 2014
RELATED UNI-WIKI REFERENCES
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Development SHIP BONUSES
Minmatar Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Rifter is the primary damage frigate for Minmatar. For tackling a Slasher or Merlin is by far better. While the Rifter used to be considered the best T1 frigate (leading to many memes surrounding it), it has been nerfed to be similar in abilities to the others.
Skills
Further information about additional or recommended skills to pilot Rifter for a specific or it's common role(s) can be written here.
Fitting
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I
125mm Gatling AutoCannon I
Experimental 1MN Afterburner I
Explosive Deflection Amplifier I
Medium Shield Extender I
Shield Power Relay I
Shield Power Relay I
Shield Power Relay I
Fusion S x1
- Energy Grid Upgrades II
- Shield Operation II
- Gunnery II
- Small Projectile Turret III
- Afterburner I
- Minmatar Frigate III
- Shield Upgrades I
- With recommended skills, this setup tanks 20 dps from Angels and can run the afterburner for over 5 minutes.
- You could run the afterburner indefinitely either by training Afterburner III and Energy Systems Operation III or by replacing one Shield Power Relay with a Power Diagnostic System I (weakening the tank slightly).
- With Engineering IV you have the option of fitting 150mm autocannons.
150mm Light AutoCannon I, EMP S
150mm Light AutoCannon I, EMP S
150mm Light AutoCannon I, EMP S
Medium Subordinate Screen Stabilizer I
J5b Phased Prototype Warp Scrambler I
Limited 1MN Microwarpdrive I
Damage Control I
Gyrostabilizer I
Nanofiber Internal Structure I
Small Anti-EM Screen Reinforcer I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
EMP S x1
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
Small Diminishing Power System Drain I
1MN Afterburner II
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I
Damage Control II
Small Ancillary Armor Repairer
Adaptive Nano Plating II
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Small Projectile Burst Aerator I
Nanite Repair Paste x24
Republic Fleet Fusion S x1080
Republic Fleet Phased Plasma x1080
Republic Fleet Fusion S x1080
Barrage S x1080
- Range control is the most important thing to consider when soloing in this ship since you don't have the firepower or ehp to brawl with blaster boats or duke it out at range with laser boats.
- Sit at the edge of scram range against blaster boats and orbit as tightly as you can against lasers.
- Against missile boats try and keep your total speed as high as possible to reduce missile damage.
- The rifter is the fastest of the combat frigs, so the only T1 frigs that should out maneuver you are the attack frigs, which have less tank than you do.
- As fitted, with all skills at V and before boosts, this Rifter has 3.2k EHP, flies at 1193 m/s and align in 3.2 s with AB off. The ship is cap stable with the armor repairer on if you can apply your Nosferatu and lasts 1m 32s otherwise.
- Damage is 117 dps at 0.8 + 9 km with faction ammo; tracking is 0.39 [rad/s].
250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Artillery Cannon II, Republic Fleet EMP S
250mm Light Artillery Cannon II, Republic Fleet EMP S
Experimental 1MN Afterburner I
Faint Warp Disruptor I
X5 Prototype Engine Enervator
Pseudoelectron Containment Field I
Small Ancillary Armor Repairer, Nanite Repair Paste
Gyrostabilizer II
Small Projectile Burst Aerator I
Small Projectile Ambit Extension I
Small Polycarbon Engine Housing I
Nanite Repair Paste x1
Republic Fleet EMP S x1
- Have Republic Fleet Fusion and Phased Plasma. Overheat the web and try to keep them at 11-12km and laugh while you hit them and they can't hit you.
Tactics
For tackling in a Rifter, spiralling is key. The ship is agile and fast enough that you can use a standard spiral with a MicroWarp Drive (MWD). Your only concern will be on final approach (30 km or so) to pulse the MWD so that the increased signature radius doesn't come in to play as much, as the MWD's signature bloom only applies while the MWD is activated. If the ship is Afterburner (AB) fit, the pilot may consider tightening the spiral slightly. Afterburners do not have a signature radius penalty, so you can risking a little more (but still tankable) damage in order to decrease closing time.
Roles
Solo PVP
The Rifter is an excellent ship for rookie pilots to learn their trade in due to the ship's endurance and it's low cost.
The Rookie Rifter guide nothing more needs to be said aside from reference to this excellent piece of work.
In Uni blobs
Mainly used in a tackling role. Focus is therefore on EITHER a MWD or an AB - MWD for sheer speed but at increased sig radius, AB provides a speed boost without the penalty to the increase sig radius, It is much a matter of personal preference but bear in mind that a MWD makes you a whole world easier to target!
For more on tackling please see: EVE uni guide to tackling
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.