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Horde-Favorite Ships for PVP: Difference between revisions

From EVE University Wiki
Kismeteer (talk | contribs)
Last of ships added.
Kismeteer (talk | contribs)
m Trying to categorize this a guide
 
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This page is a Test site, I am considering porting this to eve uni instead of my wckg.net website, will discuss it in wiki channel soon.- Kismeteer.   
<blockquote>'''As part of a player guide, this was an export of the Pandemic Horde forums before they went offline.  Kismeteer spent time building out a list of PVPers that he asked to post their favorite fits, with some limitations and steps to help new players. Please feel free to follow the same guidelines if you want to post your fit here, and if you want to modify someone else's fit, PLEASE respect their original build and guidelines, and can add your own commentary in a separate way. This is a 'Guide', so it will change over time, and has slightly different language that most eve uni pages. Have questions?  Ask in eve uni discord!'''  


'''These are historical fits as well, based on Q3 2022 to Q1 2025, but can always use the standard methods to find out how people are flying these types of ships now when updates happen.  The 'costs' will have radically shifted, but the training and reason and skills will have not changed that much.'''  </blockquote>


==== My Favorite Fits ====
''If you have been pointed to this thread, please post your favorite fit!''
''If you have been pointed to this thread, please post your favorite fit!''


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I'll put my example below, as I have been a huge proponent of this ship. And no, it won't be my dictor class rehash.  
I'll put my example below, as I have been a huge proponent of this ship. And no, it won't be my dictor class rehash.  


Index of ships:
We had a couple universal guides linked in here:


Frigates: (Any)
Solo Guide - Included fit from Mazzic Karde and Issac Ignuen-  https://www.wckg.net/PVP/solo


- Caldari Navy Hookbill - Dreadeye, Jack Legash
Tackle Guide - https://www.wckg.net/PVP/tackling-101


- Condor - Sarah Umbra
Dictor Guide - https://www.wckg.net/PVP/interdictor-101
 
- Crow - Plass Gruvedrift
 
- Crusader - deathbycider
 
- Enyo - deathbycider
 
- Kitsune - Aykira Sl4ker
 
- Hound - Jack Lagash
 
- Imperial Navy Slicer - Mazzic Karde  - Fit and guide here: https://www.wckg.net/PVP/solo
 
- Maulus - Ragvsivm, Kismeteer
 
- Merlin - Touch Grass
 
- Malediction - Dave911, Tzophiyah
 
- Punisher - Kane Quinn
 
- Retribution - Anorian Zanora
 
- Sentinel - Kismeteer
 
- Slasher - Dengar Ashller, Tzophiyah
 
- Stiletto - JDA Athonille, Tzophiyah, deathbycider
 
- Tristan - Anthur Nakarkos
 
- Wolf - deathbycider, Ben Yo
 
Destroyers: (Any)
 
- Bifrost - Duim
 
- Dictors - dictor 101
 
- Flycatcher - Leyanora Varkain
 
- Thrasher - Dreadeye
 
Cruisers: (T1/Navy Only)
 
- Arbitrator - clavo oxidado
 
- Blackbird - Reneil Askiras
 
- Caracal - Erasmus II - Note, no longer gets bonuses to rapid lights.
 
- Celestis - Sugar Thighs
 
- Exequror Navy Issue - Nebuzhadnezzar
 
- Moa - LinuVenMT Falseblood
 
- Osprey Navy Issue - Guimauve Essu, Lewis Pirkibo, Brodinskiii
 
- Rupture - Blue Mistique
 
- Stabber - Qooki
 
- Scythe - Kismeteer,
 
(Exceptions below, no more t2 cruisers!)
 
- Ishtar - JunkyOne
 
- Scimitar - Reinelle Cipher
 
Battlecruisers: (T1 Only)
 
- Gnosis - Jack Lagash
 
Battleships: NOPE or Drone ratting
 
Capitals: NOPE or Capital ships
 
Others: Fitting forum
 
Note, we have a #fitting discord as well and I would encourage people to workshop ships there.


==== General Frigate guide - Tzophiyah ====
==== General Frigate guide - Tzophiyah ====
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3. The Training: Thermodynamics 4, navigation skills 4-5ish, Interceptor 4 is required because then your scram range goes way up. With Interceptor 1, your scram/disrupt range is 11/30 heated and your sig is 173 meters. At Interceptor 5, your scam/disrupt range is 14/36km, your sig is 74 meters. With Dave's faction fit, Scram/Disrupt range is 15/39km, and his sig is only 67 meters. Interceptor skill helps a LOT for this ship, so try to get it up ASAP if you start flying it. If you abyssal these, and get SUPER lucky, can go to 17.2/44.9km.
3. The Training: Thermodynamics 4, navigation skills 4-5ish, Interceptor 4 is required because then your scram range goes way up. With Interceptor 1, your scram/disrupt range is 11/30 heated and your sig is 173 meters. At Interceptor 5, your scam/disrupt range is 14/36km, your sig is 74 meters. With Dave's faction fit, Scram/Disrupt range is 15/39km, and his sig is only 67 meters. Interceptor skill helps a LOT for this ship, so try to get it up ASAP if you start flying it. If you abyssal these, and get SUPER lucky, can go to 17.2/44.9km.


Sentinel - Kismeteer<syntaxhighlight lang="actionscript">
==== Sentinel - Kismeteer ====
<syntaxhighlight lang="actionscript">
[Sentinel, Kis standv1]
[Sentinel, Kis standv1]
Multispectrum Energized Membrane II
Multispectrum Energized Membrane II
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note eiei super bling costs about 250m in jita last i saw, been keeping mine for a long time (knock on wood)
note eiei super bling costs about 250m in jita last i saw, been keeping mine for a long time (knock on wood)


2. The Cost: 25-35m depending on how market is atm. as of 07-10-2022 its 25m in MJ-
2. The Cost: 25-35m depending on how market is atm. as of 2022-07-10 its 25m in MJ-
 
 


3. The Training:<syntaxhighlight lang="actionscript">
3. The Training:<syntaxhighlight lang="actionscript">
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</syntaxhighlight>-This is a brawl ship meant for close combat. I typically like to use it for small gang/ bubble camping hostile or neutral systems.
</syntaxhighlight>
[[File:Wckg-vexor.png|thumb]]
-This is a brawl ship meant for close combat. I typically like to use it for small gang/ bubble camping hostile or neutral systems.


-It is slow and susceptible to being alpha'd by larger gangs.
-It is slow and susceptible to being alpha'd by larger gangs.
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To properly fly this, select your enemy, then approach them and turn on your microwarp drive. If they're 80km or more away from you, align and use your microjump drive if it's installed. Once you're within missile range, set orbit to 10km and turn off your prop mod, and let the ship do the work. Be sure to turn on your long point as soon as you can, but don't feel the need to overheat it to get that extra reach unless you think they're about to run away. Odds are, the target will accept the challenge and start shooting you first anyway. When they do, that's when you put out your drones on them and turn on your target painter. The painter and web are very important, as HAMs have issues with application. Always remember to use your long point before your web, which shouldn't be too hard as long points generally have better range than webs anyway. Your capacitor will last a while unless you have either your MWD or neutralizer running, which is what the cap booster is for. Don't be afraid to use it, because it never restores as much power as you think and takes a hot second to reload. Note that the neutralizer won't do all that much against ships fitted with projectile weapons, missiles, or ancillary active tank modules. Neut them anyway, just to prove a point (and also to see if you can shut off their hardeners or prop mods). If you plan on living, though, you may want to think about using it on smaller tackle ships to get them to stop pointing you. If your target is a turret battleship, you should think about approaching with transversal both as a way of trying to avoid their gunfire (largely unsuccessfully, you are not a speedy boi in this thing) and also as practice for when it really matters. If the target ship puts drones out, switch your own drones and painter to defang them just to be annoying (if your prey is a dedicated drone boat, use your web on the drones too). Your primary prey will be cruisers and up, even with the added help of the paint and web this thing has a really hard time with frigates.
To properly fly this, select your enemy, then approach them and turn on your microwarp drive. If they're 80km or more away from you, align and use your microjump drive if it's installed. Once you're within missile range, set orbit to 10km and turn off your prop mod, and let the ship do the work. Be sure to turn on your long point as soon as you can, but don't feel the need to overheat it to get that extra reach unless you think they're about to run away. Odds are, the target will accept the challenge and start shooting you first anyway. When they do, that's when you put out your drones on them and turn on your target painter. The painter and web are very important, as HAMs have issues with application. Always remember to use your long point before your web, which shouldn't be too hard as long points generally have better range than webs anyway. Your capacitor will last a while unless you have either your MWD or neutralizer running, which is what the cap booster is for. Don't be afraid to use it, because it never restores as much power as you think and takes a hot second to reload. Note that the neutralizer won't do all that much against ships fitted with projectile weapons, missiles, or ancillary active tank modules. Neut them anyway, just to prove a point (and also to see if you can shut off their hardeners or prop mods). If you plan on living, though, you may want to think about using it on smaller tackle ships to get them to stop pointing you. If your target is a turret battleship, you should think about approaching with transversal both as a way of trying to avoid their gunfire (largely unsuccessfully, you are not a speedy boi in this thing) and also as practice for when it really matters. If the target ship puts drones out, switch your own drones and painter to defang them just to be annoying (if your prey is a dedicated drone boat, use your web on the drones too). Your primary prey will be cruisers and up, even with the added help of the paint and web this thing has a really hard time with frigates.
=== Sources: ===
https://www.youtube.com/watch?v=ylMARFw-KJI - live stream of editing this page, talking about choices here.
[[Category:Guides]]