Difference between revisions of "Rupture"

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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
 
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<!-----------------------------------------------------------
<!-----------------------------------------------------------
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* SHIP ATTRIBUTES SECTION (last update : 15/10/2019)
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't  
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* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
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| shipid=629
+
| shipimg=Rupture.jpg
|shipid=629
+
| shipname=Rupture
|shipimg=Rupture.jpg
+
| class=Cruiser
|shipname=Rupture
+
| grouping=Standard Cruisers
|caption=Rupture
+
| hulltype=Rupture Class
|class=Cruiser
+
| faction=Minmatar Republic  
|grouping=Standard Cruisers
+
| variations={{Ship|Broadsword}},{{Ship|Muninn}}
|hulltype=Rupture Class
+
| tech=  
|faction=Minmatar Republic
+
| powergrid=860 MW
|race=Minmatar
+
| cpu=350 tf
|roles=unspecified
+
| capacitor=1,275 GJ
|variations={{Ship|Muninn}}, {{Ship|Broadsword}}
+
| highs=5
+
| turrets=4
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
+
| launchers=1
+
| mediums=4
|powergrid=860 MW
+
| lows=5
|cpu=350 tf
+
| mass=12,200,000 kg
|capacitor=1,275 GJ
+
| volume=96,000
|highs=5
+
| cargohold=450
|turrets=4
+
| extrahold=
|launchers=1
+
| extraholdtype=
|mediums=4
+
| dronebay=30
|lows=5
+
| bandwidth=30 Mbit/sec
+
| quote=Fancy tricks are rarely more effective than direct force.
|mass=12,200,000 kg
+
| quote_attribution=Admiral Kasorta Fogneko
|volume=96,000 m&#179;
+
| info=The Rupture is slow for a Minmatar ship, but it more than makes up for it in power. The Rupture has superior firepower and is used by the Minmatar Republic both to defend space stations and other stationary objects and as part of massive attack formations.
|cargohold=450 m&#179;
+
| bonuses=<b>Minmatar Cruiser bonuses (per skill level):</b><br>5% bonus to Medium Projectile Turret rate of fire<br>5% bonus to Medium Projectile Turret damage<br>
+
| structurehp=1,500 HP
|dronebay=30 m&#179;
+
| shieldhp=1,500 HP
|bandwidth=30 Mbit/sec
+
| shieldem=0
+
| shieldexp=50
|info=The Rupture is slow for a Minmatar ship, but it more than makes up for it in power. The Rupture has superior firepower and is used by the Minmatar Republic both to defend space stations and other stationary objects and as part of massive attack formations.
+
| shieldkin=40
+
| shieldtherm=20
|bonuses=<b>Minmatar Cruiser Skill Bonus:</b><br>5% bonus to Medium Projectile Turret firing speed per level<br>5% bonus to Medium Projectile Turret damage per level
+
| armorhp=1,800 HP
+
| armorem=60
|structurehp=1,500 HP
+
| armorexp=10
|shieldhp=1,500 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
+
| armorkin=25
|armorhp=1,800 HP |armorem=60 |armorexp=10 |armorkin=25 |armortherm=35
+
| armortherm=35
+
| maxvelocity=210 m/sec
|maxvelocity=210 m/s
+
| inertia=0.5
|inertia=0.5
+
| warpspeed=4 AU/s
|warpspeed=3 AU/s
+
| warptime=8.46 s
|warptime=8.72 s
+
| targetrange=50.00 km
+
| sigradius=125 m
|targetrange=50 km
+
| maxlockedtargets=6
|sigradius=125 m
+
| sensortype=LADAR
|maxlockedtargets=6
+
| sensorvalue=15 points
|sensortype=LADAR
+
| scanres=290 mm
|sensorvalue=15 points
+
| reqskills=*{{RequiredSkill|Minmatar Cruiser|I}}
|scanres=290 mm
+
** {{RequiredSkill|Spaceship Command|II}}
+
** {{RequiredSkill|Minmatar Destroyer|III}}
|reqskills=*Minmatar Cruiser III<small>22h 13m</small>
+
*** {{RequiredSkill|Minmatar Frigate|III}}
**Spaceship Command III<small>4h 26m</small>
+
**** {{RequiredSkill|Spaceship Command|I}}
**Minmatar Frigate IV<small>2d 2h 17m</small>
 
|totaltraintime=3d 4h 57m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Rupture Rupture on Eve Online Wiki]<br>
 
 
|highlights1=
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
 +
| totaltraintime=19h 15m 30s
 +
| forumlinks=
 +
| wikireferences=
 +
| externallinks=
 +
| highlights1=
 +
| highlights2=
 +
| highlights3=
 +
| highlights4=
 
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==Summary==
+
== Summary ==
The heavy duty combat cruiser of the Minmatar Republic, this ship looks like a chunk of brick. The Rupture is the favored mission cruiser for the Minmatar. It can mount a good active armour tank or regenerating passive shield tank (as below) and use artillery and drones to destroy mission rats from range. The Rupture is also a strong PvP ship. A number of fittings work well; in E-Uni fleets the most common approach is to fit an armour buffer tank (as below) and provide extra DPS and some sticky secondary tackle. Strong fitting skills and access to T2 autocannon (for kiting with Barrage ammo) open up some fast-moving shield-tanked PvP fits, which, oddly, work rather better in that role than the Stabber.
+
Resembling a cross between a brick and a rusty nailgun, the Rupture is the Minmatar Republic's heavy combat cruiser, and a popular ship for both mission running and PvP despite being quite sluggish for a Minmatar design.
  
==Skills==
+
== Skills ==
''Further information about additional or recommended skills to pilot Rupture for a specific or it's common role(s) can be written here.''
 
  
==Fitting==
+
As a Tech 1 cruiser and one of the first steps that new players take out of small ships into medium-sized hulls, the Rupture is relatively forgiving, and can perform adequately in undemanding roles with limited character skills. Players can get much more out of the Rupture with better skills, however. Some basic skills to focus on in the short term for new pilots are:
===PvE===
 
{{Fittings
 
|name=Rupture, PvE T2 Shield
 
  
|high=
+
* {{sk|Minmatar Cruiser}} to IV: with two DPS bonuses, the Rupture's damage potential jumps dramatically with each level of this skill
650mm Medium 'Scout' Artillery I <br>
+
* [[Skills:Gunnery#Support Skills|Gunnery support skills]] to help turrets deal more damage at longer ranges, and track targets more accurately. {{sk|Sharpshooter}} is less important for autocannon but still helps artillery. {{sk|Controlled Bursts}} is not relevant to projectile turrets, as they don't use capacitor to fire.
650mm Medium 'Scout' Artillery I <br>
+
* [[Fitting skills]]: squeezing everything onto a ship becomes more challenging as players move up to cruisers and unlock more advanced modules.
650mm Medium 'Scout' Artillery I <br>
+
* In the Minmatar ship line, the step up to cruisers is the point at which pilots begin to have large enough drone bays to field a full flight of drones. This makes training {{sk|Drones}} to V an early priority, together with at least basic levels in drone support skills. Drones V is a relatively long train for a new character, but will be useful in many ships.
650mm Medium 'Scout' Artillery I <br>
 
Prototype 'Arbalest' Rapid Light Missile Launcher  <br>
 
Prototype 'Arbalest' Rapid Light Missile Launcher  <br>
 
|mid=
 
10MN Afterburner II <br>
 
Adaptive Invulnerability Field II <br>
 
Large Shield Extender II <br>
 
|low=
 
Shield Power Relay II <br>
 
Shield Power Relay II <br>
 
Gyrostabilizer II <br>
 
Gyrostabilizer II <br>
 
Power Diagnostic System II <br>
 
  
|charges=
+
In the longer term, the Rupture, like many ships, will benefit from the skills necessary to fit Tech 2 tanking modules, and the skills necessary to fit Tech 2 autocannon and Tech 2 artillery pieces, unlocking Tech 2 ammo for more tactical flexibility.
|drones=
 
Hobgoblin I x6 <br>
 
|rigs=
 
Medium Core Defense Field Purger I <br>
 
Medium Core Defense Field Purger I <br>
 
Medium Core Defense Field Purger I <br>
 
  
|recommended1=
+
== Tactics ==
Minmatar Frigate IV <br>
 
Minmatar Cruiser III <br>
 
Gunnery III <br>
 
Medium Projectile Turret I <br>
 
Missile Launcher Operation I <br>
 
Energy Systems Operation III <br>
 
Energy Management III <br>
 
Electronics Upgrades I <br>
 
Long Range Targeting II <br>
 
Targeting IV <br>
 
Signature Analysis III <br>
 
|recommended2=
 
Afterburner IV <br>
 
Engineering V <br>
 
Tactical Shield Manipulation IV <br>
 
Shield Upgrades IV <br>
 
Energy Grid Upgrades IV <br>
 
Weapon Upgrades IV <br>
 
Evasive Maneuvering II <br>
 
Warp Drive Operation II <br>
 
Hull Upgrades III <br>
 
Shield Management III <br>
 
Rapid Firing II <br>
 
|recommended3=
 
Sharpshooter I <br>
 
Motion Prediction III <br>
 
Medium Projectile Turret III <br>
 
Gunnery IV <br>
 
Trajectory Analysis II <br>
 
Mechanic III <br>
 
Jury Rigging III <br>
 
Shield Rigging I <br>
 
Drones I <br>
 
Scout Drone Operation I <br>
 
  
|notes=
+
'''PvE'''
*Use lower meta level items if cost is an issue.
 
*You may use Meta 4 items instead of Tech 2 items to fit into the ship early.
 
}}
 
  
===PvP===
+
In Level 2 missions, the Rupture can mount a good active armour tank or regenerating passive shield tank and use artillery and drones to destroy rats at long range. The Rupture can launch a full flight of five light drones with space for a few spares, or a mixed-size flight of mediums and lights, which will be a new feature for pilots stepping up from PvE in Minmatar destroyers.
{{Fittings
 
|name=Rupture, PvP Starter Rupture
 
  
|high=
+
'''PvP'''
220mm Vulcan AutoCannon I <br>
 
220mm Vulcan AutoCannon I <br>
 
220mm Vulcan AutoCannon I <br>
 
220mm Vulcan AutoCannon I <br>
 
Rapid Light Missile Launcher I  <br>
 
Rapid Light Missile Launcher I  <br>
 
|mid=
 
10MN MicroWarpdrive I <br>
 
Warp Scrambler I <br>
 
Stasis Webifier I <br>
 
|low=
 
Damage Control I <br>
 
800mm Reinforced Steel Plates I <br>
 
Gyrostabilizer I <br>
 
Gyrostabilizer I <br>
 
Tracking Enhancer I <br>
 
  
|charges=
+
The Rupture is also a reliable PvP ship. A simple and viable approach is to fit a buffer armour tank and autocannon, and provide extra DPS and some sticky secondary tackle in fleet situations. Armour-tanked autocannon Ruptures also synergize well with armour [[logistics]] support, and crop up frequently as one option in "brawling" [[doctrines]].
Republic Fleet Fusion M <br>
 
Mjolnir Light Missile <br>
 
|drones=
 
Warrior I x5 <br>
 
|rigs=
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
[empty rig slot] <br>
 
  
|recommended1=
+
A buffer shield tank produces a faster, more tactically-flexible ship with space for speed- and damage-boosting modules in its low slots. A shield-tanked Rupture has strong DPS and a bit more ability to choose its fights. On the other hand, the ship has fewer mid slots, and so a shield tank usually means fewer effective hitpoints than an armour tank, and requires compromises on other utility modules. The [[Stabber]], with its falloff range bonus and higher base speed, is the archetypal Tech 1 Minmatar kiting cruiser.
Electronics IV <br>
 
Minmatar Frigate IV <br>
 
Minmatar Cruiser III <br>
 
Gunnery III <br>
 
Medium Projectile Turret I <br>
 
|recommended2=
 
Missile Launcher Operation I <br>
 
Afterburner III <br>
 
High Speed Maneuvering I <br>
 
Propulsion Jamming I <br>
 
|recommended3=
 
Hull Upgrades III <br>
 
Weapon Upgrades I <br>
 
Drones I <br>
 
Scout Drone Operation I <br>
 
  
|notes=
+
== Notes ==
*This fits with Engineering 3 and Electronics 3. All Tech 1 Meta 0 so the modules can be picked from uni hangars during war.
+
In the Retribution patch, the Rupture lost one launcher/utility hardpoint and gained a mid slot.
*330 dps and 13k EHP with all level 5 skills, though for newbies its likely to be a bit less.
 
*245 dps with recommended skills below. 12 k EHP.
 
*Tip for newbies: stagger the neut cycles.
 
*This fitting is listed [http://forum.eveuniversity.org/viewtopic.php?f=129&t=32029 here].
 
}}{{Fittings
 
|name=Rupture, PvP - arty's - Med-active
 
|high=
 
720mm 'Scout' Artillery <br>
 
720mm 'Scout' Artillery <br>
 
720mm 'Scout' Artillery <br>
 
720mm 'Scout' Artillery <br>
 
Prototype 'Arbalest' Rapid Light Missile Launcher <br>
 
Prototype 'Arbalest' Rapid Light Missile Launcher <br>
 
|mid=
 
Warp Disruptor II <br>
 
Large Shield Extender II <br>
 
Medium Ancillary Shield Booster <br>
 
|low=
 
Gyrostabilizer II <br>
 
Gyrostabilizer II <br>
 
Tracking Enhancer II <br>
 
Tracking Enhancer II <br>
 
Damage Control II <br>
 
  
 +
== Patch History ==
 +
{{expansion past|
 +
'''October 2019 Release - 2019-10-15.1'''
  
|charges=
+
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
Cap Booster 50 <br>
 
EMP M <br>
 
Mjolnir Light Missile <br>
 
|drones=
 
5x Hornet EC-300
 
|rigs=
 
Medium Core Defense Field Extender I <br>
 
Medium Core Defense Field Extender I <br>
 
Medium Ancillary Current Router I <br>
 
  
|recommended1=I recommend having the skills to fit the T2 modules in the low and mid slots. The guns and launchers (as shown here) will do just fine as T1 meta items. <br>
+
* Warp Speed increased from 3 AU/s to 4 AU/s (+1 AU/s)
Next you should posses the skills to use light ECM drones. During Uni-Wartime these skills are mandatory as well.<br>
 
Engineering skill should be at level 5 and Electronics at 3 but preferably 4. Weapon upgrades at 4 or higher. Advanced Weapon Upgrades should be at level 3 although you do need to be at level 5 with Weapons Upgrades to qualifiy for Advanced Weapon Upgrades.
 
  
|notes=
+
'''118.6 Release
*Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff.
+
Published on Tuesday, June 28th, 2016'''
*Meta4 guns and launchers can be (very) expensive. Drop down as you desire in meta gear.
+
*Flipped the on-switch for the lower engine set on the Minmatar Cruiser Rupture and variants.
*You have about 18k EHP. If you have AWU trained to 5, and use standard light missile launchers then the last rig can be exchanged for another shield extender. This will boost you into 20k+ EHP
+
'''Citadel
*If the ship you are fighting is a battleship and the pilot has neuts fitted, stay around 30km. You will be fighting in the falloff of EMP ammo
+
Released on Wednesday, April 27, 2016'''
*If you are fighting a cruiser then it's neuting range is 12.5km. Stay around 15 to 17km. You'll be fighting in optimal and still have a point.
+
*Realigned the normal map of the Rupture and its variants.
*This is a fleet setup. I would not recommend flying solo with it.
+
'''Retribution 1.0
}}{{Fittings
+
Released on Tuesday, December 4, 2012'''
|name=Rupture, PvP - AC shield passive
+
*Minmatar Cruiser bonuses: -5% medium projectile turret rate of fire and +5% medium projectile damage per level
|high=
+
*Slot layout: 5 H, 4 M, 5 L, 4 turrets, 1 launcher
425mm Medium 'Scout' Autocannon <br>
+
*Fittings: 860 PWG, 350 CPU
425mm Medium 'Scout' Autocannon <br>
+
*Defense (shields / armor / hull): 1500 / 1800 / 1500
425mm Medium 'Scout' Autocannon <br>
+
*Capacitor (amount / recharge rate / cap per second): 1275 / 425 s / 3
425mm Medium 'Scout' Autocannon <br>
+
*Mobility (max velocity / agility / mass / align time): 210 / 0.5 / 12200000 / 5.7 s
Small Unstable Power Fluctuator I <br>
+
*Drones (bandwidth / bay): 30 / 30
Medium Unstable Power Fluctuator I <br>
+
*Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 290 / 6
|mid=
+
*Sensor strength: 15 Ladar
10MN MicroWarpdrive II <br>
+
*Signature radius: 125
Large Shield Extender II <br>
 
Warp Disruptor II <br>
 
|low=
 
Gyrostabilizer II <br>
 
Gyrostabilizer II <br>
 
Tracking Enhancer II <br>
 
Tracking Enhancer II <br>
 
Damage Control II <br>
 
  
 +
'''Inferno 1.1
 +
Deployed on Monday, June 25, 2012.'''
 +
*The booster locators on the Rupture and its factional variants have been moved closer to the engine exhaust.
  
|charges=
 
EMP M <br>
 
|drones=
 
5x Hornet EC-300
 
|rigs=
 
Medium Anti-EM Screen Reinforcer I <br>
 
Medium Anti-Thermal Screen Reinforcer I <br>
 
Medium Anti-Kinetic Screen Reinforcer I <br>
 
 
|recommended1=I recommend having the skills to fit the T2 modules in the low and mid slots. The guns and the neuts (as shown here) will do just fine as T1 meta items. You could drop the disruptor for a meta item as well.<br>
 
Next you should posses the skills to use light ECM drones. During Uni-Wartime these skills are mandatory as well.<br>
 
Engineering skill should be at level 4 or higher. Electronics at level  3 but preferably 4. Weapon upgrades at 4 or higher. Advanced Weapon Upgrades are not required for this fit.
 
|notes=
 
*Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff.
 
*Meta4 guns are expensive. Drop down as you desire in meta gear.
 
*You have about 18k EHP.
 
*Alternatively you can change the rigs to 3 "Medium Core Defense Field Extenders". This will bump your EHP into 21k.
 
*Watch out when using the MWD. You have a huge sig radius. Only use it to get in range.
 
*The two neuts are used in cap warfare. You can successfully empty a frigate with the medium neut and keep it disabled with the small one without your cap going down the drain. The same applies to cruisers, but it takes more time and skill. Even if you are neuted, your damage won't be gimped.
 
*You can use this setup in any fleet or solo. But keep in mind during solo flight; you don't have a way of dictating range.
 
 
}}
 
}}
 +
{{ShipsMatrix}}
  
==Tactics==
+
[[Category:Ship Database]]
''No sub-article about Rupture roles or piloting tactics. You can write them here.''
+
[[Category:Standard Cruisers]]
 
 
==Notes==
 
This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS]], and [[BYOM]].
 
 
 
{{ShipsMatrix}}
 
[[Category:Database]][[Category:Ship Database]][[Category:Standard Cruisers]]
 

Latest revision as of 18:32, 17 November 2024

EVE University Database
 
Ship Database
Rupture
Rupture
Minmatar Republic
Minmatar Republic
Standard Cruisers
Rupture Class
RELATED UNI-WIKI REFERENCES
Fancy tricks are rarely more effective than direct force.
– Admiral Kasorta Fogneko


The Rupture is slow for a Minmatar ship, but it more than makes up for it in power. The Rupture has superior firepower and is used by the Minmatar Republic both to defend space stations and other stationary objects and as part of massive attack formations.

SHIP BONUSES

Minmatar Cruiser bonuses (per skill level):
5% bonus to Medium Projectile Turret rate of fire
5% bonus to Medium Projectile Turret damage

Required Skills
Training Time what's this?
19h 15m 30s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Broadsword
Broadsword.jpg
CornerT2s.png
Broadsword
Heavy Interdiction Cruisers Rupture Class
Icon hi slot.png6 (3/5) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png1,010 MW Icon cpu.png392 tf
Icon velocity.png220 m/sec
Icon capacity.png452 m³
,Muninn
Muninn.jpg
CornerT2s.png
Muninn
Heavy Assault Cruisers Rupture Class
Icon hi slot.png5 (5/1) Icon mid slot.png4 Icon low slot.png6
Icon powergrid.png1,000 MW Icon cpu.png405 tf
Icon velocity.png235 m/sec
Icon capacity.png515 m³

Ship Attributes

Fittings
Powergrid
powergrid
860 MW
CPU
cpu output
350 tf
Capacitor
capacitor
1,275 GJ
High
high slots
5
Launchers
launcher slots
1
Turrets
turret slots
4
Medium
medium slots
4
Low
low slots
5
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
210 m/sec
Inertia Modifier
inertia modifier (agility)
0.5
Warp Speed
inertia modifier (agility)
4 AU/s
Base Time to Warp
base time to warp
8.46 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
30 m³
Drone Bandwidth
drone bandwidth
30 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
50.00 km
Max Locked Targets
max. locked targets
6
LADAR Sensor
LADAR sensor strength
15 points
Sig. Radius
signature radius
125 m
Scan Res.
scan resolution
290 mm
Structure
Structure Hitpoints
structure hitpoints
1,500 HP
Mass
ship mass
12,200,000 kg
Volume
ship volume
96,000 m³
Cargo Capacity
cargo capacity
450 m³
Armor
Armor Hitpoints
armor hitpoints
1,800 HP
Armor Resistances
EM
electromagnetic resistance
60
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,500 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

Resembling a cross between a brick and a rusty nailgun, the Rupture is the Minmatar Republic's heavy combat cruiser, and a popular ship for both mission running and PvP despite being quite sluggish for a Minmatar design.

Skills

As a Tech 1 cruiser and one of the first steps that new players take out of small ships into medium-sized hulls, the Rupture is relatively forgiving, and can perform adequately in undemanding roles with limited character skills. Players can get much more out of the Rupture with better skills, however. Some basic skills to focus on in the short term for new pilots are:

  • Minmatar Cruiser to IV: with two DPS bonuses, the Rupture's damage potential jumps dramatically with each level of this skill
  • Gunnery support skills to help turrets deal more damage at longer ranges, and track targets more accurately. Sharpshooter is less important for autocannon but still helps artillery. Controlled Bursts is not relevant to projectile turrets, as they don't use capacitor to fire.
  • Fitting skills: squeezing everything onto a ship becomes more challenging as players move up to cruisers and unlock more advanced modules.
  • In the Minmatar ship line, the step up to cruisers is the point at which pilots begin to have large enough drone bays to field a full flight of drones. This makes training Drones to V an early priority, together with at least basic levels in drone support skills. Drones V is a relatively long train for a new character, but will be useful in many ships.

In the longer term, the Rupture, like many ships, will benefit from the skills necessary to fit Tech 2 tanking modules, and the skills necessary to fit Tech 2 autocannon and Tech 2 artillery pieces, unlocking Tech 2 ammo for more tactical flexibility.

Tactics

PvE

In Level 2 missions, the Rupture can mount a good active armour tank or regenerating passive shield tank and use artillery and drones to destroy rats at long range. The Rupture can launch a full flight of five light drones with space for a few spares, or a mixed-size flight of mediums and lights, which will be a new feature for pilots stepping up from PvE in Minmatar destroyers.

PvP

The Rupture is also a reliable PvP ship. A simple and viable approach is to fit a buffer armour tank and autocannon, and provide extra DPS and some sticky secondary tackle in fleet situations. Armour-tanked autocannon Ruptures also synergize well with armour logistics support, and crop up frequently as one option in "brawling" doctrines.

A buffer shield tank produces a faster, more tactically-flexible ship with space for speed- and damage-boosting modules in its low slots. A shield-tanked Rupture has strong DPS and a bit more ability to choose its fights. On the other hand, the ship has fewer mid slots, and so a shield tank usually means fewer effective hitpoints than an armour tank, and requires compromises on other utility modules. The Stabber, with its falloff range bonus and higher base speed, is the archetypal Tech 1 Minmatar kiting cruiser.

Notes

In the Retribution patch, the Rupture lost one launcher/utility hardpoint and gained a mid slot.

Patch History