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Fighting in a fleet is a lot of fun, and it is, in many ways, the classic EVE experience. However fighting solo, or in a small group of 2 or 3 people can be just as fun, much easier to get set up, and importantly, is one of the best ways to develop your all-round PvP skills. Skills such as scouting, target calling and overall FC’ing are all very transferable from solo or small groups, right up to huge fleets. In EVE, many of the best FCs started out in solo or small gang situations, and many of them still roam solo when not leading fleets. | Fighting in a fleet is a lot of fun, and it is, in many ways, the classic EVE experience. However fighting solo, or in a small group of 2 or 3 people can be just as fun, much easier to get set up, and importantly, is one of the best ways to develop your all-round PvP skills. Skills such as scouting, target calling and overall FC’ing are all very transferable from solo or small groups, right up to huge fleets. In EVE, many of the best FCs started out in solo or small gang situations, and many of them still roam solo when not leading fleets. | ||
=Security | ==Security status== | ||
In | In low- and high-security space, taking hostile action against a pilot not flagged as a criminal, a war target or a suspect will result in a loss of your own [[security status]]. Therefore, engaging in regular PvP as described in this guide will inevitably reduce your security status. This is why Low Sec is often described as pirate space. Low security status can cause you to be attacked by faction police when entering High Security space. | ||
If you continue to live in lowsec or nullsec, having a low security status is unlikely to affect you as you can simply use a hauler alt, or a hauling corporation to get ships and other supplies from Highsec to where you live. | If you continue to live in lowsec or nullsec, having a low security status is unlikely to affect you as you can simply use a hauler alt, or a hauling corporation to get ships and other supplies from Highsec to where you live. | ||
Should you wish to retain the ability to travel back into High Security space at any time without restriction, you can always take actions to recover your security status, either by killing NPC rats, or by redeeming [[Clone Soldier Tags]] | Should you wish to retain the ability to travel back into High Security space at any time without restriction, you can always take actions to recover your security status, either by killing NPC rats, or by redeeming [[Clone Soldier Tags]]. | ||
EVE University members are required to maintain a security status above -4 in order to obtain new titles. A security status below -5 is also likely to incur an email from management asking the pilot to repair this. However remaining above this level is not difficult, particularly given the Clone Soldier Tag mechanics | {{Important note box|EVE University members are required to maintain a security status above -4 in order to obtain new titles. A security status below -5 is also likely to incur an email from management asking the pilot to repair this. However remaining above this level is not difficult, particularly given the Clone Soldier Tag mechanics.}} | ||
=Where to fight?= | ==Where to fight?== | ||
While fighting in Null-Sec, Wormhole, or even High Sec space is perfectly possible, the majority of small scale PvP is done in Low Security space. Specifically, those areas of Low Sec designated as “[[Faction Warfare]] Space” | While fighting in Null-Sec, Wormhole, or even High Sec space is perfectly possible, the majority of small scale PvP is done in Low Security space. Specifically, those areas of Low Sec designated as “[[Faction Warfare]] Space” | ||
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Faction Warfare mechanics includes many features which are specific to corporations and individuals who elect to align themselves to one faction, as described in more detail in the [[Faction Warfare]] Wiki page. For the purposes of this guide however, we will only be considering those aspects which relate to all players, regardless of affiliation. | Faction Warfare mechanics includes many features which are specific to corporations and individuals who elect to align themselves to one faction, as described in more detail in the [[Faction Warfare]] Wiki page. For the purposes of this guide however, we will only be considering those aspects which relate to all players, regardless of affiliation. | ||
==Faction Warfare Arenas: Plex== | ===Faction Warfare Arenas: Plex=== | ||
Faction Warfare space contains Factional Warfare Complexes (commonly known as "Plexes", not to be confused with [[PLEX]]) which are effectively PvP arenas. These appear on your overview and probe scanner window as beacons which all players can warp to with names such as “Gallente Novice Outpost” or “Caldari Large Installation” | Faction Warfare space contains Factional Warfare Complexes (commonly known as "Plexes", not to be confused with [[PLEX]]) which are effectively PvP arenas. These appear on your overview and probe scanner window as beacons which all players can warp to with names such as “Gallente Novice Outpost” or “Caldari Large Installation” | ||
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NOTE: The gate limits ship sizes, however it does NOT limit the number of ships entering the plex. You can still be overpowered by a gang or fleet of ships if you are not aware and careful. | NOTE: The gate limits ship sizes, however it does NOT limit the number of ships entering the plex. You can still be overpowered by a gang or fleet of ships if you are not aware and careful. | ||
===The Beacon=== | ====The Beacon==== | ||
When you initially activate an acceleration gate and “slide” into the plex, you will arrive within around 2.5km of a “beacon” in space. This beacon should be visible on your overview as you land. If not, adjust your overview settings to display all brackets (items in space), as the location of the beacon is a key factor in plex combat. | When you initially activate an acceleration gate and “slide” into the plex, you will arrive within around 2.5km of a “beacon” in space. This beacon should be visible on your overview as you land. If not, adjust your overview settings to display all brackets (items in space), as the location of the beacon is a key factor in plex combat. | ||
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The beacon is key to fighting in a plex, as it means that when inside a plex, you know almost exactly where an enemy ship will enter. Likewise, when entering a plex where an opponent is already within, they will have positioned themselves knowing where you will appear. This always gives a slight advantage when fighting to the ship which is already inside the plex, and a large part of the various strategies for frighting in a plex is based around this mechanic. | The beacon is key to fighting in a plex, as it means that when inside a plex, you know almost exactly where an enemy ship will enter. Likewise, when entering a plex where an opponent is already within, they will have positioned themselves knowing where you will appear. This always gives a slight advantage when fighting to the ship which is already inside the plex, and a large part of the various strategies for frighting in a plex is based around this mechanic. | ||
===Warp Blocking=== | ====Warp Blocking==== | ||
The other thing to note is that you cannot warp within a plex. While normally if an object is 150km away from you, but still on grid you can warp to it, within a plex you will get an error message. If your scout, or fast tackler chases a fast ship 150km away from you within the plex, there is no way to catch up to him without following him with sub-warp engines. | The other thing to note is that you cannot warp within a plex. While normally if an object is 150km away from you, but still on grid you can warp to it, within a plex you will get an error message. If your scout, or fast tackler chases a fast ship 150km away from you within the plex, there is no way to catch up to him without following him with sub-warp engines. | ||
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These are have effectively replaced Assault Frigates as the best small ship option in PvP. They are only marginally slower than standard frigates (and often faster when in propulsion mode), while also retaining the excellent damage and a strong tank of the destroyer hull. They make for great Brawlers and Kiters alike and are virtually impossible to counter in a T1 frig except in a few select scenarios. Pirate and Assault frigates may stand a chance, however only in skilled hands and with good tactics. Less experienced pilots should simply avoid these ships without substantial support. | These are have effectively replaced Assault Frigates as the best small ship option in PvP. They are only marginally slower than standard frigates (and often faster when in propulsion mode), while also retaining the excellent damage and a strong tank of the destroyer hull. They make for great Brawlers and Kiters alike and are virtually impossible to counter in a T1 frig except in a few select scenarios. Pirate and Assault frigates may stand a chance, however only in skilled hands and with good tactics. Less experienced pilots should simply avoid these ships without substantial support. | ||
=Basic Ship Meta= | ==Basic Ship Meta== | ||
Ships for PvP in general are grouped primarily by their optimal range. All other things being equal, winning a PvP fight, whether solo, or when leading a huge fleet, usually means ensuring that you are in your optimal range, and your opponent is not. | Ships for PvP in general are grouped primarily by their optimal range. All other things being equal, winning a PvP fight, whether solo, or when leading a huge fleet, usually means ensuring that you are in your optimal range, and your opponent is not. | ||
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In Low Sec PvP, as most fighting is in plexes where much of the engagement takes place around the fixed point of the beacon, it’s important to note that Micro-Warp Drives (MWDs) are generally not preferred, as they can be immediately de-activated by a warp scrambler, rendering you at an immediate speed disadvantage. While MWDs can be useful for Kiters, and some more unusual fits, the predominant propulsion module used is the afterburner. It should be noted though that in Null Sec PvP, without Plex mechanics, MWD fitted ships are the dominant force. | In Low Sec PvP, as most fighting is in plexes where much of the engagement takes place around the fixed point of the beacon, it’s important to note that Micro-Warp Drives (MWDs) are generally not preferred, as they can be immediately de-activated by a warp scrambler, rendering you at an immediate speed disadvantage. While MWDs can be useful for Kiters, and some more unusual fits, the predominant propulsion module used is the afterburner. It should be noted though that in Null Sec PvP, without Plex mechanics, MWD fitted ships are the dominant force. | ||
==Brawlers== | ===Brawlers=== | ||
Brawlers use high damage, close range weapons, such as blasters or pulse lasers. Because of this, they rely on quickly getting into close range, and preventing opponents from pulling away. | Brawlers use high damage, close range weapons, such as blasters or pulse lasers. Because of this, they rely on quickly getting into close range, and preventing opponents from pulling away. | ||
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Due to range being key, fast brawlers like the [[Atron]] or [[Federation Navy Comet]] are very useful here due to their raw speed, as well as the damage boosts to brawling weapons. An alternative is a ship which carries dual stasis webs, such as the dual-web armor [[Kestrel]] or the [[Caldari Navy Hookbill]]. These are relatively slow ships in general terms, however the double web effect applied to your opponent will remove the speed advantage of almost any other ship, and allow you to dictate range despite being the slower ship on paper. | Due to range being key, fast brawlers like the [[Atron]] or [[Federation Navy Comet]] are very useful here due to their raw speed, as well as the damage boosts to brawling weapons. An alternative is a ship which carries dual stasis webs, such as the dual-web armor [[Kestrel]] or the [[Caldari Navy Hookbill]]. These are relatively slow ships in general terms, however the double web effect applied to your opponent will remove the speed advantage of almost any other ship, and allow you to dictate range despite being the slower ship on paper. | ||
==Scram Kiters== | ===Scram Kiters=== | ||
An effective defence against a brawler is to fight from outside their optimal range, but still within warp scrambler and web range, normally between 7–9km. This is called "'''Scram Kiting'''". At this point, brawling damage will be minimal, however mid-range weapons such as beam lasers, railguns or rockets can still hit an opponent for substantial damage. | An effective defence against a brawler is to fight from outside their optimal range, but still within warp scrambler and web range, normally between 7–9km. This is called "'''Scram Kiting'''". At this point, brawling damage will be minimal, however mid-range weapons such as beam lasers, railguns or rockets can still hit an opponent for substantial damage. | ||
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For this reason, scram-kite ships often still fit speed modules and rigs to try and maintain speed advantage. Common scram-kiters include [[Breacher]], [[Tormentor]] and [[Incursus]]. The Dual-Web [[Kestrel]] and [[Caldari Navy Hookbill]] noted earlier can also be equally effective as a scram-kiter as rockets can deal effective damage up to 9km, while the dual webs maintain your speed advantage. | For this reason, scram-kite ships often still fit speed modules and rigs to try and maintain speed advantage. Common scram-kiters include [[Breacher]], [[Tormentor]] and [[Incursus]]. The Dual-Web [[Kestrel]] and [[Caldari Navy Hookbill]] noted earlier can also be equally effective as a scram-kiter as rockets can deal effective damage up to 9km, while the dual webs maintain your speed advantage. | ||
==Kiters== | ===Kiters=== | ||
The other key factor in the meta are long range kiting ships. These will equip a warp disrupter to tackle at 20km+ ranges, and use long range weapons to fight well beyond the range of other ships. They are generally glass cannons, maximized for speed and damage. As they will not be able to apply a stasis web to their opponent at such long ranges, they usually rely on Micro-Warp Drives to maintain a speed advantage. However as a MWD can be switched off by a warp scrambler, if they can be closed down and tackled they will usually die quickly. | The other key factor in the meta are long range kiting ships. These will equip a warp disrupter to tackle at 20km+ ranges, and use long range weapons to fight well beyond the range of other ships. They are generally glass cannons, maximized for speed and damage. As they will not be able to apply a stasis web to their opponent at such long ranges, they usually rely on Micro-Warp Drives to maintain a speed advantage. However as a MWD can be switched off by a warp scrambler, if they can be closed down and tackled they will usually die quickly. | ||
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Common kiting ships are the [[Condor]], [[Imperial Navy Slicer]] or [[Tristan]] | Common kiting ships are the [[Condor]], [[Imperial Navy Slicer]] or [[Tristan]] | ||
==Snipers== | ===Snipers=== | ||
While very uncommon, snipers aim to sit at extreme ranges, with very high alpha damage weapons, and deal huge damage at long ranges as soon as an opponent lands on grid. They are extremely rare in the current meta in Low Sec, however they are more common in Null Sec, particularly in gate camps, and it is important to be aware of the possibility. They usually trade considerable tank and maneuverability for their high damage output, and as with kiters, if they can be closed down they will die rapidly. | While very uncommon, snipers aim to sit at extreme ranges, with very high alpha damage weapons, and deal huge damage at long ranges as soon as an opponent lands on grid. They are extremely rare in the current meta in Low Sec, however they are more common in Null Sec, particularly in gate camps, and it is important to be aware of the possibility. They usually trade considerable tank and maneuverability for their high damage output, and as with kiters, if they can be closed down they will die rapidly. | ||
=Key Concepts= | ==Key Concepts== | ||
==Range and Speed== | ===Range and Speed=== | ||
As should be clear from the above, controlling range is the single most important factor in PvP. Being able to impose your range on a fight will allow even a T1 fitted frigate to kill much more expensive fits. Overheating your afterburner gives you a huge 50% extra speed boost, and should always be done at the start of a fight. | As should be clear from the above, controlling range is the single most important factor in PvP. Being able to impose your range on a fight will allow even a T1 fitted frigate to kill much more expensive fits. Overheating your afterburner gives you a huge 50% extra speed boost, and should always be done at the start of a fight. | ||
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This emphasis on speed and range impacts on all aspects of Low Sec PvP. For instance, buffer armor tank fits with armor plates are very rare due to the speed penalty incurred, with most armor ships favoring active armor repairers which do not harm your speed or acceleration. Likewise, ships which cannot fit a stasis web alongside their scram and afterburner, such as the [[Punisher]], are very rare as they are completely unable to dictate range versus any ship carrying at least one stasis web. | This emphasis on speed and range impacts on all aspects of Low Sec PvP. For instance, buffer armor tank fits with armor plates are very rare due to the speed penalty incurred, with most armor ships favoring active armor repairers which do not harm your speed or acceleration. Likewise, ships which cannot fit a stasis web alongside their scram and afterburner, such as the [[Punisher]], are very rare as they are completely unable to dictate range versus any ship carrying at least one stasis web. | ||
==Tracking== | ===Tracking=== | ||
An additional consideration when trying to minimize damage, is tracking. Longer range weapons such as beam lasers and railguns have very poor tracking, and will miss a lot of shots against a ship in a fast orbit. Orbiting your opponent while using these weapons is therefore not the optimal method of engagement, instead use the “keep at range” command to minimize the transversal velocity. | An additional consideration when trying to minimize damage, is tracking. Longer range weapons such as beam lasers and railguns have very poor tracking, and will miss a lot of shots against a ship in a fast orbit. Orbiting your opponent while using these weapons is therefore not the optimal method of engagement, instead use the “keep at range” command to minimize the transversal velocity. | ||
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Ships using blasters, drones or rockets also suffer much less from tracking issues, and a fast orbit in these ships can minimize incoming damage from poor tracking weapons while ensuring good damage application for your own weapons | Ships using blasters, drones or rockets also suffer much less from tracking issues, and a fast orbit in these ships can minimize incoming damage from poor tracking weapons while ensuring good damage application for your own weapons | ||
==Intel== | ===Intel=== | ||
All of the above means that knowing the fit of your opponent before you engage in combat gives you a huge advantage over rushing in blindly. With good intel, you can avoid fights which obviously don’t favor you, and devise tactics to win fights which would otherwise be equal engagements. | All of the above means that knowing the fit of your opponent before you engage in combat gives you a huge advantage over rushing in blindly. With good intel, you can avoid fights which obviously don’t favor you, and devise tactics to win fights which would otherwise be equal engagements. | ||
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For this reason as well, never name your ship anything which includes your character’s name. This just makes it easy for an opponent to research you and devise a counter for your ship. | For this reason as well, never name your ship anything which includes your character’s name. This just makes it easy for an opponent to research you and devise a counter for your ship. | ||
==Surprise== | ===Surprise=== | ||
This idea of anticipating your opponent can also be used against an experienced pilot to surprise them with an unusual fit, or a ship you rarely fly. | This idea of anticipating your opponent can also be used against an experienced pilot to surprise them with an unusual fit, or a ship you rarely fly. | ||
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Similar ideas can also apply to more unusual fits such as a kiting [[Rifter]], a neut [[Slasher]], or a dual web [[Merlin]]. A surprise [[ECM]] module such as a tracking disrupter or damp can also turn an otherwise unpromising fight in your favor. | Similar ideas can also apply to more unusual fits such as a kiting [[Rifter]], a neut [[Slasher]], or a dual web [[Merlin]]. A surprise [[ECM]] module such as a tracking disrupter or damp can also turn an otherwise unpromising fight in your favor. | ||
=Finding a Fight in Null Sec= | ==Finding a Fight in Null Sec== | ||
Low Sec PvP is by far the most common arena for solo players and small gangs of 2-3 players. Null Sec solo/gang PvP is absolutely possible, however it is much harder to find fights, let alone get kills without having a substantial fleet jump in on top of you. | Low Sec PvP is by far the most common arena for solo players and small gangs of 2-3 players. Null Sec solo/gang PvP is absolutely possible, however it is much harder to find fights, let alone get kills without having a substantial fleet jump in on top of you. | ||
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Another thing you can do in Nullsec is to bring a few warp disruption bubbles and set traps next to system gates. | Another thing you can do in Nullsec is to bring a few warp disruption bubbles and set traps next to system gates. | ||
=The Null-Sec Meta= | ===The Null-Sec Meta=== | ||
The key difference between Null-Sec and Low-Sec meta comes down primarily to propulsion modules. In Null-Sec, MWDs are far more common compared to the predominately Afterburner meta of low-sec, which has a substantial impact on tactics. | The key difference between Null-Sec and Low-Sec meta comes down primarily to propulsion modules. In Null-Sec, MWDs are far more common compared to the predominately Afterburner meta of low-sec, which has a substantial impact on tactics. | ||
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Another big change with MWDs is that you get a strong capacitor penalty simply for fitting one, and on top of that using the MWD in itself uses a lot of capacitor. What this means is that both MWD ships get a lot less capacitor to work with at the beginning of an engagement in scram range. This is a huge drawback to capacitor intensive ships that use hybrid and lasers and like to work with a small ancillary armor repairer at the same time: the [[Tormentor]] and [[Incursus]] which are very effective ships in AB engagements become a lot less potent in this meta, while shield tanked rocket and projectile ships such as the [[Talwar]] or the [[Jaguar]] get a notable advantage due to their lower capacitor needs | Another big change with MWDs is that you get a strong capacitor penalty simply for fitting one, and on top of that using the MWD in itself uses a lot of capacitor. What this means is that both MWD ships get a lot less capacitor to work with at the beginning of an engagement in scram range. This is a huge drawback to capacitor intensive ships that use hybrid and lasers and like to work with a small ancillary armor repairer at the same time: the [[Tormentor]] and [[Incursus]] which are very effective ships in AB engagements become a lot less potent in this meta, while shield tanked rocket and projectile ships such as the [[Talwar]] or the [[Jaguar]] get a notable advantage due to their lower capacitor needs | ||
=In-depth look at the Ship Meta= | ==In-depth look at the Ship Meta== | ||
In order to look in more depth at the ship meta, and how different ships, tactics and strategies match up in space, the below describes some example ship fits seen in Low Sec PvP. These fits assume fairluy optimal skills, and Tech 2 fits. Other fits may vary, however the broad themes of meta-match ups described below remain the same: | In order to look in more depth at the ship meta, and how different ships, tactics and strategies match up in space, the below describes some example ship fits seen in Low Sec PvP. These fits assume fairluy optimal skills, and Tech 2 fits. Other fits may vary, however the broad themes of meta-match ups described below remain the same: | ||
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The following will examine the use of the ships described above in various 1v1 scenarios. | The following will examine the use of the ships described above in various 1v1 scenarios. | ||
==Slow brawler vs fast scram-kiter== | ===Slow brawler vs fast scram-kiter=== | ||
Even if the fight starts at 0,1km which would be the best for the [[Merlin]], he would have to apply his full DPS for 20 seconds to break the active tank of the [[Executioner]]. Since the Executioner is moving 150m/s faster than the Merlin it would only take him 6,6 seconds to get out of the Merlin’s optimal range, past that point it becomes easier and easier to active tank as seconds into fall-off pass. The Merlin has the choice to switch to Null ammo (which takes 5 seconds) but even then, the fight is going to be a struggle and the Merlin will probably lose. | Even if the fight starts at 0,1km which would be the best for the [[Merlin]], he would have to apply his full DPS for 20 seconds to break the active tank of the [[Executioner]]. Since the Executioner is moving 150m/s faster than the Merlin it would only take him 6,6 seconds to get out of the Merlin’s optimal range, past that point it becomes easier and easier to active tank as seconds into fall-off pass. The Merlin has the choice to switch to Null ammo (which takes 5 seconds) but even then, the fight is going to be a struggle and the Merlin will probably lose. | ||
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Now this was assuming the best possible engagement range for the Merlin, if the fight starts anywhere between 4km and 7.5km, the Merlin cannot theoretically win. This remains only theoretically however, as if either pilot makes a mistake, if for instance the Executioner forgets to apply his web or forgets to overheat his AB for a few seconds, the true result may not match the theoretical calculations here. | Now this was assuming the best possible engagement range for the Merlin, if the fight starts anywhere between 4km and 7.5km, the Merlin cannot theoretically win. This remains only theoretically however, as if either pilot makes a mistake, if for instance the Executioner forgets to apply his web or forgets to overheat his AB for a few seconds, the true result may not match the theoretical calculations here. | ||
===Fast brawler versus slow scram kiter=== | |||
==Fast brawler versus slow scram kiter== | |||
You might think this is opposite of what we just saw, the fast brawler will catch the slow scram-kiter and kill it. However in reality the calculation is more complex. Let’s take the blaster [[Atron]] vs rail [[Incursus]] match-up for example: if the fight starts close, then the webbed AB [[Atron]] is 150m/s faster than the webbed AB [[Incursus]], this means he wil be able apply the entirety of his theoretical DPS by always staying at his optimal range. But a 150m/s different is not nearly enough to orbit at 0 and create big enough transversal velocity to outtrack the [[Incursus]], this means that if the [[Incursus]] burns away from you, he will be able to apply his full theoretical DPS to you as well. | You might think this is opposite of what we just saw, the fast brawler will catch the slow scram-kiter and kill it. However in reality the calculation is more complex. Let’s take the blaster [[Atron]] vs rail [[Incursus]] match-up for example: if the fight starts close, then the webbed AB [[Atron]] is 150m/s faster than the webbed AB [[Incursus]], this means he wil be able apply the entirety of his theoretical DPS by always staying at his optimal range. But a 150m/s different is not nearly enough to orbit at 0 and create big enough transversal velocity to outtrack the [[Incursus]], this means that if the [[Incursus]] burns away from you, he will be able to apply his full theoretical DPS to you as well. | ||
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Now once again this is entirely theoretical, if the Incursus forgets to overload his prop, he’ll get caught a lot faster, if he forgets to overload his guns or his tank, if he forgets to launch his small drone he might very well lose the DPS race. If neither mess-up but if the Atron has considerably superior turret and tanking skills, he may still win the DPS race too. | Now once again this is entirely theoretical, if the Incursus forgets to overload his prop, he’ll get caught a lot faster, if he forgets to overload his guns or his tank, if he forgets to launch his small drone he might very well lose the DPS race. If neither mess-up but if the Atron has considerably superior turret and tanking skills, he may still win the DPS race too. | ||
===Slow Brawler vs Slow Scram-kiter / Fast Brawler vs Fast scram-kiter=== | |||
==Slow Brawler vs Slow Scram-kiter / Fast Brawler vs Fast scram-kiter== | |||
In these match-ups, both ships’ tank are going to be pretty much the same and they’ll fly at pretty much the same speed, so these match-ups are usually purely decided by the initial engagement range: If the brawler manages to be right on-top (0 to 1,5km) of the scram-kiter when they both apply scram and web he’ll probably win. If the Scram kiter manages to engage outside 4km he’ll probably win. The player who messes up and forgets to overload the AB or applies his web late is going to lose almost automatically. | In these match-ups, both ships’ tank are going to be pretty much the same and they’ll fly at pretty much the same speed, so these match-ups are usually purely decided by the initial engagement range: If the brawler manages to be right on-top (0 to 1,5km) of the scram-kiter when they both apply scram and web he’ll probably win. If the Scram kiter manages to engage outside 4km he’ll probably win. The player who messes up and forgets to overload the AB or applies his web late is going to lose almost automatically. | ||
===Brawlers VS Brawlers / Scram-kiters vs Scram-kiters=== | |||
==Brawlers VS Brawlers / Scram-kiters vs Scram-kiters== | |||
These are the only match ups where speed will not be as relevant to actually win the fight, although the fastest ship may still be able to disengage and run away if he realizes he’s losing. In this case the pure damage*EHP ratio will generally win fights. Therefore the most important thing will be to have a good fit, the second most important thing will be to overheat your modules, and the third most important thing will be damage and tanking skills. | These are the only match ups where speed will not be as relevant to actually win the fight, although the fastest ship may still be able to disengage and run away if he realizes he’s losing. In this case the pure damage*EHP ratio will generally win fights. Therefore the most important thing will be to have a good fit, the second most important thing will be to overheat your modules, and the third most important thing will be damage and tanking skills. | ||
===Meta-breaking fits in scram-range=== | |||
==Meta-breaking fits in scram-range== | |||
There are a few fits that are not going to fit into the calculations above, these can be considered as “meta-breakers". | There are a few fits that are not going to fit into the calculations above, these can be considered as “meta-breakers". | ||
===Dual Web Ships=== | ====Dual Web Ships==== | ||
They will be able to completely control range. A dual-web brawler will catch-up to its target quickly and a dual web scram-kiter will be able to exit the range of a brawler in seconds; this makes the initial engagement range largely irrelevant and is great to invade a plex for example. | They will be able to completely control range. A dual-web brawler will catch-up to its target quickly and a dual web scram-kiter will be able to exit the range of a brawler in seconds; this makes the initial engagement range largely irrelevant and is great to invade a plex for example. | ||
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Dual web rocket ships are a special case, the dual web Hookbill is very popular but the dual Breacher and Kestrel are also viable dual web frigates. Rockets do not need to track which means you can play as both a scram-kiter and a brawler. You’ll be able fight brawlers by keeping them at the edge of the scram range and you’ll be able to fight scram-kiters by orbiting them at 0 and mitigate some of their DPS. | Dual web rocket ships are a special case, the dual web Hookbill is very popular but the dual Breacher and Kestrel are also viable dual web frigates. Rockets do not need to track which means you can play as both a scram-kiter and a brawler. You’ll be able fight brawlers by keeping them at the edge of the scram range and you’ll be able to fight scram-kiters by orbiting them at 0 and mitigate some of their DPS. | ||
===Tracking Disruptors=== | ====Tracking Disruptors==== | ||
This module has two uses: the first, is to decrease your enemy’s optimal and falloff range by half which allows you to basically scram-kite other scram-kiter. The crucifier navy issue is designed around this idea. This might also allow the autocannon TD Slasher which is theoretically a Brawler to scram kite other brawlers. The second use of the TD is to reduce your opponent’s tracking; this is mostly useful against bad brawlers who do not have a web, or generally people with less range control modules than you. The hookbill for example may fit two webs on top of a TD which allows him to get under the guns of other scram kiters by orbiting them at 0. | This module has two uses: the first, is to decrease your enemy’s optimal and falloff range by half which allows you to basically scram-kite other scram-kiter. The crucifier navy issue is designed around this idea. This might also allow the autocannon TD Slasher which is theoretically a Brawler to scram kite other brawlers. The second use of the TD is to reduce your opponent’s tracking; this is mostly useful against bad brawlers who do not have a web, or generally people with less range control modules than you. The hookbill for example may fit two webs on top of a TD which allows him to get under the guns of other scram kiters by orbiting them at 0. | ||
===Neuts=== | ====Neuts==== | ||
Having a neut or several neuts on a brawler may completely break the DPS race mechanics by turning the opponent’s guns off. This allows the Slasher or the neut Tristan to beat ships that rely heavily on capacitor for their damage and their tank, SAAR hybrid and SAAR laser ships are very popular in the current lowsec meta which makes neuts very powerful. | Having a neut or several neuts on a brawler may completely break the DPS race mechanics by turning the opponent’s guns off. This allows the Slasher or the neut Tristan to beat ships that rely heavily on capacitor for their damage and their tank, SAAR hybrid and SAAR laser ships are very popular in the current lowsec meta which makes neuts very powerful. | ||
===Dual Repair Modules ("Dual Rep")=== | ====Dual Repair Modules ("Dual Rep")==== | ||
These are pretty popular ships that rely on a simple gimmick: sacrificing all range control in order to have as big of a tank as possible and win thanks to pure DPS/EHP ratio, this is basically the opposite to a dual web ship. The big difference is that you can’t run away from a dual web ship that counters you, but you can always run away from a dual rep frigate that counters you. Dual rep ships therefore often rely on opponents not attempting to escape until it is too late. | These are pretty popular ships that rely on a simple gimmick: sacrificing all range control in order to have as big of a tank as possible and win thanks to pure DPS/EHP ratio, this is basically the opposite to a dual web ship. The big difference is that you can’t run away from a dual web ship that counters you, but you can always run away from a dual rep frigate that counters you. Dual rep ships therefore often rely on opponents not attempting to escape until it is too late. | ||
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The Dual Rep Incursus is the most popular fit of this type but the dual MASB Breacher exists too. In order to effectively engage these gimmicky ships you need to stay out of their range and poke them until your opponent runs out of cap booster charges and is unable to maintain its repar modules. If you don’t have the means to poke it without getting hit then you should simply leave and go somewhere else. | The Dual Rep Incursus is the most popular fit of this type but the dual MASB Breacher exists too. In order to effectively engage these gimmicky ships you need to stay out of their range and poke them until your opponent runs out of cap booster charges and is unable to maintain its repar modules. If you don’t have the means to poke it without getting hit then you should simply leave and go somewhere else. | ||
=Solo PvP Beyond Frigates= | ==Solo PvP Beyond Frigates== | ||
Now that you understand how solo mechanics work for small ships, it is relatively straightforward to apply this to larger ships as well. | Now that you understand how solo mechanics work for small ships, it is relatively straightforward to apply this to larger ships as well. | ||
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First of all there’s no “scram kiting” a cruiser. The short range variations of medium and heavy guns always hit far enough to work anywhere inside scram-range. Therefore there are only Brawlers and Kiters. A second thing when considering soloing as a cruiser and above is that you must always be able to fight smaller stuff than you. If frigates can easily get under your guns, you are going to get killed repeatedly. This is a huge constraint and it dramatically restrains the range of fits you can use solo as there aren’t that many tools for fighting small ships as a big ship | First of all there’s no “scram kiting” a cruiser. The short range variations of medium and heavy guns always hit far enough to work anywhere inside scram-range. Therefore there are only Brawlers and Kiters. A second thing when considering soloing as a cruiser and above is that you must always be able to fight smaller stuff than you. If frigates can easily get under your guns, you are going to get killed repeatedly. This is a huge constraint and it dramatically restrains the range of fits you can use solo as there aren’t that many tools for fighting small ships as a big ship | ||
==Kiting== | ===Kiting=== | ||
There are very few ships that apply well to frigates outside of scram range and Rapid light missile launchers ships are the undisputed king. The [[Orthrus]] is the best at it, but the other RLML cruisers are viable solo ships too: [[Caracal]], [[Scythe Fleet Issue]], [[Osprey Navy Issue]]. These are all fast ships that can find good success kiting Frigates and Cruisers alike. Other very specific ships like the scorch [[Omen Navy Issue]] or the [[Phantasm]] might also be successful as solo kiting ships as their bonuses allow them to apply their damage to small ships relatively well. | There are very few ships that apply well to frigates outside of scram range and Rapid light missile launchers ships are the undisputed king. The [[Orthrus]] is the best at it, but the other RLML cruisers are viable solo ships too: [[Caracal]], [[Scythe Fleet Issue]], [[Osprey Navy Issue]]. These are all fast ships that can find good success kiting Frigates and Cruisers alike. Other very specific ships like the scorch [[Omen Navy Issue]] or the [[Phantasm]] might also be successful as solo kiting ships as their bonuses allow them to apply their damage to small ships relatively well. | ||
==Brawling== | ===Brawling=== | ||
It is always an option to brawl as a Cruiser vs frigates, destroyers and even T3 destroyers. You’ll mainly rely on Medium Neuts and Webs to fight smaller stuff in scram range but be always be careful, as a brawling cruiser you’re an ideal target for kiting ships. | It is always an option to brawl as a Cruiser vs frigates, destroyers and even T3 destroyers. You’ll mainly rely on Medium Neuts and Webs to fight smaller stuff in scram range but be always be careful, as a brawling cruiser you’re an ideal target for kiting ships. | ||
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For offense you’ll often want to use Neuts (a medium Neut can instantly empty the cap of a frig from 10km away, a heavy neut from 30km away), Webs, and Target Ppainters. You’ll generally want the highest tracking guns as possible. Afterburners and oversized afterburners are good things to have if you can as they’ll help with the tracking too. | For offense you’ll often want to use Neuts (a medium Neut can instantly empty the cap of a frig from 10km away, a heavy neut from 30km away), Webs, and Target Ppainters. You’ll generally want the highest tracking guns as possible. Afterburners and oversized afterburners are good things to have if you can as they’ll help with the tracking too. | ||
[[Category:PvP]] | [[Category:PvP]] | ||