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User:Titus tallang/BLAP doctrine sandbox: Difference between revisions

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Aside from being very newbie-friendly, Talwars are also excellent for raiding fleets generally because of their fairly high alpha, fast warp speed, and mobility. Talwar fleets have often traded well against QRFs after decimating ratters and miners in null pockets, which results in fun fights and great kills.}}
Aside from being very newbie-friendly, Talwars are also excellent for raiding fleets generally because of their fairly high alpha, fast warp speed, and mobility. Talwar fleets have often traded well against QRFs after decimating ratters and miners in null pockets, which results in fun fights and great kills.}}
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
Talwars have fantastic damage projection for a destroyer. They're a great doctrine for budding FCs to learn how to fly kitey. With enough Talwars, you have a decent amount of alpha that can often surprise people.}}
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{{Template:CollapseBox|What areas of space is this doctrine best suited to?|
{{Template:CollapseBox|What areas of space is this doctrine best suited to?|
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
I'd personally take these to null, fighting at zero in plexes is not ideal for these ships. You rely on your range and speed to avoid getting shot.}}
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''


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Talwars should engage at a range of 50-60km. Anchor on the FC (or for a very new FC, the designated fleet anchor) and take countdowns to blap the broadcasted target. Talwars should get to this ideal range (if they don’t start there from a good warp-in) as soon as possible, then maximize transversal or align out depending on the threats on field.}}
Talwars should engage at a range of 50-60km. Anchor on the FC (or for a very new FC, the designated fleet anchor) and take countdowns to blap the broadcasted target. Talwars should get to this ideal range (if they don’t start there from a good warp-in) as soon as possible, then maximize transversal or align out depending on the threats on field.}}
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
You should really be aiming to stay at around 50km from their fleet/ships if you have lower skilled players in the group (check their missile range before you leave to gauge how far you can project). You need to avoid being shot at all in talwars, it won't end well.}}
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{{Template:CollapseBox|Are there any fleet comp aspects that are critical to the doctrine?|
{{Template:CollapseBox|Are there any fleet comp aspects that are critical to the doctrine?|
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You should not undock without approximately 10 Talwars, as this doctrine depends on having enough damage ships to kill targets quickly. 10 Talwars only gives about 10k alpha, which is often enough to clear interceptors but is really not ideal. You really want 20-30 Talwars, which allows you to one-shot most T1 cruisers and two-shot almost all other T1 cruisers and most T2 cruisers. Even better, although not typically achieved in the Uni, is a fleet of 40-50 Talwars, which will one-shot most battlecruisers and T2 logi.
You should not undock without approximately 10 Talwars, as this doctrine depends on having enough damage ships to kill targets quickly. 10 Talwars only gives about 10k alpha, which is often enough to clear interceptors but is really not ideal. You really want 20-30 Talwars, which allows you to one-shot most T1 cruisers and two-shot almost all other T1 cruisers and most T2 cruisers. Even better, although not typically achieved in the Uni, is a fleet of 40-50 Talwars, which will one-shot most battlecruisers and T2 logi.


In any case, you should always have at least one interceptor and one interdictor for every 10 Talwars. If you have 15+ Talwars, it is worthwhile to bring at least one command destroyer (ideally a Bifrost with Skirmish: Rapid Deployment and either Skirmish: Interdiction Maneuvers or Shield: Shield Harmonizing links, depending on if you brought a Hyena/Keres or not). Speaking of the Hyena and Keres, you ought to bring one of each with 15+ Talwars because they respectively insulate your fleet from incoming tackle and can damp out enemy logi if you’re not one-shotting enemy ships.}}
In any case, I'd strongly recommend you always have at least one interceptor and one interdictor for every 10 Talwars. If you have 15+ Talwars, it is worthwhile to bring at least one command destroyer (ideally a Bifrost with Skirmish: Rapid Deployment and either Skirmish: Interdiction Maneuvers or Shield: Shield Harmonizing links, depending on if you brought a Hyena/Keres or not). Speaking of the Hyena and Keres, you ought to bring one of each with 15+ Talwars because they respectively insulate your fleet from incoming tackle and can damp out enemy logi if you’re not one-shotting enemy ships.}}
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
 
You just need numbers really. It's an alpha doctrine foremost and that's what you need to focus on. For support ships, an interceptor won't go amiss. Links on a command destroyer wouldn't be a bad idea. They're often faster than talwars anyway so won't have an issue keeping up. You could also use their jump to get out of harms way.}}
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{{Template:CollapseBox|Are there any unusual high priority targets when flying this doctrine?|
{{Template:CollapseBox|Are there any unusual high priority targets when flying this doctrine?|
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
You want to kill anything that can either catch you or severely hamper you. If they have a long range webber/tackler like a gallente or minmatar recon, you should focus on that if you can first. They will kill your speed and hold your anchor down.}}
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''


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Similarly, be extremely careful of engaging enemies who have Huginn/Rapier support, as they can web past your missile range and therefore make it very difficult for you to maneuver. Finally, Talwars are utterly unsuited for “small gang” warfare; if you can’t get your gang of fewer than 10 pilots into something better than kitey, low-DPS destroyers, you should just take frigates or Thrashers and bait inside FW plexes.}}
Similarly, be extremely careful of engaging enemies who have Huginn/Rapier support, as they can web past your missile range and therefore make it very difficult for you to maneuver. Finally, Talwars are utterly unsuited for “small gang” warfare; if you can’t get your gang of fewer than 10 pilots into something better than kitey, low-DPS destroyers, you should just take frigates or Thrashers and bait inside FW plexes.}}
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
Do not take any fights at zero. Ganks, sure you can handle them, but not real fights. You don't have any logi at all and talwars are paper thin. You'll end up losing too many people to make it worth it. If you also get pinned down while kiting, it's better to extract as many people as you can first.}}
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{{Template:CollapseBox|How does tackle work for this kind of high range doctrine?|
{{Template:CollapseBox|How does tackle work for this kind of high range doctrine?|
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
You can bring some interdictors but to be honest your reliance is on them being stupid. You're going to struggle getting an inty to tackle things with heavy neuts, for instance. It'll just end up dying. So try and catch them off guard before they warp out.}}
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''


On tackle, it's pretty simple. Dictor pilots who aren't terrible can keep most large, slow targets (the Mackinaws or Orcas or Rattlesnakes that your ceptors catch) bubbled for as long as is necessary. Ceptor pilots should be able to land scrams on any such targets that try to MJD out. So if you're raiding in nullsec or something like that, tackle isn't a really big deal (often QRF elements will warp directly into the bubble to try to save their friends, if you're fighting Horde or Brave, so you just haze the QRF and then go back to shooting the bears).
On tackle, it's pretty simple. Competent Interdictor pilots should be able to keep most large, slow targets (the Mackinaws or Orcas or Rattlesnakes that your ceptors catch) bubbled for as long as is necessary. Interceptor pilots should be able to land scrams on any such targets that try to MJD out. So if you're raiding in nullsec or something like that, tackle isn't a really big deal (often QRF elements will warp directly into the bubble to try to save their friends, if you're fighting Horde or Brave - so you just haze the QRF and then go back to shooting the bears).


The problem that I'm seeing a lot with people complaining about tackle involves Unistas taking on kitey (or MJDing, in the case of battleships) small-gang pilots in similar numbers with grossly inferior ships, then whining about how they don't have the ability to tackle the bad guys and therefore just end up feeding. Well, no shit. If you're fighting Orthri or 100mn kitey Tengus or whatever and you can't put a Rapier on grid and keep it repped as part of your QRF, you're feeding. Stop feeding.
The problem that I'm seeing a lot with people complaining about tackle involves Unistas taking on kitey (or MJDing, in the case of battleships) small-gang pilots in similar numbers with grossly inferior ships, then whining about how they don't have the ability to tackle the bad guys and therefore just end up feeding. Well, no shit. If you're fighting Orthri or 100mn kitey Tengus or whatever and you can't put a Rapier on grid and keep it repped as part of your QRF, you're feeding. Stop feeding.
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{{Template:CollapseBox|The Talwar doctrine is the only doctrine on this page without any logistics fits. Why would you fly without logistics in a fleet?|
{{Template:CollapseBox|The Talwar doctrine is the only doctrine on this page without any logistics fits. Why would you fly without logistics in a fleet?|
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
Talwars will die if anything bigger than a civilian railgun shoots them. Logi won't even have a chance. If you are taking small amounts of damage, warp yourself away or to a ping and warp back again.}}
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''



Revision as of 20:24, 7 June 2017

Main article: Basic Learning for Aspiring Pilots

Talwars

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<wikifit doctrineid="36573" shipid="621" /> <wikifit doctrineid="36573" shipid="620" />

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