Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Tristan: Difference between revisions

From EVE University Wiki
Published fits discussed at Fitting Hangar
Updated page to include Lifeblood expansion changes. Added patch history dating back to 2011. Changed some third-person pronouns.
Line 1: Line 1:
<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
  <!-----------------------------------------------------------
  <!-----------------------------------------------------------
  * SHIP ATTRIBUTES SECTION (last update : 12/9/2015)
  * SHIP ATTRIBUTES SECTION (last update : 1/11/2015)
  -------------------------------------------------------------
  -------------------------------------------------------------
  * on editing the attributes, please make sure that you don't
  * on editing the attributes, please make sure that you don't
Line 28: Line 28:
  | mediums=3
  | mediums=3
  | lows=3
  | lows=3
  | mass=956,000 kg
  | mass=1,044,000 kg
  | volume=26,500 m&#179;
  | volume=26,500 m&#179;
  | cargohold=140 m&#179;
  | cargohold=140 m&#179;
Line 51: Line 51:
  | inertia=3.44
  | inertia=3.44
  | warpspeed=5 AU/s
  | warpspeed=5 AU/s
  | warptime=4.56 s
  | warptime=4.98 s
  | targetrange=40.00 km
  | targetrange=40.00 km
  | sigradius=41 m
  | sigradius=41 m
Line 101: Line 101:
The Brawling Tristan should be thought of as a larger drone:  Orbiting fast, hitting hard and taking all (or none of) the damage. Brawler Tristan's are generally fit with short range Hybrid weapons, and this is where the ship bonus to turret tracking speed will come into full play. You will find yourself victorious when faced with an enemy set up for ranged combat as there is often a chance to "get under his guns".  The closer one orbits, the faster the other ships' turrets have to track.  <br />
The Brawling Tristan should be thought of as a larger drone:  Orbiting fast, hitting hard and taking all (or none of) the damage. Brawler Tristan's are generally fit with short range Hybrid weapons, and this is where the ship bonus to turret tracking speed will come into full play. You will find yourself victorious when faced with an enemy set up for ranged combat as there is often a chance to "get under his guns".  The closer one orbits, the faster the other ships' turrets have to track.  <br />


It would again be up to the player to select a tank based on his skills and the modules he can use.  The Brawler Tristan in theory could "speed tank", moving fast enough to take little damage, but this also increases the risk of a ranged setup ship being able to explode you before you can close distance.  It is also a possibility that one might try to "speed tank" only to discover that the ship in question is setup for close range combat as well.  This would not be an ideal circumstance.  It is generally accepted that if your play style involved close range combat, you would be better off to fit some kind of tank to soak up the damage. <br />  
It would again be up to the player to select a tank based on their skills and the modules they can use.  The Brawler Tristan in theory could "speed tank", moving fast enough to take little damage, but this also increases the risk of a ranged setup ship being able to explode you before you can close distance.  It is also a possibility that one might try to "speed tank" only to discover that the ship in question is setup for close range combat as well.  This would not be an ideal circumstance.  It is generally accepted that if your play style involved close range combat, you would be better off to fit some kind of tank to soak up the damage. <br />  


Finally, the player will see a gigantic leap in damage performance with the ability to field Tech II drones.  This really should be the player's first concern, no matter the play style. Finally these are only two of the most common fits and play styles. With each of these styles, the player should be aware that Hybrid guns use capacitor energy to fire.  If the capacitor is empty, you can not fire your guns! Drones will continue to function regardless.  Shields and shield modules play a roll in the capacitor usage and amount; when fitting a shield tank, take into consideration the use of Hybrid weapons and their effect on the capacitor.  An empty cap can neither power shields nor fire guns. <br />
Finally, the player will see a gigantic leap in damage performance with the ability to field Tech II drones.  This really should be the player's first concern, no matter the play style. Finally these are only two of the most common fits and play styles. With each of these styles, the player should be aware that Hybrid guns use capacitor energy to fire.  If the capacitor is empty, you can not fire your guns! Drones will continue to function regardless.  Shields and shield modules play a roll in the capacitor usage and amount; when fitting a shield tank, take into consideration the use of Hybrid weapons and their effect on the capacitor.  An empty cap can neither power shields nor fire guns. <br />
Line 110: Line 110:
This fit is optimized for solo engagements in low-sec faction warfare complexes. Its power diminishes rapidly as more enemies come on grid. The tactics used by this fit are relatively simple: Apply 2 overheated cycles of all three neuts while keeping your scram and afterburner on. Inject your capacitor and turn off your middle neut. This fit is cap stable with 2 neuts running with decent skills. At this point, you should be getting close to being into armor. Apply single cycles of your repair module as needed, or perma-run the module on overheat if taking large amounts of DPS. You should generally aim to manually pilot or orbit around the target at approximately 5km, as your neut pressure will almost always force your opponent to turn off their web/scram/point/afterburner. If the fight isn't going your way, you can often warp off immediately since the target will have a hard time keeping tackle on you. Even if some tackle is present, the opponent generally won't have enough capacitor to run his afterburner/web/scram simultaneously. This allows you to overheat your own afterburner and disengage at will. <br />  
This fit is optimized for solo engagements in low-sec faction warfare complexes. Its power diminishes rapidly as more enemies come on grid. The tactics used by this fit are relatively simple: Apply 2 overheated cycles of all three neuts while keeping your scram and afterburner on. Inject your capacitor and turn off your middle neut. This fit is cap stable with 2 neuts running with decent skills. At this point, you should be getting close to being into armor. Apply single cycles of your repair module as needed, or perma-run the module on overheat if taking large amounts of DPS. You should generally aim to manually pilot or orbit around the target at approximately 5km, as your neut pressure will almost always force your opponent to turn off their web/scram/point/afterburner. If the fight isn't going your way, you can often warp off immediately since the target will have a hard time keeping tackle on you. Even if some tackle is present, the opponent generally won't have enough capacitor to run his afterburner/web/scram simultaneously. This allows you to overheat your own afterburner and disengage at will. <br />  


The Neut Tristan pilot should always make sure that his repair module is loaded with nanite paste before undocking and carry 16 to 24 extra units of paste in his cargo hold. Make sure that auto-reload is turned off for your repair module. Make sure that your cap booster is loaded and that the remaining cargo space is filled to capacity with spare cap booster charges. <br />
The Neut Tristan pilot should always make sure that their repair module is loaded with nanite paste before undocking and carry 16 to 24 extra units of paste in their cargo hold. Make sure that auto-reload is turned off for your repair module. Make sure that your cap booster is loaded and that the remaining cargo space is filled to capacity with spare cap booster charges. <br />


Additional reading: [[Armour Tanking]], [[Shield Tanking]], [[Drones]], [[Turrets]]
Additional reading: [[Armour Tanking]], [[Shield Tanking]], [[Drones]], [[Turrets]]
Line 116: Line 116:
==Notes==
==Notes==
''You can add notes here.''
''You can add notes here.''
==Patch History==
{{expansion past|
'''Lifeblood v. 1.0 - Build: 1203953 - 24.10.17'''
* Mass increased from 956,000 kg to 1,044,000 kg (+88,000 kg)
'''December v. 1.0 - Build: 995003 - 08.12.15'''
* Velocity reduced from 325 m/s to 315 m/s (-10 m/s)
* Hull HP reduced from 650 to 550 (-100 HP)
'''Odyssey v. 1.0 - Build 584903 - 04.06.13'''
* Velocity increased from 310 m/s to 325 m/s (+15 m/s)
* Mass reduced from 1,106,000 kg to 956,000 kg (-150,000 kg)
* Align time reduced from 3.56s to 3.08s (-0.48 s)
'''Retribution v. 1.0 - Build 476047 - 04.12.12'''
''The Tristan is receiving a new role as a dedicated frigate level drone boat. The first ever T1 frigate to be able to field a full flight of 5 light drones, and enjoying bonuses to Tracking Speed of both drones and Hybrid Turrets, the Tristan should be perfect for both new pilots interested in starting to use drones as well as older pilots looking for an alternative to the Ishkur.''
* Slot layout: 3 H (-1), 3 M, 3 L, 2 turrets, 0 launchers (-2)
* Fittings: 35 PWG (-3), 130 CPU (+5)
* Defense (shields / armor / hull) : 350(-41) / 450(+20) / 550 (+167)
* Capacitor (amount / recharge rate / cap per second): 350 / 175s (-59.38s)/ 2 (+0.5)
* Mobility (max velocity / agility / mass / align time): 310 (+4) / 3.44 (-0.21) / 1106000 (+100000) / 3.56s (-0.02)
* Drones (bandwidth / bay): 25 (+20) / 40 (+35)
* Targeting (max targeting range / Scan Resolution / Max Locked targets): 40km (+12.5) / 600 (+10) / 5
* Sensor strength: 9 Magnetometric
* Signature radius: 41 (-1)
* Cargo capacity: 140
'''Crucible v. 1.0 - Build: 321452 - 29.11.11'''
* Velocity increased by 10 m/s
* Inertia reduced by 5%
}}


{{ShipsMatrix}}
{{ShipsMatrix}}
[[Category:Ship Database]][[Category:Standard Frigates]]
[[Category:Ship Database]][[Category:Standard Frigates]]