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Griffin: Difference between revisions

From EVE University Wiki
Tactics: filling out the Tactics section
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==Tactics==
==Tactics==
PvE - Not recommended as the Griffin has very little offensive capability.<br>
New Griffin pilots should read the [[Electronic_warfare#EWAR_Tactics|Tactics section of the UniWiki’s EWAR guide]], and attend an [[Electronic Warfare 101]] practical exercise; these will provide some details on how to fly EWAR frigates. Specific tips on flying the Griffin:
PvP - Solo
PvP - Fleet
* You have the advantage of speed and being a small target so align to a celestial when an engagement starts, lock targets within your optimal range and colour match your jammers to the targets as best you can. Warp as soon as you are yellow-boxed (someone starts locking you) and drop a bookmark on the way out so that you have a location to warp back to or warp back to your designated squad anchor.


More information on tactics and matching jammers to targets is at [[ECM Guide]]
* '''Warp into an engagement after your fleetmates.''' By landing on grid first, you give your opponents early warning that they will have to deal with EWAR. A better strategy is to warp in after they have already committed to focusing on your fleet’s tankier damage dealers.
 
* '''Know your operating range, and keep that distance from your opponents.''' ECM modules have the best chance to jam inside their optimal range, but they still work well within falloff. Even at a range of (optimal + ½ falloff), an ECM module is 85% effective, and so that is a good operating range limit for the Griffin.
 
* '''Match your jammers to your opponents’ racial sensor types.''' If you are flying a “rainbow”-fit Griffin, try to use the appropriate jammer on each opponent. If you aren’t familiar with an opponent’s sensor type, right-click your opponent, “Show info…” on their ship, and look at the color of the nebula in the background of the ship image. Match the ECM module color to this background color. (There are a few ship types—ORE, SoE and CONCORD—for which this doesn’t work. For these, check the UniWiki ship page, or the Attributes tab of the ship info window.)
 
* '''If you get into trouble, warp away.''' Once your ECM starts to take effect, your opponents will likely try to take you out by sending an interceptor or some drones after you. The Griffin is too slow to outrun any of these threats, and too fragile to survive them. If danger comes your way, warp out, and warp back in again somewhere else.
 
:”But wait,” you may ask, “what impact can my ECM have if I just have to run at the first sign of danger?” ECM only represents half of the Griffin’s threat to opposing fleets. Just as important is distracting opponents from their strategic goals—making it so that, instead of following the plan that their fleet composition was built around, opponents must commit resources to deal with a pesky Griffin pilot. By warping out and back in again, you can force an opposing fleet to respond to you rather than to the bulk of your fleet.
 
More information on EWAR tactics, and specifically on ECM, are available at the [[Electronic Warfare|EWAR Guide]] and the [[Electronic Countermeasures|ECM Guide]].


==Notes==
==Notes==