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Artillery Ruptures: Difference between revisions

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Breeze one (talk | contribs)
Breeze one (talk | contribs)
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Your ability to alpha targets off the field often lets you directly target DPS ships in a fleet, killing them with alpha volleys before their Logistics wing have time to land repairs
Your ability to alpha targets off the field often lets you directly target DPS ships in a fleet, killing them with alpha volleys before their Logistics wing have time to land repairs


Your maximum alpha strike with close range ammunition is around 2.8k at 18km, or 1.7k at 64km with T2 Tremor. T1 fits have a slightly shorter max range at 55km with long range faction ammunition, but even a low skilled pilot should be capable of achieving close to a 1k volley at that range, making it fairly easy for a fleet of 20 pilots of varying SP levels to reach a combined volley enough to delete almost any T1 Cruiser in a single volley. Even if you don’t have the alpha to take out cruisers, it’s an equally satisfying tactic to simply alpha off small tackle and support ships, then escape before the main DPS can catch you
Your maximum alpha strike with close range ammunition is around 2.8k at 18km (+30km falloff), or 1.7k at 64km with T2 Tremor (+30km falloff). T1 fits have a slightly shorter max range at 55km (+29km falloff) with long range faction ammunition, but even a low skilled pilot should be capable of achieving close to a 1k volley at that range, making it fairly easy for a fleet of 20 pilots of varying SP levels to reach a combined volley enough to delete almost any T1 Cruiser in a single volley. Even if you don’t have the alpha to take out cruisers, it’s an equally satisfying tactic to simply alpha off small tackle and support ships, then escape before the main DPS can catch you


Coordinating that Alpha strike is fairly key. If your volleys are staggered and land a few seconds apart, then the Logistics ships have a greater chance to catch repairs on someone. Ideally, all your damage should land in a single server tick, to instantly delete an opponent. The best way to achieve this is rather than have all ships free-fire on the primary target, an FC can count down 3-2-1-FIRE for each new target
Coordinating that Alpha strike is fairly key. If your volleys are staggered and land a few seconds apart, then the Logistics ships have a greater chance to catch repairs on someone. Ideally, all your damage should land in a single server tick, to instantly delete an opponent. The best way to achieve this is rather than have all ships free-fire on the primary target, an FC can count down 3-2-1-FIRE for each new target