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| {{FCC Links}} | | {{FCC Links}} |
| {{FCC Doctrine Links}} | | {{FCC Doctrine Links}} |
− | ==FCC Feroxes== | + | ==Hull Brutixes== |
| {| style="padding:0px;" | | {| style="padding:0px;" |
− | | nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|caldari|48}}</div>[[File:Ferox.jpg|128px|]]</div> | + | | nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|gallente|48}}</div>[[File:brutix.jpg|128px|]]</div> |
− | | valign="middle" style="padding:4px;" | The Rail Ferox is one of the most popular T1 fleet doctrines around currently, and a staple of Null Sec roaming fleets. A solid tank, good mobility, and decent damage make the Ferox a powerful all round fighter, but its real strength is its double range bonus, which lets it reach ranges of well over 100km with T2 ammunition. A Ferox fleet is largely unrivalled in its ability to snipe at 100km+, yet is also durable enough to survive being caught at shorter ranges, giving them a wide engagement envelope, and diverse tactical options | + | | valign="middle" style="padding:4px;" | The Brutix can easily be designed to fit within the general T1 battlecruiser meta of long range weapons and heavy tank, by fitting rails and an armor tank. While a solid enough option in this format it is also relatively unexceptional, with a shorter range than a Ferox, and a lighter tank than a Harbinger, but suffering most of the downsides of both doctrines |
− | The Uni’s own FCC Feroxes were designed and chosen as a FCC Doctrine by the FCC candidates of 2017
| + | |
| + | A more interesting fitting however can play into the Brutix’s unique strengths, retaining the railguns, but fitting a hull tank, and using one of its many utility midslots for a Micro Jump Drive. This results in a very effective quick response doctrine, which can scale very well at all fleet sizes |
| |} | | |} |
| ==Implementation== | | ==Implementation== |
− | Feroxes shine best at range. That huge double range bonus lets them out-snipe the vast majority of comparable doctrines. Out of commonly used alternatives only the Cerberus, or sniper fit Battleships can realistically match the Ferox’s damage at range. In almost all circumstances therefore, your aim as FC is to start an engagement at range, and burn away from your opponent to allow you to snipe from range. Your speed is good for a Battlecruiser (around 1.2km/s unheated), and you can maintain range on most opponents for some time when starting at range like this
| + | This doctrine looks to a few unique features of the Brutix. For a start, like all Gallente ships, it is capable of hull tanking very well. It carries high base structure HP, and sufficient low slots and fitting space to take full advantage of this using hull tanking modules and rigs |
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− | If caught in a close range scenario against an equal fleet (say, having jumped through a gate into a camping fleet), you would also anchor up on your anchor, and try to pull range. The Ferox has a good shield tank of around 70k EHP, however its DPS output cannot match similar doctrines such as Rail Brutix’s, so its best strategy remains to progressively pull range to take advantage of the Ferox’s natural strengths, while also maximizing your damage application as you do so, given the Ferox has no tracking bonus
| + | For those unfamiliar with hull tanking, its main advantage is that its only drawback is a reduction in cargo space. It doesn’t slow your ship down, or increase its signature radius in the way armor or shield tanks do. A substantial tank, with a strong and balanced resist profile, can therefore be achieved on a very fast, and hard to hit ship. The main downside is that hull tanks struggle to benefit from Logistics support. While hull repair modules exist, no ships are bonused for them, making them massively inefficient compared to other repair modules |
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− | It should be noted that the Ferox’s range bonuses are not only felt at the edge of the 100km range, but also at mid-ranges, where the Ferox can still employ high damage “short-range” ammunition up to impressive mid-ranges. Antimatter ammunition for instance is the highest damage T1 ammunition, and can be employed out to 33km optimal with the Ferox, a range where most other doctrines would have been forced to switch to lower damage ammunition such as Tungsten
| + | So, while a Hull Brutix may be a solid ship, with no logistics support you can expect to die fairly soon after you get primaried correct? Well, yes, but perhaps not. The Brutix benefits from a substantial number of mid slots. While two are dedicated to the standard MWD and Cap Booster, the others are flexible. One of these can be dedicated to a Micro Jump Drive module, which will propel your ship 100km in the direction you face – unless you are scrammed. As close range scram tackle is relatively rare in long range Null combat (and should be quickly killed if its being used), a Brutix which is primaried can simply MJD out of range (and out of bubbles), then warp back to the fleet to rejoin the attack once the opponent has switched attention to someone else |
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− | Due to the Ferox’s range strengths, T2 guns for Spike ammunition is extremely valuable, and all fleet members should strive for this. With T1 guns, Iron ammunition can also reach 100km ranges, however the DPS falls off substantially, and Tungsten ammunition at 90km is probably a better balance of range and DPS
| + | Well piloted and skilled, a Hull Brutix carries a high damage output out to mid-range (60-70km), combined with very high speed for a Battlecruiser (1.6km/s), a substantial 70k+ EHP tank with no resist holes, and is able to disengage and re-engage at will when primaried. This makes for a very powerful, and flexible doctrine which can be pulled together at short notice without needing Logistics support – making it ideal as a Quick Response Fleet (QRF) for home defense or engagements a short distance from friendly space |
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− | Naturally, given the range of the Ferox, Null Sec is its natural home, combined with bubbles to keep an enemy fleet locked down while you apply from range
| + | For roaming fleets, the Hull Brutix is slightly less appealing – with no logistics support, even with the MJD tactics, any decent fleet fight will leave a large portion of your fleet with heavy armor and hull damage that cannot be repaired between fights. If you are roaming far from friendly citadels or stations for repairs, then multiple fights per roam becomes difficult to manage |
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− | As with all T1 Battlecruiser doctrines, the combination of great hull bonuses, numerous turret slots, solid tanks, and medium sized weapons, mean that they can fight equally well against Cruisers or Battleships. You may have trouble applying damage to Destroyer or Frigate fleets, however unless you are heavily outnumbered, or lack Logistics support, its likely they won’t be able to apply enough damage to break your tank before you pick them off. This flexible engagement envelope across ship sizes is one of the biggest appeals of T1 Battlecruisers, and the Ferox here is no exception
| + | The doctrine works fairly well in Low Sec as well as Null Sec, with accessible repair facilities throughout Low Sec arguably making it a more appropriate location for a roaming fleet. However it should also be noted that the use of scrams for tackle (negating your MJD tactics) are more prevalent in Low Sec, as are smaller ships which your rail guns may struggle to apply to |
| + | |
| + | Fleet members need to be aware of the MJD mechanics, and that they should align away from the enemy fleet before jumping (so as not to jump directly into the opponent) |
| + | |
| + | ==Fleet Composition and Fits== |
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− | ==Fleet Composition==
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| ====Primary DD Fit==== | | ====Primary DD Fit==== |
− | Some groups elect to drop the capacitor booster, and rely on good capacitor skills and good module management to carry a heavier shield tank instead. Given the Uni’s skillbase and the Ferox’s complete reliance on its capacitor for tank, mobility and damage, the FCC Ferox uses the cap booster variant. The fits below include options for T1 and T2 guns, however there is no T1 tanked option, as realistically, no-one should be flying a Battlecruiser without a T2 tank
| + | The fitting is fairly forgiving on skills, due to the low fitting requirements of hull tanks. The Tracking Computer should be scripted as appropriate for the range at which the fleet is fighting, however tracking scripts are your default |
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− | Command Bursts are invaluable for this doctrine, and the Ferox with its utility high slot can be fitted to include a T2 Command Burst. Distribute these selectively, as they do not stack, and you may prefer to include a dedicated Command Destroyer or Command Ship for this role due to their hull bonuses as well as for simplicity. However in small numbers, it can be more important to maximize your DPS Ferox numbers by having the Command Bursts carried on the mainline ships themselves | + | Command Bursts can be fitted, however armor tank bursts are relatively ineffective due to the hull tank. The most useful are the Skirmish boosts – to increase speed and reduice signature radius, however they are not considered essential at all |
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− | The priority for command bursts is Information Bursts to boost lock range, given your sniper tactics, however Shield tanking bursts, and Skirmish boosts for speed are all useful additions
| |
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| ====Logi==== | | ====Logi==== |
− | Any MWD Cruiser Logi will have no issues keeping pace with the Feroxes, so the preference here is for BLAP Ospreys, both due to alignment with existing Uni BLAP doctrines, and also due to its slightly better tank compared to the Scythe
| + | This fleet does not fly with Logi, as there is no efficient way to perform Hull logistics support |
− | <wikifit fittingid="138953" /><wikifit fittingid="128703" />
| + | |
| ====Support Ships==== | | ====Support Ships==== |
− | Support ships are fairly standard – Interceptors for scouts, Interdictors for bubbles. A Huginn or two for long webs can be very useful for taking down smaller scouts or tackle trying to get under your guns
| + | The focus here is on having the mainline ships be self-sufficient, so as to let the fleet work as a flexible QRF which can scale with as many members as are available. There are no “essential” support ships for this doctrine – however Interceptors and Interdictors for tackle are always useful for Null Sec |
− | | |
− | Should you wish to add a dedicated Command Burst ship rather than using the Feroxes themselves, a Command Ship is the optimum choice, with the Vulture the natural fit given its rail gun bonuses. However a Command Ship is an expensive and SP intensive option in a Uni fleet, and you may wish to dedicate the role to a Command Destroyer. In this case, given the importance of Information Command bursts for lock range, the Stork is the optimal choice
| |
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Template:FCC Links
Template:FCC Doctrine Links
Hull Brutixes
|
The Brutix can easily be designed to fit within the general T1 battlecruiser meta of long range weapons and heavy tank, by fitting rails and an armor tank. While a solid enough option in this format it is also relatively unexceptional, with a shorter range than a Ferox, and a lighter tank than a Harbinger, but suffering most of the downsides of both doctrines
A more interesting fitting however can play into the Brutix’s unique strengths, retaining the railguns, but fitting a hull tank, and using one of its many utility midslots for a Micro Jump Drive. This results in a very effective quick response doctrine, which can scale very well at all fleet sizes
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Implementation
This doctrine looks to a few unique features of the Brutix. For a start, like all Gallente ships, it is capable of hull tanking very well. It carries high base structure HP, and sufficient low slots and fitting space to take full advantage of this using hull tanking modules and rigs
For those unfamiliar with hull tanking, its main advantage is that its only drawback is a reduction in cargo space. It doesn’t slow your ship down, or increase its signature radius in the way armor or shield tanks do. A substantial tank, with a strong and balanced resist profile, can therefore be achieved on a very fast, and hard to hit ship. The main downside is that hull tanks struggle to benefit from Logistics support. While hull repair modules exist, no ships are bonused for them, making them massively inefficient compared to other repair modules
So, while a Hull Brutix may be a solid ship, with no logistics support you can expect to die fairly soon after you get primaried correct? Well, yes, but perhaps not. The Brutix benefits from a substantial number of mid slots. While two are dedicated to the standard MWD and Cap Booster, the others are flexible. One of these can be dedicated to a Micro Jump Drive module, which will propel your ship 100km in the direction you face – unless you are scrammed. As close range scram tackle is relatively rare in long range Null combat (and should be quickly killed if its being used), a Brutix which is primaried can simply MJD out of range (and out of bubbles), then warp back to the fleet to rejoin the attack once the opponent has switched attention to someone else
Well piloted and skilled, a Hull Brutix carries a high damage output out to mid-range (60-70km), combined with very high speed for a Battlecruiser (1.6km/s), a substantial 70k+ EHP tank with no resist holes, and is able to disengage and re-engage at will when primaried. This makes for a very powerful, and flexible doctrine which can be pulled together at short notice without needing Logistics support – making it ideal as a Quick Response Fleet (QRF) for home defense or engagements a short distance from friendly space
For roaming fleets, the Hull Brutix is slightly less appealing – with no logistics support, even with the MJD tactics, any decent fleet fight will leave a large portion of your fleet with heavy armor and hull damage that cannot be repaired between fights. If you are roaming far from friendly citadels or stations for repairs, then multiple fights per roam becomes difficult to manage
The doctrine works fairly well in Low Sec as well as Null Sec, with accessible repair facilities throughout Low Sec arguably making it a more appropriate location for a roaming fleet. However it should also be noted that the use of scrams for tackle (negating your MJD tactics) are more prevalent in Low Sec, as are smaller ships which your rail guns may struggle to apply to
Fleet members need to be aware of the MJD mechanics, and that they should align away from the enemy fleet before jumping (so as not to jump directly into the opponent)
Fleet Composition and Fits
Primary DD Fit
The fitting is fairly forgiving on skills, due to the low fitting requirements of hull tanks. The Tracking Computer should be scripted as appropriate for the range at which the fleet is fighting, however tracking scripts are your default
Command Bursts can be fitted, however armor tank bursts are relatively ineffective due to the hull tank. The most useful are the Skirmish boosts – to increase speed and reduice signature radius, however they are not considered essential at all
Logi
This fleet does not fly with Logi, as there is no efficient way to perform Hull logistics support
Support Ships
The focus here is on having the mainline ships be self-sufficient, so as to let the fleet work as a flexible QRF which can scale with as many members as are available. There are no “essential” support ships for this doctrine – however Interceptors and Interdictors for tackle are always useful for Null Sec