Difference between revisions of "User:Eadrom Vintarus/NSC Pocket Blues Standard Structure Fits"

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Latest revision as of 01:50, 11 December 2019

Fits are standardized around a few principles:

  • Keep spare anti-subcap launchers, ideally one for every anti-cap launcher, on hand so you can swap out depending on what you will be fighting. This is mostly relevant for Refineries supporting a mining fleet. Engineering Complexes and Citadels may wish to mix launchers or use predominantly one or the other depending on what is commonly used to grind structures in the area. NOTE: You cannot refit the launchers after you take damage, so try to have the most suitable launcher for the enemies you'll be fighting already fit prior to them attacking your structure. Once you receive the notification that your structure is under attack, it's already too late to refit.
  • If a group of ships lands on grid near you structure, if you can lock it before it warps away, at least one of those ships is staying and, depending on launchers equipped, dying. That is what the scram is for. It can also be a weak form of dissuasion as attackers will be forces to go either extreme range or they will have to commit ships or logi on grid.
  • Web is there to help against sig/speed tanking opponents, such as oversized AB T3C's, by slowing them down by 70% and therefore helping with missile application. Be careful not to use this on a ship you don't want warping off as it'll only help them get away.
  • Structure ECM is extremely potent. With a script, pretty much no subcap will be able to prevent being jammed. This is great for peeling solo tackle off your orca at a moon belt while their dps races in or reducing damage from small structure attacking gangs of just a few battleships and so on.
  • Target painters are straight forward. They increase application.
  • The bomb launcher is present because they are potent against groups of ships by either aoe cap draining or clearing groups of sentry drones or if the enemy fleet is clustered and anchored on their FC. Void bombs are the usual ammo of choice given their strength.
  • Point Defense Batteries are strong against drones and small subcaps and there is a rig that can increase the range to around 20km. Basically, this kills anything small that gets in close.
  • Capital sized neut is there to provide pressure and shut down shield tanks and active armor repping, making capitals easier to kill or force off grid.
  • Ballistic Control Systems are priority for low slots as they provide large increases in damage and fire rate of your structure's missile launchers.
  • Additional space in the lows means you can afford a Signal Amplifier, giving a ~20% increase in locking speed, which means you are firing or applying EWAR that much faster. This can be a significant time savings on small ships like frigates and cruisers.
  • Last use for low slots is the Missile Guidance Enhancer, which improves range and application of missiles. This is helpful for times when you might only have one launcher and it's an anti-cap launcher and you are being aggressed by battleships. Combination of a web, paint, and MGE can help the oversized missiles apply more damage to the battleships.
  • Support Fighters should be Sirens. Not only will this give you the ability to scram additional targets, you can also use Sirens to scram ships when your structure is outside of its vulnerability window (onboard scram is inoperative while structure is invulnerable).
  • Light Fighters should have a mix of anti-fighter fighters (Space Superiority) and regular damage dealing fighters. If all your Azbel are being attacked by is a couple carriers, if you can defang them, you can scram both of them with (one w/ onboard scram, other with Sirens) and then neut them out and kill them. Minmatar fighters appear to be favored because of their anti-armor explosive damage (armor caps are popular) and their high speed means they can get into range or return and refuel or get to safety faster. Speed is life.
  • Heavy bombers you may want a mix of short and long range or you may want to focus exclusively on one or the other depending on the opponents doctrine. Again, Minmatar chosen for weapon system and explosive damage.

Ensure you have plenty of spare ammo of ALL sizes. Structure ammo BPO's are very cheap and they all require just simple minerals, so having a set on hand to be able to manufacture extra ammo can be useful. Fighters should be loaded in tubes and the fighter bay should be almost full, with jsut enough free space to allow you to swap fighter squadrons around (like change out a Space Superiority fighter squad for a straight dps light fighter squadron). Spend the extra money now and be stocked on ammo and fighters and ECM scripts; you don't want to find yourself breaking a dreadnaught's tank, only to find you ran out of missiles.


[Athanor, NSC_Standard_Athanor]

Standup Ballistic Control System I

Standup Stasis Webifier I
Standup Warp Scrambler I
Standup Variable Spectrum ECM I

Standup Guided Bomb Launcher I
Standup AXL Missile Launcher I
Standup XL Energy Neutralizer I

[Empty Rig slot]
[Empty Rig slot]
[Empty Rig slot]


[Tatara, NSC_Standard_Tatara]

Standup Ballistic Control System I
Standup Ballistic Control System I
Standup Signal Amplifier I

Standup Stasis Webifier I
Standup Warp Scrambler I
Standup Variable Spectrum ECM I
Standup Target Painter I

Standup Guided Bomb Launcher I
Standup AXL Missile Launcher I
Standup AXL Missile Launcher I
Standup Point Defense Battery I
Standup XL Energy Neutralizer I

[Empty Rig slot]
[Empty Rig slot]
[Empty Rig slot]


Siren I x3
Einherji I x9
Gram I x12


[Raitaru, NSC_Standard_Raitaru]

Standup Ballistic Control System I

Standup Stasis Webifier I
Standup Warp Scrambler I

Standup AXL Missile Launcher I
Standup Guided Bomb Launcher I
Standup XL Energy Neutralizer I

[Empty Rig slot]
[Empty Rig slot]
[Empty Rig slot]


[Azbel, NSC_Standard_Azbel]

Standup Ballistic Control System I
Standup Ballistic Control System I

Standup Stasis Webifier I
Standup Warp Scrambler I
Standup Variable Spectrum ECM I

Standup AXL Missile Launcher I
Standup Guided Bomb Launcher I
Standup Point Defense Battery I
Standup XL Energy Neutralizer I

[Empty Rig slot]
[Empty Rig slot]
[Empty Rig slot]


Siren I x3
Einherji I x9
Gram I x12


[Sotiyo, NSC_Standard_Sotiyo]

Standup Ballistic Control System I
Standup Ballistic Control System I
Standup Signal Amplifier I

Standup Stasis Webifier I
Standup Warp Scrambler I
Standup Variable Spectrum ECM I
Standup Target Painter I

Standup AXL Missile Launcher I
Standup AXL Missile Launcher I
Standup AXL Missile Launcher I
Standup Guided Bomb Launcher I
Standup Point Defense Battery I
Standup XL Energy Neutralizer I

[Empty Rig slot]
[Empty Rig slot]
[Empty Rig slot]


Siren I x3
Einherji I x9
Gram I x12


[Astrahus, NSC_Standard_Astrahus]

Standup Ballistic Control System I
Standup Ballistic Control System I
Standup Signal Amplifier I

Standup Stasis Webifier I
Standup Warp Scrambler I
Standup Variable Spectrum ECM I
Standup Target Painter I

Standup AXL Missile Launcher I
Standup AXL Missile Launcher I
Standup Guided Bomb Launcher I
Standup XL Energy Neutralizer I

[Empty Rig slot]
[Empty Rig slot]
[Empty Rig slot]


Siren I x3
Einherji I x9
Gram I x12


[Fortizar, NSC_Standard_Fortizar]

Standup Ballistic Control System I
Standup Ballistic Control System I
Standup Missile Guidance Enhancer I
Standup Signal Amplifier I

Standup Stasis Webifier I
Standup Warp Scrambler I
Standup Variable Spectrum ECM I
Standup Variable Spectrum ECM I
Standup Target Painter I

Standup AXL Missile Launcher I
Standup AXL Missile Launcher I
Standup AXL Missile Launcher I
Standup Guided Bomb Launcher I
Standup Point Defense Battery I
Standup XL Energy Neutralizer I

[Empty Rig slot]
[Empty Rig slot]
[Empty Rig slot]


Siren I x3
Einherji I x9
Gram I x12
Gungnir I x6
Tyrfing I x6


[Keepstar, NSC_Standard_Keepstar]

Standup Ballistic Control System I
Standup Ballistic Control System I
Standup Missile Guidance Enhancer I
Standup Missile Guidance Enhancer I
Standup Signal Amplifier I

Standup Stasis Webifier I
Standup Warp Scrambler I
Standup Variable Spectrum ECM I
Standup Variable Spectrum ECM I
Standup Target Painter I
Standup Target Painter I

Standup AXL Missile Launcher I
Standup AXL Missile Launcher I
Standup AXL Missile Launcher I
Standup AXL Missile Launcher I
Standup Guided Bomb Launcher I
Standup Point Defense Battery I
Standup XL Energy Neutralizer I
Standup Arcing Vorton Projector I

[Empty Rig slot]
[Empty Rig slot]
[Empty Rig slot]


Siren I x3
Einherji I x9
Gram I x12
Gungnir I x6
Tyrfing I x6