Difference between revisions of "Atron"
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* [[Skills:Science#Thermodynamics|Thermodynamics]] III | * [[Skills:Science#Thermodynamics|Thermodynamics]] III | ||
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==Tactics== | ==Tactics== |
Revision as of 06:17, 13 August 2020
RELATED UNI-WIKI REFERENCES
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The Atron is a hard nugget with an advanced power conduit system, but little space for cargo. Although it is a good harvester when it comes to mining, its main ability is as a combat vessel. SHIP BONUSES
Gallente Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Atron is the Gallente Attack Frigate. The Atron's extraordinary speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it an excellent tackle frigate. The Atron also has bonuses to hybrid turrets, but using them often requires more capacitor than the Atron has to spare, so the Atron is sometimes fit with unbonused projectile weapons (which require less capacitor), or no weapons at all. The job of an Atron pilot is usually to pin down an enemy and stay alive long enough for fleetmates to arrive and deliver the punch.
The Atron is a great hull for new pilots interested in learning basic tackling skills, and how to serve as a fleet scout (or "+1"). Flying the Atron provides good practice for eventually flying fleet interceptors (such as the Ares), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Atron isn't quite as effective as a Tech II Interceptor, it can still serve as an amazing long-point tackle ship. E-UNI Atron pilots are strongly advised to read the UniWiki guide to tackling, and to attend a Tackling 101 practical.
Of the four racial Attack Frigates, the Atron has the most structure HP. As a result, it benefits the most from a damage control module (which provides resistance bonuses to hull), and is nearly always fit with one in a low slot. The Atron's speed makes it best at providing initial tackle, and so it is most often fit with a warp disruptor ("point") rather than a warp scrambler ("scram") or stasis webifier ("web"). Other slots are typically filled with a propulsion module (usually a microwarpdrive), modules that increase speed and agility, and shield modifiers. Even though Gallente ships are typically fit for armor, the fleet Atron is not, because armor modules and rigs carry penalties that negate the Atron’s speed advantage. Gallente pilots may need to train some shield skills in order to fly this ship. Novice Atron pilots are often recommended to fly the "Derptron" fit (shown below) in fleets, because it is still a great tackle frigate in spite of its low skill requirements.
The Atron is not as strong at dealing or taking damage as the two Gallente Combat Frigates, the Incursus and the Tristan. Novice Gallente pilots looking for a PvE frigate for Level 1 missions, or for serving the second (scram/web) tackle role in fleets, would be better served by flying one of these other ships instead of the Atron. Close-range, brawly Atron fits can succeed in solo PvP if the pilot can prevent the opponent's turrets from tracking while simultaneously hitting the opponent with blasters, but strong Navigation, Gunnery and capacitor skills are required.
Skills
Recommended skills:
- Shield Operation III
- Mechanics IV
- Jury Rigging III
- Navigation IV
- Thermodynamics III
Tactics
Fleet Atron pilots should read the UniWiki articles on Scouting and Tackling; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the long-point Atron:
- Target larger ships. The Atron is especially effective against large ships, because they have trouble tracking the Atron with their larger weapons systems. Try to tackle cruisers and up.
- Keep your distance. Check the optimal range of your fitted warp disruptor, and subtract 4 km from that number; this is the distance at which you’ll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponent’s shorter-range scram, web and/or neuts. You can set your ship’s custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds.
- Spiral in. Because the Atron is poorly tanked, the Atron pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Atron pilots should just fly straight at these targets.
- Anticipate your opponent. Try and determine your opponent’s direction of flight, and cut them off. Your opponent may try to "slingshot" you by flying towards you, and making you overshoot the target. Be ready to change directions quickly.
- Call your point in comms. Let your fleetmates know when they should warp to you!
Atron pilots can learn more about tackling by attending Tackling 101.
Notes
You can add notes here.