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To complement their special jump capabilities they have significant role bonuses to cloaking, even though they cannot fit a covert ops [[Cloaking|cloak]] i.e. they cannot warp cloaked. Black Ops have no targeting delay after cloaking, their cloak reactivation delay reduced to 5 seconds, and they have a 650% bonus to ship max velocity when using cloaking devices. The last bonus means that Black Ops move faster while being cloaked for a wide range of cloaks. This also means that they can fully [[align|prealign]] while being cloaked. Those cloaking capabilities help them to “get safe” after a drop as well as stay in hostile space while waiting for a target. | To complement their special jump capabilities they have significant role bonuses to cloaking, even though they cannot fit a covert ops [[Cloaking|cloak]] i.e. they cannot warp cloaked. Black Ops have no targeting delay after cloaking, their cloak reactivation delay reduced to 5 seconds, and they have a 650% bonus to ship max velocity when using cloaking devices. The last bonus means that Black Ops move faster while being cloaked for a wide range of cloaks. This also means that they can fully [[align|prealign]] while being cloaked. Those cloaking capabilities help them to “get safe” after a drop as well as stay in hostile space while waiting for a target. | ||
Their jump capabilities are further strengthened by a reduction to [[jump fatigue]].< | Their jump capabilities are further strengthened by a reduction to [[jump fatigue]].<ref>The jump fatigue consists of a base term per jump plus a term proportional to the distance jumped. The distance term is reduced by 75% for Black Ops.</ref> Their jump range of 4 lightyears without skills and 8 lightyears with max skills is relatively far as it’s more than for dreads and carriers but not as far as for Rorquals and Jump Freighters. Black Ops further have the ability to fit both covert and hard cynos. Hard cynos also get 50% reduction in cycle time. | ||
Black Ops have an increased resist profile but don’t exactly follow the usual [[Natural_resistances#Black_Ops|T2 resist philosophy]]. Their base hitpoints are a good bit lower than the T1 hulls they are based upon. But after resists and fittings the effect isn’t as big as you might think. Still they are not designed for prolonged battles but a quick in and out. Black Ops usually don’t die to their target because they can choose said target, the typical reason for a Black Ops loss is being baited into a trap. | Black Ops have an increased resist profile but don’t exactly follow the usual [[Natural_resistances#Black_Ops|T2 resist philosophy]]. Their base hitpoints are a good bit lower than the T1 hulls they are based upon. But after resists and fittings the effect isn’t as big as you might think. Still they are not designed for prolonged battles but a quick in and out. Black Ops usually don’t die to their target because they can choose said target, the typical reason for a Black Ops loss is being baited into a trap. | ||
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Black Ops can of course also jump and bridge from highsec just like Jump freighters, as they are no capitals and allowed in highsec. | Black Ops can of course also jump and bridge from highsec just like Jump freighters, as they are no capitals and allowed in highsec. | ||
== Bridging and conduit jumps == | == Bridging and conduit jumps == | ||
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It should also be mentioned that Black Ops bridges or conduit jumps are sometimes used with blockade runners for mundane logistics. | It should also be mentioned that Black Ops bridges or conduit jumps are sometimes used with blockade runners for mundane logistics. | ||
== Hot dropping == | == Hot dropping == | ||
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As you can choose which targets you engage or not, BLOPsing should rarely lead to losses. The biggest risk lies in being baited and this is also the best strategy to fight hot drops. Therefore the challenge of the fight isn’t the motivation for BLOPsing. It’s rather about hanging out on coms, hurting a specific hostile group, getting isk from expensive modules which might drop, or the thrill of the hunt. | As you can choose which targets you engage or not, BLOPsing should rarely lead to losses. The biggest risk lies in being baited and this is also the best strategy to fight hot drops. Therefore the challenge of the fight isn’t the motivation for BLOPsing. It’s rather about hanging out on coms, hurting a specific hostile group, getting isk from expensive modules which might drop, or the thrill of the hunt. | ||
=== BLOPs hunters === | === BLOPs hunters === | ||
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* Bombers have the advantage that they don’t have a targeting delay after decloaking. This makes a successful tackle more likely. They are also pretty likely to die as they don’t have a lot of tank. As they are one of the cheaper options this isn’t tragic. | * Bombers have the advantage that they don’t have a targeting delay after decloaking. This makes a successful tackle more likely. They are also pretty likely to die as they don’t have a lot of tank. As they are one of the cheaper options this isn’t tragic. | ||
* Covert Ops can combat probe, are unsuspicious and cheap. But like the bombers, they don’t have a lot of survivability. | * Covert Ops can combat probe, are unsuspicious and cheap. But like the bombers, they don’t have a lot of survivability. | ||
== Use as a cyno platform == | == Use as a cyno platform == | ||
Black Ops hulls are also sometimes used to light hard cynos for bringing capital and supercapital ships into battle. Though more fragile than other battleships, Black Ops are tougher than [[Force Recons]] which is the other ship group that can light hard cynos. Also recons struggle to fit a good armor tank. Therefore a Black Ops might be the choice when the rest of the fleet is armor based. As Black Ops are far more expensive than Force Recons, it is rarely considered worth the cost. | Black Ops hulls are also sometimes used to light hard cynos for bringing capital and supercapital ships into battle. Though more fragile than other battleships, Black Ops are tougher than [[Recon Ships|Force Recons]] which is the other ship group that can light hard cynos. Also recons struggle to fit a good armor tank. Therefore a Black Ops might be the choice when the rest of the fleet is armor based. As Black Ops are far more expensive than Force Recons, it is rarely considered worth the cost. | ||
== Fitting == | == Fitting == | ||
While the exact fitting obviously varies for the different hulls and also for every pilot a bit, there are some general fitting principles for Black Ops. All Black Ops have two utility high slots. It’s obvious that one of them is used for a cloak. Commonly a faction cloak is used to provide a bit more speed than a T2 cloak. If the Black Ops is used for bridging, the second utility high is used for the Covert Jump Portal Generator. As jumping costs a lot of capacitor essentially all Black Ops fit a [[ | While the exact fitting obviously varies for the different hulls and also for every pilot a bit, there are some general fitting principles for Black Ops. All Black Ops have two utility high slots. It’s obvious that one of them is used for a cloak. Commonly a faction cloak is used to provide a bit more speed than a T2 cloak. If the Black Ops is used for bridging, the second utility high is used for the Covert Jump Portal Generator. As jumping costs a lot of capacitor essentially all Black Ops fit a [[Capacitor Boosters|Capacitor Booster]]. You can already activate it while being in the jump tunnel so that you land combat ready. Further it’s not unusual to have a Large Standard Container in cargo as you can bring more cap charges this way. Most Black Ops also fit an [[MJD]] as a get away option. | ||
=== Combat fits === | === Combat fits === | ||
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No matter the group size it’s common to fit scrams or points on all Black Ops. Grapplers or webs are also very common. MWDs are also common for general placement and to move/escape potential bubbles. MJDs have already been mentioned in general. | No matter the group size it’s common to fit scrams or points on all Black Ops. Grapplers or webs are also very common. MWDs are also common for general placement and to move/escape potential bubbles. MJDs have already been mentioned in general. | ||
Sensor boosters with scan resolution scripts are also sometimes used to lock the target faster i.e. take over tackle from the hunter faster and deal damage sooner (the fitted cloak hurts the scan resolution). In bigger groups one ship might also fit a ship scanner to check on the fit and more importantly the capacitor of bigger targets such as Rorquals or other capitals. | Sensor boosters with scan resolution scripts are also sometimes used to lock the target faster i.e. take over tackle from the hunter faster and deal damage sooner (the fitted cloak hurts the scan resolution). In bigger groups one ship might also fit a ship scanner to check on the fit and more importantly the capacitor of bigger targets such as Rorquals or other capitals. | ||
=== Bridging fits === | === Bridging fits === | ||
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If you want to commit more, you can use implant sets which increase the local reps i.e. crystals (for shields) or asklepians (for armor) (obviously only if your Black Ops is active rep fitted.) | If you want to commit more, you can use implant sets which increase the local reps i.e. crystals (for shields) or asklepians (for armor) (obviously only if your Black Ops is active rep fitted.) | ||
Another option is also to use a [[geno set]]. Pretty much because you can never go wrong with a geno set and the additional fitting space opens up a lot of options. | Another option is also to use a [[Implants#Special_Genolution_Core_Augmentation_Set|geno set]]. Pretty much because you can never go wrong with a geno set and the additional fitting space opens up a lot of options. | ||
=== Frigate escape bay === | === Frigate escape bay === | ||
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== Skills == | == Skills == | ||
Black Ops are expensive ships which already have a high skill requirement to just sit in them. Thus it’s not surprising that your relevant skills especially the general [[support skills]] should be pretty good which means mostly level five. The Black Ops skill itself should be at level four. Level five isn’t immediately necessary in accordance with the [[ | Black Ops are expensive ships which already have a high skill requirement to just sit in them. Thus it’s not surprising that your relevant skills especially the general [[support skills]] should be pretty good which means mostly level five. The Black Ops skill itself should be at level four. Level five isn’t immediately necessary in accordance with the [[Support_skills#The_80.2F20_Rule_of_Skill_Training|80/20 rule]]. But it’s importance depends a bit on the hull. | ||
You already need good jump skills to just sit in a Black Ops. Jump Drive Calibration is ‘only’ required at level four but if you fly with others they will certainly implicitly assume that everyone has it five when planing for jump ranges. Thus train it to five. Jump Fuel Conservation isn’t required for Black Ops but you should train it to four in accordance with the 80/20 rule. In the long run level five is certainly advised as the skill allows you to stay out hunting for longer. | You already need good jump skills to just sit in a Black Ops. Jump Drive Calibration is ‘only’ required at level four but if you fly with others they will certainly implicitly assume that everyone has it five when planing for jump ranges. Thus train it to five. Jump Fuel Conservation isn’t required for Black Ops but you should train it to four in accordance with the 80/20 rule. In the long run level five is certainly advised as the skill allows you to stay out hunting for longer. | ||
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Beyond this, some pilots have taken to using the Marshal as a more general-purpose PvE ship, relying on its CONCORD-unique bonus to local repair modules to give it a defensive edge. Unfortunately, more often than not this only results in extremely expensive Marshal losses, as the ship's extremely high price does not directly translate to high effectiveness or high piloting skill with it. | Beyond this, some pilots have taken to using the Marshal as a more general-purpose PvE ship, relying on its CONCORD-unique bonus to local repair modules to give it a defensive edge. Unfortunately, more often than not this only results in extremely expensive Marshal losses, as the ship's extremely high price does not directly translate to high effectiveness or high piloting skill with it. | ||
== History == | == History == | ||
The number of kills by Black Ops nearly doubled from July 2021 to August 2021 and remained high since then, see [ | The number of kills by Black Ops nearly doubled from July 2021 to August 2021 and remained high since then, see [https://zkillboard.com/group/898/stats/ zkill stats]. This was due to a number of explicit and implicit buffs to Black Ops (even though there was also an implicit nerf). | ||
The industry changes in 2021 made capitals and faction ships much more expensive while it barely affected Black Ops. Thus cost to performance away from capitals and towards Black Ops.<ref>Please add link to corresponding patch notes if you have them at hand.</ref> | The industry changes in 2021 made capitals and faction ships much more expensive while it barely affected Black Ops. Thus cost to performance away from capitals and towards Black Ops.<ref>Please add link to corresponding patch notes if you have them at hand.</ref> | ||
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* [[Battleships]] | * [[Battleships]] | ||
* [[Jump drives]] | * [[Jump drives]] | ||
* https://ashyin.space/fit-kitchen-black-ops/ | * [https://ashyin.space/fit-kitchen-black-ops/ Fit Kitchen: Black Ops] (Blog post about Black Ops and how to fit them) | ||
* https://youtu.be/44dWsAbOKw4 Bombers Bar - How To Take a Black Ops Bridge | * [https://youtu.be/44dWsAbOKw4 Bombers Bar - How To Take a Black Ops Bridge] (Video about how to take a Black Ops bridge) | ||
* https://imperium.news/black-ops-guide/ | * https://imperium.news/black-ops-guide/ (Article about Black Ops) | ||
==References== | ==References== | ||
{{Reflist}} | {{Reflist}} | ||