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| Frigates with two armour repairers in the lows and a capacitor booster in a mid slot can mount a formidable sustained active tank, often enough to outlast an opponent. Their weakness is a lack of speed and range control, so it's usually possible to leave a fight if you realise your opponent's dual-rep fitted, and it's also possible to kite such a ship and slowly wear it down. | | Frigates with two armour repairers in the lows and a capacitor booster in a mid slot can mount a formidable sustained active tank, often enough to outlast an opponent. Their weakness is a lack of speed and range control, so it's usually possible to leave a fight if you realise your opponent's dual-rep fitted, and it's also possible to kite such a ship and slowly wear it down. |
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| ==Key Concepts==
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| ===Range and Speed===
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| As should be clear from the above, controlling range is the single most important factor in PvP. Being able to impose your range on a fight will allow even a T1 fitted frigate to kill much more expensive fits. Overheating your afterburner gives you a huge 50% extra speed boost, and should always be done at the start of a fight.
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| This emphasis on speed and range impacts on all aspects of Low Sec PvP. For instance, buffer armor tank fits with armor plates are very rare due to the speed penalty incurred, with most armor ships favoring active armor repairers which do not harm your speed or acceleration. Likewise, ships which cannot fit a stasis web alongside their scram and afterburner, such as the [[Punisher]], are very rare as they are completely unable to dictate range versus any ship carrying at least one stasis web.
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| ===Tracking===
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| An additional consideration when trying to minimize damage, is tracking. Longer range weapons such as beam lasers and railguns have very poor tracking, and will miss a lot of shots against a ship in a fast orbit. Orbiting your opponent while using these weapons is therefore not the optimal method of engagement, instead use the “keep at range” command to minimize the transversal velocity.
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| Conversely, when attacking ships with these poor tracking weapons, advanced pilots will “spiral” into close range, using a high transversal velocity to minimize damage taken as they close to close range. This is a good way for fast brawling ships to get within range of scram kiters without dying before they can close the range.
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| Ships using blasters, drones or rockets also suffer much less from tracking issues, and a fast orbit in these ships can minimize incoming damage from poor tracking weapons while ensuring good damage application for your own weapons
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| ===Intel===
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| All of the above means that knowing the fit of your opponent before you engage in combat gives you a huge advantage over rushing in blindly. With good intel, you can avoid fights which obviously don’t favor you, and devise tactics to win fights which would otherwise be equal engagements.
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| Often, just knowing the type of ship via D-Scan gives you some indication of the fight you can expect. For instance, a [[Condor]] is almost always kiting fit, [[Atron]]s are usually brawling fit, [[Breacher]]s are most commonly scram-kiters.
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| If there are relatively few people in local, or if you already know the identity of the pilot you will face, you may want to research them on ZKill, to see their most commonly used fits and help you guess at what you will be facing.
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| For this reason as well, never name your ship anything which includes your character’s name. This just makes it easy for an opponent to research you and devise a counter for your ship.
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| ===Surprise===
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| This idea of anticipating your opponent can also be used against an experienced pilot to surprise them with an unusual fit, or a ship you rarely fly.
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| The king of this approach is the [[Tristan]]. The Tristan can be fitted very effectively in numerous ways; the standard kiting Tristan, a brawler blaster Tristan, a scram-kite rail Tristan, or a Neut Tristan relying on close range Energy Neutralisers to drain an opponent’s capacitor and shut down their ship while your drones slowly kill them. As there are so many viable fits for the Tristan, it is almost impossible for an opponent to know beforehand what they will be facing and devise a counter-strategy in advance. This makes the Tristan very powerful in the meta game, and can get you a good number of surprise wins as a new player.
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| Similar ideas can also apply to more unusual fits such as a kiting [[Rifter]], a neut [[Slasher]], or a dual web [[Merlin]]. A surprise [[ECM]] module such as a tracking disrupter or damp can also turn an otherwise unpromising fight in your favor.
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| ==Finding a Fight in Null Sec== | | ==Finding a Fight in Null Sec== |