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Horde-Favorite Ships for PVP: Difference between revisions

From EVE University Wiki
Kismeteer (talk | contribs)
Added new ships to standing fleet examples from horde's site. Stabber, Scythe, Merlin.
Kismeteer (talk | contribs)
Added more ships
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Note, we have a #fitting discord as well and I would encourage people to workshop ships there.
Note, we have a #fitting discord as well and I would encourage people to workshop ships there.


==== Scythe - Kismeteer ====
==== Merlin - Touch Grass ====
<syntaxhighlight lang="actionscript">[Scythe, Standing Scythe v7-a]
<syntaxhighlight lang="actionscript">
Mark I Compact Power Diagnostic System
[Merlin, Touch Grass's Merlin]
Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
IFFA Compact Damage Control
Co-Processor II


Compact Multispectrum Shield Hardener
5MN Quad LiF Restrained Microwarpdrive
Medium Ancillary Shield Booster
Medium Shield Extender II
10MN Y-S8 Compact Afterburner
Warp Scrambler II
Large F-S9 Regolith Compact Shield Extender
X5 Enduring Stasis Webifier
EM Shield Amplifier II
 
Modal Light Electron Particle Accelerator I,Antimatter Charge S
Modal Light Electron Particle Accelerator I,Antimatter Charge S
 
Small EM Shield Reinforcer I
Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I
</syntaxhighlight>I'm Touch Grass, and the mighty mighty Merlin is my favorite ship. Bottom-line up front: the handout NBI Merlin stays very effective, especially if you stuff T2 tank and nanofibers on it along with training Caldari Frigate V.
[[File:Merlin - Touch Grass fit.png|thumb]]
<nowiki>https://zkillboard.com/kill/103821569/</nowiki> here's one I lost recently, the guns don't matter you can use non-meta ones instead. Can muck with it based on budget, but even this "blingy" version is still something you can replace with like 6 minutes of ratting. Medium Shield Extender II and Damage Control II are top priority to add EHP, nanofiber IIs are great for extra speed, and the tech 2 scram only has to make a difference for one expensive tackle in a hundred losses to be an isk positive upgrade. Restrained MWD is the best meta variant since it blooms your sig the least. Power grid is way tighter than CPU, if you're short either plug in a cheap EG-601 or offline the 2nd gun.
 
If you have ''perfect'' fitting skills, including Advanced Weapon Upgrades V, you can just ''barely'' fit a third gun ''with'' the EG-601 implant. Your damage output basically doesn't matter anyhow, so I don't think it's worthwhile. If you wanna brawl people in like faction warfare or something splurge on a faction shield extender and use that saved PG to online the third gun.
 
Cost: 3.5m each, closer to 2m if you cut the T2 scram, more consistently this price if you make the hulls locally and Jump Freighter over the modules, rather than relying on the vagaries of MJ-5F9 market seeding. Overkill bling is a Republic Fleet Medium Shield Extender for more EHP and 4 less base PG usage at the price of an extra 12m ISK. Tech 2 guns with void are like 500k a pop, I don't bother getting the extra like 40 dps. You'll probably want to fly an empty pod, most useful implants would balloon your costs for only marginal benefit. The exceptions are PG-601 if your fitting skills are lagging a bit, and WS-605 to add a bit of mobility. WS-605 is another like 700k, the main benefit is upping warp speed from 5 to 5.25 AU/s, which is still within the sub-6 AU/s regime where extra warp speed improves acceleration into and deceleration from warp.
 
As far as the skill train goes, you don't need any fitting skills to V, and you can always remove a gun until your fitting skills come in. The NBI Merlin is designed to be flyable day 1, so use the modules on that ship if you don't have the requirements for tech 2 tank yet. Caldari Frigate V is the nicest addition, and that unlocks a bunch of other neat ships (buzzard, manticore, kitsune, harpy), but outside of that there's little you need that you wouldn't want for all your other ships anyhow.
 
Anyhow, Merlins are great because they're fast, cheap, and have the tank to get away with some of the mistakes other tackle ships can't. Learning light tackle is like, 95% trying to grab things and seeing what happens, and you lose a ship and might not be able to reship before the fleet ends. IMO it's best to get as much margin for error as possible and make the ship extremely affordable so you can lose a ton of them figuring things out - the Merlin is the tankiest T1 tackle frigate, so it wins out as a ship for learning tackle.
 
The very basics of how to use it is to time your warp-in/engagement (usually with the rest of fleet), pick something that looks like it might be expensive and tackleable, and try to burn within scram range to grab it. Once you do, prop off and orbit at 500 is often the safest place to be, but it can vary (especially if they have smartbombs, usually on battleships/marauders/dreads, you'll want to be at like 7.5km for that and often via manual piloting instead of orbit-at command.) Basically ''everything'' is more expensive than you are, with the only exceptions being T1 frigate or destroyer fleets, those can actually go isk-positive by baiting tackle into guns that apply well. You're also very useful at gates for scram + web to keep people from crashing back (at least those that are big enough that you can lock them before they reach).
 
==== Slasher - Dengar Ashller ====
<syntaxhighlight lang="actionscript">
[Slasher, TD Slasher]
 
Damage Control II
Small Ancillary Armor Repairer, Nanite Repair Paste
 
1MN Afterburner II
Warp Scrambler II
X5 Enduring Stasis Webifier
Balmer Series Compact Tracking Disruptor I, Tracking Speed Disruption Script
 
Small Energy Nosferatu II
150mm Light AutoCannon II
150mm Light AutoCannon II
150mm Light AutoCannon II
 
Small Projectile Ambit Extension I
Small Projectile Burst Aerator I
Small Projectile Metastasis Adjuster I
 
 
Hail S x480
Republic Fleet Depleted Uranium S x480
Republic Fleet EMP S x480
Republic Fleet Fusion S x480
Republic Fleet Phased Plasma S x480
Optimal Range Disruption Script x1
Agency 'Overclocker' SB3 Dose I x1
</syntaxhighlight>1. The Fit: see above  Editors note: https://zkillboard.com/kill/122701161/ new fit he's flying!
[[File:Wckg-slasher.png|thumb]]
2. The Cost: Jita sell price for the fit is about 8.6 million at the moment, if you buy the fit off MJ- market it's about 14.5 million.
 
3. The Training:
 
This training plan assumes you've finsihed the 135 day newbean skill (which you really shoud) and have the Magic 14 skills all trained to V.
 
To train all the relevant skills to level IV with default attributes and no remaps (Int 20, Per 20, Cha 19, Wil 20, Mem 20) it will take about 46 days.<syntaxhighlight lang="actionscript">
Fuel Conservation I
Frequency Modulation I
Long Distance Jamming I
Capacitor Emission Systems II
Fuel Conservation II
Thermodynamics II
Frequency Modulation II
Long Distance Jamming II
Capacitor Emission Systems III
Fuel Conservation III
Propulsion Jamming III
Thermodynamics III
Frequency Modulation III
Long Distance Jamming III
Afterburner IV
Small Projectile Turret IV
Repair Systems IV
Minmatar Frigate IV
Capacitor Emission Systems IV
Fuel Conservation IV
Weapon Disruption IV
Weapon Destabilization I
Weapon Destabilization II
Weapon Destabilization III
Propulsion Jamming IV
Thermodynamics IV
Frequency Modulation IV
Acceleration Control IV
Long Distance Jamming IV
Gunnery V
Weapon Destabilization IV
Small Projectile Turret V
Small Autocannon Specialization I
Small Autocannon Specialization II
Small Autocannon Specialization III
Small Autocannon Specialization IV
</syntaxhighlight>This should be more then enough for the fit to work. If you find you like the fit you'll eventually want all the above skills at V. It can make a lot of difference in combat vs pilot that has all V. But it takes additional 258 days to do that. Which is a lot of training time. If training further prioritize all the gunnery skills, and train the electronic systems skills last.
 
4: The Reason: Slasher has very squishy tank and low DPS, but it makes up by having smallest signature radius of all ships in New Eden and 2nd best base velocity of all T1 frigates, making it very hard to hit with turrets. It also has quickest locking time of any T1 frigate, even quicker than some interceptors. On top of that it has huge bonus to capacitor use of tackle modules making it more cap stable than just about any other ship while holding tackle under energy neutralizers. All that makes it best T1 tackle frigate by far. It can also be used as best cheap instalocker. There's a lot to like about slasher and it's my favorite ship. My favorite fit is meant for 1v1 PVP and takes advantage of slashers small signature radius, velocity and agility and can surprise stronger opponents. There's no better feeling than when you kill stronger target with lesser ship.
 
5: The How:
 
The basic pricniple: If your target has short ranged weapons load Optimal Range Disruption Script, orbit at 6700km and shoot. If your target has long ranged weapons, load Tracking Speed Disruption Script, orbit at 500km and shoot. In both cases wait until the target slowly dies as it can't hit you at all while you slowly tickle it to death with your low DPS guns. Avoid anything that shoots missilles.
 
Fighting blaster boats
 
The fit can kill pretty much any small blaster ship that doesn't have good range bonuses. Catalysts are perfect target. Enyos have range bonus but are still killable with a bit of luck. Navy Comets also. Might work against Raptors too. Avoid AB fitted Atrons or dual web AB Merlins. And avoid blaster Hecates at all cost. For medium and large blaster ships orbit them at 500 with tracking disruption script. They won't be able to track you unless they use webifier on you and even under single webifier you might get away by not getting hit. You may not be able to break their tank but able to survive holding the tackle until your friends arrive.
 
Fighting autocannon boats
 
Autocannon tracking is worse than blasters but have longer range, so Oprimal Range disruption script won't help you there. You will want to avoid small AC boats with tracking bonuses as they'll be able to track you even if you load Tracking Speed Disruption script. Small AC boats are tough to fight becuase you have AC's too but most of them have better AC bonuses and tank than you do. Avoid rifters, wolfs, thrashers, svipuls, sabres. Medium and larger Autocannons won't be able to track you unless they have webs so orbit at 500 with Tracking Disruption Script.
 
Fighting laser boats
 
Energy turrets have pretty bad tracking. Doesn't matter if it's pulse (short range) or beam (long range) always orbit them at 500 with tracking disruption script. Retributions, Slicers, Crusaders, Punishers and so on will all have very hard time tracking you. Ships with larger Energy turrets are even less of a problem, except Phantasms have insane tracking bonuses, so might get just one lucky shot that will be enough to alpha you.
 
Fighting railgun boats
 
You should be fine orbiting at 500 with Tracking Disruption Script unless the target has tracking bonuses. Avoid rail Hecates for example.
 
Artillery boats
 
Should be fine orbiting at 500 with Tracking Disruption Script. Except small artillery boats with tracking bonuses like thrashers or arty wolf will hit you.
 
Missile boats
 
As I already mentioned avoid at all cost
 
Drone boats
 
Hulls with drone bonuses are best to be avoided. If it's some unbonused cruiser hull with turrets it may ba able to track you at 6700k. So you'll have to tighten the orbit. The more you tighten the orbit, the more damage will be dealt by its drones. Your best bet is to orbit at 500 and pray to shoot down the drones before your repper runs out of charges. Small drones will hit you very well even with unbonused hulls, medium drones will hit but with less accuracy, heavy will miss almost 100% of the time.
 
Ammo and charges
 
Depleted Uranium has range and tracking bonuses so load it when shooting drones. If you target isn't an oversized AB fit switch the webifier to drones to shoot them down faster.
 
Hail S - shoot cruiser or larger targets
 
EMP/Fusion/Plasma - shoot destroyers and frigates, choose ammo type on where you think your target has resistance hole. One general use EMP on shiled tanked and Fusion on armor tanked opponents. If not sure use Plasma. EM and Explosive holes are often patched with rigs and Plasma is best overall if you're not sure what resists the target has or if the target patched the hole.
 
Agency 'Overclocker' will make your velocity a bit higher, the faster you are, the harder you are to track and it's cheap so it's recommended but not neccessary at all for the fit to work
 
Cap stability/Energy Neutralizers
 
What'a really awesome bout the fit is it's cap stable with all the modules active when the nosferatu is activated on the target. Even under severe neut pressure it should still be able to run at least the scram and AB.
 
Webifiers
 
When target uses a webifier they slow you down making you easier to hit. Depending on tracking of their guns they my still not be able to hit you. But sometimes you will die because of webs.
 
Now the bad things about this fit. It's very low tank, so every mistake gets punished very quickly and you will die a lot. But it will feel so rewarding when you pull it off and kill a stronger opponent. It has an AB meaning most of the ships around our space will be faster than you until you scram them. Scramming brawlers is usally easy because they want to ram into you to blast you. Catching kiters on the other hand is very tough unless they make the mistake and land in your scram range. Which does happen now and then because you're just a slasher and they understimate you. Trying to burn after them will be a quick loss for you. You may also watch the kiters behaviour. Does he tend to warp always at the same distance to objects? Use it to your advantage to catch him. It also isn't the easiest fit to manage in combat. There's a lot of active modules you have to manage. Repper has to be used sparingly not to overrep and waste charges but activating it to late means you're dead. Having low DPS also means that often you'll have your target right where you want it winning the fight but it will take long time to kill it so there's very good chance someone blue will either see you fighting it and come help yos shooting it or the target will have time to call his friends before you kill him. So you will often feel like you've been robbed of a solo kill. But that's Eve.
 
DISCLAIMER:
 
I didn't make the above fit myself, I "stole" it from a youtuber named Chris Jartha. I just tweaked the cargohold content a bit to my needs. So I don't want to take any credit for it.
 
There's no better way of showing what the fit can do and how to fly it than seeing it. So I'm linking two of his videos.
 
Slasher vs Comet  https://www.youtube.com/watch?v=KKYb8T7yYwE&t=22s
 
Slasher vs Confessor https://www.youtube.com/watch?v=I5qiYphmhT4
 
==== Malediction - Dave 911 ====
Dave 911's twitch stream - https://www.twitch.tv/kpassi911<syntaxhighlight lang="actionscript">
[Malediction, Dave911's t2 Malediction]
Damage Control II
Small Ancillary Armor Repairer
Overdrive Injector System II
Multispectrum Coating II
 
Warp Scrambler II
Warp Disruptor II
5MN Y-T8 Compact Microwarpdrive
 
'Malkuth' Rocket Launcher I
'Malkuth' Rocket Launcher I
Compact Interdiction Nullifier
 
Small Auxiliary Thrusters II
Small Auxiliary Thrusters II
 
 
 
 
Caldari Navy Nova Rocket x600
Nanite Repair Paste x158
Agency 'Overclocker' SB3 Dose I x1
 
</syntaxhighlight>I'm posting this based on Dave911, one of NC's best tackle pilots, all time rank 70 on zkill. I'd prefer him to post himself but that might not happen.  He also flying an overpowered ship with some very blingy stuff.
 
Disclaimer: You are not Dave 911. (or are you?) So fly the T2 variant until you start kicking butt with it, and then do minor improvements.
[[File:Wckg-malediction-non-faction.png|thumb]]
1. The Fit:
 
I've included a t2 one below. I've included relatively cheap drugs of SB3 (3% velocity). Check the spoiler for the Dave Faction one.
 
2. The Cost:
 
T2, it's 30 mil out the door from jita, 34 mil in mj-5 now. The t2 one is great as well. Note, this one is very tightly fit with 1.5 cpu/13.8 grid, so you might need to faction like the Damage Control.
 
3. The Training: Thermodynamics 4, navigation skills 4-5ish, Interceptor 4 is required because then your scram range goes way up. With Interceptor 1, your scram/disrupt range is 11/30 heated and your sig is 173 meters. At Interceptor 5, your scam/disrupt range is 14/36km, your sig is 74 meters.
 
4: The Reason: Easy! You tackle people. This is one of the best possible tacklers.
 
5: The How:
 
You'll find a range that orbits well, you'll spiral in towards them, dodging their shots, and feathering your overheat. When you're not fighting, you're repairing your modules quickly and using your Ancil repper.
 
Most important, you're using your amazing speed to survive and escape. You don't let anything get within 10km of you, ideally, so if they don't have a scram or a web, you always escape.
 
This ship requires practice practice practice. So be ready to lose a lot of them.
 
==== Malediction Faction fit - Dave 911 ====
<syntaxhighlight lang="actionscript">
[Malediction, dave911 faction malediction]
Damage Control II
Shadow Serpentis Multispectrum Coating
Overdrive Injector System II
Small Ancillary Armor Repairer
 
Caldari Navy Warp Disruptor
Caldari Navy Warp Scrambler
Coreli A-Type 5MN Microwarpdrive
 
'Malkuth' Rocket Launcher I
'Malkuth' Rocket Launcher I
Restrained Interdiction Nullifier
 
Small Auxiliary Thrusters II
Small Auxiliary Thrusters II
 
 
Quafe Zero Classic x1
Caldari Navy Inferno Rocket x1063
Nanite Repair Paste x318
Agency 'Overclocker' SB7 Dose III x1
</syntaxhighlight>1. The Fit:
 
<nowiki>https://zkillboard.com/kill/103817808/</nowiki> is one of his losses, he tends to use an expensive mid-grade snake implant as well, so his top speed is way way higher. The abyssal/faction disruptor/scram is important as well, but again, gets very very expensive long term. He's using SB7 (7% velocity) and Quafe Zero Classic boosters that boost your velocity, along with possibly other ones.


Medium S95a Scoped Remote Shield Booster
Other drugs that can help:
Medium S95a Scoped Remote Shield Booster
[[File:Wckg-malediction.png|thumb]]
Large Ancillary Remote Shield Booster
- Booster 1: X-Instinct if cheap, Quafe Zero Classic if expensive (34 mil)


Medium Polycarbon Engine Housing I
- Booster 11 : Agency 'Overclocker' SB3 (400k), SB5 (5.4 mil), SB7 (13.2 mil)
Medium Core Defense Field Extender I
Medium Semiconductor Memory Cell I


- <nowiki>http://evepraisal.com/a/155262</nowiki> full list of pricing on the other options.


Implants help a ton as well, full high grade snakes get insane quick in price.


Acolyte II x5
The extra speed from drugs and implants can be huge. A normal overheated t2 malediction is 'only' 7.4km/sec. With full high grades and best drugs (3.4 bil extra), this can be as high as 10.3km /sec. But even with mid grades, this can be 9.6km/sec (1 bil extra).
Light Armor Maintenance Bot I x4


Cap Booster 50 x21
2. The Cost: Abyssaled, boostered, and implanted, it might be 300 mil or so in total. For just the faction fit it's 'only' 170 mil. Implants get expensive.
Cap Booster 150 x34
Nanite Repair Paste x25
50MN Y-T8 Compact Microwarpdrive x1</syntaxhighlight>
[[File:Wckg-scythe.png|thumb|Scythe fit when built]]
1. The Fit: Below, it's mostly Meta/1 T2. No need to bling much, honestly, it's great as is. can t1 the drones, don't need to take paste, could t2 the DC to reduce cost as well now if you don't need MWD.
2. The Cost: 15.8 mil in game, costs like 14 mil to run. The IFFA is required to run the MWD, but if you want an AB version only, can drop it a mil.


3. The Training: Like 2 weeks. Minmatar Cruiser 4 and shield emissions 4 ideally, Need good navigation skills and good cap skills, along with shield upgrades.
T2, it's 30 mil out the door from jita, 34 mil in mj-5 now. The t2 one is great as well. Note, this one is very tightly fit with 1.5 cpu/13.8 grid, so you might need to faction like the Damage Control.


4: The Reason: I love this ship for standing fleet as it saves everyone. It's cheap to run, has a big cargo for loot, can go inside ESS, harder to get on killmails, but just an amazing and capable ship. Not appropriate for organized fleets, but gives you a taste of what flying a scimitar is like.
3. The Training: Thermodynamics 4, navigation skills 4-5ish, Interceptor 4 is required because then your scram range goes way up. With Interceptor 1, your scram/disrupt range is 11/30 heated and your sig is 173 meters. At Interceptor 5, your scam/disrupt range is 14/36km, your sig is 74 meters. With Dave's faction fit, Scram/Disrupt range is 15/39km, and his sig is only 67 meters. Interceptor skill helps a LOT for this ship, so try to get it up ASAP if you start flying it. If you abyssal these, and get SUPER lucky, can go to 17.2/44.9km.


5: The How: Import a BPC and the modules from jita (or ask Kismeteer for one). Build it, this will save you a lot of money. Follow around standing fleet, pick one or two good cruiser tackler pilots to follow around specifically for best success, and watch list everyone who jumps in early in a system. Once they are watch listed, kite sidewise across the fire yo'ull receive from hostiles, and be ready to warp out when shields hit like 30%.
==== Stiletto - JDA Athonille ====
==== Stiletto - JDA Athonille ====
1. The Fit:  This great Stiletto is great for a beginner tackler / interceptor pilot. Its cheap and its cap stable (with the right skills) +4k m/s which is plenty to catch most things in nullsec nowadays. The only reason you put guns on is mostly to whore on stuff that is +30km away if flying in standing fleet. I wouldn't say its created to be thrown away but is definitely the step up from the NBI Slasher that I definitely would recommend beginners to fly with (unless you got TONS OF MONEY ) as you will probably die quite a few times before you get the hang of it flying tackler / interceptor. That's okay because
1. The Fit:  This great Stiletto is great for a beginner tackler / interceptor pilot. Its cheap and its cap stable (with the right skills) +4k m/s which is plenty to catch most things in nullsec nowadays. The only reason you put guns on is mostly to whore on stuff that is +30km away if flying in standing fleet. I wouldn't say its created to be thrown away but is definitely the step up from the NBI Slasher that I definitely would recommend beginners to fly with (unless you got TONS OF MONEY ) as you will probably die quite a few times before you get the hang of it flying tackler / interceptor. That's okay because
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Small Ionic Field Projector I
Small Ionic Field Projector I


EMP S x500</syntaxhighlight>[[File:Horde-Stiletto-fit.png|thumb|Horde Fit on a stiletto]]
EMP S x500</syntaxhighlight>you can remove the guns if you don't want to pay that little bit extra, as said above its only for whoring on kms...
you can remove the guns if you don't want to pay that little bit extra, as said above its only for whoring on kms...


Now when you get more experience or have a lot of money (please dont fly it anyway just stick to cheap and get better and upgrade like this. What am i talking about sir ??? I am talking about the art of blinging your ship, it helps but it gets increasingly more expensive. I fly my eiei personally after blowing up 100s of Stilettos with the fit above.
Now when you get more experience or have a lot of money (please dont fly it anyway just stick to cheap and get better and upgrade like this. What am i talking about sir ??? I am talking about the art of blinging your ship, it helps but it gets increasingly more expensive. I fly my eiei personally after blowing up 100s of Stilettos with the fit above.
Line 212: Line 439:
2. The Cost: 25-35m depending on how market is atm. as of 07-10-2022 its 25m in MJ-
2. The Cost: 25-35m depending on how market is atm. as of 07-10-2022 its 25m in MJ-


3. The Training:
3. The Training:<syntaxhighlight lang="actionscript">
 
Spaceship Command 1
Spaceship Command 1
Minmatar Frigate 1
Minmatar Frigate 1
Minmatar Frigate 2
Minmatar Frigate 2
Minmatar Frigate 3
Minmatar Frigate 3
Minmatar Frigate 4
Minmatar Frigate 4
Minmatar Frigate 5
Minmatar Frigate 5
Spaceship Command 2
Spaceship Command 2
Spaceship Command 3
Spaceship Command 3
Navigation 1
Navigation 1
Navigation 2
Navigation 2
Evasive Maneuvering 1
Evasive Maneuvering 1
Evasive Maneuvering 2
Evasive Maneuvering 2
Evasive Maneuvering 3
Evasive Maneuvering 3
Evasive Maneuvering 4
Evasive Maneuvering 4
Evasive Maneuvering 5
Evasive Maneuvering 5
Interceptors 1
Interceptors 1
Gunnery 1
Gunnery 1
Small Projectile Turret 1
Small Projectile Turret 1
CPU Management 1
CPU Management 1
CPU Management 2
CPU Management 2
CPU Management 3
CPU Management 3
Propulsion Jamming 1
Propulsion Jamming 1
Propulsion Jamming 2
Propulsion Jamming 2
Science 1
Science 1
Power Grid Management 1
Power Grid Management 1
Power Grid Management 2
Power Grid Management 2
Shield Upgrades 1
Shield Upgrades 1
Navigation 3
Navigation 3
Afterburner 1
Afterburner 1
Afterburner 2
Afterburner 2
Afterburner 3
Afterburner 3
High Speed Maneuvering 1
High Speed Maneuvering 1
Mechanics 1
Mechanics 1
Power Grid Management 3
Power Grid Management 3
Capacitor Management 1
Capacitor Management 1
Capacitor Management 2
Capacitor Management 2
Hull Upgrades 1
Hull Upgrades 1
Hull Upgrades 2
Hull Upgrades 2
Hull Upgrades 3
Hull Upgrades 3
Hull Upgrades 4
Hull Upgrades 4
 
</syntaxhighlight>Should Cover it with guns, It takes about 25 days to train-
Should Cover it with guns, It takes about 25 days to train-


4: The Reason:
4: The Reason:
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Personally I cant be bothered with importing from jita and especially not with a 25m price. But if you want you can just order a lot at the same time so you have maybe 5 - 10 in spare of when you die you get back out there immediately. Then it pays off importing from jita.
Personally I cant be bothered with importing from jita and especially not with a 25m price. But if you want you can just order a lot at the same time so you have maybe 5 - 10 in spare of when you die you get back out there immediately. Then it pays off importing from jita.


==== Merlin - Touch Grass ====
==== Bifrost - Duim ====
<syntaxhighlight lang="actionscript">
<syntaxhighlight lang="actionscript">
[Merlin, Touch Grass's Merlin]
[Bifrost, Standing Bifrost]
Nanofiber Internal Structure II
Damage Control II
Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Nanofiber Internal Structure II


5MN Quad LiF Restrained Microwarpdrive
5MN Quad LiF Restrained Microwarpdrive
Medium Shield Extender II
Republic Fleet Medium Shield Extender
Micro Jump Field Generator
Warp Scrambler II
Warp Scrambler II
X5 Enduring Stasis Webifier
Warp Disruptor II
 
[Empty High slot]
Skirmish Command Burst II
[Empty High slot]
Skirmish Command Burst II
 
Small Command Processor I
Small Core Defense Field Extender II
 
 
 
 
Rapid Deployment Charge x800
Nanite Repair Paste x200
Interdiction Maneuvers Charge x800
Agency 'Overclocker' SB3 Dose I x3
</syntaxhighlight>
[[File:Wckg-bifrost.png|thumb]]
1 The Fit:
 
Bifrost with 2 Skirmish Command Bursts, MWD, Boosh, Point and Scram. Easily my favorite ship and fit in the game :smile:
 
2. The Cost:
 
T2 fit - about 75m (Faction MSE a must for tank, sig and fitting) (goes 4k/sec cold with it's own links). Usually easily available in MJ-.
 
Bling fit - from a few hundred mill to over 5b incl. Snake Pod and Abyssals. (potential for 6k/sec cold and 10k/sec hot with drugs, a great abyssal MWD and high-grades).
 
how to bling - Snake Pod, Skirmish Command Mindlink (important and cheap), speed drugz and Abyssal or faction MWD, MSE, Point, Scram and DCU. The more bling the more haha Bifrost go Brrrrrrrrrr. (only fly what you can afford to loose).
 
3. The Training:
 
- Around 2 months, most of it towards the T2 links. Can be run with T1 links while training T2.
 
- Minmatar Destroyer 5 is amazing as it opens up doctrine fits like the Svipul, Sabre and fleet Bifrost, as well as making Thrashers and Talwars more potent.
 
4: The Reason:
 
IT CATCHES THINGS:
 
- The speed, point, scram and fairly low sig make this Bifrost an interceptor with more than 10k EHP. Has a nice even resist profile too.
 
- The Boosh module means that you can go from being 100km+ off an enemy to being within tackle range in seconds.
 
IT MAKES STANDING FLEET GO FAST:
 
- The links don't just make you go fast, everyone in fleet near you benefits from the speed boost and boost to tackle range. Friendly tackle and Recons benefit hugely from these buffs.
 
- The Boosh module means that you can instantly reposition yourself (as well as 25 ships that are close to you) 100km away in an instant. This is huge when it comes to gaining position advantages on kitey gangs, booshing hostiles off wormholes, spearfishing logi or getting yourself (and potentially fleetmates) safe when things go south.
 
5: The How:
 
The Do:
 
- Fly this Bifrost like an Interceptor. Use the point to keep stuff from warping away, while keeping yourself out of hostile scram and web range. Only commit scrams to stop MJDs or when you are certain friendly DPS will kill the target
 
before you go down. Broadcast for reps, there are often friendly logi in fleet.
 
- Use the boosh to surprise hostiles that are out of position. The bulk of their gang left grid and only one ship is left 150km away? Align to it (Make sure to be fully aligned to where you want to go before you boosh), heat prop 1 cycle,
 
boosh on top of it, land tackle, XXX in fleet and say on comms "(hostile ship type) tackled, warp to (your character name)". The same applies to catching stragglers as the gang/fleet warps off.
 
- There is no need to die if you're not tackled. Either warp off or burn out of hostile DPS range.
 
- Boosh groups of friendlies into advantageous positions only when asked. Alternatively ask if people want to get booshed. Practice booshing.
 
The Do Nots:
 
- Don't blindly yeet yourself into hostile fleets. You will get tackled and you will die. Friendlies may need to burn to you if you are not more than 150km away. (You cannot be warped to on ESS grids, friendlies will need time to reach you)
 
- Don't boosh friendlies that don't want to be booshed. Your buddies in arty Vargurs, Oracles, Tornados and other snipy things don't want to be at 0 on that gang of blaster Brutixes.
 
- Don't go for scram unless it is necessary. You have 10k EHP, but that won't keep you alive against a blaster Hecate. 10k EHP is huge if you keep speed and transversal up.
 
==== Scythe - Kismeteer ====
<syntaxhighlight lang="actionscript">[Scythe, Kis Standing Scythe v7-a]
Mark I Compact Power Diagnostic System
Nanofiber Internal Structure II
Nanofiber Internal Structure II
IFFA Compact Damage Control
Co-Processor II
 
Compact Multispectrum Shield Hardener
Medium Ancillary Shield Booster
10MN Y-S8 Compact Afterburner
Large F-S9 Regolith Compact Shield Extender
EM Shield Amplifier II
 
Medium S95a Scoped Remote Shield Booster
Medium S95a Scoped Remote Shield Booster
Large Ancillary Remote Shield Booster


Modal Light Electron Particle Accelerator I,Antimatter Charge S
Medium Polycarbon Engine Housing I
Modal Light Electron Particle Accelerator I,Antimatter Charge S
Medium Core Defense Field Extender I
Medium Semiconductor Memory Cell I


Small EM Shield Reinforcer I
Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I
</syntaxhighlight>I'm Touch Grass, and the mighty mighty Merlin is my favorite ship. Bottom-line up front: the handout NBI Merlin stays very effective, especially if you stuff T2 tank and nanofibers on it along with training Caldari Frigate V.
[[File:Merlin - Touch Grass fit.png|thumb]]
<nowiki>https://zkillboard.com/kill/103821569/</nowiki> here's one I lost recently, the guns don't matter you can use non-meta ones instead. Can muck with it based on budget, but even this "blingy" version is still something you can replace with like 6 minutes of ratting. Medium Shield Extender II and Damage Control II are top priority to add EHP, nanofiber IIs are great for extra speed, and the tech 2 scram only has to make a difference for one expensive tackle in a hundred losses to be an isk positive upgrade. Restrained MWD is the best meta variant since it blooms your sig the least. Power grid is way tighter than CPU, if you're short either plug in a cheap EG-601 or offline the 2nd gun.


If you have ''perfect'' fitting skills, including Advanced Weapon Upgrades V, you can just ''barely'' fit a third gun ''with'' the EG-601 implant. Your damage output basically doesn't matter anyhow, so I don't think it's worthwhile. If you wanna brawl people in like faction warfare or something splurge on a faction shield extender and use that saved PG to online the third gun.


Cost: 3.5m each, closer to 2m if you cut the T2 scram, more consistently this price if you make the hulls locally and Jump Freighter over the modules, rather than relying on the vagaries of MJ-5F9 market seeding. Overkill bling is a Republic Fleet Medium Shield Extender for more EHP and 4 less base PG usage at the price of an extra 12m ISK. Tech 2 guns with void are like 500k a pop, I don't bother getting the extra like 40 dps. You'll probably want to fly an empty pod, most useful implants would balloon your costs for only marginal benefit. The exceptions are PG-601 if your fitting skills are lagging a bit, and WS-605 to add a bit of mobility. WS-605 is another like 700k, the main benefit is upping warp speed from 5 to 5.25 AU/s, which is still within the sub-6 AU/s regime where extra warp speed improves acceleration into and deceleration from warp.
Acolyte II x5
Light Armor Maintenance Bot I x4


As far as the skill train goes, you don't need any fitting skills to V, and you can always remove a gun until your fitting skills come in. The NBI Merlin is designed to be flyable day 1, so use the modules on that ship if you don't have the requirements for tech 2 tank yet. Caldari Frigate V is the nicest addition, and that unlocks a bunch of other neat ships (buzzard, manticore, kitsune, harpy), but outside of that there's little you need that you wouldn't want for all your other ships anyhow.
Cap Booster 50 x21
Cap Booster 150 x34
Nanite Repair Paste x25
50MN Y-T8 Compact Microwarpdrive x1</syntaxhighlight>
[[File:Wckg-scythe.png|thumb|Scythe fit when built]]
1. The Fit: Below, it's mostly Meta/1 T2. No need to bling much, honestly, it's great as is. can t1 the drones, don't need to take paste, could t2 the DC to reduce cost as well now if you don't need MWD.
2. The Cost: 15.8 mil in game, costs like 14 mil to run. The IFFA is required to run the MWD, but if you want an AB version only, can drop it a mil.


Anyhow, Merlins are great because they're fast, cheap, and have the tank to get away with some of the mistakes other tackle ships can't. Learning light tackle is like, 95% trying to grab things and seeing what happens, and you lose a ship and might not be able to reship before the fleet ends. IMO it's best to get as much margin for error as possible and make the ship extremely affordable so you can lose a ton of them figuring things out - the Merlin is the tankiest T1 tackle frigate, so it wins out as a ship for learning tackle.
3. The Training: Like 2 weeks. Minmatar Cruiser 4 and shield emissions 4 ideally, Need good navigation skills and good cap skills, along with shield upgrades.


The very basics of how to use it is to time your warp-in/engagement (usually with the rest of fleet), pick something that looks like it might be expensive and tackleable, and try to burn within scram range to grab it. Once you do, prop off and orbit at 500 is often the safest place to be, but it can vary (especially if they have smartbombs, usually on battleships/marauders/dreads, you'll want to be at like 7.5km for that and often via manual piloting instead of orbit-at command.) Basically ''everything'' is more expensive than you are, with the only exceptions being T1 frigate or destroyer fleets, those can actually go isk-positive by baiting tackle into guns that apply well. You're also very useful at gates for scram + web to keep people from crashing back (at least those that are big enough that you can lock them before they reach).
4: The Reason: I love this ship for standing fleet as it saves everyone. It's cheap to run, has a big cargo for loot, can go inside ESS, harder to get on killmails, but just an amazing and capable ship. Not appropriate for organized fleets, but gives you a taste of what flying a scimitar is like.


5: The How: Import a BPC and the modules from jita (or ask Kismeteer for one). Build it, this will save you a lot of money. Follow around standing fleet, pick one or two good cruiser tackler pilots to follow around specifically for best success, and watch list everyone who jumps in early in a system. Once they are watch listed, kite sidewise across the fire yo'ull receive from hostiles, and be ready to warp out when shields hit like 30%.
==== Stabber - Qooki ====
==== Stabber - Qooki ====
<syntaxhighlight lang="actionscript">
<syntaxhighlight lang="actionscript">
[Stabber, *Simulated Stabber Fitting]
[Stabber, Qooki's Fitting]
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Line 386: Line 666:


It's the perfect ship to run in small roams or for quickly catching an enemy. Preferably have a logi pilot in the fleet to keep you alive for longer if there are multiple targets around.
It's the perfect ship to run in small roams or for quickly catching an enemy. Preferably have a logi pilot in the fleet to keep you alive for longer if there are multiple targets around.
==== Vexor - JunkyOne ====
<syntaxhighlight>
[Vexor, JunkyOne's Vexor Fitting]
Damage Control II
Magnetic Field Stabilizer II
Drone Damage Amplifier II
Drone Damage Amplifier II
Medium Ancillary Armor Repairer
10MN Afterburner II
X5 Enduring Stasis Webifier
Warp Disruptor II
X5 Enduring Stasis Webifier
Heavy Neutron Blaster II
Heavy Neutron Blaster II
Heavy Neutron Blaster II
Heavy Neutron Blaster II
Medium Transverse Bulkhead I
Medium Transverse Bulkhead I
Medium Transverse Bulkhead I
Hobgoblin II x5
Hammerhead II x5
Ogre II x2
Caldari Navy Antimatter Charge M x1280
Nanite Repair Paste x96
Void M x1280
</syntaxhighlight>-This is a brawl ship meant for close combat. I typically like to use it for small gang/ bubble camping hostile or neutral systems.
-It is slow and susceptible to being alpha'd by larger gangs.
-t2 variant is typically around 50mil. Have not checked the t1 variant but the DPS will still be high at a much cheaper rate.
-Run 2 webs if you've got fast tackle assisting. Replace 1 web with a sebo if you're alone or have no fast tackle.
-Replace disruptor with scram if you're camping a bubble.
-Prep overheat on the AAR to get the maximum effect from the reps.
-Tank is designed to hold long enough to get some shiny kills, but it not designed to survive a protracted fight against a larger enemy.
-Mix and match drones before you go out to have maximum effects. (Group 2 large, 2 med, 1 light for larger targets. Group 2 med 3 light for smaller targets)
-CNA charges are optional but I typically stick with the void for maximum damage output.
==== Osprey Navy Issue - Guimauve Essu ====
<syntaxhighlight lang="actionscript">
[Osprey Navy Issue, Gui, Bringer of Joy]
Damage Control II
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Medium F-RX Compact Capacitor Booster
50MN Quad LiF Restrained Microwarpdrive
Large Ancillary Shield Booster
Enduring Multispectrum Shield Hardener
Caldari Navy Large Shield Extender
Caldari Navy Large Shield Extender
Drone Link Augmentor I
Prototype 'Arbalest' Rapid Light Missile Launcher
Prototype 'Arbalest' Rapid Light Missile Launcher
Prototype 'Arbalest' Rapid Light Missile Launcher
Small Gremlin Compact Energy Neutralizer
Medium Thermal Shield Reinforcer II
Medium EM Shield Reinforcer II
Medium Hydraulic Bay Thrusters II
Republic Fleet Warrior x5
Targeting Range Script x1
Scan Resolution Script x1
Caldari Navy Mjolnir Light Missile x2279
Nanite Repair Paste x147
Navy Cap Booster 150 x65
Sensor Booster II x1
100MN Monopropellant Enduring Afterburner x1
Warp Disruptor II x1
Enduring Multispectrum Shield Hardener x1
10MN Monopropellant Enduring Afterburner x1
X5 Enduring Stasis Webifier x1
</syntaxhighlight>
[[File:Wckg-osni.png|thumb]]
You know, I am something of a newbean myself, but then I thought to myself, "Wow, these dudes flying faction ships look insane!" Then, I look at the market price and my jaw drops because they are over double the price of their normal counterparts.
Despite that, I rushed and tried to make a fit for the Osprey Navy Issue that felt reasonable on all fronts; it had to met the following things:
1) Decent tank
2) Adequate (it did not have to be astounding) DPS
3) I had to have extra refits in inventory that could fit anything Standing wishes to do
and number 4:
I don't need to wait and train for a full month before maxing every skilI needed
And so, this was the kind of shenanigans I put together.
The Low Modules
The low rigs are straightforward : tank and DPS.
Fairly low skill level required, and it works for both ESS defense and just normal Standing activity.
The Medium Modules
This is the most flexible part of the fit. I have placed a lot of spare modules in the cargohold, knowing that there are different things for every time. Because the OsNI is an extremely agile cruiser, it can compensate for having to refit on the way compared to T1 cruisers. Reps can always be exchanged for things like a SeBo or a Warp Disruptor, in situations where needed.
The High Modules
Drone Link Augmentor just to fill up a slot that otherwise has no other function. It could also be useful for assigning drones to tackle especially in bigger fleets.
The RLMLs in the fit are meta guns, but you can always switch them to Tech II if you have the skills.
The Rigs
Straightforward missile application improval, and the cleanup on the shield's EM and Thermal holes.
Do's and Dont's
DO!
1) Immediately burn into your optimal in a brawl, unless you have fitted the Warp Disruptor and the fleet desperately needs one more point. Take note that your ship will orbit slightly out of the orbit range you've commanded.
2) If you've thought out that you can't lock the target quick, be sure to assign your drones to a tackler. Warriors were specifically chosen because of their speed.
3) Take advantage of your modules. Do not wait until your shield is well depleted before you start overheating things and using cap charges. The MWD for this one consumes an obscene amount of cap so make sure that you don't go stingy on using your booster. Thankfully your shield takes some time to get chewed through so you don't really have to panic.
DONT!
1) Don't go in first unless you've thought it out that you can manage the other pilots. If you get scrammed and webbed, you eventually just grind into a halt and take all their damage with open arms. This OsNI can tank a ship or two, but it is not built to sustain primary, and so is almost every other cruiser anyway.
2) Don't forget to refit* when you go inside the ESS.
3) DON'T Approach. DO NOT APPROACH! You are kind of begging the enemy to lock and shoot you by faceplanting onto them with your MWD bloom and other mechanics. Remember that you will always be pricier than any T1 cruiser, or even some T1 fit BCs, so an enemy gang that would want to trade better could just primary you (since the other ships that tend to be pricier than you are much much harder to kill for their value compared to you).
Cost
Around ~180 mil in MJ- atm for the entire fit. Cheaper if you buy them all in Jita and have them shipped, but the difference is probably not over 20 mil. Cut cost by 40-50 mil if you don't want to use faction shield modules.  (Editor note: I got a fit that I was happy down to 70 mil isk)
Training
The newbean skillplans train almost directly into the skills you need for the OsNI, so excluding T2 RLMLs, it may be well under 3 weeks even.
Why I Like the OsNI
The price tag may dissuade newbeans from ever flying this ship in the near future, but let me tell you something: The OsNI has one of the most forgiving mechanics out of all cruisers within a doable price tag (of course pirate cruisers are insane but they cost over half a billion to fit usually)
It has a ton of slots, better base EHP, and the role bonuses scale extremely well. You ''usually'' don't immediately die in a brawl for making a single mistake, which does become quite more tricky with more niche and expensive one-role ships. It is a good ship to practice manual piloting, or even simply just trying to get a feel of bigger ships if you are used to dessies and frigs.
If you ever want to look cool in Standing, go fly an OsNI! (P.S. flying logi is cool too!)