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Horde-Favorite Ships for PVP: Difference between revisions

From EVE University Wiki
Kismeteer (talk | contribs)
Added a ton more ships
Kismeteer (talk | contribs)
Last of ships added.
Line 68: Line 68:
- Hound - Jack Lagash
- Hound - Jack Lagash


- Imperial Navy Slicer - Mazzic Karde
- Imperial Navy Slicer - Mazzic Karde - Fit and guide here: https://www.wckg.net/PVP/solo


- Maulus - Ragvsivm, Kismeteer
- Maulus - Ragvsivm, Kismeteer
Line 139: Line 139:


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.
==== General Frigate guide - Tzophiyah ====
https://www.youtube.com/watch?v=hrZg7BHs5ZM
T1 Attack Frigates - Dual Prop Solo in Null
If you're interested I created a quite detailed video on flying cheap t1 frigates with a dual prop set-up in the context of solo roaming in nullsec. Lots of combat footage with overlaid commentary for the...
* Executioner
* Slasher
* Atron
* Condor
Average cost of a fitted ship is easily under 5mil, and would be significantly less than that if you're go with meta weapons. For the most part lots of easy kills as nobody thinks you can possibly fight back.
Other videos in that dual prop playlist now also features the hulls...
* Kestrel
* Hookbill
* Rifter
==== Condor - Sarah Umbra ====
<syntaxhighlight lang="actionscript">
[Condor, Condor]
Micro Auxiliary Power Core I
Type-D Restrained Nanofiber Structure
5MN Quad LiF Restrained Microwarpdrive
Medium Shield Extender II
DDO Scoped Tracking Disruptor I
Warp Disruptor II
Arbalest Compact Light Missile Launcher
Arbalest Compact Light Missile Launcher
Arbalest Compact Light Missile Launcher
[Empty High slot]
Small Hyperspatial Velocity Optimizer I
Small Ionic Field Projector I
Small Auxiliary Thrusters I
Caldari Navy Scourge Light Missile x200
Optimal Range Disruption Script x1
Tracking Speed Disruption Script x1
</syntaxhighlight>
[[File:Wckg-condor.png|thumb]]
This one is one of my favs.
Standing fleet could always use more tackles. My original goal for this ship was to create an entry tackle that can be easy to get into but a challenge to be flown well.
Cost wise I have kept all related modules cheap for those who don't want to break a bank to be involved in early PVP.
High slots, - not much to be said here. Compact is a must to get the fitting to work. Your role is not to do DPS. Your role is to get there, grab the target, and make sure they can't warp off.
Med slots - Quad LiF is a must, need the sig reduction from this module. Do not swap it to compact MWD to get the fitting to work. MSE you can pick whatever you want to refit. DDO, this one I have experimented with quite a few utility Ewar, I find this to be the most useful in keeping you alive; more on that later. Warp disruptor II - you really need that extra 4km from tech 2 to make successful tackles, do not downgrade.
Low slots - T1 nano for cheap and fast. Aux for fitting. Nothing fancy here.
Rigs - Hyperspatial, lock range, speed. You need to get to your target fast, often few jumps away. You also often warp after your target warps off and relies on hyperspatial to catch up in front of their escape to tackle. This one is a must. Lock range, I found that your lock range is really limited and even for dangerous fights you want to get on KM, you must dive in to active aggressive module. Ionic field projector pushes your lock range close to 50km. Keeping you at a good range to both lock and decide what you want to do.
Simple flying Instructions:
* Fly at 10-20 degree off target to get close and orbit 15-16km at max speed. Turn on all modules. Overheat when target is pulling off.
* When sitting on a gate, enemy jump in, if cloaky: have MWD on, click approach and lock asap. As soon as target cloaks, spam set max speed (I used +) , to allow your ship to not stop from flying to decloak. If target is not cloaky, decide if you can short or long range tackle.
DDO tracking:
* Blaster ships - learn to use "look at" function in game and see the turret mode to identify if blaster or rail.
** Use optimal range disrupt and orbit at 16km. MWD will swing you out to near 19-20km. Giving you 4km buffer if target is moving around.
** Often these ships have drones, such as Vexor, Thorax, Exeq navy. You can kite the small drones for a short while at this orbit range.
* Trig ships
** Use optimal range if you plan to keep at range 40km+
** If you are going in for tackle, fly between 15km and 24km. Use tracking speed disrupt. You need to be outside neut range for trig cruisers. Optimal does not work here and getting under their guns is only option.
** I would be very careful tackling these cruisers as these 2-5 shot you if their guns land.
* AC and Arty - use the appropriate script here. Optimal for AC and Tracking for Arty.
* Lasers - See above
Few ships you should be very careful tackling: Nano-gangs, gang that is pulling range off gate gong 3-4km/s. (If they have a Keres, Garmur, Orthrus) These force you to pull in and will absolutely shred you. I do not recommend tackling these if they are in a group.
==== Maulus - Ragvsivm ====
<syntaxhighlight lang="actionscript">
[Maulus, *gal ewar T2 v2]
F-89 Compact Signal Amplifier
F-89 Compact Signal Amplifier
Signal Amplifier II
Phased Muon Scoped Sensor Dampener
Phased Muon Scoped Sensor Dampener
Phased Muon Scoped Sensor Dampener
5MN Cold-Gas Enduring Microwarpdrive
250mm Light Artillery Cannon I
250mm Light Artillery Cannon I
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Small Low Friction Nozzle Joints II
Acolyte I x6
Republic Fleet EMP S x200
Republic Fleet Proton S x200
Scan Resolution Dampening Script x3
Targeting Range Dampening Script x3
</syntaxhighlight>(Note, Kismeteer also flies a maulus as well, here is his more professional fit)<syntaxhighlight lang="actionscript">
[Maulus, Kismeteer gal ewar T2 v2]
Overdrive Injector System II
Signal Amplifier II
Signal Amplifier II
Drone Navigation Computer II
Remote Sensor Dampener II
Remote Sensor Dampener II
5MN Quad LiF Restrained Microwarpdrive
150mm Light AutoCannon II
150mm Light AutoCannon II
Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Small Low Friction Nozzle Joints II
Warrior II x6
Hail S x1520
Targeting Range Script x1
Targeting Range Dampening Script x3
Scan Resolution Dampening Script x3
Barrage S x1200
Remote Sensor Dampener II x1
</syntaxhighlight>Kiting Maulus (150 km targeting range / 147 dampening range)
[[File:Wckg-maulus.png|thumb]]
1. The Fit:
2. The Cost:
Around 2 M ISK only
3. The Training:
Less then 3 months. Gallente Frigate V, Long Range Targeting V, Frequency Modulation V and Capacitor Management V are a must. Sensor Linking V is highly recommended, but IV will do. Try to get Signal Suppression up to IV, same goes to Long Distance Jamming. If you are aspiring Lach or Arazu pilot, this fit is good to begin with and all these skillpoints will be no points wasted.
[[File:Wckg-maulus-kis.png|thumb]]
4. The Reason:
Remote sensor damps are used to reduce the targeting range and the locking time of opponent's ships. This fit is tested and proven very useful while fighting small gangs in Drones or large battleship fleets during TIDI battles.
All three damps can be concentrated onto one target - targeting range damp scripts will reduce opponent’s ship targeting range to obsolete level, giving your damage dealers enough time and space to get into ideal range; scan resolution damp scripts can make it such that a battleship will require ages to lock on target, especially during TIDI battles.
An example of targeting range dampening is a clash between Maulus and hostile Lachesis during the fights outside of ESS. This Maulus has faster locking speed then Lach, so it is able to lock it before Lach does. Lach’s range is usually 175 km and if you apply all 3 damps loaded with targeting reso damp scripts, you will reduce Lach’s targeting range down to 52 km (-123 km; stacking penalties applies ofc), allowing your fleetmates to fully engage the rest of the hostile gang.
[[File:Wckg-damps.png|thumb]]
Another example is scan resolution dampening possibilities of this Maulus against hostile Rapier during cloaky camps. 3 scan reso damp scripts can prolong Rapier locking time after it uncloaks, giving enough time for blue victims to warp off / to avoid being pinned down by campers.
This fit has 150 km targeting range and 147 km dampening range. Fleet’s command bursts can increase it up to 200-ish. It can be used in all situations and is very useful when interfering with enemy logistics, side-lining an enemy fleet's most powerful ships and countering opponents' own EWAR. This fit has low dps, tho. Its guns and drones are meant to kill capsules and to whore on mobile warp disruptors, capitals, supercapitals and structures.
5. The How:
First and foremost, don't warp into battle with the main fleet. All T1 EWAR ships are made of glass and are meant to do their thing from the distance; off range of hostile guns. FC will likely warp the entire fleet into an engagement at the optimal range of the fleet's damage dealers, which is in most cases too close for this fragile Maulus. I highly advice to always exempt from fleet warp before the fight starts. Because if you don’t do that, you will become one of primary targets as soon as fleet lands. 90% of my Maulus losses were due to me forgetting to exempt from fleet warp. Or me being late to exempt.
So wait for everyone else to warp away. Then, once the battle has started, warp yourself to one of your fleetmates to 100 km (never to FC or to backseat FC). I always warp to 100 from random logi pilot. Logis are sometimes located on better positions then front line brawlers. Once you land, get into your position fast by using your props mode or using your grid bookmarks. Yes, you will need to have a decent amount of bookmarks for every system. Or to create new bookmarks as you fly. You will need different warp-ins when you warp in and out of to the battle, or when you change your firing position on the battlefield. Just make sure not to warp back to the same place you warped out of.
There is a big probability you will land in someone’s bubble most of the time. This is null after all and dictors are integral part of almost every nullsec engagement. So your first warp-in will be a lottery. You could end up in a bubble full of hostile Harpies (ded). Or you could end up in a bubble full of blue logis (not ded).You could end up in the middle of blue smartbombing battleships (ded). Or on top of hostile FC ‘s Monitor (not ded). Rare are the chances of landing on a desired position at your first landing. So be prepared for anything. Even to uncloak your own milcoord by accident. The solution is having bookmarks at least 1000 km up to 10 000 km away from the brawl, so you can land there first. And then direct your ship to a place where bubbles won’t pull you in.
Choose your own targets. EWAR pilots suppose to operate independently from the rest of the fleet. It makes no sense to apply damps to the fleet's primary target because the primary will go down soon. Maulus pilots needs certain amount of modesty and altruism because your zkillboard will not be green as fellow Vigil pilots. So ignore FC's orders given to your fleet’s damage dealers and choose targets that are most appropriate to the situation. Those are usually high-damage offensive ships or ranged damage dealers (such are battleships), EWAR ships (such are Keres, Kitsune or Lach) and all kinds of logi ships. Try to focus on the enemy ships that you think will make the greatest impact on the battle. For example if it is a battle outside of ESS, I usually engage against Lach / Keres or against long range damage dealers such are Vargur.
This fit is meant to operate at its falloff range at 147 km, not optimal range (which is 65 km).If you go to optimal, most hostile ships will be able to instapop you and most tacklers will be able to reach you before you warp off. Falloff range is not ideal, but it is a good trade-off for you in order to stay alive most of the engagement. Your damps will definetly land on target even if you are 147 km away. But damps won’t be effective to their full extent.
Keep moving all the time. But without your props on. You have small signature radius so you are tough to hit as long as your ship is in lateral motion. A stationary Maulus has no transversal and is easy to hit. Keep your MWD off as much as you can; your MWD increases your signature radius dramatically and makes you easier to lock and then to hit you. Use it only when you need to get into the position fast or when you need to burn away from bubble. You also need your capacitor to be stable during the whole engagement. And MWD drains your cap. So use it wisely.
Keep your eyes on the battlefield, especially on enemy tacklers and incoming drones. Once your damps takes effect, your opponents will try to take you out. Try to stay aligned to a celestial or to a bookmark so you can warp out at the first sign of incoming ceptor or swarm of drones. And then warp back in.
If you are new to this game and are willing to experience heavy TIDI battles, but you have no skills or isks or Omega to fly doctrine ships, I recommend flying this Maulus. Five newbeans can make fifteen hostile bittervet battleship pilots completely nuts by applying scan reso damp scripts on them.
Looking forward to see you on grid.
o7
Rags, scout and EWAR pilot. Representing D3co


==== Merlin - Touch Grass ====
==== Merlin - Touch Grass ====
Line 449: Line 634:


My preferred strategy though is specifically for the brawling/dualprop setup, which I used to great success in Delve a couple years ago. Filament around until you're in hostile space and bring along a t1 mobile anchorable bubble (they're not expensive and only require a low level of anchoring) and check the ingame map/zkill/etc for how busy systems are in the region you ended up in. Warp to one of the two busiest gates in the system, then warp from that to the other busy gate at 100km. Anchor your bubble at this spot and hover around the edge of it on the side away from the gate, so you can escape if something too dangerous lands. And now you wait until stuff lands in the bubble, and then you kill them. You are a very cheap ship, so don't be afraid to go after outlandish stuff - you might nab a kill or two you're proud of: https://zkillboard.com/kill/84144529/
My preferred strategy though is specifically for the brawling/dualprop setup, which I used to great success in Delve a couple years ago. Filament around until you're in hostile space and bring along a t1 mobile anchorable bubble (they're not expensive and only require a low level of anchoring) and check the ingame map/zkill/etc for how busy systems are in the region you ended up in. Warp to one of the two busiest gates in the system, then warp from that to the other busy gate at 100km. Anchor your bubble at this spot and hover around the edge of it on the side away from the gate, so you can escape if something too dangerous lands. And now you wait until stuff lands in the bubble, and then you kill them. You are a very cheap ship, so don't be afraid to go after outlandish stuff - you might nab a kill or two you're proud of: https://zkillboard.com/kill/84144529/
==== Caldari Navy Hookbill - Dreadeye ====
<syntaxhighlight lang="actionscript">
[Caldari Navy Hookbill, Dreadeye Dualprop Caldari Navy Hookbill]
Micro Auxiliary Power Core I
Ballistic Control System II
Faint Epsilon Scoped Warp Scrambler
5MN Y-T8 Compact Microwarpdrive
1MN Y-S8 Compact Afterburner
Caldari Navy Medium Shield Extender
Fleeting Compact Stasis Webifier
Rocket Launcher II
Rocket Launcher II
Rocket Launcher II
Small Bay Loading Accelerator II
Small Core Defense Field Extender I
Small Core Defense Field Extender I
Mjolnir Rage Rocket x750
Caldari Navy Scourge Rocket x800
Scourge Rage Rocket x935
Nova Rage Rocket x800
Inferno Rage Rocket x750
Nanite Repair Paste x150
Scourge Javelin Rocket x600
</syntaxhighlight>
[[File:Wckg-hookbill.png|thumb]]
The Caldari Navy Hookbill (faction frigate)
Solo fights.
The navy frigates.
In general the Navy frigates are a very powerful upgrade from their t1 version, cheaper version(10m) than the t2 frigates but often better. They are widely used in faction warfare.
Can they be used in null sec - Yes.
I've flown the kite slicer a lot in null it is also great and there is a post about the Slicer else where in this thread.
One day a friend recommended the dualprop Hookbill, i took it for a spin and i was sold. Today it is my go to faction frigate.
The stats:
Caldari Frigate bonuses (per skill level):
25% bonus to kinetic Light Missile and Rocket damage
20% bonus to EM, explosive, thermal Light Missile and Rocket damage
10% bonus to Light Missile and Rocket max velocity
See more here [[Caldari Navy Hookbill|The Hookbill]]
Rocket can shoot out to 13km
Faction rockets out to 15km
Javelins out to 23km to target kiters
Why use a faction frigate in null solo, don't you just get blobbed?
Short answer is - Yes!
However if you fly smart and try to seperate smaller targets, you can for certain kill small stuff.
I often go for dictors and tackle trying to catch me. Warping to the ESS at range and then pull range is a good way to seperate them and kill them of.
You can kill larger stuff if you get under their guns and with the price on this fit you can afford to take a chance. And i often see pilots rush to catch to you, because the think it's an easy target - take advantage of that.
In null we almost all fly with MWD.
With the dualprop,web and bonus to missile and rocket velocity(ekstra range) you can dictate range on your opponent. E.g. A sabre burns to you and scrams you. You turn your ab on and web it and keep at range at 7500meters(scram kiting) he can't hit you due to his falloff and often they don't bother to load barrage, they just want to tackle you. If they load long range ammo, you can keep traversel up with the ab on and orbit or manual pilot.
Bonus. If you get scrammed on a gatecamp while burning to the gate, you can use the AB.
The fit: you can change the faction Shield extender to a named one, and cuts the price significantly.
This fit is 42m in MJ- and 30m with the named shield extender.
The kills:
A few sabre kills
- <nowiki>https://zkillboard.com/kill/112324873/</nowiki>
-<nowiki>https://zkillboard.com/kill/107710254/</nowiki>
Bonus catch:
HNI <nowiki>https://zkillboard.com/kill/97654777/</nowiki>
Pacifier <nowiki>https://zkillboard.com/kill/116889814/</nowiki>
==== Caldari Navy Hookbill - Jack Lagash ====
<syntaxhighlight lang="actionscript">
[Caldari Navy Hookbill, *Simulated Caldari Navy Hookbill Fitting]
IFFA Compact Damage Control
Crosslink Compact Ballistic Control System
Medium F-S9 Regolith Compact Shield Extender
1MN Y-S8 Compact Afterburner
Fleeting Compact Stasis Webifier
Warp Scrambler II
Fleeting Compact Stasis Webifier
Rocket Launcher II
Rocket Launcher II
Rocket Launcher II
Small Core Defense Field Extender II
Small EM Shield Reinforcer II
Small Core Defense Field Extender II
Scourge Rage Rocket x1000
Nanite Repair Paste x35
Scourge Javelin Rocket x1000
Caldari Navy Scourge Rocket x1000
</syntaxhighlight>
[[File:Wckg-hookbill2.png|thumb]]
I know Kismeteer said only one fit per person, but given how that rule's already been broken a couple of times and putting new blood into this ship list sounds like a good idea, I'll put up another one. Hookbills have been traditionally called Secretion Disk in my hangars, but I'm debating renaming it to either "runtime exception" or "EternalBlue." I stole this fit from a Rote Kapelle guy who killed me with it, and I can see why he liked it.
The original fit, and the fit that I fly, uses a faction shield extender instead of a meta one. Unfortunately, a T2 shield extender overloads both PG and CPU pretty heavily, so in order to remove bling for an NBI fit I had to go directly to meta. A similar story exists for the ballistic control system, where a T2 module will overload the CPU to around 104% requiring a pretty hefty CPU implant to make it work. Unlike the shield extender, though, I don't recommend getting a faction BCS to compensate for the lack of a T2 upgrade. Those things are expensive, a Cal Navy BCS is worth literally 12x the Hookbill hull itself. Stick with the meta one. You could also maybe get faction webs since those are pretty integral to the fit, but those have the same problem as the BCS albeit less pronouced. Also do not recommend.
Proof:
<nowiki>https://zkillboard.com/kill/115400655/</nowiki>
<nowiki>https://zkillboard.com/kill/113111140/</nowiki>
''The Cost:''
Current market rates put this at 52.21m in MJ. This can be reduced by swapping the T2 rigs for T1 ones, but I wouldn't recommend meta downing the launchers themselves because you lose the Rage and Javelin rockets. T1 rigs bring the cost down to 31.89m in MJ, but you lose about 700 EHP and in some of the fights I was in that really would've mad the difference since I walked off with less than 25% hull, so make your decision as you and your wallet see fit. That said, if you come into a lot of money and feel comfortable pimping your ride with that faction shield extender I mentioned, it brings the price up to 66m.
''The Skills:''
There's four skills that'll be a killer for this: CPU Management, Rockets, Missile Launcher Operation, and Power Grid Management. All of these need to be trained to 5. Rockets and Missile Launcher Operation need to be trained up so that you can use the T2 rockets, while the management skills are needed because this fit is very tight on resources so you'll need to eke out as much as you can get. Fortunately for you, shield rigs have a sig radius drawback instead of a fitting room one that launcher rigs have, so you don't need to train rig skills to make the fit work. However, Shield Upgrades V will probably be necessary as well.
Verdict: 12 days for the skills necessary to unlock all the components of it, 24 days to finish the fitting skills you'll probably need to make it all fit. For continuing education, focus on shield and missile skills to drive up your EHP and DPS as far as it can go; I'm able to get about 9000 EHP and 136.7 DPS out of this thing with the expensive stuff because I have Shield Management and Shield Operation to 5, as well as missile skills like Target Nav Production and Missile Bombardment and Warhead Upgrades and Missile Projection (that one's important). I'll note here, though, don't train Tactical Shield Manipulation to 5; because of the way shield recharge mechanics work, doing so is actually a nerf to passive shield tanking.
''Why I Fly:''
As I mentioned in my other post, brawling is a real Chad's game. High damage weapons at close ranges is where it's at. However, the Hookbill is a Caldari ship, they're not deisgned around being up close and personal with rockets, that's why we have Minmatar ships. Rocket Jackdaws and blaster Rokhs are a meme, so what's going on here? This is what's referred to as scramkiting, a slightly more cowardly way of playing brawler but I consider it to be a brawler nonetheless because it's in scram range. This allows us to utilize the range bonus of the Hookbill by keeping at a carefully controlled range usually outside of the enemy's while maximizing our returns on the damage bonus by using high-damage weapons and the kind of ammo that gets the strongest damage bonus. While usually using close range weapons forces us to trade range for power, the missile velocity bonus means we don't have to make that trade, really. We can have power and we can wield it outside of where they can wield theirs. This also allows us to tie in the biggest strength of the Hookbill: five mid slots. Many cruisers don't get that many. This means that any Hookbill you see flying around in space has some ''crazy shit'' going on in their mid slot rack that lets them do things you won't believe. The other Hookbill fit in this thread by Dreadeye took advantage of this by dual-propping, using both an afterburner and MWD to allow him to run down a target and keep up speed/range control once scrammed, and dual prop setups are great, don't get me wrong. However, here I use the five mids to use a dual web setup. One web can slow an enemy down to a crawl, so two webs makes it even slower. That means even if the enemy has a web too, I'll still be faster than them unless they have a funky dual-web setup, have friends also webbing me, or are using a Daredevil which gets bonuses to web strength. This all combines into a deceptively well-rounded and heavy hitting little frigate which feels like a hammer of reality slamming down on the enemy as it absolutely clowns on navy frigates any day (though they'll have trouble catching up to Mazzic's Slicers). And they call it a natural kiter or sniper, what do they know?
''How To Fly:''
This fit is primarily geared for faction warfare frig-on-frig combat, which does decrease its utility somewhat in a nullsec organization like Horde. However, with direct enlistment and a sig for faction warfare, this isn't necessarily a dealbreaker, I use it when grinding for faction projectile ammo to keep the MJ market stocked often. Of course, that doesn't mean it's useless in nullsec. A dual-web Hookbill will be useful as a secondary tackle ship that immediately follows an interceptor, since the AB doesn't provide sig bloom meaning it won't be easy to hit for something that doesn't have its own web or painter, even if it makes it harder to catch up to something.
In either case, whether you're dunking on frigates or slowing down other things, there's a few things you'll want to be doing:
# Get Ready. This means different specific actions depending on what you're doing, but in general you're sizing up the situation. Where are you? Where is your prey? What is your prey? Can you tell what they're capable of? What else is going on around you? This is predominantly situational awareness more than anything, but if you don't have this you're going to die no matter what you're flying. Will they try to be kitey and run out of range of your scram/web before you can lock them down? MWD fit Slicers are really good at doing this, and there's a good chance your Javelin rockets won't be able to reach out to them, so you may not want to take this fight. Will they want to brawl with you and bet their guns can win a DPS race? This won't be a huge issue if you're in a Scout NVY-X site, but an Enyo or Jaguar or bigger might be willing to take that bet. Do they have damage projection capacities like you and can still hurt even at range? Other Hookbills have a good chance of being able to counter your elite PvP strategy, and most certainly anything that has range and tracking bonuses will be serious contenders, and larger ships that you're slowing down in nullsec might be able to hit to your range normally. Think about whether it's feasable to get under their guns from where you both are in a timely manner, and what the orbit range for getting under their guns may entail. Also take into consideration what else is in system. If friendly ships are nearby and ready to assist, your odds go up. If there are no friendlies or you suspect your target has friends, they might respond to help him. If you decide to take the fight, get yourself into position either at zero on the plex warp-in beacon or aligned to the target ready for an xxx.
# Lock Them Down, Set Your Range. Your webs are slightly longer range than your scram, so I wouldn't recommend heating your webs for extra range. If they get out of your scram but stay in your webs, they can warp off very easily. However, heating your scram is probably a pretty good idea to catch them before they can truly get out of range of you. You can stop heating after the webs are on, since you don't want to burn out your scram. Either way, once you have your scram and both your webs churning, the target isn't going anywhere and you can start keeping your distance properly. You don't want to Keep At Range, not really, since that leaves your transversal at basically zero and arty ships will thank you for the killmark. Set your orbit to roughly 1.5km inside your cold scram's range. Usually for frigate fights you don't want to just let your orbit do your work for you, because it leaves you vulnerable to getting slingshotted and the predictability means people can come in and swat you. However, this guy is dual webbed, he's not gonna be going fast enough to slingshot you. Turn your AB on too, to make sure you have that speed.
# Shoot and Watch. For the most part, you can use the faction rockets on them, however don't be afraid to switch damage types if you feel like you should. Rage will work nice in nullsec when you're grabbing something like a cruiser, but for frig fights you may want to consider switching to Javelin since it has some nice range. Javelin saved me on that Vigil Fleet kill, since he managed to break out of my tackle. I could still hit him with the range Javelin afforded me, and he didn't warp off because we were both in hull and he thought he could win the race. If your enemy has missile range disruptors, this can also be solved with Javelin. One thing that will be an issue for you in this is if the enemy has drones; Tristans and Algoses (Algosi?) will be a particular pain since they're bonused, and Dragoons may also be neuting you during this so I'd recommend avoiding those completely. Otherwise, if drones come out and they're annoying you, you can switch to Javelin and take one web off the target to apply it to the drones shooting at you. Missiles have guaranteed damage and drones don't have that much health, so with the application that Javelin rockets have and the application assistance a web provides, you can start picking off drones one by one. Sure, the enemy ship isn't getting damaged, but drones can be a valuable source of damage and can't be reloaded here, which means defanging them like this is worth thinking aboutOne thing to remember about this ship is like any other brawling ship, you need to commit and not back down. If you decide to take the fight, trying to remove yourself from it once it's started will more often that not make your death easier for them. If you're going to commit, commit to the end.
==== Crow - Plass Gruvedrift ====
<syntaxhighlight lang="actionscript">
[Crow, iCrow]
F-89 Compact Signal Amplifier
Overdrive Injector System I
Warp Disruptor II
F-90 Compact Sensor Booster
F-90 Compact Sensor Booster
5MN Y-T8 Compact Microwarpdrive
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Small EM Shield Reinforcer I
Small Targeting System Subcontroller I
Scourge Fury Light Missile x1212
Caldari Navy Scourge Light Missile x212
Nanite Repair Paste x50
Scan Resolution Script x2
</syntaxhighlight>Instant-Lock Crow:
[[File:Wckg-crow.png|thumb]]
Extremely niche fit, but I keep on in my hangar at all times; with 2 scan resolution scripts, this turns into an instant-lock Crow. If you find yourself needing to catch something with a cloak, or something that aligns instantly, or just something tough to catch, these little buggers will do the job. If you can afford to do so, I recommend upshipping the point to a Caldari Navy Warp Disruptor (for the extra point range while you wait for your MWD to kick in). Power grid is very tight, so you may have to drop a missile launcher to keep the insta-lock feature (which is the entire point of this 'build')
2) The Cost:
In MJ- currently: under 30 mil (110 mil with a Caldari Navy Warp Disruptor)
3) Skill Training:
''Minimums to sit in:''<syntaxhighlight lang="actionscript">
Caldari Frigate V
Spaceship Command III
Interceptors IV
Evasive Maneuvering V
Navigation III
Propulsion Jamming IV
CPU Management III
Long Range Targeting I
High Speed Maneuvering III
Afterburner III
</syntaxhighlight>*Arbalest Compact Light Missile Launchers - Light Missiles I, Missile Launcher Operation II
<nowiki>*</nowiki>T2 Light Missile Launchers - Light Missile Specialization I, Light Missiles V, Missile Launcher Operation III
4) Why I fly, and always keep on in my hangar:
These are a critical piece of any gatecamp (not this hull in particular, but an insta-lock ship with a disruptor), and it may be necessary on short notice to catch someone. Additionally, we get a lot of fast-moving traffic through our home space, it's nice to guarantee that hostiles can't get away from your fleet. You can set up on an in-gate, sebos on, point pre-heated and selected, and instantly lock whatever comes through. Note: this ship is NOT intended to kill other ships, just to keep them from warping. It fills a very specific role, and performs poorly outside that role. These ships bring a utility to fleets that, while not often required, are crucial to the success of those operations, and it's enjoyable seeing people panic as they can't warp off.
<nowiki>*</nowiki>Arbalests are recommended if you don't have CPU/PWG to fly the exact fit, these will offer more room in the fit, if your skills are high enough, I recommend T2 launchers.
==== Hound - Jack Lagash ====
<syntaxhighlight lang="actionscript">
[Hound, Gotta Blast]
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Missile Guidance Computer II
Parallel Enduring Target Painter
1MN Afterburner II
Covert Ops Cloaking Device II
Bomb Launcher I
Upgraded 'Malkuth' Torpedo Launcher
Upgraded 'Malkuth' Torpedo Launcher
Upgraded 'Malkuth' Torpedo Launcher
Small Hyperspatial Velocity Optimizer II
Small Hyperspatial Velocity Optimizer II
Missile Precision Script x1
Sisters Combat Scanner Probe x8
Shrapnel Bomb x4
Caldari Navy Nova Torpedo x1822
</syntaxhighlight>
[[File:Wckg-hound.png|thumb]]
I felt like contributing to this thread again, but on looking through my Standing Fleet ships I don't see a lot that's all that newbean-friendly; a lot of battlecruisers, a lot of T2 ships. Not good. However, I remembered this one ship that I remember had interesting beginnings. It started as a structure basher/asshole solo bomber during WWB2, and got refit when I had an Idea: what if max application?
<nowiki>==========================================================================</nowiki>
This is a T2 ships so you'll need to train Minmatar Frigate to 5 in order to fly it. However, Covert Ops doesn't necessarily need to be trained beyond what you need it to sit in it since the Hound gets bonuses to torp and bomb damage with each level of it; I have only level 2, because this isn't meant to drop phat damage bombs on a target. The target painter and the guidance computer with no range script should help you clue in to its purpose: torps do pretty big damage normally, and we're trying to see how much of it can be applied to smaller ships. Between an application script (which should alone let you apply to battlecruisers) and a target painter which blows up the target's sig radius to more than yo mama's radius, if you have a friend with webs you could probably apply to a particularly dim-witted cruiser. Therefore, in order to get the most out of this ship, train things that affect missile application. This is primarily Target Nav Prediction and Guided Missile Precision, but Target Painting will be a nice ancillary skill to train since it'll help somewhat with your capacitor. Fortunately, you won't need very good fitting skills as this fit is very forgiving on the PG and CPU.
Verdict: month and a half, I'd say?
<nowiki>=========================================================================</nowiki>
I'd also like to make some extra notes about the decisions I made with this fit. None of these things are particularly important, but I want you to get an idea of what I was thinking with them.
* The two hyperspatial rigs were put on there when this thing was a bomber-ass bomber. If I remember right, the ship started life as a "doctrine" bomber, designed to do bombing runs and structure bashes as a hybrid. Therefore, hyperspatials would be critical in order for the ships to get into position quick and to get the hell out of Dodge once the payload has been delivered quicker. I didn't pull them off when I refit for Max Application because it seemed like a waste of rigs. Hyperspatials are a decent idea for standing fleet anyway, given the number of times I've landed on grid just in time to watch the target die.
* Even though this isn't a bomber anymore, I still keep a bomb launcher on it. I might as well. You don't need it, you can take it off if you don't want to train into it, but if you want to utilize bombs it can be a nice back-pocket utility. Just remember, bombs will hurt your allies too.
* Usually, when you have a guidance computer, you want to have both a precision and a range script. Don't bother with the range script on this one. You'll be getting full distance bonuses from the hull anyway, since they scale with Minmatar Frigate which needs to be at 5 anyway. You'll have a lot of range on those torps, and we're leaning into it with full nanos in the lows to make us fast and long-ranged. So long range, in fact, that we don't even have a point and will rely on others to tackle for us.
* You might wonder, if we're so long range, why an AB and not an MWD? Simple, MWD sig bloom. Evil. We already have, like 2k EHP, we're gonna die if we get sneezed at. However, enemy damage will fall into two categories: ships that are small enough where our Max Application build will help us hit and will be unable to hit us at this range, or ships that can hit us at this range and thus are big enough that they'll have tracking issues and we will apply pretty damn well. That second category is what I'm thinking about with shying away from the MWD sig bloom.
<nowiki>========================================================================</nowiki>
Because your EHP is so low, this will be good practice for moving around while cloaked. Hold your cloak until you are ready to fire. Once you're at the edge of your missile range and you're confident they're thinking about whoever's tackling them instead of you, decloak. Turn on your guidance computer, lock your target as soon as the delay ends, and start orbiting at like 2 km inside your max range. Then, turn your prop mod on and let the missiles fire. Be sure to be ready to unlock and cloak/run at the drop of a hat, since if you start getting shot at you're gonna die.


==== Kitsune - Aykira Sl4ker ====
==== Kitsune - Aykira Sl4ker ====
Line 615: Line 1,064:


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.
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.
Sentinel - Kismeteer<syntaxhighlight lang="actionscript">
[Sentinel, Kis standv1]
Multispectrum Energized Membrane II
Micro Auxiliary Power Core I
Small Ancillary Armor Repairer
5MN Quad LiF Restrained Microwarpdrive
Small Capacitor Booster II
Tracking Disruptor II
Tracking Disruptor II
Small Energy Nosferatu II
Small Energy Neutralizer II
Small Energy Neutralizer II
Small Polycarbon Engine Housing II
Small Polycarbon Engine Housing II
Warrior II x4
Acolyte EV-300 x4
Hornet EC-300 x4
Nanite Repair Paste x53
Optimal Range Disruption Script x2
Tracking Speed Disruption Script x2
Navy Cap Booster 150 x27
Guidance Disruptor II x2
Missile Range Disruption Script x2
Missile Precision Disruption Script x2
</syntaxhighlight>Let me talk about a GREAT ship, the sentinel.
[[File:Wckg-sentinel.png|thumb]]
1. The Fit:
2. The Cost: 52.3 mil imported from jita via https://www.wckg.net/Newbie/shipping
3. The Training: This is the Amarr Electronic attack ship. You actually need pretty good overall magic 14 skills, along with good neuting, ewar, and repping skills. It does not run cap stable, so you to be precise with how you use it.
4: The Reason: This ship is a flexible platform to get other ships off the field effectively.
<nowiki>*</nowiki> You can target their DPS, preventing their guns from either reaching the fleet, or prevent their tracking from working. This one ship will shut down an exeq navy issue for instance. This can be changed to missile guidance ones, but you'll be delayed for showing up for the fight, so can drop them if you want.
<nowiki>*</nowiki> Your neuts are there to stop those ships from being reliable. This one ship can neut out an entire basi cap chain. I have shut down entire cap chains with this ship, as one starts to fail, they all start to fail. And the range is solid enough. You have problems with their drones targeting you, but it's dealable.
<nowiki>*</nowiki> You are fast enough to get in and out. This isn't ultimate kitey, but 'enough'.
<nowiki>*</nowiki> Note, this is *thin*. You need to stay at range or avoid stuff. your speed is your ally. When in doubt, warp off. You have a good align even with only rig mods helping you.
5: The How:
You start out at range. You focus on getting your tracking disruptors with range being effective on ships first. most players don't notice initially. You then see who the MOST cap hungry ship is on the field. I prefer logi or a keres or hyena. Those things die without cap. Anything small or fast, neut it. It dies when moving slow.
When you close, change to the tracking speed scripts. This can be perilous as well.
In the end, it's just practice. I have been doing the ev-300's for the main drone, but this might not be the best, but it's great for someone you've neuted out (and can tell from the nos), and keeping them flat.  Let us know how if you find success with this ship!


==== Stiletto - JDA Athonille ====
==== Stiletto - JDA Athonille ====
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edit: Oh by the way I don't fly the Stiletto very often in favour of a Malediction which is generally stronger :D
edit: Oh by the way I don't fly the Stiletto very often in favour of a Malediction which is generally stronger :D
==== Wolf - Ben Yo ====
<syntaxhighlight lang="actionscript">
[Wolf, Ben Yo's Wolf]
Counterbalanced Compact Gyrostabilizer
Overdrive Injector System II
Overdrive Injector System II
Counterbalanced Compact Gyrostabilizer
Tracking Enhancer II
Caldari Navy Warp Disruptor
Coreli A-Type 5MN Microwarpdrive
280mm Howitzer Artillery II
280mm Howitzer Artillery II
280mm Howitzer Artillery II
280mm Howitzer Artillery II
Small Polycarbon Engine Housing I
Small Projectile Burst Aerator II
Nanite Repair Paste x76
Republic Fleet Phased Plasma S x344
Republic Fleet EMP S x160
</syntaxhighlight>to all Frigate NERDS
More expensive variation of the Arti Wolf
IMO the best kiting solo frig you can get in a RIFTER HULL !
the tactic: you wait at one point for the opponent / ansiplex, gate ... what ever - who at best flies in a small ship - interceptor - frigate t1 - t2
then they have to follow you, once you and your opponent have reached a certain distance where you are sure that others cannot shoot you directly, you slow down and activate your weapons.
the surprise is that you usually only need 2 shots to destroy an interceptor. sometimes, after a certain distance, a direct turn is also good because then you hit better.the more you practice this tactic, the better you get and the better you know what you can shoot and what not.
https://www.youtube.com/watch?v=4GT_NRRLH3s
Most of the time you'll get killed, but it's all the more satisfying when you've destroyed 2-3 small ships and even survive in the end.
fly unsafe o/
==== Thrasher - Suitonia (sent by Dreadeye) ====
<syntaxhighlight lang="actionscript">
[Thrasher, *null scram mwd]
Gyrostabilizer II
Gyrostabilizer II
Medium Shield Extender II
5MN Quad LiF Restrained Microwarpdrive
Faint Epsilon Scoped Warp Scrambler
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
200mm AutoCannon II
Small Infectious Scoped Energy Neutralizer
Small Projectile Burst Aerator II
Small EM Shield Reinforcer I
Small Thermal Shield Reinforcer I
Hail S x2000
Republic Fleet Phased Plasma S x1500
Republic Fleet EMP S x1500
Barrage S x2000
Republic Fleet Fusion S x1500
Nanite Repair Paste x50
</syntaxhighlight>Editors note: Hail never fail.  Maximum damage :D
The MSE Thrasher.
I don't see it posted here. This is a really good ship to start out in solo null pvp.
This is Suitonias fit, it is a bit old now, but still valid. I still use it and get good solo kills with it.
I'm just gonna post the fit and some videos Suitonia made for it. The videos speak for themselves.
https://www.youtube.com/watch?v=rm3ZB1N1L-Y
https://www.youtube.com/watch?v=huYX2s28KLw


==== Bifrost - Duim ====
==== Bifrost - Duim ====
Line 993: Line 1,592:


- 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.
- 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.
==== Kikimora - Killing Hope ====
<syntaxhighlight lang="actionscript">
[Kikimora, Killing Hope 10mn Standing Kikimora]
Damage Control II
Entropic Radiation Sink II
Multispectrum Energized Membrane II
Small Ancillary Armor Repairer
10MN Y-S8 Compact Afterburner
Dread Guristas Warp Disruptor
Faint Epsilon Scoped Warp Scrambler
[Empty High slot]
Light Entropic Disintegrator II
Small Ancillary Current Router II
Small Ancillary Current Router II
Small Polycarbon Engine Housing I
Nanite Repair Paste x216
Meson Exotic Plasma S x1500
</syntaxhighlight>
[[File:Wckg-kiki.png|thumb]]
10MN Kikimora
1) The Fit, as displayed
2) The Cost
Few notes for the cost:
* You may feel tempted to switch out the faction warp disruptor to save money, but that comes with a few caveats.
** Swapping out is not the best idea because it has 26km range. Having this long range on point is really important for this fit, because, since you are overpropped, your orbits are quite wide, plus your inertia is really bad, so it's possible for the prey to slighshot out of your point's reach. Therefore, having long range point like this comes really useful.
** No cheaper warp disrupter will fit because of CPU, so simply swapping out for a cheaper warp disruptor while leaving the rest of the fit untouched is not really possible (except cheap abyssals that still have the small CPU requirements, but there won't be a lot of those).
** Another option could be to swap out for compact Warp Disruptor AND also swap out the Warp Scrambler for the compact variant. But you are losing 6km (24% !!!) point range, which is a huge hit and severely limits your ability to point (and hold point).
** If you really have no other option and really need to save some money, then embrace that: replace point and scram with some other offensive support module (target painter / tracking disruptor / damps / etc.) and increase your orbit to 30km (since you don't need to be up close anymore).
* Bling options
** Abyssal 10mn afterburner to make you go even faster (and indirectly increase survivability) or decrease powergrid needs
** Abyssal small armor repairer to save up on some powergrid and/or get more reps
** What to do with saved up powergrid? Either upgrade 10MN AB to a better one to get more speed (ideal), or replace one of the powergrid rigs with a Small Capacitor Control Circuit II to get some more capacitor recharge rate
3) The Skill Train
This is one of the reasons why this is such a great fit - to fly it, you need basically the same skills as to fly the doctrine kikimora, which is used almost daily for structure bashes and/or killing caps!
4) Why I Fly
In standing fleet, it's good to be fast, especially fast to warp (to get into fight ASAP, or even get a fight period). That means flying small ship. However, I wanted a ship that does a lot of damage. But then you are flying a ship that has very little EHP, so when just one or two ships target you, you'll die. Then I found out about 10mn kikimora  It is fast to warp, fast to get in fights and have fun. The DPS is great, and (if you fly it right) you can really take a beating and survive!
Pros:
* Cheap enough ship to fly and eventually lose
* Really good DPS - remember, the Light Entropic Disintegrator's DPS shown in the fitting window is the initial DPS. Your DPS grows with every single hit and goes up to 600-700+ DPS! Even though standing fleet fights usually won't last long enough for you to get there, it still hits hard and can easily outdamage cruisers in a long run.
* The ship is overpropped with 10mn AB (instead of 1mn AB which would be "expected" for this class of ship). This brings several benefits:
** You can go quite fast (with heated 2600m/s+)
** Scramming you is useless, you will still go super fast anyway
** Sig tanking (you are going super fast while having small signature results in low damage application, especially against big slow guns, which combined with your resists give you quite a nice pool of HP supported with some local reps to keep you alive long enough to GTFO if you are primaried)
*** Example of how well this ship can tank under the right circumstances - I was primaried in this fight, having all 5 HAM caracal navy issues hammer me. By the end of the fight one of them even put webs on me. They still weren't able to kill me (even though I didn't receive any remote reps) while rest of standing came and wrecked them: <nowiki>https://br.evetools.org/br/67fa296e25764e00124937c3</nowiki>. Sure, I would have no chance solo against those 5 CNIs, but this is standing fleet - if you are alone, you did something wrong
* You can orbit out of range of close range (blaster) ships, apply damage and keep them pointed and unable to do anything. This way, you can take on close range cruiser and even some faction cruisers sometimes.
* Good range if you don't need to keep point up (up to your targeting range - so 50-60km)
Cons:
* Can't join in on (inside) ESS fights.
* What is a real threat to this ship:
** High tracking ships
** (Rapid) Light Missile ships
** Light drones (if you have them on you, just kill them - you should be able to last long enough to kill them if it's just them on you)
** Webs
** Target painters
** Long range neuts
5) How To Fly
* When travelling to target system, do not use AB (if you can avoid it), it really screws your align time. When in fight and need to warp, turn off AB first (if you are not pointed and under fire - in that case keep reading on what to do).
* When fight starts, turn on AB, orbit at 10km or 15km and shoot your gun (the orbit distance will in reality be more, because you are overpropped, so if you orbit 10, you will in reality orbit 15 or so, and similarly if you orbit 15, you'll in reality orbit at like 20km, which is already very close to your point range, so a skilled enemy may slip out - watch out for that and overheat point if needed)
** If the fight has multiple long range-high tracking ships, it's best to not orbit but align to something you can warp off to the moment you are primaried (because if there are multiple ships that can track you well, you may not live long enough to break orbit and align out if primaried by all of them).
* If you are primaried, overheat AB, turn on your repper, and get out (either gain range to get out of their DPS range, or warp out completely).
** If you are still pointed and they are chasing you:
*** Align out to something you can warp to the moment you stop being pointed (ideally in a similar direction you are already going, because turning while overpropped is REALLY slow).
*** Make sure you have your AB overheated.
*** Put your gun on them - you will wreck any fast frigate pretty quick, and they will have to give up or die.
*** If they are keeping up, they most likely have MWD. If they get within your scram range, scram them! That will kill their MWD for a short while, they will lose speed quickly, and you will be able to slip away. Overheat your scram to get some extra range on it too - you need just one cycle of scram anyway, not enough to lose it to overheating.
* Don't be afraid to overheat anything. Standing fleet fights are usually short-ish, and you are always fighting in friendly space full of stations that you can repair heat damage at when needed. Plus you have hold full of nanopaste, if you need to repair heat damage in a pinch.
* Note that the ship doesn't appear to be cap stable. However, you will not be using the ancil repper unless you are targeted by someone, in which case you usually want to get out anyway, so either you get out before you run out of cap, or you die regardless of what your cap is. If you are not primary but are attacked by one or two ships, you may be able to sustain the rep. If you really need cap or you die, keep just the repper and AB on and turn off everything else while you try to GTFO. I never had any cap problems with this ship, really.
If you have any tips, comments or questions, feel free to send me a message (if you have suggestions please let me know and I will update accordingly). Hope you'll have fun if you decide to fly this ship! :-)
==== Flycatcher - Leyanora Varkain ====
<syntaxhighlight lang="actionscript">
[Flycatcher, Leyanora Varkain basic solo]
Ballistic Control System II
1MN Y-S8 Compact Afterburner
5MN Quad LiF Restrained Microwarpdrive
Fleeting Compact Stasis Webifier
Medium Shield Extender II
Faint Epsilon Scoped Warp Scrambler
Interdiction Sphere Launcher I, Warp Disrupt Probe
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Small Bay Loading Accelerator II
Small EM Shield Reinforcer II
Mjolnir Rage Rocket x2000
Scourge Rage Rocket x2000
Warp Disrupt Probe x50
Nanite Repair Paste x150
</syntaxhighlight>This one is a bit more niche probably because the learning curve is quite a bit steeper and the ship itself is more expensive.
The basic fit is a bit under 100m isk, the "proper" fit is probably going for around 110 (shipping included).
I did not come up with the fit myself - I grabbed it from Mini Schro (<nowiki>https://zkillboard.com/character/1515226147/</nowiki>) - really great pilot btw
So what can you expect from flying this ship
* You can go solo and have a bit of gate camping fun in npc space or enemy territory
* You should bring an alt to sit on the other side of the gate you are camping on to get info about what is coming though
* Hunting Ratters does work to an extent but the slow align and warp speed is not in your favor
The Plan:<syntaxhighlight lang="actionscript">
Caldari Frigate II
Caldari Frigate III
Caldari Destroyer I
Caldari Destroyer II
Caldari Destroyer III
Caldari Destroyer IV
Caldari Destroyer V
Spaceship Command IV
Science V
Power Grid Management V
Graviton Physics I
Propulsion Jamming II
Propulsion Jamming III
Propulsion Jamming IV
Propulsion Jamming V
Interdictors I
Weapon Upgrades III
Weapon Upgrades IV
Weapon Upgrades V
Afterburner IV
Shield Upgrades III
Shield Upgrades IV
Missile Launcher Operation II
Rockets I
Rockets II
Rockets III
Rockets IV
Rockets V
Rocket Specialization I
Missile Launcher Operation III
Missile Launcher Operation IV
Missile Launcher Operation V
Advanced Weapon Upgrades I
Advanced Weapon Upgrades II
Advanced Weapon Upgrades III
</syntaxhighlight>Next Skills (strongly recommended to improve tank + dps)<syntaxhighlight lang="actionscript">
Rocket Specialization II
Rocket Specialization III
Rocket Specialization IV
Interdictors II
Interdictors III
Interdictors IV
</syntaxhighlight>(with all skills including the recommended ones you should be around 76 days - IF i still remember on how to use evemon)
What ships can you engage:
Any type of frigates and destroyers basically. For caldari ships (or any ship with EM whole) you can switch to Mjolnir rockets - for everything else stay with Scourge due to the bonus on kinetic damage.
Take this fight as an example: <nowiki>https://zkillboard.com/kill/116915891/</nowiki>
* I warped into his camp I spotted with an alt
* I approached him with MWD (1 cycle only), scrammed and webbed him
* Overheated launchers and switched to AB instead of MWD
* I decided to basically face tank him while orbiting at 2.5km trying to mitigate a bit of damage due to tracking because he had no web
* A arguably better option would have been to orbit him at about 9k km while overheating web + scram to mitigate more damage due to the extremly short optimal and falloff from Autocannons
What you can learn using this ship constantly (may at a great cost though)
* Using Web + Scram defensively to control your range in relation to the enemy
* Tracking and Signaturetanking due to dual prop
* Getting away when beeing scrammed
* Decloaking ships (cloaky haulers, exploration frigs)


==== Blackbird - Reneil Askiras ====
==== Blackbird - Reneil Askiras ====
Line 1,292: Line 2,084:


-CNA charges are optional but I typically stick with the void for maximum damage output.
-CNA charges are optional but I typically stick with the void for maximum damage output.
==== Osprey Navy Issue - Brodinskiii ====
<syntaxhighlight lang="actionscript">
[Osprey Navy Issue, Standing]
Ballistic Control System II
Ballistic Control System II
Ballistic Control System II
Damage Control II
50MN Quad LiF Restrained Microwarpdrive
Large Shield Extender II
Large Shield Extender II
Multispectrum Shield Hardener II
Multispectrum Shield Hardener II
10MN Afterburner II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Rapid Light Missile Launcher II
Medium Knave Scoped Energy Nosferatu
Small Knave Scoped Energy Nosferatu
Medium EM Shield Reinforcer I
Medium Core Defense Field Extender I
Medium Bay Loading Accelerator I
</syntaxhighlight>While not my favorite ship, but the one I fly most of the time, including in standing is the Osprey Navy Issue (OSNI). Great for new beans as the OSNI is pinged for home defense fleets and other fleets quote often so its a good one to train into already.
Standing RLML OSNI
I usually prefer to fly ships on the ends of the spectrum as far a size is concerned (fast tackle or BS's), but for standing the cruiser is a great size. They can go into ESS's, are fairly fast to catch up to action, and can be built pretty tanky. OSNIS's in particular are pretty cheap (~70mil ISK for my fit) and tend to not have a lot of attention paid to them by the enemy since they are a dime a dozen. The don't stand out.
This fit includes lots of refit options for tackle, webs, and range depending on the need. Its a jack of all trades ship with good cruiser level EHP.
Your stats with good skills:
* 75km targeting range without boosts
* 2100 m/s speed
* 430 DPS
2. The Cost
Roughly 70m ISK, it varies daily by up to 10% depending on T2 prices. Adjust as necessary for skills, works just fin with T1 mods
3. The Training
No too bad for training, OSNI's are in the main doctrine anyway so pretty good to train into. You will need all these skills anyway
4. The Reason
Easy to train into, cheap, flies below the radar so you are not insta-primaried and fun. Good ship with navy bonuses and resists. Multiple refit options when you swap out the AB to change to whatever is needed. I usually keep the dual prop fit so that you can go into ESS's without having to refit.
5. The How
Flying this ship is easy for almost anyone. This is how i fly in standing fleet.
* Start with dual prop fitted since most enemies tend to go to the ESS. If you want to, refit of the titan or dock and refit for what is needed.
* I tend to warp in at zero to 20 km depending on who we are fighting, and hit both hardeners, this is a buffer tank so no extender to worry about. if you start taking damage, heat the hardeners
* when moving out to range, grab as much cap as you can since this is not a stable fit.
* The range of the RLMLs is about 40 km so i tend to orbit at 35 km, this keeps you out of range for most brawling fits
* capacitor lasts around 3 minutes with MWD on if you are not within nos range, 10 minutes for AB
* assign drones to your selected target and start collecting KMs


==== Osprey Navy Issue - Guimauve Essu ====
==== Osprey Navy Issue - Guimauve Essu ====