Difference between revisions of "Rupture"
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|recommended1=I recommend having the skills to fit the T2 modules in the low and mid slots. The guns and launchers (as shown here) will do just fine as T1 meta items. <br> | |recommended1=I recommend having the skills to fit the T2 modules in the low and mid slots. The guns and launchers (as shown here) will do just fine as T1 meta items. <br> | ||
Next you should posses the skills to use light ECM drones. During Uni-Wartime these skills are mandatory as well.<br> | Next you should posses the skills to use light ECM drones. During Uni-Wartime these skills are mandatory as well.<br> | ||
− | Engineering skill should be at level 5 and Electronics at 3 but preferably 4. Weapon upgrades at 4 or higher. Advanced Weapon Upgrades | + | Engineering skill should be at level 5 and Electronics at 3 but preferably 4. Weapon upgrades at 4 or higher. Advanced Weapon Upgrades should be at level 3. |
|notes= | |notes= | ||
*Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff. | *Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff. | ||
*Meta4 guns and launchers can be (very) expensive. Drop down as you desire in meta gear. | *Meta4 guns and launchers can be (very) expensive. Drop down as you desire in meta gear. | ||
− | *You have about 18k EHP. If you have AWU trained to 5, the last rig can be exchanged for another shield extender. This will boost you into 20k+ EHP | + | *You have about 18k EHP. If you have AWU trained to 5, and use standard light missile launchers then the last rig can be exchanged for another shield extender. This will boost you into 20k+ EHP |
*If the ship you are fighting is a battleship and the pilot has neuts fitted, stay around 30km. You will be fighting in the falloff of EMP ammo | *If the ship you are fighting is a battleship and the pilot has neuts fitted, stay around 30km. You will be fighting in the falloff of EMP ammo | ||
*If you are fighting a cruiser then it's neuting range is 12.5km. Stay around 15 to 17km. You'll be fighting in optimal and still have a point. | *If you are fighting a cruiser then it's neuting range is 12.5km. Stay around 15 to 17km. You'll be fighting in optimal and still have a point. |
Revision as of 14:07, 4 August 2012
RELATED UNI-WIKI REFERENCES
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The Rupture is slow for a Minmatar ship, but it more than makes up for it in power. The Rupture has superior firepower and is used by the Minmatar Republic both to defend space stations and other stationary objects and as part of massive attack formations. SHIP BONUSES
Minmatar Cruiser Skill Bonus:
Ship Attributes
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Summary
The heavy duty combat cruiser of the Minmatar Republic, this ship looks like a chunk of brick. The Rupture is the favored mission cruiser for the Minmatar. It can mount a good active armour tank or regenerating passive shield tank (as below) and use artillery and drones to destroy mission rats from range. The Rupture is also a strong PvP ship. A number of fittings work well; in E-Uni fleets the most common approach is to fit an armour buffer tank (as below) and provide extra DPS and some sticky secondary tackle. Strong fitting skills and access to T2 autocannon (for kiting with Barrage ammo) open up some fast-moving shield-tanked PvP fits, which, oddly, work rather better in that role than the Stabber.
Skills
Further information about additional or recommended skills to pilot Rupture for a specific or it's common role(s) can be written here.
Fitting
PvE
PvP
Template:FittingsTemplate:FittingsTemplate:Fittings
Tactics
No sub-article about Rupture roles or piloting tactics. You can write them here.
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.