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m Changed the fitting templates to use new warsop values. |
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* Assault Ships IV <br><br> | * Assault Ships IV <br><br> | ||
* | * Electronics V - Fitting skill for maximum CPU<br> | ||
* Engineering V - Fitting skill for maximum powergrid<br> | * Engineering V - Fitting skill for maximum powergrid<br> | ||
* Armor Compensations skills IV - EM, Thermal, Kenetic, Explosive - Critical to your tanking modules<br> | * Armor Compensations skills IV - EM, Thermal, Kenetic, Explosive - Critical to your tanking modules<br> | ||
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* Advanced Weapon Upgrades III or IV - Allows you to squeeze certain fits into place<br> | * Advanced Weapon Upgrades III or IV - Allows you to squeeze certain fits into place<br> | ||
* Energy Emission Systems III - Allows the use of T2 small Nosferatu<br> | * Energy Emission Systems III - Allows the use of T2 small Nosferatu<br> | ||
* | * Jury Rigging III - Allows for the use of Cap Control Circuits and Ancillary Current Routers<br> | ||
* Hybrid Weapon Rigging III or IV - Allows for the use of hybrid weapon rigs and minimizes the penalty to powergrid.<br> | * Hybrid Weapon Rigging III or IV - Allows for the use of hybrid weapon rigs and minimizes the penalty to powergrid.<br> | ||
==Fitting== | ==Fitting== | ||
Enyos are fairly easy to fit. Pick four blasters that will fit with your fitting skills, add a Nosferatu, Afterburner or MWD, Scram (Or Web if your buddy is bringing a scram), and then your low slots.<br><br> Low slots | Enyos are fairly easy to fit. Pick four blasters that will fit with your fitting skills, add a Nosferatu, Afterburner or MWD, Scram (Or Web if your buddy is bringing a scram), and then your low slots.<br><br> Low slots are where it gets a little tricky. To get the most out of an Enyo use a small armor repper. A solid choice is to plug your Explosive hole with either an Energized Reactive Plate or Explosive Armor Hardener. Add a another resistance plate (the ones that don't require CPU) and then it is up to you whether you want to load a Damage Control Unit or Magnetic Field Stabilizer.<br><br> Try not to put armor rigs or armor plates on the Enyo. You will drop its speed down to below that of some cruisers, meaning you will be neither able to close orbit while your MWD is off, nor stay alive while webbed with your AB on.<br><br> | ||
Below are some examples of how to tailor-fit your enyo to the situation you will be going into. I recommend starting with the starter Enyo. It has easy fitting requirements and lets you get a feel for it. That ship will also allow you to swap the Afterburner for a named Microwarpdrive in station without having to re-tool the entire thing. So keep one in your cargo hold. <br><br> | Below are some examples of how to tailor-fit your enyo to the situation you will be going into. I recommend starting with the starter Enyo. It has easy fitting requirements and lets you get a feel for it. That ship will also allow you to swap the Afterburner for a named Microwarpdrive in station without having to re-tool the entire thing. So keep one in your cargo hold. <br><br> | ||
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=== Fitting Warning === | === Fitting Warning === | ||
The following fits still utilize the pre- | The following fits still utilize the pre-Cruicible layout for fitting (2 midslots instead of 3). It is recomended that you adjust your fit accordingly, most likely lower gun size or drop down to meta level gear to fit a web. | ||
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* Void - For fighting larger ships. <br> | * Void - For fighting larger ships. <br> | ||
* Antimatter / Faction Antimatter - For shooting Drones / Frigates. <br> | * Antimatter / Faction Antimatter - For shooting Drones / Frigates. <br> | ||
* Null | * Null - To shoot at kiting frigates that web you. In those situations Null is the only chance you have to fight back. <br> | ||
=== Fittings === | === Fittings === | ||
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==Tactics== | ==Tactics== | ||
If you're not familiar with tackling, read up on it [[http://wiki.eveuniversity.org/Tackling_101]] and try out a Tristan to get a feel for 'survival' tackling before making the skill investment and training time for this hull.<br><br> | If you're not familiar with tackling, read up on it [[http://wiki.eveuniversity.org/Tackling_101]] and try out a Tristan to get a feel for 'survival' tackling before making the skill investment and training time for this hull.<br><br> | ||
* Manual Flying: <br><br> A major player skill to keeping an enyo alive is manual flight. Learn how to spiral and use it, and abuse it. That's where you utilize double clicking in space to change your direction in relation to your target ship. Add your Angular Velocity to your overview tab and learn to keep that number up as high as possible when fighting ships larger than you. Keep the angular up on approach, watch it while you are orbiting close, and if you're webbed, you will have to manually fly for certain to prevent from being popped by those medium guns if the ship can push range on you. With proper manual flying an AB Enyo can survive a | * Manual Flying: <br><br> A major player skill to keeping an enyo alive is manual flight. Learn how to spiral and use it, and abuse it. That's where you utilize double clicking in space to change your direction in relation to your target ship. Add your Angular Velocity to your overview tab and learn to keep that number up as high as possible when fighting ships larger than you. Keep the angular up on approach, watch it while you are orbiting close, and if you're webbed, you will have to manually fly for certain to prevent from being popped by those medium guns if the ship can push range on you. With proper manual flying an AB Enyo can survive a Cynabal trying to kite and kill it. And with enough luck and good timing, that same Enyo can get an overheated scram on the Cynabal to dive in for the kill. That's what manual flying can do for you.<br><br> | ||
* Chase your own interceptors:<br><br> The | * Chase your own interceptors:<br><br> The Enyo's primary duty is that of secondary tackle. Become good friends with a cepter pilot you fly with regularly and work as a team to lock down the enemy support ships. The cepter will dive in for the initial tackle and scram to shut down their MWD and you mosy on in behind him so he can get out of harms way or dive in after the next support ship causing issues out at range. Your boat is strong enough to survive a whole battle pinning down a cruiser or battle cruiser by yourself. You might even be able to kill it if its buffer tanked or has poor cap stability.<br><br> | ||
* Shoot drones first: <br><br> The | * Shoot drones first: <br><br> The Enyo's nemesis and most constant threat are drones. More than any other module or weapon systems drones can slowly and effectively grind the best tanked Enyos into space rubble. Fit your anti-matter and keep your speed up to get the drones to trail behind you a bit. Within two or three shots you should be able to kill any drone class (small, medium or large) thanks to the large alpha of your blasters, you just have to wait for the drone angular to drop. If you are MWD fit, with it off and you're holding close orbit, you will not be able to use Void for this task and must switch to anti-matter to get your blaster tracking high enough to hit the close orbiting light drones.<br><br> | ||
* Your | * Your Nos will become a Neut: <br><br> In longer endurance matches your nosferatu will start working as an energy neutralizer, so watch your modules carefully. The three most important modules to keep activated in this situation are your Nos, your warp scrambler, and your armor repair. You can pulse your Repper on and off to keep your guns running if you're not taking too much damage in favor of keeping the guns on. The closer you keep your own cap at zero, the less capacitor your target will have to run his modules such as neuts, webs, and especially their active tanking modules. Using this method an Enyo in a very loooong fight is capable of solo killing poorly fit or support fit battle cruisers and battleships. | ||
==Notes== | ==Notes== | ||