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Finally, the player will see a gigantic leap in damage performance reaching the ability to field Tech II drones. This really should be the players first concern, no matter the play style. Finally these are only two of the most common fits and play styles. With each of these styles, the player should be aware that Hybrid guns use capacitor energy to fire. If the capacitor is empty, you can not fire your guns! Drones will continue to function regardless. Shields and shield modules play a roll in the capacitor usage and amount; when fitting a shield tank, take into consideration the use of Hybrid weapons and their effect on the capacitor. An empty cap can neither power shields nor fire guns. <br /> | Finally, the player will see a gigantic leap in damage performance reaching the ability to field Tech II drones. This really should be the players first concern, no matter the play style. Finally these are only two of the most common fits and play styles. With each of these styles, the player should be aware that Hybrid guns use capacitor energy to fire. If the capacitor is empty, you can not fire your guns! Drones will continue to function regardless. Shields and shield modules play a roll in the capacitor usage and amount; when fitting a shield tank, take into consideration the use of Hybrid weapons and their effect on the capacitor. An empty cap can neither power shields nor fire guns. <br /> | ||
==== The Neut Tristan ==== | |||
The Neut Tristan is a particularity deadly version of the Tristan that has been made viable once again with the recent changes to energy neutralizers. It requires fairly advanced fitting skills to fly. A compact afterburner may be fit and a powergrid/CPU implant may be used to alleviate some of these fitting issues. Capacitor management is also a major issue with this fit, as it will fully deplete in approximately 20 seconds with all modules running with max skills. The neut Tristan pilot must constantly be aware of the state of his capacitor. He must use the cap booster while turning other modules on/off at appropriate times while reacting to the tactical situation at hand to make this fit live up to its full potential. If the pilot manages all of this successfully, he will be able to bring down nearly any T1 frigate encountered with relative ease. <br /> | |||
This fit is optimized for solo engagements in low-sec faction warfare complexes. It's power diminishes rapidly as more enemies come on grid. The tactics used by this fit are relatively simple: Apply 2 overheated cycles of all three neuts while keeping your scram and afterburner on. Inject your capacitor and turn off your middle neut. This fit is cap stable with 2 neuts running with decent skills. At this point, you should be getting close to being into armor. Apply single cycles of your repair module as needed, or perma-run the module on overheat if taking large amounts of DPS. You should generally aim to manually pilot or orbit around the target at the edge of scram range (~8km), as your neut pressure will almost always force your opponent to turn off their web/scram/point/afterburner. If the fight isn't going your way, you can often warp off immediately since the target will have a hard time keeping tackle on you. Even if some tackle is present, the opponent generally won't have enough capacitor to run his afterburner/web/scram simultaneously. This allows you to overheat your own afterburner and disengage at will. <br /> | |||
The Neut Tristan pilot should always make sure that his repair module is loaded with nanite paste before undocking and carry 16 to 24 extra units of paste in his cargo hold. Make sure that auto-reload is turned off for your repair module. Make sure that your cap booster is loaded and that the remaining cargo space is filled to capacity with spare cap booster charges. <br /> | |||
Additional reading: [[Armour Tanking]], [[Shield Tanking]], [[Drones]], [[Turrets]] | Additional reading: [[Armour Tanking]], [[Shield Tanking]], [[Drones]], [[Turrets]] | ||