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{{Ship Intro|shipname=Punisher|shipinfo=''Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level.''}} | {{Ship Intro|shipname=Punisher|shipinfo=''Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level.''}} | ||
Thank goodness it is good looking as this is where a brand new Amarr pilot will spend | Thank goodness it is good looking as this is where a brand new Amarr pilot will spend a lot of his or her time. | ||
This is easily the most survivable and tenacious of the T1 frigates | This is easily the most survivable and tenacious of the T1 frigates. Due to decent shield and excellent armour HP together with the bonus to armour resistances and the 4 low slots, this platform can handle a surprising amount of damage for a T1 frigate. It has 4 high (3 turret), 2 mid, 4 low slots (4/2/4). The Punisher's 3 turrets give it very good dps, but its slot layout prevents it from fitting the tackling trinity; a speed module, a point, and a web. It has the largest capacitor of a T1 frigate in order to keep its lasers firing, and it can even be fitted with projectile turrets instead of lasers to allow the large capacitor to be re-purposed for armour repairers. | ||
This the E-Uni tackler for new Amarr pilots, but it does not excel at this role due to the limited mid slots and low base velocity. | This the E-Uni tackler for new Amarr pilots, but it does not excel at this role due to the limited mid slots and low base velocity. | ||
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{{Low Slots 4|ls1=Nanofiber Internal Structure I|ls2=Overdrive Injector System I|ls3=Overdrive Injector System I|ls4=Overdrive Injector System I}} | {{Low Slots 4|ls1=Nanofiber Internal Structure I|ls2=Overdrive Injector System I|ls3=Overdrive Injector System I|ls4=Overdrive Injector System I}} | ||
{{Rig Slots 3}} | {{Rig Slots 3}} | ||
*This fit is | * This fit is very disposable, which is convenient since the Uni will hand them out to its new Amarr tacklers. | ||
* It focuses on overcoming the Punisher's low speed to get a point into play, breaking one of the general fitting rules of always fit to the bonuses of the hull, it is for good reason in this case however. | |||
How to: Use this build in a large fleet. When a target is called or a flashy is spotted, close with the target as quickly as possible using the microwarp drive while avoiding using the 'approach' command as this flies straight at the enemy and makes you extremely vulnerable to turret weapon damage as your angular velocity will be 0. Lock and get the warp disruptor onto the target as quickly as possible - this is the entire purpose of this build. Once the point is applied, move into an orbit around the target, disengage the microwarp drive, and hold on until a heavier tackle can get into range. When orbitting think about being outside of smart bomb range, but close enough to keep the angular velocity high, and watch for drones sent to pop you. The lasers on this build are ONLY there to add DPS if possible once someone else has the target locked down. Do not drain your cap doing negligable damage only have the warp disrupter run out of power and allowing the target to exscape. If it is an E-Uni patented blob and thirty of your class mates also have point on the doomed enemy then feel free to get some target practice in. | |||