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Derpatrons: Difference between revisions

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Created page with "{{FCC Links}} {{FCC Doctrine Links}} ==The Derpatron== {| style="padding:0px;" | nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:rela..."
 
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==Implementation==
'''Bold text'''==Implementation==


The main strategy to use, similar to a lot of our current frigate doctrines, is to quickly close range, immobilise our targets with scram/webs, and brawl. What the fleet can or should engage all depends on the total numbers. Realistically FCs should be looking to gank lone, expensive targets however a decent sized Derpatron swarm can still be effective against a small cruiser gang. Avoid fleets of similar sizes, small gangs fitted with rapid light missile launchers unless you have a huge numbers advantage, and anything that can comfortably kite faster than 4km/s. Finally, FCs will lose ships, sometimes in large numbers. Expect it and do not be disheartened by it. If you kill the target and come out isk positive, then consider that a win and reship.
The strength of the Derpatron is its speed. Able to reach 4km/s, it easily outpaces frigate doctrines such as Magic Merlins and Punishers, and almost any fast kiting ship. To some degree with Derpatrons you can ignore the usual weakness of brawling frigates (being kited), and simply swarm even a fast nano-cruiser - the speed of this doctrine often surprises an opponent
 
The weakness is the tank. Lightly tanked (in either shield or hull tank formats) to ensure maximum speed, the Derpatron doesn't synergize well with Logistics, as it is generally dead before reps can land. The Derpatron is the prototypical glass cannon, delivering massive damage in a rapidly moving swarm which can overwhelm almost any ship, but melting rapidly if the opponent has time to actually target each ship.
 
The main strategy to use, similar to a lot of our current frigate doctrines, is to quickly close range, immobilise our targets with scram/webs, and brawl. What the fleet can or should engage all depends on the total numbers. Realistically FCs should be looking to gank lone, expensive targets however a decent sized Derpatron swarm can still be effective against a small cruiser gang. Avoid fleets of similar sizes, small gangs fitted with rapid light missile launchers unless you have a huge numbers advantage, and anything that can comfortably kite faster than 4km/s (very few ships). Finally, FCs will lose ships, sometimes in large numbers. Expect it and do not be disheartened by it. If you kill the target and come out isk positive, then consider that a win and reship.


==Fleet Composition==
==Fleet Composition==