Difference between revisions of "User:Breeze one/sandbox"

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[[File:4races.jpg|128px|]]</div>
 
[[File:4races.jpg|128px|]]</div>
| valign="middle" style="padding:4px;" | Brawling T2 Assault Frigates are largely a direct upgrade on the [[Magic Merlins]] and [[Golden Horde]] T1 Shield/Armor brawling frigate doctrines. Indeed, they fly so similarly that rather than a separate doctrine, they should be seen rather as “upgrade” options for those doctrines, and mixed fleets of T1 and T2 frigates designed in this way can be a great way to get the firepower and effectiveness of a T2 fleet, while still including newer players
+
| valign="middle" style="padding:4px;" |Interceptors are incredibly fun ships. Their immunity to bubbles, and insane warp speeds mean they are unique in their ability to cover vast areas of Null Sec rapidly and relatively safely. The Combat variants of these ships (Combat Interceptors) also pack a surprisingly good punch for their size.  This makes them ideal for Null Sec raiding fleets, aiming to go deep into enemy territory to pick off lone ratting ships
 
|}
 
|}
  
 
==Implementation==
 
==Implementation==
  
Like their T1 variants, the Assault Frigate Brawlers aim to close range fast, get under the guns of larger ships, and devastate them with close range weapons. In general, all Assault Frigates offer a substantial, and direct upgrade on T1 ships for this purpose, offering:
+
The basic tactic is to move very quickly between systems, and, once approaching a promising system where ratting activity is suspected (due to Dotlan intel or otherwise) the fleet will jump into system en-masse, and immediately “Shotgun” the system - where each pilot chooses a random combat anomaly site and warps to it. Any ship which finds a ratting ship at their destination immediately tackles it, then calls for reinforcements by putting “www” in fleet chat
  
* A reduced signature radius bonus which makes them even harder for big ships to hit
+
As most scouts already know, with the ridiculous speed and tiny signature radius of an Interceptor, most ships will struggle to hit an un-tackled Interceptor orbing them at 20km, letting the fleet grind down their prey at their leisure
* Notable increases in tank and DPS
 
* Excellent resist profile, which lets them scale very well with Logi, particularly T2 Frigate Logi
 
  
This is obviously at the cost of a substantial increase in price and SP requirements. Below, we run through some common fits for both Armor, and Shield variants, which are often used to upgrade [[Golden Horde]] and [[Magic Merlins]] respectively, as well as being run as distinct doctrines
+
The Combat Ceptors are generally long range fitted. This reduces the overall DPS slightly, however is overall more survivable than brawling in close, where a single scram can deactivate your MWD, and leave you vulnerable
  
==Armor Assault Brawlers==
+
For efficiency, at least 20-30 Interceptors is encouraged, so as to quickly kill any ratting ship smaller than a Carrier, before swiftly moving on to the next system. Moving quickly is key to circumvent the Intel chats which most major Alliances maintain in their Sovereign space in order to warn their members of incoming fleets such as this
  
The armor variants of the Assault Frigate Brawlers are almost ideally designed for brawling fleets such as this, and gangs of Enyos with Deacon support can be seen engaging effectively across the game, even in Sov Null Sec
+
A Combat Ceptor fleet should avoid any kind of pitched fleet battle, unless there is the option to harass and pick off stragglers. Your low damage and tank means that you will get decimated by any actual fleet or small gang who is equipped to fight
  
The Enyo and the Retribution are arguably the preferred options here. The Enyo for its double damage bonus to Hybrid turrets, and the Retribution for its huge tank and decent pulse laser damage. The Wolf is also a solid option in an Armor tanking AC form, however tends to carry slightly less tank and DPS than the other two ships
+
It should be noted that there are slight variations on this fleet which use T3 Destroyers as their base to add more firepower, with Logi, EWAR and Combat Probers to provide more comprehensive options for hunting down ratters. These fleets are often able to punch up to kill even Carrier sized ratting ships, however they move slower (typically around 4.5AU vs the 8AU of an Interceptor) and lose the flexibility of bubble immunity. While equally fun, they are generally slightly less suited for roaming deep in enemy Sov Null  
{{ShipFitting
 
| ship=Enyo
 
| shipTypeID=12044
 
| fitName=Enyo - Armor AFs
 
| fitID=Enyo---Armor-AFs
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=400mm Rolled Tungsten Compact Plates
 
| low2typeID=11309
 
| low3name=Energized Adaptive Nano Membrane II
 
| low3typeID=11269
 
| low4name='Refuge' Adaptive Nano Plating I
 
| low4typeID=16311
 
| mid1name=Initiated Compact Warp Scrambler
 
| mid1typeID=5445
 
| mid2name=5MN Quad LiF Restrained Microwarpdrive
 
| mid2typeID=35658
 
| mid3name=Fleeting Compact Stasis Webifier
 
| mid3typeID=4027
 
| high1name=Light Electron Blaster II
 
| high1typeID=3162
 
| high2name=Light Electron Blaster II
 
| high2typeID=3162
 
| high3name=Light Electron Blaster II
 
| high3typeID=3162
 
| high4name=Light Electron Blaster II
 
| high4typeID=3162
 
| high5name=Rocket Launcher II
 
| high5typeID=10631
 
| rig1name=Small Anti-Explosive Pump I
 
| rig1typeID=31009
 
| rig2name=Small Ancillary Current Router I
 
| rig2typeID=31358
 
| drone1name=Hobgoblin II x1
 
| drone1typeID=2456
 
| charge1name=Void S x2400
 
| charge1typeID=12612
 
| charge2name=Null S x2400
 
| charge2typeID=12614
 
| charge3name=Federation Navy Antimatter Charge S x2400
 
| charge3typeID=22961
 
| charge4name=Caldari Navy Mjolnir Rocket x150
 
| charge4typeID=27321
 
| charge5name=Caldari Navy Nova Rocket x150
 
| charge5typeID=27327
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=12044:2048;1:11309;1:11269;1:16311;1:5445;1:35658;1:4027;1:3162;4:10631;1:31009;1:31358;1:2456;1:12612;2400:12614;2400:22961;2400:27321;150:27327;150::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
  
{{ShipFitting
+
==Fits and Fleet Composition==
| ship=Wolf
 
| shipTypeID=11371
 
| fitName=Wolf - Armor AFs
 
| fitID=Wolf---Armor-AFs
 
| low1name=400mm Rolled Tungsten Compact Plates
 
| low1typeID=11309
 
| low2name=Dark Blood Energized Explosive Membrane
 
| low2typeID=14082
 
| low3name=Gyrostabilizer II
 
| low3typeID=519
 
| low4name=Damage Control II
 
| low4typeID=2048
 
| low5name=Coreli A-Type Kinetic Plating
 
| low5typeID=18791
 
| mid1name=5MN Quad LiF Restrained Microwarpdrive
 
| mid1typeID=35658
 
| mid2name=Fleeting Compact Stasis Webifier
 
| mid2typeID=4027
 
| high1name=150mm Light AutoCannon II
 
| high1typeID=2881
 
| high2name=150mm Light AutoCannon II
 
| high2typeID=2881
 
| high3name=150mm Light AutoCannon II
 
| high3typeID=2881
 
| high4name=150mm Light AutoCannon II
 
| high4typeID=2881
 
| rig1name=Small Trimark Armor Pump I
 
| rig1typeID=30987
 
| rig2name=Small Trimark Armor Pump I
 
| rig2typeID=30987
 
| charge1name=Barrage S x1920
 
| charge1typeID=12625
 
| charge2name=Republic Fleet EMP S x1920
 
| charge2typeID=21898
 
| charge3name=Republic Fleet Fusion S x1920
 
| charge3typeID=21906
 
| high5name=open
 
| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=11371:11309;1:14082;1:519;1:2048;1:18791;1:35658;1:4027;1:2881;4:30987;2:12625;1920:21898;1920:21906;1920::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
  
{{ShipFitting
+
===Mainline Ships===
| ship=Retribution
 
| shipTypeID=11393
 
| fitName=Retribution - Armor AFs
 
| fitID=Retribution---Armor-AFs
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=200mm Steel Plates II
 
| low2typeID=20347
 
| low3name=Heat Sink II
 
| low3typeID=2364
 
| low4name='Refuge' Adaptive Nano Plating I
 
| low4typeID=16311
 
| low5name='Refuge' Adaptive Nano Plating I
 
| low5typeID=16311
 
| mid1name=Warp Disruptor II
 
| mid1typeID=3244
 
| mid2name=5MN Quad LiF Restrained Microwarpdrive
 
| mid2typeID=35658
 
| high1name=Dual Light Pulse Laser II, Imperial Navy Multifrequency S
 
| high1typeID=3001
 
| charge1name=Imperial Navy Multifrequency S x5
 
| charge1typeID=23071
 
| high2name=Dual Light Pulse Laser II, Imperial Navy Multifrequency S
 
| high2typeID=3001
 
| high3name=Dual Light Pulse Laser II, Imperial Navy Multifrequency S
 
| high3typeID=3001
 
| high4name=Dual Light Pulse Laser II, Imperial Navy Multifrequency S
 
| high4typeID=3001
 
| rig1name=Small Anti-Thermal Pump I
 
| rig1typeID=31033
 
| rig2name=Small Trimark Armor Pump I
 
| rig2typeID=30987
 
| charge2name=Scorch S x4
 
| charge2typeID=12563
 
| charge3name=Conflagration S x4
 
| charge3typeID=12565
 
| high5name=open
 
| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=11393:2048;1:20347;1:2364;1:16311;2:3244;1:35658;1:3001;4:23071;5:31033;1:30987;1:12563;4:12565;4::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
  
 +
Fleet composition is generally just a combination of Combat Interceptors from the 4 races, fitted with their racial long range weapon
  
The Ishkur and Vengeance can still be used, but are less effective in this format. The Ishkur’s bonus to drone bay space is of minimal practical use, and the Vengeance uses rockets as its primary weapons system, where the advantage of selectable damage type isn’t enough to overcome the largely poor damage output
+
===Support===
  
===Armor Support===
+
Given no other ship (except T3Cs) share the Interceptors bubble immunity, it is quite acceptable to have a fleet of only Interceptors. However should you want to add some support, it needs to have a similar (8 AU) warp speed in order not to slow down the fleet. Luckily a Sabre (for bubbles) and a Bifrost (for boosh) can achieve this quite comfortably with the right rigs, providing some nice additional options for catching prey, if you have pilots who can fly them
  
If you are fielding the cost of T2 DD ships, it makes sense to match them with T2 Logistics, which are a costly but substantial upgrade on the T1 variants. The Deacon is the preferred choice – its armor resist bonus both increases its tank, while also increasing the effectiveness of friendly repairs, making it twice as effective in practice as the Thalia’s signature radius bonus which merely reduces incoming damage.
+
==Fozzie Claws/Windrunners==
{{ShipFitting
 
| ship=Deacon
 
| shipTypeID=37457
 
| fitName=Deacon - Armor AFs
 
| fitID=Deacon---Armor-AFs
 
| low1name=Energized Adaptive Nano Membrane II
 
| low1typeID=11269
 
| low2name='Refuge' Adaptive Nano Plating I
 
| low2typeID=16311
 
| low3name=Damage Control II
 
| low3typeID=2048
 
| low4name=400mm Rolled Tungsten Compact Plates
 
| low4typeID=11309
 
| low5name=True Sansha Energized Thermal Membrane
 
| low5typeID=14096
 
| mid1name=5MN Y-T8 Compact Microwarpdrive
 
| mid1typeID=5973
 
| mid2name=Small Electrochemical Capacitor Booster I
 
| mid2typeID=5011
 
| high1name=Small Remote Armor Repairer II
 
| high1typeID=26912
 
| high2name=Small Remote Armor Repairer II
 
| high2typeID=26912
 
| high3name=Small Solace Scoped Remote Armor Repairer
 
| high3typeID=16439
 
| rig1name=Small Trimark Armor Pump I
 
| rig1typeID=30987
 
| rig2name=Small Trimark Armor Pump I
 
| rig2typeID=30987
 
| drone1name=Light Armor Maintenance Bot I x1
 
| drone1typeID=23711
 
| charge1name=Nanite Repair Paste x50
 
| charge1typeID=28668
 
| charge2name=Navy Cap Booster 400 x20
 
| charge2typeID=32006
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=37457:11269;1:16311;1:2048;1:11309;1:14096;1:5973;1:5011;1:26912;2:16439;1:30987;2:23711;1:28668;50:32006;20::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
  
While a Command Destroyer is a nice optional extra for a T1 fleet due to its cost, once you start fielding 50mn ISK+ T2 ships, a 100mn ISK Command Destroyer becomes much more palatable, especially given its ability to drastically boost your fleet’s performance
+
A more focused variant of the Combat Interceptor fleet is often seen flown by Sov Null alliances which focuses exclusively on the Claw. The doctrine has been called “Fozzie Claws” due (apparently) to CCP Fozzie who introduced the Interceptor bubble immunity which makes this doctrine possible. Most Null Sec corps have slight variations of this doctrine, however the below is a common fit:
{{ShipFitting
 
| ship=Magus
 
| shipTypeID=37483
 
| fitName=Double Burst Magus
 
| fitID=Double Burst Magus
 
| low1name=Dark Blood Adaptive Nano Plating
 
| low1typeID=14003
 
| low2name=Corpii B-Type Explosive Plating
 
| low2typeID=18744
 
| low3name=Damage Control II
 
| low3typeID=2048
 
| low4name=400mm Rolled Tungsten Compact Plates
 
| low4typeID=11309
 
| mid1name=1MN Y-S8 Compact Afterburner
 
| mid1typeID=6001
 
| mid2name=5MN Y-T8 Compact Microwarpdrive
 
| mid2typeID=5973
 
| mid3name=Micro Jump Field Generator
 
| mid3typeID=37479
 
| mid4name=Initiated Compact Warp Scrambler
 
| mid4typeID=5445
 
| high1name=Armor Command Burst II
 
| high1typeID=43552
 
| high2name=125mm Gatling AutoCannon II
 
| high2typeID=2873
 
| high3name=125mm Gatling AutoCannon II
 
| high3typeID=2873
 
| high4name=125mm Gatling AutoCannon II
 
| high4typeID=2873
 
| high5name=Skirmish Command Burst II
 
| high5typeID=43556
 
| rig1name=Small Command Processor I
 
| rig1typeID=43894
 
| rig2name=Small Trimark Armor Pump II
 
| rig2typeID=31057
 
| drone1name=Hobgoblin II x3
 
| drone1typeID=2456
 
| drone2name=Warrior II x5
 
| drone2typeID=2488
 
| drone3name=Hammerhead II x2
 
| drone3typeID=2185
 
| charge1name=Barrage S x2400
 
| charge1typeID=12625
 
| charge2name=Armor Energizing Charge x300
 
| charge2typeID=42832
 
| charge3name=Rapid Repair Charge x300
 
| charge3typeID=42833
 
| charge4name=Armor Reinforcement Charge x300
 
| charge4typeID=42834
 
| charge5name=Evasive Maneuvers Charge x300
 
| charge5typeID=42838
 
| charge6name=Rapid Deployment Charge x300
 
| charge6typeID=42840
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=37483:14003;1:18744;1:2048;1:11309;1:6001;1:5973;1:37479;1:5445;1:43552;1:2873;3:43556;1:43894;1:31057;1:2456;3:2488;5:2185;2:12625;2400:42832;300:42833;300:42834;300:42838;300:42840;300::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
  
==Shield Assault Brawlers==
+
These ships take advantage of the Claw’s volley damage with Artillery, which is quite impressive for its size (1k+ Damage per volley), combined with two Inertia Stabilizers in its lows alongside 2 Gyrostabilisers. Combined with a single rig slot devoted to agility, a Claw fit this way can achieve a sub 3s align time, which is close to insta-warp, while still being immune to bubbles, and packing fairly short range, but high volley damage which can be instantly applied to an opponent
  
Shield Assault frigates are more rarely used for brawling, as no ship in the lineup is fully optimized for it, while the signature radius reduction bonus for Assault Frigates is less effective when tied to shield tanks which unavoidably carry large signature radius anyway
+
A good Fozzie Claw fleet will rarely stay still, using their interdiction immunity, plus insta-warp align times, to land on grid, volley off a ship or two, then immediately shift into warp to reposition for another volley. They combine very well therefore with a combat prober who can provide warp-ins directly onto enemy ships
  
However even ignoring certain hull bonuses, these ships remain an upgrade on T1 [[Magic Merlins]], and can be a fun upgrade option for higher skilled players
+
As Fozzie Claws generally do not fit any tank, they are incredibly fragile as soon as they are targeted, which makes them utterly unsuitable for a pitched battle, and they rely on being able to quickly volley an opponent within 1-2 volleys then leave before the opponent has time to react – meaning that large numbers is the hallmark of the Fozzie Claw fleet
  
The Harpy and Jaguar are the preferred options. The Hawk suffers from the same rocket based damage as the Vengeance, while the Wolf is more of a natural armor tanking ship with only 2 mid slots
+
For third partying a fight however, given the unrivalled warp speed and align times, Fozzie Claws in large numbers are fantastic skirmishers, harassing larger fleets with ease, and picking them apart over multiple jumps as they try to flee back to their own sovereign space
 
+
Due to Fozzie Claw’s being used primarily for Sov Null warfare, and the large numbers required to be effective, this is not a common doctrine for EVE University , and FCs may want to stick to the standard Combat Ceptor fleet above. However it is an interesting fleet concept to note
{{ShipFitting
 
| ship=Harpy
 
| shipTypeID=11381
 
| fitName=Harpy AssFrig
 
| fitID=AssFrig
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=Magnetic Field Stabilizer II
 
| low2typeID=10190
 
| low3name=Magnetic Field Stabilizer II
 
| low3typeID=10190
 
| mid1name=5MN Y-T8 Compact Microwarpdrive
 
| mid1typeID=5973
 
| mid2name=Medium Shield Extender II
 
| mid2typeID=3831
 
| mid3name=Fleeting Compact Stasis Webifier
 
| mid3typeID=4027
 
| mid4name=Initiated Compact Warp Scrambler
 
| mid4typeID=5445
 
| high1name=Light Electron Blaster II
 
| high1typeID=3162
 
| high2name=Light Electron Blaster II
 
| high2typeID=3162
 
| high3name=Rocket Launcher II
 
| high3typeID=10631
 
| high4name=Light Electron Blaster II
 
| high4typeID=3162
 
| high5name=Light Electron Blaster II
 
| high5typeID=3162
 
| rig1name=Small Anti-EM Screen Reinforcer II
 
| rig1typeID=31722
 
| rig2name=Small Anti-EM Screen Reinforcer II
 
| rig2typeID=31722
 
| charge1name=Void S x2400
 
| charge1typeID=12612
 
| charge2name=Null S x2400
 
| charge2typeID=12614
 
| charge3name=Federation Navy Antimatter Charge S x2400
 
| charge3typeID=22961
 
| charge4name=Caldari Navy Mjolnir Rocket x150
 
| charge4typeID=27321
 
| charge5name=Caldari Navy Nova Rocket x150
 
| charge5typeID=27327
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=11381:2048;1:10190;2:5973;1:3831;1:4027;1:5445;1:3162;4:10631;1:31722;2:12612;2400:12614;2400:22961;2400:27321;150:27327;150::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
{{ShipFitting
 
| ship=Jaguar
 
| shipTypeID=11400
 
| fitName=Jaguar AssFrig
 
| fitID=AssFrig
 
| low1name=Gyrostabilizer II
 
| low1typeID=519
 
| low2name=Gyrostabilizer II
 
| low2typeID=519
 
| low3name=Damage Control II
 
| low3typeID=2048
 
| low4name=Co-Processor II
 
| low4typeID=3888
 
| mid1name=5MN Y-T8 Compact Microwarpdrive
 
| mid1typeID=5973
 
| mid2name=Medium Shield Extender II
 
| mid2typeID=3831
 
| mid3name=Stasis Webifier II
 
| mid3typeID=527
 
| mid4name=Warp Scrambler II
 
| mid4typeID=448
 
| high1name=200mm AutoCannon II
 
| high1typeID=2889
 
| high2name=200mm AutoCannon II
 
| high2typeID=2889
 
| high3name=200mm AutoCannon II
 
| high3typeID=2889
 
| rig1name=Small Anti-Kinetic Screen Reinforcer II
 
| rig1typeID=31746
 
| rig2name=Small Anti-Explosive Screen Reinforcer II
 
| rig2typeID=31734
 
| charge1name=Barrage S x1080
 
| charge1typeID=12625
 
| charge2name=Republic Fleet EMP S x1080
 
| charge2typeID=21898
 
| charge3name=Republic Fleet Fusion S x1080
 
| charge3typeID=21906
 
| high4name=open
 
| charge4name=open
 
| charge5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=11400:519;2:2048;1:3888;1:5973;1:3831;1:527;1:448;1:2889;3:31746;1:31734;1:12625;1080:21898;1080:21906;1080::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
 
 
===Shield Support===
 
 
 
Both T2 logistics ships are viable, however the Kirin tends to be preferred for its shield resist bonus rather than the Scalpel’s sig radius bonus. It does require good skills to maintain cap stability however
 
 
 
{{ShipFitting
 
| ship=Kirin
 
| shipTypeID=37458
 
| fitName=Cheap MWD
 
| fitID=Cheap-MWD
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| low2name=Co-Processor II
 
| low2typeID=3888
 
| mid1name=Small Electrochemical Capacitor Booster I
 
| mid1typeID=5011
 
| mid2name=EM Ward Amplifier II
 
| mid2typeID=2553
 
| mid3name=Adaptive Invulnerability Field II
 
| mid3typeID=2281
 
| mid4name=5MN Y-T8 Compact Microwarpdrive
 
| mid4typeID=5973
 
| mid5name=Medium Shield Extender II
 
| mid5typeID=3831
 
| high1name=Small Remote Shield Booster II
 
| high1typeID=3588
 
| high2name=Small Remote Shield Booster II
 
| high2typeID=3588
 
| high3name=Small Remote Shield Booster II
 
| high3typeID=3588
 
| rig1name=Small Ancillary Current Router I
 
| rig1typeID=31358
 
| rig2name=Small Core Defense Field Extender I
 
| rig2typeID=31788
 
| drone1name=Warrior II x1
 
| drone1typeID=2488
 
| charge1name=Navy Cap Booster 400 x2080
 
| charge1typeID=32006
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
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Of the Command Destroyers, if you aim to use purely shield tanking boosts, then either Stork or Bifrost is fine. The Bifrost offers an additional skirmish boost bonus, which gives you the flexibility to include sig tanking or speed boosts to your fleet however, so it may be preferred, depending on your presence for command bursts
 
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Revision as of 05:10, 22 November 2017


Template:FCC Links Template:FCC Doctrine Links

Brawling Assault Frigates

4races.jpg
Interceptors are incredibly fun ships. Their immunity to bubbles, and insane warp speeds mean they are unique in their ability to cover vast areas of Null Sec rapidly and relatively safely. The Combat variants of these ships (Combat Interceptors) also pack a surprisingly good punch for their size. This makes them ideal for Null Sec raiding fleets, aiming to go deep into enemy territory to pick off lone ratting ships

Implementation

The basic tactic is to move very quickly between systems, and, once approaching a promising system where ratting activity is suspected (due to Dotlan intel or otherwise) the fleet will jump into system en-masse, and immediately “Shotgun” the system - where each pilot chooses a random combat anomaly site and warps to it. Any ship which finds a ratting ship at their destination immediately tackles it, then calls for reinforcements by putting “www” in fleet chat

As most scouts already know, with the ridiculous speed and tiny signature radius of an Interceptor, most ships will struggle to hit an un-tackled Interceptor orbing them at 20km, letting the fleet grind down their prey at their leisure

The Combat Ceptors are generally long range fitted. This reduces the overall DPS slightly, however is overall more survivable than brawling in close, where a single scram can deactivate your MWD, and leave you vulnerable

For efficiency, at least 20-30 Interceptors is encouraged, so as to quickly kill any ratting ship smaller than a Carrier, before swiftly moving on to the next system. Moving quickly is key to circumvent the Intel chats which most major Alliances maintain in their Sovereign space in order to warn their members of incoming fleets such as this

A Combat Ceptor fleet should avoid any kind of pitched fleet battle, unless there is the option to harass and pick off stragglers. Your low damage and tank means that you will get decimated by any actual fleet or small gang who is equipped to fight

It should be noted that there are slight variations on this fleet which use T3 Destroyers as their base to add more firepower, with Logi, EWAR and Combat Probers to provide more comprehensive options for hunting down ratters. These fleets are often able to punch up to kill even Carrier sized ratting ships, however they move slower (typically around 4.5AU vs the 8AU of an Interceptor) and lose the flexibility of bubble immunity. While equally fun, they are generally slightly less suited for roaming deep in enemy Sov Null

Fits and Fleet Composition

Mainline Ships

Fleet composition is generally just a combination of Combat Interceptors from the 4 races, fitted with their racial long range weapon

Support

Given no other ship (except T3Cs) share the Interceptors bubble immunity, it is quite acceptable to have a fleet of only Interceptors. However should you want to add some support, it needs to have a similar (8 AU) warp speed in order not to slow down the fleet. Luckily a Sabre (for bubbles) and a Bifrost (for boosh) can achieve this quite comfortably with the right rigs, providing some nice additional options for catching prey, if you have pilots who can fly them

Fozzie Claws/Windrunners

A more focused variant of the Combat Interceptor fleet is often seen flown by Sov Null alliances which focuses exclusively on the Claw. The doctrine has been called “Fozzie Claws” due (apparently) to CCP Fozzie who introduced the Interceptor bubble immunity which makes this doctrine possible. Most Null Sec corps have slight variations of this doctrine, however the below is a common fit:

These ships take advantage of the Claw’s volley damage with Artillery, which is quite impressive for its size (1k+ Damage per volley), combined with two Inertia Stabilizers in its lows alongside 2 Gyrostabilisers. Combined with a single rig slot devoted to agility, a Claw fit this way can achieve a sub 3s align time, which is close to insta-warp, while still being immune to bubbles, and packing fairly short range, but high volley damage which can be instantly applied to an opponent

A good Fozzie Claw fleet will rarely stay still, using their interdiction immunity, plus insta-warp align times, to land on grid, volley off a ship or two, then immediately shift into warp to reposition for another volley. They combine very well therefore with a combat prober who can provide warp-ins directly onto enemy ships

As Fozzie Claws generally do not fit any tank, they are incredibly fragile as soon as they are targeted, which makes them utterly unsuitable for a pitched battle, and they rely on being able to quickly volley an opponent within 1-2 volleys then leave before the opponent has time to react – meaning that large numbers is the hallmark of the Fozzie Claw fleet

For third partying a fight however, given the unrivalled warp speed and align times, Fozzie Claws in large numbers are fantastic skirmishers, harassing larger fleets with ease, and picking them apart over multiple jumps as they try to flee back to their own sovereign space Due to Fozzie Claw’s being used primarily for Sov Null warfare, and the large numbers required to be effective, this is not a common doctrine for EVE University , and FCs may want to stick to the standard Combat Ceptor fleet above. However it is an interesting fleet concept to note