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

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{{FCC Links}}
 
{{FCC Links}}
 
{{FCC Doctrine Links}}
 
{{FCC Doctrine Links}}
==Combat 'Ceptors==
+
==Artillery Ruptures==
 
{| style="padding:0px;"
 
{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;"></div>
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| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmatar|48}}</div>[[File:Rupture.jpg|128px|]]</div>
[[File:4races.jpg|128px|]]</div>
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| valign="middle" style="padding:4px;" | At first glance, the Artillery Rupture is unimpressive when compared against its T1 Cruiser equivalents. Its tank is extremely light even with good skills, at around 25k EHP, and while it is fast, its sustained DPS initially seems very low at around 250-300 DPS vs the 400+ DPS most other doctrines can achieve
| 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
+
 
 +
The key to the Rupture though is its volley damage or “Alpha Strike”. Like the Artillery Thrashers, The Rupture specializes in delivering huge (up to 2.5k) damage in a single blow, immediately deleting an opponent from the field. The step up to Medium weapons for the Rupture vs the Thrasher, means that it is able to project that alpha strike out to much higher ranges, up to 60KM with Barrage ammunition
 
|}
 
|}
 
 
==Implementation==
 
==Implementation==
 +
With a decent speed, low tank, and high volley damage at long range, the Arty Rupture is a natural skirmish cruiser, in a similar manner to the BLAP Caracal. While it is more than capable of using shorter range ammunition to gank outnumbered targets up close, in fleet vs fleet combat it is best used to warp in at range, alpha a few targets off the field, then disengage before the main bulk of a fleet can get on top of you
  
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
+
Just like any skirmish cruiser, when engaging another fleet, always try to fight aligned to something, so that you can disengage once they start to close range on you. Up close, your low sustained damage, and low tank generally puts you at a disadvantage against similar sized fleets, unless you have managed to pick enough ships off from range to give you a numerical advantage by the time they catch you
  
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
+
Your ability to alpha targets off the field often lets you directly target DPS ships in a fleet, killing them with alpha volleys before their Logistics wing have time to land repairs
  
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
+
Your maximum alpha strike with close range ammunition is around 2.5k at 20km, or 1.5k at 60km with T2 Tremor. T1 fits have a slightly shorter max range at 50km with XXX, but even a low skilled Minmatar Alpha pilot should be capable of achieving a 1.5k close range volley, making it fairly easy for a fleet of 20 pilots to reach a combined volley enough to delete almost any T1 Cruiser in a single volley. Even if you don’t have the alpha to take out cruisers, it’s an equally satisfying tactic to simply alpha off small tackle and support ships, then escape before the main DPS can catch you
  
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
+
Coordinating that Alpha strike is fairly key. If your volleys are staggered and land a few seconds apart, then the Logistics ships have a greater chance to catch repairs on someone. Ideally, all your damage should land in a single server tick, to instantly delete an opponent. The best way to achieve this is rather than have all ships free-fire on the primary target, an FC can count down 3-2-1-FIRE for each new target
  
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. Your ideal targets are a lone ratting cruisers such as a [[Vexor Navy Issue]] or [[Gila]]. With enough numbers you might think about a ratting [[Rattlesnake]], however this is generally a tough opponent for any fleet less than 50
+
Note that, like all T1 Cruisers, your capacitor life is awful when using your MWD. Unlike the Moa, the Rupture doesn’t really have the spare tank to fit a capacitor booster instead of a shield module in the mids, so capacitor life needs to be managed carefully, and FC should call out for use of the MWD selectively – “prop mods on two cycles” etc for whatever period is needed to maintain the appropriate range. Perma-running the MWD is not an option on this ship, although at least with Artillery, you can still shoot things while you float motionless and tank-less in space waiting for your capacitor to recharge
  
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
+
Like BLAP Caracals, Arty Ruptures can be effective in both Low-Sec and Null-Sec. The lack of bubbles in Low Sec, combined with a lack of tackle on the ship itself might discourage FCs from using these in FW space, but in reality, your alpha strike means you can kill most ships instantly without even needing to tackle them. Anything which takes more than 1-2 volleys to kill probably isn’t the best target for you anyway. In Low you want to avoid people using Plex mechanics to fight you in brawling range, but you can be a very effective gate camper, and gate fighter. Those same characteristics make Ruptures an effective option in Null as well, where bubbles can offer even more tactical options
  
==Fits and Fleet Composition==
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The key to an effective Rupture fleet, as with any Alpha Strike doctrine, is simply numbers. Your effectiveness lies in your combined alpha strike. Get that as high as you can, and use it to delete everything
  
Credit for most of these fits goes to Dizzop of Spectre Fleet who is an enthusiastic FC of this doctrine, and has refined these fits over the years
+
==Fleet Composition==
 
+
====Primary DD Fit====
===Mainline Ships===
+
There is some debate as to the best balance of Gyrostabilizers and Tracking Enhancers for the low slots. While many groups will go for 3:1 in favor of Gyrostabilizers for maximum damage, for the Uni, 2:2 is probably the best bet, to help lower skilled characters reach the range which makes the doctrine work. Extra damage isn’t much use if you can’t apply it because the fleet is fighting outside of your range. Tracking Enhancers also have lower fitting requirements than Gyros, which helps players with lower fitting skills
 
 
Fleet composition is generally just a combination of Combat Interceptors from the 4 races, fitted with their racial long range weapon.  
 
 
{{ShipFitting
 
{{ShipFitting
 
| ship=Rupture
 
| ship=Rupture
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}}
 
}}
  
==Fozzie Claws/Windrunners==
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====Logi====
 
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Given you aim to skirmish, and warp out before you take too much sustained damage, Logistics are marginally less important here than for doctrines such as Rail Moas, where you aim to fight a sustained battle. Bringing Logi is still advisable, however achieving a critical mass of Logistics is less of a priority. Any MWD Logi can work, so BLAP Ospreys, or Scythes work well, although Ospreys rely on their Cap chain, so you need at least 3 Ospreys to be effective
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=Claw
 
| shipTypeID=11196
 
| fitName=FozzieClaw
 
| fitID=FozzieClaw
 
| low1name=Gyrostabilizer II
 
| low1typeID=519
 
| low2name=Gyrostabilizer II
 
| low2typeID=519
 
| low3name=Inertial Stabilizers II
 
| low3typeID=1405
 
| low4name=Inertial Stabilizers II
 
| low4typeID=1405
 
| mid1name=5MN Y-T8 Compact Microwarpdrive
 
| mid1typeID=5973
 
| mid2name=Initiated Compact Warp Disruptor
 
| mid2typeID=5405
 
| high1name=280mm Howitzer Artillery II
 
| high1typeID=2977
 
| high2name=280mm Howitzer Artillery II
 
| high2typeID=2977
 
| high3name=280mm Howitzer Artillery II
 
| high3typeID=2977
 
| rig1name=Small Low Friction Nozzle Joints II
 
| rig1typeID=31171
 
| rig2name=Small Projectile Collision Accelerator II
 
| rig2typeID=31686
 
| charge1name=Republic Fleet EMP S x180
 
| charge1typeID=21898
 
| charge2name=Republic Fleet Fusion S x180
 
| charge2typeID=21906
 
| charge3name=Republic Fleet Phased Plasma S x180
 
| charge3typeID=21924
 
| charge4name=Republic Fleet Depleted Uranium S x180
 
| charge4typeID=28336
 
| charge5name=Nanite Repair Paste x100
 
| charge5typeID=28668
 
| high4name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=11196:519;2:1405;2:5973;1:5405;1:2977;3:31171;1:31686;1:21898;180:21906;180:21924;180:28336;180:28668;100::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
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
+
====Support Ships====
 +
Your primary scouts and tackle remain Interceptors as always. In Null Sec you will also, of course want an Interdictor or two for bubbles.
 +
As with most Cruiser doctrines, Command Destroyers make very effective support ships.  The MJFG helps with fleet repositioning, and the command bursts add a few benefits. Shield tank boosts are universally useful, but the most useful command burst for the Rupture is information, which lets you boost lock range – very useful for a long range doctrine where your maximum range with good skills actually slightly exceeds your lock range. Command Burst assistance can therefore be very useful for fighting at extreme ranges. Given the use of Information Bursts, the Stork is your best option
  
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
+
Finally, given Artillery has terrible tracking, support ships which help you maximize your alpha strike are essential. The Bellicose is a great ship for this, offering a good shield tank, excellent damage maximization at long range with Target Painters, as well as offering some nice additional DPS via its light missiles
  
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
+
Long webs such as the Hyena are always useful for pinning down smaller ships for alpha strikes as well, although it should be noted that very often you will be fighting outside of the Hyena’s 30km web range, and so, depending on preference, a Hyena pilot may be more usefully deployed elsewhere in the fleet
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
 

Revision as of 06:31, 23 November 2017

Template:FCC Links Template:FCC Doctrine Links

Artillery Ruptures

Logo faction minmatar republic.png
Rupture.jpg
At first glance, the Artillery Rupture is unimpressive when compared against its T1 Cruiser equivalents. Its tank is extremely light even with good skills, at around 25k EHP, and while it is fast, its sustained DPS initially seems very low at around 250-300 DPS vs the 400+ DPS most other doctrines can achieve

The key to the Rupture though is its volley damage or “Alpha Strike”. Like the Artillery Thrashers, The Rupture specializes in delivering huge (up to 2.5k) damage in a single blow, immediately deleting an opponent from the field. The step up to Medium weapons for the Rupture vs the Thrasher, means that it is able to project that alpha strike out to much higher ranges, up to 60KM with Barrage ammunition

Implementation

With a decent speed, low tank, and high volley damage at long range, the Arty Rupture is a natural skirmish cruiser, in a similar manner to the BLAP Caracal. While it is more than capable of using shorter range ammunition to gank outnumbered targets up close, in fleet vs fleet combat it is best used to warp in at range, alpha a few targets off the field, then disengage before the main bulk of a fleet can get on top of you

Just like any skirmish cruiser, when engaging another fleet, always try to fight aligned to something, so that you can disengage once they start to close range on you. Up close, your low sustained damage, and low tank generally puts you at a disadvantage against similar sized fleets, unless you have managed to pick enough ships off from range to give you a numerical advantage by the time they catch you

Your ability to alpha targets off the field often lets you directly target DPS ships in a fleet, killing them with alpha volleys before their Logistics wing have time to land repairs

Your maximum alpha strike with close range ammunition is around 2.5k at 20km, or 1.5k at 60km with T2 Tremor. T1 fits have a slightly shorter max range at 50km with XXX, but even a low skilled Minmatar Alpha pilot should be capable of achieving a 1.5k close range volley, making it fairly easy for a fleet of 20 pilots to reach a combined volley enough to delete almost any T1 Cruiser in a single volley. Even if you don’t have the alpha to take out cruisers, it’s an equally satisfying tactic to simply alpha off small tackle and support ships, then escape before the main DPS can catch you

Coordinating that Alpha strike is fairly key. If your volleys are staggered and land a few seconds apart, then the Logistics ships have a greater chance to catch repairs on someone. Ideally, all your damage should land in a single server tick, to instantly delete an opponent. The best way to achieve this is rather than have all ships free-fire on the primary target, an FC can count down 3-2-1-FIRE for each new target

Note that, like all T1 Cruisers, your capacitor life is awful when using your MWD. Unlike the Moa, the Rupture doesn’t really have the spare tank to fit a capacitor booster instead of a shield module in the mids, so capacitor life needs to be managed carefully, and FC should call out for use of the MWD selectively – “prop mods on two cycles” etc for whatever period is needed to maintain the appropriate range. Perma-running the MWD is not an option on this ship, although at least with Artillery, you can still shoot things while you float motionless and tank-less in space waiting for your capacitor to recharge

Like BLAP Caracals, Arty Ruptures can be effective in both Low-Sec and Null-Sec. The lack of bubbles in Low Sec, combined with a lack of tackle on the ship itself might discourage FCs from using these in FW space, but in reality, your alpha strike means you can kill most ships instantly without even needing to tackle them. Anything which takes more than 1-2 volleys to kill probably isn’t the best target for you anyway. In Low you want to avoid people using Plex mechanics to fight you in brawling range, but you can be a very effective gate camper, and gate fighter. Those same characteristics make Ruptures an effective option in Null as well, where bubbles can offer even more tactical options

The key to an effective Rupture fleet, as with any Alpha Strike doctrine, is simply numbers. Your effectiveness lies in your combined alpha strike. Get that as high as you can, and use it to delete everything

Fleet Composition

Primary DD Fit

There is some debate as to the best balance of Gyrostabilizers and Tracking Enhancers for the low slots. While many groups will go for 3:1 in favor of Gyrostabilizers for maximum damage, for the Uni, 2:2 is probably the best bet, to help lower skilled characters reach the range which makes the doctrine work. Extra damage isn’t much use if you can’t apply it because the fleet is fighting outside of your range. Tracking Enhancers also have lower fitting requirements than Gyros, which helps players with lower fitting skills

T1 Shield Arty Rupture
Rupture: T1 Shield Arty Rupture
EFT
[Rupture, T1 Shield Arty Rupture]
720mm 'Scout' Artillery I
720mm 'Scout' Artillery I
720mm 'Scout' Artillery I
720mm 'Scout' Artillery I

50MN Cold-Gas Enduring Microwarpdrive
Limited Adaptive Invulnerability Field I
Large F-S9 Regolith Compact Shield Extender
Limited Adaptive Invulnerability Field I

IFFA Compact Damage Control
Counterbalanced Compact Gyrostabilizer
Counterbalanced Compact Gyrostabilizer
Fourier Compact Tracking Enhancer
Fourier Compact Tracking Enhancer

Medium Core Defense Field Extender I
Medium Ancillary Current Router I
Medium Core Defense Field Extender I


Acolyte I x5

Republic Fleet EMP M x400
Republic Fleet Fusion M x400
Republic Fleet Phased Plasma M x400
Republic Fleet Proton M x400
Republic Fleet Depleted Uranium M x400

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


T2 Shield Arty Rupture
Rupture: T2 Shield Arty Rupture
EFT
[Rupture, T2 Shield Arty Rupture]
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II

50MN Cold-Gas Enduring Microwarpdrive
Adaptive Invulnerability Field II
Large Shield Extender II
Adaptive Invulnerability Field II

Damage Control II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II

Medium Core Defense Field Extender I
Medium Ancillary Current Router I
Medium Core Defense Field Extender I


Acolyte II x5

Republic Fleet EMP M x400
Republic Fleet Fusion M x400
Republic Fleet Phased Plasma M x400
Republic Fleet Proton M x400
Republic Fleet Depleted Uranium M x400

Fitting template high slot label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Painter Vigil
Vigil: Painter Vigil
EFT
[Vigil, Painter Vigil]

Parallel Enduring Target Painter
Parallel Enduring Target Painter
5MN Cold-Gas Enduring Microwarpdrive
Medium Shield Extender I
Sensor Booster I

Micro Auxiliary Power Core I
Damage Control I

Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Small Ionic Field Projector I


Warrior I x1

Targeting Range Script x1

Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Logi

Given you aim to skirmish, and warp out before you take too much sustained damage, Logistics are marginally less important here than for doctrines such as Rail Moas, where you aim to fight a sustained battle. Bringing Logi is still advisable, however achieving a critical mass of Logistics is less of a priority. Any MWD Logi can work, so BLAP Ospreys, or Scythes work well, although Ospreys rely on their Cap chain, so you need at least 3 Ospreys to be effective

Support Ships

Your primary scouts and tackle remain Interceptors as always. In Null Sec you will also, of course want an Interdictor or two for bubbles. As with most Cruiser doctrines, Command Destroyers make very effective support ships. The MJFG helps with fleet repositioning, and the command bursts add a few benefits. Shield tank boosts are universally useful, but the most useful command burst for the Rupture is information, which lets you boost lock range – very useful for a long range doctrine where your maximum range with good skills actually slightly exceeds your lock range. Command Burst assistance can therefore be very useful for fighting at extreme ranges. Given the use of Information Bursts, the Stork is your best option

Finally, given Artillery has terrible tracking, support ships which help you maximize your alpha strike are essential. The Bellicose is a great ship for this, offering a good shield tank, excellent damage maximization at long range with Target Painters, as well as offering some nice additional DPS via its light missiles

Long webs such as the Hyena are always useful for pinning down smaller ships for alpha strikes as well, although it should be noted that very often you will be fighting outside of the Hyena’s 30km web range, and so, depending on preference, a Hyena pilot may be more usefully deployed elsewhere in the fleet