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

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{{FCC Links}}
 
{{FCC Links}}
 
{{FCC Doctrine Links}}
 
{{FCC Doctrine Links}}
==Artillery Ruptures==
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==FCC Feroxes==
 
{| 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;">{{icon|minmatar|48}}</div>[[File:Rupture.jpg|128px|]]</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|caldari|48}}</div>[[File:Ferox.jpg|128px|]]</div>
| 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
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| valign="middle" style="padding:4px;" | The Rail Ferox is one of the most popular T1 fleet doctrines around currently, and a staple of Null Sec roaming fleets. A solid tank, good mobility, and decent damage make the Ferox a powerful all round fighter, but its real strength is its double range bonus, which lets it reach ranges of well over 100km with T2 ammunition. A Ferox fleet is largely unrivalled in its ability to snipe at 100km+, yet is also durable enough to survive being caught at shorter ranges, giving them a wide engagement envelope, and diverse tactical options
 
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The Uni’s own FCC Feroxes were designed and chosen as a FCC Doctrine by the FCC candidates of 2017
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
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Feroxes shine best at range. That huge double range bonus lets them out-snipe the vast majority of comparable doctrines. Out of commonly used alternatives only the Cerberus, or sniper fit Battleships can realistically match the Ferox’s damage at range. In almost all circumstances therefore, your aim as FC is to start an engagement at range, and burn away from your opponent to allow you to snipe from range. Your speed is good for a Battlecruiser (around 1.2km/s unheated), and you can maintain range on most opponents for some time when starting at range like this
 +
 
 +
If caught in a close range scenario against an equal fleet (say, having jumped through a gate into a camping fleet), you would also anchor up on your anchor, and try to pull range. The Ferox has a good shield tank of around 70-80k EHP, however its DPS output cannot match similar doctrines such as Rail Brutix’s, so its best strategy remains to progressively pull range to take advantage of the Ferox’s natural strengths, while also maximizing your damage application as you do so, given the Ferox has no tracking bonus
  
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
+
It should be noted that the Ferox’s range bonuses are not only felt at the edge of the 100km range, but also at mid-ranges, where the Ferox can still employ high damage “short-range” ammunition up to impressive mid-ranges. Antimatter ammunition for instance is the highest damage T1 ammunition, and can be employed out to 30km with the Ferox, a range where most other doctrines would have been forced to switch to lower damage ammunition such as Tungsten
  
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
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Due to the Ferox’s range strengths, T2 guns for Spike ammunition is extremely valuable, and all fleet members should strive for this. With T1 guns, Thorium ammunition can also reach 90km+ ranges with decent DPS however
  
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
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Naturally, given the range of the Ferox, Null Sec is its natural home, combined with bubbles to keep an enemy fleet locked down while you apply from range
  
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
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As with all T1 Battlecruiser doctrines, the combination of great hull bonuses, numerous turret slots, solid tanks, and medium sized weapons, mean that they can fight equally well against Cruisers or Battleships. You may have trouble applying damage to Destroyer or Frigate fleets, however unless you are heavily outnumbered, or lack Logistics support, its likely they won’t be able to apply enough damage to break your tank before you pick them off. This flexible engagement envelope across ship sizes is one of the biggest appeals of T1 Battlecruisers, and the Ferox here is no exception
  
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
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==Fleet Composition==
 +
====Primary DD Fit====
 +
Some groups elect to drop the capacitor booster, and rely on good capacitor skills and good module management to carry a heavier shield tank instead. Given the Uni’s skillbase and the Ferox’s complete uselessness once its capacitor is dry, the FCC Ferox uses the cap booster varian
  
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
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Command Bursts are invaluable for this doctrine, and the Ferox with its utility high slot can be fitted to include a T2 Command Burst. Use these selectively, as they do not stack, and you may prefer to include a dedicated Command Destroyer or Command Ship for this role due to their hull bonuses, however in small numbers, it can be more important to maximize Ferox numbers by having the Command Bursts carried on the Feroxes themselves
  
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
+
The priority for command bursts is Information Bursts to boost lock range, given your sniper tactics, however Shield tanking bursts, and Skirmish boosts for speed are all useful additions
  
==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
 
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====Logi====
 
====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
+
Any MWD Cruiser Logi will have no issues keeping pace with the Feroxes, so the preference here is for BLAP Ospreys, both due to alignment with existing Uni BLAP doctrines, and also due to its slightly better tank compared to the Scythe
 
<wikifit fittingid="138953" /><wikifit fittingid="128703" />
 
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====Support 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.  
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Support ships are fairly standard – Interceptors for scouts, Interdictors for bubbles. A Huginn or two for long webs can be very useful for taking down smaller scouts or tackle trying to get under your guns
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
+
 
{{ShipFitting
+
Should you wish to add a dedicated Command Burst ship rather than using the Feroxes themselves, a Command Ship is the optimum choice, with the Vulture the natural fit given its rail gun bonuses. However a Command Ship is an expensive and SP intensive option in a Uni fleet, and you may wish to dedicate the role to a Command Destroyer. In this case, given the importance of Information Command bursts for lock range, the Stork is the optimal choice
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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
 
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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
 

Revision as of 09:25, 27 November 2017

Template:FCC Links Template:FCC Doctrine Links

FCC Feroxes

Logo faction caldari state.png
Ferox.jpg
The Rail Ferox is one of the most popular T1 fleet doctrines around currently, and a staple of Null Sec roaming fleets. A solid tank, good mobility, and decent damage make the Ferox a powerful all round fighter, but its real strength is its double range bonus, which lets it reach ranges of well over 100km with T2 ammunition. A Ferox fleet is largely unrivalled in its ability to snipe at 100km+, yet is also durable enough to survive being caught at shorter ranges, giving them a wide engagement envelope, and diverse tactical options

The Uni’s own FCC Feroxes were designed and chosen as a FCC Doctrine by the FCC candidates of 2017

Implementation

Feroxes shine best at range. That huge double range bonus lets them out-snipe the vast majority of comparable doctrines. Out of commonly used alternatives only the Cerberus, or sniper fit Battleships can realistically match the Ferox’s damage at range. In almost all circumstances therefore, your aim as FC is to start an engagement at range, and burn away from your opponent to allow you to snipe from range. Your speed is good for a Battlecruiser (around 1.2km/s unheated), and you can maintain range on most opponents for some time when starting at range like this

If caught in a close range scenario against an equal fleet (say, having jumped through a gate into a camping fleet), you would also anchor up on your anchor, and try to pull range. The Ferox has a good shield tank of around 70-80k EHP, however its DPS output cannot match similar doctrines such as Rail Brutix’s, so its best strategy remains to progressively pull range to take advantage of the Ferox’s natural strengths, while also maximizing your damage application as you do so, given the Ferox has no tracking bonus

It should be noted that the Ferox’s range bonuses are not only felt at the edge of the 100km range, but also at mid-ranges, where the Ferox can still employ high damage “short-range” ammunition up to impressive mid-ranges. Antimatter ammunition for instance is the highest damage T1 ammunition, and can be employed out to 30km with the Ferox, a range where most other doctrines would have been forced to switch to lower damage ammunition such as Tungsten

Due to the Ferox’s range strengths, T2 guns for Spike ammunition is extremely valuable, and all fleet members should strive for this. With T1 guns, Thorium ammunition can also reach 90km+ ranges with decent DPS however

Naturally, given the range of the Ferox, Null Sec is its natural home, combined with bubbles to keep an enemy fleet locked down while you apply from range

As with all T1 Battlecruiser doctrines, the combination of great hull bonuses, numerous turret slots, solid tanks, and medium sized weapons, mean that they can fight equally well against Cruisers or Battleships. You may have trouble applying damage to Destroyer or Frigate fleets, however unless you are heavily outnumbered, or lack Logistics support, its likely they won’t be able to apply enough damage to break your tank before you pick them off. This flexible engagement envelope across ship sizes is one of the biggest appeals of T1 Battlecruisers, and the Ferox here is no exception

Fleet Composition

Primary DD Fit

Some groups elect to drop the capacitor booster, and rely on good capacitor skills and good module management to carry a heavier shield tank instead. Given the Uni’s skillbase and the Ferox’s complete uselessness once its capacitor is dry, the FCC Ferox uses the cap booster varian

Command Bursts are invaluable for this doctrine, and the Ferox with its utility high slot can be fitted to include a T2 Command Burst. Use these selectively, as they do not stack, and you may prefer to include a dedicated Command Destroyer or Command Ship for this role due to their hull bonuses, however in small numbers, it can be more important to maximize Ferox numbers by having the Command Bursts carried on the Feroxes themselves

The priority for command bursts is Information Bursts to boost lock range, given your sniper tactics, however Shield tanking bursts, and Skirmish boosts for speed are all useful additions

Logi

Any MWD Cruiser Logi will have no issues keeping pace with the Feroxes, so the preference here is for BLAP Ospreys, both due to alignment with existing Uni BLAP doctrines, and also due to its slightly better tank compared to the Scythe

E-UNI BLAP Osprey T2
Osprey: E-UNI BLAP Osprey T2
EFT
[Osprey, E-UNI BLAP Osprey T2]
Medium S95a Scoped Remote Shield Booster
Medium 'Regard' Remote Capacitor Transmitter
Medium S95a Scoped Remote Shield Booster
Medium 'Regard' Remote Capacitor Transmitter
Medium S95a Scoped Remote Shield Booster

Large Shield Extender II
50MN Y-T8 Compact Microwarpdrive
Sensor Booster II
Adaptive Invulnerability Field II
Adaptive Invulnerability Field II

Signal Amplifier II
Signal Amplifier II
Damage Control II

Medium Anti-EM Screen Reinforcer I
Medium Anti-EM Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I


Light Shield Maintenance Bot I x3
Warrior II x1

Targeting Range Script x1
Scan Resolution Script x1
Nanite Repair Paste x40
ECCM Script x1

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FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
E-UNI BLAP Osprey
Osprey: E-UNI BLAP Osprey
EFT
[Osprey, E-UNI BLAP Osprey]
Medium Murky Compact Remote Shield Booster
Medium Murky Compact Remote Shield Booster
Medium 'Regard' Remote Capacitor Transmitter
Medium 'Regard' Remote Capacitor Transmitter
Medium Murky Compact Remote Shield Booster

Limited Adaptive Invulnerability Field I
Alumel-Wired Enduring Sensor Booster
50MN Y-T8 Compact Microwarpdrive
Limited Adaptive Invulnerability Field I
Large Azeotropic Restrained Shield Extender

Damage Control I
F-89 Compact Signal Amplifier
F-89 Compact Signal Amplifier

Medium Anti-EM Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I
Medium Anti-EM Screen Reinforcer I


Warrior I x1
Light Shield Maintenance Bot I x3

Targeting Range Script x1
Scan Resolution Script x1
ECCM Script x1
Nanite Repair Paste x40

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Fitting template low slots label.png
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FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • If only training the base BLAP Logistics plan, Drones may not be usable.
  • If both BLAP plans have been trained, Repair Drone Operation should be a minimal training investment.


Support Ships

Support ships are fairly standard – Interceptors for scouts, Interdictors for bubbles. A Huginn or two for long webs can be very useful for taking down smaller scouts or tackle trying to get under your guns

Should you wish to add a dedicated Command Burst ship rather than using the Feroxes themselves, a Command Ship is the optimum choice, with the Vulture the natural fit given its rail gun bonuses. However a Command Ship is an expensive and SP intensive option in a Uni fleet, and you may wish to dedicate the role to a Command Destroyer. In this case, given the importance of Information Command bursts for lock range, the Stork is the optimal choice