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Griffin Navy Issue: Difference between revisions

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Hirmuolio Pine (talk | contribs)
m jpg instead of png
m Tactics: Quick revision to note the ECM changes basically ruling out ECM in solo PvP.
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PvE - Not recommended as the Griffin Navy Issue lacks damage projection and often relies on costly tank (such as burning cap charges for an ancillary shield booster).<br>
PvE - Not recommended as the Griffin Navy Issue lacks damage projection and often relies on costly tank (such as burning cap charges for an ancillary shield booster).<br>
PvP - Solo
PvP - Solo
* Unlike standard Griffins it is not recommend fitting a "rainbow" fit of jammers as this would leave only one spare mid-slot for either tackle or some shield tank.
* With the ECM changes from the October 2018 Update, using ECM no longer stops a jammed target from targeting you, which strongly limits the usefulness of ECM on this ship for solo PvP.
* Often worth carrying a set of each racial jammer on-board; determine enemy ship types through D-Scan or fleet intel and then fit relevant jammers by either docking up or using a mobile depot before engaging.
* Against larger ships, i.e. cruiser size plus, you'll need to get in under the guns and orbit to maintain a good transversal. To get close either set the range by waiting at a 'zero' point eg. the beacon of faction war plexs or spiral in on your enemy rather than flying directly at them.
* Against larger ships, i.e. cruiser size plus, you'll need to get in under the guns and orbit to maintain a good transversal. To get close either set the range by waiting at a 'zero' point eg. the beacon of faction war plexs or spiral in on your enemy rather than flying directly at them.
* Against smaller ships, i.e. frigate and destroyer size, you still need to maintain close range in order to effectively project your blaster damage and to stay within your very short ECM optimal. Avoid ships that can readily control range against you (e.g. scram/web AB kiters, MWD kiters that are already inside a plex, etc.) in favor of ships that lack range control (lone Punishers, MWD brawlers).
* Against smaller ships, i.e. frigate and destroyer size, you still need to maintain close range in order to effectively project your blaster damage. Avoid ships that can readily control range against you (e.g. scram/web AB kiters, MWD kiters that are already inside a plex, etc.) in favor of ships that lack range control (lone Punishers, MWD brawlers).
PvP - Small Gang
PvP - Small Gang
* If fighting multiple enemies consider jamming non-engaged targets rather than the one you are currently damaging; especially if they are repping your target or applying higher damage to you due to your lower transverse compared to them.  
* If fighting multiple enemies consider jamming non-engaged targets rather than the one you are currently damaging; especially if they are repping your target or applying higher damage to you due to your lower transverse compared to them.  
PvP - Fleet - Not recommended as the Griffin Navy Issue still has a fairly weak tank when primaried in fleet combat, and no ability to project jams or damage from range.  
PvP - Fleet - Not recommended as the Griffin Navy Issue still has a fairly weak tank when primaried in fleet combat, and no ability to project jams or damage from range.  


More information on tactics and matching jammers to targets is at [[ECM Guide]]
More information on tactics and matching jammers to targets is in the [[ECM Guide]].


==Notes==
==Notes==