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{{FCC Links}} | {{FCC Links}} | ||
{{FCC Doctrine Links}} | {{FCC Doctrine Links}} | ||
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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|gallente|48}}</div>[[image:Atron.jpg|128px|link=]]</div> | | 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|gallente|48}}</div>[[image:Atron.jpg|128px|link=]]</div> | ||
| valign="middle" style="padding:4px;" | The Derpatron is a MWD, close range brawling Atron. Extremely fast and inexpensive, it makes for an excellent entry level ship both for E-Uni Newbros and junior FCs. Using cheap hulls and attrition tactics, the main tactic of the fleet is to rush in and swarm over prospective targets. Some people also argue the the goal is to do this as cheaply as possible to win the | | valign="middle" style="padding:4px;" | The '''Derpatron''' is a MWD, close range brawling [[Atron]]. Extremely fast and inexpensive, it makes for an excellent entry level ship both for E-Uni Newbros and junior FCs. Using cheap hulls and attrition tactics, the main tactic of the fleet is to rush in and swarm over prospective targets. Some people also argue the the goal is to do this as cheaply as possible to win the ISK efficiency war, as you will certainly lose fleet members. Having both a low SP and ISK entry barrier, a Derpatron fleet can be quickly assembled for a variety of reasons, such as QRFs or impromptu roams, and can easily be reshipped into when the inevitable loses do start to occur. | ||
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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 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 | 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== | ||
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}}There are a number of upgrades that each fleet member can make to their ship to both improve their effectiveness and to lower the cost. | }}There are a number of upgrades that each fleet member can make to their ship to both improve their effectiveness and to lower the cost. | ||
The first and most important is to swap the IFFA Compact Damage Control for a Damage Control II. The T2 DC will further increase your base resists, therefore giving you more ehp (sadly not that much) but more importantly lower the cost of the fitting by approximately 1 million | The first and most important is to swap the IFFA Compact Damage Control for a Damage Control II. The T2 DC will further increase your base resists, therefore giving you more ehp (sadly not that much) but more importantly lower the cost of the fitting by approximately 1 million ISK (or roughly 25% of the total cost!). It's a win win all around. | ||
Secondly, when pilots have the appropriate fitting skills, they should add a Small Gremlin Compact Energy Neutralizer into the empty utility highslot. While individually the module won't make a vast difference, when we scale up the effects to a fleet of 30+ Derpatrons then the fleet now also has the ability to quickly drain the capacitor of the enemy, which has the additional benefit of potentially crippling their ability to tackle, actively tank or even fire their guns in some cases. | Secondly, when pilots have the appropriate fitting skills, they should add a Small Gremlin Compact Energy Neutralizer into the empty utility highslot. While individually the module won't make a vast difference, when we scale up the effects to a fleet of 30+ Derpatrons then the fleet now also has the ability to quickly drain the capacitor of the enemy, which has the additional benefit of potentially crippling their ability to tackle, actively tank or even fire their guns in some cases. | ||
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Additional T2 upgrades are up to the individual pilot. Light Ion Blaster II offer some additional DPS and open up the option of T2 ammo. The Overdrive Injector System II increases the speed of the fit by roughly 30m/s for an additional 500k | Additional T2 upgrades are up to the individual pilot. Light Ion Blaster II offer some additional DPS and open up the option of T2 ammo. The Overdrive Injector System II increases the speed of the fit by roughly 30m/s for an additional 500k ISK to the value of your ship (roughly 10%) and the Reinforced Bulkheads II offers an additional 150 ehp for 200k to the total cost, however they cannot be fit with T2 guns unless you remove the energy neutraliser. Personally I'd upgrade the guns to T2 as the additional DPS will scale up if others in the fleet also fly T2 guns, while the upgrades to the lowslots only have marginal improvements to the individual hulls for a 15% increase in cost. | ||
Scouts can also fly either the standard Derpatron fit or, with a slight adjustment to midslots, something very similar to a standard fleet scout. The other obvious alternative is that scouts just fly an actual, properly fit fleet scouting ship if they bring one or you have the time to persuade someone to reship into one. | Scouts can also fly either the standard Derpatron fit or, with a slight adjustment to midslots, something very similar to a standard fleet scout. The other obvious alternative is that scouts just fly an actual, properly fit fleet scouting ship if they bring one or you have the time to persuade someone to reship into one. | ||