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Scythe Fleet Issue: Difference between revisions

From EVE University Wiki
Rayanth (talk | contribs)
[BOT] Updated as part of the Fitting-cide removal of fittings from the wiki.
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==Summary==
==Summary==
The '''Scythe Fleet Issue''' is one of the fastest cruisers around, but also fairly weak as far as tank is concerned. Its split between turrets and missiles also make it hard to skill efficiently into one.  Its main advantage over T1 cruisers is its speed.  It can kite very well, and put out more DPS than a Stabber. The Scythe Fleet Issue is a very rare ship, however, due to its expense and role.
 
The '''Scythe Fleet Issue''' is, unlike its basic form, not a logistics ship. It has so-called "split bonuses", with one bonus for projectile turrets and one for missiles, and an equal number of turret and launcher highpoints, 4, in a 5-high-slot ship. This means that to extract its maximum possible DPS, a pilot must have good projectile and missile skills, or else forego one of the bonuses and use a utility high slot for something else.
 
The SFI is also fast and agile, and it has a subtle but powerful advantage in its very, very small signature radius for a damage-dealing cruiser. These characteristics lend themselves to kiting tactics, and make it in some ways quite like the [[Stabber]].


==Skills==
==Skills==
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==Tactics==
==Tactics==
Kiting is the name of the game with a Scythe Fleet Issue. Shield tank it, fit a MWD, and guns that will keep you out of scram range.  It's a pretty weak ship, so not getting pinned down while you fight is key.
Fast kiting is usually the name of the game with a Scythe Fleet Issue. Pilots can consider whether missiles or turrets serve their purposes best.
 
In some applications and fittings, it might be possible to take advantage of the tiny signature radius (for a cruiser) by fitting an afterburner or dual propulsion.


==Patch History==
==Patch History==