More actions
| Line 259: | Line 259: | ||
Another big change with MWDs is that you get a strong capacitor penalty simply for fitting one, and on top of that using the MWD in itself uses a lot of capacitor. What this means is that both MWD ships get a lot less capacitor to work with at the beginning of an engagement in scram range. This is a huge drawback to capacitor intensive ships that use hybrid and lasers and like to work with a small ancillary armor repairer at the same time: the [[Tormentor]] and [[Incursus]] which are very effective ships in AB engagements become a lot less potent in this meta, while shield tanked rocket and projectile ships such as the [[Talwar]] or the [[Jaguar]] get a notable advantage due to their lower capacitor needs | Another big change with MWDs is that you get a strong capacitor penalty simply for fitting one, and on top of that using the MWD in itself uses a lot of capacitor. What this means is that both MWD ships get a lot less capacitor to work with at the beginning of an engagement in scram range. This is a huge drawback to capacitor intensive ships that use hybrid and lasers and like to work with a small ancillary armor repairer at the same time: the [[Tormentor]] and [[Incursus]] which are very effective ships in AB engagements become a lot less potent in this meta, while shield tanked rocket and projectile ships such as the [[Talwar]] or the [[Jaguar]] get a notable advantage due to their lower capacitor needs | ||
== | ==Larger solo PvP== | ||
Once you have grasped solo mechanics work for small ships, it is straightforward to apply this knowledge to larger ships. | |||
There’s no "scram kiting" for ships cruiser-sized and up. Short-ranged medium and heavy guns always hit far enough to work anywhere inside scram range. Therefore in some ways the meta simplifies: there are only brawlers and kiters. | |||
Any solo fit for a ship of cruiser size or above must have one or more defences against frigates and destroyers, which can close in and "fly under" medium or heavy turrets, and which can outrun or mitigate a lot of medium or heavy missile damage. Typical PvP frigate speeds can also trouble even light drones, which tend to spend most of their time chasing the frigate rather than shooting it. | |||
Some typical anti-frigate tools include: | |||
* ''Neuts''. Medium energy neutralizers cover most of scram range, and heavy neutralizers cover much of normal point range. Both devastate the capacitors of smaller ships. | |||
* ''Webs''. Reaching out just beyond the edge of scram range, a web can cut a small ship's speed enough that bigger weapons might apply better. This works best when combined with a scram. | |||
* ''Rapid Light Missile Launchers''. RLMLs fire a ''small'' weapon, which therefore applies well to small targets. They also have respectable burst DPS for hunting targets of any size. Their main drawback is their very long reload time. | |||
* ''Entropic Disintegrators''. These have very high tracking for their size, combined with fierce DPS. | |||
===Kiting=== | ===Kiting=== | ||
| Line 275: | Line 284: | ||
A duel between two brawling Cruisers will usually be decided by pure DPS/TANK ratio. Fights might last a while so killing enemy drones and managing capacitor can be critical. Big active tanks will only be good as long as they are not overly capacitor intensive. | A duel between two brawling Cruisers will usually be decided by pure DPS/TANK ratio. Fights might last a while so killing enemy drones and managing capacitor can be critical. Big active tanks will only be good as long as they are not overly capacitor intensive. | ||
Solo brawling is viable with battlecruisers and battleships. Typical fits use an MJD as an escape mechanism, and are designed to defy entire gangs of enemies with a huge tank and annihilate everything that gets into scram range, thereby keeping the MJD available for use. It's possible to use a big buffer tank, but a very powerful active tank can also work, making this viable for ships with active tank bonuses such as the [[Cyclone]] or the [[Maelstrom]]. With cap injection, three armour repairers and the appropriate drugs, a [[Myrmidon]] can shrug off an extraordinary amount of DPS (though its own offensive power will be limited). | |||
MJD-brawling fits can be countered by overwhelming them with small warp-scrambling ships, or by scrambling them from beyond normal range with a ship such as the [[Lachesis]], or by ECM. | |||