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Dead Man's Hand: the Dramiel-Killers: Difference between revisions

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Created page with "Image:Dead Man's Hand E-UNI.jpg<br> <br>''The Purpose: ''Since joining the UNI I’ve noticed that war targets love flying Dramiels against our frigates. Drams are expensiv..."
 
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[[Image:Dead Man's Hand E-UNI.jpg]]<br>  
[[Image:Dead Man's Hand E-UNI.jpg]]<br>  


<br>''The Purpose: ''Since joining the UNI I’ve noticed that war targets love flying Dramiels against our frigates. Drams are expensive ships that take little skill to get kills in, so they’re quite popular. They’re also a pain to lose for their owners, as they are usually sporting blinged-out fits and the insurance payout is paltry for them (assuming they even bothered). This means that popping an enemy Dram is going to cost a war target anywhere from 100 million to 200 million ISK and massively swing any war in our favor. The problem with doing so is that a Dramiel (due to its massive speed and ludicrously low mass) can usually dictate where and when fights happen. The Thrasher counteracts that by simply locking and vaporizing the Dramiel before the pilot can actually utilize that speed to escape. To create a knowledge base and trained pilots who will use artillery-fit Thrashers to blow much more expensive and annoying ships out of the stars.
<br>''The Purpose: ''Since joining the UNI I’ve noticed that war targets love flying Dramiels against our frigates. Drams are expensive ships that take little skill to get kills in, so they’re quite popular. They’re also a pain to lose for their owners, as they are usually sporting blinged-out fits and the insurance payout is paltry for them (assuming they even bothered). This means that popping an enemy Dram is going to cost a war target anywhere from 100 million to 200 million ISK and massively swing any war in our favor. The problem with doing so is that a Dramiel (due to its massive speed and ludicrously low mass) can usually dictate where and when fights happen. The Thrasher counteracts that by simply locking and vaporizing the Dramiel before the pilot can actually utilize that speed to escape.<br>


<br>''Requirements: ''To fly in this squadron you must simply fit an artillery Thrasher and shoot at Dramiels. For these tactics to work you normally need at least five Thrashers together. Less can still work if the war targets are slow or muddled, but 5+ is the recommended starting size for a Dead Man’s Hand squad. More is always better for Thrashers.  
<br>''Requirements: ''To fly in this squadron you must simply fit an artillery Thrasher and shoot at Dramiels. For these tactics to work you normally need at least five Thrashers together. Less can still work if the war targets are slow or muddled, but 5+ is the recommended starting size for a Dead Man’s Hand squad. More is always better for Thrashers.