Difference between revisions of "Rupture"
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|reqskills=*Minmatar Cruiser I<small>41m</small> | |reqskills=*Minmatar Cruiser I<small>41m</small> | ||
− | **Spaceship Command III<small> | + | **Spaceship Command II<small>1h 34m</small> |
− | **Minmatar Frigate | + | **Minmatar Destroyer III<small>8h 52m</small> |
− | |totaltraintime= | + | ***Minmatar Frigate III<small>8h 52m</small> |
+ | ****Spaceship Command I<small>0m</small> | ||
+ | |totaltraintime=19h 59m | ||
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Revision as of 11:17, 11 June 2013
Fittings: Slot layout and stat change.
RELATED UNI-WIKI REFERENCES
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The Rupture is slow for a Minmatar ship, but it more than makes up for it in power. The Rupture has superior firepower and is used by the Minmatar Republic both to defend space stations and other stationary objects and as part of massive attack formations. SHIP BONUSES
Traits:
Ship Attributes
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Summary
The heavy duty combat cruiser of the Minmatar Republic, this ship looks like a chunk of brick. The Rupture is the favored mission cruiser for the Minmatar. It can mount a good active armour tank or regenerating passive shield tank (as below) and use artillery and drones to destroy mission rats from range. The Rupture is also a strong PvP ship. A number of fittings work well; in E-Uni fleets the most common approach is to fit an armour buffer tank (as below) and provide extra DPS and some sticky secondary tackle. Strong fitting skills and access to T2 autocannon (for kiting with Barrage ammo) open up some fast-moving shield-tanked PvP fits, which, oddly, work rather better in that role than the Stabber.
Skills
- Minmatar Cruiser to at least IV to properly take advantage of the Rupture's DPS buff that comes with every extra level in the skill.
- Gunnery V, Medium Projectile Turret V and Medium Autocannon Specialization/Medium Artillery Specialization trained to at least I to fit T2 guns, which do more damage and are substantially cheaper than the meta 4 variants, along with the ability to use T2 ammo types.
- Rapid Firing, Surgical Strike, skills which increase DPS and are thus vital to all turret-based damage dealing ships, should all be trained to at least IV.
- Along with the obvious Engineering and Electronics fitting skills required for fitting most ships, Weapon Upgrades and Advanced Weapon Upgrades should be trained to V and at least II respectively to help alleviate fitting problems associated with the ship's powergrid.
- Sharpshooter is important for artillery fitted Ruptures, though due to autocannons' small optimals it isn't as important for autocannon fits.
- Drones V, Combat Drone Operation V, Drone Interfacing IV and Gallente Drone Operation I/Minmatar Drone Operation I are all are important for getting as much DPS out of the 25m3 dronebay as possible.
- The appropriate skills required for fitting a Full T2 Armour or Shield Tank.
Fitting
PvE
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
650mm Medium 'Scout' Artillery I
XR-3200 Heavy Missile Bay
10MN Afterburner II
Adaptive Invulnerability Field II
Explosive Deflection Field II
Large Shield Extender II
Shield Power Relay II
Shield Power Relay II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Medium Core Defense Field Purger I
Hobgoblin I x6
EMP M x1
Mjolnir Heavy Missile x1
- Minmatar Frigate IV
- Minmatar Cruiser III
- Gunnery III
- Medium Projectile Turret I
- Missile Launcher Operation I
- Energy Systems Operation III
- Energy Management III
- Electronics Upgrades I
- Long Range Targeting II
- Targeting IV
- Signature Analysis III
- Afterburner IV
- Engineering V
- Tactical Shield Manipulation IV
- Shield Upgrades IV
- Energy Grid Upgrades IV
- Weapon Upgrades IV
- Evasive Maneuvering II
- Warp Drive Operation II
- Hull Upgrades III
- Shield Management III
- Rapid Firing II
- Sharpshooter I
- Motion Prediction III
- Medium Projectile Turret III
- Gunnery IV
- Trajectory Analysis II
- Mechanic III
- Jury Rigging III
- Shield Rigging I
- Drones I
- Scout Drone Operation I
- Use lower meta level items if cost is an issue.
- You may use Meta 4 items instead of Tech 2 items to fit into the ship early.
- Swap hardeners depending on mission npc faction.
PvP
220mm Vulcan AutoCannon I
220mm Vulcan AutoCannon I
220mm Vulcan AutoCannon I
220mm Vulcan AutoCannon I
Rapid Light Missile Launcher I
10MN Microwarpdrive I
Warp Scrambler I
Stasis Webifier I
Damage Control I
800mm Reinforced Steel Plates I
Gyrostabilizer I
Gyrostabilizer I
Tracking Enhancer I
Warrior I x6
EMP M x1
Mjolnir Light Missile x1
- Electronics IV
- Minmatar Frigate IV
- Minmatar Cruiser III
- Gunnery III
- Medium Projectile Turret I
- Missile Launcher Operation I
- Afterburner III
- High Speed Maneuvering I
- Propulsion Jamming I
- Hull Upgrades III
- Weapon Upgrades I
- Drones I
- Scout Drone Operation I
- This fits with Engineering 3 and Electronics 3. All Tech 1 Meta 0 so the modules can be picked from uni hangars during war.
- 330 dps and 13k EHP with all level 5 skills, though for newbies its likely to be a bit less.
- 245 dps with recommended skills below. 12 k EHP.
- This fitting is listed here.
Prototype 'Arbalest' Rapid Light Missile Launcher
Prototype 'Arbalest' Rapid Light Missile Launcher
720mm 'Scout' Artillery I
720mm 'Scout' Artillery I
720mm 'Scout' Artillery I
Warp Disruptor II
Large Shield Extender II
Medium Ancillary Shield Booster
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
Medium Ancillary Current Router I
Hornet EC-300 x6
Cap Booster 50 x1
Mjolnir Light Missile x1
EMP M x1
- Engineering V
- Electronics IV
- Weapon Upgrades IV
- Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff.
- Meta4 guns and launchers can be (very) expensive. Drop down as you desire in meta gear.
- You have about 18k EHP. If you have AWU trained to 5, and use standard light missile launchers then the last rig can be exchanged for another shield extender. This will boost you into 20k+ EHP.
- If the ship you are fighting is a battleship and the pilot has neuts fitted, stay around 30km. You will be fighting in the falloff of EMP ammo.
- If you are fighting a cruiser then it's neuting range is 12.5km. Stay around 15 to 17km. You'll be fighting in optimal and still have a point.
- This is a fleet setup. I would not recommend flying solo with it.
Small Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
425mm Medium 'Scout' Autocannon I
425mm Medium 'Scout' Autocannon I
425mm Medium 'Scout' Autocannon I
10MN Microwarpdrive II
Large Shield Extender II
Warp Disruptor II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II
Tracking Enhancer II
Damage Control II
Medium Anti-EM Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I
Medium Anti-Kinetic Screen Reinforcer I
Hornet EC-300 x6
EMP M x1
- Engineering IV
- Electronics IV
- Weapon Upgrades IV
- Exchange the ammo as you wish. I recommend using faction EMP ammo, but there is not always isk for all that good stuff.
- Meta4 guns are expensive. Drop down as you desire in meta gear.
- You have about 18k EHP.
- Alternatively you can change the rigs to 3 "Medium Core Defense Field Extenders". This will bump your EHP into 21k.
- Watch out when using the MWD. You have a huge sig radius. Only use it to get in range.
- The two neuts are used in cap warfare. You can successfully empty a frigate with the medium neut and keep it disabled with the small one without your cap going down the drain. The same applies to cruisers, but it takes more time and skill. Even if you are neuted, your damage won't be gimped.
- You can use this setup in any fleet or solo. But keep in mind during solo flight; you don't have a way of dictating range.
Tactics
No sub-article about Rupture roles or piloting tactics. You can write them here.
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.
In Retribution Rupture lost one launcher/utility hardpoint and gained a midslot.