Difference between revisions of "Rupture"
(Removed highly outdated PVP fits (pre-Ret).) |
(Added a current autocannon brawler fit. Previous PVP fits were badly dated.) |
||
Line 156: | Line 156: | ||
===PvP=== | ===PvP=== | ||
− | + | {{ShipFitting| | |
+ | ship=Rupture| | ||
+ | shipTypeID=629| | ||
+ | fitName=AC Brawler| | ||
+ | fitID=AC-Brawler| | ||
+ | high1name=220mm Vulcan AutoCannon II| | ||
+ | high1typeID=2897| | ||
+ | high2name=220mm Vulcan AutoCannon II| | ||
+ | high2typeID=2897| | ||
+ | high3name=220mm Vulcan AutoCannon II| | ||
+ | high3typeID=2897| | ||
+ | high4name=220mm Vulcan AutoCannon II| | ||
+ | high4typeID=2897| | ||
+ | high5name=Small Unstable Power Fluctuator I| | ||
+ | high5typeID=4475| | ||
+ | mid1name=Warp Scrambler II| | ||
+ | mid1typeID=448| | ||
+ | mid2name=X5 Prototype Engine Enervator| | ||
+ | mid2typeID=4025| | ||
+ | mid3name=X5 Prototype Engine Enervator| | ||
+ | mid3typeID=4025| | ||
+ | mid4name=Experimental 10MN Microwarpdrive I| | ||
+ | mid4typeID=5975| | ||
+ | low1name=Damage Control II| | ||
+ | low1typeID=2048| | ||
+ | low2name=1600mm Reinforced Steel Plates II| | ||
+ | low2typeID=20353| | ||
+ | low3name=Energized Adaptive Nano Membrane II| | ||
+ | low3typeID=11269| | ||
+ | low4name=Energized Explosive Membrane II| | ||
+ | low4typeID=11229| | ||
+ | low5name=Gyrostabilizer II| | ||
+ | low5typeID=519| | ||
+ | drone1name=Warrior II x5| | ||
+ | drone1typeID=2488| | ||
+ | drone2name=open| | ||
+ | drone3name=open| | ||
+ | drone4name=open| | ||
+ | drone5name=open| | ||
+ | charge1name=Republic Fleet Phased Plasma M x1| | ||
+ | charge1typeID=21922| | ||
+ | charge2name=open| | ||
+ | charge3name=open| | ||
+ | charge4name=open| | ||
+ | charge5name=open| | ||
+ | rig1name=Medium Ancillary Current Router I| | ||
+ | rig1typeID=31360| | ||
+ | rig2name=Medium Trimark Armor Pump I| | ||
+ | rig2typeID=31055| | ||
+ | rig3name=Medium Trimark Armor Pump I| | ||
+ | rig3typeID=31055| | ||
+ | difficulty=1| | ||
+ | warsop=A| | ||
+ | warsopReason=| | ||
+ | version=RUBI 1.0| | ||
+ | shipDNA=629:2897;4:4475;1:448;1:4025;2:5975;1:519;1:2048;1:11229;1:11269;1:20353;1:31055;2:31360;1:2488;5:21922;1::| | ||
+ | skills=| | ||
+ | notes=A tanky, brawling autocannon Rupture. With all skills at V, this fit moves at 1356 m/s (1915 with heat) and aligns in 10 s. Cap stable with MWD off. EHP is 37.4K, and with the explosive hole plugged kinetic is the weakest resist.</li><li>With Barrage, the ACs will do about 230 dps with a falloff of 17 km. Faction ammo (half the optimal and falloff of Barrage) ups the DPS to 285. A full flight of Warrior IIs adds another 80 dps, and (along with the dual webs and neut) provides anti-frig support.}} | ||
==Tactics== | ==Tactics== |
Revision as of 07:49, 26 November 2013
RELATED UNI-WIKI REFERENCES
|
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
|
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 Power Grid Management and CPU Management 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
- Capacitor Systems Operation III
- Capacitor Management III
- Electronics Upgrades I
- Long Range Targeting II
- Target Management IV
- Signature Analysis III
- Afterburner IV
- Power Grid ManagementV
- 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
- Mechanics 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 II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
220mm Vulcan AutoCannon II
Small Unstable Power Fluctuator I
Warp Scrambler II
X5 Prototype Engine Enervator
X5 Prototype Engine Enervator
Experimental 10MN Microwarpdrive I
Damage Control II
1600mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Energized Explosive Membrane II
Gyrostabilizer II
Medium Ancillary Current Router I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Warrior II x5
Republic Fleet Phased Plasma M x1
- A tanky, brawling autocannon Rupture. With all skills at V, this fit moves at 1356 m/s (1915 with heat) and aligns in 10 s. Cap stable with MWD off. EHP is 37.4K, and with the explosive hole plugged kinetic is the weakest resist.
- With Barrage, the ACs will do about 230 dps with a falloff of 17 km. Faction ammo (half the optimal and falloff of Barrage) ups the DPS to 285. A full flight of Warrior IIs adds another 80 dps, and (along with the dual webs and neut) provides anti-frig support.
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.