Difference between revisions of "Tristan"
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Revision as of 16:20, 27 July 2015
RELATED UNI-WIKI REFERENCES
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Development SHIP BONUSES
Gallente Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Tristan is a Gallente combat frigate and the earliest ship in the line of Gallente droneboats. It has a bonus to both Hybrid Turret tracking speed and Drone hitpoints and tracking speed, which gives it obscene damage application and projection at any range. The drones are an excellent tool in both in PvP and PvE, and the Tristan is the only Tech 1 frigate that can field a full flight of 5 light combat drones.
Skills
Since the Tristan is a drone boat, you should focus on training drone skills to effectively fly it.
The Tristan can field a full flight of 5 light drones. Train Drones V in order to field all 5 drones. Train Light Drone Operation V and a racial drone specialization such as Gallente Drone Specialization III at a very minimum. Drone Interfacing IV increased the damage of your drones, Drone Avionics V increase your drone control range, and Drone Durability IV increases drone hitpoints.
In order to fit the Drone Damage Amplifier module, you need Weapon Upgrades I and Drones I for the Tech I version, and Weapon Upgrades IV and Drones IV for the Tech II version.
You can change the order in which you train these skills, however Tech II Drones and Drone Damage Dmplifiers are significantly better than their Tech I counterparts.
Other valuable skills for the Tristan are Hybrid Turret skills (to take advantage of the ship's tracking speed bonus), energy neutralizer skills (to fit nuets), and either a Tech II shield or a Tech II armor tank, both of which are (as with drones) significantly better than the Tech I versions.
Fitting
125mm Railgun II
125mm Railgun II
Limited 1MN Microwarpdrive I
Faint Warp Disruptor I
Medium F-S9 Regolith Shield Induction
Nanofiber Internal Structure II
Drone Damage Amplifier II
Micro Auxiliary Power Core I
Small Polycarbon Engine Housing I
Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Hobgoblin II x5
Caldari Navy Thorium Charge S x1
- Gunnery I
- Small Hybrid Turret IV
- Small Railgun Specialization I
- Shield Upgrades I
- Propulsion Jamming I
- High Speed Maneuvering I
- Capacitor Management II
- Drones IV
- Weapon Upgrades IV
- Hull Upgrades II
- Astronautics Rigging I
- Shield Rigging I
- Scout Drone Operation V
- Gallente Drone Specialization I
- All credits go to Alarien: http://forum.eveuniversity.org/viewtopic.php?f=166&t=57928
- Stay out of scram range. Get a bunch of these together with some logi and go roaming with some friends.
- These are great for Frig/Dessie roams.
Light Neutron Blaster II, Null S
Light Neutron Blaster II, Null S
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
1MN Afterburner II
Small Ancillary Armor Repairer, Nanite Repair Paste
Drone Damage Amplifier II
Damage Control II
Small Anti-Explosive Pump I
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Hobgoblin II x8
Nanite Repair Paste x25
Null S x1
Caldari Navy Antimatter Charge S x400
- Switch to Antimatter charges if you're still having difficulties with tracking despite your web and hull bonuses (eg. when you're taking out enemy drones)
- If you prefer a stronger tank, you can swap the Drone Damage Amplifier II for an Adaptive Nano Plating II (ANP2) or the identical Meta 4 'Refuge' ANP. Alternatively for fleets, make space for a 200mm buffer plate.
5W Infectious Power System Malfunction
5W Infectious Power System Malfunction
5W Infectious Power System Malfunction
J5b Phased Prototype Warp Scrambler I
1MN Y-S8 Compact Afterburner
Small Capacitor Booster II, Navy Cap Booster 400
Damage Control II
Energized Adaptive Nano Membrane II
Small Armor Repairer II
Small Ancillary Current Router I
Small Anti-Thermic Pump I
Small Anti-Explosive Pump I
Hobgoblin II x8
Navy Cap Booster 400 x2
Nanite Repair Paste x1
- Use the neuts to keep enemy frigates helpless while your drones whittle them down.
- Your neuts each remove 51 units of cap every 6 seconds at a range of 6km. Most frigates have around 350-450 capacitor, so 2 cycles should almost cap out any frigate you come across.
- By chewing through cap boosters, your cap lasts 3m 54s with all Vs. Switching off one neut makes the ship cap stable again.
- Try and stay 4-5km away from the enemy; this way you are outside the range of blasters if your enemy manages to find enough cap to fire, but close enough to keep the enemy neuted.
Tactics
There are two current play styles regarding the Tristan: The Kite Tristan, which uses range to keep damage down; and The Brawler Tristan, which uses a heavy tank to mitigate damage. Many opinions exist on the most effective way to pilot a drone boat, but generally most veteran players might suggest the kite fit. Kiting is a strategy where the enemy is kept at range so that incoming damage is minimized, but outgoing damage is still effective. Kiting can be thought of as sniping with long range guns, however in this case, the guns are replaced with drones.
The Kiting Tristan
The Tristan comes with two available weapon slots, and has a boost to Hybrid weapons. In the Kiting example, it would be most beneficial to fit Railguns, as they are the long range Hybrid weapon. Fitting short range Blasters on a Kiting Tristan boat will be discussed below. Railguns will allow the player to supplement the damage of the drones while staying well out of harms way from the enemy. As the majority of the Tristan's damage comes from its Drones, there is no reason to fit excessively expensive or high damaging guns when starting out with this ship. As the player progresses in skill level, it is advisable to upgrade modules as needed. Focusing on survivability and range dictation should be a primary concern as if the ship explodes, the drones stop functioning.
Fitting Blasters, the short range Hybrid weapon to the Tristan is often done where concern about enemy drones, or enemy players getting too close is regarded. Blasters are wonderful tools one can use to defend a ship. In the same Kiting scenario, players should keep in mind their range to the target, sending the drones to defeat the target while watching out for other drones or ships coming into close range (i.e. less than 6000m). In this case, the player could cause damage to an enemy ship with close range blasters, while also dealing damage to the primary target with the drones. Other than those circumstances the blasters would not be used.
Concerning damage mitigation: while the Kiting setup could equally fit modules that increased ship speed at the reduction of armor amount, or fit the complete opposite with a full armor tank, the Brawler setup should be concerned with tank only, be it shield or armor. Gallente ships generally are armor tanked, as ship bonuses are given to armor, and ship design provide opportunity to this tank setup. Those ships with equal numbers of mid and low slots can use either shield or armor at the best judgement of the player.
The Brawling Tristan
The Brawling Tristan should be thought of as a larger drone: Orbiting fast, hitting hard and taking all (or none of) the damage. Brawler Tristan's are generally fit with short range Hybrid weapons, and this is where the ship bonus to turret tracking speed will come into full play. You will find yourself victorious when faced with an enemy set up for ranged combat as there is often a chance to "get under his guns". The closer one orbits, the faster the other ships' turrets have to track.
It would again be up to the player to select a tank based on his skills and the modules he can use. The Brawler Tristan in theory could "speed tank", moving fast enough to take little damage, but this also increases the risk of a ranged setup ship being able to explode you before you can close distance. It is also a possibility that one might try to "speed tank" only to discover that the ship in question is setup for close range combat as well. This would not be an ideal circumstance. It is generally accepted that if your play style involved close range combat, you would be better off to fit some kind of tank to soak up the damage.
Finally, the player will see a gigantic leap in damage performance reaching the ability to field Tech II drones. This really should be the players first concern, no matter the play style. Finally these are only two of the most common fits and play styles. With each of these styles, the player should be aware that Hybrid guns use capacitor energy to fire. If the capacitor is empty, you can not fire your guns! Drones will continue to function regardless. Shields and shield modules play a roll in the capacitor usage and amount; when fitting a shield tank, take into consideration the use of Hybrid weapons and their effect on the capacitor. An empty cap can neither power shields nor fire guns.
Additional reading: Armour Tanking, Shield Tanking, Drones, Turrets
Notes
This vessel qualifies for the University Ship Replacement Program, PYOS, and BYOM.