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Griffin Navy Issue: Difference between revisions

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==Tactics==
==Tactics==
{{cleanup|changes to addition of combat capability}}
{{cleanup|changes to addition of combat capability}}
PvE - Not recommended as the Griffin has very little offensive capability.<br>
PvE - Not recommended as the Griffin Navy Issue lacks damage projection and often relies on costly tank (such as burning cap charges for an ancillary shield booster).<br>
PvP - Solo
PvP - Solo
* Practice with fellow corp mates by asking in mummble or E-Uni chat. See how long you can last against other frigates!
* Unlike standard Griffins it is not recommend fitting a "rainbow" fit of jammers as this would leave only one spare mid-slot for either tackle or some shield tank.  
* Unlike standard Griffins it is not recommend fitting a "rainbow" fit of jammers as this would leave only one spare mid-slot for either tackle or some shield tank.  
* Often worth carrying a set of each racial jammer on-board; determine enemy ship types through D-Scan or fleet intel and then fit relevant jammers by either docking up or using a mobile depot before engaging.
* Often worth carrying a set of each racial jammer on-board; determine enemy ship types through D-Scan or fleet intel and then fit relevant jammers by either docking up or using a mobile depot before engaging.
* Against larger ships; i.e. cruiser size plus you'll need to get in under the guns and orbit to maintain a good transverse. To get close either set the range by waiting at a 'zero' point eg. the beacon of faction war plexs or spiral in on your enemy rather than flying directly at them.
* Against larger ships, i.e. cruiser size plus, you'll need to get in under the guns and orbit to maintain a good transversal. To get close either set the range by waiting at a 'zero' point eg. the beacon of faction war plexs or spiral in on your enemy rather than flying directly at them.
* Against smaller ships, i.e. frigate and destroyer size, you still need to maintain close range in order to effectively project your blaster damage and to stay within your very short ECM optimal. Avoid ships that can readily control range against you (e.g. scram/web AB kiters, MWD kiters that are already inside a plex, etc.) in favor of ships that lack range control (lone Punishers, MWD brawlers).
* If fighting multiple enemies consider jamming non-engaged targets rather than the one you are currently damaging; especially if they are repping your target or applying higher damage to you due to your lower transverse compared to them.  
* If fighting multiple enemies consider jamming non-engaged targets rather than the one you are currently damaging; especially if they are repping your target or applying higher damage to you due to your lower transverse compared to them.