Burst

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Ship Database
Burst
Burst
Minmatar Republic
Minmatar Republic
Standard Frigates
Burst Class
RELATED UNI-WIKI REFERENCES

In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Minmatar Republic, this led to the redesign and redeployment of the Burst.

The Burst had been a small and fast cargo vessel. This all changed after the redesign, when the Burst found its small-time mining capabilities curtailed in lieu of logistics systems that moved its focus to shield support for friendly vessels.

SHIP BONUSES

Minmatar Frigate bonuses (per skill level):
10% bonus to Remote Shield Booster amount
10% reduction in Remote Shield Booster activation cost
Role Bonus:
300% bonus to Remote Shield Booster falloff

Required Skills
Training Time what's this?
25m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Scalpel
Scalpel.jpg
CornerT2s.png
Scalpel
Logistics Frigates Burst Class
Icon hi slot.png3 (2/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png42 MW Icon cpu.png200 tf
Icon velocity.png415 m/sec
Icon capacity.png260 m³

Ship Attributes

Fittings
Powergrid
powergrid
40 MW
CPU
cpu output
190 tf
Capacitor
capacitor
560 GJ
High
high slots
3
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
3
Low
low slots
3
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
415 m/sec
Inertia Modifier
inertia modifier (agility)
3.9
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
7.68 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
5 m³
Drone Bandwidth
drone bandwidth
5 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
34.00 km
Max Locked Targets
max. locked targets
7
LADAR Sensor
LADAR sensor strength
9 points
Sig. Radius
signature radius
33 m
Scan Res.
scan resolution
925 mm
Structure
Structure Hitpoints
structure hitpoints
290 HP
Mass
ship mass
1,420,000 kg
Volume
ship volume
17,100 m³
Cargo Capacity
cargo capacity
260 m³
Armor
Armor Hitpoints
armor hitpoints
250 HP
Armor Resistances
EM
electromagnetic resistance
60
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
400 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Burst is the Minmatar Logistics Frigate; Burst pilots repair their fleetmates’ ships during battle. The Burst is bonused for remote shield boosting, which matches the Minmatar racial focus on shield tanking. The ship’s bonuses to remote shield booster amount, activation, and range make the underwhelming base stats of small remote shield boosters practically useful. Flying the Burst is a great first step in learning about Logistics. Burst pilots often go on train into heavier Tech I logistics cruisers (such as the Minmatar Scythe), and then Tech II logistics ships (including the Scalpel and Scimitar). But the Burst is also effective all on its own, especially as a component of frigate or destroyer gangs, where speed is key.

One defining challenge of flying Tech I logistics frigates in general, and the Burst in particular, is sustaining enough capacitor to run the ship. Remote repair modules are extremely cap-intensive, so the Burst is typically fit to boost available capacitor—with capacitor power relays in low slots, capacitor control circuit rigs, and, if necessary, “Enduring” remote shield boosters (which consume less cap). Training character skills that increase capacitor will also help. It might seem that fitting the Burst with an afterburner instead of a microwarpdrive (MWD) could spare some capacitor. But the Burst needs to keep up with its small-ship fleetmates in order to repair them, so it usually needs an MWD. Pilots fitting the Burst should use the in-game fitting simulation window, or an out-of-game tool like Pyfa, to match any fit to their specific skills and to gauge the ship’s cap stability. (This also means you may need to swap out modules on any pre-fit Burst hulls that you purchase on corp contracts, to make them work with your skills.)

Compared to the Caldari Bantam—the other Tech I shield logistics frigate—the Burst is much faster, but has less tank and less native capacitor. This makes the Burst and Bantam rough equals, but Omega characters may be asked to cross-train into the Caldari frigate for specific doctrines.

Skills

Shield Emission Systems I
Energy Grid Upgrades II
Shield Upgrades I
Afterburner I
Hull Upgrades I

Tactics

New Burst pilots should read the Tactics section of the UniWiki’s Logistics guide, and attend a Logistics 101 practical exercise; these will provide some details on how to fly logistics frigates. Some tips on flying the Burst:

  • Watch your capacitor, and activate modules only when needed. As explained above, you may not have enough capacitor to run every module, all the time. When you first land at an engagement, you’ll need to use your MWD to position yourself relative to the fleet. But then, once you are in position, you won’t need your MWD any more. Remember to turn it off!
Likewise, as your fleetmates start to take damage, it’s easy to overreact by activating all three repairers at once. Instead, try to activate them gradually, one by one, to see if you can spare capacitor by running just one or two. And if you need to switch targets—say, because the enemy fleet has changed their primary—again, switch gradually.
  • Stay moving, behind your fleetmates. One advantage of the Burst is its small signature radius, which makes the ship difficult to hit. But this is only an advantage if you aren’t sitting still, so always be moving. Given this, you might be tempted to right-click your repair target and “Orbit at…” your optimal range. Keep in mind, though, that this will sometimes send your fragile frigate closer to the enemy than the damage dealers. Better, instead, to manually fly in a ring orbit behind the fleet, so that you keep range and stay out of the action.

Notes

You can add notes here.

Patch History