Difference between revisions of "Rupture"

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m (Shifted some of the new summary to tactics, as it seemed to fit better there.)
(→‎Skills: Updated: made clearer distinction between skills useful for new players stepping up to cruisers and skills useful in the long term. Excised outdated reference to deprecated Uni T2 tank policy.)
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==Skills==
 
==Skills==
*'''[[Skills:Spaceship Command#Minmatar Cruiser|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.
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*'''[[Skills:Gunnery#Gunnery|Gunnery V]]''', '''[[Skills:Gunnery#Medium Projectile Turret|Medium Projectile Turret V]]''' and '''[[Skills:Gunnery#Medium Autocannon Specialization|Medium Autocannon Specialization]]'''/'''[[Skills:Gunnery#Medium Artillery 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.
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As a Tech 1 cruiser and one of the first steps that new players take out of small ships into medium-sized hulls, the Rupture is relatively forgiving, and can perform adequately in undemanding roles with limited character skills. Players can get much more out of the Rupture with better skills, however. Some basic skills to focus on in the short term for new pilots are:
*'''[[Skills:Gunnery#Rapid_Firing|Rapid Firing]]''', '''[[Skills:Gunnery#Surgical_Strike|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.
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*Along with the obvious '''[[Skills:Engineering#Power Grid Management|Power Grid Management]]''' and '''[[Skills:Engineering#CPU Management|CPU Management]]''' fitting skills required for fitting most ships, '''[[Skills:Engineering#Weapon Upgrades|Weapon Upgrades]]''' and '''[[Skills:Engineering#Advanced Weapon Upgrades|Advanced Weapon Upgrades]]''' should be trained to V and at least II respectively to help alleviate fitting problems associated with the ship's powergrid.
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* {{sk|Minmatar Cruiser}} to IV: with two DPS bonuses, the Rupture's damage potential jumps dramatically with each level of this skill
*'''[[Skills:Gunnery#Sharpshooter|Sharpshooter]]''' is important for artillery fitted Ruptures, though due to autocannons' small optimals it isn't as important for autocannon fits.
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* [[Skills:Gunnery#Support_Skills|Gunnery support skills]] to help turrets hit harder, shoot further &c. {{sk|Sharpshooter}} is less important for autocannon but still helps artillery. {{sk|Controlled Bursts}} is not relevant to projectile turrets, as they don't use capacitor to fire.
*'''[[Skills:Drones#Drones|Drones V]], [[Skills:Drones#Light Drone Operation|Light Drone Operation V]], [[Skills:Drones#Drone Interfacing|Drone Interfacing IV]] and [[Skills:Drones#Gallente Drone Operation|Gallente Drone Operation I]]/[[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation I]]''' are all are important for getting as much DPS out of the 30m<sup>3</sup> dronebay as possible.
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* [[Fitting skills]]: squeezing everything onto a ship becomes more challenging as players move up to cruisers and unlock more advanced modules.
*The appropriate skills required for fitting a '''[[Full T2 Tank|Full T2]]''' '''[[Full_T2_Tank#Armor_Tank|Armour]]''' or '''[[Full_T2_Tank#Shield_Tank|Shield]]''' '''[[Tank#Tank|Tank]]'''.
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* In the Minmatar ship line, the step up to cruisers is the point at which pilots begin to have large enough drone bays to field a full flight of drones. This makes training {{sk|Drones}} to V an early priority, together with at least basic levels in drone support skills. Drones V is a relatively long train for a new character, but will be useful in many ships.
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In the longer term, the Rupture, like many ships, will benefit from the skills necessary to fit Tech 2 tanking modules, and the skills necessary to fit Tech 2 autocannon and Tech 2 artillery pieces, unlocking Tech 2 ammo for more tactical flexibility.
  
 
==Tactics==
 
==Tactics==

Revision as of 11:19, 16 December 2021

EVE University Database
 
Ship Database
Rupture
Rupture
Minmatar Republic
Minmatar Republic
Standard Cruisers
Rupture Class
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

Minmatar Cruiser bonuses (per skill level):
5% bonus to Medium Projectile Turret rate of fire
5% bonus to Medium Projectile Turret damage

Required Skills
Training Time what's this?
19h 15m 30s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Broadsword
Broadsword.jpg
CornerT2s.png
Broadsword
Heavy Interdiction Cruisers Rupture Class
Icon hi slot.png6 (3/5) Icon mid slot.png6 Icon low slot.png4
Icon powergrid.png1,010 MW Icon cpu.png392 tf
Icon velocity.png220 m/sec
Icon capacity.png452 m³
,Muninn
Muninn.jpg
CornerT2s.png
Muninn
Heavy Assault Cruisers Rupture Class
Icon hi slot.png5 (5/1) Icon mid slot.png4 Icon low slot.png6
Icon powergrid.png1,000 MW Icon cpu.png405 tf
Icon velocity.png235 m/sec
Icon capacity.png515 m³

Ship Attributes

Fittings
Powergrid
powergrid
860 MW
CPU
cpu output
350 tf
Capacitor
capacitor
1,275 GJ
High
high slots
5
Launchers
launcher slots
1
Turrets
turret slots
4
Medium
medium slots
4
Low
low slots
5
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
210 m/sec
Inertia Modifier
inertia modifier (agility)
0.5
Warp Speed
inertia modifier (agility)
4 AU/s
Base Time to Warp
base time to warp
8.46 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
30 m³
Drone Bandwidth
drone bandwidth
30 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
50.00 km
Max Locked Targets
max. locked targets
6
LADAR Sensor
LADAR sensor strength
15 points
Sig. Radius
signature radius
125 m
Scan Res.
scan resolution
290 mm
Structure
Structure Hitpoints
structure hitpoints
1,500 HP
Mass
ship mass
12,200,000 kg
Volume
ship volume
96,000 m³
Cargo Capacity
cargo capacity
450 m³
Armor
Armor Hitpoints
armor hitpoints
1,800 HP
Armor Resistances
EM
electromagnetic resistance
60
THR
thermal resistance
35
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,500 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

Resembling a cross between a brick and a rusty nailgun, the Rupture is the Minmatar Republic's heavy combat cruiser, and a popular ship for both mission running and PvP despite being quite sluggish for a Minmatar design.

Skills

As a Tech 1 cruiser and one of the first steps that new players take out of small ships into medium-sized hulls, the Rupture is relatively forgiving, and can perform adequately in undemanding roles with limited character skills. Players can get much more out of the Rupture with better skills, however. Some basic skills to focus on in the short term for new pilots are:

  • Minmatar Cruiser to IV: with two DPS bonuses, the Rupture's damage potential jumps dramatically with each level of this skill
  • Gunnery support skills to help turrets hit harder, shoot further &c. Sharpshooter is less important for autocannon but still helps artillery. Controlled Bursts is not relevant to projectile turrets, as they don't use capacitor to fire.
  • Fitting skills: squeezing everything onto a ship becomes more challenging as players move up to cruisers and unlock more advanced modules.
  • In the Minmatar ship line, the step up to cruisers is the point at which pilots begin to have large enough drone bays to field a full flight of drones. This makes training Drones to V an early priority, together with at least basic levels in drone support skills. Drones V is a relatively long train for a new character, but will be useful in many ships.

In the longer term, the Rupture, like many ships, will benefit from the skills necessary to fit Tech 2 tanking modules, and the skills necessary to fit Tech 2 autocannon and Tech 2 artillery pieces, unlocking Tech 2 ammo for more tactical flexibility.

Tactics

In missions, the Rupture can mount a good active armour tank or regenerating passive shield tank and use artillery and drones to destroy rats at long range. The Rupture can launch a full flight of five light drones with space for a few spares, or a mixed-size flight of mediums and lights, which will be a new feature for pilots stepping up from PvE in Minmatar destroyers; new pilots might want to be aiming to train Drones V at around this point, as drones add useful DPS and are a feature of almost all larger ships.

The Rupture is also a reliable PvP ship. A number of fittings work well. A simple and viable approach is to fit a buffer armor tank and provide extra DPS and some sticky secondary tackle in fleet situations. A buffer shield tank produces a faster, more tactically-flexible ship with space for speed- and damage-boosting modules in its low slots, though the Stabber, with its falloff range bonus, is the archetypal T1 Minmatar kiting cruiser.

Notes

In Retribution Rupture lost one launcher/utility hardpoint and gained a midslot.

Patch History