Difference between revisions of "Rupture"

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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
 
<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
 
  <!-----------------------------------------------------------
 
  <!-----------------------------------------------------------
  * SHIP ATTRIBUTES SECTION (last update : 6/2/2014)
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  * SHIP ATTRIBUTES SECTION (last update : 15/10/2019)
 
  -------------------------------------------------------------
 
  -------------------------------------------------------------
 
  * on editing the attributes, please make sure that you don't
 
  * on editing the attributes, please make sure that you don't
  * leave/misstype any tags required. please follow the same
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  * leave/mistype any tags required. please follow the same
 
  * format below and edit only the values (after the = sign).
 
  * format below and edit only the values (after the = sign).
 
  ------------------------------------------------------------->
 
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  | shipimg=Rupture.jpg
 
  | shipimg=Rupture.jpg
 
  | shipname=Rupture
 
  | shipname=Rupture
| caption=Rupture
 
 
  | class=Cruiser
 
  | class=Cruiser
 
  | grouping=Standard Cruisers
 
  | grouping=Standard Cruisers
 
  | hulltype=Rupture Class
 
  | hulltype=Rupture Class
  | faction=Minmatar Republic
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  | faction=Minmatar Republic  
| race=Minmatar
 
| roles=unspecified
 
 
  | variations={{Ship|Broadsword}},{{Ship|Muninn}}
 
  | variations={{Ship|Broadsword}},{{Ship|Muninn}}
  | tech=
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  | tech=  
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
  | powergrid=860 MW
 
  | powergrid=860 MW
 
  | cpu=350 tf
 
  | cpu=350 tf
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  | lows=5
 
  | lows=5
 
  | mass=12,200,000 kg
 
  | mass=12,200,000 kg
  | volume=96,000 m&#179;
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  | volume=96,000
  | cargohold=450 m&#179;
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  | cargohold=450
 
  | extrahold=
 
  | extrahold=
 
  | extraholdtype=
 
  | extraholdtype=
  | dronebay=30 m&#179;
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  | dronebay=30
 
  | bandwidth=30 Mbit/sec
 
  | bandwidth=30 Mbit/sec
 
  | info=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.
 
  | info=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.
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  | maxvelocity=210 m/sec
 
  | maxvelocity=210 m/sec
 
  | inertia=0.5
 
  | inertia=0.5
  | warpspeed=3 AU/s
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  | warpspeed=4 AU/s
 
  | warptime=8.46 s
 
  | warptime=8.46 s
 
  | targetrange=50.00 km
 
  | targetrange=50.00 km
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  | scanres=290 mm
 
  | scanres=290 mm
 
  | reqskills=*{{RequiredSkill|Minmatar Cruiser|I}}
 
  | reqskills=*{{RequiredSkill|Minmatar Cruiser|I}}
**{{RequiredSkill|Spaceship Command|II}}
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** {{RequiredSkill|Spaceship Command|II}}
**{{RequiredSkill|Minmatar Destroyer|III}}
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** {{RequiredSkill|Minmatar Destroyer|III}}
***{{RequiredSkill|Minmatar Frigate|III}}
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*** {{RequiredSkill|Minmatar Frigate|III}}
****{{RequiredSkill|Spaceship Command|I}}
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**** {{RequiredSkill|Spaceship Command|I}}
  
 
  | totaltraintime=19h 15m 30s
 
  | totaltraintime=19h 15m 30s
 
  | forumlinks=
 
  | forumlinks=
 
  | wikireferences=
 
  | wikireferences=
  | externallinks=[http://wiki.eveonline.com/en/wiki/Rupture Rupture on Eve Online Wiki]
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  | externallinks=
 
  | highlights1=
 
  | highlights1=
 
  | highlights2=
 
  | highlights2=
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==Summary==
+
== 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.
+
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==
+
== 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.
 
*'''[[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.
 
*'''[[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.
 
*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.
 
*'''[[Skills:Gunnery#Sharpshooter|Sharpshooter]]''' is important for artillery fitted Ruptures, though due to autocannons' small optimals it isn't as important for autocannon fits.
 
*'''[[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 25m<sup>3</sup> dronebay as possible.
 
*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]]'''.
 
  
==Fitting==
+
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:
For more info on fittings, please go [[Rupture/Fittings|here]]
 
  
==Tactics==
+
* {{sk|Minmatar Cruiser}} to IV: with two DPS bonuses, the Rupture's damage potential jumps dramatically with each level of this skill
''No sub-article about Rupture roles or piloting tactics. You can write them here.''
+
* [[Skills:Gunnery#Support Skills|Gunnery support skills]] to help turrets deal more damage at longer ranges, and track targets more accurately. {{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.
 +
* [[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 {{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.
  
==Notes==
+
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 ==
 +
 
 +
'''PvE'''
 +
 
 +
In Level 2 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.
 +
 
 +
'''PvP'''
 +
 
 +
The Rupture is also a reliable PvP ship. A simple and viable approach is to fit a buffer armour tank and autocannon, and provide extra DPS and some sticky secondary tackle in fleet situations. Armour-tanked autocannon Ruptures also synergize well with armour [[logistics]] support, and crop up frequently as one option in "brawling" [[doctrines]].
 +
 
 +
A buffer shield tank produces a faster, more tactically-flexible ship with space for speed- and damage-boosting modules in its low slots. A shield-tanked Rupture has strong DPS and a bit more ability to choose its fights. On the other hand, the ship has fewer mid slots, and so a shield tank usually means fewer effective hitpoints than an armour tank, and requires compromises on other utility modules. The [[Stabber]], with its falloff range bonus and higher base speed, is the archetypal Tech 1 Minmatar kiting cruiser.
 +
 
 +
== Notes ==
 
In Retribution Rupture lost one launcher/utility hardpoint and gained a midslot.
 
In Retribution Rupture lost one launcher/utility hardpoint and gained a midslot.
 +
== Patch History ==
 +
{{expansion past|
 +
'''October 2019 Release - 2019-10-15.1'''
 +
 +
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
 +
 +
* Warp Speed increased from 3 AU/s to 4 AU/s (+1 AU/s)
 +
 +
'''118.6 Release
 +
Published on Tuesday, June 28th, 2016'''
 +
*Flipped the on-switch for the lower engine set on the Minmatar Cruiser Rupture and variants.
 +
'''Citadel
 +
Released on Wednesday, April 27, 2016'''
 +
*Realigned the normal map of the Rupture and its variants.
 +
'''Retribution 1.0
 +
Released on Tuesday, December 4, 2012'''
 +
*Minmatar Cruiser bonuses: -5% medium projectile turret rate of fire and +5% medium projectile damage per level
 +
*Slot layout: 5 H, 4 M, 5 L, 4 turrets, 1 launcher
 +
*Fittings: 860 PWG, 350 CPU
 +
*Defense (shields / armor / hull): 1500 / 1800 / 1500
 +
*Capacitor (amount / recharge rate / cap per second): 1275 / 425 s / 3
 +
*Mobility (max velocity / agility / mass / align time): 210 / 0.5 / 12200000 / 5.7 s
 +
*Drones (bandwidth / bay): 30 / 30
 +
*Targeting (max targeting range / Scan Resolution / Max Locked targets): 50km / 290 / 6
 +
*Sensor strength: 15 Ladar
 +
*Signature radius: 125
  
 +
'''Inferno 1.1
 +
Deployed on Monday, June 25, 2012.'''
 +
*The booster locators on the Rupture and its factional variants have been moved closer to the engine exhaust.
 +
 +
}}
 
{{ShipsMatrix}}
 
{{ShipsMatrix}}
[[Category:Database]][[Category:Ship Database]][[Category:Standard Cruisers]]
+
 
 +
[[Category:Ship Database]]
 +
[[Category:Standard Cruisers]]

Latest revision as of 18:30, 4 April 2023

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 deal more damage at longer ranges, and track targets more accurately. 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

PvE

In Level 2 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.

PvP

The Rupture is also a reliable PvP ship. A simple and viable approach is to fit a buffer armour tank and autocannon, and provide extra DPS and some sticky secondary tackle in fleet situations. Armour-tanked autocannon Ruptures also synergize well with armour logistics support, and crop up frequently as one option in "brawling" doctrines.

A buffer shield tank produces a faster, more tactically-flexible ship with space for speed- and damage-boosting modules in its low slots. A shield-tanked Rupture has strong DPS and a bit more ability to choose its fights. On the other hand, the ship has fewer mid slots, and so a shield tank usually means fewer effective hitpoints than an armour tank, and requires compromises on other utility modules. The Stabber, with its falloff range bonus and higher base speed, is the archetypal Tech 1 Minmatar kiting cruiser.

Notes

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

Patch History