Difference between revisions of "Suicide ganking"

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starter suicide destroyer:
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== Starter Suicide Destroyers ==
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The basic template will be blaster Catalysts, or artillery fit Thrashers.  Two sample fits shown below:
  
 
7x 280mm Howitzer Artillery I, Republic Fleet EMP S
 
7x 280mm Howitzer Artillery I, Republic Fleet EMP S
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2x Small Projectile Collision Accelerator I
 
2x Small Projectile Collision Accelerator I
  
switch ammo according to target, if you know what you're doing, load different ammo for shield/armor
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Switch ammo according to target, if you know what you're doing, load different ammo for shield/armor.  Always use faction ammo, and load just enough for a few rounds for each gun - no need to store additional ammo in your cargo as you won't get time to reload.
  
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When using blasters check whether the Federation Navy or Caldari Navy version of the ammo is cheapest.
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== Skills ==
  
 
What you need, skill-wise:
 
What you need, skill-wise:
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Energy Grid Upgrades 2
 
Energy Grid Upgrades 2
 
Long Range Targeting 1
 
Long Range Targeting 1
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will enable you to get down to 6.5 something seconds cycle time, to possibly get an additional round off before concord arrives (in 0.5 sec systems)
 
will enable you to get down to 6.5 something seconds cycle time, to possibly get an additional round off before concord arrives (in 0.5 sec systems)
  
If you want to put more SP in that, you can train the rigging skill and AWU to 5, then you can drop the reactor control for another gyro.
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If you want to put more SP in that, you can train the rigging skill and AWU to 4, then you can drop the reactor control for another gyro.
At that point, you also can consider some Implants, you *shouldn't* lose your pod.
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At that point, you also can consider some Implants, as you *shouldn't* lose your pod to Concord.

Revision as of 15:10, 27 September 2012

Starter Suicide Destroyers

The basic template will be blaster Catalysts, or artillery fit Thrashers. Two sample fits shown below:

7x 280mm Howitzer Artillery I, Republic Fleet EMP S [Empty High Slot]

2x Prototype Sensor Booster, Scan Resolution Script Patterned Stasis Web I

Gyrostabilizer I Beta Reactor Control: Reaction Control I

2x Small Projectile Collision Accelerator I

Switch ammo according to target, if you know what you're doing, load different ammo for shield/armor. Always use faction ammo, and load just enough for a few rounds for each gun - no need to store additional ammo in your cargo as you won't get time to reload.

When using blasters check whether the Federation Navy or Caldari Navy version of the ammo is cheapest.

Skills

What you need, skill-wise:

Energy Grid Upgrades 2 Long Range Targeting 1 Minmatar Frigate 3 Propulsion Jamming 1

Engineering 5 Electronics 5 Weapon Upgrades 5 Advanced Weapon Upgrades 3 Projectile Weapon Rigging 2 Spaceship Command 3

Skills to increase: Destroyers 3+ Small Projectiles 3+ Surgical Strike 2+

the higher those, the more Alpha you get.

Training Rapid Firing Gunnery Thermodynamics 1 will enable you to get down to 6.5 something seconds cycle time, to possibly get an additional round off before concord arrives (in 0.5 sec systems)

If you want to put more SP in that, you can train the rigging skill and AWU to 4, then you can drop the reactor control for another gyro. At that point, you also can consider some Implants, as you *shouldn't* lose your pod to Concord.