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==Artillery Thrashers==
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{{FCC Doctrine Links}}
 
==Brawling Assault Frigates==
 
 
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{| style="padding:0px;"
| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;"></div>
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| nowrap style="padding:0px;" valign="top" | <div style="border:1px solid #525252; position:relative;"><div style="border:0px; position:absolute; top:0px; left:0px"></div><div style="border:0px; position:absolute; top:80px; left:80px;">{{icon|minmatar|48}}</div>[[File:thrasher.jpg|128px|]]</div>
[[File:Enyo.jpg|128px|]]</div>
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| valign="middle" style="padding:4px;" | Gate-camping Artillery Thrashers are the bane of many solo Low Sec and Null Sec pilots. Fitted for insta-locking, and delivering up to 1.5k volleys of damage, a couple of these ships can remove a frigate from the field in seconds. A small fleet of them can remove even Cruisers in the same way
| valign="middle" style="padding:4px;" | Brawling T2 Assault Frigates are largely a direct upgrade on the [[Magic Merlins]] and [[Golden Horde]] T1 Shield/Armor brawling frigate doctrines. Indeed, they fly so similarly that rather than a separate doctrine, they should be seen rather as “upgrade” options for those doctrines, and mixed fleets of T1 and T2 frigates designed in this way can be a great way to get the firepower and effectiveness of a T2 fleet, while still including newer players
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It is possible, if generally sub-optimal, to add tank to an Artillery Thrasher and fly this doctrine with Logi support, however the most common and effective way to fly the Thrasher remains as a roaming gate camp – similar to [[Longbow Cormorants]] – catching and devastating single ships moving through gates. It’s low effort PvP, but it’s a fun casual fleet because of that, and it can rapidly get more interesting if you can annoy nearby residents sufficiently to provoke a response fleet for a proper fight
 
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==Implementation==
 
==Implementation==
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Like all Destroyers, the Thrasher is designed for pure damage dealing. Bonuses to tracking, damage and range make it a deadly force with Artillery – able to hit for 1.5k volleys up to 30km away
  
Like their T1 variants, the Assault Frigate Brawlers aim to close range fast, get under the guns of larger ships, and devastate them with close range weapons. In general, all Assault Frigates offer a substantial, and direct upgrade on T1 ships for this purpose, offering:
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Impressive as that is though, it doesn’t quite match the exceptional ranges of [[BLAP Talwars]] or [[Longbow Cormorants]] which make them the preferred option for skirmishing with other fleets. What the Thrasher does excel at however, is in having the joint-highest scan resolution of any T1 destroyer, and in delivering its damage in an instantaneous volley of damage. The Talwar’s missiles need time to deliver their volley, and Comorants deliver sustained rather than volley damage. A Thrasher however can simply delete an opponent as soon as it can lock it. And with such a high base scan resolution, combined with modules and rigs designed to maximize this, a Thrasher can lock and fire almost faster than your fingers can move on the keyboard
 
 
* A reduced signature radius bonus which makes them even harder for big ships to hit
 
* Notable increases in tank and DPS
 
* Excellent resist profile, which lets them scale very well with Logi, particularly T2 Frigate Logi
 
 
 
This is obviously at the cost of a substantial increase in price and SP requirements. Below, we run through some common fits for both Armor, and Shield variants, which are often used to upgrade [[Golden Horde]] and [[Magic Merlins]] respectively, as well as being run as distinct doctrines
 
 
 
==Armor Assault Brawlers==
 
 
 
The armor variants of the Assault Frigate Brawlers are almost ideally designed for brawling fleets such as this, and gangs of Enyos with Deacon support can be seen engaging effectively across the game, even in Sov Null Sec
 
 
 
The Enyo and the Retribution are arguably the preferred options here. The Enyo for its double damage bonus to Hybrid turrets, and the Retribution for its huge tank and decent pulse laser damage. The Wolf is also a solid option in an Armor tanking AC form, however tends to carry slightly less tank and DPS than the other two ships
 
  
The Ishkur and Vengeance can still be used, but are less effective in this format. The Ishkur’s bonus to drone bay space is of minimal practical use, and the Vengeance uses rockets as its primary weapons system, where the advantage of selectable damage type isn’t enough to overcome the largely poor damage output
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With these advantages, Gate Camping for individual unsuspecting targets is the name of the game. A full gate camping Thrasher in Low Sec will maximize its scan resolution, and usually not fit a propulsion module. Pre-aligned out, it can lock, tackle and fire within a single server tick. Assuming sufficient numbers to instantly kill an opponent on that first volley, the Thrasher can hit warp and leave the grid on the next server tick - before gate guns even lock them
  
==Armor Support==
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To do this effectively, pre-cycling modules is essential. Make sure fleet members are familiar with this technique (click an offensive module with no target locked and it will start flashing – once you lock a target, those flashing modules will now activate immediately and automatically as soon as you have a target locked that they can apply to)
  
If you are fielding the cost of T2 DD ships, it makes sense to match them with T2 Logistics, which are a costly but substantial upgrade on the T1 variants. The Deacon is the preferred choice – its armor resist bonus both increases its tank, while also increasing the effectiveness of friendly repairs, making it twice as effective in practice as the Thalia’s signature radius bonus which merely reduces incoming damage.
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Pilots should fly independently on this fleet – waiting for a fleet warp or command will likely get you killed. Thrashers should be pre-aligned and hit warp themselves as soon as they unleash their first volley
  
While a Command Destroyer is a nice optional extra for a T1 fleet due to its cost, once you start fielding 50mn ISK+ T2 ships, a 100mn ISK Command Destroyer becomes much more palatable, especially given its ability to drastically boost your fleet’s performance
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If fighting on a gate in Null, or if engaging flashy suspect targets on Low Sec gates, where Gate Guns aren’t a concern, the pre-alignment tactics don’t apply, and the Thrashers can remain on grid and usually deliver several volleys before an opponent has time to react
  
==Shield Assault Brawlers==
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If you cannot kill an opponent rapidly in a couple of volleys, then you will want to avoid the fight – the Thrashers are extreme glass cannons due to their focus on maximizing scan resolution and damage and as soon as an opponent starts fighting back, it is likely you will rapidly lose ships. For the same reason, engaging a fleet or small gang is inadvisable unless you have overwhelming numbers. This is a true ganking fleet
  
Shield Assault frigates are more rarely used for brawling, as no ship in the lineup is fully optimized for it, while the signature radius reduction bonus for Assault Frigates is less effective when tied to shield tanks which unavoidably carry large signature radius anyway
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It is unlikely that you will be allowed to gate camp a single site indefinitely. Eventually, nearby residents will usually form a response fleet, either due to irritation, or hoping for some cheap Thrasher kills. Be aware of this and keep your eyes and scouts watching both sides of the gate for such a threat. If you are close to a home station, then this may be a good chance to re-ship into a more combat efficient fleet to take the fight they bring
  
However even ignoring certain hull bonuses, these ships remain an upgrade on T1 [[Magic Merlins]], and can be a fun upgrade option for higher skilled players
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If you get chased off a gate and don’t want/cant re-ship to fight them off, then simply re-position your Thrashers to another gate with high traffic (look on Dotlan for systems with high numbers of jumps)
  
The Harpy and Jaguar are the preferred options. The Hawk suffers from the same rocket based damage as the Vengeance, while the Wolf is more of a natural armor tanking ship with only 2 mid slots
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==Fleet Composition and Fits==
  
==Shield Support==
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====Primary DD Fit====
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The full insta-locking Thrasher reaches 2k signature strength, letting it insta-lock almost anything – including Interceptors. However this does leave the Thrasher with a tissue paper tank. Depending on the purpose (and location) of the fleet, FC’s may wish to go full insta-locking, or to mix a few insta-lockers with a main fleet of more robust ships which can survive at least one volley of gate guns if a pilot is slow to warp off
  
Both T2 logistics ships are viable, however the Kirin tends to be preferred for its shield resist bonus rather than the Scalpel’s sig radius bonus. It does require good skills to maintain cap stability however
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====Logi====
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Logistics ships are of little use here – limited tank and terrible resists means you’re almost always going to benefit more from additional DPS than Logistics support
  
Of the Command Destroyers, if you aim to use purely shield tanking boosts, then either Stork or Bifrost is fine. The Bifrost offers an additional skirmish boost bonus, which gives you the flexibility to include sig tanking or speed boosts to your fleet. However the Stork is generally preferred due to its ability to combine both MJFG and MWD with a beefy shield tank, due to its 6 midslots
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====Support Ships====
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T1 Frigate scouts can be useful to watch for incoming targets on either side of a gate, and watch for possible response fleets, and if gate guns aren’t an issue, then ECM ships can help keep a larger target from firing back while the Thrashers take a few more volleys to finish them off. Otherwise, support ships are minimal

Latest revision as of 08:51, 22 May 2022

Artillery Thrashers

Logo faction minmatar republic.png
Thrasher.jpg
Gate-camping Artillery Thrashers are the bane of many solo Low Sec and Null Sec pilots. Fitted for insta-locking, and delivering up to 1.5k volleys of damage, a couple of these ships can remove a frigate from the field in seconds. A small fleet of them can remove even Cruisers in the same way

It is possible, if generally sub-optimal, to add tank to an Artillery Thrasher and fly this doctrine with Logi support, however the most common and effective way to fly the Thrasher remains as a roaming gate camp – similar to Longbow Cormorants – catching and devastating single ships moving through gates. It’s low effort PvP, but it’s a fun casual fleet because of that, and it can rapidly get more interesting if you can annoy nearby residents sufficiently to provoke a response fleet for a proper fight

Implementation

Like all Destroyers, the Thrasher is designed for pure damage dealing. Bonuses to tracking, damage and range make it a deadly force with Artillery – able to hit for 1.5k volleys up to 30km away

Impressive as that is though, it doesn’t quite match the exceptional ranges of BLAP Talwars or Longbow Cormorants which make them the preferred option for skirmishing with other fleets. What the Thrasher does excel at however, is in having the joint-highest scan resolution of any T1 destroyer, and in delivering its damage in an instantaneous volley of damage. The Talwar’s missiles need time to deliver their volley, and Comorants deliver sustained rather than volley damage. A Thrasher however can simply delete an opponent as soon as it can lock it. And with such a high base scan resolution, combined with modules and rigs designed to maximize this, a Thrasher can lock and fire almost faster than your fingers can move on the keyboard

With these advantages, Gate Camping for individual unsuspecting targets is the name of the game. A full gate camping Thrasher in Low Sec will maximize its scan resolution, and usually not fit a propulsion module. Pre-aligned out, it can lock, tackle and fire within a single server tick. Assuming sufficient numbers to instantly kill an opponent on that first volley, the Thrasher can hit warp and leave the grid on the next server tick - before gate guns even lock them

To do this effectively, pre-cycling modules is essential. Make sure fleet members are familiar with this technique (click an offensive module with no target locked and it will start flashing – once you lock a target, those flashing modules will now activate immediately and automatically as soon as you have a target locked that they can apply to)

Pilots should fly independently on this fleet – waiting for a fleet warp or command will likely get you killed. Thrashers should be pre-aligned and hit warp themselves as soon as they unleash their first volley

If fighting on a gate in Null, or if engaging flashy suspect targets on Low Sec gates, where Gate Guns aren’t a concern, the pre-alignment tactics don’t apply, and the Thrashers can remain on grid and usually deliver several volleys before an opponent has time to react

If you cannot kill an opponent rapidly in a couple of volleys, then you will want to avoid the fight – the Thrashers are extreme glass cannons due to their focus on maximizing scan resolution and damage and as soon as an opponent starts fighting back, it is likely you will rapidly lose ships. For the same reason, engaging a fleet or small gang is inadvisable unless you have overwhelming numbers. This is a true ganking fleet

It is unlikely that you will be allowed to gate camp a single site indefinitely. Eventually, nearby residents will usually form a response fleet, either due to irritation, or hoping for some cheap Thrasher kills. Be aware of this and keep your eyes and scouts watching both sides of the gate for such a threat. If you are close to a home station, then this may be a good chance to re-ship into a more combat efficient fleet to take the fight they bring

If you get chased off a gate and don’t want/cant re-ship to fight them off, then simply re-position your Thrashers to another gate with high traffic (look on Dotlan for systems with high numbers of jumps)

Fleet Composition and Fits

Primary DD Fit

The full insta-locking Thrasher reaches 2k signature strength, letting it insta-lock almost anything – including Interceptors. However this does leave the Thrasher with a tissue paper tank. Depending on the purpose (and location) of the fleet, FC’s may wish to go full insta-locking, or to mix a few insta-lockers with a main fleet of more robust ships which can survive at least one volley of gate guns if a pilot is slow to warp off

Logi

Logistics ships are of little use here – limited tank and terrible resists means you’re almost always going to benefit more from additional DPS than Logistics support

Support Ships

T1 Frigate scouts can be useful to watch for incoming targets on either side of a gate, and watch for possible response fleets, and if gate guns aren’t an issue, then ECM ships can help keep a larger target from firing back while the Thrashers take a few more volleys to finish them off. Otherwise, support ships are minimal