Difference between revisions of "User:Breeze one/sandbox2"

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{{FCC Links}}
 
{{FCC Links}}
 
{{FCC Doctrine Links}}
 
{{FCC Doctrine Links}}
==Battle Ventures==
+
==Hyperkittens (Kiting Tristans)==
 
{| style="padding:0px;"
 
{| 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>[[File:Venture.jpg|128px|]]</div>
+
| 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|gallente|48}}</div>[[File:Tristan.jpg|128px|]]</div>
| valign="middle" style="padding:4px;" | Remember when you were a kid and pretended Bananas were guns? Welcome to the EVE Version! Battle Ventures! Or…the Battle Bananas!
+
| valign="middle" style="padding:4px;" | Hyperkittens are a long standing quick response gang for the Uni. They’re fast and agile enough to kite well, while carrying a larger tank than most kiting ships, and using drones as their weapons system which removes the usual complexities of managing tracking which a turret based kiting ship would face, while still doing very impressive damage.
  
Yes, Ventures can fit weapons. In fact, they can fit them surprisingly well, with a 4k EHP tank, and up to 125 DPS with T2 Blasters. While some may view the "Battle Venture" as a trolling doctrine, there are few pilots who will react to being slowly chewed apart by these little yellow pests as anything other than an amusement. You may be surprised the fights you get even in a large swarm of these ships. Everyone loves a Battle Venture fleet.
+
In addition, the simple fitting means they’re one of the cheapest doctrines to field, and they build upon skills which almost every character will train due to their usefulness with ratting
 
|}
 
|}
  
 
==Implementation==
 
==Implementation==
  
Make no mistake, Battle Ventures is a “gimmick” doctrine – there is no situation where this doctrine has any advantage over any doctrine built on combat hulls (except fun!). However they should still not be underestimated. A blaster fit Battle Venture with all V skills puts out close to 125 DPS with Void ammunition, which in enough numbers can potentially take down Battleship sized targets
+
Hyperkittens are best used as a semi-independent “small gang” style engagement. Like all kiting ships, they rely on their speed to avoid taking damage, and will die almost instantly if tackled. If facing a single target, orbiting at 18km is optimal, however as soon as there is more than one target on grid, the Hyperkittens will need more cunning piloting to avoid tackle. If you are confident in your pilots, then this can be left to the individual (as in a small gang situation), alternatively this is a good time to practice anchoring for a new FC
  
As an FC you should avoid anything close to an even numbers fight, and focus on isolating and ganking lone targets
+
While the Kittens can be used to gank lone targets, it should be remembered that Warp Disrupters do not deactivate MJDs, meaning large ships may MJD out of your tackle, and neither do warp disrupters slow an opponent down, meaning catching anything faster than you can be difficult
 +
The better mindset for an FC looking at Hyperkittens is to use them to Skirmish rather than to gank. Warp in at range on a fleet, or a fight already occurring, anchor up on the FC (or fly independently), and burn away from, or around, the fight or fleet, while your drones head in to deal damage. Your ideal target is usually a small frigate or destroyer gang where you can pull range and kill things rapidly
  
===Strengths:===
+
The doctrine is therefore a very useful first step in an FC’s shift in mindset from pure brawling, ganking doctrines like Golden Horde or Magic Merlins, towards skirmish doctrines. However it does have a number of notable weaknesses. Most notably, they do not scale well with Logistics ships. Their buffer and resists are too low to make it worth it, while the disorganized nature of kiting can make it hard to keep in range of the Logi. This also makes fighting on gates in Low Sec impossible due to gate guns
*Fun
 
*Cheap
 
*Accessible
 
*…that’s kinda it…
 
  
===Weaknesses:===
+
In addition, Drones as a weapons system have limitations. They have a long travel time to start applying damage, and they can be easily smartbombed by any ship equipped with such modules. In addition, given you aim to Skirmish, if you are forced to warp off, and leave your drones, you are effectively toothless until you can retrieve the drones or buy more
*All the obvious ones
 
*Additional issue to bear in mind is Ventures have an AWFUL lock range (19km with max skills). You’re unlikely to be able to lock anything much outside of tackle range – making gate camping without a dedicated gate camp ship almost impossible
 
  
==Fleet Composition==
+
Another key thing to note is that Rapid Light Missile Launchers are the worst enemy of this ship. While RLMLs are very dangerous for most frigate gangs, Hyperkittens in particular, with their large signature radius, low tank, and relatively low speed for a kiting ship, will simply get torn apart. The prevalence of RLML ships in the current meta (Caracals, Orthrus etc) means that FC’s may have to be very selective about their fights
  
The base fit is effectively a poor man’s Magic Merlin. MWD and Shield Extender in the mids, with the fleet using the third mid for a selection of scrams, points and webs to cover all options (similar to Punisher fleets)
+
==Fleet Composition and Fits==
  
High slots use Blasters by default, as the highest DPS short range weapons system, however any short range weapon (Pulse Lasers, Autocannons etc..) can be substituted here depending on a pilot’s skills. As all players can fly the Venture hull by default, this makes for a very inclusive fleet
+
The beauty of Hyperkittens is their simplicity. The fit below is the T2 variation, however the Alpha friendly variant below is almost equally effective. The performance of your ship is more generally determined by your drone skills than the actual modules on the ship here
  
====T2 Blaster Banana====
+
====T2 Kitten====
 
{{ShipFitting
 
{{ShipFitting
| ship=Venture
+
| ship=Tristan
| shipTypeID=32880
+
| shipTypeID=593
| fitName=NOP Gunboat - Blasters T2
+
| fitName=Hyperkitten T2
| fitID=NOP-Gunboat---Blasters-T2
+
| fitID=Hyperkitten-T2
| low1name=Damage Control II
+
| low1name=Nanofiber Internal Structure II
| low1typeID=2048
+
| low1typeID=2605
| mid1name=J5b Enduring Warp Scrambler
+
| low2name=Drone Damage Amplifier II
| mid1typeID=5439
+
| low2typeID=4405
| mid2name=5MN Y-T8 Compact Microwarpdrive
+
| low3name=Drone Damage Amplifier II
| mid2typeID=5973
+
| low3typeID=4405
| mid3name=Medium Shield Extender II
+
| mid1name=Warp Disruptor II
| mid3typeID=3831
+
| mid1typeID=3244
| high1name=Light Electron Blaster II, Void S
+
| mid2name=Medium Shield Extender II
| high1typeID=3162
+
| mid2typeID=3831
| charge1name=Void S x1
+
| mid3name=5MN Y-T8 Compact Microwarpdrive
| charge1typeID=12612
+
| mid3typeID=5973
| high2name=Light Electron Blaster II, Void S
+
| rig1name=Small Anti-EM Screen Reinforcer I
| high2typeID=3162
+
| rig1typeID=31716
| high3name=Small Gremlin Compact Energy Neutralizer
+
| rig2name=Small Anti-Thermal Screen Reinforcer I
| high3typeID=4477
+
| rig2typeID=31752
| rig1name=Small Core Defense Field Extender I
+
| rig3name=Small Core Defense Field Extender I
| rig1typeID=31788
+
| rig3typeID=31788
| rig2name=Small Core Defense Field Extender I
+
| drone1name=Acolyte II x5
| rig2typeID=31788
+
| drone1typeID=2205
| rig3name=Small Anti-EM Screen Reinforcer I
+
| drone2name=Warrior II x3
| rig3typeID=31716
+
| drone2typeID=2488
| drone1name=Hobgoblin II x2
+
| high1name=open
| drone1typeID=2456
+
| high2name=open
| charge2name=Null S x800
+
| high3name=open
| charge2typeID=12614
+
| charge1name=open
| charge3name=Caldari Navy Antimatter Charge S x800
+
| charge2name=open
| charge3typeID=23009
+
| charge3name=open
 
| charge4name=open
 
| charge4name=open
 
| charge5name=open
 
| charge5name=open
| drone2name=open
 
 
| drone3name=open
 
| drone3name=open
 
| drone4name=open
 
| drone4name=open
Line 80: Line 74:
 
| version=LATEST
 
| version=LATEST
 
| showTOC=Y
 
| showTOC=Y
| shipDNA=32880:2048;1:5439;1:5973;1:3831;1:3162;2:12612;1:4477;1:31788;2:31716;1:2456;2:12614;800:23009;800::
+
| shipDNA=593:2605;1:4405;2:3244;1:3831;1:5973;1:31716;1:31752;1:31788;1:2205;5:2488;3::
 
| fleetup=
 
| fleetup=
 
| alphacanuse=N
 
| alphacanuse=N
 
}}
 
}}
  
====T1 Blaster Banana====
+
====T1 Kitten====
 
{{ShipFitting
 
{{ShipFitting
| ship=Venture
+
| ship=Tristan
| shipTypeID=32880
+
| shipTypeID=593
| fitName=NOP Gunboat - Blasters T1
+
| fitName=Hyperkitten Max Alpha
| fitID=NOP-Gunboat---Blasters-T1
+
| fitID=Hyperkitten-Max-Alpha
| low1name=Damage Control II
+
| low1name=Nanofiber Internal Structure II
| low1typeID=2048
+
| low1typeID=2605
| mid1name=J5b Enduring Warp Scrambler
+
| low2name=Drone Damage Amplifier II
| mid1typeID=5439
+
| low2typeID=4405
| mid2name=5MN Y-T8 Compact Microwarpdrive
+
| low3name=Drone Damage Amplifier II
| mid2typeID=5973
+
| low3typeID=4405
| mid3name=Medium Azeotropic Restrained Shield Extender
+
| mid1name=Initiated Compact Warp Disruptor
| mid3typeID=8433
+
| mid1typeID=5405
| high1name=Modal Light Electron Particle Accelerator I, Federation Navy Antimatter Charge S
 
| high1typeID=7487
 
| charge1name=Federation Navy Antimatter Charge S x1
 
| charge1typeID=22961
 
| high2name=Modal Light Electron Particle Accelerator I, Federation Navy Antimatter Charge S
 
| high2typeID=7487
 
| high3name=Small Gremlin Compact Energy Neutralizer
 
| high3typeID=4477
 
| rig1name=Small Core Defense Field Extender I
 
| rig1typeID=31788
 
| rig2name=Small Core Defense Field Extender I
 
| rig2typeID=31788
 
| rig3name=Small Anti-EM Screen Reinforcer I
 
| rig3typeID=31716
 
| drone1name=Hobgoblin I x2
 
| drone1typeID=2454
 
| charge2name=Null S x800
 
| charge2typeID=12614
 
| charge3name=Caldari Navy Antimatter Charge S x800
 
| charge3typeID=23009
 
| charge4name=open
 
| charge5name=open
 
| drone2name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=32880:2048;1:5439;1:5973;1:8433;1:7487;2:22961;1:4477;1:31788;2:31716;1:2454;2:12614;800:23009;800::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
 
 
====Damp Banana====
 
 
 
The tackle module slot can be exchanged for an EWAR module of your choice on a couple of ships. Multispectral ECM can be devastating if you get lucky, but its success chance is pretty poor. For a more guaranteed impact, try fitting sensor dampeners, to stop ships from kiting you out from range
 
{{ShipFitting
 
| ship=Venture
 
| shipTypeID=32880
 
| fitName=NOP Damp Banana
 
| fitID=NOP-Damp-Banana
 
| low1name=Damage Control II
 
| low1typeID=2048
 
| mid1name=5MN Y-T8 Compact Microwarpdrive
 
| mid1typeID=5973
 
 
| mid2name=Medium Shield Extender II
 
| mid2name=Medium Shield Extender II
 
| mid2typeID=3831
 
| mid2typeID=3831
| mid3name=Remote Sensor Dampener II
+
| mid3name=5MN Y-T8 Compact Microwarpdrive
| mid3typeID=1969
+
| mid3typeID=5973
| high1name=Small Gremlin Compact Energy Neutralizer
+
| rig1name=Small Anti-EM Screen Reinforcer I
| high1typeID=4477
+
| rig1typeID=31716
| high2name=Small Ghoul Compact Energy Nosferatu
+
| rig2name=Small Anti-Thermal Screen Reinforcer I
| high2typeID=5141
+
| rig2typeID=31752
| high3name=Small Gremlin Compact Energy Neutralizer
 
| high3typeID=4477
 
| rig1name=Small Ancillary Current Router I
 
| rig1typeID=31358
 
| rig2name=Small Semiconductor Memory Cell I
 
| rig2typeID=31406
 
 
| rig3name=Small Core Defense Field Extender I
 
| rig3name=Small Core Defense Field Extender I
 
| rig3typeID=31788
 
| rig3typeID=31788
| drone1name=Hornet EC-300 x2
+
| drone1name=Warrior I x5
| drone1typeID=23707
+
| drone1typeID=2486
| charge1name=Scan Resolution Dampening Script x1
+
| drone2name=Acolyte I x3
| charge1typeID=29013
+
| drone2typeID=2203
| charge2name=Targeting Range Dampening Script x1
+
| high1name=open
| charge2typeID=29015
+
| high2name=open
 +
| high3name=open
 +
| charge1name=open
 +
| charge2name=open
 
| charge3name=open
 
| charge3name=open
 
| charge4name=open
 
| charge4name=open
 
| charge5name=open
 
| charge5name=open
| drone2name=open
 
 
| drone3name=open
 
| drone3name=open
 
| drone4name=open
 
| drone4name=open
Line 189: Line 127:
 
| version=LATEST
 
| version=LATEST
 
| showTOC=Y
 
| showTOC=Y
| shipDNA=32880:2048;1:5973;1:3831;1:1969;1:4477;2:5141;1:31358;1:31406;1:31788;1:23707;2:29013;1:29015;1::
+
| shipDNA=593:2605;1:4405;2:5405;1:3831;1:5973;1:31716;1:31752;1:31788;1:2486;5:2203;3::
 
| fleetup=
 
| fleetup=
 
| alphacanuse=N
 
| alphacanuse=N
 
}}
 
}}
====Logi====
 
  
Don't bother. No really. You have a paper thin tank, and a terrible resist profile. You'll be dead before a logistics ship can even lock you. Try not to fight things that shoot back.
+
====Support Ships====
 +
 
 +
EWAR ships, while useful on almost any fleet, are very valuable here. You live or die by avoiding damage (rather than tanking it in a brawling doctrine with Logi), so any ship which helps limit an opponent’s ability to apply damage to you is invaluable. A couple of Griffins, Crucifier or Maulus can make a huge difference in keeping your ships alive
 +
 
 +
A Hyena or Vigil Fleet Issue can be extremely useful as always for webbing an opponent at range, due to the fact the Hyperkittens lack any kind of ability to slow an opponent otherwise.

Revision as of 05:55, 20 November 2017

Template:FCC Links Template:FCC Doctrine Links

Hyperkittens (Kiting Tristans)

Logo faction gallente federation.png
Tristan.jpg
Hyperkittens are a long standing quick response gang for the Uni. They’re fast and agile enough to kite well, while carrying a larger tank than most kiting ships, and using drones as their weapons system which removes the usual complexities of managing tracking which a turret based kiting ship would face, while still doing very impressive damage.

In addition, the simple fitting means they’re one of the cheapest doctrines to field, and they build upon skills which almost every character will train due to their usefulness with ratting

Implementation

Hyperkittens are best used as a semi-independent “small gang” style engagement. Like all kiting ships, they rely on their speed to avoid taking damage, and will die almost instantly if tackled. If facing a single target, orbiting at 18km is optimal, however as soon as there is more than one target on grid, the Hyperkittens will need more cunning piloting to avoid tackle. If you are confident in your pilots, then this can be left to the individual (as in a small gang situation), alternatively this is a good time to practice anchoring for a new FC

While the Kittens can be used to gank lone targets, it should be remembered that Warp Disrupters do not deactivate MJDs, meaning large ships may MJD out of your tackle, and neither do warp disrupters slow an opponent down, meaning catching anything faster than you can be difficult The better mindset for an FC looking at Hyperkittens is to use them to Skirmish rather than to gank. Warp in at range on a fleet, or a fight already occurring, anchor up on the FC (or fly independently), and burn away from, or around, the fight or fleet, while your drones head in to deal damage. Your ideal target is usually a small frigate or destroyer gang where you can pull range and kill things rapidly

The doctrine is therefore a very useful first step in an FC’s shift in mindset from pure brawling, ganking doctrines like Golden Horde or Magic Merlins, towards skirmish doctrines. However it does have a number of notable weaknesses. Most notably, they do not scale well with Logistics ships. Their buffer and resists are too low to make it worth it, while the disorganized nature of kiting can make it hard to keep in range of the Logi. This also makes fighting on gates in Low Sec impossible due to gate guns

In addition, Drones as a weapons system have limitations. They have a long travel time to start applying damage, and they can be easily smartbombed by any ship equipped with such modules. In addition, given you aim to Skirmish, if you are forced to warp off, and leave your drones, you are effectively toothless until you can retrieve the drones or buy more

Another key thing to note is that Rapid Light Missile Launchers are the worst enemy of this ship. While RLMLs are very dangerous for most frigate gangs, Hyperkittens in particular, with their large signature radius, low tank, and relatively low speed for a kiting ship, will simply get torn apart. The prevalence of RLML ships in the current meta (Caracals, Orthrus etc) means that FC’s may have to be very selective about their fights

Fleet Composition and Fits

The beauty of Hyperkittens is their simplicity. The fit below is the T2 variation, however the Alpha friendly variant below is almost equally effective. The performance of your ship is more generally determined by your drone skills than the actual modules on the ship here

T2 Kitten

Hyperkitten T2
Tristan: Hyperkitten T2
EFT
[Tristan, Hyperkitten T2]

Warp Disruptor II
Medium Shield Extender II
5MN Y-T8 Compact Microwarpdrive

Nanofiber Internal Structure II
Drone Damage Amplifier II
Drone Damage Amplifier II

Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Core Defense Field Extender I


Acolyte II x5
Warrior II x3

Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


T1 Kitten

Hyperkitten Max Alpha
Tristan: Hyperkitten Max Alpha
EFT
[Tristan, Hyperkitten Max Alpha]

Initiated Compact Warp Disruptor
Medium Shield Extender II
5MN Y-T8 Compact Microwarpdrive

Nanofiber Internal Structure II
Drone Damage Amplifier II
Drone Damage Amplifier II

Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Core Defense Field Extender I


Warrior I x5
Acolyte I x3

Fitting template high slot label.png
Icon hi slot.png
Icon hi slot.png
Icon hi slot.png
Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
Cargo.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
LATEST
ALPHA CAN USE
NO
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES


Support Ships

EWAR ships, while useful on almost any fleet, are very valuable here. You live or die by avoiding damage (rather than tanking it in a brawling doctrine with Logi), so any ship which helps limit an opponent’s ability to apply damage to you is invaluable. A couple of Griffins, Crucifier or Maulus can make a huge difference in keeping your ships alive

A Hyena or Vigil Fleet Issue can be extremely useful as always for webbing an opponent at range, due to the fact the Hyperkittens lack any kind of ability to slow an opponent otherwise.