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

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{{FCC Links}}
 
{{FCC Links}}
 
{{FCC Doctrine Links}}
 
{{FCC Doctrine Links}}
==Hyperkittens (Kiting Tristans)==
+
==Alpha Birds)==
 
{| 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;">{{icon|gallente|48}}</div>[[File:Tristan.jpg|128px|]]</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|caldari|48}}</div>[[File:Kestrel.jpg|128px|]]</div>
| 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.
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| valign="middle" style="padding:4px;" | Much like the [[Hyperkittens]], Alpha Birds are a cheap skirmishing frigate doctrine, used as an introduction for FC’s into skirmish tactics. They use Light Missiles to avoid any complications which would arise from turret tracking considerations, and also benefit substantially from a huge range (up to 60km with good skills), and high volley damage which, in numbers, can be enough to volley smaller targets off the field similar to [[BLAP Talwars]]
 
 
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==
  
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
+
The strengths of the Alpha Bird are its excellent speed, excellent range, and its utility mid slot (discussed more in the fitting section below)
 +
The paper thin tank of Alpha Birds means more than ever that taking any damage at all is fairly disastrous for the fleet. Alpha Birds therefore work best at long range (even outside of Warp Disrupter range) where they can volley opponents. As a skirmish doctrine, the optimal situation is where you can anchor up on your FC, pull range from a fleet which is chasing you, or a fight which is already occurring, and circle round at 40-50km, picking off soft targets with your LML volleys
 +
Against smaller gangs, you may close range to apply your warp disrupters to hold something on grid, however this is likely only once/if you have established grid supremacy
 +
The low sustained DPS (and high volley damage) means that numbers are important to make Alpha Birds work. A high skill player can deal around 1k volley damage, however with Uni pilots, the expectation should be set closer to 600-700. 10 Alpha birds can therefore take out most T1 frigates in a single volley. 20 can instantly kill T2 Frigates, Destroyers etc
 +
Light Missile skirmish doctrines such as this are a staple of the game right the way from Kestrels, to Talwars, to Caracals, and the Alpha Birds are a cheap and simple introduction to this essential part of EVE Online fleets. However some FCs may wish to skip directly to Talwars due to their slightly higher tank and volley damage, for only a marginal increase in SP and ISK cost. Alpha Birds however get the advantage of relative unfamiliarity, compared to the very widely known Talwar doctrine, and are more frequently underestimated
 +
Other LML or RLML ships are the worst enemy of the Alpha Bird, as they can match your range, and apply damage regardless of your speed and tracking. Brawling ships are your natural prey, as they will be largely unable to apply to your ships at range. It should also be noted that the excellent speed of the Alpha Bird allows you to outrun most drones should your opponent deploy them
  
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
+
==Fleet Composition and Fits==
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
+
The basic Alpha Bird is a very simple fit. The only layer of complexity sits with the utility mid-slot. A wide selection of EWAR can, and should, be spread across the fleet in this slot. Damps, and Tracking Disrupters will help limit your opponent’s ability to apply damage to you, while Target Painters will maximize your damage application on a target
  
==Fleet Composition and Fits==
+
As you rely almost entirely on not getting hit in this doctrine, the preference is for the defensive EWAR modules such as Damps
  
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
+
Use Faction Missiles (even if you have T2 skills) due to the range bonus they provide
  
====T2 Kitten====
+
====Alpha Bird====
 
{{ShipFitting
 
{{ShipFitting
| ship=Tristan
+
| ship=Kestrel
| shipTypeID=593
+
| shipTypeID=602
| fitName=Hyperkitten T2
+
| fitName=Light Missile Kiter
| fitID=Hyperkitten-T2
+
| fitID=Light-Missile-Kiter
| low1name=Nanofiber Internal Structure II
+
| low1name=Micro Auxiliary Power Core I
| low1typeID=2605
+
| low1typeID=11563
| low2name=Drone Damage Amplifier II
+
| low2name=Nanofiber Internal Structure II
| low2typeID=4405
+
| low2typeID=2605
| low3name=Drone Damage Amplifier II
+
| mid1name=5MN Cold-Gas Enduring Microwarpdrive
| low3typeID=4405
+
| mid1typeID=5971
| mid1name=Warp Disruptor II
+
| mid2name=Medium Azeotropic Restrained Shield Extender
| mid1typeID=3244
+
| mid2typeID=8433
| mid2name=Medium Shield Extender II
+
| mid3name=J5 Enduring Warp Disruptor
| mid2typeID=3831
+
| mid3typeID=5399
| mid3name=5MN Y-T8 Compact Microwarpdrive
+
| mid4name=Parallel Enduring Target Painter
| mid3typeID=5973
+
| mid4typeID=19812
| rig1name=Small Anti-EM Screen Reinforcer I
+
| high1name=Light Missile Launcher II
| rig1typeID=31716
+
| high1typeID=2404
| rig2name=Small Anti-Thermal Screen Reinforcer I
+
| high2name=Light Missile Launcher II
| rig2typeID=31752
+
| high2typeID=2404
| rig3name=Small Core Defense Field Extender I
+
| high3name=Light Missile Launcher II
| rig3typeID=31788
+
| high3typeID=2404
| drone1name=Acolyte II x5
+
| high4name=Light Missile Launcher II
| drone1typeID=2205
+
| high4typeID=2404
| drone2name=Warrior II x3
+
| rig1name=Small Warhead Calefaction Catalyst I
| drone2typeID=2488
+
| rig1typeID=31620
| high1name=open
+
| rig2name=Small Warhead Calefaction Catalyst I
| high2name=open
+
| rig2typeID=31620
| high3name=open
+
| charge1name=Caldari Navy Scourge Light Missile x500
| charge1name=open
+
| charge1typeID=27361
| charge2name=open
+
| charge2name=Caldari Navy Inferno Light Missile x500
| charge3name=open
+
| charge2typeID=27371
| charge4name=open
+
| charge3name=Nova Fury Light Missile x500
| charge5name=open
+
| charge3typeID=24497
| drone3name=open
+
| charge4name=Inferno Fury Light Missile x500
| drone4name=open
+
| charge4typeID=24499
| drone5name=open
+
| charge5name=Caldari Navy Nova Light Missile x500
 +
| charge5typeID=27381
 +
| charge6name=Caldari Navy Mjolnir Light Missile x500
 +
| charge6typeID=27387
 +
| charge7name=Mjolnir Fury Light Missile x500
 +
| charge7typeID=2613
 +
| rig3name=open
 
| skills=
 
| skills=
 
| showSKILLS=N
 
| showSKILLS=N
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| version=LATEST
 
| version=LATEST
 
| showTOC=Y
 
| showTOC=Y
| shipDNA=593:2605;1:4405;2:3244;1:3831;1:5973;1:31716;1:31752;1:31788;1:2205;5:2488;3::
+
| shipDNA=602:11563;1:2605;1:5971;1:8433;1:5399;1:19812;1:2404;4:31620;2:27361;500:27371;500:24497;500:24499;500:27381;500:27387;500:2613;500::
 
| fleetup=
 
| fleetup=
 
| alphacanuse=N
 
| alphacanuse=N
 
}}
 
}}
 
====T1 Kitten====
 
{{ShipFitting
 
| ship=Tristan
 
| shipTypeID=593
 
| fitName=Hyperkitten Max Alpha
 
| fitID=Hyperkitten-Max-Alpha
 
| low1name=Nanofiber Internal Structure II
 
| low1typeID=2605
 
| low2name=Drone Damage Amplifier II
 
| low2typeID=4405
 
| low3name=Drone Damage Amplifier II
 
| low3typeID=4405
 
| mid1name=Initiated Compact Warp Disruptor
 
| mid1typeID=5405
 
| mid2name=Medium Shield Extender II
 
| mid2typeID=3831
 
| mid3name=5MN Y-T8 Compact Microwarpdrive
 
| mid3typeID=5973
 
| rig1name=Small Anti-EM Screen Reinforcer I
 
| rig1typeID=31716
 
| rig2name=Small Anti-Thermal Screen Reinforcer I
 
| rig2typeID=31752
 
| rig3name=Small Core Defense Field Extender I
 
| rig3typeID=31788
 
| drone1name=Warrior I x5
 
| drone1typeID=2486
 
| drone2name=Acolyte I x3
 
| drone2typeID=2203
 
| high1name=open
 
| high2name=open
 
| high3name=open
 
| charge1name=open
 
| charge2name=open
 
| charge3name=open
 
| charge4name=open
 
| charge5name=open
 
| drone3name=open
 
| drone4name=open
 
| drone5name=open
 
| skills=
 
| showSKILLS=N
 
| notes=
 
| showNOTES=N
 
| difficulty=0
 
| warsop=A
 
| warsopReason=
 
| version=LATEST
 
| showTOC=Y
 
| shipDNA=593:2605;1:4405;2:5405;1:3831;1:5973;1:31716;1:31752;1:31788;1:2486;5:2203;3::
 
| fleetup=
 
| alphacanuse=N
 
}}
 
 
 
====Support Ships====
 
====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
+
The ability to spread EWAR through your mainline ships reduces the need for dedicated EWAR ships, however their bonused modules can still be very useful additions. In particular, ECM such as the [[Griffin]], can be very useful, as this is the one EWAR module which is inefficient when fitted on the Alpha Bird (due to the need to have a range of racial jammers)
 
 
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 07:25, 20 November 2017

Template:FCC Links Template:FCC Doctrine Links

Alpha Birds)

Logo faction caldari state.png
Kestrel.jpg
Much like the Hyperkittens, Alpha Birds are a cheap skirmishing frigate doctrine, used as an introduction for FC’s into skirmish tactics. They use Light Missiles to avoid any complications which would arise from turret tracking considerations, and also benefit substantially from a huge range (up to 60km with good skills), and high volley damage which, in numbers, can be enough to volley smaller targets off the field similar to BLAP Talwars

Implementation

The strengths of the Alpha Bird are its excellent speed, excellent range, and its utility mid slot (discussed more in the fitting section below) The paper thin tank of Alpha Birds means more than ever that taking any damage at all is fairly disastrous for the fleet. Alpha Birds therefore work best at long range (even outside of Warp Disrupter range) where they can volley opponents. As a skirmish doctrine, the optimal situation is where you can anchor up on your FC, pull range from a fleet which is chasing you, or a fight which is already occurring, and circle round at 40-50km, picking off soft targets with your LML volleys Against smaller gangs, you may close range to apply your warp disrupters to hold something on grid, however this is likely only once/if you have established grid supremacy The low sustained DPS (and high volley damage) means that numbers are important to make Alpha Birds work. A high skill player can deal around 1k volley damage, however with Uni pilots, the expectation should be set closer to 600-700. 10 Alpha birds can therefore take out most T1 frigates in a single volley. 20 can instantly kill T2 Frigates, Destroyers etc Light Missile skirmish doctrines such as this are a staple of the game right the way from Kestrels, to Talwars, to Caracals, and the Alpha Birds are a cheap and simple introduction to this essential part of EVE Online fleets. However some FCs may wish to skip directly to Talwars due to their slightly higher tank and volley damage, for only a marginal increase in SP and ISK cost. Alpha Birds however get the advantage of relative unfamiliarity, compared to the very widely known Talwar doctrine, and are more frequently underestimated Other LML or RLML ships are the worst enemy of the Alpha Bird, as they can match your range, and apply damage regardless of your speed and tracking. Brawling ships are your natural prey, as they will be largely unable to apply to your ships at range. It should also be noted that the excellent speed of the Alpha Bird allows you to outrun most drones should your opponent deploy them

Fleet Composition and Fits

The basic Alpha Bird is a very simple fit. The only layer of complexity sits with the utility mid-slot. A wide selection of EWAR can, and should, be spread across the fleet in this slot. Damps, and Tracking Disrupters will help limit your opponent’s ability to apply damage to you, while Target Painters will maximize your damage application on a target

As you rely almost entirely on not getting hit in this doctrine, the preference is for the defensive EWAR modules such as Damps

Use Faction Missiles (even if you have T2 skills) due to the range bonus they provide

Alpha Bird

Light Missile Kiter
Kestrel: Light Missile Kiter
EFT
[Kestrel, Light Missile Kiter]
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II

5MN Cold-Gas Enduring Microwarpdrive
Medium Azeotropic Restrained Shield Extender
J5 Enduring Warp Disruptor
Parallel Enduring Target Painter

Micro Auxiliary Power Core I
Nanofiber Internal Structure II

Small Warhead Calefaction Catalyst I
Small Warhead Calefaction Catalyst I



Caldari Navy Scourge Light Missile x500
Caldari Navy Inferno Light Missile x500
Nova Fury Light Missile x500
Inferno Fury Light Missile x500
Caldari Navy Nova Light Missile x500
Caldari Navy Mjolnir Light Missile x500
Mjolnir Fury Light Missile x500

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

Support Ships

The ability to spread EWAR through your mainline ships reduces the need for dedicated EWAR ships, however their bonused modules can still be very useful additions. In particular, ECM such as the Griffin, can be very useful, as this is the one EWAR module which is inefficient when fitted on the Alpha Bird (due to the need to have a range of racial jammers)