Difference between revisions of "User:Titus tallang/BLAP doctrine sandbox"

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=== Doctrine Q&A ===
 
=== Doctrine Q&A ===
 
{{Template:CollapseBox|What are key strengths of this doctrine? Why should I use it?|
 
{{Template:CollapseBox|What are key strengths of this doctrine? Why should I use it?|
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{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
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Talwars have fantastic damage projection for a destroyer. They're a great doctrine for budding FCs to learn how to fly kitey. With enough Talwars, you have a decent amount of alpha that can often surprise people.}}
 
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
 
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
  
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Aside from being very newbie-friendly, Talwars are also excellent for raiding fleets generally because of their fairly high alpha, fast warp speed, and mobility. Talwar fleets have often traded well against QRFs after decimating ratters and miners in null pockets, which results in fun fights and great kills.}}
 
Aside from being very newbie-friendly, Talwars are also excellent for raiding fleets generally because of their fairly high alpha, fast warp speed, and mobility. Talwar fleets have often traded well against QRFs after decimating ratters and miners in null pockets, which results in fun fights and great kills.}}
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
 
 
Talwars have fantastic damage projection for a destroyer. They're a great doctrine for budding FCs to learn how to fly kitey. With enough Talwars, you have a decent amount of alpha that can often surprise people.}}
 
 
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{{Template:CollapseBox|What areas of space is this doctrine best suited to?|
 
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{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
 
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
  
You should not undock without approximately 10 Talwars, as this doctrine depends on having enough damage ships to kill targets quickly. 10 Talwars only gives about 10k alpha, which is often enough to clear interceptors but is really not ideal. You really want 20-30 Talwars, which allows you to one-shot most T1 cruisers and two-shot almost all other T1 cruisers and most T2 cruisers. Even better, although not typically achieved in the Uni, is a fleet of 40-50 Talwars, which will one-shot most battlecruisers and T2 logi.
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You generally don't want to fly without approximately 10 Talwars, as this doctrine depends on having enough damage ships to kill targets quickly. 10 Talwars only gives about 10k alpha, which is often enough to clear interceptors but is really not ideal. You really want 20-30 Talwars, which allows you to one-shot most T1 cruisers and two-shot almost all other T1 cruisers and most T2 cruisers. Even better, although not typically achieved in the Uni, is a fleet of 40-50 Talwars, which will one-shot most battlecruisers and T2 logi.
  
In any case, I'd strongly recommend you always have at least one interceptor and one interdictor for every 10 Talwars. If you have 15+ Talwars, it is worthwhile to bring at least one command destroyer (ideally a Bifrost with Skirmish: Rapid Deployment and either Skirmish: Interdiction Maneuvers or Shield: Shield Harmonizing links, depending on if you brought a Hyena/Keres or not). Speaking of the Hyena and Keres, you ought to bring one of each with 15+ Talwars because they respectively insulate your fleet from incoming tackle and can damp out enemy logi if you’re not one-shotting enemy ships.}}
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In any case, I'd strongly recommend you always have at least one interceptor and one interdictor for every 10 Talwars. If you have 15+ Talwars, it is worthwhile to bring at least one command destroyer (ideally a Bifrost with Skirmish: Rapid Deployment and either Skirmish: Interdiction Maneuvers or Shield: Shield Harmonizing links, depending on if you brought a Hyena/Keres or not). Speaking of the Hyena and Keres, you'll want to bring one of each with 15+ Talwars because they respectively insulate your fleet from incoming tackle and can damp out enemy logi if you’re not one-shotting enemy ships.}}
 
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
 
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
  
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{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
 
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
  
Avoid all engagements inside acceleration gates (unless your captor pilot somehow caught a sleeping DED site runner, in which case murder him and GTFO), because acceleration gates force you to engage at the enemy’s preferred range. (If you set up inside an acceleration gate, nobody will ever take a fight against Talwars.)
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Avoid all engagements inside acceleration gates (unless your captor pilot somehow caught a sleeping DED site runner, in which case murder him quickly and then bail), because acceleration gates force you to engage at the enemy’s preferred range. (NB: If you set up inside an acceleration gate, nobody will ever take a fight against Talwars.)
  
 
Similarly, be extremely careful of engaging enemies who have Huginn/Rapier support, as they can web past your missile range and therefore make it very difficult for you to maneuver. Finally, Talwars are utterly unsuited for “small gang” warfare; if you can’t get your gang of fewer than 10 pilots into something better than kitey, low-DPS destroyers, you should just take frigates or Thrashers and bait inside FW plexes.}}
 
Similarly, be extremely careful of engaging enemies who have Huginn/Rapier support, as they can web past your missile range and therefore make it very difficult for you to maneuver. Finally, Talwars are utterly unsuited for “small gang” warfare; if you can’t get your gang of fewer than 10 pilots into something better than kitey, low-DPS destroyers, you should just take frigates or Thrashers and bait inside FW plexes.}}
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On tackle, it's pretty simple. Competent Interdictor pilots should be able to keep most large, slow targets (the Mackinaws or Orcas or Rattlesnakes that your ceptors catch) bubbled for as long as is necessary. Interceptor pilots should be able to land scrams on any such targets that try to MJD out. So if you're raiding in nullsec or something like that, tackle isn't a really big deal (often QRF elements will warp directly into the bubble to try to save their friends, if you're fighting Horde or Brave - so you just haze the QRF and then go back to shooting the bears).
 
On tackle, it's pretty simple. Competent Interdictor pilots should be able to keep most large, slow targets (the Mackinaws or Orcas or Rattlesnakes that your ceptors catch) bubbled for as long as is necessary. Interceptor pilots should be able to land scrams on any such targets that try to MJD out. So if you're raiding in nullsec or something like that, tackle isn't a really big deal (often QRF elements will warp directly into the bubble to try to save their friends, if you're fighting Horde or Brave - so you just haze the QRF and then go back to shooting the bears).
  
The problem that I'm seeing a lot with people complaining about tackle involves Unistas taking on kitey (or MJDing, in the case of battleships) small-gang pilots in similar numbers with grossly inferior ships, then whining about how they don't have the ability to tackle the bad guys and therefore just end up feeding. Well, no shit. If you're fighting Orthri or 100mn kitey Tengus or whatever and you can't put a Rapier on grid and keep it repped as part of your QRF, you're feeding. Stop feeding.
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One additional issue I feel I need to address here is taking on kitey (or MJDing, in the case of battleships) small-gang pilots in similar numbers with grossly inferior ships, then wondering why you don't have the ability to tackle the bad guys and therefore just end up feeding. Well, no shit. If you're fighting Orthri or 100mn kitey Tengus or whatever (ships that are ''designed to'' haze uncoordinated response fleets) and you can't put a Rapier on grid (and keep it alive) as part of your QRF, you're feeding. Stop feeding.
  
(And conversely, if your campus *can* put those ships on grid but the pilots with high SP are shitlords who can't be bothered to undock for PvP, shame them until they stop being shitlords, the Uni absolutely depends on having people who are capable actually show up to help.)
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(And conversely, if your campus *can* put those ships on grid but the pilots with high SP aren't willing to undock for PvP in appropriate fleets, then that's your problem identified right there.)
  
What's absolutely indefensible is suiciding badly-fit T1 ships into an enemy gang in hopes of holding them on grid long enough for the rest of the fleet to accomplish something, especially if the badly-fit T1 ships are also less mobile/warp slower than the rest of the fleet.}}
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What's not going to help here is suiciding badly-fit T1 ships into an enemy gang in hopes of "somehow" holding them on grid long enough for the rest of the fleet to accomplish "something" - especially if the badly-fit T1 ships are also less mobile/warp slower than the rest of the fleet.}}
 
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If you wanted to win extended fights on grid with long range kitey missile ships, you should be using Caracals. They have much greater tank than the Talwars and slightly better speed, although their cap life, warp speed, and signature are worse and their missile range is lower.
 
If you wanted to win extended fights on grid with long range kitey missile ships, you should be using Caracals. They have much greater tank than the Talwars and slightly better speed, although their cap life, warp speed, and signature are worse and their missile range is lower.
  
For a kitey doctrine that flies very similar to Talwars but holds reps well, you might consider Jackdaws. Jackdaws have 23k ehp in defense mode, catch reps very well, have similar alpha and better DPS than Talwars, and are about the same speed (in SS mode) or much faster (in prop mode). The problem is that Jackdaws cost 70m-90m (depending on t1 or t2 rigs) and require more SP to train into. As a result, while they are still a relatively newbie-friendly doctrine by the standards of most PvP alliances, they're not as accessible as the BLAP ships.}}
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For a kitey doctrine that flies very similar to Talwars but holds reps well, you might consider Jackdaws. Jackdaws have 23k ehp in defense mode, catch reps very well, have similar alpha and better DPS than Talwars, and are about the same speed (in SS mode) or much faster (in prop mode). The problem is that Jackdaws cost 70m-90m (depending on t1 or t2 rigs) and require more SP to train into. As a result, while they are still a relatively newbie-friendly doctrine by the standards of most PvP alliances, they're not nearly as accessible as the BLAP ships.}}
 
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{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
 
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
  
Caracals are currently one of the strongest kiting T1 cruisers. With all Vs they can reach as far out as 65km with rapid lights (a very powerful weapons system). It's much easier for an FC to concentrate on the fight than worrying about weapon tracking or targets getting 'under your guns', as for the most part, you only need worry about range with RLMLs. They also sport a fairly decent tank at ~30k EHP. That coupled with their speed under MWD (up to 1900m/s) makes them fantastic ships at kiting and outranging most other T1 cruisers.}}
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Caracals are currently one of the strongest kiting T1 cruisers. With all Vs they can reach as far out as 65km with rapid lights (a very powerful weapons system). It's much easier for an FC to concentrate on the fight than worrying about weapon tracking or targets getting 'under your guns', as for the most part, you only need worry about range with RLMLs. They also sport a fairly decent tank at ~30k EHP - coupled with their speed under MWD (up to 1900m/s) this makes them fantastic ships at kiting and outranging most other T1 cruisers.}}
 
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{{Template:CollapseBox|What areas of space is this doctrine best suited to?|
 
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{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
 
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
  
You could technically fly this doctrine in any part of space, so long as your intention is not to brawl with it, of course. This means taking a fight inside a plex with a brawling vexor fleet already setup inside, is a bad idea. You also want to try and avoid being caught in bubbles on gates if you're in null.}}
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You could technically fly this doctrine in any part of space, so long as your intention is not to brawl with it, of course. This means taking a fight inside a plex with a brawling vexor fleet already setup inside is a bad idea. You also want to try and avoid being caught in bubbles on gates if you're in null.}}
 
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{{Template:CollapseBox|How should the fleet be positioned when using this doctrine?|
 
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As a fleet doctrine, Caracals engage by anchoring and pulling range to the edge of RLML range, where they project full damage and most turret cruisers either can't engage or project a small proportion of their potential damage. The anchor should spiral out to maximize transversal if the fight begins at close range.
 
As a fleet doctrine, Caracals engage by anchoring and pulling range to the edge of RLML range, where they project full damage and most turret cruisers either can't engage or project a small proportion of their potential damage. The anchor should spiral out to maximize transversal if the fight begins at close range.
  
NB: If hostiles chase you while you're kiting, you can project damage beyond your normal maximum missile range because the hostiles are flying towards your missiles.}}
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(NB: If hostiles chase you while you're kiting, you can project damage beyond your normal maximum missile range because the hostiles are flying towards your missiles.)}}
 
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{{Template:CollapseBox|Are there any fleet comp aspects that are critical to the doctrine?|
 
{{Template:CollapseBox|Are there any fleet comp aspects that are critical to the doctrine?|
 
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
 
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
  
Caracals are effective in solo (although you need a warp disruptor in place of one of your hardeners), micro and small gang, and fleets up to 80-100 pilots. You should not, however, engage enemies if your fleet can't eliminate at least one or two enemy ships per RLML clip (for a BLAP Caracal with alpha skills, approximately 13k damage per clip per Caracal).
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Caracals scale incredibly well - from being effective in solo (although you need a warp disruptor in place of one of your hardeners), micro and small gang, up to fleets of 80-100 pilots. You should not, however, engage enemies if your fleet can't eliminate at least one or two enemy ships per RLML clip (for a BLAP Caracal with alpha skills, approximately 13k damage per clip per Caracal).
  
In general, you need an interceptor for every 5-8 Caracals (minimum 1), plus an interdictor for every 10-15 Caracals in nullsec. You should also have an Osprey for every 3-4 Caracals, starting at 3 Ospreys for a fleet of 8-9 Caracals (before that, you should bring either 2 Ospreys or 0 Ospreys).
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In general, you'll want an interceptor for every 5-8 Caracals (minimum 1), plus an interdictor for every 10-15 Caracals in nullsec. You should also have one Osprey for every 3-4 Caracals, starting at 3 Ospreys for a fleet of 8-9 Caracals (before that, you should bring either 2 Ospreys or 0 Ospreys).
  
Whenever possible, you should bring at least one Bifrost (double links fit, Skirmish: Rapid Deployment, Shield: Harmonizing). Fleets of 10 or more Caracals should also bring a Hyena and, if possible, a Keres. Additional command destroyers (Interdiction Maneuvers, Shield Extension, etc) are also highly desirable.}}
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Whenever possible, you should bring at least one Bifrost (double links fit, Skirmish: Rapid Deployment, Shield: Harmonizing). Fleets of 10 or more Caracals will also want a Hyena and, if possible, a Keres. Additional command destroyers (Interdiction Maneuvers, Shield Extension, etc) are very effective additions if you have the pilots.}}
 
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
 
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
  
As with any fleet, try and keep a good ratio of caracals to logi. 3:1 isn't bad. I would always try and bring along a few intys with you. Don't focus on too many support roles though. You don't really need webbers or painters. You really just need numbers. RLMLs have very good damage with great application so you want to take them by surprise with that.}}
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As with any fleet, try and keep a good ratio of caracals to logi. 3:1 isn't bad. I would always try and bring along a few intys with you. Don't focus on too many support roles though - you don't really need webbers or painters, you mostly just need numbers. RLMLs have very good damage with great application so you want to take them by surprise with that.}}
 
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{{Template:CollapseBox|Are there any unusual high priority targets when flying this doctrine?|
 
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{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
 
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
  
Caracals' greatest weakness is their relatively low sustained DPS (factoring in reloads). You should avoid engaging targets that can tank through your clip or make you waste too many shots compared to other targets. Therefore, unless you hugely outnumber them, avoid engaging powerful self-rep ships (Deimos, Hyperion, marauders) or gangs with T2 logi. If you have Hyena and Griffin support, you can stay on grid with a carrier and rack up fighter killmails (and clear smaller ships on grid), but you have no realistic chance of actually killing the carrier or any other capital ships.}}
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Caracals' greatest weakness is their relatively low sustained DPS (factoring in reloads). You should avoid engaging targets that can tank through your clip or make you waste too many shots compared to other targets. Therefore, unless you hugely outnumber them, avoid engaging powerful self-rep ships (Deimos, Hyperion, Marauders) or gangs with T2 logi. If you have Hyena and Griffin support, you can stay on grid with a carrier and rack up fighter killmails (and clear smaller ships on grid), but you have no realistic chance of actually killing the carrier or any other capital ships.}}
 
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{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
 
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
  
These afterburner armor vexors are one of the most tanky T1 cruisers in the game. Because of this they are able to face most, if not all other T1 cruiser brawling doctrines with ease. Drones are their main damage source and, bar control range, don't of course have any optimal or falloff like guns would which makes them fairly easy to FC. Due to the decent tank, your logi should have a fair warning when primary has been switched onto someone else so you'll have a higher chance of catching reps.}}
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These afterburner armor Vexors are one of the most tanky T1 cruisers in the game. Because of this they are able to face most, if not all other T1 cruiser brawling doctrines with ease. Drones are their main damage source and, bar control range, don't of course have any optimal or falloff like guns would which makes them fairly easy to FC. Due to the decent tank, your logi should have a fair warning when primary has been switched onto someone else so you'll have a higher chance of catching reps.}}
 
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
 
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
  
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{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
 
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
  
Setting yourself up inside a plex in lowsec is a perfect place for you to take a fight with this doctrine. I wouldn't personally want to roam null in these as they're not as well suited (too slow, small engagement range). You could probably use these, if you had numbers, in wspace however.}}
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Setting yourself up inside a plex in lowsec is a perfect place for you to take a fight with this doctrine. I wouldn't personally want to roam null in these as they're not as well suited (too slow, small engagement range). You could however probably use these, if you had numbers, in wspace.}}
 
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{{Template:CollapseBox|How should the fleet be positioned when using this doctrine?|
 
{{Template:CollapseBox|How should the fleet be positioned when using this doctrine?|
 
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
 
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
  
Vexors should orbit on the FC/damage anchor at 500-1000m, with the logi anchor holding 35-40km off the damage anchor on the opposite side of the enemy. (Normal exceptions, such as holding the logi wing on a gate because you expect to deaggress and jump through, of course apply.)
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Vexors should orbit on the FC/damage anchor at 500-1000m, with the logi anchor holding 35-40km off the damage anchor away from the enemy. (Normal exceptions, such as holding the logi wing on a gate because you expect to deaggress and jump through, of course apply.)
  
 
The damage anchor should position based on the enemy fleet comp and likely weapons. For example, against blaster or autocannon users, the damage wing should load long range ammo (Iron/Spike) and pull as much range as possible; against laser, rail, arty, or missile users, the damage wing should load close range ammo (Antimatter/Javelin) and get as close as possible.
 
The damage anchor should position based on the enemy fleet comp and likely weapons. For example, against blaster or autocannon users, the damage wing should load long range ammo (Iron/Spike) and pull as much range as possible; against laser, rail, arty, or missile users, the damage wing should load close range ammo (Antimatter/Javelin) and get as close as possible.
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{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
 
{{quote|[[Image:White_0rchid.jpg|36px|link=]] '''White 0rchid'''
  
You'll want to choose an anchor, with all vexors keeping at range or approaching on that anchor. If their fleet is kitey, you need to be on top of them to do anything. If you cannot damp them sufficiently or get a good warpin on them, disengage and go elsewhere. For very close range weapons, try and fight outside their optimals, but within your's (usually further than 7km away).}}
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You'll want to choose an anchor, with all Vexors keeping at range or approaching on that anchor. If their fleet is kitey, you need to be on top of them to do anything. If you cannot damp them sufficiently or get a good warpin on them, disengage and go elsewhere. For very close range weapons, try and fight outside their optimals, but within your's (usually further than 7km away).}}
 
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{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
 
{{quote|[[Image:Raido_Kudonen.jpg|36px|link=]] '''Raido Kudonen'''
  
You should have 1 Augoror for every 3-4 Vexors, starting at 3 Augorors for a fleet of 8-10 Vexors. Do not undock without at least three Augorors. If you don’t have 12 pilots in fleet (one scout, 8 Vexors, 3 Augorors), this is not an appropriate doctrine for your small gang and you should fly something else. If at all possible, you should start with 4 Augorors, 12 Vexors, a scout, a command destroyer, and a couple other support ships for a total of about 20 in fleet as a good critical mass of this doctrine.
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You should have 1 Augoror for every 3-4 Vexors, starting at 3 Augorors for a fleet of 8-10 Vexors. Do not undock without at least three Augorors. If you don’t have 12 pilots in fleet (one scout, 8 Vexors, 3 Augorors), this is likely not an appropriate doctrine for your small gang and you should fly something else. If at all possible, you should start with 4 Augorors, 12 Vexors, a scout, a command destroyer, and a couple other support ships for a total of about 20 in fleet as a good critical mass of this doctrine.
  
 
Do not undock without a command destroyer, fitted with two links modules (armor resists > armor buffer = tackle range > speed > else). Command destroyers are both the best links ships for T1 cruisers and invaluable for messing with enemy positioning; in small engagements, they also provide a scram on a ship that is faster than your DPS wing and therefore can help lock down targets that might otherwise MJD away. As the fleet gets larger, keep a minimum 1 command destroyer per 8-10 Vexors and there is no maximum number of Magi in your fleet.
 
Do not undock without a command destroyer, fitted with two links modules (armor resists > armor buffer = tackle range > speed > else). Command destroyers are both the best links ships for T1 cruisers and invaluable for messing with enemy positioning; in small engagements, they also provide a scram on a ship that is faster than your DPS wing and therefore can help lock down targets that might otherwise MJD away. As the fleet gets larger, keep a minimum 1 command destroyer per 8-10 Vexors and there is no maximum number of Magi in your fleet.
  
While Vexors should generally be fitted with mixed tackle/ewar, dedicated tackle ships are useful. For smaller fleets, this includes a Hyena and Keres, each with an AB and full armor tank and anchored on the logi wing (the Keres should be fit with a long point and 3 damps, as closing to scram range exposes the Keres to too much danger). You can also use a buffer tanked Ashimmu in the damage wing (it only costs about 125m with a t2 fit; fit with 3 neuts and 2 nos in the highs).
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While Vexors should generally be fitted with mixed tackle/ewar, dedicated tackle ships are useful. For smaller fleets, this includes a Hyena and Keres, each with an AB and full armor tank and anchored on the logi wing (the Keres should be fit with a long point and 3 damps, as closing to scram range exposes the Keres to too much danger). You can also use a buffer tanked Ashimmu in the damage wing (it only costs about 125m with a t2 fit).
  
For larger fleets (i.e. 6-8 Augorors minimum) you should bring recons (Huginn/Rapier/Lachesis) – the logi number here is more important than the damage number, as you shouldn’t bring T2 cruisers without adequate reps to keep them alive. In smaller fleets where cruiser tackle support would nonetheless be helpful, I highly recommend a buffer tanked Ashimmu, which only costs about 125m with a t2 fit.
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For larger fleets (i.e. 6-8 Augorors minimum) you can begin to consider bringing recons (Huginn/Rapier/Lachesis) – the logi number here is more important than the damage number, as you shouldn’t bring T2 cruisers without adequate reps to keep them alive.
  
 
You should never undock any fleet without at least one interceptor scout; in nullsec, you need a couple ceptors and at least one dictor. In wormhole space, you need the same as null, plus at least one cloaky scout.}}
 
You should never undock any fleet without at least one interceptor scout; in nullsec, you need a couple ceptors and at least one dictor. In wormhole space, you need the same as null, plus at least one cloaky scout.}}

Revision as of 13:31, 16 June 2017

Main article: Basic Learning for Aspiring Pilots

Talwars

Doctrine Q&A

Fittings

E-UNI BLAP Talwar
Talwar: E-UNI BLAP Talwar
EFT
[Talwar, E-UNI BLAP Talwar]
Arbalest Compact Light Missile Launcher
Arbalest Compact Light Missile Launcher
Arbalest Compact Light Missile Launcher
Arbalest Compact Light Missile Launcher
Arbalest Compact Light Missile Launcher
Arbalest Compact Light Missile Launcher
Arbalest Compact Light Missile Launcher

F-90 Compact Sensor Booster
Medium Azeotropic Restrained Shield Extender
5MN Y-T8 Compact Microwarpdrive

Ballistic Control System I
Mark I Compact Power Diagnostic System
Micro Auxiliary Power Core I

Small Rocket Fuel Cache Partition I
Small Ancillary Current Router I
Small Hydraulic Bay Thrusters I



Inferno Light Missile x560
Mjolnir Light Missile x560
Caldari Navy Nova Light Missile x140
Caldari Navy Scourge Light Missile x140
Caldari Navy Inferno Light Missile x140
Caldari Navy Mjolnir Light Missile x140
Targeting Range Script x1
Scourge Light Missile x560
Nova Light Missile x560

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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
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
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES

Caracals

Doctrine Q&A

Fittings

E-UNI BLAP Caracal
Caracal: E-UNI BLAP Caracal
EFT
[Caracal, E-UNI BLAP Caracal]
Experimental SV-2000 Rapid Light Missile Launcher
Experimental SV-2000 Rapid Light Missile Launcher
Experimental SV-2000 Rapid Light Missile Launcher
Experimental SV-2000 Rapid Light Missile Launcher
Experimental SV-2000 Rapid Light Missile Launcher

Limited Adaptive Invulnerability Field I
50MN Quad LiF Restrained Microwarpdrive
Large Azeotropic Restrained Shield Extender
Limited 'Anointed' EM Ward Field
Large Azeotropic Restrained Shield Extender

Mark I Compact Power Diagnostic System
Damage Control I
Ballistic Control System I
Ballistic Control System I

Medium Anti-Thermal Screen Reinforcer I
Medium Anti-Kinetic Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I


Warrior I x2

Caldari Navy Mjolnir Light Missile x475
Caldari Navy Inferno Light Missile x960
Caldari Navy Scourge Light Missile x475
Scourge Light Missile x1920
Inferno Light Missile x1920
Mjolnir Light Missile x1920
Caldari Navy Nova Light Missile x475
Nova Light Missile x1920
Nanite Repair Paste x40

Fitting template high slot label.png
icon?size=64&.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
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.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
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
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
E-UNI BLAP Osprey
Osprey: E-UNI BLAP Osprey
EFT
[Osprey, E-UNI BLAP Osprey]
Medium Murky Compact Remote Shield Booster
Medium Murky Compact Remote Shield Booster
Medium 'Regard' Remote Capacitor Transmitter
Medium 'Regard' Remote Capacitor Transmitter
Medium Murky Compact Remote Shield Booster

Limited Adaptive Invulnerability Field I
Alumel-Wired Enduring Sensor Booster
50MN Y-T8 Compact Microwarpdrive
Limited Adaptive Invulnerability Field I
Large Azeotropic Restrained Shield Extender

Damage Control I
F-89 Compact Signal Amplifier
F-89 Compact Signal Amplifier

Medium Anti-EM Screen Reinforcer I
Medium Anti-Thermal Screen Reinforcer I
Medium Anti-EM Screen Reinforcer I


Warrior I x1
Light Shield Maintenance Bot I x3

Targeting Range Script x1
Scan Resolution Script x1
ECCM Script x1
Nanite Repair Paste x40

Fitting template high slot label.png
icon?size=64&.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
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
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • If only training the base BLAP Logistics plan, Drones may not be usable.
  • If both BLAP plans have been trained, Repair Drone Operation should be a minimal training investment.

Vexors

Doctrine Q&A

Fittings

E-UNI BLAP Vexor
Vexor: E-UNI BLAP Vexor
EFT
[Vexor, E-UNI BLAP Vexor]
Dual 150mm Compressed Coil Gun I
Dual 150mm Compressed Coil Gun I
Dual 150mm Compressed Coil Gun I
Dual 150mm Compressed Coil Gun I

10MN Monopropellant Enduring Afterburner
Kapteyn Compact Sensor Dampener
Faint Scoped Warp Disruptor
Drone Navigation Computer I

Damage Control I
'Refuge' Adaptive Nano Plating I
'Refuge' Adaptive Nano Plating I
Prototype Energized Explosive Membrane I
1600mm Crystalline Carbonide Restrained Plates

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Hobgoblin I x1
Ogre I x2
Hammerhead I x2
Hobgoblin I x4
Hammerhead I x3

Caldari Navy Antimatter Charge M x1280
Caldari Navy Thorium Charge M x1280
Caldari Navy Iron Charge M x1280
X5 Enduring Stasis Webifier x1
F-23 Compact Remote Sensor Booster x1
Kapteyn Compact Sensor Dampener x1
Initiated Compact Warp Scrambler x1
F-90 Compact Sensor Booster x1
Nanite Repair Paste x40
Targeting Range Dampening Script x2

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
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
icon?size=64&.png
icon?size=64&.png
icon?size=64&.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
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
E-UNI BLAP Augoror
Augoror: E-UNI BLAP Augoror
EFT
[Augoror, E-UNI BLAP Augoror]
Medium Solace Scoped Remote Armor Repairer
Medium Solace Scoped Remote Armor Repairer
Medium 'Regard' Remote Capacitor Transmitter
Medium 'Regard' Remote Capacitor Transmitter
Medium Solace Scoped Remote Armor Repairer

F-90 Compact Sensor Booster
10MN Monopropellant Enduring Afterburner
F-90 Compact Sensor Booster

Prototype Armor Explosive Hardener I
Prototype Armor Kinetic Hardener I
Damage Control I
800mm Crystalline Carbonide Restrained Plates
Prototype Armor Thermal Hardener I

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Anti-EM Pump I



Nanite Repair Paste x40
ECCM Script x2
Targeting Range Script x2
Scan Resolution Script x2

Fitting template high slot label.png
icon?size=64&.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
Fitting template low 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 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
Fitting template rig slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
FITTING DIFFICULTY
EVE VERSION
ASCENSION
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES