Zif W

Friday, July 25, 2014

Okkamon Falls

Gal mil had been busy this month and so have I. We've had two major campaigns starting in Huola helping our minnie brothers defend their stronghold in Huola. Unfortunately I wasn't involved in any of that, the first day of the deployment I couldn't be bothered to move ships over and after seeing the battle reports of the first day I assumed the fighting would slow and I'd have moved ships there for nothing. Well it wouldn't be the first time I predicted politics wrong and the fighting grew over the next few days. We've still got standing orders to leave a jump clone somewhere nearby for the good fights.

Okkamon would be the next target, with us making the tier 3 push leading up to the offensive. Between my limited playtime and my poor wallet having just rejoined the militia I had to balance time between fleets and some farming. The fights that I did participate in were a blast and reminded why I rejoined gallente militia.

Gal mil has always had a tendency to fight outnumbered, let's face it our fac war missions can't be soloed in a stealth bomber like the 3 other races. Knowing this there was always a push to upship, our lp is worth more because less farmers, so the isk is there all we needed was a willingness to fly shiny. When I left galmil the first time around I painstakingly did so to help a friend with a startup alliance that failcascaded in syndicate (where alliances go to die IMHO). I didn't want to leave because fcs were calling for ishtars and hugiins and other assorted HACs and the militia was responding. I'm all for flying derptrons when the need arises but I'm definitely having more fun with the shiny toys.

Thankfully they found great success in these doctrines while I was gone and they didn't fade away, and coming full circle to my point afterall this rambling. From what I saw in the Okkamon campaign, our victory was brought about by our willingness to upship. Every medium and large compoud we were bringing AHACs and guardians to hold despite being outnumbered in local for the entirety of the afternoon. Squid FCs through waves of sniper corms and coraxs into the meat grinder against our AHACs, and with some help from Julianus' group of thirsty thrashers we were able to dominate the plexs and their undock between fights. The only exception was a group of Bohica that brought out a skirmish gang of ishtars with scimmy support and props to them for bringing the good fight. The point here being that if they were able to rally the troops and get all the pilots in local into HACs the day would have gone differently.

Maybe it came down to logistics, I have to give huge props to veronica and perunga and all the behind the scenes logistical monkeys who made our reships seamless. At one point we finished a large burned two jumps downsized to destroyers and were back in time to contest a small in a 4 minute window which is insanely impressive cat herding for 45 guys.

Anyways that's just my thoughts on this campaign, all I learned is that I need to start stocking stations all over fac war space so I don't have to mooch ships from those more equipped than I.

Okkamon BR

Friday, July 18, 2014

A new focus

I have to apologizefor being very inactive in my posts. Real life has been bearing hard down around me and what little free time I get, I'd rather spend playing eve them writing about it. The girlfriend and I have been house shopping which comes with a whole mess of things to get ready, so this had to be put on the back burner for the meantime.

With this in mind I'm canceling my Art of War series, I can't devote enough time to realistically cover everything at a fair pace and I'd hate to leave people waiting. Another blogger is essentially covering the same thing over at Plowshares and Lasers. I honestly think he does a better job at covering the subject matter than I ever could, so go give him a read.

In the meantime, expect sporadic fit of the week posts I'm bound to write. I might even write some faction warfare commentary seeing as I'm flying with JUSTK again.

Thursday, May 29, 2014

The Art of War: Combat Frigates Part One

Now that I'm back its time to continue on with the Art of War series. We last left off on attack frigates so this week I'll be covering combat frigates for Amarr.

Tormentor

Traits:
Amarr frigate skill bonus per level:
10% bonus to small energy turret capacitor use
5% bonus to small energy turret damage
Slot layout: 3H/3M/3L

This ship used to sport mining bonuses back in the day, and boy am I glad they changed that. Now it's a very unassuming damage dealer sporting both light drones and energy turrets. The tormentor fulfills the tackle role better than the Punisher because of its third mid slot; granting the ability to fit prop mod, web, and scram.

[Tormentor, Brawler]
Pseudoelectron Containment Field I
Small Ancillary Armor Repairer
Small Armor Repairer II
Heat Sink II

Experimental 1MN Afterburner I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator

Small Focused Pulse Laser II, Imperial Navy Multifrequency S
Small Focused Pulse Laser II, Imperial Navy Multifrequency S
Small Focused Pulse Laser II, Imperial Navy Multifrequency S

Small Semiconductor Memory Cell I
Small Semiconductor Memory Cell I
Small Auxiliary Nano Pump I

Warrior II x 2

It's an unassuming little ship with the ability to put out 166 dps before heat with imperial navy while still being able to retain its tank. Run the small armor rep the entire fight and burst the AAR as you need it. With everything except the AAR on you get 2min 45 of cap which should be more than enough to finish the fight. Always carry Conflag and Scorch also, Amarr ships can change their ammo crystals practically immediately so never be afraid to swap out depending on engagement range. I leave scorch in by default and swap to imperial navy for frigs or conflag for cruisers. Some people prefer to use two auxiliary nano pumps and a nanobot accelerator, but I'm terrible at cap management when it comes to amarr ships. I've noticed I pulse too early on the AAR and end up capped out way too early in the fight.

[Tormentor, kite]
Pseudoelectron Containment Field I
Tracking Enhancer II
Tracking Enhancer II
Nanofiber Internal Structure II

Limited 1MN Microwarpdrive I
J5 Prototype Warp Disruptor I
Medium F-S9 Regolith Shield Induction

Dual Light Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S

Small Energy Collision Accelerator I
Small Energy Locus Coordinator I
Small Ancillary Current Router I

Warrior II x2

There's one problem with this boat that you guys should be able to guess by now. It suffers terribly from Amarr's cap hungry condition. You won't be able to leave everything running for too long so use this kiter very carefully. Overheat everything and hope for the best. Keep at range at the edge of your optimal.

Crucifier 

Traits:
Amarr frigate bonus per skill level:
7.5% bonus to tracking disruptor effectiveness
10% bonus to tracking disruptor optimal range
Slot layout: 2H/4M/3L

This boat really used to shine until they upgraded the sentinel, its tech II older brother, now not many people fly it because the sentinel does everything this boat does and more. If money is an issue and you'd like to learn how to fly a sentinel this is the boat to stepping stone with.

[Crucifier, Crucifier]
Nanofiber Internal Structure II
Heat Sink II
Micro Auxiliary Power Core II

Experimental 1MN Afterburner I
J5b Phased Prototype Warp Scrambler I
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
X5 Prototype Engine Enervator

Small Focused Pulse Laser II, Imperial Navy Multifrequency S
Small Focused Pulse Laser II, Imperial Navy Multifrequency S

Small Energy Collision Accelerator I
Small Energy Metastasis Adjuster I
Small Energy Metastasis Adjuster I

Warrior II x3

This is the best I can come up with and I gotta say I'm hard pressed to do anything with it. Its dps is low and tank is low and its not amazingly fast. Mwd fit it would run out of cap too soon but this way it runs stable, you could swap the nano for a small armor rep but I don't see it buying you much time due to its pitiful base armor hp. I feel like the ticket here is to stay at scram range and use your tracking disruptor to mitigate damage. The sentinel does it better because its neuts wreak havoc on the enemies active mods and guns. Thoroughly unimpressed though, please prove me wrong and show me how to fly this.

Punisher

Traits:
Amarr frigate skill bonus per level:
5% bonus to small energy turret damage
4% bonus to armor resistance
Slot layout: 4H/2M/4L

Last but not least the almost perfect brawler, I say almost perfect because this hull really needs that 3rd mid slot to shine but it's still a decent option.

[Punisher, Plate Rep]
Damage Control II
Small Ancillary Armor Repairer
400mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II

Experimental 1MN Afterburner I
J5b Phased Prototype Warp Scrambler I

Dual Light Pulse Laser II, Imperial Navy Multifrequency S
Dual Light Pulse Laser II, Imperial Navy Multifrequency S
Dual Light Pulse Laser II, Imperial Navy Multifrequency S
[empty high slot]

Small Energy Burst Aerator II
Small Trimark Armor Pump I
Small Trimark Armor Pump I

9.5k ehp with a 130dps heated tank all while doing 119 dps unheated makes for a mean little brawler. If you require a nos you can downgrade the guns to make one fit but as long as you're pulsing the AAR cap shouldn't be an issue. You'll be hard pressed to find something you can't out brawl in the < 8km range. 

That's all for this segment. Next week will be Caldari combat frigs. Always feel free to Convo or eve mail me if you have any questions or comment below.

Fly ballsy o7

Wednesday, May 28, 2014

Fit of the week: Rapier

Yesterday was my first day back from a two month hiatus from eve, and good old adaptive chaotic tranquility had been running black ops fleets in there new home. While I was gone minmatar cruiser V had finished so what better time to try out the rapier. I've mentioned my love of recon ships and I think I found a new favorite.

[Rapier, Blops]
Damage Control II
1600mm Reinforced Steel Plates II
Armor Explosive Hardener II
Energized Adaptive Nano Membrane II

Experimental 10MN Microwarpdrive I
Warp Disruptor II
Stasis Webifier II
Stasis Webifier II
Stasis Webifier II
Phased Weapon Navigation Array Generation Extron

Dual 180mm AutoCannon II, Republic Fleet EMP M
Dual 180mm AutoCannon II, Republic Fleet EMP M
Cynosural Field Generator I
Covert Ops Cloaking Device II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I


Valkyrie II x4

This is not your typical roaming around fit this is catered for black ops hot dropping and filling just the support web role. It has a pitiful 85 dps from guns and 90 from valkyries so don't expect to be top damage. This boat setup this way is meant to hop in and shut down a secondary target plus add an additional web to the primary.  For a roaming fit out suggest something like this.

[Rapier, Roam]
Damage Control II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
Capacitor Power Relay II

Experimental 10MN Microwarpdrive I
Large Shield Extender II
Large Shield Extender II
Federation Navy Stasis Webifier
Federation Navy Stasis Webifier
Adaptive Invulnerability Field II

425mm AutoCannon II, Arch Angel EMP M
425mm AutoCannon II, Arch Angel EMP M
Covert Ops Cloaking Device II
Medium 'Notos' Explosive Charge I

Medium Anti-Kinetic Screen Reinforcer II
Medium Anti-Thermal Screen Reinforcer II

Warrior II x5
Hornet EC-300 x3

Still laughable dps at only 178 but you are much more mobile and much more reppable than the armor fit above. 33.5k ehp isn't bad for a recon. The armor fit is meant to support redeemers and only to survive long enough to pull range. This one is meant to hang around 30km from the fight to apply support webs and take out choice tackle or eliminate ewar drones with your smartbomb. If you're a drug user, standard mindflood will allow you to run both mwd and webs permanently. Could swap drones but I like having dishonor drones in squishy boats.

Fit of the weeks are meant be an idea. If your skills prevent you from fitting something try using meta 4 modules, or if you have better suggestions leave them in the comments below.

I'm not dead

Hooray! I'm back! Did you miss me? I needed a hiatus from eve due to some real life and work issues I couldn't devote enough time to either endeavor so I decided it was best to put eve on the back burner for a bit. Now I'm back though, so expect a continuation of my art of war posts and some fit of the week posts. I foresee a rapier post today considering I flew it for the first time on my first day back with great luls.

Wednesday, March 19, 2014

The Art of War: Attack Frigates Part Two

Continuing on with the series this week I'll be covering the Minmatar and Gallente attack frigates. The Atron and Slasher are quite possibly two of my favorite ships to fly because of their glass cannon play style

Gallente

Atron

Gallente Frigate skill bonus per level:
10% bonus to Small Hybrid Turret falloff
5% bonus to Small Hybrid Turret damage

Role bonus:
80% reduction in Propulsion Jamming systems activation cost

Slot layout 4H/3M/3L

The balanced slot layout of the atron gives it versatility. With 3 mid slots you can fit the "holy trinity" of brawling; scrambler, web, and prop mod. The falloff bonus is great for this hull because small blasters have a naturally high tracking bonus. Orbiting closely to this hull does not get you under its guns. Able to put out high dps with Caldari Navy Animatter but still having the versatility to switch to null, granting near auto cannon falloff range makes this a great hull for its class.

[Atron, derptron]
Damage Control II
Micro Auxiliary Power Core II
Magnetic Field Stabilizer II

Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
Medium F-S9 Regolith Shield Induction

Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S
Light Ion Blaster II, Caldari Navy Antimatter Charge S
[empty high slot]

Small Hybrid Burst Aerator I
Small Polycarbon Engine Housing I
Small Anti-EM Screen Reinforcer I

Gallente militia spends a lot of time in this hull. Derptrons are the ultimate harrasser hull. Get ten of these together each doing 203 heated dps and aim for something expensive to suicide into and hooray op success. A common misconception for this hull is to orbit at 500. When flying in numbers you want to approach to get as close as possible to deal maximum damage to burn them before they burn you.

[Atron, Railtron]
Damage Control II
Small Ancillary Armor Repairer, Nanite Repair Paste
Magnetic Field Stabilizer II

1MN Afterburner II
Faint Epsilon Warp Scrambler I
X5 Prototype Engine Enervator

125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S
[empty high slot]

Small Hybrid Burst Aerator I
Small Polycarbon Engine Housing I
Small Anti-Explosive Pump I

The railtron is a bit different than its derpy brother. With the hulls natural speed bonus this ship will pull just under 1400m/s with an afterburner which should be more than enough to dictate range. Burst the ancillary as needed and know when to keep at range versus orbit. If you want more deeps use keep at range for better tracking, if you need to mitigate some damage use orbit.

Minmatar

Slasher

Minmatar Frigate skill bonus per level:
5% bonus to Small Projectile Turret damage
7.5% bonus to Small Projectile Turret tracking speed

Role bonus:
80% reduction in Propulsion Jamming systems activation cost

Slot layout:  4H/4M/2L

Not as versatile slot layout as the atron but still a very versatile boat. That fourth mid slot allows for extra ewar or other nice options that make this boat a great Jack of all trades brawler.

[Slasher, Slasher]
200mm Reinforced Rolled Tungsten Plates I
Damage Control II

Experimental 1MN Afterburner I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator
Balmer Series Tracking Disruptor I, Tracking Speed Disruption Script

200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
200mm AutoCannon II, Republic Fleet EMP S
5W Infectious Power System Malfunction

Small Anti-Explosive Pump I
Small Anti-Kinetic Pump I
Small Projectile Burst Aerator I

The above fit does require a 2% powergrid rig, if you don't spring for it drop the 200mm autocannons to 150s and you can upgrade the plate to tech II. This is every brawling gun frigates nightmare. A scram kiter with a cap stable nuet and a tracking disrupter makes this boat a bear to take down the longer the fight progresses. With its tiny signature radius of 30m combined with 1100m/s and the ability to ruin tracking speeds you will mitigate a ton of dps. Autocannons are also nice because like missiles they offer tunable damage to shoot at the enemies weak resist hole. 

[Slasher, Shield Brawl]
150mm Light AutoCannon II
150mm Light AutoCannon II
150mm Light AutoCannon II
Small Unstable Power Fluctuator I

1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
Medium Ancillary Shield Booster
DDO Photometry Tracking Disruptor I

Pseudoelectron Containment Field I
Overdrive Injector System II

Small Projectile Burst Aerator I
Small Projectile Metastasis Adjuster I
Small Projectile Metastasis Adjuster I

Similar to the other fit but with a much better tank. You lose the web but the slasher has a naturally high speed and the overdrive injector should help this further. The asb provides a nice boost that should help you tank for a long while. Fly it the same way as the armor brawler orbiting at the edge of nuet range and you'll have a great time. This is a great ship to practice micro managing in as you have a lot of active modules too keep track of.

Next week I'll be covering combat frigates. Depending on how long the post becomes it might be two races per series or one.  If you have any silly fit suggestion feel free to eve mail me at ZIF W or post them in the comments below.

Thursday, March 13, 2014

The Art Of War: Attack Frigates Part One

As promised here's the first of the series to hopefully (fingers crossed) be added to every week till no ships remain.  So where better to start than at the basics? Tech 1 frigates are one of the first ships you will enter in this game so it seems fitting to start here.

Attack Frigates are designed with speed and tackle in mind, but this does come at a cost of less resilience than their combat frigate brethren.  Speed is life for these ships and if flown correctly you can avoid or mitigate the incoming damage enough that you can still dictate your terms for this fight.

Amarr

Executioner

Amarr Frigate Bonuses (per skill level) :
10% reduction in Small Energy Turret activation cost
5% bonus to small energy turret damage

Role bonus:
80% reduction in propulsion jamming systems activation cost.

The Executioner follows the aggressive pattern of some Amarr ships with both of its bonuses going to its turrets. The executioner shines out of the attack frigate class because it can switch from a kiter to a brawler almost instantly due to its pulse lasers with Scorch and Imperial navy multifrequency respectively.  Most executioners fall into two categories, AB fit or MWD fit.  The first of which is your standard brawler with the ability to dictate range with a scram and web and sit right out at the edge of both to mitigate incoming damage.

[Executioner, AB]
Small Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II
Heat Sink II

Limited 1MN Afterburner I
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator

Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Small Diminishing Power System Drain I

Small Energy Burst Aerator I
Small Energy Collision Accelerator I

148 dps at 3.4+1.9km with Imperial Navy Multifrequency
118 at 10.1+1.9km with Scorch
2.57k ehp 
1247m/s 
7 minuteso f cap stability(NOS)
 1min 20 secs (without)

Dropping the Nos will give you room to upgrade the guns but I prefer to have a utility nos.

[Executioner, MWD no-tank]
Nanofiber Internal Structure II
Heat Sink II
Heat Sink II

X5 Prototype Engine Enervator
Faint Warp Disruptor I
Limited 1MN Microwarpdrive I

Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S

Small Energy Locus Coordinator I
Small Energy Locus Coordinator I
Small Energy Locus Coordinator I

137dps at 15.9+2.5km with scorch
1.61k EHP
3867m/s 5519m/s(heated)

Think of this version as a ghetto imperial navy slicer. The purpose of it is to stay at kite range so ideally you will be keeping at  around 15-17km. Watch out for webs with this fit because you do not want to get caught brawling in it. use your web defensively to pull range again and do it quickly.

Caldari

Condor

Caldari Frigate bonuses (per skill level) :
10% bonus to kinetic Light Missile and Rocket damage

Role Bonus:
80% reduction in propulsion jamming systems activation cost

The condor is almost exclusively designed to be a kiting ship.  There are a few who run scram kiter setups but at <3km it is out damaged by all the other attack frigates. It's 4/4/2 slot layout provides an ideal setup for Ewar mods to help enhance damage mitigation. 

[Condor, Kite]
Ballistic Control System II
Nanofiber Internal Structure II

Limited 1MN Microwarpdrive I
Warp Disruptor II
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
Medium Ancillary Shield Booster, Cap Booster 50

Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile

Small Ancillary Current Router I
Small Ancillary Current Router I
Small Processor Overclocking Unit I

Object here is to stay out of web and scram range.  Use your mwd and long point to keep them at about 20-22km and the td on optimal range to slow any incoming damage.  Use the ASB to pull range in the beginning but don't get scramed. 

[Condor, Rocket Brawl]
200mm Reinforced Steel Plates II
Damage Control II

Experimental 1MN Afterburner I
Faint Epsilon Warp Scrambler I
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
Fleeting Propulsion Inhibitor I

Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Small Unstable Power Fluctuator I

Small Trimark Armor Pump I
Small Anti-Kinetic Pump I
Small Anti-Explosive Pump I

100 dps at 8.4km
1050m/s 1355m/s(heated)
33m Signature radius
Cap stable at 42% w/nuet

Trick to this ship is to stay right at that sweet spot of 6.6km nuet web scram td and afterburner around.  it will slow their dps to almost nothing and eventually you will nuet them out and shut off their guns if Amarr or Gallente. Against minmatar I would pull out to the edge of scram web range and keep with the optimal range script so they are forced to switch to long range ammo.

Next week I'll cover the other half of the Attack frigates Gallente and Minmatar.

o7