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




The Art of War

When I first started playing this game I was incredibly overwhelmed. I did all the "pants on head" retarded things newer players do now and more when I first started. It took me about a year to finally figure out what support skills were and why bigger is not always better. It took the advice of a real life friend who is now my new CEO to get it in my head that I needed to "slow my role." At the time battle cruisers were the meta (yes the drake used to be a bad as boat) and I was blitzkrieging through skills to get into one way before I had the necessary skills to fly or income to replace one. Everyone knows what came next, I died in a fire belt ratting in null.

I've wrote about this encounter before, and how this inspired me to get into pvp. Which presented a brand new even steeper learning curve that took me at least two years to climb. At the time I didn't know resources existed to help teach. EVE UNI didn't exist and most people were unwilling to help if you weren't a corpmate.

In this past year I stumbled across the alruist. Reddit led me to his signing off post and being that I'd never heard of him and my own blog was still in its infancy, I decided I'd read up on his style. If I had read his know your enemy articles all those years ago it would have saved me so many stupid losses. As I read though knowing what I know now some of his info is getting outdated, so I've decided to rehash his old series with up to date Intel, fits, and strategies stop that newer players can climb this learning curve with the proper tools.

Expect a post this afternoon.

Sunday, March 9, 2014

Fit of the week: Firetail

Adjusting to gal mil has been crazy for me. I haven't farmed any lp like I used to in our short lived caldari stint when I was apart of Casoff. Honestly the space is too busy and I get sidetracked every time I try farm by the constant combat available to me. This is something I've been playing with recently.

[Republic Fleet Firetail, Scram kite]
Damage Control II
Small Ancillary Armor Repairer, Nanite Repair Paste
Gyrostabilizer II

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

280mm Howitzer Artillery II, Republic Fleet EMP S
Rocket Launcher II, Scourge Rage Rocket
280mm Howitzer Artillery II, Republic Fleet EMP S

Small Projectile Collision Accelerator II
Small Anti-Explosive Pump I
Small Anti-Kinetic Pump I

I've never flown in space where scram kiting was more popular. After watching a similar rocket scram kiter condor I decided it was time to retool a ship I haven't flown in a while.

At level 5 skills this ship pushes 155dps and moves at just over 1000m/s. I orbit at 7500 which pulls me around 8300 orbit where tracking is not an issue due to the double web. The ancillary is just to burst for the occasional glancing blow that you'll receive.