Sunday, February 23, 2014

Spoilt for Choice - Frigates

Its all about range control in small scale fights. As a brawler or gankboat this can done with three med slots (afterburner, scrambler and webifier). As a kiter this can be done with two slots (microwarpdrive and warp disruptor).

All frigates should have at least an Damage Control. An additional buffer is also nice to have, like a 200mm plate or Medium Shield Extender. Frigates with no tank are used for gate camps most. There is no other reason to fit no tank, except when adding electronic warfare ships to the gang or when trying to stay out of enemies weapon and scrambler range.

Most frigates relay on range control to mitigate damage. Only a few ships relay on its tank, like the Punisher. Many people put a shield booster or an armor repairer on them and they think this is all they need to fight enemies, but both can be exploited. An armor repairer makes the capacitor suffer (weakness against neutralizers) and active shield tanks have a lack of buffer (weakness against high dps, like Void ammo).

A good way to fit an active armor tank is with a Small Ancillary Armor Repairer, two Auxillary Nano Pump Rigs, and one Bay or Collision Rig. Active shield tanks on the other end uses a MASB, with Anti-XXX Screen Rigs. Assault frigates can fit even more tank, like more resistances or more passive buffer. But don't forget to use range control to mitigate damage!

Brawler and Ganker can do between 100-300dps while most Kiter and Skirmisher have less than 100 dps, with some exceptions.

There are eight categories for frigates, some can do just everything while others have a special purpose and need a fleet or gang to fulfill their goal.

Jack of all Trades ...



Specialized for gang/fleet ...

  • Electronic Attack Frigates
  • Logistic
  • Exploration
  • Stealth Bomber

(some of the specialized ships are good for a solo adventure too)


Go back to the Spoilt of Choice - Index.

Spoilt for Choice - Weapon Upgrades

In most cases there is no need for expensive T2 Weapon Upgrades if your ship has plenty of CPU. It makes no big difference, except the costs. No one is forcing you to use expensive modules, except when your are a mercenary.

Ballistic Control System

There are two good types for pvp because all other mods are too expensive. First one is the standard BCU and second is the tech2 variant. The meta0 has less reloading time, but its much less expensive, and has less CPU requirement. All other BCUs are too expensive.

Gyrostabilizer

Meta 2-4 modules are quite cheap compared with the tech2 module. There is no need for the expensive tech2 variant. The tech2 module does marginal additional damage, but costs are about 10 times of the meta items.

Heat Sink

Same as Gyrostabs, meta 2-4 mods give the most bang for the $$$.

Magnetic Field Stabilizer

Here are meta two and three the best modules to choose from, depending on price.



Go back to the Spoilt of Choice - Index.

Spoilt for Choice - Propulsion System

Afterburner

Its more or less uncommon to fit an AB to bigger vessels, except when told so. Thats why I listed two good choices for frigates only.

A cheap version is a Limited 1mn Afterburner and its easy to fit. This Mod gives the most bang for the $$$ ! The second variant is the T2 1mn Afterburner. But it has much more skill requirements and it is expensive. I don't like this tech2 module much. I use it only when my ship is heavy plated or when sticking with a ship replacement plan.

  • Fast ships (like Interceptor's) can fly over 1.200m/s
  • and normal ships (like Assault Frigates) fly about 1.000m/s
  • Every frigate that is flying much slower has a big plate fitted
  • Every frigate that is flying significant faster has nanos fitted

To reach those speed with bigger vessels they need to relay on a Mwd.

Microwarpdrive

Most common way to engage an enemy is fitting a Mwd specially when using a vessel bigger than a Frigate. There is no need to fit an expensive tech2 Mwd, because they suck more capacitor in the long term. Tech2 Mwds are good for a quick speed injection and when deactivated the capacitor recharges a bit faster. Compared with the T1 variant the T2 version needs more Cpu and Power Grid, this should be a no go for skilled pvpers. Above I listed some Mwds that suck much less cap in the long term and they cost much less...

  • Limited 1mn Microwarpdrive I
  • Experimental 10mn Microwarpdrive I


Inertial Stabilizers

This modules are less common at pvp because of the signature increase. I know only one situation when using Inertial Stabilizers, and that is when fitting an oversize propulsion system.

Overdrive Injectors

Years ago this module was the best way to increase velocity, but with all the changes this modules are less common. You will have more benefit when using anofibers instead. Agility is the key! Anyway, when you like to use them then look for 'Local Hull' modules, because they give the most bang for your money. Compared with the T2 variant, it has 10m/s less speed only and agility is still the same.

Warp Core Stabilizer

This modules are only for blockade runners (stealth transporter), and all kind of haulers. When you need to deliver/haul some stuff then this are the modules to use, and you need at least two of them!


Go back to the Spoilt of Choice - Index.

Saturday, February 22, 2014

Spoilt for Choice - Three ways to fit a Ship


Brawlers and Gankboats are close combat ships with short range weapons and a scrambler. To control range most close combat ships use also a webifier in the second med slot. In addition uses most destroyers and bigger ships a microwarpdrive, while this can be exploited. Frigates can use an afterburner to control range even better. The ultimate solution would be dual propulsion, but many ships cant use any kind of dual fitting without sacrifice. For Solo adventures as a brawler I recommend faction or T2 vessels, because they can do a lot more damage and time is the biggest enemy... A fleet could arrive before the foe explode, therefor is a high damage output profitable.

Then there are Kiters with long range weapons and a warp disruptor. These ships need to stay out of webifier and scrambler range (+13km). Therefor they use a microwarpdrive and some loadouts have additional speed modules like Nanofibers. This allows kiters to fight against many targets on grid, at save distance. This works fine with most vessels, because they don't need high dps to explode an enemy vessel and time is less important.

Last but not least there are snipers and skirmishers with long range weapons or massive electronic warfare modules. Most of them don't need a point nor specific speed modules (except an AB or Mwd, to stay within optimal range). They should be out of harm anyway. Most ships are aligned and can warp off in no time.

At least a Damage Control is quite common on all ships!

I need to repair my stuff often when at fleet. Therefor I prefer an strong buffer with an cheap armor repair, or shield extenders only. The main goal in a fleet is hit and run! And its better to replace the webifier for dual propulsion (if not told otherwise).

With most of my ships I preferred a big buffer over maximum Hitpoints regain (EHP/s). But I lost many fights and learned to fit some sort of active tank if possible. My sniper- and kiter-vessels don't have any kind of tank, except a damage control. But these are my personal preferences, because of the ISK-war.

I rarely fit a ship without checking in Eve Fitting Tool,
and I always look at BattleClinic Loadouts and other resources,
like the Killboards of RedvsBlue.
I try to compare all different loadouts with each other
and put the best of all in one for test.
It also help me to find an advantage and its weakness.

I rarely use tech2 modules, because they are expensive. Sometimes I use tech2 modules to get extra range (like a tech2 warp disruptor, or tech2 lasers with Scorch/Aurora) but I am better off with the cheaper version in most cases. Named modules aren't that bad and beside of saving some $$$ I have more Powergrid and CPU available. On top of that some named modules use less capacitor.

As a mercenary I learned to use a EG-60x implant to increase powergrid, and since then (2007) most of my fittings need at least 1% additional powergrid (even with max skills). It is a must have in my opinion. New for me (since 2014) are the Genolution Core Augmentation CA-1 & CA-2, to increase Powergrid even more and to boost the Cpu a bit. Sometimes I change my clone for additional implants like more cap recharge. Most hardwirings that have a name ending in 1, 2, or 3, are affordable. The two Geno imps cost a bit more, but they can boost a lot. With all implants (Geno+EG) I get 3% more Cpu and 6% more Powergrid. An enemy needs an Interceptor with Sensor Booster and Targeting System Subcontroller Rigs to get a point on my capsule (in less than one second). A fleet can also use Remote Sensor Boosters on an Interceptor to get my capsule locked. Nonetheless, at high security systems most people aren't fitted that way (except at Jita and gate camps) and that is the reasons why I have some implant slots filled with implants. On top of that is it not allowed to pod RvB members.

Many pvper still think the first thing to learn/skill is an Interceptor, but that isn't true any more. Its better to start pvp with a buffer tank. There are many things that can happen and new players are better off with a buffer tank to have more time to react. Every time I returned to Eve I was flying some sort of buffer tank in the beginning too. I really like to recommend a buffer tank for the bloody beginners.


Go back to the Spoilt of Choice - Index.

Spoilt for Choice - Hull & Armor

Armor Plates

Most common are Rolled Tungsten plates and thats the reason why most of them are expensive. I use instead Crystalline plates when the price was not right. When having Cpu problems I switch to a nanofiber plate or a titanium plate, and I haven't used/seen plates for pvp that are less thick than 200mm in my hole eve career. With the ship ballancing I have seen and used fittings with a T2 plate more often, but never a 100mm plate!


Armor Repair Systems

In general I use the AAR in combination with a repair bonus, like Auxillary Nano Pumps. The Gallente ships can to it the best, like the Incursus and the Myrmidon. But my favorite is an 'Accommodation' Vestment Reconstructer. Before I start a debate: This is just my way to keep the costs low. An 'Accommodation' Vestment Reconstructer is not as strong as an Armor Repairer II but cheap, and I use it after I fought mainly. The Tech2 variant comes handy when I have no other way to avoid damage and using dual repair.


Damage Control

Almost every ship should fit a DCU, and some ships get the huge benefit (like the Taranis). I prefer a cheap named DCU or simple the Tech1 variant, specially when my Cpu is low. The difference between Tech1 and Tech2 aren't that big, because 10% more structure resilience means nothing else than 10 hits felt like 11 hits. Except when active tanking, than it can boost quite much, because the active tank benefit of every bit extra resilience too.

Energized Membranes

Single resistance modules aren't useful at all, because this isn't pve with a mission guide. The holy grail for pvp are Multi-resistances modules and every armor tanker can use Tech2 Energized Adaptive Nano Membranes. Before switching to the meta/named version I would consider Tech2 Resistance Platings.

Nanofiber Structures

These modules are the best choice to be more flexible, compared with overdrives and inertial stabilizers. Velocity was most important before the ship balancing, but now most ships are almost equal and get more benefit of agility. Forget about the Tech2 vesions, because 'Local Hull' are the best modules to use. The difference are minimal, except for the ISK-war.

Resistance Platings

Single resistance modules aren't useful at all! Again: This isn't pve with a mission guide. The holy grail are Multi-resistances modules and in this case its labeled with Adaptive Nano Platings. The named platings aren't that bad, but when having the choice I would use the Tech2 variant. These modules are preferred when having a lack of Cpu.


Go back to the Spoilt of Choice - Index.

Try and Error - N3UT Tristan (Review - Triple N)

This ship is one of my favorites because it can attack at any range and choose between all dmg types with its drones.

Common ways to fit this ship:
  • always a Damage Control and I recommend a DCU2 for all kind of tanks in this ship
  • a shield extender with 1-2 Drone Damage Amplifier
  • or a plate with one or none DDA
  • Neutralizers with a Cap Booster are popular on this ship too
  • AB with scrambler or Mwd with disruptor
The two weapon slots irritate most people... This ship don't relay on weapon damage, and its fail to focus on pew pew with the Tristan!
This ship is also a structure tank, even when you put a plate or shield extender on it.
Some people use triple neutralizers and an armor repair. But then all modules relay on a cap booster, and this shouldn't be done for pvp, because then its a very fragile setup and expensive.


My Loadout

[Tristan, N3UT 2014-04-04]
Damage Control II
200mm Reinforced Steel Plates II
Micro Auxiliary Power Core I

Small Electrochemical Capacitor Booster I, Cap Booster 150
Fleeting Progressive Warp Scrambler I
1MN Afterburner II

5W Infectious Power System Malfunction
5W Infectious Power System Malfunction
5W Infectious Power System Malfunction

Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Trimark Armor Pump I

Warrior II x5
Acolyte TD-300 x3


Facts


  • EHP 6.200
  • speed 359ms cold - align time 2.7 seconds
  • speed 937/1.227ms hot - align time 4.1 seconds
  • cap runs up to 3 minutes 

I cant say anything about the dps amounts because the damage wasn't constant and my drunk drones missed the target often.

In addition, it seems more than 3 ewar-drones would be useless, because ewar-drones suffer from the same penalty as ewar-modules.


Play-Style

Missile/rocket boats are a big problem, also fighting ships with autocannons is suicide. There are more ships to avoid, like Blackbird, Dragoon, Kitsune and Sentinel. And I still have to test many other encounters.

You need a 200mm plate to absorb the damage till your neutralizers start sucking. Most frigates will be dry as hell in less than 15 seconds, and therefor is the structure tank needed.

Ships that uses artillery, or railguns, or lasers, you should orbit at close range (<1.000m). Blaster frigates are the only ones that you should orbit at maximum distance (>5.000m).

Ships that uses Navy Cap Booster 200 are a problem. But you can cut off the energy supply in less than 30 seconds when the enemy uses Navy Cap Booster 150 only. All smaller versions of Cap Booster, aren't a problem at all. For the long fights I prefer the TD-300s till the enemy stops shooting/repairing, or till I am under his guns.

Try to pulse the neutralizers one at the time every two seconds.


Timing gets a bit confusing because the neutralizers aren't high in the priority-list when requesting for a server and sometimes the pulses aren't timed at all and I have to try it again.

Last but not least, I use warriors against Gallente, Amarr (except T2 AFs), and Minmatar armor tanks. Hobgoblins are my weapon of the choice against Amarr tech2 assault frigates. Hornets are good to use against Minmatar tech2 assault frigates, and Acolytes are the weapon of choice against most shield tanks and Caldari frigates. But most of the time I have 5 Warriors in my drone bay and I don't fight shield tanks.


The video its missing the beginning of the fight,
but its still impressive how things work out.


My favorite fight with the Tristan so far.


have fun, fly save & leave a comment!

Spoilt for Choice - Drones

Most ships (for example: all frigates) don't get a bonus to drone damage and its better to have some tech2 drones when no drone damage bonus is available. Most ships use therefor Hobgoblins or Warriros.

For me is the Hobgoblin II to expensive and to slow and the Warrior II does much less damage, instead I use the Hornet II as my standard. My Hornets can keep up with all frigates, except some T2 Interceptors with speed fitting. I know that the Warrior II is good against those fast Interceptors and against most armor tanking tech1 frigates, but I would apply much less damage against shield tanks. Acolyte II has the same problem against armor tanks. My Hornets have second highest damage output with its kinetic damage. On most ships is kinetic resistance the second weakness, because many ppl prefer the following rigs combination to save some $$$: EM+Thermal as shield tank, and Explosive as armor tank. Multi-resistance modules are best to use at pvp, nothing else.

Against tech2 (heavy) assault ships, and command ships, and some other ships with resistance/repair bonus, its better to exploit weakness with the right damage type.

  • EM against Caldari ships and tech1 ships with shield tanks
  • Thermal against tech2 Amarr ships
  • Kinetic against Minmatar tech2 ships
  • Last but not least Explosive against Gallente ships and all other tech1 ships that use an armor tank


I will never forget the Heavy Armor Maintenance Bots that I used much more than any other drones back in the days. But Logistic Drones need a coordinated fleet of +10 people and all need remote repair stuff. And all need a similar passive tank, also they have to interact with the fleet window, be warned! In exchange are good coordinated fleets with logistics hard to counter.

My normal drones I use as brawler/gankboat mostly. For fleet fights and as kiter/sniper/skirmisher I like to use sentry drones or no drones at all. Most drones need to much time to reach the enemy when the distance is +20km, except small drones vs destroyers, or bigger ships, and approaching frigates they can catch. I like to use my sentry drones in combination of a large dronebay only, because I abandon and redeploy my sentry drones often to keep up with damage and range.

It seems  more than 3 ElectronicWarfare-Drones would be useless, because they suffer from the same penalty like its module counterparts. On top of that most ewar-drones have only 3.000m/s top speed, and they need a velocity bonus via an Omnidirectional Tracking Link, or with a ship bonus like the Algos and Dragoon has.


Every time when orbiting an enemy, I wasn't able to shoot his drones.
I didn't hit them once, because of angular velocity.


Later I tested the same thing with Drones of a corp mate to be sure.


There is no chance to hit drones, when orbiting something, or standing still.

Orbit a cruiser or bigger ships to shoot its drones. Fly straight ahead to fight drones of frigates. Both situations reduce the anugular velocity of drones to shoot them for good. The key is to have a high velocity, so they cant orbit you well. After realized the trick I was able to shoot a skilled Warrior II even with Beam Laser and Aurora. Most people don't know that trick.


Go back to the Spoilt of Choice - Index.

Try and Error - Tormentor (Sniper)

When comparing all Amarr tech1 frigates then the Tormentor has the highest damage output, and the longest targeting range beside of the Crucifier. This makes the space shrimp to a perfect sniper with beam lasers.

Its not the fastest ship but therefor it can hit targets up to 45km, and with fleet bonus even farther. Dps without drones isn't that bad and with drones its higher than many other range fittings in its liga. I don't talk about theoretical damage like blaster pilots dreaming off, no no. I mean physical damage, at a range that most frigates cant even lock targets.

The Loadout

[Tormentor, Sniper 2014-04-19]
Heat Sink II
F-aQ Phase Code Tracking Subroutines
Local Hull Conversion Overdrive Injector I
Pseudoelectron Containment Field I

Limited 1MN Microwarpdrive I
Monopulse Tracking Mechanism I, Optimal Range Script
Alumel-Wired Sensor Augmentation, Scan Resolution Script

Small Focused Beam Laser II, Aurora S
Small Focused Beam Laser II, Aurora S
Small Focused Beam Laser II, Aurora S

Small Energy Collision Accelerator I
Small Energy Locus Coordinator I
Small Energy Locus Coordinator I

Hobgoblin II x2


[Tormentor, BilligerBilliger 2014-04-19]
C4S Coiled Circuit Thermal Radiator
F-aQ Phase Code Tracking Subroutines
Local Hull Conversion Overdrive Injector I
Emergency Damage Control I

Limited 1MN Microwarpdrive I
Monopulse Tracking Mechanism I, Optimal Range Script
Prototype Sensor Booster, Targeting Range Script

Small Focused Beam Laser II, Aurora S
Small Focused Beam Laser II, Aurora S
Small Focused Beam Laser II, Aurora S

Small Energy Collision Accelerator I
Small Energy Locus Coordinator I
Small Algid Energy Administrations Unit I

Hornet II x2


Stats

  • EHP 2.875
  • EHP 2.742 (BilligerBilliger)
  • speed 468ms cold, align time 3.1 sec
  • speed 3.246/4.635ms hot, align time 4.6 sec
  • dps 40 w/ Hobgoblin II x2
  • dps 36 w/ Hornet II x2 (BB)
  • dps 77/90 hot w/ Aurora, range 35+6.9km, tracking 0.033 (BB)
  • dps 79/93 hot w/ Aurora, range 38+6.9km, tracking 0.033
  • dps 135/158 hot w/ Gleam, range 4.9+6.9km, tracking 0.168 (BB)
  • dps 139/163 hot w/ Gleam, range 5.3+6.9km, tracking 0.168
  • cap runs about 2 minuts and 40 seconds with everything active

Play-Style

Always align a save spot, like the sun or a gate, and don't cross the enemies. All attackers will try to get a point on you and therefor they need to come to you! You will have plenty of time to shoot the enemy. When flying a straight line you will reduce angular velocity and you can also hit max skilled drones, even with Aurora (most people don't know that). When you thing you cant handle this than warp to your save spot.

When the enemy is using an afterburner you can orbit him instead. But most of the time I use 'keep at range' to fight at optimal weapon range, and I always have an eye on angular velocity before changing my course. Angular velocity and tracking speed of weapons have the same formula, and this makes it easy to find the right angle for the guns.

A warp disruptor makes the space shrimp suffer a lot, because its almost impossible not getting caught when pointing and enemy and hit em with beam lasers at the same time.

The space shrimp will be able to kill most kiting frigates, when the fight starts at >50km range. Frigates with an AB should also do no harm. Most dangerous are Mwd brawlers, in my opinion.

You have the highest damage output compared with all t1 kiters, use it!..
  • Missle boats do much less damage in general
  • Railguns can do more theoretical damage, but they cant hit targets that far
  • Artillery damage is also cut in half, because of the huge falloff

have fun & fly save!

Go back to the Spoilt of Choice - Index.

Try and Error - Review - The Punishment



Facts...
Type: Assault Frigate
Weapons of choice: Gatling Pulse Lasers II
Defense: King of passive armor tanking
Role: Bait

The Punisher is a hell of an assault ship but it lacks on range control.
Worst case would be to fight an enemy and he escapes.
In exchange it has the best resilience of all tech1 frigates.

I love this ship because many people think
they can outmaneuver the Punisher.
But that doesn't matter,
because Lasers can hit at any range.

You think Lasers have a bad tracking ?
I can hit max skilled small drones with Aurora at close range,
when flying in on direction, without any kind of tracking bonus.

A passive tank is the best way to use as bait
and this frigate can do it for good.
Some people don't fit a plate and use an SAAR instead.
But the Incursus is by far better as pure active tank.

I was testing a Nano-Punisher with active tank only,
and the enemies got confused every time.
But I had to realize even the Breacher can do this much better.

A Nosferatu is needed to keep most modules running,
and a SAAR can help to increase armor a lot,
specially at time consuming fights.

When comparing all Amarr T1 frigates then only the Punisher relays on its tank to reduce damage income. There is no need to fit an AB because most close combat frigates have range control and this vessel can't counter this and don't need to anyway.

King of passive tanking

[Punisher, King of passive armor tanking /w Mwd]
400mm Reinforced Rolled Tungsten Plates I
Small Ancillary Armor Repairer, Nanite Repair Paste
Energized Adaptive Nano Membrane II
Emergency Damage Control I

Fleeting Progressive Warp Scrambler I
Limited 1MN Microwarpdrive I

Gatling Pulse Laser II, Imperial Navy Multifrequency S
Gatling Pulse Laser II, Imperial Navy Multifrequency S
Gatling Pulse Laser II, Imperial Navy Multifrequency S
Small 'Knave' Energy Drain

Small Ancillary Current Router I
Small Auxiliary Nano Pump I
Small Trimark Armor Pump I


Stats

  • EHP 8.013 w/ 2.228 armor
  • SAAR 194.992 HP hot *  8 (every 3.85sec) = 1.560 HP within 31sec
  • 57.3% explosive damage reduction (lowest armor resi)
  • speed 422ms, align time 3.8sec, cold
  • speed 2.506/3.584ms hot, align time 5.1sec, w/ Mwd
  • dps 78/89 hot, 9+0.6km range, <0.29 tracking, w/ Scorch
  • dps 97/112 hot, 3+0.6km range, <0.38 tracking, w/ IN Multi
  • dps 109/125 hot, 3+0.6km range, <0.27 tracking, w/ Conflagration


Play-style

As bait always align a save spot (like the sun) and wait till an enemy attacks. Then call for reinforcement. When you cant handle the damage income you can try to warp away.

Against frigates I don't change my direction! Most frigates are faster than my ship anyway. But most frigates will back off when locking and shooting them. The ships that don't get impress are blaster-frigates, at least in my experience. Lasers looks impressive, and this saved me time in many cases. As example: Often I was outnumbered but still out of scrambler range and the enemies didn't had a point on me neither, so I could escape.



Friday, February 14, 2014

Try and Error - 05 - The Punishment

My kill-death ratio was 4:5, and then I had only one Punisher in my hangar. How to test a new loadout with one ship only?... Yeah, don't get explode. But I thought its better to buy me some new ships, before I run out of war-machines.

In my previous article is already the final version of my new loadout. But I was still testing a few days.
This was the loadout of day one...

[Punisher, The Punishment v3.0]
Damage Control II
Adaptive Nano Plating II
Energized Adaptive Nano Membrane II
400mm Reinforced Steel Plates II

1MN Afterburner II
J5b Phased Prototype Warp Scrambler I

Gatling Pulse Laser II,Conflagration S
Gatling Pulse Laser II,Conflagration S
Gatling Pulse Laser II,Conflagration S
Small 'Knave' Energy Drain

Small Ancillary Current Router I
Small Energy Discharge Elutriation I
Small Energy Metastasis Adjuster I

Facts

  • EHP 9.505
  • 2.125 armor w/ 66% explosive reduction (lowest resistance)
  • dps 97/112 hot, at 3+0.6km, tracking 0.44, w/ IN Multifequency
  • dps 109/125 hot, at 3+0.6km range, tracking 0.31, w/ Conflagration
  • dps 78/89 hot, at 9+0.6km range, tracking 0.33, w/ Scorch
I used this weird mixture of rigs to fight Drones and be more capacitor independent. In the end I thought it didn't help much, and in the next episode I switched back to triple trimarks.


Analysis

2014-02-11 19:51
At a gate I found a Atron that was attacking a corp mate in a Slasher. I used my bookmarks to get close to the Atron, and then he was about 40km away and I started approaching toward his direction. Yank warped also near the position I was before, and then I tried to escape. But my ship was to slow and needed to align the next planet first. At the same time the Atron pointed me, and my last option was kamikaze.

I tried to catch the Atron but he was faster then me and kept me at range. +4.000m/s he covered with his Mwd and the gap between us was over 17km. I approached a second time a planet, in hope to get out of disruptor range. But then the Coercer got close, and I thought Yank wanted attack me, so I locked him and tried to orbit him at close range. But Yank stayed at range, like the Atron.

Hormone1971 arrived in his Thrasher and two volleys showed the Atron where it belong. Then the Thrasher exploded and I was able to warp away. But I didn't notice that and tried to orbit Yank instead.

Two Crows arrived, followed by a Thorax and an Ares. Last but not least a Maller arrived too. All about 20km away of my position, except the Thorax was miles away. Three corp mates in a fleet arrived also, but I wasn't in a fleet and they landed near the Thorax. Not surprisingly they killed the cruiser and I was the red herring for our other enemies.

I focused the Crow that obviously wanted to brawl, and I started counting the time they needed to put me down... Between their first hit and the explosion of my ship was over one minute and ten seconds - Killmail. Before that the Atron was shooting holes in space only. I saw that he missed me in the beginning, and I didn't count that in! Total of six people raped my vessel and they needed an absurd time to get it popped.

(Click on the picture to enlarge)


2014-02-11 20:10
I spotted an enemy near a gate, attacked him, and got steamrolled. Or with other words: I found a bait and run into a trap. But then again it took over one minute till my ship exploded.

This time were two Blaster-Merlins stapled on me, and I couldn't shake them off. In the picture you can see how much damage I did before they blown me up. Killmail

 (Click on the picture to enlarge)

I was switching targets like Martin Fourcade in Sotschi. All ships backed off, except the stapled Caldari frigates didn't change course. And the Stabber hit me one time, that wasn't funny at all.


2014-02-11 20:19
Damn, once again I forgot to capture a video. I could cry.

I attacked a Slasher near a station and he tried to kept me at range. But I got close and then I started shooting. I don't know how, but after his shield was melted, he managed to get at 20km range again. I approached a station and was waiting till he got closer. Then I did a u-turn and the gap was closed again.

About 50% armor he had left and and then he activated his tracking disuputor. I was using Scorch all the time, but I didn't checked range and tracking of my guns.

Then Yankunytjatjara warped toward my location with his Coercer I think it was. He started firing and my armor melted slowly but surly. I approached a station again and I was ready for warp. But the Slasher didn't wanted to explode, so I kept course and waited till he exploded. Killmail After that I pressed the warp button.

Yank was alone in the field and I had 28% armor left. Apparently he wasn't close enough to activate his point, or he was killmail whoring without a point. Anyway, now I am more confident with this loadout, Yank wasn't close but he was shooting me for good.


2014-02-11 20:36
This was nothing spectacular. Three corp mates camped top station in Josameto. Then a enemy in a Slasher warped near a wreck, so did I to tackle him. Two mates followed me in the course of history. He was using his Tracking Disruptor against me, and I used Scorch against him. I didn't check the range and tracking of my guns, and that's the reason the other Punisher implied more damage. I should see the penalties when moving the mouse-courser over my guns. But I didn't and thought Scorch will be good as counter. In the Killmail you can see that he was using a tracking speed disruption script and I gimped my potential.


2014-02-11 20:56
I waited near top station in Josameto for something happen. Wrecks lay around, so ppl had good points to warp at and attack me. Peaceful Yank was in his Coercer again, and took his chances. This was the first time I wanted to knew my chances against a destroyer, so I waited for him.

He warped to a wreck near me and started shooting. Then I tried to orbit him at close range ... 20km ...  15km ... 11km ... 15km ... 20km. Damn, he kept me at range and his speed was bouncing up and down while angular velocity was less than 0.03. I tried to warp away, but he was using a Mwd and a Warp Disruptor.

(Click on the picture to enlarge)


Exact 39 seconds he needed to shoot my ship apart - Killmail. I don't know jet if there would be a chance when I had fitted an Mwd too. But with three trimarks I would had lived much longer.



Review


  • At the first two fights I didn't used the directional scanner to scan for an ambush, then I could had escaped. 360° with 1au should be enough.
  • Locking and shooting different targets seems to be a good solution to reduce damage, but not against blaster-ships. Slowly I am thinking the Punisher is a good bait and I should use it for the fleet.
  • I have to check my weapon stats (range and tracking) when some1 put a Tracking Disruptor on me.
  • Tripple trimarks seems more effective, specially as bait.

Thursday, February 13, 2014

Try and Error - 04 - The Punishment

No pew pew this time, instead I will reconsider my loadout  ...

The last cruiser I fought with an Afterburner, as you can read in my previous article. I realized that the propulsion system and the weapons have to relay on the Nosferatu primary. Otherwise I can get neutralized and its game over. Then it seems that the Breacher does almost the same thing better, because it doesn't relay on the capacitor, except with the point and the DCU, also it can repair its shield without capacitor supply.

I was not sure how to make the Punisher unique, so I compared different loadouts with other Tech1 Assault Frigates.

Nano Punisher vs Breacher

First loadout is the one that I used in my analysis before. You can find it here. But its outdated, and the Breacher is better in all that things.

[Breacher: Flying Scrap Heap v2.2]
Damage Control II
Local Hull Conversion Nanofiber Structure I
Ballistic Control System I

1MN Afterburner II
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I
Medium Ancillary Shield Booster

Rocket Launcher II
Rocket Launcher II
Rocket Launcher II

Small Anti-EM Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

Warrior SW-300 x2

Stats of the Breacher

  • EHP 3.003 + EHP/s 147/189 hot 
  • speed 476ms cold, align time 2.7sec
  • speed 1.236/1.616ms hot, align time 4sec, w/ AB
  • speed 3.291/4.698ms hot, align time 4sec, w/ Limited 1mn Mwd
  • dps 80/94 hot @ <10.1km /w Caldari Navy Rockets
  • dps 97/114 hot @ <8,4km /w Rage Rockets
  • dps 32 /w Warrior II
  • dps 40 /w Hobgoblin II

Stats of the Nano Punisher

  • EHP 3.486 + EHP/s 93/121 hot
  • speed 471ms cold, align time 3.3sec
  • speed 1.241/1.626ms hot, align time 4.8sec, w/ AB
  • speed 3.323/4.749ms hot, align time 4.8sec, w/ Limited 1mn Mwd
  • dps 129/148 hot, 3.8+2.5km range, <3.0 tracking, w/ IN Multifrequency
  • dps 143/165 hot, 3.8+2.5km range, <2.1 tracking, w/ Conflagration
  • dps 102/118 hot, 11+2.5km range, <2.3 tracking, w/ Scorch



Dual rep: Punisher vs Incursus

Then I wanted compare the active tank variant with an Incursus. The Incursus won, because it seems to be better in all that things. The repair amount is higher and it does more damage. In exchange it has a lack of explosive resilience. On top of that is the energy supply crap when using dual repairers on a Punisher.

I don't need to post this loadouts, eh. The dual rep Incursus is pretty common and the Punisher variant is cap unstable, so nobody should use the Punisher as an active tank without buffer.


King of passive armor tanking

Third loadout is the opposite of the second one. Its a turtle in space, and it can tank two tech1 frigates at the same time. But I don't know jet if this is possible to tank two blaster frigates at the same time, or an Enyo. If any tech1 frigate can tank tech2 assault frigates, or destroyers, then it has to be the Punisher or the Merlin, because both can fit an extraordinary passive tank. Active tanking without buffer didn't work against the Enyo, that I know for sure.

[Punisher, King of passive armor tanks]
400mm Reinforced Rolled Tungsten Plates I
Damage Control II
Adaptive Nano Plating II
Energized Adaptive Nano Membrane II

J5b Phased Prototype Warp Scrambler I
1MN Afterburner II

Gatling Pulse Laser II, Scorch S
Gatling Pulse Laser II, Scorch S
Gatling Pulse Laser II, Scorch S
5W Infectious Power System Malfunction

Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Trimark Armor Pump I

I tried many different loadouts but this seems to be the best passive armor tank atm.

The Neutralizer is to fight frigates with an intensive cap consumption, and I would change it with a Small 'Knave' Energy Drain when fighting ships that can use Neutralizers. Then my weapons don't relay on the Capacitor as primary, and my other modules need less than 15 energy supply in 10 seconds.

Alternative I can change the cap sucker for a Small YF-12a Smartbomb to fight multiple targets and Drones. Be aware that using Smartbombs in high sec results in a security drop when hitting neutrals or stationary objects! Concord will arrive and mess with you.

Without a fourth high slot I can change the AB for a Limited 1mn Microwarpdrive I to hunt kiters.

Last thing to mention is the point that can be upgraded to meta4. But I didn't do save some $$$ for the ISK war. The difference is marginal, except the costs.

Here is the Merlin as comparison ...

[Merlin, enemies like it expensive]
Micro Auxiliary Power Core I
Pseudoelectron Containment Field I
Magnetic Field Stabilizer II

1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
Adaptive Invulnerability Field II
Medium Shield Extender II

Light Neutron Blaster II, Null S
Light Neutron Blaster II, Null S
Light Neutron Blaster II, Null S

Small Core Defense Field Extender I
Small Core Defense Field Extender I
Small Core Defense Field Extender I

Stats of the Merlin

  • EHP 9.991 + EHP/s 43
  • 50% EM damage reduction (lowest shield resi)
  • speed 388ms cold, align time 3.4sec
  • speed 1.043/1.370 hot, align time 5sec, w/ AB
  • dps 176/202 hot, 1.1+3.1km range, <0.47 tracking, w/ CN Antimatter
  • dps 196/226 hot, 1.7+1.6km range, <0.35 tracking, w/ Void
  • dps 140/161 hot, 3.2+4.4km range, <0.33 tracking, w/ Null

Stats of the Punisher

  • EHP 12.370
  • 66% explosive damage reduction (lowest armor resi)
  • speed 364 cold, align time 3.9sec
  • speed 890/1.153 hot, align time 5.5sec, w/ AB
  • speed 2.311/3.285 hot w/ Limited 1mn Mwd and w/o Neut
  • dps 97/112 hot, 3+0.6km range, <0.38 tracking, w/ IN Multifrequency
  • dps 109/125 hot, 3+0.6km range, <0.27 tracking, w/ Conflagration
  • dps 78/89 hot, 9+0.6km range, <0.29 tracking, w/ Scorch
  • dps 8/9 hot, 3km range, w/ Smartbomb

The Punisher does less damage in general. But in exchange it can fight at range and it has a spare high slot to annoy enemies.

I think I have found a unique loadout.


Next Chapter: The Punishment - 05

Sunday, February 9, 2014

Try and Error - 03 - The Punishment

My kill-death ratio was 3:3 and now its 4:5. The loadout is still the same, except I added an Tech2 AB to my depot, so I can switch the propulsion to fight cruisers as example.

You can copy this loadout and past it into EFT if you like...

[Punisher, The Punishment v2.0]
Small Ancillary Armor Repairer, Nanite Repair Paste
Adaptive Nano Plating II
Local Hull Conversion Nanofiber Structure I
Damage Control II

Fleeting Progressive Warp Scrambler I
Limited 1MN Microwarpdrive I

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 'Knave' Energy Drain

Small Polycarbon Engine Housing I
Small Energy Discharge Elutriation I
Small Energy Collision Accelerator I


Facs:

speed 471ms cold
speed 1.241/1.626m/s hot w/ AB
speed 3.323/4.749ms hot w/ Mwd
EHP 3.486 + EHP/s 93/121 hot
dps 129/148 hot @ 3.8+2.5km  and <0,3 tracking  /w IM-Multi
dps 143/165 hot @ 3.8+2.5km  and <0,21 tracking  /w Conflagration
dps 102/118 hot @ 11+2.5km  and <0,23 tracking  /w Scorch


Analysis:


2014-01-30 4:53
I spotted a Kestrel at a gate that fought an Incursus. I intervened and shoot at the Kestrel. A short time after that the Incursus exploded and a Dramniel + Thorax arrived. Then I had three ships against me. The Dramniel immediately pointed me, so I wasn't able to get away. I knew that I will lost my ship...

I tried to get under the guns of the cruiser. But before I was close enough he hit me two times and my ship exploded. I had seven charges with my SAAR left, but my Mwd was deactivated and I was double webbed. It seems an AB is most essential against cruisers, I had the same problem with my other loadouts too.

Both frigates didn't much damage compared with the Thorax, and the cruiser grazed me two times only.

(click on the picture to enlarge)

Killmail - Obliviously the Thorax killed me. With an AB he wouldn't hit me at all, I had already the same scenario with the Breacher. Damage of both frigate I could maybe outlive, because it was about the same damage income like five skilled tech2 drones of the Thorax.

The Dramniel didn't stay at close range, and the Kestrel didn't needed too. I think both knew the damage potential of the Punisher at close range, and this gave me and advantage. Maybe next time I should orbit the cruiser with an AB and focus my guns on the frigates. Maybe the frigates will back off before the Thorax put out his drones... I know this scenario. When I remember right most players back off, except blaster ships relay on brute force.




2014-02-06 20:15
At a gate I found a Slasher far away of my position, so I tried to catch it and activated my Mwd. I think the pilot notice that and then he warped off. I wrote his Ships name down and changed my Mwd for an AB at my depot. Then I scanned him down and warped to a gate near his location.

There he was, 400km away of my position, and an enemy Coromant was close to me, so I tried to attack the Coromant first. But he jumped though the gate.

Then I wanted the Slasher again so I warped to the nearest object and approached a asteroid belt, in hope he would attack me on his terms. A short time after that the Slasher warped toward my position. He landed 45km away, and I commanded my ship to orbit him at 2.500m. The gap closed slowly but surly. 40km ... 35km ... 30km ... I started the AB and tried to lock him. But he warped off again. Damn, I need more patience, so enemies can catch me on their terms. Every time I tried to catch an enemy, or when I activated my propulsion system, they warped off.

Then a Vexor warped near my position and I had to warp away too. I knew the Slasher was about 300km on top of the gate, so I warped back, 300km on of the gate. Lucky me that I have all relevant bookmarks. 80km distance was between us. I commanded my ship to orbit him at 2.500m again and without delay I activated my AB. This time he had plenty of time to analyse the propulsion system I was using. And this time he attacked me.

I tried to get the my point on him, but there was a huge lag and the distance between us jumped from 7km to 21km instantly. He kept me over 20km while he was using an Mwd. His artillery missed me most of the times. But I wasn't able to close the gap and I was pointed.

I don't know why, instead of orbiting me at range he tried to kept me at range. His velocity was rising up and down again. This he did twice, till I approached the opposite direction and waited till his speed was rising again. Then I did a u-turn and overheated my AB. I closed the gap and my guns smashed his tank. Angular velocity was below 0.4 most of the time. Once it raised above 3 and two shoots missed completly. Nonetheless his ship exploded in less than 28 seconds - Killmail.

Obliviously he was not using his tracking disruptor, and next time he should use a tracking computer instead. TD on a frigate is for close counter <10km.

I still don't know if its possible to catch Mwd frigates with an AB. I really wanted to knew the technique to catch Mwd frigates, but he didn't orbit me. Otherwise I would need a Mwd with throttling speed.




2014-02-06 20:35
I spotted an Enyo at a station and I really wanted to knew my chances against tech2 assault frigates. 2-3 corp mates didn't attack him and warped off, so I took my chances. The big problem was that I forgot to capture a video for my analysis.

I tried to orbited him at 5.000m and deactivated my Mwd. First he didn't respond and then he started shooting at me. My ship exploded so fast, I didn't realized what was happening.

Recording to the Killmail I had four charges left with the SAAR. That was overwhelming, and now I am scarred. Maybe I should have NOT commit to the brawl. But I cant remember anything except the huge pressure and I felt like a foe.


2014-02-07 7:12
This was a funny encounter, because I pushed the Punisher to its limits... An Atron and an Omen Navy Issue camped a gate. I knew I couldn't win, so I waited about 300km away. After a while the Atron warped off and I was sure he did that to lure me to the Omen and then he will add to the fight. There are plenty of articles in the world wide net that explain the unexpected outcome of battles, also the luck factor that is involved. I will keep it short: No fight, no fun! Sure I don't want loose, but I will catch every opportunity to learn my limits and restrictions.

'Surprisingly' the Omen warped toward my direction and I tried to get under his guns. The faction cruiser did huge damage, till I was close and then his drones attacked me. On top of that he neutralized me and I used the Nosferatu to kept my modules running. I was focusing on his drones and was able to use the SAAR six times, then I run out of cap. Barely I kept my lasers and the AB running. The pressure was huge, because all my modules relayed on the capacitor.

Lucky me, I killed 3 drones and most of the pressure was gone. But I was still unable to activate the SAAR. Maybe I have to deactivate my lasers for a short time, so I would be able to repair myself. Anyway, the Atron warped on top of me and immediately attacked me. I tried to approach a planet but it was to late. At about 5km distance to the Omen he hit me hard and my ship started burning. Then his warriors killed me. Killmail

Next time I should stay there and with my Breacher I would have killed the drones already. But most of the times my lasers missed the drones.

I had to realize that my loadout is just a 'harder to play' version of the Breacher-loadout I tested. I am already thinking of more weapon range and more tracking speed. Dps is second rated when I can't hit the target or when I am death.

Next chapter: The Punishment - 04

Friday, February 7, 2014

Try and Error - Review - Flying Scrap Heap

Before my try and error series I bought me 11 Breacher. I tested many things and ended with a kill-death ratio of 12:11.

You can copy this loadout and past it in EFT if you like ...

[Breacher: Flying Scrap Heap v2.2]
Damage Control II
Local Hull Conversion Nanofiber Structure I
Ballistic Control System I

1MN Afterburner II
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I
Medium Ancillary Shield Booster

Rocket Launcher II
Rocket Launcher II
Rocket Launcher II

Small Anti-EM Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

Warrior SW-300 x2


Items in my depot

  • Caldari Navy Mjolnir Rocket
  • Caldari Navy Nova Rocket
  • Expanded Probe Launcher
  • Hobgoblin II
  • Limited 1mn Microwarpdrive I
  • Mjolnir Rage Rocket
  • Nova Rage Rocket
  • Navy Cap Booster 50
  • Sister Combat Scanner Probe
  • Small Armor Repairer II
  • Small Electrical Capacitor Booster
  • Small Hull Repairer II
  • Warrior II



EFT Facts

  • EHP 3.003
  • speed 476ms, align time 2.7 sec, cold
  • speed 1.236/1.616ms hot, align time 4 sec, w/ AB
  • speed 3.291/4.698ms hot, align time 4 sec, w/ Mwd
  • dps 80/94 hot @ <10.1km  /w Caldari Navy Rockets
  • dps 97/114 hot @ <8,4km  /w Rage Rockets
  • dps 32 /w Warrior II
  • dps 40 /w Hobgoblin II


Lets see what I have learned so far

  • The Mobile Depeot is essential to refit my ship quick.
  • Shield alert set to 65%.
  • Only Mjolnir and Nova Rockets are needed. Therefor I have 150 units of Caldari Navy rockets and 150 units of rage rockets, each.
  • Fit the Limited 1mn Microwarpdrive to counter kiting frigates.
  • Use the Small Electrochemical Capacitor Booster against cruiser and bigger ships.
  • Always use (Caldari Navy) Cap Booster 50.
  • Orbiting Caldari-, Gallente-, and Minmatar-frigates at 7.500m distance.
  • Orbiting  Amarr ships, and all cruisers or bigger ships, at 500m.
  • Killing the drones of cruiser and bigger ships first.
  • Always kill drones if there are more than two.
  • I didn't test the SW-300 drones on a proper target jet.


Analysis

I wont analyse all new kills, instead I made a trailer.
Its nothing special, because I haven't any video editing tool.


I hope you liked it.


Here are all my analysis again ...


fs & hf

We will meet us on the battlefield or at my next analysis.

Thursday, February 6, 2014

Preparation is the Key!

This article shows how to prepare for the upcoming fight with a Mobile Depot. Please keep in mind that my articles are based on solo adventures and small scale fights only.

Most enemies I spotted were at stations and gates, as I mentioned in my Try and Error series. Therefor I use now a Mobile Depot to prepare myself for each fight. The Mobile Depot is small enough to fit into most ships cargohold, and its removing the need of stations or a POS to prepare for a fight. But before I could anchor one and fill it with items I needed to knew some things...


Possibilities and Restrictions

In the Overview settings you can add the Mobile Depot (Filters - Deployable), and this can be used for the Directional Scanner. In the next chapter (Where do I deploy it?) you can deduce some possibilities to scan for a Mobile Depot.

I tried to steal from a Mobile Depot but there wasn't any option to do so, even with blue standing and same corp. Then I wanted murder death kill the thing, but it went invulnerable after a few shots. I didn't got attacked by Concord but my aggression status started counting. At the least, nobody could steal from me and I would had two days to recover my items and the mobile unit.

Be aware that carrying a depot makes losses more painful, but once its deployed it wont listed in killmails. An Expanded Cargohold could help when having a cargo-space issue. Ideally would be a blockade runner (stealth transporter), but most pvp oriented players can't fly them. Stealth bomber or cover ops ships are also a save way to deploy mobile units.

In another test I tried to switch my modules while fighting and it worked. But I had to do it all manually and I had to be in a 2.500m radius of the cargo-space. Onlining my modules worked in a 3.000m radius.

Be aware that you have to drag & drop all items manually to the cargohold of the depot, otherwise they land in YOUR ship-cargohold and will be listed in killmails.

(Click on the picture to enlarge)

If you want you can change all items on your ship to escalate (except rigs). To keep it straight forward I prefer the Neocom to open the fitting window and the inventory, this is all I need.

The market shows three different depots and beside of the cargo-size and cargo-space they have all different sensor strength. So I tried to scan them down. The normal one is easy to locate with Combat Probes and the Wetu variant takes good skills to pin down. I didn't test scanning for a Yurt variant, but it seems Probe ships only are able to find them.

A Mobile Depot can not be deployed within 6km of another one, within 50km of stargates or stations, or within 40km of a starbase. This brought me to the question: Where do I anchor it and what tactic I have to use to get most out of it. Some possibilities that I am practicing with ...


Where do I deploy it ?

First step was deploying a depot at a save spot. Then I scanned for enemies with the d-scan, and prepared myself. This gave me plenty of space to do things right and I hadn't the training curve at max. I could have used Combat Probes to find ships related to its name. Yeah, this works! I was able to recover my Sister Combat Probes later on.

A save spot before and one after the depot comes handy to refill or loot all items, and its wise to create all related bookmarks before deploying a mobile unit.

When I got comfortable with the use of the depot I was placing one near a station, so people had to fly to me while I was preparing myself. When there was low traffic I deployed the depot over 150km away of a station, so me or my enemies could warp to each other location. Don't dock and go refitting or switching ships! It takes to long and enemies will think they will get an aggression status and cant dock/jump, while a enemy fleet could arrive.

Last challenge was to lure enemies away of gates. There is always traffic at gates and its not save. I placed a depot near a planet or in a belt, and then I was waiting at a gate for enemies. When someone spotted me I warped off and prepared myself while most times someone followed me. The key was to scan the direction where the enemy came from. After spotting the foe I was able to prepared myself.

For system defense, and for my RvB fellows, its good to have a depot near every gate and near the hospitals. Then you can chance fitting during fleet fights.


What items I put in my Mobile Depot ?

By default I have the following items with me all the time ...

  • An AB or Mwd, the opposite of what I have fitted.
  • An Extended Probe Launcher and Combat Probes to locate enemies.
  • All damage types and Charges, that I can use with my ship.
  • An Armor Repairer to repair my ship after a fight.
  • A Hull Repairer to extinguish fire on my ship.


When entering low sec (or null) then I add the following items to my stash...

  • Many Nanite Repair Paste to repair my modules
  • A Cloaking device for afk reason

I also have a Remote Armor Repairer or Armor Maintenance Bots added when I am not alone.



Now go out and learn to love the Mobile Depot!
If you are still unsure how to use it then you can look at my try and error series with the Breacher.


Tuesday, February 4, 2014

Try and Error - 06 - Flying Scrap Heap

It was time to test my loadout against cruisers again. I didn't kill anything, because I got ganked every time. But I am very confident with the loadout now.

Before the tests was my kill-death ratio 8:6 and now its 8:10.
Most of the time I saw red and was hoping not getting ganked,
or I was waiting for the fleet that didn't helped me at all.

If you like you can copy my loadout and past it in EFT ...

[Breacher,Flying Scrap Heap v.2.2]
Damage Control II
Local Hull Conversion Nanofiber Structure I
Ballistic Control System I

1MN Afterburner II
Small Electrochemical Capacitor Booster I, Navy Cap Booster 50
J5b Phased Prototype Warp Scrambler I
Medium Ancillary Shield Booster, Navy Cap Booster 50

Rocket Launcher II, Nova Rage Rocket
Rocket Launcher II, Nova Rage Rocket
Rocket Launcher II, Nova Rage Rocket

Small Anti-EM Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

Warrior SW-300 x2


This loadout is the anti-cruiser version of the flying scrap heap.
The default version you can find in my previous article.


Analysis


2014-01-30 7:11 fleet fights and a faction cruiser
I joined the fleet to fight some enemy cruisers. After a few minutes we found the enemy at Josameto top station. They had a Vengeance, a Caracal, a Talwar, and a Omen Navy Issue. We had two Breacher and two battleships.

What the hell, I didn't realized this two freaks breaking the rule until watching the footage. Damn fleet settings, they hide all my team members and I didn't knew what my team-mates were up to.

Voice-Comm was activated and I heard someone was dreaming of catching the Omen. Then I thought: No problemo, give me a second. The enemies were spread around the station, so there was enough room to catch the Omen without any interfering.

The last chat-text in local was amusing.
(Click on the picture to enlarge)

I warped to a sentry gun that was near the faction cruiser, then I overheated my AB and was hoping to catch the ship. A few seconds later I pressed the push to talk button. "Check, check... Omen pointed... need reinforcement, ASAP!" But nothing happened.

Damn you guys, sitting in battleships and playing docking games. I was alone and the faction cruiser started shooting me. The lasers didn't hit me but the warrior drones made me suffer.

Then the Omen started neutralizing me and I activated the cap booster. Every 12 seconds my cap was dry like hell and my AB was deactivated. But then the Navy Cap Booster 50 kicked in and I reactivated the AB, again and again. This was funny, but I didn't shoot his drones. Why I didn't kill his drones?

A Incursus undocked and approached my direction, also the Caracal went toward me. Soon after that I was triple pointed but only the Caracal used a web. My speed dropped to one-third. Dual web seems to be popular these days.

I was already deep in armor, when the adds arrived. They forced me to eject my ship and then I escaped with my Pod. Killmail

Maybe I could lived longer if I had killed the drones, but I had no chance anyway. There was plenty of time for my fleet to help me. In many fleet fights I was involved and always it was organized. RvB doesn't have the requirements like mercenaries have and the setups are more random, but this was by far the baddest experience I have made ever, even for the RvB standards.




2014-01-30 7:27 Revenge
I fitted a new Breacher and undocked from station. Only the Caracal, and the Talwar were still on the battlefield.

Someone wanted to kill the Talwar and asked in fleet if someone is able to point it, so I tried to catch Talwar. I had to activate the MASB 5 times before I got my point on the Talwar, while both Caldari ships unleashed his missile batteries.

(Click on the picture to enlage)

I did my job and called for reinforcement. "Check check... Talwar pointed and red boxing me, so is the Caracal!" But nothing happened. Instead someone asked again: "Can anybody point the Talwar, please." At the same time my ship exploded and I wrote in chat: I had. Obliviously nobody was hearing me. Killmail

I don't know where to start analyse. The Caracal was too strong and I didn't knew my fleet mates were still in battleships and playing docking games. Voice-Comm did work. I tested it before and after that moment. Its better for me to forget this situation.





2014-01-30 5:29 double trouble
There was a friendly Condor and a two enemies at a gate. The enemies had a Kestrel and a Thorax. With my ani-cruiser fit I chose the Thorax and started orbiting him at 500m. He was clearly not a shield tank, because in less than 30 seconds his shield was gone.

I was webbed all the time and my velocity was one-third only. He was using dual web for sure and he didn't even used a point. Surprisingly this went to my favor. I covered between 300-400m/s, and our angular velocity was at 0.4 most of the time. He didn't hit me once with his guns.

Then his warriors attacked me, but they didn't much damage. I loaded the Nova Rage Rockets and started penetrating his armor. After 15 seconds he lost a quarter of his armor. But 5 seconds later a second Thorax warped to the gate. I was hoping the ship will move along, but imminently he started attacking me too.

There I was, triple webbed and pointed. I covered less than 250m/s and then they hit me hard. Six charges I had left with my MASB, so I focused on the Thorax. The fight took over 2 minutes and I had him deep in armor.

(Click on the picture to enlarge)

But then the killmail was set in stone. Wonder that I had lived so long.
Even in this situation I could done more.
Maybe I could lived longer when I had killed all drones.
Two minutes was a long time.




2014-02-01 18:58 Just a test
Last fight for the day. I tested my anti-cruiser loadout against a frigate. I knew this would end bad, but without try and error I couldn't be sure.

I undocked the station and there was a Atron that tried to catch me, so I started orbiting him. Six times he activated his armor repairer, then I exploded. Killmail

(Click on the picture to enlage)

I could take him with me, If I had lived 12 seconds longer. But therefor I will need at least Cap Booster 150, so I can feet the MASB. Never mind, a webifier is by far more important for small scale fights, and using Cap booster 150 will disrupt the energy supply for the AB when neutralized.




Review

There isn't much to talk about, except I need to kill the drones first.
I don't know why but I have a spare Breacher. 

To be continued ...

Monday, February 3, 2014

Try and Error - 05 - Flying Scrap Heap

In this article I analyse a duel against a Sarum Magnate. I had fought this ship twice with my Tristan, but I wasn't able to break its tank. Lucky me, non of my ships exploded so far.

I knew what the Sarum Magnate was capable off. It was fitted with at least one armor repairer and a cap booster. The weapons didn't hit me before and I was assuming it didn't used range ammo. The velocity was less than 1.100m/s. I presume he was using something like this ...

(You can copy the loadout and past it into EFT if you like)

[Magnate, Loadout of Deathmath93]
Small Armor Repairer II
Small Armor Repairer II
Damage Control II
Energized Adaptive Nano Membrane II

Small Capacitor Booster II, Navy Cap Booster 200
Warp Scrambler II
Experimental 1MN Afterburner I

150mm Light AutoCannon II, Barrage S
Rocket Launcher II, Mjolnir Rocket
150mm Light AutoCannon II, Barrage S

Small Auxiliary Nano Pump I
Small Ancillary Current Router I
Small Ancillary Current Router I

Hobgoblin II x3


Facts:

EHP 2.291 + EHP/s 109/140 hot
armor 438 HP & 49% explosive damage reduction (lowest resi)
speed 438ms cold
speed 1.095/1.424ms hot w/ AB
dps 76 w/o AC
dps 118/125 hot w/ AC incl. 0.33 tracking with Barrage S
dps 129/137 hot w/ AC incl. 0.45 tracking with Republic Fleet EMP S
By the way, this ship has no difference compared with the T1 variant, except the costs.

Why there was no T2 AB? All killmails were fitted with the T1 variant only. Maybe the pilot doesn't have the skill level to use them. But a high velocity is most important for pvp, because without he implicate or reduce less damage on moving targets. Yeah, he relayed on his drones, that I realized later on too.

Here are the facts of the flying scrap heap as comparison

EHP 3.003 + EHP/s 147/189 hot
shield 625 HP with 51% thermal damage reduction (second lowest resi)
speed 476ms cold
speed 1.236/1.616ms hot w/ AB
dps 80/94 hot w/o drones

If you like you can also copy my loadout and past it into EFT ...

[Breacher,Flying Scrap Heap v.2.2]
Damage Control II
Local Hull Conversion Nanofiber Structure I
Ballistic Control System I

1MN Afterburner II
X5 Prototype Engine Enervator
J5b Phased Prototype Warp Scrambler I
Medium Ancillary Shield Booster, Navy Cap Booster 50

Rocket Launcher II, Caldari Navy Nova Rocket
Rocket Launcher II, Caldari Navy Nova Rocket
Rocket Launcher II, Caldari Navy Nova Rocket

Small Anti-EM Screen Reinforcer I
Small Anti-Kinetic Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

Warrior SW-300 x2


Analysis

2014-01-30 6:29
We met at a planet and started the duel. For a short time he had the gap closed, but my web cut his velocity in half and I was able to get back at range. Only his drones and the rocket launcher kept shooting. I started the MASB too soon and wasted 3-4 charges, damn stupid. But my chances were still fifty-fifty.

Then he killed my drones, at the moment I was looking at them. I had hear a sound like deactivating modules and then I realized it was my drones that cried: "HALP!" ... Boom, they gone.

I checked the damage input and realized that he had barrage loaded. Distance between us was 7.500m, angular velocity was ~1.6, radial velocity was +-50, and my speed was double than his (1.100m/s orbiting). One minute and 45 seconds we fought there and then I had to negate the damage income. I though of two ways to reduce damage...
  1. increase distance 
  2. close the gap
I didn't knew the tracking of autocannons. But I knew it has to be between 3.3 (pulse lasers) and 5.4 (blasters). I chose 10km orbiting range, didn't overheated my modules, and then it happened.





Oh no, not now. And not all at once, please! On top of that did he overheated his AB at the same time. After that the distance between us was less than 3.000m, angular velocity 0.04, radial velocity -200, and he coverted 1.422m/s. I tried to get back at range, but it was to late. My ship started burning and instead of approaching a save spot, I tried orbiting at 7.500m distance again. My ship exploded and a few seconds later I pressed the warp button. But my clone needed to align first and I hear it screaming ...

Now I am a flying scrap heap.
(Click on the picture to enlarge)

2014-01-30 6:29 Killmail and Killmail




Review

Next time I have to kill his drones first. For long scale fights I have to reduce the damage income to its minimum, and there was three Hobgoblin II that could develop freely. This would be an easy kill or at least a draw, but I didn't realized it at the time.

Once again I didn't had the shield alert at 60%. For my excuse, this analysis I created together with two other articles, and before that I didn't knew what to change. The formula for my shield alert ...

-
=
65%

But this doesn't explain my lack of micromanaging. The sounds are very useful, but every time I hear something I start looking around and wonder whats happening.

The SW-300 were cheap and I didn't need them for this situation, but nonetheless I should listen to them and pull them back if needed.

I need a better understanding of the battle field. My clipping point was reached and I had no escape plan. Again I orbited him at 7.500m, instead of approaching a save spot and warp off.

I was wondering what would happen when I closed the gap, so I ran some tests with help of my trail account. The results are ...

7.500m orbit & 1.150m/s

5.000m orbit & 1.000m/s

2.500m orbit & 900m/s

1.000m orbit & 1.000m/s

500m orbit & 900m/s


The test char orbited me at 2.500m all the time!


It seems orbiting at 2.500m and at 500m gives the highest angular velocity. But he would still hit me with its full damage potential, so staying at range is the best solution.

Afterwards it made me nuts, because I didn't killed his drones.

Next chapter: Flying Scrap Heap - 06