Saturday, February 22, 2014

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!

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