ShahFluffers
Ice Fire Warriors Late Night Alliance
1188
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Posted - 2012.12.05 01:07:00 -
[1] - Quote
cyndrogen wrote:But again it's not so much the hull but understanding how to engage in a fight that will favor your fitting style. Each ship hull favors certain fits and weapons over others. Knowing what each weapon can and cannot do in which situations allows you to guesstimate whether a target is viable for your ship and your fit.
For example: I have been using Destroyers quite often. Thrashers, to be more specific. The fit I use most often is where I fit the highs with 200mm autocannons and a small energy neutralizer... the mids with a medium shield extender, MWD, and scram... the lows with a Damage Control and Gyrostab... and the rigs slots with damage rigs.
The strength of this ship is that it deals a large amount of DPS within scram range and "kills" small ships' capacitors with time. This makes it ideal for killing most frigates that engage at sub-10km.
Other ships though... like the Navy Slicer and Condor... which often use ranged fits... are very dangerous for the Thrasher. The Slicer has too much range for the Autocannons to hit (even when using T2 "range" ammo) and the Condor can use tracking disruptors to mitigate my weapon range and tracking.
Thrashers also have issues engaging most Cruisers and Battlecruisers as they are too "big" and slow to get "under the guns" (i.e. orbit as close and fast as you can to a larger ship so the guns have trouble tracking you). Thrashers also lack the tank to take more than a hit or three.
Thrashers CAN take on battleships and Tier 3 battlecruisers though. Larger weapons tend to have slower tracking and so it is fairly easy to get "under the guns" of such ships. All you really have to worry about is killing the battleships' drones before they kill you and how much ammo you have (because it's going to take awhile to chew down a battleship in a destroyer).
Now... let's move up a class.
I have a Rupture. It is fitted with an armor tank, scram, web, MWD, dual 180 autocannons, and an energy neutralizer.
Against most frigates, this ship is king. The dual-180 autocannons, while technecally the "weakest" in their class, have the best tracking and firing rate... and because of this they can keep up with most small, fast hostiles and spew out a large amount of ammo in a very short period of time. Most competent frigates will run at the sight of this ship and/or call for back-up. The only exception to this is the dual-rep Incursus. If allowed to get in close, it can orbit very fast and has the ability to repair utterly insane amounts of damage for a short, to medium amount of time... even while under pressure from energy neuralizers.
Against other cruisers, this Rupture is solid but is not the "king" of it's class. A Vexor can have just as much EHP, move almost as fast, but pump out WAY more damage at close range. With the new changes, it's hard to guess how people will react to this.
Against battlecruisers... no. Just run. You don't have the tank to take more than a few solid hits from such ships and you don't have the DPS to break into their tank in any appreciable way (Tier 3's being the exception).
Against battleships... you can do what a frigate can do against a battleship (get "under the guns") but it won't be as effective. You'll be relying on equal portions of " working the mechanics" through speed tanking... and "straight numbers" (how many glancing hits can you take before you pop?).
cyndrogen wrote:If I plan on tackling, for example I would never want to fit HM but HAM so I can do more damage up close. So does that mean that if I plan on warp scrambling and fighting I should only train for close range? More or less.
In using a Warp Scrambler, you shut a target's MicroWarpdrive down and effectively "force" an engagement. Thus, fitting weaponry that can deal the most damage and end the fight as quickly as possible is recommended. However, if you expect a target to use range and/or speed you will want to fit more "long range" weaponry along with a Warp Disruptor (to keep the target from escaping too quickly). Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective. |