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Low SP Solo PVP Kiter (Frigate/Destroyer

Author
Maximillian Stark
Doomheim
#1 - 2014-01-25 19:37:19 UTC  |  Edited by: Maximillian Stark
Hey,
I saw there was another post in the forum about a low SP ship but since the posts in there only concern ships without missiles I create a new topic.

I am looking for a frigate or destroyer that is able to kite enemies at around 7-10km's using a warp disruptor and MWD so they will not be able to hit me. Once I have them at a distance and their warp disrupted I bombard them with missiles. Could anyone please give me a (cheap, under 6m since I am a starting PVP rookie) fitting that fits my playstyle? :) I would like a frigate or destroyer, as I've heard they are the cheapest ships that are very capable of packing a punch.

I hope I have given enough information, if not please tell me what I need to specify further.
Satori Sartori
All-Out
White Stag Exit Bag
#2 - 2014-01-25 21:22:33 UTC
Hey, I'm sorry to tell you, but that tactic won't work.

If you orbit at 10ish KM with MWD, your enemies will be able to use their Warp Scramblers (different from Warp Disruptors) to turn off your MWD and slow you down to a crawl.

What you want is to use Light Missiles (these have big range), a couple of Nanofiber Internal Structures, a Warp Disruptor and MWD to get to around 20km range. You can use a Breacher or a Condor to try this.

There's a lot more to it but you will learn it over time. Just remember not to get to near 10km range of anything if you're gonna be kiting.
Maximillian Stark
Doomheim
#3 - 2014-01-25 22:07:21 UTC  |  Edited by: Maximillian Stark
Oh thanks for saying that, didn´t know. One question ; Are rockets launchers fine to use at that distance too? (Training for them atm. so if they wouldn´t work at that distance it would sadly be a waste, but oh well.) In other words ; should I use a normal missile launcher with light missiles or can I keep using a rocket launcher?

Edited because I mixed a scrambler with a disruptor, didn't know about these before, thanks alot for pointing them out. :)
Satori Sartori
All-Out
White Stag Exit Bag
#4 - 2014-01-25 22:19:46 UTC
Maximillian Stark wrote:
Oh thanks for saying that, didn´t know. One question ; Are rockets launchers fine to use at that distance too? (Training for them atm. so if they wouldn´t work at that distance it would sadly be a waste, but oh well.)

Edited because I mixed a scrambler with a disruptor, didn't know about these before, thanks alot for pointing them out. :)


Nah, rocket launchers have drastically shorter range (but higher DPS), while Light Missiles have lower DPS, but greater range. Rocket skills won't be a waste, but for this particular type of play you want the LMs.

Many of the missile support skills benefit both rockets and LMs, so you won't make a mistake if you train those. Also, additional levels in the Caldari frigate skill will give you the biggest DPS increase you can get in a small amount of time, ship bonuses count a lot.
Praxis Ginimic
The Scope
Gallente Federation
#5 - 2014-01-25 22:43:56 UTC
Train those rockets. There are ships with range bonus like the talwar that can hit out past 20km with rockets.
Maximillian Stark
Doomheim
#6 - 2014-01-25 22:55:48 UTC
Thanks for the replies both. It's even harden now to choose though. P
Maximillian Stark
Doomheim
#7 - 2014-01-25 23:32:10 UTC  |  Edited by: Maximillian Stark
Alright I've decided I will pick either a Condor, Breacher or a Merlin. Could anyone tell me which would suit my playstyle the best? And, if possible, a nice low SP fitting? Any reponse is greatly appreciated.
Riot Girl
You'll Cowards Don't Even Smoke Crack
#8 - 2014-01-26 00:55:25 UTC
Merlin doesn't use missiles, so not that one.
Bruce Kemp
Suddenly taken over
#9 - 2014-01-26 09:28:41 UTC  |  Edited by: Bruce Kemp
[/list][Merlin]
Overdrive Injector System II
Micro Auxiliary Power Core II
Magnetic Field Stabilizer II

1MN Afterburner II
Warp Scrambler II
Stasis Webifier II
Medium Shield Extender II

150mm Railgun II
150mm Railgun II
150mm Railgun II

Small Anti-EM Screen Reinforcer I
Small Core Defense Field Extender I
Small Core Defense Field Extender I



[Condor]
Nanofiber Internal Structure II
Ballistic Control System II

Warp Disruptor II
Balmer Series Tracking Disruptor I
Limited 1MN Microwarpdrive I
Phased Weapon Navigation Array Generation Extron

Light Missile Launcher II
Light Missile Launcher II
Light Missile Launcher II
Empty

Small Polycarbon Engine Housing I
Small Polycarbon Engine Housing I
Small Warhead Calefaction Catalyst I



[Breacher, Breacher: oh yes]
Damage Control II
Nanofiber Internal Structure II
Ballistic Control System II

1MN Afterburner II
Fleeting Propulsion Inhibitor I
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

Any of these are good for pvp fun.
Gregor Parud
Imperial Academy
#10 - 2014-01-26 09:52:17 UTC  |  Edited by: Gregor Parud
There are two ways to kite.

"Normal" kiting which happens around your long point range (generally 20-28km not counting links), this requires you to be FAST and be able to apply dps at those sort of ranges (Condor can do that just fine) and may or may not include stuff like tracking disruptors or damps to lower, or nullify, incoming damage.

Scram kiting is another way, this only works against short range turret frigates where you rely on the fact that your target won't have T2 range ammo loaded so you keep him at 5-7km controlling that range using AB, scram and web while your weapons+ ammo work just fine at that range. It's pretty much an automatic win unless the following all happens:

- he is also AB/web fit and he's faster than you
- he is also scram kiting with a better ship, fit or amount of SP

OR

- target realises he's being scram kited
- target has T2 guns fitted
- target brought T2 range ammo (null, scorch, barrage)
- target understands how all that stuff works
- target switches ammo

In short, there's a big fat chance you'll win because even if he did all that he loses so much time over it the fight is already lost. The problem is that this only works against frigates and even then only short range turret ones and while it's pretty good in that situation it also means that while you have him tackled, he also has you tackled which, if he has friends, is probably going to end badly.

So generally the best and safest way to kite is to do the "normal" kiting using long points and staying at 15+km. Have a look at this, you can replace with named where needed but do be careful with cap life because ships like these can kill cruisers and BC just fine (if it's the right type) given enough time. But if your cap life is only 2 minutes that will never happen so these kinds of fits are one of the few pvp situations where cap stability is very useful.

[Condor, Kite]
Ballistic Control System II
Ballistic Control System II

Limited 1MN Microwarpdrive I
Warp Disruptor II
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script

Light Missile Launcher II, Scourge Fury Light Missile
Light Missile Launcher II, Scourge Fury Light Missile
Light Missile Launcher II, Scourge Fury Light Missile
[empty high slot]

Small Processor Overclocking Unit I
Small Processor Overclocking Unit I
Small Polycarbon Engine Housing I
Maximillian Stark
Doomheim
#11 - 2014-01-26 10:36:51 UTC
Ah sweet, thanks for the awesome fittings & explanation guys. Smile Helped me alot, thank you very much.