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Newbie to FW. Need advice on Atron fits/usage.

Author
Alideron Aideron
Doomheim
#1 - 2014-05-06 13:23:40 UTC
Hello.

I'm planning on going into FW to learn some PVP in this game and hopefully make some money and have fun doing it at the same time. Up until this point I've pretty much stuck exclusively to industry and haven't really done much as far as combat flying goes.

I like flying Gallente so I figured I'd give the Atron a try and focus on frigate fighting for now. I looked around and saw some fits and decided to try building a few of my own and would like advice on flying this ship and maybe some help with my fits.

I read a lot about how different setups end up being somewhat like a rock-paper-scissors game, so I made several fits for various situations. They're all built using all 5's and are pretty tight on CPU/PG and I'll have to make due with meta setups until I can fit it all, but I wanted to feel like I had something to work towards. They're all close range fight fits.

Here they are:


[Atron, YOLO MWD Atron]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
F85 Peripheral Damage System I

J5b Phased Prototype Warp Scrambler I
Limited 1MN Microwarpdrive I
X5 Prototype Engine Enervator

Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
[empty high slot]

Small Hybrid Burst Aerator I
Small Processor Overclocking Unit I
[empty rig slot]



[Atron, TD AB Atron]
Damage Control II
Magnetic Field Stabilizer II
Co-Processor II

1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
Balmer Series Tracking Disruptor I, Tracking Speed Disruption Script

Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Small Energy Neutralizer II

Small Capacitor Control Circuit I
Small Ancillary Current Router I
Small Hybrid Collision Accelerator I



[Atron, TD MWD Atron]
Damage Control II
Magnetic Field Stabilizer II
Co-Processor II

Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script

Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Small Diminishing Power System Drain I

Small Ancillary Current Router I
Small Ancillary Current Router I
Small Hybrid Collision Accelerator I



[Atron, Dual Prop Atron]
Damage Control II
Magnetic Field Stabilizer II
Micro Auxiliary Power Core I

Limited 1MN Microwarpdrive I
1MN Afterburner II
J5b Phased Prototype Warp Scrambler I

Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
[empty high slot]

Small Hybrid Burst Aerator I
Small Hybrid Collision Accelerator I
[empty rig slot]



Thank you for any tips/feedback/ideas.
Gully Alex Foyle
The Scope
Gallente Federation
#2 - 2014-05-06 15:01:18 UTC
Welcome to lowsec and Faction Warfare!

Some general advice to get you started.

1) Try to get into as many fights as possible. Doesn't matter much if you win or lose at start. Experience is King in EVE, also to better understand ship fitting. If you can, FRAPS your fights and review them in slow motion, they will be over very fast in frigates! Your fits are not bad for your first try, but unfortunately none of them have a good chance of working Big smile but you'll only fully understand why through first-hand combat experience.

2) None of your fits have any tank except DCU. For all fits, I would suggest either an Ancillary Armor Repper in the lows (easy to fit) or a Medium Shield Extender in the mids (harder, especially on PG). Tank is extremely important in brawling (close-range) fits. Always remember: the more time you survive, the more time you can apply your dps to your opponent. So in a way, tank helps damage too!

3) All of your fits have one or more fitting mods. This isn't always bad, for example it makes sense in the last one (dual prop), but it's usually kind of an indication that you're 'forcing' the ship into doing things it really isn't good at doing, at the same time sacrificing precious rig and module slots. It's usually better to downgrade guns or take away the neut/nos, unless it's absolutely key to the intended use of the fit (this you will learn through combat experience).

4) Beware of void ammo, it has high dps but low-ish tracking especially if you're orbiting close. Better use faction antimatter if you're up close (high tracking) or null (high range) if you're over 2-3km away from the target.

5) Tracking Disruptors with Tracking script rarely work well against small turrets (even rails/beams/artillery) unless you can consistently keep a fast close orbit. This isn't so easy to do, especially with the 'TD AB' fit that has AB and no web, meaning that any opponent with AB AND web (for example your typical AB blaster Merlin) can easily keep you from orbiting just by flying in a straight line while keeping you webbed.

6) Range control is arguably the most important thing in frig fights. You want to be at your optimal range and/or prevent your opponent from being at his. This means you have to be faster (mwd > ab) or able to slow him down (web always, scram to shut off mwd). A blaster Atron can easily achieve range control by fitting the 'holy trinity' of ab/web/scram in the mids. Just be wary of mwd opponents that can 'kite' you if you don't scram them in time.

Try this for an Atron (don't have eft now but it should fit; if not downgrade to ions)

DCU, Mag Stab, Ancillary Repper

AB/Scram/Web

3x Neutron Blasters with Null

Rigs to taste (1 fitting rig is ok if needed, Aux Nano Pump is very nice for more tank with minimal pg drawback, almost any Hybrid Weapon rig is useful either for more dps or better range/tracking, etc.)

Avoid or try to 'catch' anything with an mwd. Orbit @500 rocket/missile and long range turret boats with faction antimatter. 'Scram kite' short-range turret boats 'keeping at range' 6-7 km with null (Atron has awesome falloff bonus for this).

Good luck!

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Hrett
The Scope
Gallente Federation
#3 - 2014-05-06 17:07:58 UTC  |  Edited by: Hrett
On the Atron, basically you want to always overheat guns at the start of the fight. If the person is tanking your damage, turn off overheat until you wear out their cap and/or charges, then overheat again. Be warned, overheating a frigate MWD to catch someone is a good idea. But REMEMBER to turn off overheat once you have them pointed. Frigate MWDS can burn out very very quickly.

[Atron, The Derptron]
Damage Control I
Insulated Stabilizer Array I
Micro Auxiliary Power Core I

Medium Subordinate Screen Stabilizer I
Upgraded 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I

Limited Light Ion Blaster I,Antimatter Charge S
Limited Light Ion Blaster I,Antimatter Charge S
Limited Light Ion Blaster I,Antimatter Charge S

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

The most powerful ship in Eve basically. Anyone that tells you otherwise is a dirty-dog-liar. Great ship to learn in. Pretty sure this fit costs less than 1M isk. Approach, overheat guns, profit. If the other guy has a web, you will probably die. When you get T2 guns trained, null ammo may allow you to win fights against webs too.


[Atron, AB AAR]
Damage Control II
Small Armor Repairer II
Tracking Enhancer II

1MN Afterburner II
Warp Scrambler II
Stasis Webifier II

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

Small Auxiliary Nano Pump I
Small Capacitor Control Circuit I
Small Hybrid Burst Aerator I

Standard blaster pvp atron. Has a chance against any frigate it can catch.

[Atron, PVP Kite]
Magnetic Field Stabilizer II
Tracking Enhancer II
Nanofiber Internal Structure II

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

150mm Railgun II, Caldari Navy Thorium Charge S
150mm Railgun II, Caldari Navy Thorium Charge S
150mm Railgun II, Caldari Navy Thorium Charge S
[empty high slot]

Small Processor Overclocking Unit I
Small Processor Overclocking Unit I
Small Polycarbon Engine Housing I

Keep at range about ~18500k. Or orbit at same distance against a turret ship that can hit you. If it is a light missile ship that you can catch, load antimatter or javelin and close in to about ~4k for the kill. This fit can be tweaked quite a bit to remove a fitting mod, if you want.

Also for the record, this is an awesome ship for gallente too:

[Incursus, Scram Kite Incursus]
Damage Control II
Adaptive Nano Plating II
200mm Reinforced Rolled Tungsten Plates I
Small Ancillary Armor Repairer

1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
X5 Prototype Engine Enervator

125mm Railgun II,Federation Navy Antimatter Charge S
125mm Railgun II,Federation Navy Antimatter Charge S
125mm Railgun II,Federation Navy Antimatter Charge S

Small Auxiliary Nano Pump I
Small Hybrid Collision Accelerator I
Small Semiconductor Memory Cell I

Warrior II x1

Keep at range and/or orbit ~7kish. If someone is closing range on you, overheat your AB. This is called scram kiting. Learn it. Load antimatter, profit. Dont forget to deploy your drone (I still forget). If they start shooting it, recall it and then launch it again. It is the difference between winning and losing a fight many times both because it gives you a little more dps and if they are shooting it, they arent shooting you, so you get more tank from it too.

Good luck.

spaceship, Spaceship, SPACESHIP!

Lloyd Roses
Artificial Memories
#4 - 2014-05-06 17:45:04 UTC
The Atron is incredibly fast and got a nice slot layout, so when fitting it you very likely end up with either a mwd-rail-kiter or an AB-web-scram-blastertron.

Anyways, for railkiting a very vital part of your pvp-experience is target selection. There are ships you will defeat, ships you won't defeat and some cases it could be hairy but the amount of slingshotting mostly means that one of you is going to warp off when about to die.
Since a railtron wants big guns, mwd, magstabs if possible and a long point, the rest is pretty much fitting itself.

For the AB-version, you're a lot faster than (most) of the competition, so you can use that to combine AB, web, scram, AAR, dcu, guns and some mods to taste into an excellent brawling platform.
However, it doesn't make a lot of sense to undock a blaster-atron without AAR. T1 frigs got badass-capacitors and the AAR is outstanding for a single-slot-module gven the length of frigfights.