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Beginner PvP Fit

Author
Minmatar Citizen 534612187
Citizen Corp.
#1 - 2015-05-20 03:18:55 UTC  |  Edited by: Kaeranos
Hi, folks.

I'm messing around with fits again. This time I'm looking at a little Rupture-brawler—something I'd like to use to sneak up on other small ships. What prompted this specifically was a way of getting Ventures out of any WH I'm currently Venturing in (thus, the scrams). Blink I'm excited to try this out, and will probably replace the scrams with something less anti-Venture:

High power
4x 425mm Medium 'Scout' Autocannon I
1x Expanded Probe Launcher I

Medium power
2x 'Delineative' Warp Scrambler
1x Stasis Webifier I
1x 'Hypnos' Multispectral ECM I

Low power
2x Gyrostabilizer I
1x 'Radical' Damage Control I
2x Small Armor Repairer II

Rig Slot
1x Medium Nanobot Accelerator I
2x Medium Processor Overclocking Unit I

Drones
5x Hobgoblin I

The fit could be better tech-wise, but it's fitted specifically for my current skillset (it's at 479/481 CPU). I'm pretty good at locating thigns on D-scan without actually scanning them, and am confident that I can pinpoint their location before actually using the combat probes. The probes should only be used for one scan and a warp. The scrams are there to prevent a Venture-warp, while the web's there to prevent AB. The ECM's there in casethe situation gets sticky and I need some time to warp away (in the case of scram). Since this should be initiating from an up close warp, the autocannons will also be loaded w/ phased plasma.

Is it ok? Am I drastically screwing something up?

(I'll eventually stop coming to the forums for confirmation—just want to make sure I start on the right track.)
ShahFluffers
Ice Fire Warriors
#2 - 2015-05-20 04:07:44 UTC  |  Edited by: ShahFluffers
Ummmm...

have you considered using Frigates? Cruisers are not exactly the "sneakiest" ships around. In fact... frigates can easily escape them if they are half aware of their surroundings.


With regards to the fit itself...

- if you are "frigate hunting" then go with Dual-180s or 220mm Autocannons. Both track (see: apply damage) better. Don't let bigger damage per second numbers fool you.
- Why is there no propulsion module? That thing NEEDS a Microwarpdrive to either close or pull range.
- the small armor repairs are not going to save you. At all.
- you have no resistance modules to mitigate incoming damage. That makes any repair unit you do fit less useful.


Here is the deal with ships in EVE...
- the bigger a ship is, the more character skills they require to be "good"
- the bigger a ship is, the more it specializes in a particular role and less it can deviate from that role.
- the bigger a ship is, the more "clumsy" it is.
- the bigger a ship is, the more it depends on support (see: other players) to draw out its full power.


All that said... I would instead ditch the Rupture (which is more of a brawler at heart than a "hunter-killer") and go for a Stabber...

[Stabber, Newbie PvP Hunter]
Damage Control I
Adaptive Nano Plating I
Adaptive Nano Plating I
Medium Armor Repairer I

Small Capacitor Booster I, Navy Cap Booster 400
Experimental 10MN Microwarpdrive I
Warp Scrambler I
Stasis Webifier I

Expanded Probe Launcher I, Core Scanner Probe I
Dual 180mm AutoCannon I, EMP M
Dual 180mm AutoCannon I, EMP M
Dual 180mm AutoCannon I, EMP M
Dual 180mm AutoCannon I, EMP M
Rocket Launcher I, Mjolnir Rocket

Medium Processor Overclocking Unit I
Medium Processor Overclocking Unit I
(empty rig)

Hobgoblin I x5

- (edit:) THIS IS A TEMPLATE... a "base fit" if you will... take the time to tinker with it and improve the modules as you improve in both player and character skills.
- No matter what, you are going to have CPU issues because of that probe launcher. You are just going to have to make do until your skills catch up with your ambitions... or you find someone else who likes to probe and can be your scout.
- The Stabber will probably fit your "kill and run" style better. It is faster and more nimble
- I left the third rig slot open for you. I would personally fit it with a damage rig... but that is just me.
- train the skill Thermodynamics as soon as possible. Overloading your weapons and modules for greater performance can make or break an engagement.
Minmatar Citizen 534612187
Citizen Corp.
#3 - 2015-05-20 04:53:11 UTC
Ah! Thanks for the feedback. I'll probably use a Frigate eventually, but I've been training medium projectile turrets (for some WH stuff) and figured I'd go with something that uses those also.

In regards to your suggestion, I'm a little confused:

The Rupture fit has ~2k more EHP, 125 more DPS, and 20 more repair points a second. Since I'm not using an AB or an MWB, I expect to warp in at 0, web, and fire—so tracking shouldn't be that big of a deal since things will be relatively still. There's also an ECM there for a little escape-buffer, and two scrams in case of a stab. I figured the Rupture was more of a brawler, and was going for something like a sneaky-ambush-brawler-type.

The Stabber is definitely faster, but otherwise I'm having a hard time seeing any upsides. There may be something I'm completely missing when it comes to coming up with fits. What?
ShahFluffers
Ice Fire Warriors
#4 - 2015-05-20 06:35:59 UTC  |  Edited by: ShahFluffers
Minmatar Citizen 534612187 wrote:
The Rupture fit has ~2k more EHP, 125 more DPS, and 20 more repair points a second.

DPS and EHP numbers are not everything.

Let me put this into more colorful terms...

A car that has very high horsepower (dps) and high acceleration (ehp) is not always a superior car when it comes to handling (mobility and application).

While the Rupture CAN deal more DPS and does have slightly more tank... the larger guns have a harder time keeping up with high-mobility targets (and can be "defeated" through your own movement) and the speed/mobility of the ship is not all that great.


Minmatar Citizen 534612187 wrote:
Since I'm not using an AB or an MWB, I expect to warp in at 0, web, and fire—so tracking shouldn't be that big of a deal since things will be relatively still.

Pro-tip: In 6 years of PvPing I have encountered few, if any, engagements that have started exactly at "0" and even fewer that stayed at "0."

Even if you are straight out ganking, movement will always be a consideration.
This is especially the case if you are landing on someone. Again, if they are even half aware they will be trying to run as fast as possible... even if you do manage to lock them down (which is going to be hard considering that cruisers take double the time to lock a target compared to frigates).
And without an Afterburner or Microwarpdrive to dictate range you may end up losing your quarry... or worse... not be able to defend yourself against a hostile ship (hint: MWDs are almost mandatory for any escape scenario).

Plus, you do not want to be put in a place where you can't warp and need to GTFO fast (see: warp disruption bubbles).

Minmatar Citizen 534612187 wrote:
There's also an ECM there for a little escape-buffer, and two scrams in case of a stab. I figured the Rupture was more of a brawler, and was going for something like a sneaky-ambush-brawler-type.

I am really sorry to burst your bubble... but unless you can warp cloaked or use a special Tech 2 Recon Cruiser you are not being sneaky.

All ships have the ability to perform a cursory scan some 12-14 AU away. Hell... "professionals" can even see your probes on scan too if their overview is configured properly.


Also... that ECM is chance based and limited to one target at a time. Once you switch targets, the former target will be able to lock you again.
A MWD is MUCH more useful in that it can help you both grab a target and possibly escape hostiles better.

As for the double scram thing... yeah... that is a legitimate tactic. But know that anyone who fits warp core stabilizers has effectively "crippled" their ship. So any ship that is going to fight you is almost never fit with such modules.

Minmatar Citizen 534612187 wrote:
The Stabber is definitely faster, but otherwise I'm having a hard time seeing any upsides. There may be something I'm completely missing when it comes to coming up with fits. What?

speed/mobility = greater safety

application of damage > higher damage numbers


Again... don't let pure stats seduce you. The "devil is in the details."
This is why many, many veterans recommend that newbies start PvPing in frigates. Not only are they cheaper, but they also teach you the basics on how to survive... especially against bigger ships (which have some inherent disadvantages against smaller ships).



edit: also... I plugged in your fit into EFT for giggles.

- the Stabber can maintain its repairs for longer (because of the capacitor booster). So while your Rupture can rep slightly more than my Stabber fit, your Rupture will only be able to maintain repairs for less than 1.5 minutes.

- even webbed, the speed difference is enough for the Stabber to literally "run away" from your Rupture. A frigate would have fewer issues doing so... especially if fitted with an AB and/or enough tank. Once outside of scram range, the Stabber can literally dictate the terms of the engagement.

- please drop the ECM. It only has a 20% chance of jamming the Stabber. ~50/50 against a frigate. And you can fit MUCH more useful modules.
If you insist on needing a GTFO card, look at EC-300 drones. Those things have some weird voodoo thing regarding probability coded into them.

- you are correct in that the Rupture has more impressive damage figures... but I would LOVE to see how effective they are when a frigate orbits you at 500m. For that, you need Dual-180s.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#5 - 2015-05-20 11:36:34 UTC
What kind of horrible person recommends using meta 0 modules?
Memphis Baas
#6 - 2015-05-20 11:51:05 UTC
Also, your goal seems to be just scaring them away, rather than scoring kills.

Not sure it will work; if they refuse to leave or if they're not paying attention, you'll "apply" your Rupture and they'll just fly out of range (frigates are faster) and laugh at you. Then call their friends in and provide a warp-in for said friends, because why not, they're on grid with you and kiting you to convince you to stay put.

And if they do leave, now they know where you are and what you're flying, so they'll come back with an anti-cruiser platform.

So, never assume that your prey is alone, and always go for the kill because otherwise they just come back or bring friends to kill YOU.
Kitty Bear
Deep Core Mining Inc.
Caldari State
#7 - 2015-05-20 13:36:48 UTC
Rifter or Breacher as the go-to 'learning to pvp' ships for Minnie pilots ?


benefit of learning to pvp in a frigate
1 pvp cruiser costs about the same as 3-4 pvp frigates
Ovv Topik
Pator Tech School
Minmatar Republic
#8 - 2015-05-20 14:20:32 UTC
My suggestion for Venture hunting would be the Slasher. That's because:

A. You already have Projectiles trained and DPS is not a priority versus Ventures.

B: The Slash has the highest Sig Res of any T1 ship in the game. That equals the fastest lock time.

C: It has the needed 4 mid slots for dual scram. You can even put a T1 cloak in the utility high for WH work, But don't forget to allow for the lock time cool down when you decloak.

"Nicknack, I'm in a shoe in space, on my computer, in my house, with a cup of coffee, in't that something." - Fly Safe PopPaddi. o7

ShahFluffers
Ice Fire Warriors
#9 - 2015-05-20 14:51:09 UTC
Vimsy Vortis wrote:
What kind of horrible person recommends using meta 0 modules?

The kind of horrible person who provides fits as "base-level" templates to rookies who have no sense, little money, and few fitting options. Blink
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#10 - 2015-05-20 15:24:40 UTC
Meta 0 is not "base level" it's garbage that is neither easier to fit nor or skill into than meta 1-4 modules, performs worse and is actually harder to fit. Meta 1-3 modules aren't even expensive and meta 4 are only rarely a little expensive.

By telling new players to fly around in uncompetitive piles of trash you aren't helping them, you are setting them up for failure and disappointment.
ShahFluffers
Ice Fire Warriors
#11 - 2015-05-20 18:40:56 UTC
It is a TEMPLATE.

And remember that newbies do not yet understand the naming schemes or module nuances. Better to give them a fit that has the clear names of each module (so they can research it) and say, "improve it from here."

Remember... newbie section. Nothing is going to be "optimal" here.
Memphis Baas
#12 - 2015-05-20 20:56:41 UTC
Meta 0 items have the advantage of clear names and cheapest prices.

It's easy enough to add a footnote to any Meta 0 fit that says "by the way, if you look at the Show Info page on all those modules I suggested, there's a Variations tab that lists better modules of the same kind; check the market to see if those are cheap and use the better variations instead, as they do more DPS / give more shields / whatever."

Azeotropic shield extenders, for example, are nice but pretty damn expensive. But they're called Azeotropic Ward Salubrity, which is way more confusing than "Shield Extender." In addition, when posting from work, I have no clue if the Subordinate Screen Stabilizer is better or worse than the Supplemental Barrier Emitter as far as stats, and I have no clue which is cheaper. One of them is easier to fit too, because of less CPU required. But which is which, no clue. So I'm going to forget about all of them and recommend the damn Medium Shield Extender I so the person knows what the heck I'm talking about.
Ralph King-Griffin
New Eden Tech Support
#13 - 2015-05-20 21:55:41 UTC  |  Edited by: Ralph King-Griffin
In my experience it much much easier to use a cat to pop ventures, you don't need the scrams just lock em and pop em as soon as you land. They're made out of wet tissue paper so you only really need to give them a stern looking at and they explode.

Edit: an arty thrassher would probably be even better for this now that I think about it.
Paranoid Loyd
#14 - 2015-05-20 22:11:33 UTC
Ralph King-Griffin wrote:
In my experience it much much easier to use a cat to pop ventures, you don't need the scrams just lock em and pop em as soon as you land. They're made out of wet tissue paper so you only really need to give them a stern looking at and they explode.

Edit: an arty thrasher would probably be even better for this now that I think about it.

Catalyst if you can warp-in right on top of them, Thrasher if you can get close but not right on top of them, fast frigate if they are orbiting with MWD on.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

ShahFluffers
Ice Fire Warriors
#15 - 2015-05-20 23:09:55 UTC
Ralph, Lloyd... destroyers were going to be the thing I pointed the OP to as well. However, the OP wants to do wormhole hunting, which requires an expanded probe launcher.... which nothing smaller then a cruiser can fit while maintaining some combat effectiveness.
Paranoid Loyd
#16 - 2015-05-20 23:17:06 UTC  |  Edited by: Paranoid Loyd
Ah, fair enough, although I would scout in an Astero/CovOps first, BM the closest thing I can then come back with the right ship. Not always easy in a WH, but has worked out well in the past for me, more success than failure.

Also, Ventures will most likely be at the Ore or Gas sites so there really isn't a need for the launcher to locate them, especially if you scout in a cloaky first.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

13kr1d1
Hedion University
Amarr Empire
#17 - 2015-05-20 23:22:32 UTC
No one should be pvping without T2 guns and overheat. The differences are just too great to ignore.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Paranoid Loyd
#18 - 2015-05-20 23:24:32 UTC  |  Edited by: Paranoid Loyd
13kr1d1 wrote:
No one should be pvping without T2 guns and overheat. The differences are just too great to ignore.

Generally yes, but to shoot a Venture? I very much disagree.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Praxis Ginimic
The Scope
Gallente Federation
#19 - 2015-05-21 00:40:20 UTC  |  Edited by: Praxis Ginimic
That stabber is def the way to go. But for ventures why not use a cov ops frigate? The astero is the obvious choice but the single drone or rocket launcher on a cov ops or even a stealth bomber with blasters will work sooooo much better that any cruiser. I think a main point that you are missing though, is that you don't need an expanded probe launcher. Ventures will be in ore anoms or gas sites.

[Manticore, Anti - Explo]
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II

Faint Epsilon Warp Scrambler I
Faint Epsilon Warp Scrambler I
Faint Epsilon Warp Scrambler I (or a web or whatever)
Limited 1MN Microwarpdrive I

Covert Ops Cloaking Device II
Sisters Core Probe Launcher, Sisters Core Scanner Probe
Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Rocket Launcher II, Caldari Navy Inferno Rocket (or a neut or whatever)

Small Gravity Capacitor Upgrade I
Small Gravity Capacitor Upgrade I


Edit:
But if you are dead set on going waaaaay out of your way to look stupid over ventures then you can't go wrong with a smart bombing phobos. Unless its a trap. Then you can go wrong with a smart bombing phobos.
Paranoid Loyd
#20 - 2015-05-21 00:49:36 UTC
Venture only has a single low slot, you won't ever need more than two scrams.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

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