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Inferno 1.2 "interceptor" frigs, kiting fit

Author
Nakatomi Kamatori
Azure Automation
#1 - 2012-08-12 21:06:57 UTC
The "new" frigates are really fast, which seems to make them suited for a kiting role, so I tried to make some kiting setups for the new frigates I was thinking about rejoining RvB again, so these are intended for frigate vs frigate combat, probably even 1 vs 1. They are all paper thin, but faster than a MWD rfiter with overdrive.

I've never built or flown a kiting ship before, so I was hoping you kind gentlemen could help me out a bit. First of all, is this viable, or does it require super human piloting skills to keep between 10 and 20 km at all times when you are going 3-4km/s.

Secondly, how to improve these fits?

[Slasher, kite]

Tracking Enhancer II
Navy Micro Auxiliary Power Core

Limited 1MN Microwarpdrive I
Faint Warp Disruptor I
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
Basic EM Ward Amplifier

280mm Howitzer Artillery II, Republic Fleet Phased Plasma S
280mm Howitzer Artillery II, Republic Fleet Phased Plasma S
280mm Howitzer Artillery II, Republic Fleet Phased Plasma S
[Empty High slot]

Small Projectile Burst Aerator I
Small Projectile Locus Coordinator I
Small Projectile Locus Coordinator I



[Executioner, kite]

Tracking Enhancer II
Damage Control II
Nanofiber Internal Structure II

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

Medium Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S
[Empty High slot]

Small Energy Locus Coordinator I
Small Energy Locus Coordinator I
Small Energy Burst Aerator I



[Atron, kite]

Internal Force Field Array I
Tracking Enhancer II
Nanofiber Internal Structure II

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

150mm Railgun II, Federation Navy Antimatter Charge S
150mm Railgun II, Federation Navy Antimatter Charge S
150mm Railgun II, Federation Navy Antimatter Charge S
[Empty High slot]

Small Ancillary Current Router I
Small Hybrid Locus Coordinator I
Small Hybrid Burst Aerator I



[Condor, kite]

Ballistic Control System II
Overdrive Injector System II

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

Rocket Launcher II, Scourge Javelin Rocket
Rocket Launcher II, Scourge Javelin Rocket
Rocket Launcher II, Scourge Javelin Rocket
[Empty High slot]

Small Hydraulic Bay Thrusters I
Small Hydraulic Bay Thrusters I
Small Bay Loading Accelerator I




[Condor, kite 2]

Ballistic Control System II
Internal Force Field Array I

Limited 1MN Microwarpdrive I
Faint Warp Disruptor I
Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
Small F-S9 Regolith Shield Induction

Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile
Light Missile Launcher II, Caldari Navy Scourge Light Missile
[Empty High slot]

Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Bay Loading Accelerator I
Muad 'dib
State War Academy
Caldari State
#2 - 2012-08-12 21:38:37 UTC
WTS named tracking disrupters

Cosmic signature detected. . . . http://i.imgur.com/Z7NfIS6.jpg I got 99 likes, and this post aint one.

Hrett
The Scope
Gallente Federation
#3 - 2012-08-12 23:41:39 UTC  |  Edited by: Hrett
I've been flying an almost identical Atron fit. I never really bothered with intys before, but these new ships are a blast, and cheap as chips to lose. I can't seem to fit them fast enough. ;)

It's been a while since I read up on overheating, but I always put an offline salvager in the highs as a heat sink. Allegedly, it helps.

Edit: I think you need at least 1 CCC or SMC to make the Atron cap stable. It only lasts like ~1.5 mins otherwise.

spaceship, Spaceship, SPACESHIP!

Kuehnelt
Devoid Privateering
#4 - 2012-08-13 00:26:30 UTC
Nakatomi Kamatori wrote:
[Executioner, kite]

Tracking Enhancer II
Damage Control II
Nanofiber Internal Structure II

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

Medium Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S
[Empty High slot]

Small Energy Locus Coordinator I
Small Energy Locus Coordinator I
Small Energy Burst Aerator I


This needs either Energy Rigging V or Advanced Weapons V (with the other to IV) before a +3% PG implant will make it fit. With both at V you can make do with a +1% PG implant.

It'll be easier to fit come winter, when the medium lasers will cost 1 PG less.

So with this fit, with max skills, you get 119 paper DPS with overheated Scorch at 15.8+3km. You're going to dip into falloff; as amazing as TDs are, they don't halve the optimal of overheated webs and points. I think you'd do better with a web, yourself, to better escape back out of web range. And your tracking is just terrible - it's so terrible, I don't know why you have that Burst Aerator rig there instead of a metastasis rig.

If you want to fly this more like a Slicer,

Quote:
[Executioner, beam]

Heat Sink II
Heat Sink II
Overdrive Injector System II

Limited 1MN Microwarpdrive I
Faint Warp Disruptor I
Tracking Computer II, Tracking Speed Script

Dual Light Beam Laser II, Imperial Navy Infrared S
Dual Light Beam Laser II, Imperial Navy Infrared S
Dual Light Beam Laser II, Imperial Navy Infrared S

Small Energy Locus Coordinator I
Small Energy Metastasis Adjuster I
Small Energy Metastasis Adjuster I


has 88 overheated DPS at 16.3+3km with tracking approaching a normal Slicer's (but you really need at least Motion Prediction IV); 63 DPS at point range with Imperial Navy Microwave.

It's much easier to fit on PG, but it needs Weapon Upgrades V and a +3% CPU implant. (Don't try to drop to the meta 4 tracking computer for CPU - the tracking hit is huge.)

Or,

Quote:
[Executioner, kite]

Heat Sink II
Tracking Enhancer II
Tracking Enhancer II

Limited 1MN Microwarpdrive I
Faint Warp Disruptor I
Tracking Computer II, Tracking Speed Script

Dual Light Beam Laser II, Imperial Navy Standard S
Dual Light Beam Laser II, Imperial Navy Standard S
Dual Light Beam Laser II, Imperial Navy Standard S

Small Energy Metastasis Adjuster I
Small Energy Metastasis Adjuster I
Small Energy Burst Aerator I


will give you 92 overheated DPS with Imperial Navy Standard at 17+6km, or 104 DPS with Imperial Navy Ultraviolet at 15+6km (yeah, that's real close to damage of your MPL fit, with much better range and much better tracking - with beams. This is why I hoped for a +10% optimal/level bonus for this ship. Without it, not even Scorch can make small lasers good.)

The chief problem with this fit is that people are going to look at it, see five tracking mods, and then laugh at you for not knowing about stacking penalties. But actually, you know how Tracking Enhancers have that +30% falloff bonus because of :winmatar:? Well because of :dieamarrdiediedie: you can just pretend that they provide no tracking bonus at all. What they let you do is use higher damaging crystals and still hit at range.

That said, if you just take the TEs off, you can do 70 DPS at point range with Imperial Navy Microwave - and have a ton of PG and CPU to play with. You could fit a meta SAR and DC in, for example. Or you could fit a neut+DC+something so that you can be somewhat effective if you find yourself brawling with someone (Gleam S: 141 overheated DPS at 3+3km with excellent tracking for lasers.)
Nakatomi Kamatori
Azure Automation
#5 - 2012-08-13 09:28:49 UTC
Hrett wrote:

Edit: I think you need at least 1 CCC or SMC to make the Atron cap stable. It only lasts like ~1.5 mins otherwise.


Cap lasts 8 minutes with everything running and max skills.

Quote:
This needs either Energy Rigging V or Advanced Weapons V (with the other to IV) before a +3% PG implant will make it fit. With both at V you can make do with a +1% PG implant.

It'll be easier to fit come winter, when the medium lasers will cost 1 PG less.


Yeah, I realize it's not easy to fit, but I do have AWU V and I don't mind training the rigging skill. The lower end implants 1%, 2% etc. are really cheap, unless you get podded regularly, which I don't .

Quote:
So with this fit, with max skills, you get 119 paper DPS with overheated Scorch at 15.8+3km. You're going to dip into falloff; as amazing as TDs are, they don't halve the optimal of overheated webs and points. I think you'd do better with a web, yourself, to better escape back out of web range. And your tracking is just terrible - it's so terrible, I don't know why you have that Burst Aerator rig there instead of a metastasis rig.


I don't see how you can make a kiting fit with awesome dps, but around 100 should be enough to pop a frigate in reasonable amount of time. I guess I would dip into falloff now and then, but I was thinking of staying around 15km. I can see the argument for the web though, except that I don't have a scram, most short-range brawling frigates do, which means that if I get within web and scram range, I'm dead even if I got a web. Tracking? Is tracking an issue at 10-20km with small guns? It has 0.253.... If someone get's close you are probably dead anyway.

Quote:
has 88 overheated DPS at 16.3+3km with tracking approaching a normal Slicer's (but you really need at least Motion Prediction IV); 63 DPS at point range with Imperial Navy Microwave.


Less DPS with same range, ever so slightly more tracking (0.259 )at the cost of 3 modules dedicated to tracking? Am I missing something here?

Quote:
will give you 92 overheated DPS with Imperial Navy Standard at 17+6km, or 104 DPS with Imperial Navy Ultraviolet at 15+6km (yeah, that's real close to damage of your MPL fit, with much better range and much better tracking - with beams. This is why I hoped for a +10% optimal/level bonus for this ship. Without it, not even Scorch can make small lasers good.)


"much better tracking" ? So either your first fit was bad or this one has more tracking than needed. Also, using 5 slots on a frigate to improve the tracking of small guns?

Thanks for all the help, but I just don't see how what you mentioned would help me.
Syrias Bizniz
some random local shitlords
#6 - 2012-08-13 15:42:28 UTC
Well, I'm not very good at pvp (yet) and actually have no idea what I'm doing, but with the new T1 Interceptors i thought to myself, why not start flying around in them now and try to learn pvp. What i present to you are the fittings i put together so far. Further testing required, but at least the Executioner did 'okay' so far.

[Executioner, Executioner]
Pseudoelectron Containment Field I
Tracking Enhancer II
Micro Auxillary Power Core II

Limited 1MN MicroWarpdrive I
Faint Warp Disruptor I
Medium F-S9 Regolith Shield Induction

Medium Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S

Small Energy Locus Coordinator I
Small Energy Locus Coordinator I
Small Ancillary Current Router I





[Atron, Atrone]
Damage Control II
Magnetic Field Stabilizer II
Tracking Enhancer II

Limited 1MN MicroWarpdrive I
Medium Shield Extender II
Faint Warp Disruptor I

75mm Gatling Rail II, Spike S
75mm Gatling Rail II, Spike S
75mm Gatling Rail II, Spike S

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


With the Atron and Spike i have serious tracking issues, even when orbiting at ~18km. I started using Federation Navy Iron charges, wich leaves me with less dps, but finally my guns started hitting my target.


[Condor, CondorASB]
Ballistic Control System II
Pseudoelectron Containment Field I

1MN Afterburner II
Faint Epsilon Warp Scrambler I
Balmer Series Tracking Disruptor I
Medium Ancillary Shield Booster, Cap Booster 50

'Arbalest' Rocket Launcher I, Caldari Navy Scourge Rocket
'Arbalest' Rocket Launcher I, Caldari Navy Scourge Rocket
Small Unstable Power Fluctuator I
'Arbalest' Rocket Launcher I, Caldari Navy Scourge Rocket

Small Auxiliary Thrusters I
Small Ancillary Current Router I
Small Anti-EM Screen Reinforcer I



I'm using Arbalest here beacuse i lack T2 Rocket skills. With my (rather poor) navigation skills, this one goes 1700m/s with overheated afterburner. It is capstable with everything running.




Expieriences so far: Atron is the fastest of those 3, being able to engage and disengage at will. I was able to capture a Minor Complex, facing off a Thrasher and 2 Caldari Navy Hookbills, unfortunately because of poor piloting skills the thrasher was able to flee halfway through hull. The poor tracking of it's rails compared to the Executioner's pulses and the lack of dps puts them on place 3 in my list. The Condor has only seen one ride so far, so further testing is required, it died horribly to 2 Condors and a Coercer, with a Catalyst and 2 other Condors on the other side of the gate, but i'd say it has the most potential out of these 3 ships. And the Executioner, currently being my favourite, because i managed to survive in it quite often until i made the mistake to get into a 15km Orbit of a Cormorant. Farewell, Executioner Number One.





Nakatomi Kamatori
Azure Automation
#7 - 2012-08-13 15:53:41 UTC  |  Edited by: Nakatomi Kamatori
Pretty sure spike gets a tracking penalty, so it might not be the best choice. That being said, do you try to orbit or keep at range? I can't see any reason to orbit, tracking should not be an issue if you move in a straight line.

Your condor fit will not be able to stay further away than 10 or 12(with heat) from a mwd frigate, scorch can hit that far, and barrage will do some dps too, if not a lot. You might be able to win a 1 vs 1 if the asb will keep you up long enough, but you only got one web and one scram, so you can't kite several ships at once. The mwd fits can kite a small fleet :P (as long as no one is faster than you)
Syrias Bizniz
some random local shitlords
#8 - 2012-08-13 16:25:52 UTC
With the Condor, i don't want to stay away from them. I will try to land a scram and get up as close as possible to fly under their guns ;)
Nakatomi Kamatori
Azure Automation
#9 - 2012-08-13 21:13:56 UTC
Syrias Bizniz wrote:
With the Condor, i don't want to stay away from them. I will try to land a scram and get up as close as possible to fly under their guns ;)


Please let me know if this actually works, if you actually manage to get under the guns of a rifter. I thought it was impossible, but I could be mistaken.
Liang Nuren
No Salvation
Divine Damnation
#10 - 2012-08-13 21:18:45 UTC
Nakatomi Kamatori wrote:
Syrias Bizniz wrote:
With the Condor, i don't want to stay away from them. I will try to land a scram and get up as close as possible to fly under their guns ;)


Please let me know if this actually works, if you actually manage to get under the guns of a rifter. I thought it was impossible, but I could be mistaken.


You can get under the guns of a Rifter. I've done it in a Taranis. ,I don't know if you can do it in a Condor, but I wouldn't be surprised.

-Liang

I'm an idiot, don't mind me.

Kuehnelt
Devoid Privateering
#11 - 2012-08-13 21:25:29 UTC  |  Edited by: Kuehnelt
Nakatomi Kamatori wrote:
I don't see how you can make a kiting fit with awesome dps


It's easy. Just fly a Slicer. Yes, tracking is an issue at 10-20km with Scorch. Unless you're engaging a brick and can just do the approach/keep at range dance.

Nakatomi Kamatori wrote:
"much better tracking" ? So either your first fit was bad or this one has more tracking than needed. Also, using 5 slots on a frigate to improve the tracking of small guns?


The fits are different. I do prefer the second one.

And learn to read:

Kuehnelt wrote:
The chief problem with this fit is that people are going to look at it, see five tracking mods, and then laugh at you for not knowing about stacking penalties. But actually, you know how Tracking Enhancers have that +30% falloff bonus because of :winmatar:? Well because of :dieamarrdiediedie: you can just pretend that they provide no tracking bonus at all. What they let you do is use higher damaging crystals and still hit at range.


The fit has three tracking enhancing mods and two optimal range enhancing mods.
The VC's
The Scope
Gallente Federation
#12 - 2012-08-13 21:37:04 UTC  |  Edited by: The VC's
[Executioner]

Heat Sink II
Heat Sink II
Tracking Enhancer II

Limited 1MN Microwarpdrive I
[Empty Med slot]
Fleeting Warp Disruptor I

Medium Pulse Laser II, Scorch S
Medium Pulse Laser II, Scorch S
[Empty High slot]
Medium Pulse Laser II, Scorch S

Small Polycarbon Engine Housing I
Small Energy Locus Coordinator I
Small Energy Locus Coordinator I




158 dps @ 15+km. 5323ms and easy on your cap.

The empty mid slot gives you more overheat on your point, which is handy for kiting. The Fleeting disruptor uses the least amount of cap. A +5 sharphooter implant is worth a look too. Play around with a different navigation rig if you find you need more speed or agility. They're cheap, you can afford to carry a selection in your cargohold.


Edit. Real men don't fit DCU's.