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Ships & Modules

 
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Help picking a focus please?

Author
Amenamy
Last Requests
#1 - 2014-01-13 21:25:38 UTC
Can anyone point me or give a quick overview of the general pros and cons of each races Frigs and Cruisers?

Game Goals:
Solo PVP
Small Group PVP
Low Sec and Null Sec

Ship/Fighting Style:
I feel like I enjoy fighting at a comfortable distance by kiting and controlling the fight and/or enemies. I want to be able to solo when I dont have a fleet and I dont ever want to be a part of a "BLOB". I've been losing lots of frigates in FW space and thats how i've figured out what I think I want to be.

I also enjoy using drones... not sure why.

I hate when I get locked down and can't do anything, like losing all of my capacitor.

Any help is appreciated.
Lvzbel Ixtab
Spitfire Syndicate
#2 - 2014-01-13 21:35:42 UTC  |  Edited by: Lvzbel Ixtab
Gallente is very strong when it comes to frigates, They can brawl, active rep, kite, scram rage kiting and also they have one drone frigate which works great.


Caldari has some good and bad thing in my opinion, Merlin very solid brawler, Condor solid kitters but everyone knows is a kitter.

Amarr the Tormentor is great and often overlooked

Ex-winmatar Rifter is not the same, Breacher great scram range kitter, and slasher is also a good all around frig

But it sound you are leaning more towards Gallente
Reaver Glitterstim
The Scope
Gallente Federation
#3 - 2014-01-13 21:45:11 UTC
I'd recommend Gallente or Minmatar to you. Both are good for soloing, and for active tanking. Both have a good balance between low and mid slots, which is good for putting weapon bonuses on along with a prop mod, point, and capacitor booster. Any remaining slots can be used for tank or boosting your electronics as you see fit.

Gallente ships generally have a large drone bay even if they don't have drone bonuses. They tend to use a combination of blasters and drones on one ship, and boast the highest raw DPS of all races. The drawback to this DPS is having to get in close for the blasters, and having to combine DPS from two differing weapon types. But on the other hand, drones are highly versatile, and you can use your drones and points to lock a target down and you can get in close so your blasters can finish it off if your drones aren't hitting hard enough.

Minmatar ships often have utility high slots that are useful for fitting energy neutralizers or vampires to give you the edge over your target in terms of capacitor. Minmatar weapons are projectiles or missiles which both require no capacitor and have a high variance in damage types. Drones also require no capacitor and several Minmatar ships have moderate drone bays to go along with a powerful on-board setup. Autocannons have moderate to poor DPS but high tracking and primarily falloff instead of optimal, meaning it's hard to get full damage out of them but easy to get some damage. Artillery is great in small gangs, as you can take out ships instantly and run away, or just use it in a sustained fight to disallow your opponents to repair each other with logistics. Missiles deal damage based on signature radius and travel speed, rather than by distance and tracking. They do full damage out to the end of their range, provided the target is big and slow enough. Heavy missiles have a very long range but low DPS and are slot to get out there; heavy assault missiles have decent DPS with great versatility at moderate range.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Reaver Glitterstim
The Scope
Gallente Federation
#4 - 2014-01-13 21:55:24 UTC
The way to set up your active tank is with a capacitor booster and a non-ancillary shield booster or an ancillary armor repairer--or with an ancillary shield booster and without the capacitor booster. You want to focus your passive tank on resists more than buffer hit points. If you can fit a shield extender or armor plate on without gimping your weapons and resists, do it, but don't be afraid to skip out on it. It can be more important to save the slots for resists and the powergrid for weapons, while maintaining a smaller sig radius or lower mass.

Sometimes two repairers is good, helps you repair faster on the fly. Incoming DPS can be really high at times, but if yoou can take out an opponent or fly away, you can decrease incoming DPS again to give your capacitor time to recharge, or your ancillary repairer(s) time to reload.

Drones help you resist electronic warfare. EWAR is a big threat to a solo ship. A lot of 1-on-1 engagements don't involve EWAR, but a lot of them do. The moment you get locked down is the moment you start to lose the fight. One successful cycle of an ECM target jammer can be fatal to a ship without drones. Alternatively, if you use missiles, you can keep F.o.F. missiles in your cargo bay for just such a situation. You have to manage cargo space though. Be prepared to restock ammo frequently. You will want a variety of types of missiles or projectile ammo if you are using those, yet you will want most of your space dedicated to capacitor booster charges, and still you will want a lot of your primary ammo type. This makes cargo space tough to manage on Minmatar solo gank ships. It is much easier on Gallente ships since those have more space and the ammo takes up less of it. Artillery also doesn't need a lot of space for ammo since you fire slowly.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."