These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Ships & Modules

 
  • Topic is locked indefinitely.
 

Frig ships/fittings for solo pvp

Author
Otodox
The Northerners
Pandemic Horde
#1 - 2014-03-15 11:47:55 UTC
Hey guys, i have bin away from EvE for about 1,5 years, as of that i need some help. Looking to start up my solo pvp and going to do that with frigs and i wounder what ships/fittings i should start of with?
I am skilled for minmatar/caldari, i have skilled most shield tanking skills, not at all armor skills.
So what ships/fittings should i run? I would think of T1 frigs with T2 fittings?

Gun skills not a problem, and will have rocket/LM skills up soon enough.

Thanks for the help mates

Gregor Parud
Imperial Academy
#2 - 2014-03-15 12:34:48 UTC
I'd opt for either a Slasher or a Condor. Slasher has a whole bunch of viable fits, the Condor is pretty much a TD kiter. Do a search on this forum for each of these ships and you'll find enough good fits.
Zarnak Wulf
Task Force 641
Empyrean Edict
#3 - 2014-03-15 13:59:38 UTC
Bouh Revetoile wrote:
The meta is pretty straightforward now :
kiting > AB scram kite > MWD brawling > kiting.


Quoting this from a different thread for truth.
Skelee VI
Swamp Panthers
Bog Brotherhood
#4 - 2014-03-17 20:24:27 UTC
I use af's and dessies a lot. Dual ASB Hawk, Vengeance, Retribution. Arty Thrasher, AC Thrasher, corecer. All depends on the mood and how far out I am going!
Suitonia
Order of the Red Kestrel
#5 - 2014-03-18 08:32:22 UTC
As mentioned, There are generally 3 archetypes of 1v1 Frigates.

AB/Scram kiters - Designed to control other frigates in scram range. These ships will either try to mitigate your damage by using tracking bonuses/superior tracking (Sometimes a Tracking Disruptor) and maintaining a close tight orbit, or if they have a range advantage, kiting you at the end of scram range (A tracking disruptor also works here). On top of this AB fits also tend to have advantages over MWD brawlers because of better cap/fittings that the MWD requires. The weakness of the AB is they have poor general mobility and are unlikely to catch another frigate unwilling to engage if the frigate doesn't land on top of them in a plex or something. They are weak against Kiting ships because they have very low chance to escape from them or catch them, and are vulnerable to gangs because they are the least likely to get out. The lack of mobility also puts them at risk of bigger ships with MWDs if fighting outside a Plex (MWD Destroyers/Cruisers are faster than most AB Frigates). AB gives you better mitigation against higher sized weapons though - Like Medium Turrets and Heavy Assault/Heavy Missiles.

MWD Brawlers - These ships are kind of the standard in 0.0 & in gangs. They have a MWD and usually scram/web. The MWD with a scram and web means they have much better mobility in general, and can make it back to gates easier, catch people better, have a better chance of catching or escaping from kiters. They are kind of the middle ground between kiters and AB/Scram fits.

Kiters - These ships aim to avoid web/scram range completely and keep you tackled with a Warp Disruptor and apply DPS from 20km~ while preventing other ships from damaging them through Electronic Warfare & Range Control. They are probably least likely to die in general. But they have the lowest DPS (So much less likely to kill a dude before his buddies arrive) and you can sometimes find yourselves unable to kill certain targets like Dual Rep Incursus' etc. They have the best mobility and take the least risks so can often engage against multiple other ab/scram fits trying to get a kill while staying safe. If you get caught by either of the above though it's pretty much game over. Kiters fight and protect themselves against other kiting ships by using Sensor Dampeners & Tracking Disruptors. This type probably requires the most player skill to fly.


Here are a few general setups for you from each Archetype

[Kestrel, AB Scram Range Kite]
Ballistic Control System II
Damage Control II

1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
Fleeting Propulsion Inhibitor I
Medium F-S9 Regolith Shield Induction

Rocket Launcher II, Caldari Navy Scourge Rocket
Rocket Launcher II, Caldari Navy Scourge Rocket
Rocket Launcher II, Caldari Navy Scourge Rocket
Rocket Launcher II, Caldari Navy Scourge Rocket

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

In the Kestrel you have rockets which will apply full DPS throughout scram range. So Your aim here is to kite at 6-7km~ against other turret ships so you take as little damage as possible from them, and avoiding nos range while applying your full damage. Your damage is also not affected by tracking disruptors. Against ships with range bonuses but no tracking bonuses it might be better to orbit sharply at 500-1000m. This fit is fairly cap independent so energy neuts aren't that strong against you. This Kestrel fit is strong against many of the AB Slasher fits. You can replace the rigs with damage rigs or field extenders if you like.


[Merlin, Merlin - Brawler]
Micro Auxiliary Power Core II
Damage Control II
Magnetic Field Stabilizer II

Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I
Fleeting Propulsion Inhibitor I
Medium F-S9 Regolith Shield Induction

Light Neutron Blaster II, Caldari Navy Antimatter Charge S
Light Neutron Blaster II, Caldari Navy Antimatter Charge S
Light Neutron Blaster II, Caldari Navy Antimatter Charge S

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

Pretty typical brawler. It has good resists and scram+web with a Medium shield extender. Avoid AB Scram web kiters as you have no tracking bonus and are using blasters so you'll be dead in the water if one of them catches you. Merlin has very good lock range of 62.5KM with All Level V, so you have a good chance of getting on top of and killing Damp Kiters like the Condor that similar brawlers might not.

[Condor, Kiter with Damps]
Nanofiber Internal Structure II
Ballistic Control System II

Limited 1MN Microwarpdrive I
Warp Disruptor II
Phased Muon Sensor Disruptor I, Targeting Range Dampening Script
Phased Muon Sensor Disruptor I, Targeting Range Dampening Script

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 Warhead Flare Catalyst I
Small Warhead Flare Catalyst I
Small Inverted Signal Field Projector I

Stay out of scram/web range at all costs. You want to kite at 20km. Against most ships that are dangerous to you (Destroyers/Kiters like the Slicer/Light Missile ships) you can damp their range below 14-15 km~ which you shouldn't be anyway. The rigs are very much to personal taste, I find that flare rigs give you the best damage application (Since you don't have a web). And damp strength rig is handy. This setup runs for around 2 minutes with everything on. You could opt to swap some rigs for cap stability if you want. With max skills and one Capacitor Capacity rig it's cap stable.


Contributer to Eve is Easy:  https://www.youtube.com/user/eveiseasy/videos

Solo PvP is possible with a 20 day old character! :) https://www.youtube.com/watch?v=BvOB4KXYk-o