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Long Point and Short Point Afterburner Destroyer Guide:

First post
Author
Saladinae
State War Academy
Caldari State
#1 - 2014-04-08 00:06:01 UTC  |  Edited by: Saladinae
A guide on fittings and tactics for Afterburner Destroyers and the niche that each of the 7 hulls (Talwar is not in guide since it is an MWD hull) fill depending on their choice of tackle (long or short point).

http://textuploader.com/tdg6


It should be stressed that AB destroyers are gang ships.

Winmatar > Everything else

Gregor Parud
Imperial Academy
#2 - 2014-04-08 07:58:36 UTC  |  Edited by: Gregor Parud
Quote:
Advantage 4: If your opponent is a smaller ship that is sig and/or speed tanking you at within 17km, you must get rid of that -25% tracking penalty from the scorch ammo by switching to either Tier 1 crystals or faction ammo (the faction crystals truly are worth their price difference). Bear in mind that Conflag has the same range as multifreq, so there is no need to purchase and carry a set of 8 faction multifreq cyrstals


Conflag has a massive tracking penalty making it useless in that specific situation when compared to MF. Conflag should only be used against bigger/low angular targets where the tracking is not an issue.

Also, you should probably stress that the combination of long point with AB generally is destined to fail and only works against pve fit targets. Also you forego on the long point's main use, tackling from range, and even though the ship might not be able to do damage at that range it does help to catch stuff. It also creates a bigger range buffer in case someone tries to sling shot. So IF one goes for a long point one should use the T2 where possible.
dragon dildoo
Garoun Investment Bank
Gallente Federation
#3 - 2014-04-08 08:17:29 UTC
Nice guide, although I agree with Gregor above me: some of these fits will only work against PvE fit targets.

Most of these long range AB/Long Point dessie's will die horribly to most brawler frigate's, or even any MWD frigate's since you have no way of shutting down the MWD with a Disruptor. Mostly since you have no way to prevent them from coming to you. I would actually only pair a Long Point with a MWD on anything smaller than Cruiser-sized hulls.

I would fly a catalyst with a full rack of blasters, a AB and a scram. This way you would do 400+ DPS easily while being able to maintain range to your target. (unless your are up against a webbing ship or a dual prop frigate which may still outrun you)

Dato Koppla
Spaghetti Militia
#4 - 2014-04-08 10:41:54 UTC
Ab + Long Point on destroyers is generally a bad fit on most destroyers IMO, you have absolutely no range control against frigates and they will either be able to get under your guns, scram kite you, long point kite you, ab speed tank your missiles, or simply disengage if they're losing. Sometimes it's decent such as on the Coercer as if a brawler is losing to you it may be too late to burn out to 28km to disengage, however it is so easy to speed tank lasers.
Maeltstome
Ten Thousand Days
#5 - 2014-04-08 13:22:00 UTC
Dato Koppla wrote:
Ab + Long Point on destroyers is generally a bad fit on most destroyers IMO, you have absolutely no range control against frigates and they will either be able to get under your guns, scram kite you, long point kite you, ab speed tank your missiles, or simply disengage if they're losing. Sometimes it's decent such as on the Coercer as if a brawler is losing to you it may be too late to burn out to 28km to disengage, however it is so easy to speed tank lasers.


That's a broad generalisation. As long as you can hit to max point range effectively then your own speed is irrelevant. Ships kiting missiles is another matter - but there are rigs etc. to help with that.

The only issue is if you are slow and long range, people can disengage much more easily due to your lack of tackle.
Dato Koppla
Spaghetti Militia
#6 - 2014-04-08 14:18:18 UTC
Maeltstome wrote:
Dato Koppla wrote:
Ab + Long Point on destroyers is generally a bad fit on most destroyers IMO, you have absolutely no range control against frigates and they will either be able to get under your guns, scram kite you, long point kite you, ab speed tank your missiles, or simply disengage if they're losing. Sometimes it's decent such as on the Coercer as if a brawler is losing to you it may be too late to burn out to 28km to disengage, however it is so easy to speed tank lasers.


That's a broad generalisation. As long as you can hit to max point range effectively then your own speed is irrelevant. Ships kiting missiles is another matter - but there are rigs etc. to help with that.

The only issue is if you are slow and long range, people can disengage much more easily due to your lack of tackle.


It's not the only issue. Even with tracking bonus small pulses, beams, arties and railguns can be speed tanked at close range by faster frigs like the Slasher easily. You're also 100% committed to all fights because you're so slow and have no tackle so if you're using a turret destroyer anything with a TD will wreck you. Also, having everything have the option to disengage you is quite an annoying issue, you'll have so many targets run away, it is incredibly frustrating.
Maeltstome
Ten Thousand Days
#7 - 2014-04-08 15:17:01 UTC
Agree'd - my general rule is to try and get as much range out of close range weapons as possible. Dual-Prop +Scram also helps.
Gregor Parud
Imperial Academy
#8 - 2014-04-08 16:26:55 UTC
Maeltstome wrote:
As long as you can hit to max point range effectively then your own speed is irrelevant


Maeltstome wrote:
The only issue is if you are slow and long range, people can disengage much more easily due to your lack of tackle.


So which is it.


(it's a rhetorical question btw).
Maeltstome
Ten Thousand Days
#9 - 2014-04-08 16:38:22 UTC
Gregor Parud wrote:
Maeltstome wrote:
As long as you can hit to max point range effectively then your own speed is irrelevant


Maeltstome wrote:
The only issue is if you are slow and long range, people can disengage much more easily due to your lack of tackle.


So which is it.


(it's a rhetorical question btw).


I could have expanded on those statements, their juxtaposition doesn't help carry the point admittedly :p

Then again, i thought most folk would fill in the blanks :)

Saladinae
State War Academy
Caldari State
#10 - 2014-04-08 16:43:36 UTC  |  Edited by: Saladinae
Dato Koppla wrote:
Ab + Long Point on destroyers is generally a bad fit on most destroyers IMO, you have absolutely no range control against frigates and they will either be able to get under your guns, scram kite you, long point kite you, ab speed tank your missiles, or simply disengage if they're losing. Sometimes it's decent such as on the Coercer as if a brawler is losing to you it may be too late to burn out to 28km to disengage, however it is so easy to speed tank lasers.


You obviously don't' fight frigates in these setups, simply because they can run away if they are losing, it's been said several times in the guide that these are gang ships, not solo pwn mobiles.. You can have much success than you think against cruisers and bc's in these setups.

In EvE, there exists a class of ships that will hard counter any ship you design. Congratulations on discovering that.

Winmatar > Everything else

Saladinae
State War Academy
Caldari State
#11 - 2014-04-08 16:46:30 UTC  |  Edited by: Saladinae
dragon dildoo wrote:
Nice guide, although I agree with Gregor above me: some of these fits will only work against PvE fit targets.

Most of these long range AB/Long Point dessie's will die horribly to most brawler frigate's, or even any MWD frigate's since you have no way of shutting down the MWD with a Disruptor. Mostly since you have no way to prevent them from coming to you. I would actually only pair a Long Point with a MWD on anything smaller than Cruiser-sized hulls.

I would fly a catalyst with a full rack of blasters, a AB and a scram. This way you would do 400+ DPS easily while being able to maintain range to your target. (unless your are up against a webbing ship or a dual prop frigate which may still outrun you)


???

In the guide there is a 650 dps catalyst with a scram.

If you're only looking for 400+ dps, use the blaster Cormorant since you get an activate tank:

Cormorant, AB Short point --- dps.
Lows:
Damage Control II
Mag Stab II

Mediums:
1MN Afterburner II (your propulsion).
Warp scam II
Medium Anc shield booster

Highs:
Light Ion Blaster II x7 --- Void S
Small Nosferatu II (CRITICAL, do not neglect this)

Rigs:
Small Hybrid Collision Accelerator I
Small Hybrid Burst Aerator I

Advantage 1: 400dps+ with divine tracking, 300+ dps with Null if you need that extra range.

Advantage 2: Your tank uses no cap. You have an AB that overheats to 900m/s, your choice of shield tank didn't increase your sig radius nor sacrifice speed. Unless you are dual webbed (an infrequent dilemma), your target will need to put out over 150dps in blaster range. Given your angular velocity in 500meter orbit and small sig radius an the inability to shut down your AB with a scram, it's fair to say that your opponent will indeed have a difficult time doing this.

Advantage 3: When you orbit a target at 500meters, many distance fluctuations come into play. The catalyst will often find itself applying dps in its falloff, but the corm can often stay within optimal range.

Big Advantage: You are totally immune to neuts. Your tank is capless, and the nos can perma run your AB, point and you'll be able to pop your guns at least once per vamp cycle (3 second cycle, ions are 1.7 seconds).

Winmatar > Everything else

Saladinae
State War Academy
Caldari State
#12 - 2014-04-08 16:48:26 UTC
Gregor Parud wrote:
Quote:
Advantage 4: If your opponent is a smaller ship that is sig and/or speed tanking you at within 17km, you must get rid of that -25% tracking penalty from the scorch ammo by switching to either Tier 1 crystals or faction ammo (the faction crystals truly are worth their price difference). Bear in mind that Conflag has the same range as multifreq, so there is no need to purchase and carry a set of 8 faction multifreq cyrstals


Conflag has a massive tracking penalty making it useless in that specific situation when compared to MF. Conflag should only be used against bigger/low angular targets where the tracking is not an issue



Any ship that you can maintain a stable orbit around with an AB is obviously a bigger/low angular target.

Winmatar > Everything else

Saladinae
State War Academy
Caldari State
#13 - 2014-04-08 16:50:32 UTC  |  Edited by: ISD Ezwal
Dato Koppla wrote:
Ab + Long Point on destroyers is generally a bad fit on most destroyers IMO, you have absolutely no range control against frigates and they will either be able to get under your guns, scram kite you, long point kite you, ab speed tank your missiles, or simply disengage if they're losing. Sometimes it's decent such as on the Coercer as if a brawler is losing to you it may be too late to burn out to 28km to disengage, however it is so easy to speed tank lasers.


How does one get under 75mm rails or small pulse or rockets?

*Snip* Please refrain from personal attacks. ISD Ezwal.

Winmatar > Everything else

Saladinae
State War Academy
Caldari State
#14 - 2014-04-08 16:52:51 UTC
Maeltstome wrote:
Agree'd - my general rule is to try and get as much range out of close range weapons as possible. Dual-Prop +Scram also helps.



How many dessies can fit dual prop + scram without severely gimping themselves?

Winmatar > Everything else

Saladinae
State War Academy
Caldari State
#15 - 2014-04-08 16:54:31 UTC
Dato Koppla wrote:
. Also, having everything have the option to disengage you is quite an annoying issue, you'll have so many targets run away, it is incredibly frustrating.


It's been said many times in the guide that these destroyers are meant for wolfpacks. You will need an MWD in practically every solo fit, this was also mentioned in the guide.

Winmatar > Everything else

Saladinae
State War Academy
Caldari State
#16 - 2014-04-08 17:02:43 UTC  |  Edited by: Saladinae
Gregor Parud wrote:

Also, you should probably stress that the combination of long point with AB generally is destined to fail



I've killed countless cruisers and bc's and buffer BB's gate camping without propulsion mods with long point AB dessies. Choose one of the active tanking vessels like the Corm for this job. The short point dual rep Dragoon also does well against cap users. I've killed zelaots with them.

Winmatar > Everything else

Gregor Parud
Imperial Academy
#17 - 2014-04-08 17:34:04 UTC  |  Edited by: Gregor Parud
Saladinae wrote:
Gregor Parud wrote:

Also, you should probably stress that the combination of long point with AB generally is destined to fail



I've killed countless cruisers and bc's and buffer BB's gate camping without propulsion mods with long point AB dessies. Choose one of the active tanking vessels like the Corm for this job. The short point dual rep Dragoon also does well against cap users. I've killed zelaots with them.


AB fit Zealot, sure. Non prop mod fail fit ships, sure. Approach hitting eager RvB newbies, sure. An actually decent fitted pvp ship with a pilot who has higher brain functions? No, not happening.
Saladinae
State War Academy
Caldari State
#18 - 2014-04-08 18:44:10 UTC  |  Edited by: Saladinae
Gregor Parud wrote:
Saladinae wrote:
Gregor Parud wrote:

Also, you should probably stress that the combination of long point with AB generally is destined to fail



I've killed countless cruisers and bc's and buffer BB's gate camping without propulsion mods with long point AB dessies. Choose one of the active tanking vessels like the Corm for this job. The short point dual rep Dragoon also does well against cap users. I've killed zelaots with them.


AB fit Zealot, sure. Non prop mod fail fit ships, sure. Approach hitting eager RvB newbies, sure. An actually decent fitted pvp ship with a pilot who has higher brain functions? No, not happening.


How do MWD zealots use prop when neuted out by a dragoon?

PL often employed propless and AB zealots in doctrines during the Providence invasion. People started mimicing the buffer fitted Zealots and sat at zero on gates. I put my drones on the inty and got under the Zealots guns with my AB. Inty warped away and zealot didnt' deagress soon enough.

One neut, one anc rep and changing between neut and dps drones killed him. I'd switch to neut drones when I needed to repair armor back to full.

The inty would come on and off grid, and was chased away by my drones each time.

But true fact in EvE, there exists a multitude of ships that will BBQ any ship you're flying.

Winmatar > Everything else

Gregor Parud
Imperial Academy
#19 - 2014-04-08 18:54:10 UTC
Saladinae wrote:
Gregor Parud wrote:
Saladinae wrote:
Gregor Parud wrote:

Also, you should probably stress that the combination of long point with AB generally is destined to fail



I've killed countless cruisers and bc's and buffer BB's gate camping without propulsion mods with long point AB dessies. Choose one of the active tanking vessels like the Corm for this job. The short point dual rep Dragoon also does well against cap users. I've killed zelaots with them.


AB fit Zealot, sure. Non prop mod fail fit ships, sure. Approach hitting eager RvB newbies, sure. An actually decent fitted pvp ship with a pilot who has higher brain functions? No, not happening.


How do MWD zealots use prop when neuted out by a dragoon?

PL often employed propless and AB zealots in doctrines during the Providence invasion. People started mimicing the buffer fitted Zealots and sat at zero on gates.



Well, if you start out at long point range (well outside your neut range), I'd say they just MWD away from you in a straight line hitting you with heavy pulses as you hit approach. And if by chance you happen to catch them short range all they have to do is burn away in whatever direction, like any smart turret pilot who doesn't have drones on his ship would do, and the same thing happens again; you hit approach, your measly ~800m/s is no match for the Zealot's 1700-2400m/s and because of the near zero transversal his heavy pulses turn you into space dust.

If you mean some clown who enjoys sticking around a small ship while he doesn't have webs and/or drones I will point at the "a pilot who has higher brain functions" bit. Super specialised fringe cases are hardly a valid reason to state a specific strategy to be generally valid. AB + long point generally isn't logical to do.


Saladinae
State War Academy
Caldari State
#20 - 2014-04-08 19:01:59 UTC  |  Edited by: Saladinae
Gregor Parud wrote:
AB + long point generally isn't logical to do.




The Dragoon fits in the guide are short point. The Zealot is dead unless he fits the smallest possible pulses and webs you.

The Long Point fits are for gangs, not solo warfare. Long point on buffer Megathron from a Coercer is gg.

Winmatar > Everything else

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