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Best Solo PvP Frigate Brawler Fits

Author
Jamwara DelCalicoe Ashley
New Eden Tech Support
#41 - 2014-07-31 02:17:21 UTC
Maeltstome wrote:
Ralph King-Griffin wrote:
Maeltstome wrote:
Hadrian Blackstone wrote:
Ralph King-Griffin wrote:
The iskur can hit 300 dps with t2 blasters and drones, it's a funny little ship.


More than that...


Anyways. To answer OP's question. Give 'em the D


With 4 magstabs, void and 0% effective combat ability...

OP: Look at the Atron. It has a solid slot layout and you'll learn a good chunk about brawling.

Eventually you want a daredevil. Best brawling frigate in the game.

EDIT*

For the love of god, why Faction Wars made fitting AB's to POINT BLANK RANGE FRIGATES an acceptable thing i'll never understand.

"Hurr durr, i have the shortest range weapons in the game... Guess I'll fit an AB and hope my opponent doesn't have an MWD"

Someone being rather aware of their Sig radius, and going after cruisers and up rather than other frigates, I suppose I should quality the fit by mentioning its used with a full halo set.


Except cruisers fit microwarps and will catch you with an AB fit. Or will outrun you. Or will blob you with medium drones that you can't get away from.

Then we look at the tracking equation and realist that 1200-1400m/s -> 3500m/s is a bigger reduction in hit chance than 40m -> 120m sig radius.

Now in real terms we can look at these AB fits and realise that the difference in speed means more time spent flying *directly away* from cruisers. Despite your tiny sig, your relative speed is 0 when you are crawling away from a cruisers with your AB on, desperately trying to stay out of tackle range.

Finally that Halo set: Really? Buy some snakes. Halo's are most effective on cruisers (especially the ScyFi). The speed on snakes makes frigate much more dangerous. Hell, snakes and AB might mean you don't get caught by MWD'ing crusers.

AB's are for scram-kiting ships with a TD equipped, flown by terrible pilots who thing pressing 'keep at range' is hard. **** fit cruiser with bad pilot will die to frigates regardless of what they have equipped. Dual Prop serves a prupose and would have a better chance against a cruiser than a single AB.


If you were flying a frigate against a MWD-cruiser... why would you run at all? Scram and orbit @ 500m
Bastion Arzi
Ministry of War
Amarr Empire
#42 - 2014-07-31 14:42:06 UTC
becuase of his web and drones?
Jamwara DelCalicoe Ashley
New Eden Tech Support
#43 - 2014-07-31 18:13:47 UTC  |  Edited by: Jamwara DelCalicoe Ashley
Bastion Arzi wrote:
becuase of his web and drones?


switch to fed navy antimatter, primary his drones with warrior ii's/hob ii's and your guns, apply cap pressure with neut to try and shut down the web?. after the drones switch to void and primary his ship. if you engage as a frigate or assault frigate pilot, you're committed.

*webs and neuts are the frigate solution but they're not considered as often as they should be.
Skir Skor
Stay Frosty.
A Band Apart.
#44 - 2014-08-02 18:31:46 UTC
I'm a fan of the blaster Comet and Enyo for in yer face action due to the bonus to Tracking which makes Void a valid ammo choice.

[Federation Navy Comet, Brawler]
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Small Ancillary Armor Repairer, Nanite Repair Paste

J5b Phased Prototype Warp Scrambler I
1MN Afterburner II
Fleeting Propulsion Inhibitor I

Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
Small Nosferatu II

Small Hybrid Burst Aerator I
[empty rig slot]
Small Hybrid Collision Accelerator I

Hobgoblin II x3

OH 382dps with a tracking speed of 0.489.
The Lobsters
Viziam
Amarr Empire
#45 - 2014-08-02 22:50:58 UTC  |  Edited by: The Lobsters
Jenna Cruz wrote:

1.I like to get in close and smash my enemy's face in.

2. I love frigates.

3. Solo gets my blood pumping like nothing else.


I have the ship for you. It's a Comet. It is Honour Comet.



Pseudoelectron Containment Field I
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Micro Auxiliary Power Core I

1MN Afterburner II
Medium Shield Extender II
X5 Prototype Engine Enervator

Light Neutron Blaster II, Void S
Light Neutron Blaster II, Void S
[Empty High slot]

Small Core Defense Field Extender I
Small Core Defense Field Extender I
Small Core Defense Field Extender I

Hobgoblin II x3

DPS 348 Void
8.38k ehp
1679 m/s

It melts most stuff so fast they can't warp out in time. No matter how pro they think they are. (well, 4 out of 5 times in my experience)

Great fights can be had against dessys or multiple opponents as you are thought to be weaker than you are. Dessy fights are close but gets your blood pumping so hard you don't care if you lose. They'll still be in structure.

I tend to swap a cdfe for a thermal rig for better resists against antimatter. run genolutions or a cpu implant to get a t2 dcu on.


So much fun I've had in this.

That man is the noblest creature may be inferred from the fact that no other creature has contested his claim.

Jenna Cruz
Sebiestor Tribe
Minmatar Republic
#46 - 2014-08-04 19:12:39 UTC
I love you guys!

Thanks for all the great advice!

J
Squatdog
State Protectorate
Caldari State
#47 - 2014-08-05 20:27:09 UTC
Maeltstome wrote:
Ralph King-Griffin wrote:
Maeltstome wrote:
Hadrian Blackstone wrote:
Ralph King-Griffin wrote:
The iskur can hit 300 dps with t2 blasters and drones, it's a funny little ship.


More than that...


Anyways. To answer OP's question. Give 'em the D


With 4 magstabs, void and 0% effective combat ability...

OP: Look at the Atron. It has a solid slot layout and you'll learn a good chunk about brawling.

Eventually you want a daredevil. Best brawling frigate in the game.

EDIT*

For the love of god, why Faction Wars made fitting AB's to POINT BLANK RANGE FRIGATES an acceptable thing i'll never understand.

"Hurr durr, i have the shortest range weapons in the game... Guess I'll fit an AB and hope my opponent doesn't have an MWD"

Someone being rather aware of their Sig radius, and going after cruisers and up rather than other frigates, I suppose I should quality the fit by mentioning its used with a full halo set.


Except cruisers fit microwarps and will catch you with an AB fit. Or will outrun you. Or will blob you with medium drones that you can't get away from.

Then we look at the tracking equation and realist that 1200-1400m/s -> 3500m/s is a bigger reduction in hit chance than 40m -> 120m sig radius.

Now in real terms we can look at these AB fits and realise that the difference in speed means more time spent flying *directly away* from cruisers. Despite your tiny sig, your relative speed is 0 when you are crawling away from a cruisers with your AB on, desperately trying to stay out of tackle range.

Finally that Halo set: Really? Buy some snakes. Halo's are most effective on cruisers (especially the ScyFi). The speed on snakes makes frigate much more dangerous. Hell, snakes and AB might mean you don't get caught by MWD'ing crusers.

AB's are for scram-kiting ships with a TD equipped, flown by terrible pilots who thing pressing 'keep at range' is hard. **** fit cruiser with bad pilot will die to frigates regardless of what they have equipped. Dual Prop serves a prupose and would have a better chance against a cruiser than a single AB.


Are you even playing the same game?
Sindjin Hawke
Distant Light Syndicate
#48 - 2014-10-08 01:46:50 UTC
Great thread! Just started getting into frigates .... Keep it going!

What ever happened to the Rifter!?
I even remember an arty Rifter fit that supposedly used to own.

Dato Koppla
Spaghetti Militia
#49 - 2014-10-08 02:07:37 UTC
Squatdog wrote:
Maeltstome wrote:
Ralph King-Griffin wrote:
Maeltstome wrote:
Hadrian Blackstone wrote:

More than that...


Anyways. To answer OP's question. Give 'em the D


With 4 magstabs, void and 0% effective combat ability...

OP: Look at the Atron. It has a solid slot layout and you'll learn a good chunk about brawling.

Eventually you want a daredevil. Best brawling frigate in the game.

EDIT*

For the love of god, why Faction Wars made fitting AB's to POINT BLANK RANGE FRIGATES an acceptable thing i'll never understand.

"Hurr durr, i have the shortest range weapons in the game... Guess I'll fit an AB and hope my opponent doesn't have an MWD"

Someone being rather aware of their Sig radius, and going after cruisers and up rather than other frigates, I suppose I should quality the fit by mentioning its used with a full halo set.


Except cruisers fit microwarps and will catch you with an AB fit. Or will outrun you. Or will blob you with medium drones that you can't get away from.

Then we look at the tracking equation and realist that 1200-1400m/s -> 3500m/s is a bigger reduction in hit chance than 40m -> 120m sig radius.

Now in real terms we can look at these AB fits and realise that the difference in speed means more time spent flying *directly away* from cruisers. Despite your tiny sig, your relative speed is 0 when you are crawling away from a cruisers with your AB on, desperately trying to stay out of tackle range.

Finally that Halo set: Really? Buy some snakes. Halo's are most effective on cruisers (especially the ScyFi). The speed on snakes makes frigate much more dangerous. Hell, snakes and AB might mean you don't get caught by MWD'ing crusers.

AB's are for scram-kiting ships with a TD equipped, flown by terrible pilots who thing pressing 'keep at range' is hard. **** fit cruiser with bad pilot will die to frigates regardless of what they have equipped. Dual Prop serves a prupose and would have a better chance against a cruiser than a single AB.


Are you even playing the same game?


He has a valid point, if a MWD cruiser catches an AB frigate a decent distance from scram range (>15km) and can hit out to that range, the frig is screwed, only the fastest ab frigs with snakes (or a Succubus) can catch an MWD Cruiser and you'll be taking alot of damage on the approach that even if you do catch em you might still die. An MWD Frigate can easily catch a Cruiser and get under its guns though.
Ralph King-Griffin
New Eden Tech Support
#50 - 2014-10-08 02:09:24 UTC
yeah but sig tanking and mwds dont go well togeather
Arsine Mayhem
Doomheim
#51 - 2014-10-08 15:55:32 UTC
Valleria Darkmoon wrote:
Arty Firetail, GO!

High:
2x 280mm Howitzer Artillery II, Republic Fleet Fusion (Phased Plasma/EMP)
Rocket Launcher II, Caldari Navy Mjolnir Rocket

Mids:
1MN Afterburner II
Faint Epsilon Warp Scrambler I
2x X5 Prototype Engine Enervator

Lows:
Damage Control II
Small Ancillary Armor Repairer
Gyrostabilizer II

Rigs:
Small Anti-Explosive Pump I
Small Anti-Kinetic Pump I
Small Auxiliary Nano Pump I



So would it be a good idea to carry some Quake with this also? Closer range ammo, 4k - 10k, little better tracking. For a just in case.
Syrias Bizniz
some random local shitlords
#52 - 2014-10-08 16:25:55 UTC
Arsine Mayhem wrote:
Valleria Darkmoon wrote:
Arty Firetail, GO!

High:
2x 280mm Howitzer Artillery II, Republic Fleet Fusion (Phased Plasma/EMP)
Rocket Launcher II, Caldari Navy Mjolnir Rocket

Mids:
1MN Afterburner II
Faint Epsilon Warp Scrambler I
2x X5 Prototype Engine Enervator

Lows:
Damage Control II
Small Ancillary Armor Repairer
Gyrostabilizer II

Rigs:
Small Anti-Explosive Pump I
Small Anti-Kinetic Pump I
Small Auxiliary Nano Pump I



So would it be a good idea to carry some Quake with this also? Closer range ammo, 4k - 10k, little better tracking. For a just in case.



Negative, not needed.
You run PP, EMP and Fusion.
Most of the time you will not orbit the target but rather kepe at range 8500 so your transversal is incredibly low. Only other scramkiters are able to hit you back hard anyways, and they usually have better DPS and tracking (screw you, rail comet!).
Your counter to this is the double webs with 13km heated range, which is enough to break free from their point and warp out.

You should, however, upgrade those webs to meta 4. And i'd also recommend swapping those resistance rigs for following reasons:

First, they make you slower. Which counteracts to the scramkiters nature, to achieve a DeltaV as big as possible.
Second, they ONLY are beneficial if you are getting shot with explosive or kinetic!
Whenever you face a laserboat, you just wasted 2 rigslots and even gimped your max velocity.
Against Blaster boats, it's one wasted rig.

The obvious rig choice is more nano-pumps, as they will increase your HP gained with each cycle, which is especially powerful when combined with a heated AAR.
Other rig-possibilities are projectile rigs for enhanced damage, tracking or falloff.


And if you really want to tank harder, the solution is to fit the right active hardener.
Let's say you're going for a comet, you might want to fit a thermic hardener and heat it.

Other great ways to fly the firetail are swapping AB for MWD, Arties for Autocannons and molest mwd kiters,
and especially, use this setup to see what your opponent's fit is.
Like, you sit in a novice, see something on short, get range, drop propmod, preheat it, and watch his velocity as he starts approaching you. Based on this knowledge you can decide to go for him immediately, or bait him - go mwd, show him you're mwd, maybe fire a few rounds so he sees your autocannons, and then decide to relocate. What he doesn't know is you're switching to a scramkite setup, and you will enter HIS plex. Where HE thinks he can catch you at the entry, when it's actually the other way round.

The strongest thing about the firetail is it's exceptional versatility, and with a few spare modules at hand you're able to adapt to almost every situation.
Valleria Darkmoon
Imperial Academy
Amarr Empire
#53 - 2014-10-09 03:00:13 UTC  |  Edited by: Valleria Darkmoon
Syrias Bizniz wrote:

Negative, not needed.
You run PP, EMP and Fusion.
Most of the time you will not orbit the target but rather kepe at range 8500 so your transversal is incredibly low. Only other scramkiters are able to hit you back hard anyways, and they usually have better DPS and tracking (screw you, rail comet!).
Your counter to this is the double webs with 13km heated range, which is enough to break free from their point and warp out.

You should, however, upgrade those webs to meta 4. And i'd also recommend swapping those resistance rigs for following reasons:

First, they make you slower. Which counteracts to the scramkiters nature, to achieve a DeltaV as big as possible.
Second, they ONLY are beneficial if you are getting shot with explosive or kinetic!
Whenever you face a laserboat, you just wasted 2 rigslots and even gimped your max velocity.
Against Blaster boats, it's one wasted rig.

The obvious rig choice is more nano-pumps, as they will increase your HP gained with each cycle, which is especially powerful when combined with a heated AAR.
Other rig-possibilities are projectile rigs for enhanced damage, tracking or falloff.


And if you really want to tank harder, the solution is to fit the right active hardener.
Let's say you're going for a comet, you might want to fit a thermic hardener and heat it.

Other great ways to fly the firetail are swapping AB for MWD, Arties for Autocannons and molest mwd kiters,
and especially, use this setup to see what your opponent's fit is.
Like, you sit in a novice, see something on short, get range, drop propmod, preheat it, and watch his velocity as he starts approaching you. Based on this knowledge you can decide to go for him immediately, or bait him - go mwd, show him you're mwd, maybe fire a few rounds so he sees your autocannons, and then decide to relocate. What he doesn't know is you're switching to a scramkite setup, and you will enter HIS plex. Where HE thinks he can catch you at the entry, when it's actually the other way round.

The strongest thing about the firetail is it's exceptional versatility, and with a few spare modules at hand you're able to adapt to almost every situation.


You are correct for the most part, never orbit use keep at range however the rigs are not an issue because the speed advantage gained by webbing your target twice massively exceeds the speed you lost by fitting two resist rigs. Even with the resist rigs you can keep range on almost anything within scram range so things shouldn't be inside of 4 km against you and using Quake at 8500m will result in some lost damage to falloff. Keep in mind also that I posted this before drones were changed when only warriors and hobgoblins were of any use and I did say in the first post that in most cases I would fit an anti-thermal rig instead of the anti-kinetic. So I frequently fitted an anti-explosive and anti-thermal rig because any damage you take from short range fits frequently comes in the form of drones and those two rigs gives a strong resist profile against anything that would be launched against you at the time of the first post. The extra rep power is more useful now than before and worth considering since it leaves you less at the mercy of your ability to guess correctly the damage type you will face. That being said you need at least decent skills in regards to advanced weapon upgrades and armor rigging or you will run into PG issues with full rep rigs (both skills to 4 is sufficient) and fitting a weapon rig with two armor rep rigs requires advanced weapon upgrades 5 and armor rigging 5 with weapon rigging 4 absolute minimum or you'll need a PG implant.

As for the webs, meta 4 runs into fitting issues with CPU requiring a 1% CPU implant or a downgrade in the fit, downgrading the scram is not advisable since you want to operate near the edge of its range as is, which leaves you to downgrade the Damage Control II to and IFFA which costs almost as much as the hull. In the interest of keeping the fit cheap and implant free I posted one that didn't require anything but skills and a light wallet and a clean clone as even upgrading one web puts you over on CPU. The option to upgrade the webs is certainly viable, just up to you how much you want to spend for what I feel is a very small upgrade when considering the lost tank. In either event a rail comet will eat this fit alive as it has better dps AND tank although you can beat blaster comets so a comet on scan is not necessarily a no-go. If you are fighting a rail comet overheat your webs and get out of there.

As for the ammo, you won't need the tracking of Quake, you have a tracking bonus as is and with two webs and keep at range your target will have horrible transversal, you'll be fine without it. If you need to fire beyond scram range Tremor will cause you to fail to hit because of the tracking penalty so don't carry that at all. Depleted Uranium/Titanium Sabot are your best bet for hitting longer range ships as those kinds of kiters often don't need to be hit too hard to be driven off or killed and their 20% tracking bonus will help a lot.

Reality has an almost infinite capacity to resist oversimplification.

Syrias Bizniz
some random local shitlords
#54 - 2014-10-09 08:12:45 UTC
Well, i used to fly in FW with Geno 1 & 2, which are kinda cheap and grant great fitting possibilities.
Especially since the 6 slot is still free, you can squeeze some mods in that others can't.

Valleria Darkmoon
Imperial Academy
Amarr Empire
#55 - 2014-10-09 10:54:32 UTC  |  Edited by: Valleria Darkmoon
Syrias Bizniz wrote:
Well, i used to fly in FW with Geno 1 & 2, which are kinda cheap and grant great fitting possibilities.
Especially since the 6 slot is still free, you can squeeze some mods in that others can't.


Perfect, so do I.

There are others however who do not, which is why I gave the fit I did and the fit is now slightly dated although still good. Since the thread was begun by someone asking for frigate fits (where most PvP careers begin) I was assuming potentially low SP and low wallet balance, so I tried to steer clear of giving fits that require the stuff I tend to use. It's much easier to take a serviceable baseline fit and improve it with implants and modules than it is to take a fit that uses implants and expensive things and try to bring it down to what you can afford while maintaining its effectiveness.

Besides the golden rule of weapons trading is never get shot with a gun you sold someone else. You don't want to give away the best possible iteration of a fit you give out to a random person lest you have to fight it.Pirate

Your input was good and perhaps my initial post could have been better had I included the upgrades which could be made without going overboard.

Reality has an almost infinite capacity to resist oversimplification.

Fenris Orion
Strata Victoria
Of Essence
#56 - 2014-10-12 01:53:13 UTC
1) Scram-kiters are, by definition, the opposite of brawlers, and not what the OP asked for. Rocket Kestrels and anything with dual-webs are normally the bane of my existence, but even those can be countered. Enyo + Neutrons + Null = certain death to most scram kiters.

2) Afterburner-Brawlers absolutely excell at catching mwd-kiters on the warp-in if set up properly inside FW outposts. Best tactic: sit stationary 3-5km behind the warp-in beacon, aligned to it. This way, you start the engagement from directly behind the target, approaching with AB on BEFORE THEY'RE EVEN OUT OF WARP. Not only does the fight start at 0, you're already moving in the direction they'll be trying to accelerate away from you in. Infinitely more effective than trying to orbit beacon at optimal.

3) Gallente boats = best brawlers. All things being equal (implants/links/ect), the base speed of each races' combat ships are: Minmitar,Gallente,Caldari,Amarr, with very rare exception. Gallente ships of any given class are only slower than their Minmitar equivalent, and have the highest tank/dps potential (yes, that is read tank "divided by" dps).

My preference goes: Atron,Incursus,Comet,Enyo. The Worm is the most outrageous thing going right now in terms of tank/dps, but they're a bit expensive for my taste, and aren't generally brawlers.

Atron can be surprisingly effective against other light frigates or destroyers using long-range guns. Avoid all rocket or neuting-bonused foes.

Atron: Dagger.
3x light ion blasters + Void S (always carry Null and N.Antimatter)

meta4 web / meta4 scram / T2 Afterburner

DC2 / EANM2 / Mag-Stab2

small burst aerator / 2x metastasis adjusters.

Better yet, the following fit works on Incursus, Comet, and Enyo with increasing effectiveness on each:

Bulldog:

Light Neutron Blasters

Web/Scram/Ab

DC2 /ANP2/ SAAR/ Mag-Stab2

Collision Accelerator / Burst Aerator.

Hobgoblin2's.

Swap the Adaptive Nano Plating for an Explosive Plating if you expect to encounter smart rocket pilots more often.

Good luck!
Justin Zaine
#57 - 2014-10-12 03:23:36 UTC  |  Edited by: Justin Zaine
Ralph King-Griffin wrote:
The iskur can hit 300 dps with t2 blasters and drones, it's a funny little ship.


+1 for the Incursus/Ishkur.

I've been flying a dual rep Incursus for the past few weeks now and have been falling in love with it. Granted, it has it's downsides and there are certainly places that I wouldn't take it, (I'm always very careful taking it into fights with other frigs and have lost a couple now due to being blobbed), but in my humble opinion the real strength of this ship, and even more-so the ishkur, lies in it's ability to kill things that are larger than itself.


[Incursus]

[Highs]
Ion Blaster II
Ion Blaster II
Ion Blaster II

[Mids]
1mn AB II
Warp Scram II
Small Cap Booster II

[Lows]
Small Armor Rep II
Small Armor Rep II
DCU II
Magnetic Field Stab II

[Rigs]
Small Auxilliary Nano Pump I
Small Auxilliary Nano Pump I
Small Anti-Explosive Pump I

[Cargo]
1 x Hobgoblin II
12 x Navy Cap Booster 400
Null, Void and AM charges to taste

SAAR's are great for burst tanks, but once your 8 pasted cycles are used up you need to reload, you're gonna be going a full 60 seconds with only 1 rep running. That simply doesn't cut it when you're trying to tank a Domi running missions with bonused drones and the rats have aggro'd you as well. I've found that the dual T2 reps are much more reliable than 1 T2 and 1 SAAR.

This is certainly not a fit i'd be taking anywhere near solo LS FW, but as a cheap HS bear-murdering platorm that can steal the virginity of most things cruiser and up or at least keep them hogtied until bros get there, It's certainly the most viable ship I know of at ~ 11 mil isk.

He will win who knows when to fight and when not to fight.

He will win who, prepared himself, waits to take the enemy unprepared.

Syrias Bizniz
some random local shitlords
#58 - 2014-10-12 11:26:15 UTC
Fenris Orion wrote:


2) Afterburner-Brawlers absolutely excell at catching mwd-kiters on the warp-in if set up properly inside FW outposts. Best tactic: sit stationary 3-5km behind the warp-in beacon, aligned to it. This way, you start the engagement from directly behind the target, approaching with AB on BEFORE THEY'RE EVEN OUT OF WARP. Not only does the fight start at 0, you're already moving in the direction they'll be trying to accelerate away from you in. Infinitely more effective than trying to orbit beacon at optimal.



Bad tactic, just saying. Whenever i enter a plex with an MWD ship, i got my MWD on preheat and look right from the top to get an idea of where my opponent is and what direction he's traveling.
If i see you're moving in a direction and you are around the warpin, i'll start burning in the exact opposite direction.

The basic key to catching an MWD ship is sitting on 0 on the beacon with 0m/s, ab heated, webs heated, scram heated, mash 'APPROACH' on the mwd ship entering on you and get tackle on. Any movementvector you have prior to the engagement is bad for you as your opponent can capitalize on it.
Fenris Orion
Strata Victoria
Of Essence
#59 - 2014-10-12 15:23:23 UTC
Syrias Bizniz wrote:
Fenris Orion wrote:


2) Afterburner-Brawlers absolutely excell at catching mwd-kiters on the warp-in if set up properly inside FW outposts. Best tactic: sit stationary 3-5km behind the warp-in beacon, aligned to it. This way, you start the engagement from directly behind the target, approaching with AB on BEFORE THEY'RE EVEN OUT OF WARP. Not only does the fight start at 0, you're already moving in the direction they'll be trying to accelerate away from you in. Infinitely more effective than trying to orbit beacon at optimal.



Bad tactic, just saying. Whenever i enter a plex with an MWD ship, i got my MWD on preheat and look right from the top to get an idea of where my opponent is and what direction he's traveling.
If i see you're moving in a direction and you are around the warpin, i'll start burning in the exact opposite direction.

The basic key to catching an MWD ship is sitting on 0 on the beacon with 0m/s, ab heated, webs heated, scram heated, mash 'APPROACH' on the mwd ship entering on you and get tackle on. Any movementvector you have prior to the engagement is bad for you as your opponent can capitalize on it.


Tell ya what... Get in a condor, slicer, or Inty and jump in against me in a FW outpost.... I'll show you how dead wrong you are in just my trusty Atron (pun intended). I've gotten more "How the ****!?" Moments out of guys who think they can get past me by preheated MWD. The only way this works is with links and Snake implants, due to the server tick dynamic.

First, trying to maneuver away from me is utterly pointless, it only slows you down and keeps you in my scram range longer. Best you can hope for is to burn straight ahead and pray you build up enough speed to coast out of scram range before I close distance.

Second, trying to maneuver against the aggressor while defending has exactly the same problem, and worse yet if they land slightly behind and accelerate opposite the direction of your approach, they will definitely coast out of scram range, if you lock in time at all.

Third, overheating a prop mod gives a bonus to top speed but not to thrust value, so you don't ACCELERATE any faster overheated. Even a nano-frigate will be hard pressed to reach top speed on the first cycle, which means you're wasting a cycle of overheat.

On warp in, you land at a randomized spot within a 3-4km sphere around the beacon. Sitting 3-5km -behind- the beacon, meaning between the beacon and the acceleration gate, offers a cone of probability ahead of you rather than a sphere all around you, thus removing variables. Again, the momentum carried from behind increases the likelihood of locking a scram before the opponent is able to accelerate away. If they try to turn in a perpendicular direction, they're further screwed.

Good luck!
Charlie Firpol
Brutor Tribe
Minmatar Republic
#60 - 2014-10-14 12:51:52 UTC
If you´re fed up by longrange kiting ships that you will probably encounter a lot (LML Kestrel, Condor, Crow, Slicer, etc.) I present to you:

[Atron, Gotcha]
Energized Adaptive Nano Membrane II
Small Ancillary Armor Repairer, Nanite Repair Paste
Damage Control II

Limited 1MN Afterburner I
Limited 1MN Microwarpdrive I
J5b Phased Prototype Warp Scrambler I

Light Electron Blaster II, Federation Navy Antimatter Charge S
Light Electron Blaster II, Federation Navy Antimatter Charge S
[empty high slot]
Light Electron Blaster II, Federation Navy Antimatter Charge S

Small Hybrid Burst Aerator I
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I

160 DPS, nice tank, dualprop and 3km falloff.
The falloff bonus on the Atron makes it one of the few ships that can use Electron Blasters without absolutley screwing its range. Dualprop on a hull as fast as the Atron makes it easy to catch longrange kiting ships and, once scrammed, easy to tank those while orbiting close with an afterburner.

Also, Dualprop is awesome if you need to GTFO. Break scram with OH AB, activate MWD and "see you later o7". As longrange kiting frigates often fly with friends nearby, this enables you to kill their bait and get out when his reinforcements arrive.

The Butcher of Black Rise - eve-radio.com