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low sp 7-10 player doctrine ?

Author
7 Gate
Garoun Investment Bank
Gallente Federation
#1 - 2016-08-20 01:56:28 UTC
hello iam planning to start fcing and iam wondering what ship / doctrine would you appropriate for 7 / 10 player with relatively low sp and isk i have been thinking of destroyer or t1 cruiser with maybe some maulus what ship do you think i should use ? Brawl kiting sniping ? I have eft corax and talwar i have a nice 1100 alpha with t1 missile launcher but the dps is bad and i dont think it could alpha any ship with only 10 of them
So what do you think i should use for have the best chance of getting kill ? Training t2 weapon and having 1 or 2 week of skill needed for ship is not a problem just nothing much
Thank
Mephiztopheleze
Laphroaig Inc.
#2 - 2016-08-20 02:20:45 UTC
Talwars are pretty awesome, but they require a surprisingly high-end skillset to really get the most from them.

Longbow Cormorants are also a good, long range sniper choice, but generally you'd want more than ~10 of them.

10MN AB, web/scram, hulltanked, 75mm rail Algos can be very nasty once you get a hold of something and have a solid ~15-20km engagement envelope.

None of these are particularly expensive, so try 'em all out and see which one works for you and your gang. With good warp-ins and careful selection of targets, you can get some good kills with any of these.

Good luck, have fun, die gloriously in a fire.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#3 - 2016-08-20 03:34:02 UTC
could do the good ol' thrasher gang and even slip some T1 frig logi.
7 Gate
Garoun Investment Bank
Gallente Federation
#4 - 2016-08-20 04:01:12 UTC
Mephiztopheleze wrote:
Talwars are pretty awesome, but they require a surprisingly high-end skillset to really get the most from them.

Longbow Cormorants are also a good, long range sniper choice, but generally you'd want more than ~10 of them.

10MN AB, web/scram, hulltanked, 75mm rail Algos can be very nasty once you get a hold of something and have a solid ~15-20km engagement envelope.

None of these are particularly expensive, so try 'em all out and see which one works for you and your gang. With good warp-ins and careful selection of targets, you can get some good kills with any of these.

Good luck, have fun, die gloriously in a fire.


Thank for you're reply yes actually i was trying to get into missile launcher because the meta 4 isnt so bad compared to the t2 so it would save some skilling time for other things but missile launcher doesnt seem so effective at that scale atleast the meta one

It was what i was thinking no enough dps for breaking something with cormorant but i think i will still try this

It seem like a very interesting concept you mean a fit like this http://imgur.com/a/0s9Mx ? With a mix of half scrambler half disruptor and maybe some ewar in the mid ? If i understand well the doctrine concept is to kite brawler at 20 km and brawl kiter close range what should i engage or not engage ? And you suggest maybe some logi or ewar frig with or better max out the number of algos ?
7 Gate
Garoun Investment Bank
Gallente Federation
#5 - 2016-08-20 04:14:22 UTC
Tsukino Stareine wrote:
could do the good ol' thrasher gang and even slip some T1 frig logi.


Seem good you mean brawling thrasher ? Shield or armor tanked ?
RavenPaine
RaVeN Alliance
#6 - 2016-08-20 05:52:18 UTC
The best way to learn is just get out there.
Your 7 to 10 guys may not all be able to fly the same ships, so ask them to take the ship they are best in.
These are known as 'kitchen sink fleets' and sometimes they work quite well.
When you find a ship that works well most of the time, ask them to train towards that ship.
Then create a doctrine
etc. etc.

You're going to lose ships, but you'll also find out who can man up for that, and who will cry like a little girl.
Your crew is just as important as the ships.
What you are really working towards, is a good crew.
7 Gate
Garoun Investment Bank
Gallente Federation
#7 - 2016-08-20 06:07:17 UTC
RavenPaine wrote:
The best way to learn is just get out there.
Your 7 to 10 guys may not all be able to fly the same ships, so ask them to take the ship they are best in.
These are known as 'kitchen sink fleets' and sometimes they work quite well.
When you find a ship that works well most of the time, ask them to train towards that ship.
Then create a doctrine
etc. etc.

You're going to lose ships, but you'll also find out who can man up for that, and who will cry like a little girl.
Your crew is just as important as the ships.
What you are really working towards, is a good crew.


I want to fight everytime i can and i dont plan to have full skill for start roaming but doing kitchen sink with unexperienced and low sp player will probably only result in blobbing someone or getting easily killed i just want to maximize chance of winning fight and doing interesting fight
elitatwo
Zansha Expansion
#8 - 2016-08-20 08:41:16 UTC
That is a very wide reaching question for a ship and modules section. The warfare and tactics section which was intended for those questions - which ended up being the whine-section for faction warfare kids.

Anyhow, when you do command your troops, I would suggest you ask them what they can fly first and not to ditch a boat they have never seen on them.

Say your troops are flying Caldari most of the time, you can then go ahead and "build" your gang around those. If you "force" them to fly a Coercer instead, you will lead your troops into a minefield.

Now with your Caldari gang, you choose a ship that suits your (and only yours!!) style of flying preference.

For this example, I will take my all-time favorite beginner ship - the Moa. And my style of flying is kitey for arguments sake.


The first thing you want to do is to ask yourself what weapons would be best to use in your case. To keep is simple I define, there are only short- and long-range guns.

Here is your first order of business, you decide on the guns to use and for kiting and long(er) range projection are railguns.

Having decided on your guns is paramount, since it influences your fit.


(by the way, I chose kiting because it causes more tears and rage wherever you go)


So your Moa is now set on railguns and to not complicate things too much, you want to have a shield buffer fit. This will keep you mobile and the Moa is very forgiving with the resistance bonus.

Your first order of business is done.

Your second order of business is communication.

You need tell your mates that only the fleet commander talks and everyone else is quiet unless spoken to. This will take a little getting used to because you have the bucket load of responsibility on your shoulders and not only are you in charge, you do not want to fail your mates.

Before you undock and decide where to go, talk to your mates and listen to them and if you feel you are not quite in sync yet, go to an asteroid belt and practice a little.

Use the "duel" thing to make controlled duals between each of your gang mates. That way everyone of your mates gets to familiarize themselves to the ships they will be flying and how to kite.

When your mates tell you, they are good to go, you can go out and lead.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Mephiztopheleze
Laphroaig Inc.
#9 - 2016-08-20 10:31:19 UTC
7 Gate wrote:
It seem like a very interesting concept you mean a fit like this http://imgur.com/a/0s9Mx ? With a mix of half scrambler half disruptor and maybe some ewar in the mid ? If i understand well the doctrine concept is to kite brawler at 20 km and brawl kiter close range what should i engage or not engage ? And you suggest maybe some logi or ewar frig with or better max out the number of algos ?


i honestly wouldn't bother with T2 rigs in the beginning, T1 are fine and will help keep costs down.

The object is to blast away at just inside scram range, but your overall engagement range is nicely larger allowing for some flexibility when trying to spread tackle on multiple targets.

Fitting a couple with long points isn't a bad idea, maybe also fit those ships with tracking or guidance disruptors? if you fit meta web/scram (and maybe drop a DDA II for a bulkhead) you should also be able to squeeze a small Neut into the utility highslot, which will really broaden the potential target list.

Being hulltanked, I wouldn't bother with Logi. A couple of Crucifiers, Sentinels, Dragoons or Griffins (neuts/ewar), Maulus Navy, Fleet Firetail or other tackle boat or Vigil Navy (webs/paints) would certainly be a bit of a boon. 10 of those Algos landing together is going to seriously wreck most lone subcaps day. If you have the numbers, go wild on the support fleet. Personally, I would want to bring a probing CovOps frigate along before a dedicated EWAR boat.

Good luck! I love the Algos myself, I reckon it's one of the best looking ships in the game.

(NOTE: Using the 10MN AB means you'll turn and maneuver like an aircraft carrier. Get used to pulsing your prop mod when you need to make radical course corrections.)

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#10 - 2016-08-20 17:16:32 UTC
[Thrasher, arty gang]

Damage Control II
Gyrostabilizer II

5MN Y-T8 Compact Microwarpdrive
Faint Scoped Warp Disruptor
Medium F-S9 Regolith Compact Shield Extender

250mm Light 'Scout' Artillery I, Republic Fleet EMP S
250mm Light 'Scout' Artillery I, Republic Fleet EMP S
250mm Light 'Scout' Artillery I, Republic Fleet EMP S
250mm Light 'Scout' Artillery I, Republic Fleet EMP S
250mm Light 'Scout' Artillery I, Republic Fleet EMP S
250mm Light 'Scout' Artillery I, Republic Fleet EMP S
250mm Light 'Scout' Artillery I, Republic Fleet EMP S
[Empty High slot]

Small Ancillary Current Router I
Small Core Defense Field Extender I
Small Core Defense Field Extender I

This is a low-sp effective fit.

You're each alphaing around 1000 damage per shot so this will make real short work of anything cruiser and smaller
Valkin Mordirc
#11 - 2016-08-20 17:56:30 UTC  |  Edited by: Valkin Mordirc
[Thrasher, Unnamed loadout]
Damage Control II
Gyrostabilizer II

Faint Scoped Warp Disruptor
5MN Y-T8 Compact Microwarpdrive
X5 Enduring Stasis Webifier

250mm Light 'Scout' Artillery I, Arch Agnel EMP S
250mm Light 'Scout' Artillery I, Arch Angel EMP S
250mm Light 'Scout' Artillery I, Arch Angel EMP S
250mm Light 'Scout' Artillery I, Arch Angel EMP S
250mm Light 'Scout' Artillery I, Arch Angel EMP S
250mm Light 'Scout' Artillery I, Arch Angel EMP S
250mm Light 'Scout' Artillery I, Arch Angel EMP S
[Small Energy Neutralizer II]

Small Transverse Bulkhead I
Small Transverse Bulkhead I
Small Transverse Bulkhead I



Here's a Hulltanked version of Tsukino fit as well. Little less PwG heavy, and get a web and Neut. But You lose about 1k worth of tank.


EDIT: Don't use Arch Angel, I misclicked when I made the fit, is Rep Fleet.
#DeleteTheWeak
Malcanis
Vanishing Point.
The Initiative.
#12 - 2016-08-20 18:10:41 UTC
7 Gate wrote:
hello iam planning to start fcing and iam wondering what ship / doctrine would you appropriate for 7 / 10 player with relatively low sp and isk i have been thinking of destroyer or t1 cruiser with maybe some maulus what ship do you think i should use ? Brawl kiting sniping ? I have eft corax and talwar i have a nice 1100 alpha with t1 missile launcher but the dps is bad and i dont think it could alpha any ship with only 10 of them
So what do you think i should use for have the best chance of getting kill ? Training t2 weapon and having 1 or 2 week of skill needed for ship is not a problem just nothing much
Thank



How low SP is "low SP"? Sub 1m or sub 5m?

Are your 7-10 guys willing to accept a skillplan from you?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Autism Intensifies
some random local shitlords
#13 - 2016-08-20 23:18:23 UTC
Protip: On such small gangs, don't go for a "doctrine". Agree on a type of tank, a type of propmod, a size of ships and go.
Alaric Faelen
Republic Military School
Minmatar Republic
#14 - 2016-08-21 21:06:29 UTC
I disagree with Autism here. With small gangs, you cannot afford much in the way of snowflakes. The FC really needs fairly consistent things like engagement range. Especially in a world where alpha damage is so important. Ships of relatively similar speed, range, etc are important.
T3D's are a solid choice. A tackler or two, some basic logi, and DPS enough to overcome local or logi reps. T3D's are nice because of their versatility and ability to punch above their weight. With such a small gang, chances are you will only have a handful of DPS boats. Links can also be a big force multiplier for small gangs.
Kiting doctrines are nice because it lets the FC do the flying for the most part (the rest of the fleet 'anchors' on the FC) while letting the fleet concentrate on applying DPS and Reps as needed.
Autism Intensifies
some random local shitlords
#15 - 2016-08-21 23:01:41 UTC
Alaric Faelen wrote:
I disagree with Autism here. With small gangs, you cannot afford much in the way of snowflakes. The FC really needs fairly consistent things like engagement range. Especially in a world where alpha damage is so important. Ships of relatively similar speed, range, etc are important.
T3D's are a solid choice. A tackler or two, some basic logi, and DPS enough to overcome local or logi reps. T3D's are nice because of their versatility and ability to punch above their weight. With such a small gang, chances are you will only have a handful of DPS boats. Links can also be a big force multiplier for small gangs.
Kiting doctrines are nice because it lets the FC do the flying for the most part (the rest of the fleet 'anchors' on the FC) while letting the fleet concentrate on applying DPS and Reps as needed.



Your post is a nice collection of everything that's wrong with EVE. :p

  • "Fly doctrine, cause you have to fly the same ships!" - Mindsets
  • T3Ds
  • Brining Logi on small gangs: Nothing says "we're risk averse" more than this.
  • Links
  • Anchoring, let the FC do the job


Except for T3Ds, and sometimes even for T3Ds, this is all valid points when you fly fleets of size 50+, and are fighting over some space important objectives.
For a small gang flying around, this is everything you can make wrong.
elitatwo
Zansha Expansion
#16 - 2016-08-22 10:36:33 UTC
Autism Intensifies wrote:
...Except for T3Ds, and sometimes even for T3Ds, this is all valid points when you fly fleets of size 50+, and are fighting over some space important objectives.
For a small gang flying around, this is everything you can make wrong.


Shush dammit, he is supposed to learn by experience. This is ships and modules, not warfare and tactics.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Viktor Amarr
#17 - 2016-08-22 11:18:52 UTC  |  Edited by: Viktor Amarr
What you choose to use fully depends on where you want to be fighting and what you will generally run into in that area, so it's very difficult to list "a fit".


You group doesn't necessarily have to have the same ship types as long as they have the same strategy, no point in having half your ships apply damage at 30km while the other half can only do so at 10km. So if you don't want to "boss around" your newbies forcing them to fly a single ship type (let them find their own niche and fun) then just make sure they have similar strategies, speed and tank type.

Apart from that, using turret ships forces them and you to understand and apply active piloting to make the guns works properly, it's very easy to mess up a fight simply by moving too much, too little or doing it in the wrong direction or being at the wrong range. Drone setups can be tricky as well, they require extra management and if you have to leave the scene in a pinch you WILL leave behind 50% of your drone dps, if not more. It's just going to happen.

That is why missile setups work so well. They have range, decent dps and don't rely on piloting to perform. So destroyer wise that would the the Talwar or perhaps the Corax but again, perhaps you want them to find their own play and ship styles.

Apart from that you need to understand that just having "dps" isn't enough, you will want a scout and there's always ppl who enjoy "ranged support", put them in an ECM frigate for instance.
Valkin Mordirc
#18 - 2016-08-23 06:03:34 UTC
Alaric Faelen wrote:
I disagree with Autism here. With small gangs, you cannot afford much in the way of snowflakes. The FC really needs fairly consistent things like engagement range. Especially in a world where alpha damage is so important. Ships of relatively similar speed, range, etc are important.
T3D's are a solid choice. A tackler or two, some basic logi, and DPS enough to overcome local or logi reps. T3D's are nice because of their versatility and ability to punch above their weight. With such a small gang, chances are you will only have a handful of DPS boats. Links can also be a big force multiplier for small gangs.
Kiting doctrines are nice because it lets the FC do the flying for the most part (the rest of the fleet 'anchors' on the FC) while letting the fleet concentrate on applying DPS and Reps as needed.



This is literally cancer.


He's asking for low SP, so links are basically out of the question.

T3D's are meta tryhard.


Also if you really want to go meta try hard. It better to go,

Oracle,
Orthrus
Orthrus
Sviple
Keres
Scimi
Crow

Or something overly chessure like that.


Also people who need an anchor in small gang are bad.
#DeleteTheWeak
Mephiztopheleze
Laphroaig Inc.
#19 - 2016-08-23 07:16:12 UTC
Autism Intensifies wrote:
Protip: On such small gangs, don't go for a "doctrine". Agree on a type of tank, a type of propmod, a size of ships and go.


this is pretty good advice. i'd also consider the basic variants of kite/snipe vs brawl.

that said, a uniform fleet-fit that all your newbros can get into fairly quickly is a nice thing to have and can lead to some fun fights.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

Tsukino Stareine
Garoun Investment Bank
Gallente Federation
#20 - 2016-08-23 14:58:06 UTC
I used to be along the line of thought that people should have the freedom to choose their own ship etc and just fit it to the parameters you give.

Experience has taught me this almost never works, people like having something given to them and the fun (mostly) comes from flying the ship and killing things rather than attempting to theorycraft their own.

Obviously this isn't true for everyone but I've seen newbie fleets have a lot more success when a fit is sent out instead of just asking to bring "something kitey that can hit out to 20km"
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