This guide will attempt to
provide you with a starting point for flying these legends. As you shouldn’t think about flying this ship
unless you have excellent speed, fitting, and shield tanking skills, the numbers
I indicate assume such.
Step One: Look at the Ship
This space slug has some
significant bonuses that tell you how you should fly it.
Special Ability: 25% bonus to Medium Projectile Turret rate
of fire.
Minmatar Cruiser Skill Bonus: 10% bonus to medium projectile damage per level.
Gallente Cruiser Skill Bonus: 10% bonus to medium projectile falloff per level.
Minmatar Cruiser Skill Bonus: 10% bonus to medium projectile damage per level.
Gallente Cruiser Skill Bonus: 10% bonus to medium projectile falloff per level.
From this information alone, you
can tell that the Cynabal is a damage dealer at range. With 4 turrets, but the damage capability of
7.5, it also sips ammunition. With
Minmatar Cruiser V and Gallente Cruiser V, your optimal + falloff is 34 km with
425mm guns.
The slot layout is 5 / 5 / 5
with three rig slots and 50m3 of drone space.
Coupled with good speed is a low mass, meaning that microwarpdrives and
afterburners will have more of an effect on speed than an average cruiser. The capacitor is smaller than needed.
Fitting Your Cynabal
This combination of good damage
at range and good speed means the Cynabal is meant as a kiter.
[Cynabal, 425mm Guns]
Damage Control II
Tracking Enhancer I
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
10MN Afterburner II
Republic Fleet Warp Disruptor
Experimental 10MN Microwarpdrive I
Large Shield Extender II
Large Shield Extender II
Medium Unstable Power Fluctuator I
425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
425mm AutoCannon II, Barrage M
Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender
I
Medium Core Defense Field Extender
I
First, the low slots. A single tracking enhancer will let you fight
within the 26-33 km range with 425s, which puts you outside of heavy
neutralizer range. If you’re
neutralized, your prop mods will turn off and you’ll be a sitting duck. The three gyros maximize the gank-factor, and
a DCII rounds out your fit. You should
only fly without a DCII on a sub-cap in very specialized situations (ie.
bombers).
Some people prefer a Nanofiber
Internal Structure II instead of one of the gyros to gain a little speed. This is perfectly acceptable, but keep in
mind it’ll take longer to take down a target, which will make it harder to hit
hostile staging systems, where enemy reinforcements are very close.
Moving to the mids, we have 2
LSEIIs. This fit is passive-tanked. If range-control is your defense, it means
you’ll likely be running a prop module constantly. This makes the possibility of an active tank
much less favorable. Your defense lies
in speed, staying out of your enemy’s engagement range, and a buffer tank.
To that end, you’ll note both a
meta-4 MWD and a T2 afterburner. Feel free to upgrade the AB to a faction or
officer fit as your budget allows, but ALWAYS DUAL-PROP. In a Cynabal, you’re unlikely to be fighting
only a single enemy. Many times, you’ll
have probes dropped on you, and find yourself tackled. Using an overheated afterburner can get you
speed similar to a battlecruiser under MWD, and it can mean the difference
between survival and a wreck. Don’t
bother upgrading the MWD… meta 4 overheats better than a T2 version does, and
faction MWDs only affect capacitor. You
shouldn’t be engaged for long enough to cap out anyways. This is a hit-and-run ship.
This leaves one space for a
point. Never fly with a warp
scrambler. Let me repeat that. Never fly with a warp scrambler. To understand why, let me ask you this
question: why are you flying a fast ship with bonuses to projectile range
within 9 km of any enemy? This is a kiting
ship. In a kiting ship, being in close
equals death. You should never be close
enough to use that scram. I recommend a
faction point for its standard 30 km range.
With loki boosts or overheated, you’re even farther out. Your guns get about 35 km before the end of
falloff – use every bit of it. If you
can stay out of enemy point range and heavy neut range, you can take on many
ships far larger than you, and that’s just fun.
Moving to the high slots, I see
no reason to fly with anything but 425s (I may update this after the patch,
when artillery is getting some love).
The range fits perfectly into your beyond-point engagement goal, and
they do serious damage. Fly with Barrage
M in your guns, and switch to Hail M in case you want to move in close to
finish off an opponent or implement a riskier, but faster gank. Optimal + falloff for Hail M is about 20 km…
still very effective, particularly against armor-fit ships that tend to fit
scrams.
For the fifth high slot, I fit a
neut (meta-4 instead of T2, because of overheating and fitting reasons). If you stay outside of engagement range of
larger ships, all you need to worry about is an interceptor, Dramiel, or
Daredevil. In those cases when something
small gets in close, neut him out as you pull range with your AB. When his AB goes off, you’ll pull range
quickly, and your drones and 425s can destroy him. If he moves away fast enough to avoid your
guns, at least he’ll pull out of scram range and you can escape. None of that is possible without a neut.
You need to plug that EM gap
with one rig. Since tank isn’t this
ship’s strong point, you can fit shield tank, or you can swap one of them for a
speed rig. I wouldn’t recommend changing
both; if an engagement turns south and something gets in close, you want to be
able to survive some punishment until you can pull range again.
For drones, you can fly with a
flight of Hobgoblins and a flight of EC-300s, or you can just go all-gank with
Hammerheads. I tend to fly with
Hammerheads for added DPS. They make
short work of a neuted tackler.
Fit this way, your Cynabal can
gain and maintain range, allowing you to melt anything short- or medium-range
fit. Its native align time is 3.5
seconds. Even under MWD, it aligns in
5.4 seconds. If the fight turns south,
you can GTFO quickly.
Target Selection
Flying a Cynabal is about target
selection. Like the Dramiel, a Cynabal
excels at taking out targets larger than itself. Be careful when fighting missile ships drone
boats, or against ewar ships. Curses and
Pilgrims (which can neut you out from a significant distance), Arazus and
Lacheses (which can scram you from 20-26 km), and Rapiers and Huginns (which
are usually dual-web fitted and can reach 40 km or more). If you land right on top of them, get in
close – don’t run, as you won’t make it far enough to escape.
When engaging gangs, be sure to
kill the tacklers first. Typically,
gangs include specialized ships. If you
kill all the tacklers, you can warp off freely if you get into trouble. But don’t let this assumption guide your
flying… continue keeping range on them just as if they all had points.
Get in the habit of hitting your
dscan often. You can do some serious
damage, but you can’t kill tanked targets faster than help can arrive from the
next system over. Particularly after the
Retribution and Odyssey expansions, T1 ships can do significant damage as
well. A lot of them can do even more.
Don’t fly a Cynabal in a small
gang vs. small gang situation until you’re very comfortable with it (read:
having 100+ successful engagements solo vs gangs). The more ships on the field, the more likely
that you’ll end up in scram range of something, and chances are that your
Cynabal is more valuable than most of your fleet-mates’ ships.
Flying the Ship
When beginning an engagement,
always warp at range. Landing a 0 on an
enemy doesn’t fit into your engagement style.
There’s a possibility you may not be in point range when you land, but
that’s better than losing your ship.
A word about orbiting. It’s very dangerous to simply orbit at a
range in a kiting ship. You don’t have a
web – and you’re not in web range anyways, right?), so your opponent could be
traveling at 1,400 m/s. At this speed,
he can slingshot at you – waiting until you’re at a point in your orbit
traveling away from his intended direction, then overload his MWD and burn in
the opposite direction to pull enough range to escape.
It’s much better to fly
manually, but doing so without getting to close is tricky. I wish there was a way to orbit perpendicular
to the elliptic (essentially traveling above and below) to keep range, but that
doesn’t work. Practice manual flying on
a jetcan in high-sec – or on the Singularity server – first. Keep a close eye on your opponent’s transversal
velocity and base velocity. You’re
looking for sudden changes that might indicate he’s trying to pull away or draw
you close.
Most battleships will have
smartbombs, so use your own drones to kill his drones first. Pay attention to what he drops, and the size
of his drone bay. If someone pops drones
on you, kill them first. For anything
with blasters, this may be their only damage at 26-30 km.
Your MWD is for closing range on
an enemy. Once you get a feel for how
he’s fit, turn off your MWD and switch to your afterburner. Don’t leave it on, especially against battleships. The sig radius bloom an MWD causes can make
it much easier for his guns to hit you.
Not to mention, it eats your cap significantly.
Summary
The Cynabal is a unique ship, as
it’s intended to fight larger prey. It
doesn’t have a cheaper gateway ship you can use to practice an identical type
of flying, though a Vagabond and Stabber Fleet Issue can emulate various
aspects of it. Since the Retribution
expansion, many more ships have drones, which makes flying a Cynabal more
complicated. You have to be very
comfortable with the strengths – and limitations – of flying this ship.
The Cynabal is a ship that can
benefit from dual-boxing either a scout or a Loki booster. Boosts to point range can allow you to fight
right out to the edge of your falloff, making the fight as risk-free as PvP is
in Eve. You need strong nerves and a
good dscan, but this ship is the height of solo PvP. Treat it like it… you need to prove your
ability to fly this ship, or you’ll end up with an expensive loss. But if you fly it well, you’ll be a terror
that even a small gang can’t take down.
FANTASTIC!!
ReplyDeleteno armoured profile? works superbly for me :-)
ReplyDeleteAdding an armor tank would diminish its speed and agility, making it harder to dictate range against the larger ships I hunt with it. I feel like you'd have to adjust the whole strategy to make your targets (likely frigates and tackle?) come to you, instead of using it as a bird of prey.
DeleteWhat type of targets do you fight with your armor Cynabal?
Send me a fit to try.
Deletewhy not auz armor rep with nanites
ReplyDeleteI admit, I've not been able to make an active armor rep ship work, since you can only fit appropriately sized armor reps. The only shield rep fits that work for PvP are oversized (mediums on a frigate, xl on a cruiser or above). My active local armor reps just can't keep up.
Delete