Some time ago, I wrote about the fun of playing Eve with my wife. Her knowing about Eve and Eve mechanics has
some hilarious side-effects. For instance,
when I was trying to explain a Marketing presentation I was putting together, I
compared social media for our particular industry to a shield boost
amplifier. For a few months, she’s
called targets for managing our children the same way ECM pilots coordinate (“Jam
the baby, she’s painting with pudding. I’ll
primary the toddler.”).
After a particularly hard day with the kids (one screaming non-stop for
no reason, the other one throwing tantrums because we threw away a plastic
Dixie cup she grew attached to), she’s been known to say, “Today felt like
TiDi.” And when I’m roaming while we
watch watch something like “So You Think You Can Dance”, she trolls me when she
looks over and sees no modules beside my S/A/H/C wheel. “Ha ha, you died again.”
One of the other side effects is that she takes an interest in Eve, and
in embarrassing me whenever possible. I
tolerate this because I love her.
Thus, the Roving Guinea Pig was born.
The Rise of the Roving Guinea Pig
I’ll talk about things I write on this blog with my wife. One of the things I mentioned was the early
ideas behind a post I wrote about surprising your opponents. So, when my wife saw me craft a few trial ships for PvP,
decided she wanted to do the same. Very quickly,
she decided she was going to build an embarrassing lossmail.
My wife knows enough to make her dangerous, but she isn’t so fully
indoctrinated with the Eve fitting meta that she would immediately reject any
idea as stupid. She has knowledge and
intellectual curiosity, without even a hint of bitter vet syndrome.
I did set some guidelines on the fitting, though. I wanted to gain some information out of the
fight that would eventually kill me, so I insisted on an MWD (I’d be using it
in null primarily) and that she pick either shield or armor tank.
Other than that, she could do what she wanted. Off the bat, she liked the sound of “battlecruiser”
better than any of the other ship types.
After all, it had “battle” right in the class. As we’re heading to the shore next week, she
was naturally pre-disposed towards “Hurricane”.
Great… we have a ship. The first
thing we had to do was name it, of course.
I first rejected some of the obvious joke names – I didn’t want anyone I
fought to immediately know it was… oddly fit.
So she settled on Roving Guinea Pig, for obvious reasons. Right…
In fitting the ship, she preferred missiles for range, so we started
with a full rack of missile launchers.
Does she want close-range missiles or long-range ones? “Long range, just because.” Okay, so we go with heavies. We have four more high slots… what should we
put in them? “More weapons, of course!” So she has me add some 220s for maximum
tracking.
I should point out that my wife is descended from Cossacks, so she instinctively
recognizes one of the tried-and-true principles of Eve… if you’re looking to
hunt someone, you should prefer gank to tank.
Gank will allow you to kill targets faster. Tank will only cause you to die more slowly. If you need that extra 10-20% of your tank,
you’re probably already dead anyways.
You’d likely have been much better fitting extra DPS in the form of
Gyros, Mag Stabs, Heat Sinks, BCSes, or DDAs.
Why is this a good idea? If you’re
blobbed, no amount of tank is going to save you; the incoming dps will
obliterate you whether you’re at X ehp or 1.4X EHP. If you’re facing 2 ships, they have to take
time to whittle you down. In this scenario,
you need to kill one ship as fast as possible, to reduce total incoming
dps. If you’re only doing 200 dps, you
may not be able to kill your first target until you’re nearly dead, which means
you’re taking 100% of the enemy dps that whole time. If, on the other hand, you can fit a damage
mod and do 250 dps, you can take your first target down much faster, reducing
incoming dps to 50% of the total enemy dps much sooner. That could mean the difference between taking
your first target down and chasing the other off or killing it and dying
shortly before or after killing that first ship. Killing your enemy quickly is always
preferable to dragging the fight out longer, particularly when fighting
outnumbered.
So, she gets this point. She’s
seen and learned just by watching.
Impressive. We’re at a ship with
three launchers, four guns, a 10mn MWD, and a DCII (sort of standard issue for
any larger ship). Moving on to the mids
next, she adds a warp disruptor – I discouraged her from the faction disruptor,
namely by refusing to let her fall into the “bling is better” camp – and decides
to add a trick in the form of two tracking disruptors. Combined, they can reduce the tracking or
range of a target’s guns a bunch (about 80%, if I recall correctly). Regardless of the amount, a ship won’t be
doing any sort of damage at all without those guns.
In the lows, she starts to realize some of the issues with this
fit. She has guns, she has missiles, she’s
dedicated herself to an armor tank (since the mid slots are used up), so she
decides to bonus all the things. EANM
for resists, a 1600 plate for buffer, a DDA for drone damage bonuses, a Gyro
for projectile damage, and a BCS for the missile damage. Add in ammo and drones for flavor, and the
soup is done. The Roving Guinea Pig is
done.
Analyzing the Fit
Some of you may be saying, “So… what’s wrong with that fit?” And, in truth, this fit sits somewhere
between a comic fit and a serious fit. Part
of it may be my fault – I required an MWD and armor or shield tanking, so I did
push her more towards “reasonable”. I
think I’m going to let her go hog-wild next time. I could see people in null-sec flying around
in a ship like this.
That’d be a mistake, though. For
starters, a Hurricane is bonused for projectile damage, so projectile weapons
HAVE to be your first choice. You absolutely
need to fill up every turret slot with guns first and foremost (this fit left
one slot on the table unused). You can
make a case for 220mm autocannons vs. 425s, but you need guns.
An MWD is usually a must for low-sec.
But that exposes you to another question… if your MWD is shut off, it likely
means an enemy ship is in within 10km: how are you going to deal with
that? Popular options are webs and neuts
to slow down anything that tries to slip under your guns – a webbed, fully
neuted interceptor is a dead interceptor.
Now, the problem of light tackle is mitigated somewhat by the missile
launchers, but an interceptor under MWD can outpace much of the damage from
missiles, if not avoid them entirely, if the pilot is extremely skilled and his
ship is fast enough.
The mids aren’t really a problem; two tracking disruptors and a point
suggest that this ship is meant for taking on turret ships equal to or larger
than it. If you can keep some range, you
can do very well, particularly against blaster ships. So, the mids get a passing grade, as they
include a “trick” in the form of unbonused TDs that can effectively cancel any
incoming DPS from turrets.
The lows, though, are unfocused.
DCII is critical for anything with a decent amount of hull HP (cruiser
or above, certainly), but trying to bonus both missiles and guns splits the
effort and puts that 10% bonus for missiles on an unbonused weapon system. On a fit meant to be intentionally bad, this
is fine. But on your fits, don’t do
it. On paper, it may seem as if avoiding
the stacking penalty by having a full 100% of the effect applied to both
missiles and autocannons is smart, but when you add in the fact that the missiles
are unbonused, it tips the idea of splitting your damage mods into the category
of “suboptimal”.
The Fall of the Roving Guinea Pig
Looking at the ship she gave me, I decided that it’d be smarter to
fight larger ships than smaller ones. I
honestly didn’t have a way of responding to small targets, so I hoped for a
ratting target or something I could take out.
With Razor based in Vale next to Geminate right now, I realized I could
finally do what I always wanted to do – kill Guristas ratters with their
focused kinetic resistance profile.
So I made my way the 20 jumps to the BWF-Oijanen gate at the end of
Geminate, stopping along the way to warp to anoms when I found neuts in
system. Guristas Forsaken Hubs are the
only way to go; Havens or Sanctums would have ships I’d be unable to kill in my
Guinea Pig, and the rest of the anoms are suboptimal ways of making isk. But, I’d invariably find that everyone safed
up the moment I entered local. I even
made my way back without incident. Very
disappointing.
A couple nights later, I decided I wanted to have some fun with the tank-of-the-month:
hull-tanking. This recently turned from
being a hilarious joke to a surprisingly effective and surprising tank
choice. I took the Guinea Pig to BWF-
and decided I’d stow it near Oijanen, then hoof it in a pod to Jita to buy
one. If I got in a fight on the way, so
be it.
The trip out was uneventful, but as I returned with my new hull-tanked Brutix
Navy Issue, I stowed it one jump out from Oijanen and committed myself to
losing my Guinea Pig, no matter how long it took.
Ironically, jumping into Oijanen, I saw – of all things – a Brutix Navy
Issue sitting on a gate. I thought it
was strange to see the very same ship I just bought on the gate, and I
immediately started attacking it.
This was a rookie mistake. I
forgot I was in low-sec, so I took sentry gun damage. However, the shields and armor were dropping,
but not so fast that it indicated I was facing a hull-tanked BNI. I was still in shield with an armor tank, and
my tracking disruptors were doing well at mitigating the damage from the BNI,
but I was taking gate guns. I could take
this guy down and would have plenty of time to warp out.
Then the second Brutix Navy Issue landed on grid and began attacking
me. Now my shields and armor melted rapidly,
and before long, the Roving Guinea Pig died a quick death.
Going Back For More
Feeling that the addition of the second BNI and the gate guns
definitely made the difference in that fight, I popped one system over and waited
out my GCC as I switched to my new hull-tanked Brutix Navy Issue. I was hoping they’d think, “Two BNIs beats
one BNI” and engage me, at which point I could melt these armor-tanked BNIs
easily.
Once my GCC ended, I warped back to the gate and – conveniently enough –
both the BNIs were stil sitting on the gate.
This time, I waited for them to aggress me. When they did, I started biting into them,
and noticed that the first BNI’s shield and armor were dropping much more
rapidly. “Ah,” I thought, “the gate guns
are making all the difference.”
And then I ran head-first into his hull. Which didn’t budge.
I knew instantly that he was, in fact, hull-tanked, and that I was, in
fact, dead-to-rights. My only option was
to de-aggress, which I did as soon as my drones responded to my recall
command. With the tank on a hull BNI, I
had no problem slow-boating it under scram back to the gate; I just had to wait
out my aggression and jump to safety.
But I was dual-webbed and dual-scrammed (one from each BNI), and they
knew all about bumping.
I watched helplessly as I was kicked 5km off of the gate, only to
slowly burn 2km back while they lined up their next bump, at which point I was
kicked away again. My aggression came to
an end, but I was losing the race to the gate.
All that remained was to wait the interminable time as they chewed through 86,000 hp over the
course of two minutes. That’s about
215,000 ehp.
Why didn’t I realize the Brutixes were hull-tanked earlier? There were two reasons. First, I hadn’t come across many hull-tanked
ships in my previous battles, and I felt it was still a new enough meta that
the chances of coming across hull tankers was somewhat low. Even with them both flying ships that are
ideal for hull-tanking, I simply didn’t think hull-tanking was a well-enough known
“thing” yet.
But, secondly, I judged a hull tank based on the damage my Roving Guinea
Pig was doing to them during the first fight.
I was applying the lessons I learned about Hurricane DPS from my usual
Hurricane fits – which do about 800 dps – to the RGP, which was at about 550,
and I misjudged how much damage I was doing.
Put simply, the BNI was holding up so well not because he was
armor-tanked, but because I was doing a lot less dps.
Had I avoided taking gate guns by waiting for the BNIs to engage me
first, I would have ran into the hull during the first fight, and realized that
they were hull-tanked without having to enage with my Brutix. But, as it was, I went down too quickly to
really learn what I needed to learn with the Roving Guinea Pig.
I suppose I did manage to learn lessons from the Roving Guinea Pig even
in its death… don’t apply your knowledge about what kinds of damage a ship
class does – always be aware of what dps your specific ship fit does. And when you come across a ship type that is
best at a particular role, particularly a trendy role, always expect that
trend, even when you think it’s too new to be well-known. Trends catch on like wildfire. All it needs is a week and all of New Eden
will be playing with a new toy (and hull-tanking is definitely more than a week
old). That, and gate guns, man. Gate
guns.
But as to flying a ship my wife fit… I’d totally do it again. The Zombie Guinea Pig will fly again. And this time, I’m going to be hoping for
bat-shit crazy.
No comments:
Post a Comment