No matter where you go, you’re bound to run into the blob. You have to get used to this; Eve is an MMO,
after all. There are three kinds of
blobs. The first is the O/U blob – the
overwhelming, unpredictable blob, in which you’re swarmed by an
impossible-to-overcome blob of ships that either cynos in or jumps in from an
adjacent system as you’re engaging an enemy 1v1. This can happen any time, and by their
natures are overwhelming.
The second category is the roaming swarm. A single ship jumps into system and tackles
your ratting carrier, only to be joined by fifty of his friends. The solution?
Watch local, stay aligned, and get safe immediately. Otherwise, enjoy the fireworks and pray they
don’t have a bubbler.
The third category is the most interesting: the predictable blob. In these situations, you’re roaming to an
area of space where you know the residents will a) definitely come at you with
superior numbers, and b) tend to fly the same ship(s) all the time. Their behavior is predictable. And in that predictability, you can overcome
the blob and score some nice kills, possibly surviving, but definitely making
it worth your visit.
Now, keep in mind that I’m talking about blobs in relation to solo PvP
– genuine, true solo PvP without boosters or insane implants. And a blob that a solo PvPer can overcome
without that sort of “cheating” assistance is a gang of 2-4 players. Your survivability is dependent upon
recognizing the kinds of blobs that you can successful overcome. If you allow yourself to be blobbed by hordes
of Sleipnirs, you did something stupid or are facing an O/U blob (see point
1). But you can reasonably expect to
take down a couple assault frigates by yourself, and multiple T1 frigates on
your own if you’re crafty. Case in point (note the time on the other Razor guy in this BR… a whole 40 minutes earlier).
For instance, in this post, I
talk about going to fight a small group that I know will bring frigates, and
likely be in the 2-3 pilot range. My
selection of a Sabre was, as it turned out, poor (after all, it died to an AF
and an interceptor). But what sort of
ship WOULD work?
A Mental Exercise
I really got to thinking about what sort of ship could both kill a
group of 2-3 frigates, yet seem innocuous enough to induce those frigates to
attack it in the first place. It would
need the tank to survive a bit of punishment and the ability to apply its DPS
to frigates efficiently, regardless of the range.
It’s not enough to prepare for close-range damage without thinking
about how you could take out a target fighting in point range. Some frigs – the T1 missile frigs come to
mind – fight beyond web/scram range, so you need to be able damage them out
there. You either need to stick to
fighting on gates, so you can burn back and jump through if you’re facing a
bunch of kiting frigs – or be able to apply that damage from a distance.
Yet, you also need to deal with a dual ASB Harpy, which tends to get in
close and punish you with blasters.
Whatever option you go with needs to be able to apply damage close-up as
well, or you’ll find yourself scrammed and webbed too far from the gate as you
slowly die. Of the two, being able to
kill close brawlers is probably a larger concern… long-range kiting means
reduced dps, and as such they don’t pose as much of a threat.
But your ship can’t be too intimidating, either. You want something a pair or trio of assault
frigates feels it can successfully fight.
Your ship needs to be deceptively strong, not overtly strong. As a result, anything T2 in a Cruiser or
above is out entirely, as are T1 BCs or above that go looking for frigates –
anyone with a brain will realize these are likely fit specifically to kill
frigates.
A T2 frigate or destroyer could work, but would you really want to use
an interdictor to take on even one, let alone two or three, assault
frigates? T2 destroyers are generally
weaker than T1 destroyers, “paying” for the ability to bubble. That leaves a frigate of some sort, a T1
destroyer, or possibly a T1 cruiser.
Faction is a possibility, as well.
And a lot of the cruisers you would normally pick (Thorax, Vexor) are so
well-known as frigate-killers that your opponents will simply fly away.
Rejected Options
If the goal is to take on up to 2 or 3 assault frigates, there are two
specific considerations you must keep in mind.
The first is the tank-to-dps ratio.
Is your strategy going to be to try to outlast your enemy, or hit your
enemy with overwhelming force. When
fighting outnumbered, you need to tank their full dps long enough to drop one
of their ships. If you go a tank route,
you’ll have a harder time killing anything at all; if you do, though, you’ll
find that it’s easier to take down two or three, since the incoming dps will be
much, much reduced. On the other hand,
if you go full-gank, you’ll find it easier to kill that first ship, but may
find yourself bleeding armor as you set to work on the second. Going tank will likely put you in an
all-or-nothing situation; going full gank will help you get a kill or two as
you die gloriously.
The other consideration is cost.
Winning the isk war is another way to “win at Eve”. Sometimes, it’s not worth it to kill both
those T1 frigs if you lose your pirate frig in the process. On the other hand, killing an AF with an
Incursus is a great victory, even if you die to his friend in the process.
There are some ships that simply don’t work for either of these two
reasons; either being unable to withstand enough punishment to inflict your
dps, or being too expensive for the task at hand. Some, like the exploration and remote-rep
frigates and cruisers, are obvious choices to exclude. In a fleet, they may serve a purpose, but for
solo roaming they simply fail, fail, fail.
Others require a little explanation.
Likewise, I rejected the Griffin.
Successfully maintaining jams on two ships throughout an entire fight is
extremely difficult under the best of circumstances. Plus, both a Griffin’s damage and tank are
laughable. Likewise, the Crucifier,
Vigil, and Maulus aren’t useful when you’re facing multiple opponents by
yourself. Reducing their tracking speed
or targeting range isn’t enough… they’ll each likely have a web on you, at
which point they can simply approach you and punish you. Don’t get me started on target painting as a
primary “trick”.
The Tristan is a great choice for faction warfare, where you know you
should a) fit an AB, and b) are ahead of the game because of your drones. You can fit a good tank for a T1 frigate, but
you really don’t do enough DPS to outlast a larger group. For FW, it’s a win. For fighting outnumbered, you’d need to meet
a special brand if fools.
Etc. etc. etc… The list of poor ships is endless, but let’s focus on
the suitable options, shall we?
1) EM Hole Dragoon
Small Ancillary Armor Repairer, Nanite Repair Paste
Small Armor Repairer II
Damage Control II
Micro Auxiliary Power Core II
Limited 1MN Microwarpdrive I
Faint Epsilon Warp Scrambler I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Anti-Explosive Pump I
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Hobgoblin II x5
Being a T1 destroyer, this ship shouldn’t be too intimidating. Sure, a destroyer kills a frigate in most
cases, but a lot of people believe T2 is an automatic win button, and
outnumbering a T1 destroyer is enough to win, right? After all, a T2 ship’s tank is much better
than anything a T1 can fit, right?
The deceptive part about this ship is the three neuts it carries. Most people gauge the effectiveness of their tank
based on having their hardeners functioning.
Take that away and native holes become glaring holes. The neuts will quickly shut down the
hardeners of the enemy, his prop mods, his web, his scram… and will also make
it hard for him to use his guns. A
dual-rep ship suddenly becomes a single rep ship with no cap. Once that first AAR cycle ends, it’s dead.
Being a laser boat, you need to pick your targets carefully. Fighting another Amarr, Gallente, or Caldari
AF shouldn’t be a problem. Watch out for
Minmatar ships because of their naturally strong EM resistance and projectile
guns, which require no capacitor to fire.
Between a pair of Jaguars, they should be able to manage their cap
enough to keep one point on you at all times, meaning they’ll eventually wear
you down.
2) Frig Killer Algos
Small Ancillary Armor Repairer, Nanite Repair Paste
Small Armor Repairer II
Damage Control II
Limited 1MN Microwarpdrive I
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I
Light Neutron Blaster II, Null S
Light Neutron Blaster II, Null S
Light Neutron Blaster II, Null S
Light Neutron Blaster II, Null S
Light Neutron Blaster II, Null S
[empty high slot]
Small Anti-Explosive Pump I
Small Ancillary Current Router I
Small Auxiliary Nano Pump I
Hammerhead II x2
Hobgoblin II x3
The strategy when using this ship is to control the range. The enemies you want to face are those who
are either forced to get in close, or who you can convince to do so. Newer PvP pilots, even if they’re highly “skilled”,
are good targets for this type of ship, since pilots new to PvP tend to control
range poorly. This ship does 323 dps
with Blaster Specialization IV and Destroyer V. it combines both drones and blasters to do
that damage, too, meaning that you only lose a fraction of that DPS if you have
to switch to Null ammo. It has a web and
a scram to keep an enemy right where you want him, too.
On the defensive side, the armor resistances are all over 45%, and as
high as 60% for EM, meaning this ship does very well against the Amarr AFs or a
Slicer. Pin them down and kill each in succession. A lot of missile ships tend to fly with
Mjolnir loaded by default, so don’t panic if you face one Algos and one Hawk,
for instance. A rocket-fit Hawk, in
particular, would die very quickly. The
high DPS means this ship is hard on an active tank. I’m even going to try to seek out fights
against a pair of missile ships… the lowered DPS of light missiles shouldn’t be
too much for this ship. We’ll see how
that goes. I can tell you I’ll be
fighting exclusively on gates with it.
3) Blaster Moa
Damage Control II
Magnetic Field Stabilizer II
Tracking Enhancer II
Tracking Enhancer II
Warp Disruptor II
Fleeting Propulsion Inhibitor I
Experimental 10MN Microwarpdrive I
Large Shield Extender II
Fleeting Propulsion Inhibitor I
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Heavy Neutron Blaster II, Void M
Medium Ancillary Current Router I
Medium Core Defense Field Extender I
Medium Anti-EM Screen Reinforcer I
Hobgoblin II x3
When you plug these stats into EFT, you come up with a monster DPS at
close range, but the mean ability to tear up frigates. Looking at those stats, you may wonder why
anyone would fight this Moa. The answer
lies in it’s typical application. Moas
are almost always fit with railguns, not blasters, and most pilots are going to
assume a Moa pilot’s strategy will be to keep range and warp out if anyone gets
too close.
That’s the element of surprise in this fit, playing into your opponent’s
expectations. By all means, start the
fight at range, and try to pull even further away without a prop mod in the
early stages of the fight. Feel free to
fit your blasters with null ammo to keep the long-range illusion up,
encouraging your opponent by how little damage you’ll do. Or, keep the close-range ammo up so your
enemy will see you switch to red-box, and he’ll assume your tracking is too
poor for you to hit him.
If your opponent takes the bait, they’ll swoop in to slip under your
guns, not realizing that your base tracking is 0.13 rads – pretty good for
medium blasters. Once he’s within 13 km,
hit in with dual overheated webs and he’ll grind to a halt in your killing
field. By the time his partner realizes
the mistake, it may be too late for him, too.
4) Battle Scythe
Drone Damage Amplifier II
Drone Damage Amplifier II
Medium Ancillary Armor Repairer, Nanite Repair Paste
Energized Adaptive Nano Membrane II
Damage Control II
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I
Experimental 10MN Microwarpdrive I
Small Capacitor Booster II, Navy Cap Booster 400
Warp Disruptor II
200mm AutoCannon II, Hail S
200mm AutoCannon II, Hail S
Small Unstable Power Fluctuator I
Medium Anti-Explosive Pump I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Hammerhead II x4
Hobgoblin II x1
But wait, Scythes are logistic ships, right? Not in this case. When most people see a logi ship on dscan by
itself, they naturally assume it’s returning from a fleet, and they pounce on
it. They don’t think twice, they pounce. “A logi?
And a T1 logi at that? Let’s
crush it.” And that’s exactly the
thought you want them to have.
This ship has 10k ehp before the rep kicks in. It has a natural 1,375 armor hp. If an enemy pilot checks the ship’s stats, he’ll
see 1100 armor hp. With perfect skills,
that’s 1375. But shield hp is a lot
more, so folks will assume it’s shield-fit – after all, it’s a shield-repping
logi, right?
He’ll think he’s doing quite well as he eats through your shields. Even if he’s taking damage, a shield-fit ship
melts once the shields go down, right? Then
your armor rep hits, which you’re sipping – one cycle at a time, with
auto-reload turned off. The armor rep
does over 800 repair in a single go under nanite power – that’s about 60% of
the overall armor.
When the double-webs hit, he’ll be confused. When you drop four medium drones and a small
one, and they start ripping into him, he’ll be stunned. When the neut caps him out, he’ll be
furious. And once he’s down, his partner
will go quickly too. You’ll turn his
expectations against him three times: by flying a battle logi, by surprising
him by your armor-fit rep, and by smacking him with two webs.
Conclusion?
This post starts with a key word: searching. At this point, these are all ideas, but they
all address the key question when fighting a superior force: What surprise do
you hold in store for your opponents?
Without being able to answer that question, your fight will end the way
all 2v1 or 3v1 fights do (if your ship is predictably weak) or simply won’t
happen (if it’s predictably strong).
I’m going to buy a half-dozen of each of these and bring them into the
field, but keep in mind that finding a few dozen fights in which I’m fighting only
2-3 assault frigs might take some time. If
you have any experience with these fits or additional fits that can meet the
criteria of the piece, feel free to leave some comments detailing those
ideas. Otherwise, I’ll share my results
as I gain them.
Have a nice death.
i thought about what u did with these fits and noticed u fit dualrep ships a lot. im pretty new, but ive had pretty gud fights in this ship so let me know what u think, because u seem to kno what ur doing
ReplyDelete[Dramiel, Dualrep]
Damage Control II
Corpii A-Type Small Armor Repairer
Corpii A-Type Small Armor Repairer
Coreli A-Type 1MN Afterburner
Small Capacitor Booster II, Navy Cap Booster 400
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
200mm AutoCannon II, Republic Fleet Phased Plasma S
Rocket Launcher II, Inferno Rage Rocket
200mm AutoCannon II, Republic Fleet Phased Plasma S
Small Auxiliary Nano Pump II
Small Auxiliary Nano Pump II
Small Anti-Explosive Pump I
Hobgoblin II x3
Nice article but I'm not sure how much an algos benefits from assault frigate V ;)
ReplyDeleteFair enough. I'll fix that.
DeleteTry a 3 LSE, 1 Invuln, no prop RLML Caracal, it easily tanks and kills 3 AF's and is cheap.
ReplyDeleteExcept everyone who sees a caracal thinks RLML immediately. Heavies are so bad right now that almost nobody flies HML Caracals anymore.
Delete