Welcome to Jester's Trek.
I'm your host, Jester. I've been an EVE Online player for about six years. One of my four mains is Ripard Teg, pictured at left. Sadly, I've succumbed to "bittervet" disease, but I'm wandering the New Eden landscape (and from time to time, the MMO landscape) in search of a cure.
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Wednesday, April 20, 2011

Fit of the Week: Special Boy

[Keres, Special Boy]
Damage Control II
Signal Amplifier II
Micro Auxiliary Power Core I

Catalyzed Cold-Gas I Arcjet Thrusters
Warp Disruptor II
Warp Disruptor II
V-M15 Braced Multispectral Shield Matrix
Medium Shield Extender II

250mm Light Artillery Cannon II, Tremor S
[empty high slot]

Small Anti-EM Screen Reinforcer I
Small Core Defence Field Extender I

Hobgoblin II x1
Hobgoblin II x1


The dice roll this morning came up "Gallente" plus "small gang PvP".  To say that this combination is becoming a lost art is something of an understatement.  I'll grant you, there are a lot of Myrms out there, tons of Arazus, and whole fleets of Proteus T3s.  And I've already done one fast gang tackler, the Taranis.  But I'm in an Empire mood at the moment, so instead of those (and one of each of those will likely be FOTWs at some point), I'm going to share a goofy little Empire war-dec fit, the "Special Boy" Keres.

You can't use bubbles in Empire war-decs, and Empire corp pilots that can fly a tackling Arazu or Proteus are pretty hard to come by.  But the skills for this little ship are routine.  Electronic Attack Frigates need only Electronics Upgrades V trained, and chances are pretty good even your corp's miners have trained that one because it's also a prerequisite for Covert Ops ships.  And while probers are certainly useful, often your corp's carebear players aren't the best scanners, either.  So, if they've trained for the Helios, tell them to spend three days training Electronic Attack Ships up to level IV, then train Propulsion Jamming to IV, then get into one of these.

The gun or guns you fit into the high slot are completely incidental... almost irrelevant.  Hell, find a gun in your rat loot that fits and mount that.  The critical items are in the mids, lows, and rigs.  Your carebears are shield-tankers, by and large, and so this Keres is a shield-tanking Keres.  The MAPC only requires Energy Upgrades II.  The SigAmp is covered by Electronics Upgrades V.  Everything else is both routine and cheap.  There are combat cruisers that cost more than this little tackler, way more.  And most of them require many more skill points, too.  ;-)

This little guy has two jobs.  First, it's one of the easiest ships to get into and fly that is also a superb decloaker.  A know a lot of corps out there have pored over that decloaking guide.  Here's a ship to plug into that guide that doesn't require the skill points of an Inty.  Or alternately, of course, it's a great PvP tackler.  It can sit far behind your heavier DPS ships and tackle two targets at a time.  Get two or three of these ships in your small gangs.

F1 and F2 on this ship become those two Warp Disruptors.  With EAF4 trained, those points reach out more than 33 kilometers.  If you've got a good fleet booster pilot in your fleet somewhere running the Interdiction Maneuvers gang-link (critical for high-sec war-decs) or if the pilot in this ship actually trains over-heating, they reach more than 40... maybe more than 50.  Scram range, if you trade one of the points out for a scram, is over 12, or between 15 and 20km if you have boosts or overheating.  This is a frigate, remember.  :-)  The SigAmp not only greatly speeds locking, it also allows the Keres to lock six targets at long range with Targeting IV, maybe even 8 or 9 if your pilot has also trained Multitasking.

In Empire war-decs, virtually every fight happens on a gate.  So, train your new tackler pilot to burn off the gate as fast as his little legs will carry him, hopefully staying out of weapon range of the other guy's ships.  This works particularly well if enemy corp is using brawler battle-cruisers like Hurricanes (and many Empire war-dec corps do).  As the rest of the fleet burns off the gate to catch the war targets, the Special Boys stay 10-20 kilometers behind everyone else, pointing two targets at a time.  Train them to call out their points!  Train them to run away if they get yellow- or red-boxed!  The Special Boy can out-run all but the most determined Inty pilot.  They can shoot their one little gun at the primary if they want.  They can even get creative and launch their drone, or assign their drone to a friendly.  But their main goal is to keep as many enemy ships as possible tackled.  Even with this going on, the hostiles might not notice or care about the little frigates out there keeping them from running away until it's too late.  The Keres isn't the most common boat.  ;-)

Anyway, you get the idea.  This is a fun little throw-away ship to fly, it performs a valuable service to an Empire small-gang, and requires very few skill points or PvP'ing skill.  It's a great starter PvP ship.  Don't bother taking it into low-sec or 0.0, though.  In those cases, or if the corp that war-decs you is using HACs, this ship is a flying coffin.  But HACs are still pretty rare in Empire, so as long as you don't have to deal with them, this is a fantastic little ship.

You could even use it in your own aggressive Empire war-decs, if your corp is into that sort of thing.  ;-)

3 comments:

  1. Have you actually looked at the fit you're recommending with regards to cap? It caps out in 53 seconds with everything on, 1m43 with the MWD off. And that's with all Vs, hardly noob friendly!

    I suggest changing it to:

    [Keres, Special Boy]
    Damage Control II
    Power Diagnostic System II
    Power Diagnostic System II

    Catalyzed Cold-Gas I Arcjet Thrusters
    Warp Disruptor II
    Warp Disruptor II
    Sensor Booster II, Scan Resolution
    Medium Shield Extender II

    125mm Gatling AutoCannon II, Republic Fleet EMP S
    125mm Gatling AutoCannon II, Republic Fleet EMP S

    Small Anti-EM Screen Reinforcer I
    Small Core Defence Field Extender I


    Hobgoblin II x1
    Hobgoblin II x1

    You lose 500 EHP, but gain increased scan resolution, targetting range, capacitor (lasts 2m22s now with everything on, cap stable with MWD off) and some decent drone defense so you can stay in the fight for longer than the time it takes to set a pack of Warrior IIs on you.

    ReplyDelete
  2. Yep, you're right, and that's also a fine fit.

    In *Empire*, though, fights are remarkably slow affairs because of the preponderance of BCs and BSs. The Keres MWD in this case is either pulsed or used to run away (in which case, the cap-sucking points won't be needed ;) ). For those cases, 50 seconds is plenty.

    Like most EWAR ships, if the Special Boy is attacked, it runs away. It doesn't stay and try to fight, even to fight a flight of drones.

    ReplyDelete
  3. First of all, I'd rather fly Suleiman's fit.
    But no matter which one you choose, drop the mapc. The only reason you need it is because you're fitting the gun. A PDS is sufficient to fit your meds and lows, while at the same time boosting your shields and cap.

    Also, mission runners who are newbs in pvp should probably not fly an EAF. Chances are they will freeze up, warp out too late, or simply get volleyed because they forgot about tracking.

    Gallente small gang for pvp newbs should be rax, vex, or a bc. They are more forgiving, while still being useful.

    ReplyDelete

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