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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, March 14, 2012

Fit of the Week: Fleet Stiletto

I've been flying Tech 2 frigates a lot more lately, so let's go with something quick and fun:

[Stiletto, Fleet Point Stiletto]
Pseudoelectron Containment Field I
Type-D Attenuation Signal Augmentation
Micro Auxiliary Power Core I

Limited 1MN MicroWarpdrive I
J5b Phased Prototype Warp Scrambler I
Medium Shield Extender II
Warp Disruptor II

125mm Gatling AutoCannon II, Barrage S
OE-5200 Rocket Launcher
125mm Gatling AutoCannon II, Barrage S

Small Anti-Explosive Screen Reinforcer I
Small Polycarbon Engine Housing I


First, as posted, this is a very tough fit requiring high fitting skills and a 3% CPU implant.  If you don't have one or the other, consider that rocket launcher completely optional and remove it.  You're not flying a Stiletto for your DPS, you're flying it for your ability to be a tiny, fast-moving point.  As such, it's the mid-slots in this ship that are the most important: speed, point, and MSE.  For my "fleet" inties, I love having both a point and a scram.  If you drop in on a set of targets that are running away, you can orbit one target super-close (one of the new tier 3 battle cruisers, say), while pointing another target.  Call your fleet in, and you get two kills for the price of one.  The role here is very similar to my terrier Taranis fit from last year: you're not solo'ing targets, you're holding them down for a fleet.

As such, the same rules apply: stay mobile, keep your transversal up, concentrate on staying alive.  It's also a smart move not to fire your guns at your pointed target.  Instead, save them for use against any drones that he launches against you.  That's why you're fitting the anti-explosive rig, by the way: it provides further protection against Warrior IIs, which are the Stiletto's real nemesis.  For this reason, you should not upgrade the guns, even if you can: you want the high tracking of the 125s.

Overheated, your speed in this ship will be more than 7000m/s and if you've got Skirmish links operating in system, depending on your skills and whether you overheat (hint: do), your point range will be more than 40 kilometers!  That gives you the option of operating not only outside of enemy point range, but outside of the gun ranges of many ships as well.  Take advantage of this!  The meta Signal Amplifier in your low, combined with a booster in system, will give you a lock range of about 45km and lets you lock just about anything in under a second.  Again, this is a fleet ship.  Once you've got the target pointed, call in the fleet.

Learn how to spiral!  This is a very important skill in a Stiletto or any other fleet interceptor.  Azual Skoll from Agony Unleashed just this year released a new video explaining this technique, and that video is excellent from start to finish.

I know I've covered it twice already, but I want to emphasize it one more time: overheat often in this ship, and carry lots of paste for repairs.  It's a boat that rewards high Thermodynamics skill and smart fitting of those mid slots.  It might be tempting if you have the CPU headroom, for instance, to go with a T2 scram but keep in mind that T2 modules burn out quicker and transmit more heat than T1 modules.  That makes keeping one of your mid slots a meta module a smart move, too.  Whatever meta mod you choose goes next to your MWD since that's going to be putting out a lot of heat.  Synth X-Instinct is also a great thing to carry and use in a Stiletto.

The major downside to the Stiletto is that it's -- by far -- the most expensive fleet Interceptor.  It costs about half again what the other three cost.  But that's for good reason: it's damn good.  Anything that can catch you probably can't kill you.  Anything that can kill you probably can't catch you.  As long as you don't get hit with any unlucky webs or scrams and keep your distance most of the time, you can do the inty's classic job and get away after someone bigger than you lands on the target and takes over the tackling duty.  If you're doing your job correctly and pointing the target at 35-40km (or more), then it's just a matter of flying off your orbit at a tangent at full burn until you're out of the target's lock range.  You don't even need to warp off.

Stilettos have such good acceleration off the line and such good speed that even a well-honed gate camp will find it difficult or impossible to catch them.  As a result, this ship makes an excellent fleet scout in addition to its other duties.  The tricky part will come when you have to decide whether to potentially trade your ship for the target.  If you're the fleet's primary scout, quietly check this with your FC: does he want you to keep something expensive pointed even if it means the death of your ship, or is "stay alive" your main consideration?  Different FCs will have different opinions on this matter.

Finally, this is a great ship to practice evasive tactics with on Sisi.  Fit one up, fly it to one of the free-for-all areas and then test yourself.  See if you can keep the ships in the FFA area pointed without losing your own ship doing it.  A half-hour of this on a busy day on the test server will be more valuable to you than several hours of fleet fights.  You'll learn very quickly what this ship can and can't do.

Point!


All Fits of the Week are intended as general guidelines only.  You may not have the skills needed for this exact fit.  If you do not, feel free to adjust the fit to suit to meet your skills, including using meta 3 guns and "best named" defenses and e-war.  Ships can also be adjusted to use faction or dead-space modules depending on the budget of the pilot flying it.  Each FOTW is intended as a general guide to introduce you to concepts that will help you fit and to fly that particular type of ship more aggressively and well.

9 comments:

  1. As a variant to fleet booster I use a faction point

    ReplyDelete
  2. i'm sorry i just put this in eft and i'm not sure how you get 7000 km/s unless you're in a speed-bonused wormhole?

    ReplyDelete
  3. lol never mind i had my boosting ship at all 0 instead of all V

    ReplyDelete
  4. As a question, why the T2 extender as opposed to a meta 3 extender? It's not terribly pricey (little over a mil) and uses much less CPU (so you can afford to play with some of the other modules, like taking a lower meta DCU saving you around 3mil).

    ReplyDelete
    Replies
    1. You're losing 200 shield HP by doing that. I'd rather trade somewhere else.

      Delete
  5. This is very similar to Podcat's fit, although I prefer his use of a small nos. It allows you do get in close and comfortably keep the scram up under a 'Cane's neuting (and sometimes the long point)

    ReplyDelete
  6. A lot of people have a knee jerk reaction to it, but for fleet tacklers, I tend to not fit ANY weapons.

    The role is to tackle and nothing else, use the CPU and Grid to maximize those things.

    The most common response is that you need guns to shoot drones, but in practice that really doesn't help you very much in 90% of the cases.

    ReplyDelete
  7. Scram without a nos...

    Oh dear.

    ReplyDelete
  8. And for reference;

    [Stiletto, flinty scram]
    F85 Peripheral Damage System I
    Micro Auxiliary Power Core II
    Overdrive Injector System II

    Limited 1MN MicroWarpdrive I
    Medium Shield Extender II
    Faint Epsilon Warp Scrambler I
    Warp Disruptor II

    125mm Gatling AutoCannon II, Republic Fleet EMP S
    Small Diminishing Power System Drain I
    125mm Gatling AutoCannon II, Republic Fleet EMP S

    Small Core Defence Field Extender I
    Small Ionic Field Projector I

    ReplyDelete

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