Let's continue with Rubicon rebalanced ships, and go with something right out of my hangar. I swear this fit is not a troll!
[Hyena, Start Paddling]
Internal Force Field Array I
Energized Adaptive Nano Membrane II
400mm Reinforced Rolled Tungsten Plates I
Limited 1MN Microwarpdrive I
Warp Disruptor II
Fleeting Propulsion Inhibitor I
X5 Prototype Engine Enervator
[empty high slot]
[empty high slot]
[empty high slot]
Small Ancillary Current Router II
Small Targeting System Subcontroller II
When I first started PvPing, I had a love affair going with EAFs, particularly the Kitsune and Keres. I was pretty sure I wasn't a good enough pilot for the Sentinel. But the Hyena, I flat-out dismissed. Webbing people? Target painting them? What freakin' good was that going to do?
I've learned a few things about this game since then. ;-)
The Hyena is now my favorite and most-used EAF. Oh sure, the Kitsune is still stronger, a tackling Keres is great, and I'm still not sure I'm good enough to fly a Sentinel -- that thing is bad-ass. But the Hyena is a working man's fleet tackle frigate extraordinaire. With a point, two webs, and a MWD in the mids, you can now call "point, double web!" on things to almost 30 kilometers range (overheat your point!). That's with no gang bonuses at all. Add some gang bonuses, and those ranges extend out to 40km... 50km if you overheat the webs!
That means if you center yourself up on a gate, you can tackle someone on pretty much any type of gate, including most regionals. Those two webs will knock a 2000m/s burn back to gate down to about 500m/s. That means if your fleet brought DPS, you're now sitting in almost the perfect gate-camp tackler. It's insane how effective this ship is at its job now and the long range of its webs means that in a high-speed high-transversal burn you're quite survivable against whatever is trying to scrape you off them.
Just be careful: your webs are effective and longer-ranged than your point. Put the point on the target first! If you don't, you might do what's called "web them into warp." A pair of webs against a ship attempting to flee into warp will not only greatly reduce the ship's speed, it will greatly reduce the speed needed to get into warp. That means this ship has a fine utility use as well as a PvP use: use it with a pilot in the same corp to get freighters and jump freighters in high-sec into warp much more quickly!
The rest of the fit supports this ship's primary mission. A T2 ACR rig allows you to fit a 400mm plate, greatly increasing survivability and pushing the ship's tank up to 7500 EHP. That's quite good for an EAF! It comes at a cost, though: you'll only have the CPU to fit an IFFA, and those are expensive. Grimace and fit the thing. It's worth it to have the range of the T2 point. The EANM buffs your resists nicely and makes you a decent rep target but you have a hell of an explosive hole so be very wary of Warriors. Fortunately, Warriors won't be able to alpha you so if you see this threat coming, call for reps right away (if you have them) or warp off.
Your working speed is about 3400m/s which is quite good against anything but a dedicated tackler and your webs provide excellent self-defense against those. Align time is five seconds, which is sufficient to keep up with cruiser gangs which is what this ship works best with. And the T2 Targeting System Subcontroller reduces your lock time on most targets to under two seconds. Not very much is going to get away from you...
Want to really be effective in terms of lock time? Talk someone in the fleet into bringing a Remote Sensor Booster with a scan resolution script and pointing it at you. ;-)
Even with the sig radius bonus, X-Instinct booster is a good fit with this ship. Unfortunately, your sig will bloom to 200m while under MWD which is pretty substantial. I usually go with a Standard X-Instinct and pray for the armor penalty not to hit. But even Synth X-Instinct will help a little. It's critically important to keep that transversal up regardless, though! If you have the ISK for it, Quafe Zero instead of X-Instinct is a great choice: both the extra speed and the faster lock time will directly support your primary mission.
You don't have the fitting space for guns so if a drone cloud comes after you, call for reps and/or warp off! But an extended battle is not really what this ship is about. This ship is for guaranteeing that a gank fleet or a gate-camp fleet will pull down targets. And for that it's effective and great fun!
Point, double web!
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.