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.
You can follow along, if you want...

Thursday, May 22, 2014

Fit of the Week: Arty Rupture

I've been kind of looking through the first 50 or so FOTWs I ever did, concentrating on ones that might need a refresh. After all, most of those are from 2011 and there's been a lot of ship balancing done since then! In addition, increasingly, those old fits are going to have old modules on them where the names don't exist any more or aren't going to take advantage of new modules that have been added to the game.

In that tradition and in honor of a ship and doctrine I mentioned in my Hangar posts this week...

[Rupture, Skirmish Arty]
Damage Control II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer II
Tracking Enhancer II

Experimental 10MN Microwarpdrive I
Large Shield Extender II
Adaptive Invulnerability Field II
Sensor Booster II, Targeting Range Script

720mm Howitzer Artillery II, Tremor M
720mm Howitzer Artillery II, Tremor M
720mm Howitzer Artillery II, Tremor M
720mm Howitzer Artillery II, Tremor M
Drone Link Augmentor II

Medium Ancillary Current Router I
Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I

Warrior II x5
Warrior II x1


As I said, I prefer brawly cruisers but there's certainly something to be said for a longer-range fit. When I started this blog, skirmish tactics were the domain of battle cruisers. Cruisers fought against these tactics by getting in close to their larger brethren, applying scrams, and maximizing transversal. Increasingly though these days, it's the cruisers that are wanting to skirmish and the BCs that want to get in close (if only to avoid getting bombed). The only constant in EVE is change and all that.

So, this or modifications thereof is becoming the preferred fit for an arty Rupture. Let's look this ship from the standpoint of ship fitting theory.

As I mentioned in my Basic Ship Fitting Theory Guide (note to self: you're off the CSM now; finish more guides!), the most successful way to theory-craft a ship fitting is to start from engagement range, then role, then tank. This ship is firmly in the skirmish range, which starts at around 27km and goes to about 70km. The role is DPS, the tank is shield. As a result, you fit from the guns down rather than from the tank up. That means fitting 720 artillery and then figuring out what you need to do to make those big guns fit.

Each takes 223 grid with max skills and your required MWD for skirmishing takes another 150. That puts you at 1042 grid (out of 1075) and you don't have a tank yet. When that happens, you have to start thinking either RCU or Ancillary rig. Eight times out of ten, the Ancillary rig is the right call and so it is here. That gives you the grid you need to fit an LSE (T2 with max skills, otherwise meta4). Then at that point you fill everything else in around that.

Arty ships rely on alpha which means saving your low slots for Gyros and TEs. Start by maxing Gyros out at three. That gives you an alpha of about 1500 damage per ship with Tremor ammo to 60km, and 2600 per ship with high damage ammo to 17km. 720 arty on this ship has 26km fall-off regardless of ammo but you generally want to try to fight in around mid fall-off, so your combat ranges are 30km and 73km. You can get slightly more DPS out of Quake ammo at 8.3km+26km, or around 21km combat range. This ammo is pretty good for structure shoots like POCOs. So the ammos you want to carry are Tremor, EMP, Phased Plasma, a little bit of Fusion and a little bit of Quake.

"Gyros versus Tracking Enhancers" has been a running argument for arty ships for a long time. Generally on this ship you go 3/1. But 2/2 isn't crazy. You only lose about 80 alpha without the third Gyro and you pick up about 8% tracking and 5km optimal with the second TE. In general, I prefer three Gyros on arty ships but if your CPU skills are a bit weak, there's absolutely nothing wrong with that second TE instead.

Either way, your fifth low slot is a DC2. It's unfortunately non-optional and provides a good 20% of your tank. That's wrapped up with an Invul, CDFE, and Anti-EM rig to close the ship's glaring defense hole. Your total tank is 25k EHP before fleet boosts -- not great, so if you have the opportunity to warp off in the face of damage, do so! A good skirmish FC will keep you aligned to a distant point and you can always warp back into the FC and resume your duties if you're alive.

Since your guns can fire longer than your lock range, that means a Sensor Booster. You can technically range script it but that's not really necessary. Run it unscripted most of the time and that will give you about a 90km lock range with a good FC. Carry the Scan Res script for situations where you're fighting close.

That leaves you with a utility high slot and a Drone Link Augmentor is a really entertaining option. It adds 24km to your drone engagement range which nicely matches your drone range with your gun range. Assist your drones to one of your fleet's tacklers so that you can concentrate on locking primaries and timing your volleys accurately.

Volley timing is so important for arty ships so do not ignore it! Fire only on the targets you are told to fire on, when you are told to fire on them. A competent FC will warn you that a new volley is coming, order you to stop your guns cycling with a good amount of notice, and then will count down from three to the next volley on a new target. This maximizes your alpha on the target and therefore maximizes the chances that the target will just vanish. Your guns will be cycling for 7.5 seconds which is plenty of time for enemy logi to do a lot of repairs. So don't let your fleet's volleys be ragged and don't contribute to that! The ideal is that everyone's volley lands on the same server tick, maximizing destructiveness.

Frentix booster is your best choice with this ship, with Sooth Sayer and Drop being decent secondary choices. Drop is particularly good if you mostly fight at kiting ranges (below 27km). Like all cruisers, the Rupture has a bit of a cap problem -- and you'll be pushing it by MWDing around pretty frequently -- so a Synth Mindflood is also a good thing to carry along.

Volley tactics are very entertaining! If done right, you'll shoot once, the target will vanish, and you'll then have 7.5 seconds to lock the next target before that one vanishes. So it's a fast, fun, engaging way to PvP. You also have to be on the ball with movement orders; fleet mobility is going to be very important! But skirmish flying will definitely make you a better EVE Online pilot.

Everyone fire in three, two, one, fire.


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.  

17 comments:

  1. So you can post over way over a 1000 words on a fitting and technique of a T1 cruiser, as Eve burns?

    While all the Ayn Rand acolytes will rush to counter this fact, the game is in trouble, yet people like you ignore the coming apocalypse, or worse, embrace these changes as "good for the game".

    It is madness.

    ReplyDelete
    Replies
    1. I don't think that the likely 10-20% drop in subs will be an apocalypse. It will probably result in another round of layoffs, but CCP needs to lose more dead weight anyways.

      A major loss in revenue now might actually be the best thing for CCP's long-term future. When revenues were growing, CCP expanded too quickly into pie-in-the-sky projects, which had very low prospects for good ROI, and lost focus on improving their core product.

      Now, WoD is dead and DUST hopefully will soon follow it to the grave. Perhaps another slash in the budget will put an end to Valkyrie, as well as any nonsense talk about developing Legion.

      CCP would do better to lose 20-40% of its current staff and concentrate solely on EVE Online. They have the window of opportunity now to extend their lead over upcoming competitors like Star Citizen and crush them utterly before they have a chance to gain a foothold, but not if they don''t refocus all of their resources on only new development and new content for EVE.

      Delete
    2. Ummm

      He's not on the CSM any longer.

      Delete
    3. Ishtanchuk FazmaraiMay 23, 2014 at 6:49 AM

      @Anon 4:14AM: CCP missed the train in 2011, and nothing they can do will save them. They "could" do many things, potentially, but they will rather die wrong than save themselves and stand corrected.

      In a way, it is worth praise that they are determined to die sticking to their guns rather than bow to reality and save themselves.

      But as their guns are not the same as my guns, I just wish them a lot of success in their suicidal enterprise...

      Delete
    4. Piranha, haven't you quit yet?

      Delete
    5. "If morale is better served by my roaming the halls weeping, I will gladly defer to your medical expertise. Excuse me."

      Not everyone believes what you believe. As a matter of fact, hardly anyone believes what you believe.

      Delete
    6. Anon @ 4:14: You realize that Valkyrie is part of the competition with Star Citizen, right? In addition to demonstrating an ability to succeed on the merits?

      There is absolutely no reason for CCP to abandon Valkyrie. WoD, sure, it hadn't shipped in eight years. DUST, yeah; the PS3 can only take you so far. Valkyrie? Legion? You realize that, in a way, they are part of EVE Online, right?

      Delete
    7. "Valkyrie? Legion? You realize that, in a way, they are part of EVE Online, right?"

      When you feel the need to qualify your statement with "in a way", you are pretty much admitting that they are NOT part of EVE Online, except for sharing the same backstory.

      The first problem with Valkyrie and Legion is that they both require full and independent development teams, which CCP simply can no longer afford.

      The second problem is that both projects are highly unlikely to succeed in attracting new players and improving CCP's bottom line. CCP threw their full creative resources behind DUST, only to prove that they are not and never will be a FPS game company. With Valkyrie and Legion, they are thinking they can cut corners and still deliver a viable product - it isn't going to happen.

      Now, if CCP were to cut these projects off, as well as any other nonsensical distractions, they could dump people, save money, and still put more resources on improving EVE Online - which is the smart business plan.

      When your core product is being threatened by potential competitors, it isn't the time to be haring off on wild goose chases for the leprechaun's pot of gold.

      Delete
    8. "CCP threw their full creative resources behind DUST, only to prove that they are not and never will be a FPS game company. With Valkyrie and Legion, they are thinking they can cut corners and still deliver a viable product - it isn't going to happen."

      I think this is the right of it. I played DUST and it isn't very good. I rather doubt that porting it to the PC is going to magically make it a winner.

      The FPS market segment is probably the toughest in the game industry - CCP needs the best people to build a competitive FPS, and they don't have them. They have a bunch of people who *think* they can build a FPS, because maybe they played one, once or twice. If I were wrong, then DUST would have been a much better game.

      Ipso facto, no one can realistically expect Valkyrie or Legion to pull CCP's chestnuts out of the fire.

      Delete
    9. Fixing the underlying code is the first step towards fixing the game. It is also necessary for the purpose of any real means of integration with CCP's side projects. Ship rebalancing, extra ships, skins, these all feel a little hollow because they're content issued to keep the game feeling fresh while the major work gets done behind the scenes.
      There are two real tests coming, and I'm very curious to see their result: Can CCP hold on to the subs while they fix the structural issues that have prevented meaningful feature fixes and expansion to the game?
      Once the structural issues are fixed, will CCP make the correct expansion to maintain interest against the competition that should be launching around the same time?
      That's anyone's guess, but I can't see what different moves they could be making now to appropriately address meaningful competition down the line.

      Delete
    10. Jester's FOTW posts amid much hand-wringing and hair-pulling over changes, about which he has written with equal facility, are a great reminder that the spaceship game still exists and people should try it out.

      Delete
  2. Arty ships don't need much tank. They depend on range and alpha (kill your enemy first) for defense. Add a TC instead.

    The DLA is also not useful, since you should be sporting a flight of ECM drones for the GTFO option, if someone closes range with you.

    ReplyDelete
    Replies
    1. You're so thin that if something successfully tackles you, you're unlikely to survive long enough for ECM drones to do their work, but sure, it's definitely an option.

      Delete
    2. @Jester - with your passive tank, and single flight of Warriors, you aren't going to survive if you get tackled anyways. Your 720's are completely useless at that range and the tackler only needs to concentrate on popping your drones. Your only chance is to break free and run - an ECM module would serve you better than an invul and a neut would serve you better than a drone link augmentor.

      Delete
    3. what about an inertia stabilizer or nano for a quicker warpout , since most of the time that will be your way of escaping when you get primaried?

      Delete
  3. Yeah! FOTW. Love to see your different fits. Keep it up sir.

    ReplyDelete
  4. As much as I like to watch Dinsy rant-off there is a part of me that seriously believes that when CCP started hiring new execs the first thing the Execs did was take a long look-see at the projects and immediately slap Hilmar up side of his head.

    What I see with the abandonment of WOD and the other changes "might", and I say this VERY tentatively the ship dropped all the unnecessary ballast it was carrying and is now going, albeit slowly...in the right direction.

    *fingers crossed*

    As for the Arty Ruppy....still got 2 in my hangar....miss flying them.

    ReplyDelete

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