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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, April 6, 2011

Fit of the Week: Solo/Duo Ruppy

[Rupture, Solo/Duo Ruppy AB]
Damage Control II
Gyrostabilizer II
Gyrostabilizer II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I

10MN Afterburner II
Warp Scrambler II
Stasis Webifier II

220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
220mm Vulcan AutoCannon II, Republic Fleet EMP M
Assault Missile Launcher II, Caldari Navy Flameburst Light Missile
Assault Missile Launcher II, Caldari Navy Flameburst Light Missile

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Medium Trimark Armor Pump I

Hobgoblin II x5
Light Armor Maintenance Bot I x1

This one's a classic.  You see some slight variations on this fit (most often in the lows), but this is my favorite solo/paired Rupture fitting.  It's also great for T1 cruiser roams.

The Rupture is far and away the best T1 cruiser in EVE Online.  It's so good that it's actively game-unbalancing.  No other non-faction cruiser can match its combination of gank, tank, and flexibility.  Hell, very few T2 cruisers can.  And faction and T2 cruisers don't cost a few million ISK for the hull the way the Rupture does.  If you're looking to start a PvP career with an inexpensive ship, this is the ship to start it in.  An armor-tanked Rupture like this one is a near-perfect low-sec hunter-killer, particularly in pairs.  Find a friend and get two of these little monsters.

This fitting emphasizes all of the Rupture's natural strengths.  The autocannons provide your basic muscle, and are good out to scram range, which is where you're going to be operating, orbiting at about 8000 meters.  A lot of guys like small neuts in Ruptures, but I prefer the additional DPS from a pair of missile launchers.  The small neuts don't buy you very much, and the Assault Missile Launchers combined with five Hobgoblins and the web do a number on tacklers.  Anything larger, you can orbit with your AB firing non-stop, but you'll want to avoid neut-fit hunter-killers that are bigger than you, most particularly Hurricanes.  Overheat the web and AB if the fight gets to be a bit too much for you and you need to escape.  Also, T1 guns and missile launchers are just fine in this ship until you can use and fit the T2 stuff.

Sticking to low-sec, a MWD won't be as critical (though you can fit one if you like by downgrading the missile launchers to Standards).  The Rupture is tanky enough that it can survive burning back to the gate if you run into a low-sec gate-camp that you can't handle.  An AB also keeps the sig radius of armor-tanked ships low.  For this reason, don't even think about carrying Tech2 missiles for the missile launchers, which increase sig radius.  Stick to faction missiles of whatever type you can pick up the cheapest.  The low sig radius also makes this ship tough to scan down if you have to hide at a safe spot.

The lows, as listed, are a mix of tank and gank.  You can emphasize in either direction.  As shown, this fitting has about 440 DPS, but you can remove the EANM to push it close to 500, or add additional tank which will cut it just below 400.  Hobgoblins add an essential element to this ship's DPS.  The Light Armor drone is useful if you have a friend in an identically-fit ship.  Add a few more armor drones to one ship or the other to boost your repping capability in between station systems.  And if you do pair up, go ahead and fit one of the two Ruptures with the MWD/Standard Launchers combo; he can act as the fast tackler for the other.

Be warned: this fitting is less useful in 0.0, where nano-fit speed tankers like Vagabonds and Cynabals will be quick to catch and kill you.  Small gangs of inties also roam 0.0 pretty freely, and they can make a great deal of trouble for you.

The Rupture is a ship that benefits quite a bit from overheating, so bring along some Nanite Repair Paste; 100-150 units will do.  And stick fairly close to station systems, because -- with some luck -- you'll be needing armor repairs frequently.  Finally, this ship operates best with a 'Rogue' CY-1 implant in slot 6 to boost its speed somewhat.

The best thing about the Rupture is that it's practically disposable for any income level.  Don't be afraid to try stuff in it!  Your investment in this ship is quite low, and the more aggressive you are, the more you will be rewarded.  It only takes one or two good kills in this ship to make undocking in it worthwhile.

Fly suicidal!  ;-)

1 comment:

  1. I love seeing a truly disposable pvp ship. As someone with relatively little pvp experience (and time to play), cruiser and BC (and the occasional frigate wolf-pack) roams are a nice way to ease into things.

    Awesome advice.


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