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eve:pvp:solo_pvp [2017/02/18 16:45]
conscript [Finding a Fight in Null Sec]
eve:pvp:solo_pvp [2017/02/18 16:49] (current)
conscript [Brawlers VS Brawlers / Scram-kiters vs Scram-kiters]
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 Another big change with MWDs is that you get a strong capacitor penalty simply for fitting one, and on top of that using the MWD in itself uses a lot of capacitor. What this means is that both MWD ships get a lot less capacitor to work with at the beginning of an engagement in scram range. This is a huge drawback to capacitor intensive ships that use hybrid and lasers and like to work with a small ancillary armor repairer at the same time: the Tormentor and Incursus which are very effective ships in AB engagements become a lot less potent in this meta, while shield tanked rocket and projectile ships such as the Talwar or the Jaguar get a notable advantage due to their lower capacitor needs Another big change with MWDs is that you get a strong capacitor penalty simply for fitting one, and on top of that using the MWD in itself uses a lot of capacitor. What this means is that both MWD ships get a lot less capacitor to work with at the beginning of an engagement in scram range. This is a huge drawback to capacitor intensive ships that use hybrid and lasers and like to work with a small ancillary armor repairer at the same time: the Tormentor and Incursus which are very effective ships in AB engagements become a lot less potent in this meta, while shield tanked rocket and projectile ships such as the Talwar or the Jaguar get a notable advantage due to their lower capacitor needs
  
-====In-depth look at the Ship Meta====+=====In-depth look at the Ship Meta=====
 In order to look in more depth at the ship meta, and how different ships, tactics and strategies match up in space, the below describes some example ship fits seen in Low Sec PvP. These fits assume fairluy optimal skills, and Tech 2 fits. Other fits may vary, however the broad themes of meta-match ups described below remain the same: In order to look in more depth at the ship meta, and how different ships, tactics and strategies match up in space, the below describes some example ship fits seen in Low Sec PvP. These fits assume fairluy optimal skills, and Tech 2 fits. Other fits may vary, however the broad themes of meta-match ups described below remain the same:
 ^Meta-Type^Example Ship^DPS^Optimal Range^Buffer EHP^Active EHP^Approx Speed (Heated)^Approx Speed (Heated and Webbed)^ ^Meta-Type^Example Ship^DPS^Optimal Range^Buffer EHP^Active EHP^Approx Speed (Heated)^Approx Speed (Heated and Webbed)^
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 |Fast Scram-Kiter|Executioner|175|12km| 2.5k|3.2k at 100 HP/​s|1700m/​s|765m/​s| |Fast Scram-Kiter|Executioner|175|12km| 2.5k|3.2k at 100 HP/​s|1700m/​s|765m/​s|
  
 +====Slow brawler vs fast scram-kiter====
 +Even if the fight starts at 0,1km which would be the best for the Merlin, he would have to apply his full DPS for 20 seconds to break the active tank of the Executioner. Since the Executioner is moving 150m/s faster than the Merlin it would only take him 6,6 seconds to get out of the Merlin’s optimal range, past that point it becomes easier and easier to active tank as seconds into fall-off pass. The Merlin has the choice to switch to Null ammo (which takes 5 seconds) but even then, the fight is going to be a struggle and the Merlin will probably lose.\\ ​
 +
 +Now this was assuming the best possible engagement range for the Merlin, if the fight starts anywhere between 4km and 7.5km, the Merlin cannot theoretically win. This remains only theoretically however, as if either pilot makes a mistake, if for instance the Executioner forgets to apply his web or forgets to overheat his AB for a few seconds, the true result may not match the theoretical calculations here.
 +
 +====Fast brawler versus slow scram kiter====
 +You might think this is opposite of what we just saw, the fast brawler will catch the slow scram-kiter and kill it. However in reality the calculation is more complex. Let’s take the blaster Atron vs rail Incursus match-up for example: if the fight starts close, then the webbed AB Atron is 150m/s faster than the webbed AB Incursus, this means he wil be able apply the entirety of his theoretical DPS by always staying at his optimal range. But a 150m/s different is not nearly enough to orbit at 0 and create big enough transversal velocity to outtrack the Incursus, this means that if the Incursus burns away from you, he will be able to apply his full theoretical DPS to you as well.\\ ​
 +
 +In this case, even though the Atron does more damage, the Incursus is much tankier than the Atron. It takes theoretically 34 seconds for the Incursus to kill the Atron while it takes 38 seconds for the Atron to kill the Incursus, which means the Incursus theoretically wins. Now as the initial engagement range increases, the match-up gets tougher and tougher for the Atron because he first has to catch-up before being able to apply his whole DPS. Even if the fights starts at 4km which is moderately close, the Atron will need to catch up 3km at 150 m/s before applying his full DPS which means he’s going to lose even harder.\\ ​
 +
 +Now once again this is entirely theoretical,​ if the Incursus forgets to overload his prop, he’ll get caught a lot faster, if he forgets to overload his guns or his tank, if he forgets to launch his small drone he might very well lose the DPS race. If neither mess-up but if the Atron has considerably superior turret and tanking skills, he may still win the DPS race too.
 +
 +====Slow Brawler vs Slow Scram-kiter / Fast Brawler vs Fast scram-kiter====
 +In these match-ups, both ships’ tank are going to be pretty much the same and they’ll fly at pretty much the same speed, so these match-ups are usually purely decided by the initial engagement range: If the brawler manages to be right on-top (0 to 1,5km) of the scram-kiter when they both apply scram and web he’ll probably win. If the Scram kiter manages to engage outside 4km he’ll probably win. The player who messes up and forgets to overload the AB or applies his web late is going to lose almost automatically.
 +
 +====Brawlers VS Brawlers / Scram-kiters vs Scram-kiters====
 +These are the only match ups where speed will not be as relevant to actually win the fight, although the fastest ship may still be able to disengage and run away if he realizes he’s losing. In this case the pure damage*EHP ratio will generally win fights. Therefore the most important thing will be to have a good fit, the second most important thing will be to overheat your modules, and the third most important thing will be damage and tanking skills.
 +
 +====Meta-breaking fits in scram-range====
 +There are a few fits that are not going to fit into the calculations above, these can be considered as “meta-breakers"​.
 +
 +===Dual Web Ships===
 +They will be able to completely control range. A dual-web brawler will catch-up to its target quickly and a dual web scram-kiter will be able to exit the range of a brawler in seconds; this makes the initial engagement range largely irrelevant and is great to invade a plex for example.\\ ​
 +
 +The drawback is that you are using one of your mid slots for range control instead of using it for Tanking, which means you are going to be better at countering other types of fits but will struggle more when engaging the same type of ships. A dual web Artillery firetail for example might very well lose to a beam tormentor or a rail incursus in a pure DPS race. Viable dual web turret based frigs include the Firetail, the Merlin and the Slasher.\\ ​
 +
 +Dual web rocket ships are a special case, the dual web Hookbill is very popular but the dual Breacher and Kestrel are also viable dual web frigates. Rockets do not need to track which means you can play as both a scram-kiter and a brawler. You’ll be able fight brawlers by keeping them at the edge of the scram range and you’ll be able to fight scram-kiters by orbiting them at 0 and mitigate some of their DPS.
 +
 +===Tracking Disruptors===
 +This module has two uses: the first, is to decrease your enemy’s optimal and falloff range by half which allows you to basically scram-kite other scram-kiter. The crucifier navy issue is designed around this idea. This might also allow the autocannon TD Slasher which is theoretically a Brawler to scram kite other brawlers. The second use of the TD is to reduce your opponent’s tracking; this is mostly useful against bad brawlers who do not have a web, or generally people with less range control modules than you. The hookbill for example may fit two webs on top of a TD which allows him to get under the guns of other scram kiters by orbiting them at 0.
 +
 +===Neuts===
 +Having a neut or several neuts on a brawler may completely break the DPS race mechanics by turning the opponent’s guns off. This allows the Slasher or the neut Tristan to beat ships that rely heavily on capacitor for their damage and their tank, SAAR hybrid and SAAR laser ships are very popular in the current lowsec meta which makes neuts very powerful.
 +
 +===Dual Repair Modules ("Dual Rep"​)===
 +These are pretty popular ships that rely on a simple gimmick: sacrificing all range control in order to have as big of a tank as possible and win thanks to pure DPS/EHP ratio, this is basically the opposite to a dual web ship. The big difference is that you can’t run away from a dual web ship that counters you, but you can always run away from a dual rep frigate that counters you. Dual rep ships therefore often rely on opponents not attempting to escape until it is too late.\\ ​
 +
 +The Dual Rep Incursus is the most popular fit of this type but the dual MASB Breacher exists too. In order to effectively engage these gimmicky ships you need to stay out of their range and poke them until your opponent runs out of cap booster charges and is unable to maintain its repar modules. If you don’t have the means to poke it without getting hit then you should simply leave and go somewhere else.
 +
 +----
 +
 +=====Solo PvP Beyond Frigates=====
 +Now that you understand how solo mechanics work for small ships, it is relatively straightforward to apply this to larger ships as well.
 +First of all there’s no “scram kiting” a cruiser. The short range variations of medium and heavy guns always hit far enough to work anywhere inside scram-range. Therefore there are only Brawlers and Kiters. A second thing when considering soloing as a cruiser and above is that you must always be able to fight smaller stuff than you. If frigates can easily get under your guns, you are going to get killed repeatedly. This is a huge constraint and it dramatically restrains the range of fits you can use solo as there aren’t that many tools for fighting small ships as a big ship
 +
 +====Kiting====
 +There are very few ships that apply well to frigates outside of scram range and Rapid light missile launchers ships are the undisputed king. The Orthrus is the best at it, but the other RLML cruisers are viable solo ships too: Caracal, Scythe Fleet Issue, Osprey Navy Issue. These are all fast ships that can find good success kiting Frigates and Cruisers alike. Other very specific ships like the scorch Omen Navy Issue or the Phantasm might also be successful as solo kiting ships as their bonuses allow them to apply their damage to small ships relatively well.
 +
 +====Brawling====
 +It is always an option to brawl as a Cruiser vs frigates, destroyers and even T3 destroyers. You’ll mainly rely on Medium Neuts and Webs to fight smaller stuff in scram range but be always be careful, as a brawling cruiser you’re an ideal target for kiting ships.\\ ​
 +
 +A duel between two brawling Cruisers will usually be decided by pure DPS/TANK ratio. Fights might last a while so killing enemy drones and managing capacitor can be critical. Big active tanks will only be good as long as they are not overly capacitor intensive.\\ ​
 +
 +Contrarily to solo kiting, solo Brawling is viable with big ships too, in this case you’ll probably only get to fight several people at once, the general philosophy behind it is that if you can Perma-Tank entire gangs of enemy with a huge active tank and annihilate everything that gets into your scram range, then you’ll be free to MJD away whenever you wish to disengage. The few critical modules to do that are armor repairers/​shield boosters and drugs for active tanking.\\ ​
 +
 +For offense you’ll often want to use Neuts (a medium Neut can instantly empty the cap of a frig from 10km away, a heavy neut from 30km away), Webs, and Target Ppainters. You’ll generally want the highest tracking guns as possible. Afterburners and oversized afterburners are good things to have if you can as they’ll help with the tracking too.
eve/pvp/solo_pvp.1487436334.txt.gz · Last modified: 2017/02/18 16:45 by conscript