Posts Tagged ‘ Ship Fitting ’

Neglected Eve PvP Tools

Two useful yet neglected Eve PvP tools:

Eve Combat Log Analyzer. This displays useful PvP stats that you can use after a battle to analyze how your weapons (and your enemies’) performed. Regrettably, this tool has not been under development since 2006, but you can download a working Dominion version here: Combat Log Analyzer 0.17. If you are a developer, please help update and improve the log analyzer. The Eve community would benefit greatly from it.

EFT Ship Creator. This allows you to create custom ships in EFT, useful for testing upcoming ships (e.g. in December I used it to analyze the effectiveness of faction ships in Dominion) and messing around with special ships (how powerful is the Eidolon?).

Destroyer Love

Destroyers and solo PvP. All (competent) PvPers believe that those two words do not belong in the same sentence. With the exception of the Thrasher, destroyers are horrible for solo PvP. Due to their lack of speed, tackle, and tank, they are unwieldy and very vulnerable to larger ships. And of the destroyers, the very worst is the Coercer, the miserable Amarrian destroyer with no speed, only one mid slot, and so little fitting capability that even a Rifter tanks better than it. Encounters with Coercers frequently go something like this:

*Dscan*
“Curse, Hurricane, Phoon, Coercer …HOLY S%#T! COERCER?!”
*Dscan spammage, warp to belt*
“LOLZ he’s killing a rat 3km away. OMG ROFLMAO NUB.”
*Scram, F1-F8, sit back, relax, eat popcorn, pod, loot, warp out, laugh in local*

If you are a PvPer and you have never thought “haha this will be an easy fight” upon seeing a Coercer alone in a belt, you need to retake Ships That Suck at PvP 101.

So at first it would appear that this means the Coercer is useless. However, it actually makes enemy behavior quite predictable. In PvP, it is hard to determine exactly how an opponent will think. But with the Coercer, an enemy’s thought process is transparent and predictable. Pilots tend to be overconfident about engaging; even a timid carebear would not hesitate to attack a Coercer ratting alone in a belt. This foreknowledge of an opponent’s thoughts is a tremendous advantage.

Enter the Coercer of Powah, a solo PvP Coercer:

[Coercer, Coercer of Powah]
Damage Control II
Tracking Enhancer II
Heat Sink II
Heat Sink II

J5 Prototype Warp Disruptor I

Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S

[empty rig slot]
[empty rig slot]
[empty rig slot]

The concept is quite simple. The Coercer simply acts as a honeypot. Any T1 frigates that fall for the bait will be crushed, as the Coercer has ,000 EHP and 200+ DPS (with Multifrequency), it can easily crush any T1 frigate. Although it lacks tank, most pilots do not disengage until they are critically damaged (in structure or low armor). And while they burn away to get out of point range (24 km overheated), you can get excellent hits due to their lack of transversal.

Despite having very poor skills (Destroyers I, Small Pulse Laser Spec I, etc.), I have been quite successful. Several Rifters have died quickly. My most exciting fight was with a dual-propulsion Dramiel; I died while he was at 10% structure. The pilot told me afterwards that he had no damage control, so one more volley from me would have killed him. If I had trained my skills higher and used faction frequency crystals instead of cheap T1 crystals, I believe that he would have lost. Oh well.

Although inferior to the Thrasher, the Coercer is still quite fun to fly. My only problem is that it is very difficult to find solo PvPers in lowsec any more. Much of the time I simply warp out; no point in fighting a 10+ man blob.

The Maller Guide

PDF Version.

The Maller is an Amarrian T1 cruiser with a 6/3/6 slot layout and a 10% bonus to Medium Energy Turret capacitor use and 5% bonus to all Armor resistances per level. Due to these bonuses and slot layout (and lack of drones), the Maller is essentially a cruiser-sized version of the Punisher. As a result, its fitting and fighting style is remarkably similar to that of the Punisher (you may want to read the Punisher Guide before continuing).

Fitting

The Maller’s key distinctions are its phenomenal endurance and slightly-larger-than-average capacitor and powergrid. Its endurance comes from its 6 low slots (compared to the Rupture, Omen, and Thorax’s 5 lows and the Caracal’s 5 mids) and its armor resistance bonus. The Maller’s 1,500 GJ capacitor is the largest of the cruisers; the Moa, which has the second-largest cruiser capacitor, only has 1,375 GJ. In addition to this large capacitor, the Maller also has the most powergrid: 900 MW as opposed to the Rupture’s 860 and Thorax’s 820. Although these distinctions may initially seem insignificant, they are crucial to fitting the Maller.

As with the Punisher, a Maller fitting starts with the low slots to take advantage of its bonuses and distinctions. The Maller is a very slow ship (especially with armor plates) and also has poor damage (no drones and no damage/rate of fire bonuses), so speed and weapons upgrades modules in the lows are a waste of slot space. Thus the low slots are best dedicated to armor modules, which capitalize on the 5% bonus to armor resistance per level.

The Maller’s large capacitor enables it to active tank quite effectively, and its large powergrid and resistance bonus also facilitate a fearsome buffer tank. The types of tank differ in that an active tank focuses on armor repaired per second, while a buffer tank focuses on increasing EHP (effective HP; the net amount of damage you can take before you pop). For both types of tanks, a Damage Control II is helpful, as the Maller has plentiful low slots and a Damage Control’s resistance bonuses do not suffer from stacking penalties. T2 equipment, while not mandatory, is immensely helpful, as the extra 5% here and there really boost its survivability. Armor plates are the only exception to using T2 modules, as meta 4 (Rolled Tungsten) plates add less mass to your ship than meta 5 (Steel II) plates (thus your maneuverability improves).

Choice of modules for the three mid slots is fairly restricted. For PVP, you must fit a warp disruptor/scrambler in one of the slots. A disruptor has longer range, but a scrambler works better as it turns off a target’s MWD. Due to its slow speed, the Maller is a poor tackler – even if you fit a warp disruptor (24km range), your opponent can easily escape if he is outside web range (11 km).

The other two mid slots can be fitted in several ways. For active tanks, one of these will usually be a cap booster and the other a stasis webifier or afterburner. For buffer tanks, most fit an afterburner and stasis webifier, but dual stasis webs can be stunningly effective. Not only do webs require less capacitor and leave more powergrid available for other modules on the ship, but they also allow you to successfully engage frigates (it also allows the use of T2 close range ammo). The drawback to this is that tackling is more difficult.

In the high slots, you can theoretically use energy turrets (lasers), hybrid turrets (blasters/railguns), or projectile turrets (autocannons/artillery). However, projectile turrets deal lackluster DPS, and the fact that the Maller rarely suffers from capacitor shortages negates projectile turrets’ largest advantage. Thus, unlike on the Punisher, projectiles are a poor choice. Choosing between hybrids and lasers is a slightly more difficult choice, as hybrids have more DPS and better tracking, but lasers ultimately are better. Not only do they have better range (essential for a ship that cannot easily dictate engagement range) and less capacitor use (but only for medium energy turrets – small energy turrets use twice as much cap as blasters), but lasers also use less CPU (the Maller has very little CPU).

Fitting five turrets in the turret hardpoints still leaves one free high slot. The only practical module to fit here (excluding a Salvager) is an energy neutralizer or nosferatu. The key difference between the two is that a neutralizer takes away both your cap and your target’s cap at a fairly even rate (you lose a bit less cap), while a nosferatu only drains your target’s cap if it is higher in percentage than yours (so if you have more cap than they do, it does absolutely nothing). A nosferatu also drains far less cap from the target (a Small Nosferatu II removes 9.6 cap; a Small Energy Neutralizer II drains 54 cap) and requires slightly more CPU (15 vs 10) and powergrid (10 vs 9).

For the Maller, neutralizers are a better choice. You have a larger capacitor, so nosferatus are not as effective against other cruisers (and useless against frigates). In addition, it helps disable active tanks, which is very useful since the Maller has low DPS (even less than some gank frigates). In addition, unlike with the Punisher, managing the neutralizer is quite easy.

Suggested Fittings

Here are some fittings for the Maller.

PVP – Active Armor, Pulse

PVP - Active Armor, Pulse

[Maller, PVP – Active Armor, Pulse]
Damage Control II
Medium Armor Repairer II
Medium Armor Repairer II
Energized Adaptive Nano Membrane II
Adaptive Nano Plating II
Heat Sink II

J5b Phased Prototype Warp Scrambler I
X5 Prototype I Engine Enervator
Medium Capacitor Booster II, Cap Booster 800

Focused Medium Pulse Laser II, Amarr Navy Multifrequency M
Focused Medium Pulse Laser II, Amarr Navy Multifrequency M
Focused Medium Pulse Laser II, Amarr Navy Multifrequency M
Focused Medium Pulse Laser II, Amarr Navy Multifrequency M
Focused Medium Pulse Laser II, Amarr Navy Multifrequency M
Small Energy Neutralizer II

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I

This dual-repped Maller can tank 370 DPS while dealing 221 DPS. The neutralizer can paralyze frigates, but is less effective against cruisers, particularly if they have a cap booster. The active tank suffers from an inability to tackle effectively, as a cap booster is required to keep the reps running. A heat sink is used due to the fact that stacking penalties make a third resistance module less effective than increased DPS.

PVP – Armor Buffer, Pulse

PVP - Armor Buffer, Pulse

[Maller, PVP – Armor Buffer, Pulse]
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I
Reactor Control Unit II

Warp Scrambler II
X5 Prototype I Engine Enervator
X5 Prototype I Engine Enervator

Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Energy Neutralizer II

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

This buffer tanked Maller has 85,395 EHP, as large as some battleships’ tanks. The dual webs and scrambler allow it to pin down targets so effectively that even Conflagration frequency crystals can be used (T2 crystals decrease tracking speed). Many frigates engage Mallers due to the fact that they lack a drone bay, but this fit is deadly for them. MWDs are turned off by the scrambler, and afterburners are not fast enough to counteract the dual webs. Once a target is tackled, there is virtually no escape. The Medium Neutralizer on this setup increases the deadliness of this fit, proving fatal for all frigates and cruisers without a cap booster. At 158 DPS, the damage this fit produces is not very substantial, yet the large buffer easily compensates for this.

PVP – Bait

PVP - Buffer

[Maller, PVP – Bait]
Damage Control II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II
1600mm Reinforced Rolled Tungsten Plates I
1600mm Reinforced Rolled Tungsten Plates I

Warp Scrambler II
X5 Prototype I Engine Enervator
X5 Prototype I Engine Enervator

Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Medium Pulse Laser II, Conflagration S
Small Energy Neutralizer II

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

This fit is a slight modification of the armor buffer fit presented earlier, replacing the reactor control with another Energized Adaptive Nano Membrane and downsizing the medium neutralizer to a small. These changes make this fit best used in a fleet as bait, as the small neutralizer is not powerful enough for solo work while the increased EHP (85,395 to 98,261) can be very helpful while the fleet is warping in. With bonuses from a fleet commander and a full set of Slaves, this fit can reach a stunning 160,761 EHP – more than the average T1 battleship. With that much EHP, even a gank-fitted battleship with 1000 DPS would take 2m 40s to kill a Maller with this fit (and do not forget that large guns and drones will have trouble tracking a cruiser).

Targets

The Maller can kill all T1 frigates, destroyers, and cruisers, but avoid range-fitted ships.

Tactics and Tips

It is difficult to make mistakes while flying the Maller. Simply overheat your mid slots when tackling, get close to the target, activate the turrets, pulse the neut, and overheat the turrets as required.

Keep the fight simple. There is no need for fancy tactics. Reduce the target’s options with your webs, scrams, and neuts, and make sure you stay in range. Many pilots have very little experience with fighting Mallers because few people fly it (the Arbitrator and Omen are considered to be better). As a result, they often underestimate the Maller – most enemies will blunder right into web range, allowing you to pounce on them.

Remove drones from the equation. Against drone-dependent ships like the Vexor and Arbitrator, web and kill dangerous drones before returning your attention to the target. For example, if a Vexor pilot deploys Hammerhead IIs, kill them before fighting the Vexor. Because most Vexors only have one flight of medium drones, this will force your opponent to use small drones. It is going to be a long fight (on average, around 5 minutes against cruisers), so reduce their DPS as much as possible.

Enjoy the fight. Think of the Maller as a Venus fly trap. Snare your opponents, then leisurely crush and digest them. Watch with satisfaction as your luckless victim slowly come to the realization that he is dying and escape is impossible.

Punisher Guide PDF

Blipmusic, who made the Piloting Savviness PDF, has also made a PDF of the Punisher Guide. Download it here: Punisher Guide PDF.

Having Fun in Eve Online

Logging into Eve last week, I began wondering what to do. Lowsec was too blobby for effective solo PvP, missions were dull, ninja salvaging was too much work…I found myself sitting in a station, listening to the annoying, omnipresent choirs at Amarrian stations and practicing the fine art of ship spinning. So after disabling “Load station background” in the settings (to stop myself from ship whirling and twirling), I set out to keep myself preoccupied in Eve.

The Ship Quiz

Eve@phase’s Ship Quiz was not only fun, but it was also productive. I got 85%. I learned that a Skiff is an exhumer (not a T1 mining barge), a Rhea is a Caldari jump freighter (never seen one before), and a Vargar is a Minmatar Marauder (I don’t recall seeing one – it certainly is not as popular as other marauders). Aside from the Vargar, the results seem to show that I am not too familiar with the industrial/carebear aspect of Eve.

Ooh, Pretty Laz0rz

With ship spinning no longer an option, I decided to run a level 4 mission in an Abaddon. Halfway through, I got bored, so I went back to the station, and put various frequency crystals in my guns. The pretty colors kept me sufficiently entertained for me to finish the mission.

Pretty Laz0rs_1

Pretty Laz0rs_2

Concordoken-ing Remote Reppers

With the mission done, I wandered over to a trade hub to fit out some new PvP ships to replace the ones I’d lost. Then I saw this in local (name changed):

RR_Guy > anyone need armor?

I grinned ecstatically and quickly fit an Executioner (40k ISK) with 1 Gatling Pulse Laser I (3K ISK) and the first frequency crystal I found in my hangar. Then I undocked.

00sage00 > RR_Guy, i need armor
RR_Guy > no you dont!
00sage00 > in 1 sec i will
RR_Guy > XP
RR_Guy > who are you aggroed to? lol
00sage00 > i’m stealing the can
00sage00 > D: no rep?

RR_Guy kindly started repping me. But I didn’t steal the can. I didn’t pewpew another player. I didn’t get any aggro. I shot Concord.

I instapopped. RR_Guy, guilty of assisting me in criminal acts, exploded seconds later.

RR_Guy > god damnit
00sage00 > rofl
RR_Guy > sage just caused his corp a few war decs

(A week later, I still don’t have a wardec :[ )

I redocked, and began preparation for yet another fiendishly fun Eve project:

The Attack of the Industrials

Various PvP industrial fits have been floating around on Battleclinic, such as this “Battle Bestower”. I wasn’t very impressed; the fits were quite weak. Was the Bestower the best PvP industrial out there? Or was there something better? I started to compare stats.

Top Four PvP Industrials (the Sigil was a close fifth)

Stats Mammoth Bestower Badger II Iteron Mark V
Powergrid 80 70 80 85
CPU 750 750 1000 850
Slots 2/5/4 2/4/4 2/6/3 2/5/5
Speed 110 125 115 110
Tank HP 1094 1173 548 1368
Capacitor 562.5 687.5 625.5 750
Sensor Str. 8 9 13 12

According to the chart, the Iteron Mark V had the best combat potential. With this newfound knowledge, I created a mindbogglingly amazing fit for such a formidable combat beast (Battleclinic):

[Iteron Mark V, Iteron Mark V: THE BEST PVP Industrial]
Small Armor Repairer II
Small Armor Repairer II
Magnetic Field Stabilizer II
Energized Adaptive Nano Membrane II
Energized Adaptive Nano Membrane II

1MN Afterburner II
Warp Scrambler II
Stasis Webifier II
Small Capacitor Booster II
Small Capacitor Booster II

Light Neutron Blaster II, Caldari Navy Antimatter Charge S
Small Energy Neutralizer II

Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I

Stats
6,980 EHP
70.6/61.8/61.8/47.2 resists
127 hp/s repaired, 153 hp/s repaired with heat
Cap stable with neut off, 8m 12s with neut on
45 DPS, 51 DPS with heat, 101 alpha
183 m/s

So what’s so amazing about this fit? Not only is this ship better than any other industrial, it’s also better than T1 frigates. This dual-repped ship has a tank stronger than that of any T1 frigate, and is cap stable with the cap boosters.

DPS is a bit low, but that’s ok. Active tanked frigates will have their cap neutralized, so they will slowly go down. And buffer tanked frigates will also die.

Here’s an example: a cookie cutter active tanked Rifter has 3,686 EHP against your blaster’s damage (5.75 thermal, 8.05 kinetic). Your neut will vaporize its cap in 20 seconds, probably before you even break through its shields. So it will take you 82 seconds at 45 DPS to pop him with Caldari Navy Antimatter. The Rifter, on the other hand, will not even be able to break your tank (109 inflicted – 127 repaired).

What about a fully gank fitted blaster Incursus with 211 DPS and 1,681 EHP? At 84 DPS (211 inflicted – 127 repaired), it’d still take it 83 seconds to kill you. You could kill it in 37 seconds. In fact, even if your gun somehow broke and you didn’t kill him after 37 seconds, he’d probably run out of ammo (who would’ve thought that killing an industrial took a couple thousand rounds of ammo?).

The Iteron also has a few things that frigates don’t have:
1) The “hauler” and “stealth” tags on Battleclinic.
2) Tons and tons of cargo space. You can have nearly infinite ammo, cap booster charges, and nanite repair paste in your spacious 7,500 m3 cargohold.
3) The element of surprise. Frigates don’t expect a industrial to fight back and pwn them.
4) The all-important LOL factor. This industrial rates 9.3 on the LOL factor, and a killmail earned with this fit would simply go off the charts.

I haven’t been able to use this ship yet as I don’t have Gallente Industrial V, but soon it will be ready. Carebears beware: the Can-Flipping Iteron of Death, Doom, and Destruction, is coming Soon™ to a belt near you.

Iteron of Death, Doom, and Destruction

Blog Banter 11: T3 Destroyers

Welcome to the eleventh instalment of the EVE Blog Banter, the monthly EVE Online blogging extravaganza created by CrazyKinux. The EVE Blog Banter involves an enthusiastic group of gaming bloggers, a common topic within the realm of EVE Online, and a week to post articles pertaining to the said topic. The resulting articles can either be short or quite extensive, either funny or dead serious, but are always a great fun to read! Any questions about the EVE Blog Banter should be directed here. Check out other EVE Blog Banter articles at the bottom of this post!

This month’s banter comes to us from Joe Brusati a long time reader of CrazyKinux’s Musing, who asks the following: CCP states that T3 Strategic Cruisers are just the start for the T3 line-up. In future Eve expansions what would you like to see as the next T3 ship type. Please be specific on details about what role this ship would play, cost of manufacturing, and the different modules that would be available for it, and of course you must give your T3 ship a name!

—-

When Tech 3 ships were first unveiled to the public in Apocrypha, people were ecstatic about the ability to configure ships far more than had ever occurred before. At the time, the decision that the first T3 ships would be cruiser hulls was wise, as they would not be as perishable as frigates but not as prohibitively expensive as battleships. Thus, T3 cruisers hopefully would gain widespread use.

It has already been five months since Apocrypha’s arrival, yet T3 cruisers still are incredibly expensive to purchase and fit – a hull alone can cost as much as faction battleship. Thus, T3 ships are still an extremely rare sight in New Eden, and the majority of them are used for PvE purposes. Few PvPers are willing to risk flying such an expensive ship, and T3 ships are often primaried in engagements.

With this in mind – the phenomenally exorbitant costs to purchase and operate a T3 cruiser – the next T3 ship type should be a destroyer. The smaller hull will make construction costs go down a bit, and make T3 ships viable in smaller engagements.

But why a destroyer instead of a frigate? It is because T3 frigates have no special ability in Eve. To begin with, just as T2 frigates find it arduous to prevail against well-flown T1 cruisers, T3 frigates would also still be too weak to challenge larger ships. Obviously, a T3 frigate could easily destroy a T1 frigate. But a T2 frigate can do that as well. The unique ability of T3 ships is their power to quickly change configurations depending on their environment. A T3 frigate’s various configurations would just not be noticeable enough to make a difference.

It is readily apparent that a T3 destroyer would better solve the dual issues of high cost for T3 cruisers and low potential for T3 frigates. Being a slightly larger version of a frigate hull, T3 destroyers would cost far less than the billion ISK a T3 cruiser requires. But it would also be effective as a frigate AND cruiser killer. Fitted with the proper subsystems, it could act as a covert operations escort ship, penetrating behind enemy lines and killing the frigates and cruisers that plague stealth bombers. Or it could sport a full rack of 8 small turrets and light drones – a nemesis to both frigates and cruisers alike. Or it could perform hit and run attacks at lowsec gates – a sturdy buffer tank protecting it from sentry guns long enough to destroy its target. Or it could act as a small-gang command ship, running warfare links to its fleetmates.

The possibilities are endless. Unlike T3 cruisers, which are almost always fitted for maximum survivability due to their tendency to get chased, a T3 destroyer could fill countless niche spots in Eve. Take that example of a covert escort ship – currently no ship in Eve can fill that role well. A T3 covert cruiser is overpowered and vulnerable to larger ships, and a black ops battleship is far too large to engage smaller ships. T3 destroyers could finally make the Destroyer skill worth training.

Like T3 cruisers, T3 destroyers would have five subsystem groups. Below are some possible subsystems for a Gallente T3 destroyer. Bonuses are per level.

Defensive Subsystems
Augmented Plating – 10% bonus to armor HP.
Nanobot Injector – 10% bonus to repair amount for armor repairers.
Warfare Processor – 5% bonus to information warfare links, 99% reduction in warfare link CPU need.
Structural Augmenter – 6% bonus to hull resistance. Yes, a hull-tanked T3 ship. For real men only.

Offensive Subsystems
Covert Reconfiguration – 10 m3 drone bay and 5 Mbit/s bandwidth, 5% bonus to small hybrid damage, 100% reduction in cloaking device CPU use.
Drone Synthesis Projector – 25 m3 drone bay and 25 Mbit/s bandwidth, 5% bonus to drone damage, 7.5% bonus to drone HP.
Hybrid Propulsion Armature – 10% bonus to small hybrid damage, 10% bonus to small hybrid optimal and falloff.
Logistics Augmentor – 5% bonus to remote repair amount, 90% reduction in powergrid needs of remote armor repair modules.

Electronic Subsystems
CPU Efficiency Gate – 5% bonus to CPU.
Disolution Sequencer – 15% bonus to sensor strength, 10% bonus to remote sensor dampener effectiveness.
Emergent Locus Analyzer – 10% increase to scan strength, 20% bonus to range and velocity of tractor beams, reduced CPU need for scan probe launchers.
Friction Extension Projection – 10% bonus to disruptor and scrambler range, 5% reduction in disruptor capacitor need.

Engineering Subsystems
Augmented Capacitor Reservoir – 5% bonus to capacitor capacity.
Capacitor Regeneration Matrix – 5% reduction in capacitor recharge rate.
Power Core Multiplier – 5% bonus to power output.
Supplemental Coolant Injector – 10% reduction in heat absorbed by modules.

Propulsion Subsystems
Gravitational Capacitor – 15% bonus to warp speed and capacitor needed to initiate warp, 10% increased agility.
Interdiction Nullifier – 5% increased agility, immunity to nontargeted interdiction.
Localized Injectors – 10% reduction in afterburner and MWD capacitor consumption.
Wake Limiter – 5% increased speed gain from propulsion modules, 5% reduction in MWD signature increase.

I will refrain from naming these ships, as I have a poor imagination. Any comments on potential names (and the feasibility of T3 destroyers) are welcome. But as you can see, T3 destroyers have essentially infinite possibilities. The useless subsystems for T3 cruisers have been buffed or recreated, making all subsystems an attractive choice. Hull tanking? Ability to fit medium remote armor repairers? 50% bonus to remote sensor damps? 50% reduction in heat damage? Hell yeah.

Vigil: The Gingerbread Man

Jason commented on my Punisher Tournament fit, saying:

I’ve seen a Condor fit that has beaten that, put it was hugely skill intensive and it would require a long time limit because of the boosters…
We had a 5 min TL [time limit] on the tourney in question and due to this things range the guy just couldn’t get tackled or damaged, he just wore people down. When it came time for the FFA [free for all] that followed same deal, just didn’t let anyone in range. Sadly it has just enough DPS to force an active tank to activate as well.

First of all, it really doesn’t take much skill to simply run away indefinitely. But that makes a tournament fairly pointless and boring. You can fit a Griffin with full racials against your opponent and simply permajam them, but what’s the point of that? It doesn’t show your skill at all.

With that said, the Vigil is the best T1 frigate for the Run-Run-As-Fast-As-You-Can-Can’t-Catch-Me-I’m-the-Gingerbread-Man style fighting. Here’s a fit:

[Vigil, Gingerbread Man]
Nanofiber Internal Structure II
Overdrive Injector System II
Micro Auxiliary Power Core I

1MN MicroWarpdrive II
Remote Sensor Dampener II, Targeting Range Dampening
Micro Capacitor Booster II, Cap Booster 100

250mm Light Artillery Cannon II, Tremor S
250mm Light Artillery Cannon II, Tremor S
Standard Missile Launcher II, Sabretooth Fury Light Missile

Ancillary Current Router I
Polycarbon Engine Housing I
Auxiliary Thrusters I

Let’s compare that to the Condor fit proposed by Jason:

[Condor, Tournament]
Micro Auxiliary Power Core I

Catalyzed Cold-Gas I Arcjet Thrusters
Small Shield Extender II

Standard Missile Launcher II, Bloodclaw Fury Light Missile
Standard Missile Launcher II, Bloodclaw Fury Light Missile
150mm Railgun II, Caldari Navy Lead Charge S

Polycarbon Engine Housing I
Polycarbon Engine Housing I
Polycarbon Engine Housing I

Now to compare the stats:

Speed: 4,922 (Vigil) vs 3,779 (Condor)
EHP: 1,188 vs 1,528
Defence: 3 vs 5
DPS (at max range): 37 vs 54
Range: 0-56 km vs 0-31 km

What do the stats show? The Vigil is 1,143 m/s faster than the Condor. That means even the Condor cannot run away from the Vigil. EHP and defence is pretty low for both – if they get hit, they’re toast. DPS for the Condor is a bit higher, but that’s only because I was comparing DPS at each ship’s max range – for the Vigil 56 km, for the Condor 31 km.

Now what can this Vigil do? Unlike most other T1 frigate, it has a large targeting range and can therefore snipe from up to 56 km away. 56 km already is far past many frigates’ targeting ranges. But now consider the remote sensor dampener – it causes most frigates’ targeting ranges to drop sharply (the Condor’s targeting range drops from 31 km to 18 km). The only frigate which still has good targeting after the sensor dampening is the Griffin, which can target at 43 km. However, note that 1) the Vigil can still snipe farther, 2) the Griffin has virtually no DPS whatsoever, and 3) standard missiles in a Griffin only reach 42 km.

But how practical is the Vigil fit? As Jason said, that Condor requires an incredibly large amount of skills to fit. On the other hand, the Vigil is far easier to fit – even characters a few months old can fit it.

There’s a reason why I dub my Vigil “The Gingerbread Man” – fitted correctly, it is untouchable.