STIM fights

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Alan
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Re: STIM fights

Post by Alan »

I'm seriously considering buying a couple PLEX to sell for ISK, so that I can afford to buy a Drake or Raven for running missions.

So far I've gotten a little bit of practice trotting out a close range tackling Merlin, still haven't had a chance to do any live PvP though.
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Jonathan
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Re: STIM fights

Post by Jonathan »

You don't need a couple plex to outfit a ship to solo missions. I soloed L3s in a Hurricane with T2 mods easily. Granted, I blitzed them in a Sleipnir, but they can be easily completed in a BC.

If you spend a couple plex on a boat, your income/hour will increase. Probably you will get suicide ganked for being insufficiently paranoid.

If you are worried about getting into the next size ship class, then I can help you out. If you are worried about replacing losses, find your niche first then see how much you lose. If you are worried about pimping out your mission boat, wait until you know you can earn back the investment plus appreciation.

What is a "close range tackle Merlin", apart from a Merlin with a scram on it? This does not sounds like a good idea.

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Re: STIM fights

Post by Jonathan »

Ok, here's a few thousand more words on the theory of tackle than really need to be typed.

There are two fundamentally different kinds of tackling.
1. Tackle while grid is hot
2. First point

1. Tackle while grid is hot
When you are shooting an enemy, you don't want him to run away. You want him to die so you get the kill mail, the loot, the tears, and a reduction in his fleet's combat effectiveness permanently. The only way to do this is keep a point or a bubble or a bump on the target so he cannot warp away. You must also scramble his MWD, web him, or just plain kill him faster than he can out-distance your guns. There are a million different ways of accomplishing this. In many small- to medium-size fleets, you put long points or scrams on your DPS ships. Your DPS ships keep within point range of your targets. When they flee, your DPS ships give chase. Once an engagement starts, the onus of keeping targets on field is placed upon your DPS ships. This is quite common.

Hics and dictors are used for engagements with slower ships, especially caps. Some long range fleets will use a wing of interceptors as tackle while DPS boats are on grid. Skirmish fleets will use an Arazu or Lachesis to keep a few enemies from warping away under fire. Sometimes a fleet will add a few Lokis, Ashimmus, or Proteuses as a form of "heavy" tackle. These boats can keep a point on a target under sustained heavy fire from an entire enemy fleet. Goons and some other large entities will use throwaway frigates as tackle while grid is hot. Mostly these are given to pilots who would otherwise be useless in a fight due to their lack of skill and SP. In a throwaway frigate, these pilots can spread points on targets who would otherwise not be pointed and possibly divert fire away from friendly boats that actually matter.

2. First point
If you fly as part of a roaming entity (Rooks & Kings, Agony Unleashed's pvp class, Outbreak, Rote, most TEST ALLIANCE PLEASE IGNORE ops, etc), your fleet's purpose is not a specific strategic objective. Your fleet's purpose is to pick a fight with everyone out there. In other PVP fleets, scouts are often covert ops ships which can probe out enemy forces quickly and keep eyes on their movements without being caught. In a roaming fleet, the scouts job is to start a fight.

The roaming scout is expected to fly by himself and find someone to shoot. Generally his fleet will be trailing behind him, often by an entire jump. This is so the presence of the scout is not an immediate tip-off that there is a fleet backing it, in case the target does not have intel on the fleet.

I prefer to scout for a roaming fleet in an interceptor. I have known those who scout in a Dramiel and done a similar job. Some prefer Tengus or mildly pimped Rapiers. The Arazu can perform this job reasonably well, if fitted for it. The common thread linking all these ships is they can hold a point on a target for an extended time (could be sixty seconds, or more) without dying, with no backup on grid. Most forms of heavy tackle would be terrible at this job. Without logi keeping a Loki up, it will die rather quickly. Long range tackle is also not well-suited for this role. A lone Lachesis is easily countered by a hostile fleet. DPS boats are worse than heavy tackle at this. The hics and dictors are generally not very good either. It is too easy to either evade or kill a Sabre in the amount of time it takes for a friendly fleet to arrive and apply backup points.

I think a low SP pilot can learn to handle role #2, landing first point. It is obvious that low SP pilots can fly throwaway tackle ships for use in role #1, tackle while grid is hot. Some entities use these kinds of tacklers extensively. Rote Kapelle is not one of them. Our hot grid tackle tends to be DPS boats, or Lachesis, or Lokis/Proteuses, or very rarely a squad of interceptors (for exactly one fleet type I can remember). A Goon tackle Rifter has no place in a STUGH fleet.

That said, I think you can make a pretty good roaming Slasher. I'll get the latest EFT and fiddle around with fits.

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Re: STIM fights

Post by Jonathan »

Here's a scout Stiletto suitable for flying by a noob.

[Stiletto, lowSP]
Micro Auxiliary Power Core I
Micro Auxiliary Power Core I
Internal Force Field Array I

Medium F-S9 Regolith Shield Induction
Medium F-S9 Regolith Shield Induction
Limited 1MN Microwarpdrive I
Warp Disruptor II

125mm Light 'Scout' Autocannon I, EMP S
125mm Light 'Scout' Autocannon I, EMP S
[empty high slot]

Small Anti-Explosive Screen Reinforcer I
Small Anti-Explosive Screen Reinforcer I

If you don't have the grid, drop guns until it fits. The idea of this fit is you stay ~20km away from things. If the things are frigates, you don't engage, because you'll die. If the things are Sabres, Cynabals, Vagabonds, you stay away, or you die. You should be able to hold point and run your MWD to keep ~20km away from things until the fleet arrives. Then you get reps or pull range or warp out. The rigs, damage control, and double extenders give you enough HP to stay alive, because your speed will be insufficient. Still, you orbit or maintain range if chased and stay the hell away from things. You may find a battleship with a heavy neut. You'll need to notice this and pull away to give the BS a chance to recall his drones. You already lost the point once you got neuted, so your only priority is staying alive now.


Here is a higher skill and higher SP fit that is generally agreed to be good.
[Stiletto, Fleet Tackle (Scram+Nos)]
Internal Force Field Array I
Type-D Attenuation Signal Augmentation
Micro Auxiliary Power Core I

Limited 1MN MicroWarpdrive I
Warp Disruptor II
Faint Epsilon Warp Scrambler I
Medium F-S9 Regolith Shield Induction

125mm Gatling AutoCannon II, Barrage S
125mm Gatling AutoCannon II, Barrage S
Small 'Knave' Energy Drain

Small Anti-Explosive Screen Reinforcer I
Small Polycarbon Engine Housing I

With level Vs in the appropriate skills, this fit gives you a lot more freedom. In particular, the extended lock range mod gives you the ability to engage at ~30km, which is a dramatic win in terms of being able to stay out of neut and gun range. The polycarbon gives the pilot with good navigation skills and the ability to overheat the best speed on the field in many situations, so you can put a point on a lot of nasty things that simply cannot catch up. The explosive resist shield rig stays on to give you a little bit of additional staying power versus flights of Warrior IIs, which are the biggest threat from the cruiser/battlecruiser/battleship targets which are this ships's bread and butter. This ship also has more tactical options, because it can go into a tight orbit with the scram + nos and hold on for dear life. The scram is situationally useful for getting out of certain tricky jams, as well.

I fly a different fit because I have maxed skills and a lot of experience. In particular, I am trialing a fit with hyperspatial velocity optimizer rigs so I can cross intra-system distances more rapidly and land a point before locals have a chance to react.

Once I go home I'll poke at Slasher fits.

Jonathan
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Re: STIM fights

Post by Jonathan »

I guess my advice on plex boils down to: you don't need 100M isk to have fun at this game.

Remember when this happened? I was basically six weeks more advanced than Alan (started Feb 8, happened May 23, but I spent ~6 weeks dicking around with production skills/moving apartments so really it was effectively a March 21 birthdate for my char :D ).

As it so happens, this event was notable enough to be in the official Eve Online Wiki. I was in F13, which was part of The OSS North. We had no fucking clue what was going on. It was great!
Political Upheaval in the North

In the course of about a month:

ATUK and The Five were disbanded; the remnants of ATUK reform as Destructive Influence in Band of Brothers, two other Five corps, Black Omega Security and Delta Force, form E.R.A. (with KIATolon at the head of the alliance) in order to hold on to The Five's northern holdings.
The OSS is formed out of the current informal alliance. A new branch of OSS dubbed OSS North was formed to help E.R.A hold the north. They are installed in Tribute with Chosen Path at the head of the northern branch. Goonfleet continued to run OSS Syndicate.
G becomes Dusk and Dawn, and takes the former Five's space in the north. Goonfleet is called in to the Branch area to help E.R.A, but were massively outnumbered. E.R.A pulls out to Tribute.
A member corporation of OSS sells out to D2 and turns off their POS sovereignty claims in exchange for safe passage out of the area; D2 performs an all-out assault on Tribute, even fielding their Nyx. Several member corporations leave E.R.A in preparation for a later attack on Cloud Ring which was eventually leaked and scrapped.
E.R.A moved to Cache to assist the Southern Coalition with Red Alliance. D2 installs puppet alliances in Tribute.
I still have CHSN (the OSS member corp which sold out to D2) on my negative standings list just so I can give them shit if I see them.

Jonathan
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Re: STIM fights

Post by Jonathan »

Put a third way, buying plex so you can make money will probably turn you off the game. Buying plex so you can do what you want is a reasonable course of action, assuming you don't spend too many dollars achieving your goal.

Jonathan
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Re: STIM fights

Post by Jonathan »

Hey Alan, I am a dumbass. The double training speed for new characters was removed from the game a couple years ago. You should probably do a neural remap.

EveMon will calculate the optimal stat distribution for a given training plan. Hard to go wrong with that. The other option is to emphasize the type of skills you are interested in and change your plan according to your whim.

If I were you I would max out Perception and then pump Intelligencewith the remaining points. This will not be optimal for training anything, but you will find your Navigation training is close to optimal, your gunnery training is reasonably fast, and you can train necessary support skills without too much pain. The other common option is to go max Perc/Will until you have the spaceship + gunnery you want, then Int/Mem for support, tank, etc. This results in an unbalanced character build for a while, but you do earn more sp per hour.

On no account should you leave points in Charisma.

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Re: STIM fights

Post by Jonathan »

Here's my thinking on Alan's First Slasher.

[Slasher, lowSP scout]
Damage Control II
Micro Auxiliary Power Core I

Limited 1MN Microwarpdrive I
Medium Shield Extender II
Small Electrochemical Capacitor Booster I, Cap Booster 50
Warp Disruptor II

125mm Light 'Scout' Autocannon I, EMP S
125mm Light 'Scout' Autocannon I, EMP S
125mm Light 'Scout' Autocannon I, EMP S
[empty high slot]

Small Anti-Explosive Screen Reinforcer I
Small Anti-Explosive Screen Reinforcer I
Small Anti-EM Screen Reinforcer I

You could argue with me about the rigs. At any rate, you will want to drop the cap booster once you get enough experience+SP to not cap out without it, and then switch to a 2xMSE fit like the Stiletto I posted earlier. Drop to lower meta level if this fit is too expensive, but I don't see anything absurd on the list.

Jonathan
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Re: STIM fights

Post by Jonathan »

I scanned down an ice mining op in highsec today. I am awesome at this game. :roll:

Alan
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Re: STIM fights

Post by Alan »

Around May 2013 (so in about 3 months) the new EVE Expansion will be released.

Not much is known about the actual stuff that is in it but one thing is already announced: the racial Battlecruiser and Destroyer skills will be introduced.

CCP follows the "If you could fly it before, you will be able to fly it after the patch" principle, which means you will get the skills automatically trained to the level you had before.

To get the maximum out of this change, you need to train the following things:

Amarr Frigate III
Caldari Frigate III
Gallente Frigate III
Minmatar Frigate III

Amarr Cruiser III
Caldari Cruiser III
Gallente Cruiser III
Minmatar Cruiser III

Destroyer V

Battlecruiser V


If you have those skills when the expansion hits you will get around 3.5 Million free Skillpoints.

We recommend that you train this skills now so you can be sure to get the new skills. All skills are eligible for the Skill Reimbursemt Program. Get them and train the Skills!
m

Also other ship requirements will be changed. Read everything about the changes for the upcoming Expansion at

Be aware that this change WILL NOT hit with the Retribution 1.1 Release on Feburary 19th.
I should be able to fly Intis effectively and train these assorted skills before the patch hits, presuming that's in May. :D

When's a good time for you to scout your clone out?
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Re: STIM fights

Post by Jonathan »

Thursday or Sunday mid-day. Wednesday sometimes (not this Wednesday).

Alan
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Re: STIM fights

Post by Alan »

Can't do this Thursday for obvious reasons, but maybe Sunday?
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Re: STIM fights

Post by Alan »

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Alan
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Re: STIM fights

Post by Alan »

I've gotten myself into a Stiletto :D
[Stiletto, lowSP alt]
Micro Auxiliary Power Core I
Micro Auxiliary Power Core I
Internal Force Field Array I

Medium F-S9 Regolith Shield Induction
Medium F-S9 Regolith Shield Induction
Limited 1MN Microwarpdrive I
Warp Disruptor II

125mm Light 'Scout' Autocannon I, EMP S
125mm Light 'Scout' Autocannon I, EMP S
[empty high slot]

Small Anti-Explosive Screen Reinforcer I
Small Ionic Field Projector I
Minor modification to the fit you posted, to get my targeting range to match the range of my point when overheated, which seems worth the 8% lower explosive resist. I need more points in long range targeting for sure, but that's a bit lower on my queue at the moment.
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Re: STIM fights

Post by Alan »

I feel like I finally understand this game, and why you've played it for this long. I don't think any other MMORPG comes close to matching the thrill and complexity of EVE's PVP. It's really not even remotely close. I thought Rift had pretty good PVP, but EVE is on a whole different level.
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Jonathan
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Re: STIM fights

Post by Jonathan »

Good. Use your aggressive feelings, boy. Let the pew flow through you.

Sorry I couldn't play that night you were free. Probably going to try to play this week, I think. Why are they waiting three more months before nerfing attack BCs (my alliance mates bitch about their OPness but I'm all whatever) and Tech 3 ganglinks (stupid OP pieces of shit)?

Free at all this week?

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Re: STIM fights

Post by Alan »

How about this coming Sunday, around midday (for you)?
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Re: STIM fights

Post by Jonathan »

Is 2pm PST/ 5pm EST too late for you? Later is better because our primary opposition is Russian. They're essentially inactive starting around 0200, but taper off at 0000, even. Of course, there's always some West Coast Russian jokers around, but still: a lot of 'em live in Moscow.

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Re: STIM fights

Post by Jonathan »

http://raynor.cl/eve/index.php - scout dscan summary

Alan
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Re: STIM fights

Post by Alan »

I think that'll work, I should be able to play until 7 or so. EVE mail me the system I should get my alt set up in.

I can just bring a noobship, right?
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