Shadow of Cerberus

Public => EVE World News => Thema gestartet von: Aura am Februar 07, 2013, 03:02:54 Nachmittag

Titel: [Jester's Trek] Fit of the Week: Griffon EAF
Beitrag von: Aura am Februar 07, 2013, 03:02:54 Nachmittag
Fit of the Week: Griffon EAF

HACs aren't the only ships being put out of business by the T1 rebalancing.  EAFs are also kind of worthless right now, none more so than the Kitsune.  Here's its current replacement:

[Griffin, Starter]
Signal Amplifier II
'Hypnos' Signal Distortion Amplifier I

Limited 1MN Microwarpdrive I
Enfeebling Phase Inversion ECM I
Enfeebling Phase Inversion ECM I
Enfeebling Phase Inversion ECM I
Enfeebling Phase Inversion ECM I

Rocket Launcher II, Mjolnir Rocket
Rocket Launcher II, Mjolnir Rocket

Small Particle Dispersion Projector I
Small Particle Dispersion Projector I
Small Particle Dispersion Augmentor I

Warrior II x1


I spent a good bit of my early EVE career in jamming ships so I don't have the hate on for them the way many EVE players do.  They're just a tool, the same as any other in the game.  You (probably) wouldn't complain about getting killed quickly if you didn't fit tank to your ship, so why do you complain if you get taken out of a fight in other ways?  If you're bothered by it, protect yourself against it, the same way you'd tank against any other tactic.

And if you want to be the one making people rage, you can fly this ship.  ;-)

Prior to the T1 re-balancing, the big advantages that the Kitsune had over its T1 counterpart were an additional low slot, targeting range, and jamming strength.  No more.  The Griffon has reached parity in two areas with equal jamming strength and the same two low slots.  And the Griffon's lock range is now far superior to its T2 counterpart.  This is something that you can even further enhance with a Signal Amplifier.  This boosts un-bonused lock range beyond 100km.  This is the secret to jamming ships in EVE (and indeed, to most forms of non-weapon attack): your survivability and effectiveness are decided by your operational range.  The farther out you can operate, the more likely you are to be successful.

As a result, two of your three rig slots go to extending the range of your jammers, with the second low slot and last rig slot devoted to their strength.  This will give you an overheated jam strength of about 11 with good skills.  This is obviously nowhere near a properly fit Falcon's 15 or higher, but not too bad for a throw-away T1 frigate.  ;-)  You can bump it up another 3% using a second Signal Distortion Amplifier in your second low, but I'd rather have the additional lock range, locking speed, and the extra two targets granted by the Signal Amplifier.

You'll notice virtually all the key mods are meta: this both reduces the expense of the ship and provides another key advantage: meta jammers are more resistant to overheating damage and are just as effective as their T2 counterparts.  There's currently no reason at all to use T2 jammers.  The meta Signal Distortion Amplifier is also equal to its T2 counterpart and cheaper.

I cannot stress enough the importance of correct use of overheating when using a jamming ship!  In particular, in any sort of set piece engagement, your first jam cycle should always be overheated.  Just pre-overheat all four jammers as you warp to the battle.  Early in a fight, you want as many of your opponents jammed as possible and overheating will give you the best chance of that.  In addition, a jamming ship is obviously going to be the other side's early primary.  You may well only get one jam cycle off per jammer before exploding.  Wouldn't it be nice if that jam cycle was effective?  As the battle continues, you'll then have to manage your overheated and non-overheated jams based on the overheating damage you take and the types of jammers you're carrying.  More on that last bit in a moment.

Warping to combat range is also critical in this ship.  This is not a ship you want to warp directly into the middle of a fight.  With good skills, your jam range starts at 64km, so warping in at 70km is the smartest choice.  If possible, warp into the fight five or so seconds after the rest of your fleet warps off.  This will give the enemy FC a little less time to react to your presence; hopefully, he'll have already called other primaries by the time you arrive.

Though you are carrying rocket launchers and a drone, you do not want to mix it up in this ship.  You are literally an afterthought kill.  If you are within 50km of virtually any laser-armed ship or anything with a flight of drones, you're dead.  The weapons and drone are purely defensive in nature, intended to be used against enemy drones set against you.  Given how thin you are and how unlikely it is you're going to be able to protect yourself against even a few light combat drones, I do not blame Kitsune or Griffon pilots that just forgo weapons entirely.  The same advice I give to Recon pilots, I'd give to you: if you're likely to take damage, just warp off and warp back.

Finally, your choice of jammers will sometimes be set by the FC; he will have specific types of fleets that he's looking to engage.  You might even have the benefit of knowing exactly what types of ships you're going to be fighting, since jamming ships are a lovely defensive response ship, particularly against small enemy roaming gangs whose composition you know in advance.  But if you're going to roam in a Griffon, it's a good idea to carry a mix of jammers suited to the types of opponents you run into frequently.  Don't bother remembering what type of jammer goes with what ship.  Just remember that the color of the jammer matches the background color of the enemy ship image.  Red jammers are for Minmatar, green jammers for Gallente, yellow jammers for Amarr, and blue jammers for Caldari.  In general roaming situations, I like "two red, one green, one yellow."  Other than Drakes, Caldari ships are both more rare in PvP and have stronger sensors than other types.  It's usually a waste of your time to try to jam them in a Griffon.

Remember never to jam your FC's primary unless it's a gank situation: you want the primary shooting back at your fleet and staying aggressed.  Keep your jams to enemy logistics, enemy e-war, the secondary target, and enemy DPS, in that order.  It's also a good idea to keep one jammer in reserve if you at all can, for things that come after you specifically.  Finally, stay mobile at all times and when I fly a Griffon or like ship, I like to stay aligned to something as well.  The Griffon now has plenty of capacitor endurance: you can run your MWD and all four jammers for more than three minutes, so I like to just MWD around the edges of the battlefield aligning to something in my general path of travel.  If I start to take heat, I'm already prepared to just warp off.  Warp back to your FC at 70km when you land and go back to work.

All in all though, don't expect to live long: it only takes one solid hit to kill you.  Until then, have fun making people rage! 


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.
Source: Fit of the Week: Griffon EAF (http://jestertrek.blogspot.com/2013/02/fit-of-week-griffon-eaf.html)