Shadow of Cerberus

Public => EVE World News => Thema gestartet von: Aura am März 02, 2013, 12:00:53 Vormittag

Titel: [EVE Altruist] Know Your Enemy - Frigate Updates
Beitrag von: Aura am März 02, 2013, 12:00:53 Vormittag
Know Your Enemy - Frigate Updates

As the process of updating my Know Your Enemy articles continues, I wanted to address some of the gaps left in previous articles before publishing anything new (yes, Attack Cruisers is coming - honest)! In particular, there were two things that really needed fixing.

The first, as you probably noticed, was that my Combat Frigates article only covered five of the eight ships in the class. At the time that I wrote it, the Tristan, Kestrel and Breacher were still pre-tiericide and I decided it was better to leave them out and add them in later rather than include them in their unbalanced form. That, finally, is done.

The other issue was less obvious, and has to do with the Condor. I wrote my Attack Frigates article quite soon after the ships were released, and at the time the Condor wasn't all that popular. In the time since then, there's been an explosion of light missile Condors to the point that they're probably one of the most popular T1 frigs around. That really wasn't reflected in my article, and I was probably misleading a lot of people as to the frustratingly awesome nature of this ship as a result. Solution: the Condor entry has been rewritten too!

I didn't want to repost the articles since much of the original content was still accurate, but you can find the finished pieces here: Combat Frigates and Attack Frigates. For maximum convenience, I've also included the updated entries by themselves right here:


Combat Frigates


Did I mention that the Metropolis nebula looks awesome? Because it does.





While  there are other ships in this class with reasonable drone complements,  the Tristan is unique among the combat frigates as the only specialised  drone boat. With 25mbit/s of drone bandwidth the Tristan is able to  field a full flight of five light drones, with enough drone bay for  three spare. Unusually it doesn't receive the normal bonus to drone  damage and HP that you'd expect to see from a drone ship, instead  receiving 10% per level to drone HP and tracking. The tracking  component of that bonus will probably be fairly inconsequential for an  experienced pilot, however it should improve damage application for  newer drone users, particularly if you haven't trained Drones V and are  using a mix of light and medium drones to compensate. The Tristan's  second bonus goes to turret tracking speed, although with only two  turrets this bonus isn't really anything to get excited about. It does  however make it easier to use a rail setup without having to worry about  tracking problems quite so much.

The  Tristan gets a 3/3/3 slot layout, giving it plenty of of versatility in  terms of fitting. The most common choice is to fit a light armour tank,  with some combination of 200m plate, Damage Control, Drone Damage  Amplifier or possibly a rep in its low slots and freeing up the ship's  mid slots for range dictation. This allows the Tristan to either brawl  in close with blasters or kite with rails, both of which it does well.

Despite  not having a damage bonus to either weapon system, the Tristan has a  great deal of offensive power. A blaster Tristan without any damage mods  can put out something in the region of 180dps with Hobgoblins and Void,  with rail variants putting out anything from 150 to 180dps depending on  the number of DDAs they're using. A shield tanked, full gank setup can  reach something in the region of 220dps, although those tend to be quite  uncommon.

This  isn't a particularly fast ship, with typical speeds of around 950-1km/s  with an afterburner or anything up to 3km/s with a MWD, nor is it  particularly tough - about 6k EHP on a buffer fit, or less on an active  setup. The Tristan's biggest strength is the versatility of its damage  output - its drones provide a good 100 to 140 dps, and are equally  effective against targets orbiting close as they are those far away. The  only targets which can present problems on this front are fast  kiters such as the Condor, where the Tristan's light drones simply  aren't able to stay in range of their fast moving target. The Tristan is  particularly dangerous against fragile close ranged kiter-brawlers like  the Slasher or Rocket Condor, which rely on range control to stay  alive. It can also be dangerous against any ship which is unable to  control range against it, the classic example being its close relative  the dual rep Incursus. However, the fact that you can destroy the  Tristan's drones means that providing your tank it strong enough to stay  alive until you've done so (which the dual rep Incursus' clearly is),  it should be possible to at least force a stalemate.

If  you're able to hit the Tristan effectively, then I don't recommend  going for the drones. This isn't a particularly tough ship, and thanks  to its spare drone bay the first three drones are likely to be instantly  replaced anyway. This ship is far from a push-over in a brawl however,  particularly in its blaster configuration. Thanks to its spare high slot  many Tristan fits feature a nos or neut, allowing them to run a small  rep almost indefinitely or put additional pressure on your own tank if  your ship is particularly cap-dependent. In fact while it isn't common,  some Tristan fits drop one of both of the guns for extra neuts, making  them particularly dangerous to anything with an active tank and/or  cap-intensive guns. Even against a rail Tristan, you're only going to  evade a small portion of its damage output even if you can get under its  guns, making this a relatively difficult ship to counter directly.

One  thing worth noting about the Tristan is that drones are a relatively  skill-intensive weapon system which many players don't have trained as  highly as they perhaps should. Very new players are unlikely to have  Drones V or T2 light drones, both of which improve this ship's  performance substantially. The Drone Interfacing skill also contributes a  large portion of its potential damage output, with 20% more damage per  level and a fairly long train to hit level V. Expect the Tristan to be  much more dangerous in the hands of a well-skilled character than it  would be when flown by a relative newbie, more so than is the case for  any of the other frigs.





The  Kestrel is very similar to its attack frig counterpart, the Condor. Its  4/4/2 slot layout is identical except for an extra launcher hardpoint,  however with a 5% instead of the Condor's 10% this leaves the Kestrel  with only a relatively small advantage in terms of damage output. It's  worth noting that the Kestrel's damage bonus is not specific to kinetic  missiles, which gives it an edge in any situation where kinetic is not  the optimal damage type to use. The most substantial differences between  these two ships are speed (the Condor has it, and the Kestrel doesn't)  and range (the Condor has it, the Kestrel has more of it) - with a  10% per level bonus to missile velocity, the Kestrel is able to reach  out to about 60km with light missiles or 22km with Javelin rockets.

Like  the Condor, the Kestrel is most popular as a kiting ship with light  missiles. Unfortunately for the Kestrel however this is a role which the  Condor already does exceptionally well, and it's difficult to see why  you'd choose the Kestrel over it. Additional range is the Kestrel's  principal advantage, however this is only really relevant when you're  operating in a gang since a solo Kestrel is already limited by its point  range. The loss in speed is a direct disadvantage, with the Kestrel  topping out at about 3km/s - a full 1km/s slower than its attack  counterpart. The Kestrel also suffers from cap instability given that it  doesn't receive the Condor's bonus to tackle module capacitor use,  which can be a significant problem for a ship that doesn't kill things  especially quickly. Aside from its selectable damage type, the main  benefit that the Kestrel does have over the Condor is an extra chunk of  powergrid. This let's it fit either a Medium ASB or Medium Shield  Extender relatively easily, allowing more room for error should an  opponent manage to land a solid hit. Whether this advantage is worth the  loss in speed, I'll leave up to you.

As a rocket ship  the Kestrel's advantages are slightly more noticeable, particularly when  it comes to tanking. Higher base HP and more powergrid allow the  Kestrel to fit a moderate buffer tank for around 6km EHP, or to fit dual  MASBs without relying on fitting mods (something which the Condor  couldn't really do). Despite this, the brawling capability of the  Kestrel remains fairly unimpressive - its tank is moderate and its  damage output is low, typically around 100dps with faction rockets.  While its flexible range make the rocket Kestrel good at close range  kiting, the faster Condor does this job more reliably thanks to its  higher speed. The range bonus does make the Kestrel less vulnerable to  kiters operating in the 15-20km range (as well as allowing the Kestrel  to kite at that range too if it chooses), but again it's a relatively  small advantage all thing considered.

As a gang ship,  the Kestrel is considerably more appealing. There aren't many frigates  which can apply damage effectively at this kind of range, and the  Kestrel's high mid slot count allows it to operate as quite an effective  hybrid EWAR/damage dealer in frig gangs, as well presenting a  significant threat to light support ships (for example, actual EWAR  ships). If you're flying something like a Griffin, beware of ships like  the Kestrel which can apply damage to you from range; it's easy to  remain oblivious to the danger until the first volley lands, and while  the volley damage on a light missile Kestrel isn't amazing (about 700),  it doesn't take many such volleys to down a fragile ship like yours!

Unsurprisingly,  you should approach fighting a Kestrel in pretty much the same way as  you would a Condor - land a scram, get to your ideal range and if you're  using turrets keep angular velocity to a minimum. Catching a light  missile Kestrel should be much less challenging than catching a Condor  thanks to the lower speed, but you should still expect some difficulty  particularly if you're AB fit. Against a rocket Kestrel, you should find  it easier to get close (or to pull range) than you would against a  faster ship. As with all missile ships, the faster you can keep moving  the less damage you're likely to take. Don't discount the significance  of the Kestrel's ability to select damage, particularly if you're flying  something with a obvious resist hole - if they're smart, there's a good  chance that they'll exploit it.





The  Breacher is fast for a combat frigate, second only to the Rifter in  terms of base speed and often faster in practice. In terms of  performance it's quite similar to the other two missile frigs, however  the Breacher does offer a few interesting advantages over its peers.  Compared to the Kestrel the Breacher trades a launcher and the  associated high slot for an extra low, gaining a pair of light drones to  make up the difference in damage. It also swaps the Kestrel's missile  velocity bonus for one to shield boost amount, making it a very capable  active tanker.

Unlike it's Caldari counterparts, the  Breacher is more commonly used as a rocket ship. Thanks to its flight of  drones and additional low slot, your typical rocket Breacher actually  puts out slightly more damage than either of its competitors, typically  in the region of 110 to 130dps with faction rockets. While it doesn't  offer the raw firepower found on most of the turret ships, flexible  range and consistent application make that figure much more impressive  than it might initially appear.

With a top speed of  around 1.2km/s under afterburner the Breacher is only a shade slower  than the Condor, making it very capable when it comes to dictating  range. Afterburner, scram and web are standard on most Breacher fits,  although some will drop the web in exchange for additional tank. The  Breacher is a fairly fragile ship, however with its active tanking bonus  it works very well with one or two Medium ASBs, providing the ship with  a powerful tank for a short duration. A single MASB let's the Breacher  tank something between 120 and 150dps without heat, which is enough to  turn aside the full damage output of many other T1 frigs for a limited  time. The ability of the Breacher to control range allows it to mitigate  some damage by other means too, potentially increasing the lifespan of  its ASB charges to some extent.  While I haven't seen it done, it's actually possible to take this even  further by armour tanking the Breacher, and with three low slots it's  actually quite capable of it. While this sacrifices the Breacher's  impressive tank, it does mean it can squeeze on a Tracking Disruptor  alongside the usual AB, scram and web. Combined with its already strong  range control capability, this could potentially make the Breacher  highly dangerous when used against turret ships.

As a light missile ship, the Breacher is far  less common. In terms of performance it's sort of like a light missile  Condor but worse; it's a little slower (typically 3.5 to 3.7km/s with  MWD), less cap stable, and reliant on its drones to deal part of its  damage output. It does retain the advantage of selectable damage type,  but other than that there's no compelling reason to use one and that's  reflected in the fact that you don't really see them very often.

When  you're fighting a Breacher, try to keep moving to reduce its damage  output (ideally directly towards or away from it to keep angular  velocity low) while aiming to apply your damage as effectively as  possible. Its ASB(s) provide an excellent tank, but only if it keeps  them running constantly. At that rate it's tank will only last a little  over 20 seconds, after which its relatively fragile buffer will crumble  quite quickly. Remember that it's almost definitely going to be a shield  tanker, so EM or thermal damage will be your best friend. Against the  light missile variant, essentially treat it like a light missile Condor -  slingshot and get a scram if you can, otherwise see if you can throw it  outside of point range to break tackle and warp. Don't forget about the  drones - if you're not able to get into range of the Breacher itself,  kill the drones and you'll cut its damage output by about a quarter  which should buy you a little more time.



Attack Frigates


Sky in The Forge is dull and boring in comparison. Probably because of Falcon.





The  Condor has great damage projection, able to wield either rockets or  light missiles with comparable effectiveness. This ship receives a  double bonus to kinetic missile damage in addition to the class-wide  bonus to tackle module cap use, giving the Condor quite robust damage  for a missile ship. A 4/4/2 slot layout means plenty of mid slots for  range control and electronic warfare, synergising nicely with the  Condor's other strengths.

The Condor's raw damage  output is among the lowest for any combat-oriented frig. A light missile  Condor put out something in the region of 90dps under ideal  circumstances, albeit with excellent damage projection out to around  40km. The rocket variant is a little more impressive, offering anything  between 80 and 130dps depending on ammo selection and the number of  damage mods it's carrying. While rockets can only project damage out to  around 10km (or 15km with javelin), the fact that they operate inside  web range means that the rocket Condor will usually put out damage far  more consistently than its long ranged counterpart. Since the Condor's  bonus is only to kinetic damage, its damage output drops off  substantially when loading any other flavour of missile. Because of  that, most Condors will stick to kinetic missiles outside of exceptional  circumstances.

The Condor has the lowest base speed of  the four Attack Frigates, but that doesn't make it slow by any stretch  of the imagination. Light missile Condors are generally fit for  mobility, with typical top speeds of around 4km/s. Even an afterburning  rocket Condor can move at something like 1.3km/s, giving it a  significant head start in range dictation against most other ships  outside its class. The Condor's four mid slots make it an excellent ship  for controlling a fight, as well as a proficient shield tanker. A  rocket Condor will usually feature the holy trinity of afterburner,  scram and web alongside a single slot shield tank. A Medium Shield  Extender gives the ship a light buffer tank of around 4 or 5k EHP, while  alternatively a Medium ASB provides it with a relatively strong active  tank for a short duration. In this configuration the Condor is generally  able to dictate range against most other frigates, while the web proves  invaluable for increasing its damage output against afterburning  targets. Some variations may drop the web for a second ASB or a tracking  disruptor, sacrificing range control for extra tank or damage  prevention against the targets that it's still able to kite effectively.  A more unusual choice again is to drop the shield tank completely in  exchange for either a light armour tank or no tank at all. This allows  the Condor to fit either dual webs or a web and TD, allowing it  exceptional control over the fight at the cost of a swift death if it  can't evade an opponent's fire.

The light missile  Condor - easily the more common of the two in the current climate - is  slightly more exotic. While some variants will still fit a small ASB,  most light missile Condors fit no tank whatsoever, relying entirely on  speed and electronic warfare to survive. The most common setups feature a  long point and either dual tracking disruptors or dual damps, allowing  the Condor to completely prevent any firepower from reaching its orbit.  For context, dual damps will put a Thrasher's lock range down to around  12km, while a pulse Coercer with two TDs on it won't hit out further  than 6km with Scorch. In both situations, success for the Condor pilot  relies on picking their targets carefully - damps will only be effective  if the target's base lock range is around 40km or less (which generally  means sub-cruiser), while TDs leave it vulnerable to drone and missile  damage.

Unless you can hit it effectively on its chosen  orbit, the best way to deal with a light missile Condor is to slingshot  it - quickly reversing your direction to either throw it into scram  range, or outside of its own point range so you can escape. Landing a  scram on a damp Condor can be particularly difficult, since you can't  start locking it until you get inside your already damped-down lock  range. The lack of tank on this ship means that you don't usually need  to be in range for long - once you can actually hit it, it should go  down fairly easily. Without a web the light missile Condor can struggle  to apply damage against afterburning targets, so keeping your speed high  will give you more time to escape or land a scram. Some active tanked  ships might find themselves able to tank a Condor indefinitely so long  as you can keep moving. While a typical light missile Condor is fairly engageable with some  smart piloting, this is one of those ships that synergizes incredibly  well with skirmish links - not only does it make it faster and harder to  catch, but the extended point range allows the linked Condor to orbit  wider, making slingshotting incredibly difficult. Beware of engaging  Condors if you suspect that they have a link alt.

Rocket Condors are a different  game - they'll generally try to keep you webbed and scrammed, and then  either orbit close if your tracking is poor or far out near the edge of  scram range to reduce your effective damage output. Your job, obviously,  is to prevent that. Overheat your afterburner if you have one, and  either burn away in a straight line if they're trying to get close, or  towards them if they're trying to stay far away. If you're in a turret  ship then the lower angular velocity you can have against your target,  the better. The overall gank and tank ability of the Condor is fairly  low, so providing you can hit them effectively you should have the  advantage.

Source: Know Your Enemy - Frigate Updates (http://)