Friday, December 27, 2013

Scram Kiting Part 3: The Other Race's Frigates

Gallente are the only race that I have the racial frigate skill trained up to V, and consequently, these are usually the only frigates that I fly.  However, I have done a fair bit of EFT-warrioring on other ships frigates (and I've been destroyed by more than a few of them).  Each race has a pretty good option, and I'm going to share a few of these fits in this post.

[Tormentor, Scram Kite]
200mm Reinforced Rolled Tungsten Plates I
Heat Sink II
Damage Control II
Small Ancillary Armor Repairer, Nanite Repair Paste

1MN Afterburner II
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I

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

Small Anti-Explosive Pump I
Small Auxiliary Nano Pump I
Small Energy Collision Accelerator I

Warrior II x2

This is actually a pretty solid ship overall.  It's a little bit slower than the Incursus, and it has slightly less tanking ability because it doesn't have the armor rep bonus to the hull.  DPS is very similar, but with a 10km optimal range it deals full DPS all the way out to the edge of scram range.  A key difference is that this ship is locked into dealing primarily EM-based damage with scorch crystals loaded, which could either be an advantage or a disadvantage depending on what you're fighting.

So far, these differences aren't huge.  The biggest advantage this ship has over the Incursus is that it can turn itself into a pretty good brawler simply by switching to faction multifrequency crystals.  In contrast, switching to Javelin ammo in an Incursus takes 5 seconds, and it doesn't gain any DPS by doing so (the only boost is to tracking).  The biggest disadvantage is that it has no DPS projection beyond 12km beyond its two drones.  Long range kiting ships will eat the Tormentor alive.  In practice, I think that this disadvantage outweighs the advantages it has with ammo selection.  The only time I find myself in unwanted brawls are usually when I'm fighting ships like Slashers, which I think would probably neut and kill the Tormentor just as easily as as the Incursus.

The other Amarr frigates are inferior choices for scram kiting: The Punisher and the Slicer only have two mid-slots, meaning they cannot fit a web, and the Executioner is too short on EHP and DPS to risk getting within scram range.

Let's move on to the Minmatar Frigates:

[Breacher, Rocket Brawl]
Small Ancillary Armor Repairer, Nanite Repair Paste
Pseudoelectron Containment Field I
Ballistic Control System II

1MN Afterburner II
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I
Medium Ancillary Shield Booster, Navy Cap Booster 50

Rocket Launcher II, Caldari Navy Inferno Rocket
Rocket Launcher II, Caldari Navy Inferno Rocket
Rocket Launcher II, Caldari Navy Inferno Rocket

Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Bay Loading Accelerator I

Warrior II x2

I really like this ship, and I've been on the wrong side of it more than once.  With faction rockets, it deals slightly less DPS than the rail Incursus, but it has free selection of its damage type, and it has excellent speed.  It also has a ridiculous active tank, capable of >9000 EHP assuming it uses all its cap boosters and nanite (feel free to correct my math).  The fact that the MASB and its rockets don't use capacitor also makes it relatively immune to neuts.  So what are the disadvantages?  Well, just one really.  T2 Javelin rockets only have a maximum range of 15 km.  Similar to the Tormentor, this ship will be wrecked by long range kiters.  If you're trained into Minmatar frigates, this is the ship to fly solo.

[Republic Fleet Firetail, Scram Kite]
Gyrostabilizer II
Micro Auxiliary Power Core I
Damage Control II

J5b Phased Prototype Warp Scrambler I
1MN Afterburner II
X5 Prototype Engine Enervator
Medium F-S9 Regolith Shield Induction

280mm Howitzer Artillery II, Republic Fleet Phased Plasma S
280mm Howitzer Artillery II, Republic Fleet Phased Plasma S
[empty high slot]

Small Projectile Burst Aerator I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

The Firetail is a decent option.  It has better speed and a better buffer tank than most other T1 frigates, and it has great projection.  Similar to the Comet, it will wreck most T1 frigates.  However, it just doesn't compare in terms of tank and DPS to the Comet, and the amazing speed it has is mostly wasted when it fights within scram range.  Although this is really a pretty solid fit, I don't necessarily recommend flying this, because I think that there are better ways to fit a Firetail that play to its strengths (the topic of a future post!).

You might think that the Slasher and the Rifter could be fit in a similar way to the Firetail fit to provide a cheaper option.  Unfortunately, I don't think that these ships are viable options.  Neither has the ability to fit 280mm artillery without making significant sacrifices to EHP.  250mm artillery simply doesn't provide the same DPS that small railguns or pulse lasers can provide.  Go ahead and try them out, but I really think that both these ships are inferior options as kiters.

Lets end with the Caldari ships:

[Merlin, Rail Merlin]
Damage Control II
Overdrive Injector System II
Magnetic Field Stabilizer II

1MN Afterburner II
J5b Phased Prototype Warp Scrambler I
Fleeting Propulsion Inhibitor I
Medium Ancillary Shield Booster, Navy Cap Booster 50

125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S

Small Hybrid Burst Aerator I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I

[Kestrel, Rockets]
Pseudoelectron Containment Field I
Ballistic Control System II

1MN Afterburner II
X5 Prototype Engine Enervator
Initiated Harmonic Warp Scrambler I
Medium Ancillary Shield Booster, Navy Cap Booster 50

Rocket Launcher II, Caldari Navy Inferno Rocket
Rocket Launcher II, Caldari Navy Inferno Rocket
Rocket Launcher II, Caldari Navy Inferno Rocket
Rocket Launcher II, Caldari Navy Inferno Rocket

Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Small Bay Loading Accelerator I

The Merlin and the Kestrel are quite similar.  The Kestrel trades a low slot for an extra high slot, but both ships have similar DPS and max velocity.  The Kestrel also has great range with rockets, which allows it to overcome the problems with kiters that the Breacher has.  The extra low slot on the Merlin presents a couple options: the Overdrive I added actually makes it a decently fast ship.  With Genolution implants, you can change the DCU II to the Meta 4 version, and add a second Magnetic field stabilizer.  With an ACR in a rig slot, you can add an ancillary armor repairer, and get something similar to the Breacher fit I listed above.

Overall though, both of these fits are inferior to the Incursus.  Not only do they deal less DPS, but without a speed mod they are slower than an armor plated and rigged Incursus, and they have less of an EHP buffer.  Even with two magnetic field stabilizers, the Merlin only gets DPS which is roughly equivalent to that of the rail Incursus.  For solo PVP, I think the most interesting uses of these ships are armor tanked versions which use the extra mid-slot for different types of e-war trickery, such as a tracking disruptor or a dual-web fit.

The Hookbill however is the king of all scram kiting hulls:

[Caldari Navy Hookbill, Scram Kiter]
400mm Reinforced Rolled Tungsten Plates I
Damage Control II

Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I
Faint Epsilon Warp Scrambler I
1MN Afterburner II

Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket
Rocket Launcher II, Scourge Rage Rocket

Small Ancillary Current Router I
Small Ancillary Current Router I
Small Bay Loading Accelerator I

This fit requires Genolutions 1&2, but it can be made to fit without implants by swapping to an Experimental 1MN Afterburner I and Meta 3 webs.  This ship is so good at fighting within scram range that it's basically unfair.  Dual webs give it supreme range control, and allow the effective use of T2 Rage rockets for extra DPS.  The tracking disruptor prevents any gun-based ships from dealing significant DPS against you.  On top of that, this ship still has 6789 EHP from its armor tank.  The biggest problem with flying a Hookbill is that you'll have difficulty finding a willing opponent, because this fit is hardly a secret.  I generally just stay away.

The real strength of the Hookbill lies in its five mid slots.  There just happens to be another Caldari Frigate with a similar slot layout:

[Heron, Battle Heron]
200mm Reinforced Rolled Tungsten Plates I
Micro Auxiliary Power Core II

Balmer Series Tracking Disruptor I, Optimal Range Disruption Script
Fleeting Propulsion Inhibitor I
Fleeting Propulsion Inhibitor I
Warp Scrambler II
1MN Afterburner II

Rocket Launcher II, Inferno Rage Rocket
125mm Railgun II, Caldari Navy Antimatter Charge S
125mm Railgun II, Caldari Navy Antimatter Charge S

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

Hobgoblin II x3
Warrior II x3

Don't laugh, it might be short on tank, but against the right target it can work.

1 comment:

  1. [The Mighty Tormentor]
    Pseudoelectron Containment Field I
    Adaptive Nano Plating II
    Heat Sink II
    Small Ancillary Armor Repairer

    1MN Afterburner II
    Faint Epsilon Warp Scrambler I
    Fleeting Propulsion Inhibitor I

    Small Focused Pulse Laser II,Scorch S
    Small Focused Pulse Laser II,Scorch S
    Small Focused Pulse Laser II,Scorch S

    Small Energy Burst Aerator I
    Small Energy Collision Accelerator I

    Hobgoblin II x2

    Faster, more punch, underestimated by many. Don't fight Cowardly Condors obviously.

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