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blankseplocked Frig combat question
 
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Kahn Lucifer
Posted - 2009.03.09 22:17:00 - [1]
 

I don't have much PvP experience, but I've been reading up on nano tactics for figates, and I noticed that most guides recommend staying outside 12km to stay outside webber range, but the range of small autocannons is substantially lower than that (I calculate optimal+falloff in the 8km range with my skills and ammo). How is this supposed to work?

Should I be fitting my Rifter with artillery instead to maintain range? Or should I just get up their ass and hope they cant web me? Or is this a build that only works with faction fit and a billion ISK of implants and boosters to supplement range?

Mikael Mechka
Posted - 2009.03.10 01:49:00 - [2]
 

How old are the guides you are reading? If they were made before the web nerf, then yes, back then getting within web range of those 90% webs was death to a frigate. Not so much now.

The 60% speed reduction you'll likely face nowadays isn't fatal to a frigate if you're scraping the paint off the target ship (unless they have large smarties, but that's another issue). Small ships will still hit you fine but bigger ships will be relying on their drones once you're under their guns.

crockett EXE
Minmatar
Sebiestor tribe
Posted - 2009.03.10 17:58:00 - [3]
 

Use auto cannons on a rifter and orbit at 500.

check this site for some good set ups..
http://www.battleclinic.com/eve_online/ship_loadout_browse.php#filters

Then check this topic out for a good vid of a low SP playing using a Rifter like it should be used.
http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1010411

Spectre3353
Gallente
The Python Cartel.
The Jerk Cartel
Posted - 2009.03.10 18:31:00 - [4]
 


Septien
Posted - 2009.03.11 07:09:00 - [5]
 

Originally by: Spectre3353
Best Rifter guide out there:

http://wensley.wordpress.com/2008/12/04/the-rifter-guide-solo-pvp/


Thanks for that link, awesome read.

Wensley
Minmatar
Dark Knights of Deneb
Against ALL Authorities
Posted - 2009.04.01 10:52:00 - [6]
 

Embarassed

Any more questions after reading the guide? Always happy to help where I can.

Leeloo Malaquin
Caldari
Genos Occidere
HYDRA RELOADED
Posted - 2009.04.01 15:51:00 - [7]
 

Edited by: Leeloo Malaquin on 01/04/2009 15:54:15
I have few questions about Rifter combat with T1 equipment:

1. What ammo should I use with my Autocannons(I have been using EMP S and Depleted Uranium)? Is EMP S totally useless against armor?
2. If I fit a NOS(I'd use active tank) should I fit 3 autocannons or 2 autocannons + 1 Rocketlauncher? According to EFT rocket launcher is bad compared to cannons, but I guess it has some advantages against certain targets?
3. Lets say I use webber against a frig and it slows down. Does this mean that he doesn't hit me as good as before or that I hit him better or both/neither?
4. I notice that during battle when I orbit a target my ship doesn't go full speed(because of inertia I suppose). So anyway, if I try to orbit at 500m my ship orbits at little over 1km and doesn't go max speed. If I turn off my AB do I automatically orbit closer? Should I even use AB when orbiting targets that I have webbed or otherwise go slower than me? As you can see I don't really understand how it works.
5. Should I use 125mm,150mm or 200mm cannons? I understand that smaller guns track better(=hit faster targets with more accuracy) but if I use webber then I should use 200mm because now they will hit the target also?
6. I was told that I should orbit frigs at my turrets optimal + 1/2 falloff range and cruisers + biggers ships at 500m, I guess this is because frigates will hit me anyway so I should stick with optimal and bigger ships turrents wont track me if I fly close?

Lord Zekk
Caldari
22nd Black Rise Defensive Unit
General Panic.
Posted - 2009.04.02 07:01:00 - [8]
 

Edited by: Lord Zekk on 02/04/2009 07:10:20
1. EMP S is good most of the time. Get t2 asap coz barrage really helps. You should look at the damage output of your ammo compared to the resists of different ships.

2. 3 autos are better if you want to use NOS. Though I prefer a Rocket launcher instead of the NOS.

3. Both ships have the same angular you have an equal chance of hitting each other which is affected by your tracking skills and weapon tracking.

4. If you turn off your AB you will orbit closer but your angular velocity will also come down making your target easier to track and making you easier to track for your opponent. Normally you will be webbed so I stick to leaving the AB on.

5. Go with 200mm. The rifter gives you a tracking bonus so you will get extra damage from the 200s without having to worry about tracking.

6. Against frigs it's situational. Against a Gal frig stay out of range of their blasters and use your barrage falloff, but you will need t2 gus for that. Against a cruiser stay as close as possible so orbit at 500m is good. Though most cruisers will be able to hit you if they have a web on you.

If you want to fly the Rifter you need to get t2 guns to really use the full potential of the ship. The Barrage Falloff advantage is what makes minnie ships deadly most of the time.

Roland Deschaines
Minmatar
The Gentlemen of Low Moral Fibre
Posted - 2009.04.02 13:45:00 - [9]
 

1. Use EFT damage profiles and put the different ammos in. You'll see which is most effective against what (EHP of a ship will change accordingly). But Rep Fleet EMP S ftw.

2. AC > Rocket

3. A web will make both of you hit more easily, and will slow him down which enables you to control range more effectively. Remember, you can be webbed too, and probably will be.

5. Go with 125mm. Even with 150, you don't hit 100% of the time, let alone with 200m, and the damage boost is tiny, especially with mediocre skills. Moreover, 125mm will enable you to use a 400m armor plate, which is great against other frigs. The speed penalty is minimal, so you'll still be able to get under a cruiser's guns. OFC I'm talking with T1 ammo. If you plan on using Barrage and staying at falloff, 200m are better, because at falloff you'll be far enough to have perfect tracking anyway.

6. Cruisers will NOT be able to hit you even with a web, except if they manage to stay pretty far. Get good agility skills to make sure you don't get out of your orbit path and go far, enabling them to hit better.

People love T2 guns + barrage, but if the guy happens to be faster, you're ****ed. I like 125mm, rep fleet EMP S, and a 400m plate. It's slightly less good against bigger ships, but the 400m plate ensures a better tank while taking down drones (which are really the only thing you have to fear from cruisers or bigger).

Liam Anta
Posted - 2009.04.02 17:12:00 - [10]
 

Edited by: Liam Anta on 02/04/2009 17:15:13
Edited by: Liam Anta on 02/04/2009 17:14:29
just use artillery the extra damage isn't necessary since you wont be doing much damage anyways your m8's should be doing that 4 u YARRRR!! i only put this smily cus its kwlExclamation


 

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