How to solo PVP
By: Kelon Darklight
First rule- Fly what you can afford to lose!
Ballpark Costs
Picking a ship for solo
What do you want to do? General Archetypes
Dual Web/Blaster
In this second example I am showing a dual web incursus fit. Why dual web? So I can close into void range and blast them with 290 dps. While you will lose kills to them warping off, I have gotten many kills with dual web fits vs T2 and faction frigates. Basically just warp into non-kiting frigates, keep at 1000, and overheat and pray. I would avoid fighting gallente/caldari t2 frigates because of their super high kin/therm resist profile.
So, you spot a vengeance, and take the fight
MWD/Scram/Web
The basic idea in this fit is to either use navy multifreq on missile boats and usually use pulses on gun fits. Scorch will outrange most of your prey so you can pound them without having to get within their effective range. This fit has been very successful for me for chasing down and killing inties. You will want to learn how to sling shot, which is in a later slide.
Ab/scram/web
Pretend this is your ship. With scorch you have about 10km effective range. This is good, as that is past your effective scram range anyway. So your goal in this ship is to maintain 7 to 8km from your target. This will reduce incoming dps from close range fits, which is how most of your targets will be fitted. This will also help keep transversal down, which is good because lasers have worse tracking of all the close range weapons.
So say you are in that tormentor and see a Comet
Mwd/point
Cheap Kiting fit. As you can see antimatter doesn’t quite have the range to apply full dps at the edge of point range, so you might want to consider using a longer range ammo. The locus rigs extend the range of the guns to help with kiting. If you need more cpu, you could swap one of the mag stabs for a tracking enhancer. Even with plain antimatter, this fit does 226 dps! Not bad for cheap fit.
10mn Afterburner
If you look at the right, you can see that the align time is 17.2 seconds, which is the major downfall of 10mn fit. Takes a long time to get to full speed. The plus is you are unscrammable and you can overheat the 10mn AB much longer than you can overheat a mwd. While slower than mwd when not overheating, you can overheat the 10mn for up to 2 minutes. That is a long time! Be careful to not get slingshotted away from what you are shooting, as that is the main problem with this ship.
Dual Rep
This fit works around the issue that a dual MASB tank would give. Even though you rep less than you would with dual masb, you get the benefit of having a web. While you don't need range control to apply your dps, web increases your dps and will help keep the distance you want from your target. The SAAR as nice synergy with the MASB as one does not use cap and the other one does.
Dual Prop
How to fit a frigate for solo
Step 0- Download EFT
Step 1- Fit Damage Control
Step 2- Fit either AB or MWD
Step 3- Fit at least one tackle module (scram, point, web)
Step 4- Fit tank, so either MASB, MSE, 200mm plate(sometimes with a SAAR, the plate acts as buffer), 400mm plate, or a SAAR
Step 5- Mount largest guns possible!
Step 6- Rigs and extra slots to taste
Additional tips for ship fitting
What ammo should I carry?
Ammo selection matters
When to close and when to keep the range open
T2 Resist holes
When to Overheat
How do I deal with overheat damage?
How to pick a fight!
Someone is on the gate or at a station, can I engage without being shot by gate guns?
How to Ninja
D-scan is thy friend, unless its combat recons. Then you are screwed.
How to use it offensively
How to use it defensively
So I spotted someone at a FW plex, what do I do now?!
Know Common Fits
That’s great Kelon, but there is more than one!
How to separate 101
How to separate 102
Example fight
The following is a fight I did in a 400mm plated coercer. I had an optimal of 20km and had about 1.6km/s speed. Does about 200+ dps within that range.
The Players
Merlin
Hawk
Ishkur
Inquisitor
Ares
Coercer
Retribution
Warps in at 30km to scout out the Small Outpost, see a Hawk at the gate
Scouting the Outpost
D-scan from the ingate, see a single Hawk at the Small Outpost, long D shows no other ships currently in range.
Coercer Objectives: Stay within 15-20km of the Hawk to apply damage with Scorch, do not get in Scram/Web range
Hawk attempts to closes to scram/web range
Don’t get on top of gate, otherwise his friends can land on you, plus you can get stuck on gate
Plan of attack
First Backup for the Hawk Arrives
Merlin lands at the gate at zero.
Merlin goes in to tackle coercer. With the Hawk falling back, this allows him to either force me to retreat, get into scram/web range to keep within dps range of the hawk, or waste time by going around him.
Hawk, unable to close, retreats to acceleration gate
Coercer Objectives: Stay untackled. While finishing off the Hawk would be the most desirable, the Merlin closing in forces the Coercer to swap to the Merlin and turn away from the chase. Must finish off the Merlin quickly enough so the Hawk does not get enough time to reload a MASB.
First Backup Arrives- Stage 2
BOOM!
The Hawk, embolden by the Merlin's arrival, does not warp off and stays on grid. He also decides to burn towards me. Sadly, for him, the Merlin dies in short order.
Coercer Objective: Go back to applying DPS on the Hawk, watch the Hawk to avoid a slingshot attempt.
Second Wave Lands- Stage 1
Lands ~40km off
Group approaches Coercer
I know I have time, and use it to finish off the Hawk. I use a bit of overheating here.
Second Wave Lands – Stage 2
Group approaches Coercer
Ka- BOOM!
Meanwhile, the Ares has caught up and scrammed me. I manage to inflict serious damage on it, forcing it to retreat back to the group.
Coercer aligns out for warp off
Second Wave Lands
Group approaches Coercer
Meanwhile, I am being attacked by the drones, and have to make a target call. It is a fairly easy call, as Inquisitor can repair the others and unlikely to have a good local tank. At this point I am running low on a critical resource, capacitor.
Coercer remains aligned out
Is out of action, warps off for repairs
Second Wave Lands
Coercer Objective: As soon as the Inquisitor dies, I warp to the point I was aligned to at 50km (never warp to 0). This was because the Ishkur/Retribution were getting too close and I was literally at 3-4% cap.
Coercer warps out
Coercer has light damage
from the drones,
still has almost full
armor left
Inquisitor made a mistake here. If he had burned away from me, I would have been forced to either get in scram range of his friends or let him go. Instead he kept burning at me.
Alas, poor Logi
At the Infrastructure Hub
After I land, I realign to the outpost we were at. I was planning on waiting until I had regained more cap, but the Ishkur and Retribution decided to bring the party to me. They warp to 0. I let them burn at me to force them to separate. The Retribution, being faster than the Ishkur, arrives to the party first.
At the Infrastructure Hub- Stage 2
Look who came back!
I now start overheating my guns and MWD here. I had conserved my heat for close range brawling, and here it was.
Keeps burning in. He is lagging about 20+ KM behind the retribution at this point.
At the Infrastructure Hub- Stage 3
Rushes in, unnoticed by me at the time
While I did finish off the Retribution, I once again back to having almost no cap. I was forced to make a choice, and turned off the MWD so I could keep shooting.
Closes to scram range.
POOF!
At the Infrastructure Hub- Stage 4
I am desperately trying to finish off the Ishkur. He gets into structure when….
Brawling with the Coercer
ZOOMSSSS
Sudden Death!
The Ares manages to land the final blow on me. The Ishkur was quite close to being dead…. So close….
Pew PEW!
PWNED!
The key to why I did so well was I manage to dictate the range for most of the fight. As I was outside of their effective range for the whole fight they were unable to kill me until they finally did land scram. Hopefully this battle helps you understand a bit of how a fight can play out.
Null and the Bubbles
Drag/Sling Bubble
http://d3g9tccc3m12zo.cloudfront.net/wp-content/uploads/2012/10/HowWarpBubblesWork.png
How to Bookmark
Despite all your bad- I mean good advice, I am dead. What do I do now?
Loot, what do I do?
Power of Links
Max possible bonus is 25.6%
Evasive Maneuvers -- Lowers the signature radius of ships in the fleet. (34.5%)
Interdiction Maneuvers -- Boosts the range of the fleet's propulsion jamming modules, except for Warp Disruption Field Generators. (34.5%)
Rapid Deployment -- Increases the speed of the fleet's afterburner and microwarpdrive modules. (30.2%)
Why is Sig radius important?
Pirate Implant set bonuses
High-grade Snake | 15% | 200% | 0.5% | 0.625% | 0.75% | 0.875% | 1% | 24.73% | +4 |
Mid-grade Snake | 10% | 150% | 0.5% | 0.625% | 0.75% | 0.875% | 1% | 16.02% | +3 |
High-grade Slave and Crystals | 15% | 50% | 1% | 2% | 3% | 4% | 5% | 53.63% | +4 |
Mid-grade Slave and Crystals | 10% | 25% | 1% | 2% | 3% | 4% | 5% | 33.83% | +3 |
Speed Bonus
Armor Amount Bonus and Shield boost respectively
Manual Piloting, not just double clicking in space!
Slingshoting
All power to engines!
Is this crazy?
People Videos to look at for examples of manual piloting
Credits