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Estebanzo Rufius

Member Since 02 Jan 2013
Offline Last Active Mar 16 2018 01:19 AM
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#142314 Vexor Navy Issue - Send forth the Geckos

Posted by Estebanzo Rufius on 02 January 2015 - 08:01 AM

Noticed there wasn't a thread on this ship, so thought I would share a couple of my fits.

 

First of all - I love this ship. For the price as a faction cruiser it can put out a lot of hurt. It's also got great adaptability, and almost everyone I see flies them different with their own tweaks and variations. It also has the ability to put out a load of dps at long range while having good speed and still fitting a decent tank. Alternatively, it also makes a solid brawling ship as well - so you can fit it for almost any situation. 

 

These are the two fits that I have been flying with recently. 

 

VNI: Standard Kite with Neuts

 
Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Nanofiber Internal Structure II
Omnidirectional Tracking Enhancer II
 
Experimental 10MN Microwarpdrive I
Large Shield Extender II
Large Shield Extender II
Warp Disruptor II
 
Medium Unstable Power Fluctuator I
Medium Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
Small Unstable Power Fluctuator I
 
Medium Anti-EM Screen Reinforcer I
Medium Core Defense Field Extender I
Medium Core Defense Field Extender I
 
 
With shield stack (1 hobgob, 2 hammerheads, 2 geckos) this puts out 824 dps. Speed is 2 km/s with no implants. 34,000 EHP. Kites, blaps, projects well, and neuts the shit out of anything that tackles you. My standard fit that I go with.
 
 
Vexor Navy, Estebanzo's 100MN Fun Fit
 
Damage Control II
Drone Damage Amplifier II
Drone Damage Amplifier II
Drone Damage Amplifier II
Nanofiber Internal Structure II
Nanofiber Internal Structure II
 
100MN Afterburner II
Large Ancillary Shield Booster
Large Ancillary Shield Booster
Warp Disruptor II
 
 
Medium Processor Overclocking Unit I
Medium Anti-EM Screen Reinforcer II
Medium Anti-Thermal Screen Reinforcer II
 
I like oversized ab's, so I put this fit together - still testing it out. Duel ASB tank with decent resist profile and no sig radius blooming. Goes 2 km/s with mid-grade snakes (should be flown with implants). Puts out same dps as previous fit, without the tracking link for your drones. Good solid dps that can't be pinned down easily. Downside is that you align like a brick, so get used to the horrible inertia with the ab. 
 
 
 

 


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#127676 RvB Frig Combat - A couple thoughts

Posted by Estebanzo Rufius on 10 July 2014 - 08:25 AM

The beauty of flying a frigate is that you are more or less free to buzz around as much as you like with low risk of being forced into taking a fight you don't want to take. In my experience, the vast majority of gate camps won't have enough dps or tackle with sebos to catch and kill you before you're able to escape by warping, burning off the gate, or by burning back to the gate and jumping back to the otherside.

So by flying a frigate, you are free to roam about fairly unrestricted. Find solo fights if you are into that. If not, constantly scout around and feed info about targets and opposing fleets to your standing fleet or fc. As a frigate scout, you can be a great catalyst for making fights happen. A good scout is always appreciated, and people will like having you around if you can feed intel that results in juicy kills.

As far as fleet fights, sometimes it can be frustrating to fly a frig, especially with sniping dessies like cormorants constantly shooting at you. Personally I like to fly duel prop tackle and hunt frig and dessie kiters that are hanging around outside the blob. You will at least make life more difficult for enemy snipers, which is worthwhile for being in such an expendable ship. This is just what I personally have had fun with for flying frigs in kitchen sink fights.

I have spent about 90% of my time in RvB flying frigs, because they are clearly superior in coolness and style to all other ship types.

Frig on.
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#120882 Solo and "Elite" small-gang PvP viability?

Posted by Estebanzo Rufius on 22 April 2014 - 10:24 AM

Yeah, Otela gate and jos top station are first place to look for fights.
RvB is great for solo PvP, but not always great if you want to hunt 1v1 targets. If you enjoy flying solo v small gangs and fleets, RvB is basically perfect.

I'm tracking around 150 solo kills this month in my slicer.

Flying a brawling cruiser or above is an almost guarantee to get yourself blobbed if there is an opposing fleet up though, so I mostly stick to frigs and kiting.
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#120490 Charles Burger's big adventure

Posted by Estebanzo Rufius on 16 April 2014 - 05:44 AM

I am going to be in Nepal from June until late August - sounds like just after you might be on your way out. 

I might do some trekking up near Pokhara, but only for a few days. I have a few friends that have done Everest Base Camp, though. A sherpa friend of mine has done the full Everest trekk some seven or eight times because he used to be a guide. 

Let me know if you have questions about Nepal, I've lived there for about a month before. Best of luck!


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#90075 Return of the Weekend Themes – Pinkie Pie

Posted by Estebanzo Rufius on 10 July 2013 - 06:19 AM

Pinkie Pie is best pony.

Honestly my sub just ran out, and I was having a deep internal debate over whether or not I can spare the money to resub this month since I don't have the isk to plex right now... this might have won me over. 

39568931.jpg


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#63261 Why do I always lose... and how can I stop?

Posted by Estebanzo Rufius on 15 January 2013 - 04:36 AM

Azual Skoll's blog "The Altruist" has a lot of great posts that could help you out with frig pvp. Here's a couple good articles:

http://www.evealtrui...and-condor.html

http://www.evealtrui...iew-part-1.html

Understanding the strengths and weaknesses of each ship and the types of fits pilots typically fly in those ships is critical to winning fights. If you have the time, check a pilots killboard and his recent fittings with the ship he's flying before engaging. Use the "look at function" to check what kinds of guns he's using - this is the first big hint you get about their fit. Arty's? 200mm Autocannons? Blasters? This will instantly give you a pretty good idea of what range your enemy is going to want to fight at. An arty or light missile ship is going to be kiting you. Blasters, on the other hand, are all about getting as close and personal as possible.

Your second big hint to their fit is their prop mod. Check their speed. Is their prop mod off? Are they using an AB? MWD? Oversized AB (not as common, but it's possible)? If their prop mod is off you won't be able to tell as easily, but if they're going 3k/s or 4k/s they're obviously running an mwd. There's also the chance that they are running dual prop, but that's probably going to be in your favor since dual props are really for catching mwd kiting frigs like a condor. Vast majority of slashers fight in scram range, so dual prop is more or less equivalent to an AB for you. If you're flying a typical solo slasher with an AB fit - seeing an mwd on a brawling ship is a plus for your because it will give you total range control in scram range. Seeing an mwd on a kiting ship is a minus because you might not be able to slingshot them into scram range with your AB.

These two pieces of information will give you a pretty good idea of what you're up against. Check it against their killboard history if you have time. Find a recent lossmail that matches the guns/prop mod combination. It might be a new fit, but 80% of the time you'll be able to find their exact fit or a fit that's very close to what they are currently flying.

Now, if you're going to be flying a slasher, here's the thing. The slasher is really all about minizing your opponents strengths while maximizing your own. The Slasher just cannot hold up in a flat 1v1 brawl with a ship like an incursus or merlin - so just going in with an MSEII and your guns blazing isn't probably going to work 80% of the time. Instead, focus on how you can situationally own the fight. TD's are great for this. WIth their ability to swap optimal range and targeting speed scripts, they provide you with a lot of options in how you can engage opponents. Tracking speed scripts are great against mwd ships with no web and no drones - once you're orbiting at close range with the TD on they will be helpless. Even with small guns and high tracking bonuses they won't be able to hit you. This can be tricky sometimes though against a high dps opponent like a coercer or thrasher, as you're very vulnerable as you're getting into orbit. Spiraling and manually piloting will help you alot if you have to close range - but it's not always necesary.

The other option with the TD on a slasher - and my personal prefence - is kiting in scram range using an optimal range script and barrage. This just utterly flattens brawling fits- especially if they don't have T2 guns or didn't bring long ammo like null (you'd be surprised how many people only pack close range ammo on brawling ships - check their recent fits for their ammo packing habits). You can kill thrashers and such easily doing this as well if they don't have barrage fitted. In the case that your enemy does have long range ammo - you still have the TD on your side, and they will have to take the 10 seconds to swap ammo types, so you still have a big advantage considering how long 10 seconds is in a frigate fight.

The fit I usually run for scram range kiting with barrage (it's one of Azual Skoll's fits).

Highs: T2 150mm's w/ Barrage loaded, Nos (or neut, I persoanlly fit a neut for killing dual repping ships).
Mids: TD, web, AB (definitely want tech II here), Scram (meta 4 varient for the extra unheated scram range).
Lows: 200mm rolled tungsten plate, DCII.
Rigs: Burst Aerator, 2x ambit extension .

TD optimal range script can also be great for killing railgun atrons and such. Force them to get closer to do decent damage and you'll be able to slingshot them much easier. Unfortunately, it's flat out useless against missile ships at the moment, so avoid engaging condors, kestrels, hookbills, etc.
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