Retry. Wait while more posts are being loaded. The Altruist: Know Your Enemy. Throughout some four centuries of naval combat, battleships were the vessel that defined a fleet. While the last battleships of our day may have been decommissioned some time ago, it's good to see that in the distant future they seem to have made a decisive comeback; in Eve, the battleship is once again the unit by which fleets are measured (at a subcapital level, at least). In my previous post, I covered Gallente and Minmatar battleships, as well as some general points about the class in general. Missiles are lol for pvp/fleets and scorp is gimped now b/c of ecm nerf. As for the Rokh, the reason to fly a blaster Rokh is neutron blasters with null. They a) fit comfortably b) reach out and do 'blaster' damage to 30km. Know Your Enemy - Battleships (Part 2). The rokh is the ultimate sniper. Steel Scorp (21) Silent Threat Corp / White Noise. 10:51 159.88m: Aunenen 0.4 Lonetrek: GigaSpeed (Megathron) Perkone: Crazy Mamma (17) Fremen Sietch / White Noise. Scorpion Fitting Powergrid 9,000 MW CPU 750 tf High Slots 6 Medium Slots 8 Low Slots 4 Launcher. In this post, we'll discuss their Caldari and Amarr equivalents. Scorpion. The scorpion is a very unusual battleship, in that it's the only battleship specialised for electronic warfare rather than damage output. With a 6/8/4 slot layout, the scorp has the mid slots that other shield tanking battleships can only dream of. It has up to 4 launcher hardpoint and up to 4 turret hardpoints, but no bonuses to either - instead it receives a 1. ECM jammer strength (the same as the blackbird and griffin), and a 2. With a fairly standard fit, the scorpion is capable of jamming right out to the game's maximum locking range of 2.
It's worth noting that while rarely used for this purpose, the scorp is also the only ship in the game to get a range bonus to ECM burst modules (an area of effect version of the regular ECM jammer), bringing the effective range of these modules up to around 2. With the strength of its ECM bonuses, most scorps are fit as ECM platforms first and foremost. With its lack of bonuses and split weapon system, the scorp's damage output is fairly weak at the best of times and is usually treated as a secondary concern (it does offer 7. It's most common to see the scorp fielding a rack of 4 cruise launchers, with two high slots left for utility (usually neuts or smartbombs). The damage output from these is fairly meagre, and is probably not going to be high on your list of concerns. When it comes to the mid and low slots, there are two schools of scorpion fitting. The first is to fit it with a light armour tank, allowing the maximum number of mid slots to be used for ECM modules (and potentially a few sensor boosters). The armour scorp tends to be quite fragile, but its jamming capability is excellent as you'd expect. The second option is to fit a shield tank, allowing low slots to be used for signal distortion amps to increase jam strength. This allows the possibility of a stronger tank (usually shield tanked scorps use around 3 slots for tank which isn't much different to the armour variant, but they can potentially use more or less) at the expence of jammers. Shield scorps are also less likely to be sensor boosted, bringing their maximum jamming range down to around the 1. Regardless of which fit you're facing, scorps tend to be pretty fragile. This combined with the large number of jammers that it can fit makes the scorp an excellent primary target, and in a gang engagement you should try to get the scorp(s) off the field as quickly as possible. It's fairly likely that any scorpions present will be engaging at long range (although some will deploy at relatively close range to take advantage of friendly remote reps), however with their relatively low agility they're significantly easier to catch (either by probing or via a fast tackler) than most of the lighter ECM ships. Speaking of gang engagements, the scorpion is pretty exclusively a gang ship - while it's theoretically plausible to use a scorp for solo PVP, I've never seen one and I doubt it would really be practical to do. As with the blackbird, there's a small possiblity that a scorpion might be bait fitted; mid slots stacked full of shield tank in the knowledge that it will be an early primary, with the aim of soaking up as much fire as possible rather than actually jamming anything. With this kind of fit, the scorp can field one of the most impressive shield buffer tanks of any t. Bear this in mind if you find a scorpion taking longer than you'd expect to die, especially if nobody has reported being jammed by it. The shield scorpion is one of the few t. EM damage is still probably your best call (followed by thermal) - this is because its rig slots are often used for ECM and targeting rigs rather than tank. Against an armour scorp, its rare to see any active hardeners so explosive followed by kinetic should be your preference. The scorp's own damage type could be anything, but it's fairly inconsequential due to the low damage output. What would be much more useful if you expect to face a scorp is to have key ships in your gang fit ECCM - they'll probably still get jammed, but it'll take more jammers to do it leaving the rest of your gang able to bring the scorp down. Armageddon. Whereas the battleships of other races are each fairly distinct, the three amarr vessels are surprisingly similar - all are turret wielding armour tankers with very similar slot layouts, and the main differences are really derived from the ships' bonuses. With an 8/3/8 slot layout, the geddon has the highest low slot count and fewest mids of any battleship. It only gets 7 turrets (compared to 8 on the apoc and abaddon) however with a 5% per level bonus to turret rate of fire and a whole 1. The geddon's second bonus goes to turret cap use, helping it to keep its cap- hungry large turrets in check. Despite its low mid slot count, the geddon is quite a versatile ship making it quite popular for solo and small gang use. It's turret range is excellent, typically between 4. Unlike the tempest or maelstrom which can achieve similar ranges, the geddon's pulse lasers are almost all optimal range, meaning even at 5. In addition to its turrets, the geddon is the only amarr battleship to offer a utility high slot, which you can expect to be housing a heavy or medium neut (or a remote armour rep if operating in a suitable gang). To top it off it's also the fastest, although a maximum speed of around 8. As you might expect, the geddon's biggest weakness is its mid slots - this is a ship which has to be quite selective with its modules, effectively forces to pick three from MWD, point, cap booster, web, and any other mid slot modules that a damage dealing battleship might want (for example sensor boosters or ECCM). The most common choices for small gang and solo are probably MWD/point/cap booster and MWD/point/web, however some pilots do choose to drop the propulsion mod to mount the other three - a tactic the geddon can get away with thanks to its impressive range. Each of these options presents its own strengths and limitations - a geddon without a cap booster will be very vulnerable to neuting, particularly if it has to run its MWD, while a geddon without a web can be beaten more easily by getting under its guns. Without a prop mod, the geddon is at your mercy from a range control perspective providing you don't enter its web range (and even then, you may well just be able to MWD back out). Figure out what fit your opponent is using from their speed and which EWAR they're using on you, and act accordingly. The geddon's drones form a fairly significant portion of its damage output, and its most common for them to be a flight of heavies. This of course leaves the ship with no room for any lighter drones, and potentially in danger from lighter ships which are able to engage under its guns (a danger which is lessened slightly by the presence of its neut if it has one). While heavy drones can also be outrun by fast ships under MWD, kiting around with a bloated signature radius next to a battleship with this kind of range and damage potential is probably not a good idea. In terms of tank, the geddon tends to be fairly light for an armour tanker despite its good low slot count - this is mainly down to its contrained fitting, making it difficult to fit EANMs or active hardeners without sacrificing damage mods. It's quite rare to see an entirely active tanked geddon (possibly due to its cap dependence), however both pure buffer and combined buffer- plus- rep fits are popular. While a single large rep on the geddon is never going to tank anything like as much as some of its rivals, it can effectively extend the life of its buffer quite well in a small scale engagement and shouldn't be discounted. Since most geddons will only be capable of fitting the weaker adaptive nano platings rather than EANMs or active hardeners, explosive will usually be your best choice of damage type followed by kinetic > thermal > EM in the usual order. The majority of the geddon's own damage output will be split between EM and thermal, with a different flavour of drone (in particular explosive) as a possibility. Raven. The primary missile battleship of the caldari range, the raven has a bit of a reputation as a PVE ship. While this reputation is well earned, it is by no means useless in PVP. In many ways, its reputation makes it a more effective PVP ship by leading opponents to quite consistently underestimate it. The slot layout of the raven is like a tempest in reverse - 8/6/5 with 6 launchers and two utility highs (with turret hardpoints should it want to fit them) and 7. Like the tempest, most ravens choose not to fit a secondary weapon system in those last high slots, with neuts or other utility modules being preferred. When it comes to bonuses, the raven gets a 5% rate of fire bonus (note that since this is rate of fire it affects all missile types, not just kinetic), and a 1. This lets the raven reach out to 3. With torps in particular, this offers the raven a great deal more flexibility than other missile ships like the typhoon. The most common raven fit in PVP is the torp raven, largely because of its excellent damage output - with navy torps and a max- damage mix of drones, it can put out one of the strongest damage outputs of any battleship, in a similar region to that of the megathron.
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