"It depends".
Before fitting up a ship, or even buying the hull, the question "what am I trying to do with this?" needs to be answered. Purpose is the ultimate overriding factor in how you fit your ship, or if you should be using that ship at all.
For example, if I want to fly fast tackle for a small frigate gang, everything from the ship (Rifter, Atron, etc), to the mods I fit (Nos, TD, dual prop) must have its purpose in mind in order to be successful. Taking out a DCU tanked, speed fit, short point Rifter and trying to tackle any of the various kinds of Thrashers is probably not going to end well.
So, choose your ship and fittings based on what you intend to do with it.
This includes what you choose to fit over another module, be it tank, gank, E-war or fitting mods. Opportunity cost is very, very real and is most apparent in a 1v1 situation.
Consider the match up between a standard 200mm plate+SAR Rifter versus the cap boosted, dual rep Incursus, both afterburner fit. The Incursus has an amazing active tank, no added buffer, and moderate DPS. The Rifter has a fairly weak tank, some buffer thanks to the 200mm plate, and excellent range control with its combination of after, scram and web. Assuming equal pilot skill, there's really only two outcomes available to this encounter. The Rifter destroys the Incursus by causing enough structure bleed damage, or the Rifter successfully disengages from the fight because the Incursus has no web and cannot dictate range. Similar outcomes occur with a dual ASB Merlin versus anything with a web and/or is faster. The lack of range control is crippling versus anything that has equal or superior range control.
More on the subject of range control later on.
Sufficient to say there's a great deal of planning and thought, whether consciously or unconsciously, that goes into any pvp encounter.
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