Eve online Theorycrafting (Confessor)

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Published on ● Video Link: https://www.youtube.com/watch?v=aY0M5hjSDNE



Game:
EVE Online (2003)
Duration: 10:03
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A critique of an old doctrine fit.

followup: the designer might have intended this to be cap stable using standard crystals (and made the mistake of not having them in cargo when copying the fit), and it can be cap stable using either restrained/enduring with the original fit i critiqued...but, why? i mean, gods sakes, man! you have a perfectly good cap booster. besides the use of 400 makes zero sense for the role. I mean, sure, have one in the pipe (a non-navy) if you want but ...yeah, none of this makes any sense. yes, yay you for making it not need boosting using standard mr.armchair general. *rollseyes*

basically, you gotta microfocus in on what role does this boat serve. it's definitely got a weakness to being scrammed by a gallente brawler, but duh, ofc it does...it's meant for kiting. actually, now's a good time to reference Ripard Teg's excellent article about the subject

"Engagement Range
No single factor will affect how you fit and fly your ship more than your intended engagement range. It's the most important thing to decide about how you want to fly your ship and therefore it's a decision that should be made early, if not first. Many ships in EVE -- particularly T2 ships -- are strongly encouraged into specific engagement ranges by the weapons or modules they can fit or by the bonuses of that class ship. There are four basic engagement ranges and they are as follows:

Brawling range. This range is defined as roughly the range of an overheated Stasis Webifier, about 12km or less. Brawling ships are typically characterized as very high tank, high resist, very high DPS ships. They often fit both Microwarpdrive and Afterburners for versatility and damage mitigation, and sometimes rely on a signature radius smaller than their target to avoid damage.

Kiting range. This range is defined as starting at the high end of brawling range, about 12km, and extending to roughly the range of an overheated Warp Disruptor, about 27km. Kiting ships generally rely on high speed and agility to mitigate damage and often have the best mix of speed, DPS, and tank of all EVE ships. Most PvP ships in EVE default to kiting range if the ship isn't specifically fit to another range.

Skirmishing range. This range is defined as starting at the high end of kiting range, about 27km, and extending to about 70km. Skirmishing ships come in two flavors:
those that sacrifice a bit of both DPS and tank for high speed, agility, and engagement range; or,
those that make the opposite trade, forced to anchor to a relatively fixed point and take a good deal of punishment, but able to dish it out as well.

Sniper range. This range is defined as anything over about 70km or so. Much like skirmishing ships, snipers are either tough or agile but almost never both. They rely on good fitting and good tactics to inflict damage outside of the range of potential adversaries, and good fleet commander skills to place the gang at the proper range. Sniper ships go in and out of vogue as tactics and counter-tactics for them are developed in EVE Online. " ~Jester's Trek 2013

https://i.imgur.com/3pVqSF1.png
[Confessor, Improved]
Imperial Navy 200mm Steel Plates
Multispectrum Coating II
Multispectrum Coating II
Heat Sink II
Heat Sink II

5MN Microwarpdrive II
Warp Disruptor II
Small Capacitor Booster II

Small Focused Beam Laser II
Expanded Probe Launcher I
Small Focused Beam Laser II
Small Focused Beam Laser II
Small Focused Beam Laser II
Auto Targeting System I

Small Trimark Armor Pump I
Small Trimark Armor Pump I
Small Ancillary Current Router II




Imperial Navy Gamma S x8
Imperial Navy Infrared S x8
Combat Scanner Probe I x16
Gleam S x8
Navy Cap Booster 100 x117
Aurora S x8
Nanite Repair Paste x50
Core Scanner Probe I x16
Imperial Navy Multifrequency S x8







Tags:
eve
eve-online
eve online



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