Sacrificial Muninn

on Saturday, December 20, 2014
Look at this piece of crap
Today's Spectre was a collection of Ruptures and Muninns. Having trained t2 medium projectiles recently for something else that I have since forgotten, I put together a Muninn. I have precious little experience with gunnery in general, having flown mostly EWAR, missile, or tackle ships for much of my pvp career. Missiles are easy - for each class of missile, there is one ammo type that corresponds to each of the four damage types. T2 missiles add only a small wrinkle in that there is a long- and short-range option for each damage type. Missiles always hit when the target is in range, although damage application might be poor if there is a size mismatch between the missile and the target. Gunnery on the other hand is hard. There are so many ammo types, each with slight permutations in damage, tracking, optimal range, etc. Hybrids and lasers use cap (sometimes a great deal of it), which can provide fitting challenges that missile boats don't deal with, and of course a missile ship that is neuted out can still hurt ships until destroyed. Gun damage is applied instantly, while missiles take time to hit their target. And so on and so forth.

Before I forget, the Muninn model is just bad, isn't it? Even with the shiny, sparkly new lighting effects from Rhea's physically-based rendering, it's not good. I'm hoping that the new models being meted out in every update someday include the Minmatar line, which has long been the ugly duckling of EVE ships.

Without further ado here is the Muninn fit as dictated by FC DANGERUS4U DEAD (which you can also see on my lovely lossmail, more on that later):

[Long-range PVP shield Muninn]

Gyrostabilizer II
Gyrostabilizer II
Damage Control II
Tracking Enhancer II

Large Shield Extender II
Adaptive Invulnerability Field II
Experimental 10MN Microwarpdrive I

Small 'Vehemence' Shockwave Charge
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II
720mm Howitzer Artillery II

Medium Core Defense Field Extender II
Medium Core Defense Field Extender II

Hornet EC-300

Tremor M
Quake M

Unlike the Vagabond, the Muninn gets no tanky bonus at all and is better at long range, far away from the bad guys. This is also important because the meager number of midslots make shield tanking a dangerous proposition. Our fleet did have some logi, but the low buffer meant that if targeted by anything more dangerous than a couple of frigs, it was probably better to warp out and back in than pray for reps to land in time.

Formup was in Esa, so of course the roam headed immediately into Provi. Content was a bit light there and we only had one small scrap with a shield cruiser gang. We got a caracal, falcon, and some scimis before they disengaged. The new falcon is pretty, isn't it? Hardly recognizable from that crooked old thing we used to have. That falcon pilot was smartly fit, considering our gang was mostly Minmatar hulls.

We ditched Provi and headed into Catch, which has been BRAVE territory for quite awhile now. On the station there we found the HERO beehive, with two triage carriers sitting right on top of the undock and repping every friendly within range. We kept our distance and nailed some stragglers, including an auguror, garmur, and nomen.

A few minutes later, a massive moa gang landed on us and that was the end of that. We took down a few of them, but shit was cray and there was no winning that one. I am glad that our FC decided to stay on grid until the very end - he did not try to escape at the beginning of the brawl. Welping a fleet is not really fun, but going punch for punch when both sides are taking losses is a good way to end a roam.

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