Just a little thread to check I'm not missing anything w.r.t. killing these increasingly-common fits:
TL;DR. Bring alpha, or out-active tank them. You were already probably bringing as much dps as you could reasonably fit, neuts are now far less effective but still needed, and their dps is if anything lower, leading to a game of chicken before one chooses to try run/deaggro.
Alpha them. Typically they won't have invulns unless BS hulls, and even then it's questionable. So just DC2, rigs & links for resists with no LSE means low EHP. But this tactic also means fitting alpha(really just arties or maybe torps?) or being non-solo.
Related point being EM's probably no great damage choice advantage, as there's no EHP to waste CDFEs on so I'd expect 2 EM + 1 Them rigs, or pehaps a dps/fitting rig.
DPS them. Yeah no, with an amp iirc they're tougher than old school booster + injector. If the hull would have had an invuln/boost/resist bonus before, it still has at least that now(invulns often swapping for amps for more effect). Plus with dual ASBs+heat they can burst tank more than twice as hard in some cases: if you scare them before either's been used much and they can deaggro; or if you give them long enough to reload one while barely using the other. Either your dps was already enough, they panic/you catch them out of cycle, or they tank you.
Neut them. Might turn invulns off, that's about it as far as breaking their tank. AFAIK an amp is a better choice than an invuln with ASBs. DC2 is still as hard to neut off as ever, they might have nos to keep invuln & tackle going. No longer an effective tactic then, but at least likely to eventually turn their tackle & prop mods off compared to no-ASB fits due to lack of injector (but all cap buffer only being used by a few modules). Also neuting them will ensure they don't get a couple of better-than-pith-x-type boosts in before the reload kicks in. Really this is only going to work if you see an invuln effect, or want to GTFO, or think the chargeless boosts will be make-or-break on killing the rest of their buffer during the reload changeover.
Outlast them. AFAIK they get at least as many smaller charges/2 in their cargo as you would larger navy charges. So ASB active tank vs regular active tank for the same hull size you're not looking at an immediate advantage. IIRC armour is more efficient at repping per cap use, but that's not including Crystals or just the numbers of cap charges regardless of their cap injection value (coz ASBs dont care). Requires you to not be needing heat to tank them. Requires them to not be able to deaggro/break tackle in time, thus something like them having lowsec-highsec gate gcc or good bait-tanking from yourself. Or catch them after they've used a bunch of charges already? Perhaps after they've run a camp or be trapped in a pipe with no NPC/friendly stations/POS?
I'm not aware of any viable active-tanked PvP ships having unusual cargo bay sizes or sane cargo-expanded fitting options, except Marauders.
Does anyone think more ASBs is making neuts less common? Thus more chance to old-school active tank unmolested?
Another thought is that typically at least one low has been lost to a co-pro, so their dps should be reduced, increasing the likelyhood you can tank them.
One less-common variation would be obtaining extra cap boosters (& ammo) from a wreck/pvp buddy/anchored can/dropoff alt. Again I'm assuming not planned/common but probably a viable tactic if you're in a situation where you're both tanking each other and playing chicken with deaggroing/trying to burn for freedom first. They can probably deaggro rather than choose to play chicken if they pay attention to their charge usage rate.
The other out-lasting them choice would come from links, with ASBs only benefitting from the resists one, while regular tanking has the cap usage reduction one, which combined with the rest can give the same original tank value for ~ half the cap use. You would need to have twice the required tank though, to dial back your usage like this.
Similarly heat can be used with manually throttled rep cycling to get more rep per cap as it increases amount as well as cycle rate, but you could easily burn your tank before you run out of charges. They cannot use heat without increasing their cross-over gap in boosting, nor can they increase their 'cap-efficiency'. It would take accurate counting of boosts & only-just-tanking-you to time your overheating to break them between 1 booster starting to reload and the other finishing. And neuting away any chance of cap-less megaboosts.
I may or may not have just found myself against a solo (possibly crystal'd) dual-ASB sleipnir from which I eventually deaggro'd, and now wishing I'd 'blobbed' them by bringing a nearby market alt + dirt cheap t1 hauler with 800s over to myself just before I run out of charges. I could think of no other simple sure way my ship could beat theirs once my ammo+neuts+sentries wasn't doing it.
Not that every ship can kill every other, but even when they could not kill me by choice, we could only play chicken once both gave away they were baiting and could tank comfortably.
DPS or ECM drones are still far more reasonable over TD ones, right? Even if you could TD them to make your tank more efficient and not rage-deaggro from ECM, do the majority of ASBing targets even have guns that TD drones would bother? The increased CPU requirements of ASBs is likely to lead to at least as many TEs as before in an effort to avoid over-gimping the fit with fitting mods/rigs.


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