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28 May 2014

TRS - Fitting Discussion: Shield Coercer


I like fits that are out-of-the-box designs, and while there are quite a few people who would shield-tank some Gallente ships, it is very uncommon to do the same with Amarr ships.

During research for a community feature piece, I went on a public roam with Redemption Road. There I saw an exception to the armor tanking rule for Amarr. Considering that we flew around in nullsec and fought people with considerably heavier ships, this destroyer fit performed surprisingly well in a fleet of just under 20 people:


[Coercer, Shield Tank]
Heat Sink II
Heat Sink II
Fourier Transform Tracking Program

Medium F-S9 Regolith Shield Induction
Experimental 1MN Afterburner I

Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S
Small Focused Pulse Laser II, Scorch S

Small Ancillary Current Router I
Small Anti-EM Screen Reinforcer I
Small Anti-Thermal Screen Reinforcer I
Let's look at the good things first.

This ship can reach a very nice 290 DPS and close to 600 volley damage. The Scorch crystals give the ship an optimal range of up to 18km at maximum skills. That range can be surpassed by long-range destroyers like artillery Thrashers or railgun Cormorants, but those ships will have significant disadvantages in tracking. A Thrasher with 280mm artillery will have less optimal as well. That makes the Coercer much better at actually applying its full damage.It comes close to the DPS of a blaster Catalyst but with much longer range.

If you switch to short-range Conflagration crystals, you can even outperform a Catalyst using Neutron Blasters loaded with Null ammunition. Except if it's a full-out gank fit.

Even at level 2 of the Destroyer skill, the tracking bonus of the ship together with the meta level Tracking Enhancer already compensates for the drawback from Scorch. Everything else is an extra bonus. With maximum skills the Pulse Lasers will not reach the tracking of a blaster Catalyst, but it will be better than any other alternative.

It has somewhat decent buffer and resists, and its signature is still very low for a shield-tanked ship. It can also perma-run the Afterburner and maintain a comfortable speed. Together that gives the ship average defensive abilities. There are more flimsy destroyer fits than this one.

Now, let's look at the negative things.

The most glaring problem is, that this ship does not have a point. If you want targets held down, you need to bring tacklers. An opposing FC who pays attention can just wipe the frigates off the field and escape without problems.

The second problematic thing is fitting. The available amount of CPU forces you to use a meta level Tracking Enhancer and Shield Extender. T2 lasers are practically a must, otherwise you wont be able to get the range and DPS out of the ship that makes it work well. Alltogether you will need pretty good fitting and weapon skills for that, so it's not suitable for the really new players.

Last but not least, this ship is not exactly fast. Positioning on the grid is best done by getting warp-ins from the tacklers which you need to have with you anyway.

For comparison, let's have a look at a more standard armor fit Coercer.

[Coercer, Wolfpack Coercer]
Damage Control II
400mm Reinforced Rolled Tungsten Plates I
Tracking Enhancer II

Limited 1MN Microwarpdrive I
Warp Disruptor II

Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S
Dual Light Pulse Laser II, Scorch S

Small Anti-Explosive Pump I
Small Energy Locus Coordinator I
Small Energy Locus Coordinator I

As expected, this ship has a much better tank. About 8500 EHP compared to the 6000 of the shield fit. It is also a lot faster of course, but that speed can only be maintained for short bursts. It has slightly better range and tracking, and it has it's own point.

The one thing where the shield fit excels is damage. With 120 less in DPS and 270 less volley damage, the armor version is not really impressive.

In Conclusion

Would I fly such a shield Coercer in my day-to-day fleets? Most likely not. It is, however a workable and creative fit that doesn't do too bad considering that it goes against common fitting philosophy. As a mid-range DPS platform it performs exceptionally well, and even more so as a short range damage dealer. With its good tracking and damage projection, it is an excellent fit for gatecamps and ganks while still maintaining an average level of survivability.

It is also a cheap ship, so losing one for the sake of flying an experimental gimmick fit is not such a bad tradeoff.

2 comments:

  1. The big problem I have with all Amarr ships is the lack of mid slots. Most of their smaller ships only have 2 mids, which means you need to fleet up to get a "standard" set of tackle effects.

    That said, in small gangs, with dedicated role players, Amarr ships are fantastic, as you're seeing.

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    Replies
    1. Yeah, many have that problem. Amarr tend to get really good cruiser-size and up. There re not so many small T1 ships to choose from that work really well. The few that do tend to be good at their job though.

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