Anatomy of a fit for 1v1 Navy Cruisers

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Kelon Darklight
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Title: Royal Champion of House Tash-Murkon, Chatty Kelon, Master Baiter, Graduate

Anatomy of a fit for 1v1 Navy Cruisers

Post by Kelon Darklight »

So I am back once again with a fit I had alot of success with, going 17 wins before dieing the first time, and I would like to break down my thought process here.

This filament allows a fleet containing a single capsuleer flying a empire Navy Cruiser to enter an Abyssal Proving Ground for a fight to the death against one other capsuleer.
The ships allowed to enter this proving ground event are the Augoror Navy Issue, Omen Navy Issue, Osprey Navy Issue, Caracal Navy Issue, Exequror Navy Issue, Vexor Navy Issue, Scythe Fleet Issue, and Stabber Fleet Issue.
All ships within this proving ground will receive a bonus that increases turret and missile damage by 25%, increases afterburner and microwarpdrive speed boost by 25%, decreases afterburner and microwarpdrive capacitor consumption by 50%, adds +500 shield, armor, and hull hitpoints, and doubles the benefits gained from overheating the following module groups: Tackle Modules, Propulsion Modules, Repair Modules, Resistance Modules, Energy Warfare Modules, Turrets, and Launchers.
A repeatable challenge during this event will provide Capsuleers 50m ISK for each match where they deal at least 5,000 damage to their opponent.

Pilots equipped with modules or implants with a meta level higher than 5 will not be able to enter this proving ground.
Sensor dampeners, weapon disruptors, shield boost amplifiers, shield rechargers, shield power relays, shield flux coils, and core defense field purgers are banned in this proving format.
Ships entering this proving ground may have a maximum of one local repair module fitted (shield or armor).

The proving ground event accessed through this filament will be accessible for 24 hours, from downtime on November 12th until downtime on November 13th, YC124.

The bonuses that caught my eye was 25% damage boost, 25% speed boost, and reduction of the 25% cap use of mwd/ab, the 500 hp per level wasn't super important in this one. I realized immediately that due to the speed boost, that it was going to be fairly difficult to consistently kite as well as people having up to 21km webs due to the available drugs. That being said I didn't want to commit to brawl fits here, so I tried to figure out how to make a kite fit work.

First I just looked at an Navy Omen as I really liked the omen in similar 1v1 events.

Image
Spoiler
[Omen Navy Issue, 1v1 Navy Crusiers .2]

Medium Ancillary Armor Repairer, Nanite Repair Paste
Heat Sink II
Heat Sink II
Reactive Armor Hardener
Damage Control II
Multispectrum Energized Membrane II
Extruded Compact Heat Sink

50MN Quad LiF Restrained Microwarpdrive
Stasis Webifier II
Medium Capacitor Booster II

Heavy Beam Laser II, Imperial Navy Standard M
Heavy Beam Laser II, Imperial Navy Standard M
[Empty High slot]
Heavy Beam Laser II, Imperial Navy Standard M
Heavy Beam Laser II, Imperial Navy Standard M

Medium Ancillary Current Router II
Medium Auxiliary Nano Pump I
Medium Auxiliary Nano Pump I
While solid, I realized that with the bonuses, I could leverage the 25% speed boost to do something a little crazy, and that the Omen had the ability to try to go 100mn. That lead to me to creating this fit: Image
Spoiler
[Omen Navy Issue, 1v1 Navy Crusiers]

Medium Ancillary Armor Repairer, Nanite Repair Paste
Heat Sink II
Multispectrum Energized Membrane II
Damage Control II
Multispectrum Energized Membrane II
Heat Sink II
Reactive Armor Hardener

100MN Y-S8 Compact Afterburner
Warp Scrambler II
Medium F-RX Compact Capacitor Booster

Heavy Beam Laser II
Heavy Beam Laser II
[Empty High slot]
Heavy Beam Laser II
Heavy Beam Laser II

Medium Ancillary Current Router II
Medium Ancillary Current Router II
Medium Ancillary Current Router I


Valkyrie II x5


Aurora M x4
Gleam M x4
Navy Cap Booster 800 x15
Imperial Navy Multifrequency M x4
Imperial Navy Standard M x4
Nanite Repair Paste x70
There are several reasons to do this. The first reason is that 100mn doesn't bloom your sig, so this means you get a tracking advantage against any other range fits that use mwd. Here is an example of that in action: https://clips.twitch.tv/ReliableAthleti ... qDXKDnwnux, you will notice he was doing fine then as soon as he turns on that mwd I start hammering him as it massively increases my effective tracking vs him.

That did leave the concern of what to do about ram fits, and the 100mn also helps with that as well, as you completely ignore scrams, so fits that relied somewhat or totally on scrams were unable to pin you down as your fat behind while it does take forever to speed up also slows down at about the same, so I decided to fit a defensive scram as I was gambling most ram fits would be mwd. Here is a fight that shows it from the other side trying to pin my big butt down: https://www.twitch.tv/videos/1650641822 at 2:49:53, he was totally unable to grab me and it prevents him from controlling me at all.

It was also fast enough to force people to stay within range even if they ran as due to the bonuses you could heat to 4 km/s if needed to keep up, and staying on the inside of people meant they could usually pull range for a bit due to the huge turning radius requires to get back in speed to chase them that you could pin them down in short order. Another plus of the fit was most people didn't realize it was 100mn and did not react correctly for the situation, which you had to do to win vs it.

It did have some weaknesses though, anyone who knew that they couldn't force me into close range just loaded projection and transmatched me, and due to having to fit triple acr it meant I was weaker on the tank side than fits that were not if the mitigation was removed, which was what finally downed me in match 18, and I had less success afterwards due to the meta firming up, weaker fits stopped being fielded, and people being able to look up my fit ahead of time, but I felt I made a very good call on what the meta would be and made one of the best early fits in the meta for that day.
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Arkady Marten
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Re: Anatomy of a fit for 1v1 Navy Cruisers

Post by Arkady Marten »

Thank you, Kelon, for another great write-up! Insightful to see the thought process going from the arena bonuses to this interesting fit.

Would a defensive web instead of the scram not have been as effective, maybe even more? Larger effective area of control, high-enough speed reduction on 50MN fits to give you range control, and good also against other 100MN fits.
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