A pretty obvious statement to make perhaps, but this was highlighted in very clear fashion last night as we helped a Corp mate test a Sleipnir fit.
EDIT: Please read the comments for this post. I think I was really trying to highlight how effective the ASB modules are, and although I didn’t say it I’m more in the camp that they should be limited to one per ship, like Damage Control modules. Also, I suck at PvP so my commentary on such subjects should be taken with several large bags of salt
For those of you who didn’t see any of the Alliance Tournament X matches, you will have missed hundreds of Sleipnir Minmatar Fleet Command Ships all fitted with the new Ancillary Shield Booster (ASB) module. This module allows for a large boost in shield, but lets you use Cap charges instead of your ship’s capacitor. When you couple this with the Sleipnir’s ship bonus for shield boosting effect, suddenly you have a very potent combination.
In Alliance Tournament X, you were only allowed to fit one of these modules per ship. On Tranquility of course you can fit your ship how you want, CPU and Powergrid permitting of course. So following this, my Corp mate had fit up a dual ASB fit with high resists. Asking for us to help him test his fit with ships offering good DPS, we proceeded to undock 2 Tengu’s and a Loki. We conducted it as a battle. He comfortably tanked our DPS and, due to a bad warp-in, caught one of the Tengu’s quickly and recorded a “kill”. By kill, I mean the target called it and stopped DPS and left the field.
It was clear we couldn’t break him, but also he was using the wrong ammo which made the Sleipnir’s DPS potential even more apparent. We tweaked fits, he changed ammo and we then undocked, again. This time he burnt for me and his microwarp fit easily caught up to my Tengu. I managed to tank for a while but I was clearly going down and pointed. I cut my afterburner and burnt towards him and away from the station, realising that he was orbitting me so he could concentrate on managing his tank. when range was cut and his ship was aligned away from me trying to restore the orbit range, I flipped and hit the afterburner, managing to break the scram and warp off to safety. Of course if this had of been a disruptor instead of a scram I would have “died”.
As we clearly still weren’t breaking his tank, a forth T3 was added, another Tengu, and battle recommenced.
This time we were getting closer, but still not breaking, and then he ran out of charges. Instead of calling it when he ran out of charges, he called it when he ran out of cap. The ASB modules can also use your ship’s capacitor to work, but use huge amounts of it.
He was aligning to station to warp off, however there were now multiple flights of heavy missiles still in flight towards him, even though our launchers were no longer active. Mine was the last flight, and seeing his ship deep in structure, I was really hoping that his warp kicked in. It did, however it occurred to me that entering warp doesn’t usually involve a large flash. Comms went quiet for a couple of seconds, and then the obvious was stated. The Sleipnir had died, but it really had, all that was left was the wreck and my Corp mate’s pod… and I had a kill mail.
Looking at the killmail made us all pause and take in breath. Over the three battles, the Sleipnir had tanked 240,000 damage. Given his high resists I think this worked out to over 1 million effective hit points worth of damage tanked.
Put another way, none of us had points fitted to hold him in place, and it took us probably about 20 to 30 minutes of battles with 4 Strategic Cruisers to kill him, and really he could have warped off at any time. Also, he should really have killed two or more of us, which would have reduced the DPS meaning he wouldn’t have died anyway.
Seriously – 4 T3′s to take down a Sleipnir?
Although it resulted in a loss of over 300 million ISK, viewing the killmail was actually worth it. My comment at the end – “OK, let’s log off Sisi and back onto Tranquility now”. Sadly we had been on TQ all the time.