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How to Rat in a Dreadnought
The raw DPS of a dreadnought will make you clear targeted sites in a blink, and your capital status makes you by default important enough to send a ping and drop our capital forces to save.
However, with great power comes great reponsibility. AFK ratting is not possible with this class of ship, as it was with a Dominix. And, more importantly, you need to be comfortable with the different mechanics surrounding capital ships to give yourself the best chance of survival when ratting. If you need a refresher on Capital Ships, head to this page.
Disclaimer: This page mainly focuses on Naglfar ratting, but the idea and method would be similar for Catch (Sansha) with an adapted Revelation fit.
Table of Contents
The Ratting Progression Chain
Fitting
These dreadnoughts focus on raw DPS and optimization of damage application
Naglfar T2
Faction vs T2 variation are possible, aiming to keep above 3200 DPS if your skills allow it as explained below
[Naglfar, Jinx's ratting Naglfar] Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Republic Fleet Gyrostabilizer Tracking Enhancer II Tracking Enhancer II Damage Control II Capital Shield Booster II Capital Capacitor Booster I Pithum C-Type Adaptive Invulnerability Field Sentient Sensor Booster Federation Navy Tracking Computer Tracking Computer II Quad 800mm Repeating Cannon II Quad 800mm Repeating Cannon II Quad 800mm Repeating Cannon II Large Proton Smartbomb II Siege Module II Capital Hyperspatial Velocity Optimizer I Capital Hyperspatial Velocity Optimizer I Capital Projectile Burst Aerator II Cap Booster 3200 x100 Hail XL x 15000 Optimal Range Script x2 Scan Resolution Script x2 Tracking Speed Script x2 Hydrogen Isotopes x100000 Strontium Clathrates x1500
How to Run Sites
Dreadnoughts focus on Forlorn Hubs which can be run sites in both Angel Cartel and Sansha's Nation space effectively using the same methodology.
This fit can roughly run 3 sites in 20 minutes if you try and focus on "close sites" and reduce time spent in warp. You need about 3200 DPS to single siege sites, if you have to siege twice it'll reduce your ticks significantly.
Forlorn Hubs work with triggers that enable the following wave. You need to learn and pay attention to these as they are a key part of this "ratting routine".
Below is the ultimate video guide by our own Jinx De'Caire.
Before Undocking
- You absolutely need to be on comms and in standing fleet so you can hear intel and call for support in real time.
- Consider insuring your ship, as Dreadnought still have a decent insurance offer.
- Make sure you have what you in need in cargo with you before undocking (ammo, Cap boosters, scripts, isotopes, etc..)
After Undocking
- Begin cycling your hardener, sensor booster and tracking computers (generally one range and one tracking). Keep these active permanently.
Repeat For Each Site
- Warp to a site at zero.
- Activate your siege module. This will be the only activation as you will warp away at the end of the cycle, independently of what you have killed. Don't forget to red-cycle it.
- Turn on your smartbomb to destroy NPC tackling frigates approaching you.
- Kill them ! Make sure you always have at least one battleship targeted to have something to shoot at all times. The goal is to have all the NPCs spawn by hitting all the triggers in order :
- Gistatis Tribunus x2
- Arch Gistum (Phalanx and Centurion) x2
- Battleships x7-8, 30km or closer in reverse range order. Shoot Warlords last as they will approach you.
- Kill as many Battleships as you can. If you kill the battleships that spawned closest, the site will despawn even if you don't kill the ones that are at 35km+. Kill Battlecruisers that are farther than 10km out first after that.
Additional key information
- Make sure you are always targeting at least one battleship at all times. Any second not firing is "lost" isk. Should you be able to kill all battleships within one Siege cycle, you can trying going for some battlecruisers.
- Feel free to heat you guns throughout the 3 sites, making sure you will not need to repair before docking up before the next round.
- Used your shield booster and cap boosters as necessary.
- Make sure to always reload when moving from one site to another.
If You Get Tackled
As a note: If at any point during the site an enemy ship lands on grid you should immediately red-cycle siege.
For Light Resistance
"Light" resistance is any combination of up to 10 subcaps that does NOT include:- Triglavian Ships
- Heavy Interdiction Cruisers
- Logistics Cruisers
- Battleships
- Mention on comms that you're tackled and may require support.
- Make sure you get to as much capacitor you can.
- Only cycle shield booster as necessary to save cap
- Target all the enemies
- Begin killing the the weakest tackle ships on grid. Afterburner destroyer or frigates will be hard to hit. You may need to switch your scripts to tracking scripts. You may need to take Drop pill.
- If you find yourself unable to kill the tackle or your tank is breaking, continue to the below section.
- If you kill the ships before help lands and you de-cycle siege, warp off or jump out.
- Re-siege if necessary to continue killing tackle if help is more than a few seconds off.
For Heavy Resistance
Anything that's stronger than "Light" resistance is "Heavy" resistance.- Make sure you're sieged
- Heat your hardeners.
- Start screaming on comms and in fleet for support, ping #impass-pings or #catch-pings or on the Voltron Discord.
- Get someone else to FC the organization of caps and subcaps, doing so yourself can overwhelm you.
- Put 'www <system>' in fleet, and kill any tackle you're capable of killing.
- Use your shield booster as necessary to maintain shield. Heat if required.
- Manage cap boosters
- If you have a cyno ship, warp it cloaked to the grid near your carrier, and light the cyno when the FC calls for it.
- Follow FC directions from this point on. Good luck.