Firetail Revisited

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It was last June that we first took an indepth look at the Republic Fleet Firetail in THIS post, and a lot has changed since then: fewer high slots, higher damage bonus, projectile falloff bonuses, etc. I receive a growing number of requests from pilots to explain the change in role, proper usage, and optimal fitting since all the changes to this beloved ship.

HISTORY:

The Firetail is modeled off a fighter frigate known as the Shamrock, a design used by a small, now-extinct pirate faction known as Lazari Dromitus. The blueprint found its way into the hands of Matari military forces after a raid on Lazari Dromitus’s headquarters succeeded in killing its leader, thus beheading the organization and scattering its remnants to the four winds. It has since been improved upon and upgraded, and the Firetail is now a mainstay in most Republic Fleet patrols.

Minmatar Frigate Skill Bonus: 20% bonus to Small Projectile Turret damage and 7.5% bonus to Small Projectile Turret tracking speed per level

USAGE:

The Firetail has always been a kiting ship in my opinion. It lacks the tank of the Rifter, which can get in close and sustain a good active or passive stance against most enemies. It also lacks the speed, drone capacity and firepower of the Dramiel, which has become a vicious faction frigate post Dominion. To be 100% honest, despite my love for the Firetail, the Dramiel is the faction frigate of choice in all respects.

However, there is still a use for the Republic Fleet Firetail beyond being a symbol of the Republic Fleet. It’s been an invaluable ship to me in the war, great for probing systems for military complexes, excellent against most other frigates and destroyers (though an arty fit Thrasher will tear you a new one), and generally still one of the sexiest ships ingame (though once again, I think I prefer the Dramiel nowadays).

RECOMMENDED SKILLS:

I’m a firm believer of training up your support skills before training to fly a new ship. There is a difference between piloting a ship, and piloting a ship with proficiency. With faction frigates, you want to be skilled for the amount of isk you’re spending on the bloody thing.

  • Frigates V
  • Spaceship Command IV
  • Electronics V
  • Long Range Targeting IV
  • Energy Grid Upgrades IV
  • Shield Compensation IV
  • Shield Management IV
  • Shield Operation V
  • Tactical Shield Manipulation V
  • Gunnery V
  • Motion Prediction IV
  • Rapid Firing IV
  • Sharpshooter IV
  • Small Artillery Specialization IV
  • Small Projectile Turret V
  • Surgical Strike IV
  • Afterburner IV
  • Evasive Manuevering IV
  • Navigation V
  • Thermodynamics IV

That’s quite the list, but still minimized from the first time we looked at this ship together. I’m a firm believer in training to level 5 when the bonus is justified, and there are additional supplemental skills that will be of use to you, depending on your fit.

FITTING:

Now here is where things become a little depressing for our beautiful Firetail that we have such fondness of. Using EFT (which I know isn’t always reflective of ingame performance), I did up what I consider to be a decent Firetail fitting. I then compared it against my Dramiel fit, and a couple of my Rifter fits, and came to the sad understanding of why I haven’t undocked any of my Firetail frigates in months. They are simply without advantage anymore.

VIEW BATTLECLINIC FITTING

HIGHS:

  • 2 x 280mm Scout Artillery I – go big or go home
  • Rocket Launcher II – just in case anything comes close and you want to pulverize it

MIDS:

  • 1mn Afterburner II – Can swap for MWD, but I prefer being able to keep my speed, thanks
  • Medium F-S9 Regolith Shield Induction – If I’m going to passive tank, it’s going to be the biggest buffer I can possibly fit
  • Republic Fleet Warp Disruptor – 30 km range is nice when kiting about
  • X5 Prototype I Engine Enervator – Again, if anything comes close, I don’t want it going away

LOWS:

  • 2 x Republic Fleet Gyrostabilizers – makes boom boom even better
  • Micro B88 Core Augmentation – the downfall of the Firetail. Always hard to get enough capacitor from it

RIGS:

  • Small Projectile Burst Aerator I
  • Small Core Defence Field Extender I
  • Small Auxilary Thrusters I

AMMO:

  • Republic Fleet Fusion S
  • Republic Fleet EMP S
  • Phalanx Rage Rockets

By no means is this the definitive fit of the Firetail. In fact, I’m hoping some others will comment and criticize, perhaps rekindling my one time passion for the Firetail.

Make no mistake, I still think the Republic Fleet Firetail is a damn sexy ship; I just don’t see anymore what it can do that a Rifter can’t, and for much cheaper.

FIT # 2 BASED ON USER COMMENTS
Updated: 02/10/2010

VIEW AT BATTLECLINIC

[Republic Fleet Firetail, Renegade]
Republic Fleet Gyrostabilizer
Republic Fleet Gyrostabilizer
Damage Control II

1MN MicroWarpdrive II
Pithi C-Type Small Shield Booster
Republic Fleet Warp Disruptor
[empty med slot]

250mm Light ‘Scout’ Artillery I, Republic Fleet Fusion S
250mm Light ‘Scout’ Artillery I, Republic Fleet Fusion S
‘Arbalest’ Standard Missile Launcher, Caldari Navy Piranha Light Missile

Small Projectile Burst Aerator I
Small Auxiliary Thrusters I
Small Core Defence Field Extender I

This still leaves an empty mid slot, but I cannot squeeze anything more in! As mentioned previously, I have all level 5 skills for this particular ship.

13 responses to “Firetail Revisited

  1. I looked at speed tanking it..and can get a bit of oomph from her 4395 M/s with a 30KM warp disruptor is very nice…DPS is very low now though…and the dramiels can hit INCREDIBLE sppeds T2 rockets only reach 13K with T2 launchers..so thats only 4 missiles all the others are under 8.7KM…that is WAY too close. even bloodcale missiles have a range of 36K…it is easy to outrun a rocket in a 30K orbit as they will not get to you…not so easy to outrun a missile ( although it is not hard either) rockets are just TOO close range for a fast ship to even hit unless it is standing still…And if it is standing still you still have to get in it’s face ( where you can be webbed for rockets to STILL hit it) leave the rockets at home mate they are just gimped beyond belief.

    • Agreed. My initial build had standard missles with 250mm, but even with the B88 I was having trouble with cap, and I have level 5 skills across the board for frigate sized ships.

      It’s a hard ship to fit now, and like you said, a Dramiel can do the job so much better since Dominion.

  2. I want to edit that as well, but heres a little something i think you’ll appreciate.

    [Republic Fleet Firetail, Republic Fleet Firetail: Renegade MkII]
    Republic Fleet Gyrostabilizer
    Republic Fleet Gyrostabilizer
    Micro Auxiliary Power Core I

    1MN Afterburner II
    ‘Langour’ Drive Disruptor I
    Medium F-S9 Regolith Shield Induction
    Republic Fleet Warp Disruptor

    250mm Light Artillery Cannon II, Tremor S
    250mm Light Artillery Cannon II, Tremor S
    Standard Missile Launcher II, Sabretooth Fury Light Missile

    Small Auxiliary Thrusters I
    Small Projectile Burst Aerator I
    Small Core Defence Field Extender I

    Not cap stable anymore, but you shouldn’t be running the web all the time anyway.

    • I find your use of Tremor a little frightening. Wensley says never use Tremor…

      And if you’re kiting beyond web distance, why put a web in? If you can get them, they can get you.

      Here’s one I put together after reading feedback so far.

      [Republic Fleet Firetail, Renegade MWD]
      Republic Fleet Gyrostabilizer
      Republic Fleet Gyrostabilizer
      Damage Control II

      1MN MicroWarpdrive II
      Pithi C-Type Small Shield Booster
      Republic Fleet Warp Disruptor
      [empty med slot]

      250mm Light ‘Scout’ Artillery I, Republic Fleet Fusion S
      250mm Light ‘Scout’ Artillery I, Republic Fleet Fusion S
      ‘Arbalest’ Standard Missile Launcher, Caldari Navy Piranha Light Missile

      Small Projectile Burst Aerator I
      Small Auxiliary Thrusters I
      Small Core Defence Field Extender I

  3. How about this:

    2x 150 Arty T2
    2x Standard Missile Launcher T2

    1x Gisti-B MWD
    1x Republic Fleet Warp Disruptor
    1x Tracking Computer

    2x Nano-fiber Structure T2
    1x Power Diagnostic T2

    Rigs – Ancillary Current Router 1, Small Semiconductor Memory Cell 1, Small Capacitor Control 1

    This is 4550 m/s, cap stable, range to 30 km with guns, missiles, and point. Don’t waste your fitting space on tank .. you are kiting at extra long range for a frigate and depending on sheer speed.

  4. The new popular gank Rupture fit that has t2 425’s, barrage, and 2-3 tracking enhancers will pop this fit easily, sadly, even with full speed and range…

  5. I fit mine with 2x200mm autocannons & 2xrockets, mwd, disruptor, webber, dc and 2xgyros.

    All t2 but needs a lot of skills to fit.

    I use it to tackle on 0.0 bubble ganks. Adds a certain amount of beauty and style to what would otherwise be an entirely despicable endeavour! 😉

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