The Energy Neutralizer should probably be a Nosferatu, as NPCs can’t be cap-pressured, but they can be stolen capacitor nevertheless
Active Shield Brawly Rupture would be
[Rupture, Rupture Shield MWD]
Power Diagnostic System II
Power Diagnostic System II
Gyrostabilizer II
Gyrostabilizer II
Gyrostabilizer IILarge Clarity Ward Enduring Shield Booster
Large Compact Pb-Acid Cap Battery
50MN Quad LiF Restrained Microwarpdrive
Fleeting Compact Stasis Webifier220mm Vulcan AutoCannon II, Fusion M
220mm Vulcan AutoCannon II, Fusion M
220mm Vulcan AutoCannon II, Fusion M
220mm Vulcan AutoCannon II, Fusion M
Medium Ghoul Compact Energy NosferatuMedium Semiconductor Memory Cell I
Medium Semiconductor Memory Cell I
Medium Semiconductor Memory Cell IValkyrie II x1
Warrior II x4
Typical for shield tank, you the repair module is oversized. This Rupture has twice the ehp/s regen of it’s passive tanked variants, at the expense that it needs a lot of skills to be rather high to even fit. Downgrading the guns to the ‘scout’ metas can help a bit, and the Nosferatu module extracts capacitor from NPC ships to help recharging the capacitor faster after the MWD consumed quite a bit.
Note that while this Rupture is MWD fit, the lack of propulsion support modules and the lower basic maneuverability of the Rupture hull renders it almost 40% slower then the passive tanked Stabber. 40% is rather significant for both getting into combat, and getting out of it (e.g. if there’s a warp disruption rat that needs to be outrun before a warpout is possible)
But if a tank mod can be oversized, can’t it be vastly oversized? The answer is, that with shield tank, it usually can, but you sacrifice a lot. This Rupture has a Battleship Tank:
[Rupture, Rupture Shield AB]
Power Diagnostic System II
Power Diagnostic System II
Power Diagnostic System II
Power Diagnostic System II
Gyrostabilizer II10MN Afterburner II
X-Large Clarity Ward Enduring Shield Booster
Large Compact Pb-Acid Cap Battery
Fleeting Compact Stasis Webifier220mm Vulcan AutoCannon II, Fusion M
220mm Vulcan AutoCannon II, Fusion M
[Empty High slot]
220mm Vulcan AutoCannon II, Fusion M
220mm Vulcan AutoCannon II, Fusion MMedium Semiconductor Memory Cell I
Medium Semiconductor Memory Cell I
Medium Semiconductor Memory Cell IValkyrie II x1
Warrior II x4
It is, however, horribly slow, and lacks damage amplification, which means it’ll do the classic “tank” thing of sitting in the middle of the grid and getting shot by everything, but will have a hard time returning the damage.
The tanks are:
- 45 to 50 ehp/s for any of the passive fits
- 65ehp/s for the active armor Rutpure
- 90ehp/s for the active shield MWD Rupture
- 180ehp/s for the active shield AB Rupture
180 sounds amazing, but you’re sacrificing movement speed and amplification for it, and the combination means you’re probably better off not going for it. If the Armor Rupture would attempt getting more tank, rather then loading a larger module, it would load two medium modules, but just as it’s shield counterpart it would have to sacrifice a lot to get that working. With two modules, however, in a time of high burst damage incoming, and with an end of this burst being considerable, the tank modules can be overheated to provide more tank, and once the burst damage source has been neutralized, a single module can be shut down for repairs while the second is kept operating to provide tank. Once the first module has repaired, it is engaged, and the second module is taken down for repair. Shield tanks have only one repair module and disabling it for repair is not an option as doing so would strip the ship of all repair capacity, unlike the twin repairing armor ship which would see reduced but still operating tank during heat damage repair.
On the DPS-ies…
The twin tracking computed armor rupture has a smooth damage curve, while the stasis webbifying fits all perform great on short but, but far less glorious on medium or long range engagements. The true power of the web comes to show when you consider that the Armor and the MWD Ruptures actually have 25% more on-paper-DPS then the Stabber, but the Stabber is competitive to them, nevertheless.
The Tanky AB Rupture, as expected, fails to be competitive on the Damage Dealing side of things
When shooting at Cruisers/BS
The Cruisers NPCs have lower movement speed and larger Signature, which makes it easy to hit them. A battleship target chart is ommited, it would look more or less alike.
The MWD Rupture and he Armor Tanked Rupture perform more or less equally well, the Stabber a bit worse and the tanky AB Rupture loses again.
While the tanky AB Rupture can be seen to have a “poor” damage dealing performance simply by looking at the chart, it’s in-game performance is in fact at least “horrible” on the actual combat grid: It’s low effective range dictates it to be close to NPCs, but it’s lack of movement speed means that it’ll spend ages closing up to them.
Some NPCs prefer to keep long-distance orbits, like Angel Saints that orbit at 33km and move almost 175m/s, but can burn to that orbit with up to 1.4km/s (webs down to 600m/s once in web range) if they’re significantly too close or too far away they from capsuleer operated ships. Even after it managed to catch up to the kite-y NPC, it will take longer to clear it then any other of the fits, including the armor tanking AB fit, which has a whopping 30% more DPS after all.
Burning into target pockets
The microwarping ships, especially the Stabber, can cover a significant range in a short time, while the AB ships will struggle. This is the reason why I originally recommended longer range weaponry on the Rupture
My personal recommendation would be the Belicoste. It’s faster then the ruptures, and for all but the “sweet spot” damage ranges it also is superior in DD-ing. The Target Painters also improve damage of the drones, which is a nice extra, although it will barely make a difference since Warrior drones hit things pretty well even without assistance.