Keres

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Keres
CornerT2h.png
Keres
Gallente Federation
Gallente Federation
ECM PRIORITY
HIGHEST
Magnetometric
what's this?

HIGHEST Priority Target

Refer to your best judgement or the FC instructions on jamming targets. The priority displayed here is meant only as a basic guideline for prioritizing targets on a theoretical level, actual field priority may differ depending on the circumstances.


Electronic Attack Frigates
Maulus Class
EXTERNAL LINKS

Contents

Development
Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.

Developer: Duvolle Labs

Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.

SHIP BONUSES

Gallente Frigate bonuses (per skill level):
7.5% bonus to Remote Sensor Dampener effectiveness
10% reduction in Remote Sensor Dampener activation cost
Electronic Attack Ships bonuses (per skill level):
15% bonus to Warp Scrambler and Warp Disruptor optimal range
10% reduction in Warp Scrambler and Warp Disruptor activation cost

Required Skills
Training Time what's this?
23d 22h 40m 30s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Role(s) unspecified
▪ Variations
Maulus
Maulus
Maulus
Standard FrigatesMaulus Class
high slots2
(0/2)
middle slots4
low slots3
powergrid28 MW
cpu output230 tf
max. velocity375 m/sec
cargo capacity275 m³

Ship Attributes

Fittings
Powergrid
powergrid
33 MW
CPU
cpu output
205 tf
Capacitor
capacitor
375 GJ
High
high slots
2
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
middle slots
5
Low
low slots
3
Rig
rigs
2
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
350 m/sec
Inertia Modifier
inertia modifier (agility)
4.1
Warp Speed
inertia modifier (agility)
5.5 AU/s
Base Time to Warp
base time to warp
6.85 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
10 m³
Drone Bandwith
drone bandwith
10 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
64.50 km
Max Locked Targets
max. locked targets
7
Magnetometric Sensor
Magnetometric sensor strength
23 points
Sig. Radius
ship signature radius
43 m
Scan Res.
scan resolution
550 mm
Structure
Structure Hitpoints
structure hitpoints
425 HP
Mass
ship mass
1,204,500 kg
Volume
ship volume
23,000 m³
Capacity
cargo capacity
175 m³
Shields
Shield Capacity
shields
325 HP
Shield Resistances
EM
shield electromagnetic resistance
0
THR
shield thermal resistance
40
KIN
shield kinetic resistance
70
EXP
shield explosive resistance
50
Armor
Armor Hitpoints
armor
400 HP
Armor Resistances
EM
shield electromagnetic resistance
50
THR
armor thermal resistance
51.25
KIN
armor kinetic resistance
67.5
EXP
armor explosive resistance
10


Summary

The Keres is a T2 version of the Maulus, but rather than just being a straight upgrade, it has an extra bonus to warp disruptor range, allowing it to point enemies from 40k or more when overheated. The warp disruptor range bonus also affects warp scramblers.

The Keres can be flown in a few ways. One is to combine the warp disruptor range with sensor damps to push the enemy's lock range down below the Keres' point range, allowing it to tackle a target while leaving them unable to do much about it. This is a strong tactic to use when soloing or when skirmishing for a fleet.

Another way is pure tackle, packing the Keres with warp disruptors and scramblers to allow it to hold point and scram on several targets, possibly with some tank. This is a particularly effective setup to support a gate camp.

The Keres can be flown primarily as a damping platform, but it doesn't really outshine the Maulus and Celestis much in this role. Versus the Maulus it essentially only gains an extra mid slot and slightly better tank at a considerable increase in price. The Celestis is simply superior at damping, and still cheaper despite being a cruiser, though the Keres beats it in mobility.

Skills

Recommended skills to pilot Keres for a specific or it's common role(s).


Skills:

  • Gallente Frigate gives a bonus to dampener effectiveness and reduces activation cost
  • Electronic Attack Ships give a bonus to Warp Scrambler and Disruptor range (40+ Km) and reduces activation cost
  • Frequency Modulation increases falloff on all Ewar modules, skill to IV or V
  • Long Distance Jamming increases optimal on all Ewar modules, skill to IV or V
  • Signal Suppression increases effectiveness on Sensor Damps, skill to V.

Good to have

  • Sensor Linking reduces capacitor need.
  • Propulsion Jamming reduces capacitor need.

Fitting

Updated Rubicon
Keres: Updated Rubicon
SHIP INFO
EFT
[Keres, Updated Rubicon]
Drone Link Augmentor I
Small 'Notos' Explosive Charge I

1MN Microwarpdrive II
Faint Epsilon Warp Scrambler I
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I

Damage Control II
200mm Reinforced Nanofiber Plates I
Overdrive Injector System II

Small Anti-Explosive Pump I
Small Particle Dispersion Projector I

Hornet EC-300 x1
Hornet EC-300 x1

Targeting Range Dampening Script x2
Fitting template high slot label.png
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9744_64.png
Fitting template mid slots label.png
440_64.png
5443_64.png
5302_64.png
5302_64.png
5302_64.png
Fitting template low slots label.png
2048_64.png
11349_64.png
1236_64.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
23707_64.png
23707_64.png
Icon dashed diamond.png
Icon dashed diamond.png
Icon dashed diamond.png
Fitting template charge slots label.png
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Icon dashed triangle.png
Icon dashed triangle.png
Icon dashed triangle.png
Icon dashed triangle.png
Fitting template rig slots label.png
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31298_64.png
FITTING DIFFICULTY
WARSOP STATUS
Approved
EVE VERSION
RUB 1.0
EVE
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • An all dampening for the Rubicon expansion
  • With all skills at V and before boosts, this ship should have about 4050.0 K EHP, fly close to 2881 m/s (3200 m/s with MWD overheated) and align in 6.5 s (4.5 s with MWD off). The capacitor should be close to stable with the Smartbomb or MWD.
  • Should be able when overheated to point at 56 km.
  • Each Damp will reduce the target's targeting range by 58%


Tactics

Keres roles or piloting tactics.


Guidance for using Dampeners

  • Reject fleet warps and warp in at your optimal, which can be to either the Disruptor Point or Dampener range
  • Warp in a few seconds after the fleet, as the targets will have already chosen their primaries and the FC will have identified your targets.
  • Unless ordered to by the FC, do not target the primary, your frequent targets will be support, Logistics or other Ewar
  • Be prepared to bounce repeatedly to avoid damage, this effectively keeps a target preoccupied with you and essentially off the field.


Combat tips

  • Use a fit that provides a defense against drones
  • Use Dampeners on Snipers, which removes them from the field.
  • Use Scripts on some of the dampener modules, which reduces the stacking penalties

Notes

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