Difference between revisions of "Keres"

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  * on editing the attributes, please make sure that you don't
 
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  | shipid=11174
 
  | shipid=11174
  | shipimg=Keres.png
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  | shipimg=Keres.jpg
 
  | shipname=Keres
 
  | shipname=Keres
| caption=Keres
 
 
  | class=Electronic Attack Ship
 
  | class=Electronic Attack Ship
 
  | grouping=Electronic Attack Frigates
 
  | grouping=Electronic Attack Frigates
 
  | hulltype=Maulus Class
 
  | hulltype=Maulus Class
  | faction=Gallente Federation
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  | faction=Gallente Federation  
| race=Gallente
 
| roles=unspecified
 
 
  | variations={{Ship|Maulus}}, {{Ship|Maulus Navy Issue}}
 
  | variations={{Ship|Maulus}}, {{Ship|Maulus Navy Issue}}
  | tech=2
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  | tech=2  
| ecmprio=4 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
  | powergrid=33 MW
 
  | powergrid=33 MW
 
  | cpu=205 tf
 
  | cpu=205 tf
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  | lows=3
 
  | lows=3
 
  | mass=1,204,500 kg
 
  | mass=1,204,500 kg
  | volume=23,000 m&#179;
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  | volume=23,000
  | cargohold=175 m&#179;
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  | cargohold=175
 
  | extrahold=
 
  | extrahold=
 
  | extraholdtype=
 
  | extraholdtype=
  | dronebay=10 m&#179;
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  | dronebay=10
 
  | bandwidth=10 Mbit/sec
 
  | bandwidth=10 Mbit/sec
  | info=<b>Development</b><br>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.<br><br>Developer: Duvolle Labs <br><br>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.
+
  | info=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.<br><br>Developer: Duvolle Labs <br><br>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.
 
  | bonuses=<b>Gallente Frigate bonuses (per skill level):</b><br>7.5% bonus to Remote Sensor Dampener effectiveness<br>10% reduction in Remote Sensor Dampener activation cost<br><b>Electronic Attack Ships bonuses (per skill level):</b><br>15% bonus to Warp Scrambler and Warp Disruptor optimal range<br>10% reduction in Warp Scrambler and Warp Disruptor activation cost<br>
 
  | bonuses=<b>Gallente Frigate bonuses (per skill level):</b><br>7.5% bonus to Remote Sensor Dampener effectiveness<br>10% reduction in Remote Sensor Dampener activation cost<br><b>Electronic Attack Ships bonuses (per skill level):</b><br>15% bonus to Warp Scrambler and Warp Disruptor optimal range<br>10% reduction in Warp Scrambler and Warp Disruptor activation cost<br>
 
  | structurehp=425 HP
 
  | structurehp=425 HP
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  | scanres=550 mm
 
  | scanres=550 mm
 
  | reqskills=*{{RequiredSkill|Gallente Frigate|V}}
 
  | reqskills=*{{RequiredSkill|Gallente Frigate|V}}
**{{RequiredSkill|Spaceship Command|I}}
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** {{RequiredSkill|Spaceship Command|I}}
*{{RequiredSkill|Electronic Attack Ships|I}}
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* {{RequiredSkill|Electronic Attack Ships|I}}
**{{RequiredSkill|Spaceship Command|III}}
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** {{RequiredSkill|Spaceship Command|III}}
**{{RequiredSkill|Long Range Targeting|V}}
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** {{RequiredSkill|Long Range Targeting|V}}
***{{RequiredSkill|CPU Management|II}}
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*** {{RequiredSkill|CPU Management|II}}
  
 
  | totaltraintime=23d 22h 40m 30s
 
  | totaltraintime=23d 22h 40m 30s
 
  | forumlinks=
 
  | forumlinks=
 
  | wikireferences=
 
  | wikireferences=
  | externallinks=[http://wiki.eveonline.com/en/wiki/Keres Keres on Eve Online Wiki]
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  | externallinks=
 
  | highlights1=
 
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  | highlights2=
 
  | highlights2=
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==Summary==
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== 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 is a Tech 2 cousin of the [[Maulus]]; to the Maulus's two bonuses for sensor dampening, it adds significant bonuses to warp scrambler and disruptor range and reductions in scrambler and disruptor capacitor cost. A Keres can point enemies from 40km or more; with a Tech 2 point, [[Overheating|heat]], and maximum character skills, it can point at 50km. The range bonus also affects warp scramblers, taking a Tech 2 warp scrambler to about 15km range with good character skills.
  
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.
+
The Keres can be flown in a few ways. One is to combine the warp disruptor range with scripted sensor damps that push opponents' lock ranges down below the Keres' point range, allowing it to tackle a target while leaving them unable to respond. This is a strong tactic to use solo or when skirmishing for a small gang or 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.
+
Another route is pure tackle, packing the Keres with warp disruptors and scramblers to allow it to hold points and scrams on several targets, possibly with some tank. In lowsec gate camps it can particularly shine, because bubbles cannot be used to lock lowsec gates down.
  
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.
+
The Keres can be flown purely as a sensor 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, cheaper despite being a cruiser, and more insurable, though the Keres beats it in mobility.
  
==Skills==
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== Skills ==
''Recommended skills to pilot Keres for a specific or it's common role(s).''
 
  
 +
The Keres deserves good general [[fitting skills]] and [[support skills]]. {{Sk|Propulsion Jamming}}, {{Sk|Frequency Modulation}}, {{Sk|Signal Suppression}} and {{Sk|Long Distance Jamming}} all particularly support its primary purpose.
  
Skills:
+
{{Sk|Electronic Attack Ships}} should be trained to IV before undocking the ship. Because the per-level bonus attached to this skill is large (15% extra range), training it to V is a good medium- or long-term goal for anyone who uses the Keres regularly.
* 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
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== Tactics ==
* Sensor Linking reduces capacitor need.
 
* Propulsion Jamming reduces capacitor need.
 
  
==Fitting==
+
The Keres can be fitted in a variety of ways depending on its exact purpose and likely context of use. It can be shield or armour-tanked, depending on whether the priority is mobility, or mid slot availability.
For more info on fittings, please click [[Keres/Fittings|here]]
 
  
==Tactics==
+
In a small gang, the Keres is often tasked with holding point at long range. Pilots must communicate what they have pointed, and take careful account of their changing range from their target. A heated warp scrambler can help to screen enemy tackle away from allied ships, by turning the MWD on incoming interceptors or assault frigates off. But the Keres cannot mount a huge tank of its own, and incoming threats may also need to be called out so that other parts of the gang can scrape them off.
''Keres roles or piloting tactics.''
 
  
 +
If the Keres is using one or more damps, damping tactics can follow largely the same pointers outlined on the page for the [[Maulus]]. If the Keres is fitted with a damp to prevent retaliation from the target it is holding with a long point, though, it may be necessary to damp that ship rather than other usual high-priority damp targets.
  
Guidance for using Dampeners
+
Heat adds a lot of range to tackle modules, and any Keres will benefit from a good understanding of overheating and an ample supply of nanite repair paste.
* 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.
+
In a gate camp, the Keres shines with remote and/or mounted sensor boosting. In lowsec, it must also have [[logistics]] support to help it survive gate guns.
  
* Unless ordered to by the FC, do not target the primary, your frequent targets will be support, Logistics or other Ewar
+
== Notes ==
  
* Be prepared to bounce repeatedly to avoid damage, this effectively keeps a target preoccupied with you and essentially off the field.
+
In ancient Greek mythology, the Keres were feminine personifications of violent death, associated with battlefields. "Keres" is actually the plural (of ''Ker'') but as a ship name it has become standardized as a singular noun in Eve.
  
  
Combat tips
+
{{ShipsMatrix|expgroup=frigates}}
* Use a fit that provides a defense against drones
 
  
* Use Dampeners on Snipers, which removes them from the field.
+
[[Category:Ship Database]]
 
+
[[Category:Electronic Attack Frigates]]
* Use Scripts on some of the dampener modules, which reduces the stacking penalties
 
 
 
==Notes==
 
 
 
 
 
 
 
 
 
{{ShipsMatrix}}
 
[[Category:Database]][[Category:Ship Database]][[Category:Electronic Attack Frigates]]
 

Latest revision as of 18:26, 4 April 2023

EVE University Database
 
Ship Database
Keres
CornerT2h.png
Keres
Gallente Federation
Gallente Federation
Electronic Attack Frigates
Maulus Class
RELATED UNI-WIKI REFERENCES

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
▪ Variations
Maulus
Maulus.jpg
Maulus
Standard Frigates Maulus Class
Icon hi slot.png2 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png28 MW Icon cpu.png230 tf
Icon velocity.png375 m/sec
Icon capacity.png275 m³
, Maulus Navy Issue
Maulus Navy Issue.jpg
CornerTFs.png
Maulus Navy Issue
Faction Frigates Maulus Class
Icon hi slot.png2 (0/2) Icon mid slot.png3 Icon low slot.png4
Icon powergrid.png35 MW Icon cpu.png150 tf
Icon velocity.png315 m/sec
Icon capacity.png275 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
medium 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 Bandwidth
drone bandwidth
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
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
Cargo Capacity
cargo capacity
175 m³
Armor
Armor Hitpoints
armor hitpoints
400 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
51.25
KIN
kinetic resistance
67.5
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
325 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
40
KIN
kinetic resistance
70
EXP
explosive resistance
50


Summary

The Keres is a Tech 2 cousin of the Maulus; to the Maulus's two bonuses for sensor dampening, it adds significant bonuses to warp scrambler and disruptor range and reductions in scrambler and disruptor capacitor cost. A Keres can point enemies from 40km or more; with a Tech 2 point, heat, and maximum character skills, it can point at 50km. The range bonus also affects warp scramblers, taking a Tech 2 warp scrambler to about 15km range with good character skills.

The Keres can be flown in a few ways. One is to combine the warp disruptor range with scripted sensor damps that push opponents' lock ranges down below the Keres' point range, allowing it to tackle a target while leaving them unable to respond. This is a strong tactic to use solo or when skirmishing for a small gang or fleet.

Another route is pure tackle, packing the Keres with warp disruptors and scramblers to allow it to hold points and scrams on several targets, possibly with some tank. In lowsec gate camps it can particularly shine, because bubbles cannot be used to lock lowsec gates down.

The Keres can be flown purely as a sensor 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, cheaper despite being a cruiser, and more insurable, though the Keres beats it in mobility.

Skills

The Keres deserves good general fitting skills and support skills. Propulsion Jamming, Frequency Modulation, Signal Suppression and Long Distance Jamming all particularly support its primary purpose.

Electronic Attack Ships should be trained to IV before undocking the ship. Because the per-level bonus attached to this skill is large (15% extra range), training it to V is a good medium- or long-term goal for anyone who uses the Keres regularly.

Tactics

The Keres can be fitted in a variety of ways depending on its exact purpose and likely context of use. It can be shield or armour-tanked, depending on whether the priority is mobility, or mid slot availability.

In a small gang, the Keres is often tasked with holding point at long range. Pilots must communicate what they have pointed, and take careful account of their changing range from their target. A heated warp scrambler can help to screen enemy tackle away from allied ships, by turning the MWD on incoming interceptors or assault frigates off. But the Keres cannot mount a huge tank of its own, and incoming threats may also need to be called out so that other parts of the gang can scrape them off.

If the Keres is using one or more damps, damping tactics can follow largely the same pointers outlined on the page for the Maulus. If the Keres is fitted with a damp to prevent retaliation from the target it is holding with a long point, though, it may be necessary to damp that ship rather than other usual high-priority damp targets.

Heat adds a lot of range to tackle modules, and any Keres will benefit from a good understanding of overheating and an ample supply of nanite repair paste.

In a gate camp, the Keres shines with remote and/or mounted sensor boosting. In lowsec, it must also have logistics support to help it survive gate guns.

Notes

In ancient Greek mythology, the Keres were feminine personifications of violent death, associated with battlefields. "Keres" is actually the plural (of Ker) but as a ship name it has become standardized as a singular noun in Eve.