Introduction to Minmatar Ships

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This is a deprecated class syllabus, intended as historical record for the teaching department.

Creating syllabi is no longer our process for new classes, and no classes in the syllabus library are considered current. They are here for historical purposes only, as well as an optional starting point for designing new classes. Please do not assume any of the classes you find here have slides, or have even been taught for many years. If you do use information in a syllabus, ensure that you have brought it up to date with contemporary EVE.

Class Information

This is a syllabus for a class provided by EVE University. This section contains information about this class and its contents. General Information includes materials to create a proper class listing on the EVE University forum. Additional resources and teaching tips are listed under Notes for the Teacher.

General Information

Text for an advertisement for this class on the EVE University forum:

[size=150][color=#FFFF00][b]Introduction to Minmatar Ships[/b][/color][/size]


This introductory class is for new (or relatively new) members, and especially Alpha clones of the Minmatar race, but it will be good for anyone who wants to learn the basic characteristics of Minmatar ships. 
It should last around 45 minutes depending on how many questions are asked.

[color=#FFFF00]Topics covered:[/color][list]
[*] General Minmatar Traits
[*] Primary Weapons: Projectile Turrets
[*] Secondary Weapons: Missiles & Drones
[*] Tanking Minmatar Ships
[*] Minmatar EWAR
[*] Sample Fits
[*] Q&A

[color=#FFFF00]Student requirements:[/color][list]
[*] Connection to the Public Mumble Server - please have your Mumble access sorted out well in advance of the class! Use this guide to set up Mumble:
[*] Joining the Lecture.E-UNI in-game chat channel

[color=#FFFF00]Questions?[/color] Post here in this thread.

Notes for the Teacher

Alpha go 24x20.png This class uses examples and provides information which are usable by Alpha Clones.

This syllabus includes details that try to make it an easy class for new teachers and less experienced players to undertake.

The class should not go into details about fittings or the differences between different versions of the same module--it's meant to be an overview of the basics of Minmatar ships. Details in the syllabus are for the instructor's use only to provide background for answering general questions and aren't meant to be taught in detail (for example, tables with details may be useful to the instructor but go into too much depth for this level of class).

Slide numbers are provided in the syllabus for the accompanying Slideshow. Charts and graphs in the Slideshow are there to illustrate some basic principles and not to go into detail about the mechanics behind the principles.

Required materials:

  • Access to the E-UNI public Mumble server:
  • Access to Lecture.E-UNI chat channel, to receive questions and post relevant links
  • Slides are at:

Class Contents


[Slide 1]

Welcome to this introductory class on Minmatar ships!

(Instructor should introduce himself or herself - covering relevant experience level and background.)

[Slide 2]

We have a few ground rules for this class:

  • Please put your Mumble settings on "Push to Talk" if you have not already done so. Or, if you don't have a "Push to Talk" key set up, please mute yourself in the Lecture Hall channel.
  • Feel free to type any questions in the Class.E-UNI chat channel as we proceed - please precede the questions with a capital Q and a colon - I will try to answer your questions as they come during the class. [At the end of my lecture, we'll open Mumble for any further questions or general discussion.]

Everyone ready? OK, then - let's begin....

[Slide 3]

Over the couple of hours, we will cover:

  • General Minmatar Characteristics
  • Projectile Turrets--Minmatar primary weapons
  • Secondary Weapons--Missiles and Drones
  • Tanking Minmatar ships
  • EWAR
  • Basic skills valuable for Minmatar Pilots
  • Minmatar Tech 1 ships - Combat and Industrials
  • A few sample fits
  • Then we'll have general Q&A

We won't go into the mechanics of piloting Minmatar ships--we will just cover some of the principles that govern how weapons and tanking work.

Minmatar Ships Characteristics

Identifying Hull Characcteristics

[Slide 4]

  • On the Traits tab of a ship's Show Info pop-up window is a set of Icons which indicate:
    • Module Size
    • Primary Weapon Type
    • Ship Role
    • Tanking Type that's best suited for the ship
  • Hovering the mouse pointer over them will bring up more detail on each Trait.
  • Below the Icons is the list of the all-important Bonuses which show that ship's strengths.
    • The Bonuses are important to take into account for fitting a ship--fit to its strongest traits.

Trust in the Rust

[Slide 5]

So what makes Minmatar ships distinctive, other than their distinctive rusty, junk yard look? Trust in the Rust!

  • Minmatar ships usually have the best base speeds for their size and class.
  • When fitted for speed & agility this lets Minmatar pilots control range easily.
    • . . . letting them sit at a range where they can hurt the enemy more than the enemy can hurt them
    • . . . and letting them have a better chance of disengaging if the fight goes badly
  • Most Minmatar ships can be fitted in a greater variety of ways than other races' ships
    • For example, most can fit either an armor tank or a shield tank
    • In PvP this makes Minmatar ships less predictable: the enemy have a harder time guessing how your ship will perform
  • If Minmatar pilots want to have all the different fitting options available they will have to train more in-game skills and learn more about the game than pilots flying other races
    • That's not necessarily a bad thing: an experienced Minmatar pilot is proficient with:
      • Turrets, Missiles, Drones, Capacitor warfare, Speed tanking, Kiting, Shield tanking (active, passive and buffer), Armor tanking (active and buffer)
      • ... which means they are well-placed to cross-train into any other race, and they probably have a good understanding of the other races' ships

Projectile Weapon Strengths and Weaknesses

[Slide 6]

Most Minmatar ships use projectile guns as their primary weapon. They're unlike other turrets:

  • Unlike other turrets they don't use up capacitor when they fire
  • Also you can control the damage type they deal by loading different kinds of ammunition
    • (hybrids use only Kin/Therm; lasers use only EM/Therm)

Projectile turrets come in two types: Autocannon and Artillery.


  • Short range, high damage-per-second
  • Good tracking speed compared to blasters and pulse lasers
  • Really short optimal ranges, really long falloff ranges
    • Expect to fight somewhere between optimal and first falloff most of the time


  • Long range, lower damage-per-second because of a very slow cycle time
  • Bad tracking speed compared to railguns and beam lasers
  • High 'alpha' -- lots of damage in each shot -- highest damage-per-shot potential in the game[?]
    • In some situations if you assemble enough alpha damage you don't need damage-per-second
    • Meaningful optimal range (unlike autocannon) but still also substantial falloff
    • Fight in optimal if you can, but be prepared to move out into falloff if you must

Optimal Range and Falloff Range Graph

[Slide 7]

  • Optimal Range is the distance within which the weapon will always hit its target if Angular Velocity = 0
    • Angular Velocity - measured in radians per second (π radians = 180°) - speed that an object moves around the ship (AV = Transversal Velocity / Distance).
    • Radial Velocity - the speed of the change of distance between the ship and an object; distance decrease, negative RV, distance increases, positive RV.
    • Transversal Velocity - perpendicular movement of an object to the ship
  • Falloff Range is the distance beyond the Optimal Range where the chance to hit the target drops to 50%.

Note: the example in Slide 7 uses an Optimal of 50km as a demonstration. Optimals and Falloffs vary a great deal between weapons.

Projectile Ammo

[Slide 8]

  • Leaving T2 ammunition aside, projectile guns all use the same eight types of ammo
T1 Ammunition Types
Name Range Mod. Tracking Mod. Damage Types Damage
EMP -50% 0% EM (75%) / EXP (16%) / KIN High
Fusion -50% 0% EXP (83%) / KIN High
Phased Plasma -50% 0% THERM (83%) / KIN High
Titanium Sabot 0% 20% KIN (75%) / EXP Moderate
Depleted Uranium 0% 20% EXP (38%) / THERM (38%) / KIN Moderate
Proton 60% 5% EM (60%) / KIN Low
Nuclear 60% 5% EXP (80%) / KIN Low
Carbonized Lead 60% 5% KIN (80%) / EXP Low
  • Three groups, sorted by range:
    • Fusion, EMP and Phased Plasma -- highest DPS, range penalty; mostly exp, em and therm damage respectively
    • Titanium Sabot and Depleted Uranium -- less DPS, no range modifier, 20% tracking speed bonus; TS is mostly kin damage, DU is mixed em/kin/therm
    • Proton, Nuclear and Carbonized Lead -- lowest DPS, range bonus, small tracking bonus; Proton is mixed em/kin, Nuclear primarily exp, CL primarily kin
  • Important to remember: range modifiers on these ammo apply to optimal only
    • . . . so for autocannon, with their laughable optimals, you can pretty much stick to the short-ranged three unless you need TS for better tracking or kinetic damage
  • Ammo selection:
    • PvE--usually you pick ammo to hit the lowest resists of the mission enemy
    • PvP--you try to guess at the target's lowest resists. (T2 racial resists are too complicated to cover it here.)
    • Thermal damage is reasonable against most things in PvP, so with autocannon if you don't have time to reload Phased Plasma is your friend

Projectile Support Modules

Two key lowslot modules for projectile users:

  • Gyrostabilizers ('gyros') boost your raw damage-per-shot and lower your guns' cycle time: more paper DPS
  • Tracking Enhancers ('TEs') boost your guns' tracking speed, optimal, and falloff ranges: more hits at longer ranges means more applied DPS
    • Tracking Enhancers' falloff bonus is the key to the success of high speed, kiting/skirmishing Autocannon fits

Secondary Weapons: Missiles

[Slide 9]

T1 bonused ships

Based on T1, Level I equipment ... for comparison only. Use in-game data for fitting.
Launcher Power (MW) Firing Rate (s) Reload Time (s) Missile Type Flight Time (s) Velocity (m/s) Explosion Radius (m) Explosion Velocity (m/s) Base Damage (hp)
Rocket 4 5 10 Rocket 2 2,250 20 150 33
Light Missile 6 16 10 Light Missile 5 3,750 40 150 83

Additional Weapons: Drones

[Slide 10]

Tanking Minmatar Ships

[Slide 11]

EWAR for the Minmatar

[Slide 12]

Basic Skills for Minmatar Pilots

[Slide 13]

Minmatar Corvette and Shuttle

[Slide 14]

Minmatar Frigates

[Slide 15]

Combat Frigates

[Slide 16]

Specialized Frigates

Minmatar Destroyers

[Slide 17]

Minmatar Cruisers

[Slide 18]

Combat Cruisers

[Slide 19]

Specialized Cruisers

Minmatar Industrials

[Slide 20]

Example Fitting: Armor

[Slide 21]

Example Fitting: Shield

[Slide 22]

Further Reading and Q&A

[Slide 23]

[Slide 24]