https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Arexand+Oskold&feedformat=atomEVE University Wiki - User contributions [en]2024-03-28T13:21:31ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=File_talk:Cyno_Types.png&diff=183313File talk:Cyno Types.png2022-04-07T02:15:56Z<p>Arexand Oskold: /* Failed upload */ It's not you, it's the cache</p>
<hr />
<div>==Duplicate File==<br />
The original author of this image published a new version of it (comment [https://www.reddit.com/r/Eve/comments/gl0sek/someone_asked_me_a_question_so_i_made_a_cyno_to/fqv95dr/?context=3 here]). {{User:Samsam James}} uploaded that new version to [[:File:Cyno_Types2.png]]. It would be better if that file was here on File:Cyno_Types.png (as a New Version), however when I attempted to do the Upload A New Version Of This File, MediaWiki isn't updating its cache and so the old version is still the one that shows.<br />
<br />
So there's now two things to do, which are probably going to need an admin of some kind:<br />
# Get the image cache to fix itself so that the updated file actually shows<br />
# Clean up the file duplication<br />
[[User:Arexand Oskold|Arexand Oskold]] ([[User talk:Arexand Oskold|talk]]) 13:52, 17 May 2020 (UTC)<br />
:: The cache updates on its own after few days. Probably best to use the original file since it has better name and add {{t|deletion}} on Cyno Types2.png [[User:Hirmuolio Pine|Hirmuolio Pine]] ([[User talk:Hirmuolio Pine|talk]]) 14:24, 17 May 2020 (UTC)<br />
<br />
== Failed upload ==<br />
<br />
Hi there.<br />
<br />
Currently fighting with the UI, as any attempt to upload my new update (2022.04.06) creates a stretched out version of the original. Please help me address this, I've messed up the history at this point.<br />
<br />
https://i.imgur.com/hciSN00.png < imgur link to the new file<br />
<br />
::Hey Qymm, good to see you here. The "failed upload" issue you encountered is the same thing that tripped me up two years ago when I originally uploaded this file. It's not you doing something wrong, it's a combination of your web browser cache and the wiki server cache not updating instantaneously. The new file uploaded correctly the first time around, and everyone else can see it correctly; it's just your browser that's seeing it wrong for the moment. Not sure why MediaWiki does this, but it's a known point of frustration. <br />
<br />
::If you really want to see it correctly, you can either manually clear out your browser's cache for this website, or you can wait a day or two and your browser will sort itself out on its own.[[User:Arexand Oskold|Arexand Oskold]] ([[User talk:Arexand Oskold|talk]]) 02:15, 7 April 2022 (UTC)</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Heavy_Interdiction_Cruisers&diff=178466Heavy Interdiction Cruisers2021-12-04T08:58:08Z<p>Arexand Oskold: /* Infinity Pointing */ script lets it be used in hisec</p>
<hr />
<div>'''Heavy Interdiction Cruisers''' ("HICs" or "hictors") are Tech 2 [[cruisers]] which provide the heaviest [[Tackling|tackle]] possible. They have better tanks than any other cruiser-sized hull—with the exception of some niche [[Strategic Cruisers|strategic cruiser]] fits—and can match the tanks of most battleships. Their DPS is relatively limited, but damage-dealing is rarely a key part of their role.<br />
<br />
== Capabilities ==<br />
<br />
=== Bubbles ===<br />
<br />
In null security space, heavy interdiction cruisers can create a warp disruption field similar to the bubble created by [[Interdictors|light interdictors]]. The field has a radius of 12–20 km, depending on the pilot's level in the Heavy Interdictor ship command skill.<br />
<br />
However, while the light interdictor creates bubbles centered on the probes it launches, and so can can launch its bubble, leave it, and even get off grid, the heavy interdiction cruiser's bubble is generated by and centered on the HIC itself.<br />
<br />
This ship-centered bubble capability comes from the {{co|wheat|Warp Disruption Field Generator}}, a high-slot module with a cycle time of 30 seconds. While the bubble is active, the HIC can still move at its normal speed, but it cannot receive any type of remote support, and has an increased signature radius.<br />
<br />
Activating a HIC bubble thus makes the HIC itself a more easily-damaged target, and commits its pilot to purely local tanking for at least the next 30 seconds. In return, the HIC has a mobile bubble, which opens up more tactical possibilities, such as moving the bubble in concert with an opposing gang to keep them tackled, or keeping the bubble out in front of a mobile friendly gang to screen their mid- and back-lines from hostile warp-ins.<br />
<br />
The bubble can not be used in lowsec or highsec. If you see a HIC in empire that seems to have its bubble up, it is a graphical bug caused by loading the grid after the point was activated. (This bug has reportedly been fixed, but pilots may still see it in some old videos).<br />
<br />
=== Infinity Pointing ===<br />
<br />
The Warp Disruption Field Generator can be loaded with a Focused Warp Disruption script, or a Focused Warp Scrambling script, which turns the module into a kind of super single-target warp disruptor (or warp scrambler) with long range and infinite strength. When scripted to create this "infinipoint", the module still prevents remote support while active, however it allows the module to be activated in both hisec and lowsec.<br />
<br />
<br />
HICs are the only ships that can, using this infinite point, tackle super-capital ships in low sec (in part because the use of this script ''also'' blocks capital ships from jumping through stargates). They are also sometimes used in high- and low-sec gatecamps to negate the effect of Warp Core Stabilizers, catching otherwise-slippery transport ships. Furthermore, these scripts can be used to shut down hostile Micro Jump Drives and Micro Jump Field Generators, and thus prevent enemies from either micro jumping to safety or offensively micro jumping part of a friendly fleet out of position.<br />
<br />
=== Rolling Wormholes ===<br />
<br />
Heavy interdictors are also the only ships which can fit the Zero Point Mass Entangler high slot module. When activated, this dramatically reduces the HIC's mass (by 80%, to a fifth of its normal value) but even more dramatically reduces its speed (by 95%). It disables the warp drive and any microwarp drive fitted, and reduces the thrust bonus from afterburners by 90%. <br />
<br />
These effects are unhelpful in most situations, but they make the ship a convenient tool for "rolling" [[wormholes]], that is, moving mass through an unwanted wormhole in order to close it. In particular, the Entangler's mass reduction effects allow a HIC to jump through a critically destabilized wormhole, with minimal chance of that wormhole collapsing until the HIC jumps through it again (with its Entanglers off this time). To this end, most rolling HIC fits feature 3 Entanglers, which are activated together, to maximize the mass reduction effects.<br />
<br />
{{expansion past|Prior to September, 2018, it was the Warp Disruption Field Generator itself which provided the HIC with reduced mass and speed. However, there was an unintended interaction between the Generator and 500MN Microwarpdrives, allowing 500MN HICs to slingshot themselves around stargates at high speeds and thus tackle any ship no matter where it was coming from. When CCP moved to address this by removing the mass and speed effects from the Generator, it caused a severe outcry from the wormhole space community over the loss of "rolling HICs", and so the Zero Point Mass Entangler was hastily created to re-introduce the desired non-combat mass reduction behavior.}}<br />
<br />
== Tactics ==<br />
<br />
HICs represent an opposite trade-off to the cheap cost and vulnerability of the lighter interdictors: HICs are extremely tough, but more expensive and less expendable. In some circumstances, such as a fast, agile gang, light interdictors might be a better choice.<br />
<br />
When used in fleets for their bubbles, HICs shine when deployed in pairs or larger groups with [[logistics]] ships as backup. With good coordination, the HICs can pass the task of bubbling around, so that the logistics ships can repair those HICs which are not currently bubbling. Many of the same [[Interdictors#Tactics|considerations around bubble tactics]] relevant to interdictor pilots remain relevant in HICs; in particular, pilots should remember that an unwanted friendly bubble at the wrong time or in the wrong place can wreak havoc on a fleet commander's plans.<br />
<br />
When used for low-sec or high-sec gatecamps, HICs benefit from local or remote sensor boosting, to pump up their already-good scan resolution for fast target lock times.<br />
<br />
== List of Heavy Interdiction Cruisers ==<br />
<br />
* {{sh|Devoter}}: Armor tank, and a better one than the Phobos, but 1 less midslot, which is significant in Empire where HICs usually fit sensor boosters to help them catch fast targets. <br />
* {{sh|Onyx}}: Shield tank. Lower tank and speed than the Broadsword, but a lot more CPU, letting it fit a probe launcher. Additionally, in empire where HICs usually fit sensor boosters, it has a very hard time properly plugging its EM resist hole.<br />
* {{sh|Phobos}}: Armor tank. The Devoter tanks better, but the Phobos has an extra midslot, making it better at catching fast targets in Empire with an extra sensor booster.<br />
* {{sh|Broadsword}}: Shield tank. Better speed and resists than the Onyx, at the price of CPU for utility mods.<br />
<br />
== See Also ==<br />
* [[Tackling]]<br />
* [[Cruisers]]<br />
<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Heavy_Interdiction_Cruisers&diff=178465Heavy Interdiction Cruisers2021-12-04T08:56:47Z<p>Arexand Oskold: /* Bubbles */ no mass reduction anymore</p>
<hr />
<div>'''Heavy Interdiction Cruisers''' ("HICs" or "hictors") are Tech 2 [[cruisers]] which provide the heaviest [[Tackling|tackle]] possible. They have better tanks than any other cruiser-sized hull—with the exception of some niche [[Strategic Cruisers|strategic cruiser]] fits—and can match the tanks of most battleships. Their DPS is relatively limited, but damage-dealing is rarely a key part of their role.<br />
<br />
== Capabilities ==<br />
<br />
=== Bubbles ===<br />
<br />
In null security space, heavy interdiction cruisers can create a warp disruption field similar to the bubble created by [[Interdictors|light interdictors]]. The field has a radius of 12–20 km, depending on the pilot's level in the Heavy Interdictor ship command skill.<br />
<br />
However, while the light interdictor creates bubbles centered on the probes it launches, and so can can launch its bubble, leave it, and even get off grid, the heavy interdiction cruiser's bubble is generated by and centered on the HIC itself.<br />
<br />
This ship-centered bubble capability comes from the {{co|wheat|Warp Disruption Field Generator}}, a high-slot module with a cycle time of 30 seconds. While the bubble is active, the HIC can still move at its normal speed, but it cannot receive any type of remote support, and has an increased signature radius.<br />
<br />
Activating a HIC bubble thus makes the HIC itself a more easily-damaged target, and commits its pilot to purely local tanking for at least the next 30 seconds. In return, the HIC has a mobile bubble, which opens up more tactical possibilities, such as moving the bubble in concert with an opposing gang to keep them tackled, or keeping the bubble out in front of a mobile friendly gang to screen their mid- and back-lines from hostile warp-ins.<br />
<br />
The bubble can not be used in lowsec or highsec. If you see a HIC in empire that seems to have its bubble up, it is a graphical bug caused by loading the grid after the point was activated. (This bug has reportedly been fixed, but pilots may still see it in some old videos).<br />
<br />
=== Infinity Pointing ===<br />
<br />
The Warp Disruption Field Generator can be loaded with a Focused Warp Disruption script, or a Focused Warp Scrambling script, which turns the module into a kind of super single-target warp disruptor (or warp scrambler) with long range and infinite strength. When scripted to create this "infinipoint", the module still prevents remote support while active.<br />
<br />
HICs are the only ships that can, using this infinite point, tackle super-capital ships in low sec (in part because the use of this script ''also'' blocks capital ships from jumping through stargates). They are also sometimes used in high- and low-sec gatecamps to negate the effect of Warp Core Stabilizers, catching otherwise-slippery transport ships. Furthermore, these scripts can be used to shut down hostile Micro Jump Drives and Micro Jump Field Generators, and thus prevent enemies from either micro jumping to safety or offensively micro jumping part of a friendly fleet out of position.<br />
<br />
=== Rolling Wormholes ===<br />
<br />
Heavy interdictors are also the only ships which can fit the Zero Point Mass Entangler high slot module. When activated, this dramatically reduces the HIC's mass (by 80%, to a fifth of its normal value) but even more dramatically reduces its speed (by 95%). It disables the warp drive and any microwarp drive fitted, and reduces the thrust bonus from afterburners by 90%. <br />
<br />
These effects are unhelpful in most situations, but they make the ship a convenient tool for "rolling" [[wormholes]], that is, moving mass through an unwanted wormhole in order to close it. In particular, the Entangler's mass reduction effects allow a HIC to jump through a critically destabilized wormhole, with minimal chance of that wormhole collapsing until the HIC jumps through it again (with its Entanglers off this time). To this end, most rolling HIC fits feature 3 Entanglers, which are activated together, to maximize the mass reduction effects.<br />
<br />
{{expansion past|Prior to September, 2018, it was the Warp Disruption Field Generator itself which provided the HIC with reduced mass and speed. However, there was an unintended interaction between the Generator and 500MN Microwarpdrives, allowing 500MN HICs to slingshot themselves around stargates at high speeds and thus tackle any ship no matter where it was coming from. When CCP moved to address this by removing the mass and speed effects from the Generator, it caused a severe outcry from the wormhole space community over the loss of "rolling HICs", and so the Zero Point Mass Entangler was hastily created to re-introduce the desired non-combat mass reduction behavior.}}<br />
<br />
== Tactics ==<br />
<br />
HICs represent an opposite trade-off to the cheap cost and vulnerability of the lighter interdictors: HICs are extremely tough, but more expensive and less expendable. In some circumstances, such as a fast, agile gang, light interdictors might be a better choice.<br />
<br />
When used in fleets for their bubbles, HICs shine when deployed in pairs or larger groups with [[logistics]] ships as backup. With good coordination, the HICs can pass the task of bubbling around, so that the logistics ships can repair those HICs which are not currently bubbling. Many of the same [[Interdictors#Tactics|considerations around bubble tactics]] relevant to interdictor pilots remain relevant in HICs; in particular, pilots should remember that an unwanted friendly bubble at the wrong time or in the wrong place can wreak havoc on a fleet commander's plans.<br />
<br />
When used for low-sec or high-sec gatecamps, HICs benefit from local or remote sensor boosting, to pump up their already-good scan resolution for fast target lock times.<br />
<br />
== List of Heavy Interdiction Cruisers ==<br />
<br />
* {{sh|Devoter}}: Armor tank, and a better one than the Phobos, but 1 less midslot, which is significant in Empire where HICs usually fit sensor boosters to help them catch fast targets. <br />
* {{sh|Onyx}}: Shield tank. Lower tank and speed than the Broadsword, but a lot more CPU, letting it fit a probe launcher. Additionally, in empire where HICs usually fit sensor boosters, it has a very hard time properly plugging its EM resist hole.<br />
* {{sh|Phobos}}: Armor tank. The Devoter tanks better, but the Phobos has an extra midslot, making it better at catching fast targets in Empire with an extra sensor booster.<br />
* {{sh|Broadsword}}: Shield tank. Better speed and resists than the Onyx, at the price of CPU for utility mods.<br />
<br />
== See Also ==<br />
* [[Tackling]]<br />
* [[Cruisers]]<br />
<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Heavy_Interdiction_Cruisers&diff=178464Heavy Interdiction Cruisers2021-12-04T08:55:50Z<p>Arexand Oskold: /* Infinity Pointing */ there's also a Scram variant. And it shuts down MJDs.</p>
<hr />
<div>'''Heavy Interdiction Cruisers''' ("HICs" or "hictors") are Tech 2 [[cruisers]] which provide the heaviest [[Tackling|tackle]] possible. They have better tanks than any other cruiser-sized hull—with the exception of some niche [[Strategic Cruisers|strategic cruiser]] fits—and can match the tanks of most battleships. Their DPS is relatively limited, but damage-dealing is rarely a key part of their role.<br />
<br />
== Capabilities ==<br />
<br />
=== Bubbles ===<br />
<br />
In null security space, heavy interdiction cruisers can create a warp disruption field similar to the bubble created by [[Interdictors|light interdictors]]. The field has a radius of 12–20 km, depending on the pilot's level in the Heavy Interdictor ship command skill.<br />
<br />
However, while the light interdictor creates bubbles centred on the probes it launches, and so can can launch its bubble, leave it, and even get off grid, the heavy interdiction cruiser's bubble is generated by and centred on the HIC itself.<br />
<br />
This ship-centred bubble capability comes from the {{co|wheat|Warp Disruption Field Generator}}, a high-slot module with a cycle time of 30 seconds. While the bubble is active, the HIC can still move at its normal speed, but it cannot receive any type of remote support, and has an increased signature radius. To compensate, it becomes relatively agile as its mass gets heavily reduced, meaning it can get up to speed and change direction extremely fast. <br />
<br />
Activating a HIC bubble thus makes the HIC itself a more easily-damaged target, and commits its pilot to purely local tanking for at least the next 30 seconds. In return, the HIC has a mobile bubble, which opens up more tactical possibilities, such as moving the bubble in concert with an opposing gang to keep them tackled, or keeping the bubble out in front of a mobile friendly gang to screen their mid- and back-lines from hostile warp-ins.<br />
<br />
The bubble can not be used in lowsec or highsec. If you see a HIC in empire that seems to have its bubble up, it is a graphical bug caused by loading the grid after the point was activated. (This bug has reportedly been fixed, but pilots may still see it in some old videos).<br />
<br />
=== Infinity Pointing ===<br />
<br />
The Warp Disruption Field Generator can be loaded with a Focused Warp Disruption script, or a Focused Warp Scrambling script, which turns the module into a kind of super single-target warp disruptor (or warp scrambler) with long range and infinite strength. When scripted to create this "infinipoint", the module still prevents remote support while active.<br />
<br />
HICs are the only ships that can, using this infinite point, tackle super-capital ships in low sec (in part because the use of this script ''also'' blocks capital ships from jumping through stargates). They are also sometimes used in high- and low-sec gatecamps to negate the effect of Warp Core Stabilizers, catching otherwise-slippery transport ships. Furthermore, these scripts can be used to shut down hostile Micro Jump Drives and Micro Jump Field Generators, and thus prevent enemies from either micro jumping to safety or offensively micro jumping part of a friendly fleet out of position.<br />
<br />
=== Rolling Wormholes ===<br />
<br />
Heavy interdictors are also the only ships which can fit the Zero Point Mass Entangler high slot module. When activated, this dramatically reduces the HIC's mass (by 80%, to a fifth of its normal value) but even more dramatically reduces its speed (by 95%). It disables the warp drive and any microwarp drive fitted, and reduces the thrust bonus from afterburners by 90%. <br />
<br />
These effects are unhelpful in most situations, but they make the ship a convenient tool for "rolling" [[wormholes]], that is, moving mass through an unwanted wormhole in order to close it. In particular, the Entangler's mass reduction effects allow a HIC to jump through a critically destabilized wormhole, with minimal chance of that wormhole collapsing until the HIC jumps through it again (with its Entanglers off this time). To this end, most rolling HIC fits feature 3 Entanglers, which are activated together, to maximize the mass reduction effects.<br />
<br />
{{expansion past|Prior to September, 2018, it was the Warp Disruption Field Generator itself which provided the HIC with reduced mass and speed. However, there was an unintended interaction between the Generator and 500MN Microwarpdrives, allowing 500MN HICs to slingshot themselves around stargates at high speeds and thus tackle any ship no matter where it was coming from. When CCP moved to address this by removing the mass and speed effects from the Generator, it caused a severe outcry from the wormhole space community over the loss of "rolling HICs", and so the Zero Point Mass Entangler was hastily created to re-introduce the desired non-combat mass reduction behavior.}}<br />
<br />
== Tactics ==<br />
<br />
HICs represent an opposite trade-off to the cheap cost and vulnerability of the lighter interdictors: HICs are extremely tough, but more expensive and less expendable. In some circumstances, such as a fast, agile gang, light interdictors might be a better choice.<br />
<br />
When used in fleets for their bubbles, HICs shine when deployed in pairs or larger groups with [[logistics]] ships as backup. With good coordination, the HICs can pass the task of bubbling around, so that the logistics ships can repair those HICs which are not currently bubbling. Many of the same [[Interdictors#Tactics|considerations around bubble tactics]] relevant to interdictor pilots remain relevant in HICs; in particular, pilots should remember that an unwanted friendly bubble at the wrong time or in the wrong place can wreak havoc on a fleet commander's plans.<br />
<br />
When used for low-sec or high-sec gatecamps, HICs benefit from local or remote sensor boosting, to pump up their already-good scan resolution for fast target lock times.<br />
<br />
== List of Heavy Interdiction Cruisers ==<br />
<br />
* {{sh|Devoter}}: Armor tank, and a better one than the Phobos, but 1 less midslot, which is significant in Empire where HICs usually fit sensor boosters to help them catch fast targets. <br />
* {{sh|Onyx}}: Shield tank. Lower tank and speed than the Broadsword, but a lot more CPU, letting it fit a probe launcher. Additionally, in empire where HICs usually fit sensor boosters, it has a very hard time properly plugging its EM resist hole.<br />
* {{sh|Phobos}}: Armor tank. The Devoter tanks better, but the Phobos has an extra midslot, making it better at catching fast targets in Empire with an extra sensor booster.<br />
* {{sh|Broadsword}}: Shield tank. Better speed and resists than the Onyx, at the price of CPU for utility mods.<br />
<br />
== See Also ==<br />
* [[Tackling]]<br />
* [[Cruisers]]<br />
<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Heavy_Interdiction_Cruisers&diff=178463Heavy Interdiction Cruisers2021-12-04T08:51:09Z<p>Arexand Oskold: /* Rolling Wormholes */ Usage notes and history</p>
<hr />
<div>'''Heavy Interdiction Cruisers''' ("HICs" or "hictors") are Tech 2 [[cruisers]] which provide the heaviest [[Tackling|tackle]] possible. They have better tanks than any other cruiser-sized hull—with the exception of some niche [[Strategic Cruisers|strategic cruiser]] fits—and can match the tanks of most battleships. Their DPS is relatively limited, but damage-dealing is rarely a key part of their role.<br />
<br />
== Capabilities ==<br />
<br />
=== Bubbles ===<br />
<br />
In null security space, heavy interdiction cruisers can create a warp disruption field similar to the bubble created by [[Interdictors|light interdictors]]. The field has a radius of 12–20 km, depending on the pilot's level in the Heavy Interdictor ship command skill.<br />
<br />
However, while the light interdictor creates bubbles centred on the probes it launches, and so can can launch its bubble, leave it, and even get off grid, the heavy interdiction cruiser's bubble is generated by and centred on the HIC itself.<br />
<br />
This ship-centred bubble capability comes from the {{co|wheat|Warp Disruption Field Generator}}, a high-slot module with a cycle time of 30 seconds. While the bubble is active, the HIC can still move at its normal speed, but it cannot receive any type of remote support, and has an increased signature radius. To compensate, it becomes relatively agile as its mass gets heavily reduced, meaning it can get up to speed and change direction extremely fast. <br />
<br />
Activating a HIC bubble thus makes the HIC itself a more easily-damaged target, and commits its pilot to purely local tanking for at least the next 30 seconds. In return, the HIC has a mobile bubble, which opens up more tactical possibilities, such as moving the bubble in concert with an opposing gang to keep them tackled, or keeping the bubble out in front of a mobile friendly gang to screen their mid- and back-lines from hostile warp-ins.<br />
<br />
The bubble can not be used in lowsec or highsec. If you see a HIC in empire that seems to have its bubble up, it is a graphical bug caused by loading the grid after the point was activated. (This bug has reportedly been fixed, but pilots may still see it in some old videos).<br />
<br />
=== Infinity Pointing ===<br />
<br />
The Warp Disruption Field Generator can be loaded with a Focused Warp Disruption script which turns the module into a kind of super single-target warp disruptor with infinite strength. When scripted to create this "infinipoint", the module still prevents remote support while active.<br />
<br />
HICs are the only ships that can, using this infinite point, tackle super-capital ships in low sec. They are also sometimes used in high- and low-sec gatecamps to negate the effect of Warp Core Stabilizers, catching otherwise-slippery transport ships.<br />
<br />
=== Rolling Wormholes ===<br />
<br />
Heavy interdictors are also the only ships which can fit the Zero Point Mass Entangler high slot module. When activated, this dramatically reduces the HIC's mass (by 80%, to a fifth of its normal value) but even more dramatically reduces its speed (by 95%). It disables the warp drive and any microwarp drive fitted, and reduces the thrust bonus from afterburners by 90%. <br />
<br />
These effects are unhelpful in most situations, but they make the ship a convenient tool for "rolling" [[wormholes]], that is, moving mass through an unwanted wormhole in order to close it. In particular, the Entangler's mass reduction effects allow a HIC to jump through a critically destabilized wormhole, with minimal chance of that wormhole collapsing until the HIC jumps through it again (with its Entanglers off this time). To this end, most rolling HIC fits feature 3 Entanglers, which are activated together, to maximize the mass reduction effects.<br />
<br />
{{expansion past|Prior to September, 2018, it was the Warp Disruption Field Generator itself which provided the HIC with reduced mass and speed. However, there was an unintended interaction between the Generator and 500MN Microwarpdrives, allowing 500MN HICs to slingshot themselves around stargates at high speeds and thus tackle any ship no matter where it was coming from. When CCP moved to address this by removing the mass and speed effects from the Generator, it caused a severe outcry from the wormhole space community over the loss of "rolling HICs", and so the Zero Point Mass Entangler was hastily created to re-introduce the desired non-combat mass reduction behavior.}}<br />
<br />
== Tactics ==<br />
<br />
HICs represent an opposite trade-off to the cheap cost and vulnerability of the lighter interdictors: HICs are extremely tough, but more expensive and less expendable. In some circumstances, such as a fast, agile gang, light interdictors might be a better choice.<br />
<br />
When used in fleets for their bubbles, HICs shine when deployed in pairs or larger groups with [[logistics]] ships as backup. With good coordination, the HICs can pass the task of bubbling around, so that the logistics ships can repair those HICs which are not currently bubbling. Many of the same [[Interdictors#Tactics|considerations around bubble tactics]] relevant to interdictor pilots remain relevant in HICs; in particular, pilots should remember that an unwanted friendly bubble at the wrong time or in the wrong place can wreak havoc on a fleet commander's plans.<br />
<br />
When used for low-sec or high-sec gatecamps, HICs benefit from local or remote sensor boosting, to pump up their already-good scan resolution for fast target lock times.<br />
<br />
== List of Heavy Interdiction Cruisers ==<br />
<br />
* {{sh|Devoter}}: Armor tank, and a better one than the Phobos, but 1 less midslot, which is significant in Empire where HICs usually fit sensor boosters to help them catch fast targets. <br />
* {{sh|Onyx}}: Shield tank. Lower tank and speed than the Broadsword, but a lot more CPU, letting it fit a probe launcher. Additionally, in empire where HICs usually fit sensor boosters, it has a very hard time properly plugging its EM resist hole.<br />
* {{sh|Phobos}}: Armor tank. The Devoter tanks better, but the Phobos has an extra midslot, making it better at catching fast targets in Empire with an extra sensor booster.<br />
* {{sh|Broadsword}}: Shield tank. Better speed and resists than the Onyx, at the price of CPU for utility mods.<br />
<br />
== See Also ==<br />
* [[Tackling]]<br />
* [[Cruisers]]<br />
<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Time_dilation&diff=178333Time dilation2021-11-29T07:48:16Z<p>Arexand Oskold: Added some more details</p>
<hr />
<div>'''Time Dilation''' ( sometimes '''TiDi''', pronounced "tie-die"), is a game mechanic which is used to make large fleet fights in EVE more possible.<br />
<br />
During large fleet engagements involving hundreds or thousands of players, lag usually occurs. The reason is that so many players are sending actions to the server of a system that the server can't handle all those action in a timely manner.<ref>For the more computer science-minded readers, server load scales at O(n<sup>2</sup>) with players on grid.</ref><br />
<br />
Imagine a bunch of houses with roads connecting to a building in downtown. Each house would be a person in EVE and the building in downtown would be the server. Now let's imagine that a car from a house is an action, like turning on your missile launcher. Normally, if just a few people drive their cars on the road, traffic goes smoothly. But if you have a huge number, then you get a traffic jam.<br />
<br />
The actions being received/sent do not arrive in a regular pattern. Imagine lots of cars one minute and the next just a few. Thus there would be times of fast traffic and slow crawls (lag spikes); and in extreme cases of slow crawls, some cars might not make it to the building on time (causing their actions to just ''not happen'').<br />
<br />
To combat these effects and to make large battles more fair and playable, [[CCP Games|CCP]] created Time Dilation. TiDi slows down almost all in-space actions. This is kind of like setting a speed limit on the road so that all the cars go at a steady, smooth pace.<br />
<br />
TiDi affects a node, the hardware hosting a specific region in EVE space. When lots of players start to overload a node, TiDi takes place. This not only keeps a smoother pace, but helps prevent players from lagging out (where their client disconnects).<br />
<br />
When TiDi occurs, everything happens in slow motion or "bullet time". Note that TiDi has no effect on [[Eve Server Time]], or on things that depend on it like Industry, Skill Training, or, critically, [[Upwell structures]] repair timers; players in a time-dilated area will see the same time as everyone else in EVE, even though their actions are implemented more slowly.<br />
<br />
== Icon ==<br />
<br />
[[File:tidi.jpg|300px|thumb|right|What time dilation icon looks like. Note the yellow circle]]<br />
<br />
<br />
When a node has a certain amount of load (due to player activity) all systems on that node will show an icon representing the current Time Dilation. You can see the icon on the screenshot, in which the icon has a yellow colour. Hovering the mouse over that icon will display the current time dilation percent (the speed at which time is currently moving).<br />
<br />
The rule of the thumb is:<br />
<br />
<br />
{| border="1"<br />
|'''Icon Colour'''<br />
|'''Speed Reduction'''<br />
|- style="font-style:italic;color:green;"<br />
|Green <br />
|''Slightly Reduced Speed''<br />
|- style="font-style:italic;color:yellow;"<br />
|Yellow<br />
|''Half Speed''<br />
|- style="font-style:italic;color:red;"<br />
|Red<br />
|''Low Speed''<br />
|}<br />
<br />
The maximum time dilation speed is 10%, making one second in game become ten seconds in real time. Reaching this level of reduction usually requires thousands of pilots in space in the same system. Confusingly, this state is sometimes referred to as "90% TiDi", referring to the 90% reduction in the speed of time.<br />
<br />
== Resources ==<br />
<br />
[https://community.eveonline.com/news/dev-blogs/introducing-time-dilation-tidi/ Time Dilation Dev Blog]<br />
<br />
[[Category:Game mechanics]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Tornado&diff=178195Tornado2021-11-25T16:59:51Z<p>Arexand Oskold: /* Skills */ T2 1400s are a bit iffy</p>
<hr />
<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 2019-10-16)<br />
-------------------------------------------------------------<br />
* on editing the attributes, please make sure that you don't<br />
* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=4310<br />
| shipimg=Tornado.jpg<br />
| shipname=Tornado<br />
| caption=Tornado<br />
| class=Attack Battlecruiser<br />
| grouping=Standard Battlecruisers<br />
| hulltype=Tornado Class<br />
| faction=Minmatar Republic<br />
| race=Minmatar<br />
| roles=Attack Battlecruiser<br />
| variations=<i>none</i><br />
| tech=<br />
| ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=1,000 MW<br />
| cpu=342 tf<br />
| capacitor=2,700 GJ<br />
| highs=8<br />
| turrets=8<br />
| launchers=0<br />
| mediums=5<br />
| lows=4<br />
| mass=15,228,000 kg<br />
| volume=216,000 m&#179;<br />
| cargohold=535 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=<br />
| bandwidth=<br />
| info=In YC 113 Republic Security Services learned the Amarr Empire was building a new battlecruiser capable of supporting battleship-class weapons. Determined to not lose their technological edge to their adversaries, Republic Fleet commissioned Boundless Creation to construct a gunboat to match.<br><br>What they designed was the Tornado. Developed in record time and total secrecy, the Tornado is a testament to Minmatar engineering. Modeled loosely on flying-wing designs of ancient planetary bombers, the Tornado supports multiple large projectile turrets, dealing massive damage while maintaining a small signature radius.<br />
| bonuses=<b>Minmatar Battlecruiser bonuses (per skill level):</b><br>5% bonus to Large Projectile Turret rate of fire<br>5% bonus to Large Projectile Turret falloff<br><b>Role Bonus:</b><br>95% reduction in Large Projectile Turret powergrid requirement<br>50% reduction in Large Projectile Turret CPU requirement<br><br />
| structurehp=1,800 HP<br />
| shieldhp=1,890 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=1,800 HP<br />
| armorem=60<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=225 m/sec<br />
| inertia=0.475<br />
| warpspeed=3.5 AU/s<br />
| warptime=10.03 s<br />
| targetrange=60.00 km<br />
| sigradius=195 m<br />
| maxlockedtargets=6<br />
| sensortype=LADAR<br />
| sensorvalue=17 points<br />
| scanres=230 mm<br />
| reqskills=*{{RequiredSkill|Minmatar Battlecruiser|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Minmatar Cruiser|III}}<br />
***{{RequiredSkill|Spaceship Command|II}}<br />
***{{RequiredSkill|Minmatar Destroyer|III}}<br />
****{{RequiredSkill|Minmatar Frigate|III}}<br />
*****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=1d 21h 16m 40s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
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<!-----------------------------------------------------------------------------------------<br />
***************** ARTICLE SECTION :: ANYTHING BELOW IS SAFELY EDITABLE *******************<br />
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<br />
==Summary==<br />
The '''Tornado''' was made to do one thing and one thing only: high-explosive obliteration of anything that is unfortunately preoccupied with other threats. Like other Attack Battlecruisers, the Tornado is a rack of 8 battleship-sized gun turrets, and almost nothing else; it has minimal defenses, limited mobility, and extremely poor tracking against any targets intent on evading its fire. Despite its Fire Rate and Falloff Range bonuses implying that the Tornado favors using Autocannons, the vast majority of Tornadoes are fit with 1400mm Artillery and used to deal massive damage in a single shot, in similar style to the [[Maelstrom]].<br />
<br />
==Skills==<br />
<br />
The Tornado benefits especially heavily from [[fitting skills]] and any skills which improve the damage and accuracy of Large Projectile Turrets, such as {{sk|Sharpshooter}} and {{sk|Surgical Strike}}. However, contrary to most conventional ship fitting wisdom, the Tornado may not benefit greatly from access to Tech II 1400mm artillery, as its Powergrid is slightly too constrained to make use of them without making other sacrifices in fitting.<br />
<br />
==Tactics==<br />
<br />
The Tornado excels in a number of niches thanks to its excellent ratio of cost to potential artillery alpha strike damage.<br />
<br />
The Tornado is a popular gatecamping ship. Dual-boxing a Tornado and an [[Exequror]] for both remote repair and, more importantly, remote sensor boost (to boost the Tornado's scan resolution and lock time) is one of the most common setups for a single-player gatecamp.<br />
<br />
The high alpha potential of the Tornado makes it extremely popular for [[suicide ganking]]. Because an artillery Tornado does extremely high damage with a long cycle time, the response speed of CONCORD does not affect how much damage it will do, and it can easily one-shot many ships.<br />
<br />
The Tornado can also be used as a very long-range sniping ship in large-scale fleet engagements. It is cheaper and less character skill intensive than the Maelstrom, making it a more accessible tool for alliances with newer pilots.<br />
<br />
==Notes==<br />
The Tornado design was the winner of create a starship contest.<br />
* [http://moonbeam13.deviantart.com/journal/EVE-Online-Create-A-Starship-Contest-Winners-214237655 create a starship contest winners]<br />
* [https://community.eveonline.com/news/dev-blogs/ship-troduction-the-minmatar-tornado/ Ship-troduction: The Minmatar Tornado]<br />
<br />
==Patch History==<br />
{{expansion past|<br />
'''October 2019 Release - 2019-10-15.1'''<br />
<br />
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''<br />
<br />
* Warp Speed increased from 2.7 AU/s to 3.5 AU/s (+0.8 AU/s)<br />
<br />
'''Odyssey 1.0 Released on Tuesday, June 4th, 2013'''<br />
<br />
*Minmatar Battlecruiser Skill Bonuses: +5% to large projectile turret rate of fire and +5% to large projectile turret falloff.<br />
*Slot layout: 8H, 5M, 4L; 8 turrets , 0 launchers.<br />
*Fittings: 1000 PWG, 342 CPU.<br />
*Defense (shields / armor / hull) : 1890 / 1800 / 1800.<br />
*Capacitor (amount / recharge rate) : 2700 / 675s.<br />
*Mobility (max velocity / agility / mass / align time): 225 / .475 / 15228000 (+1128000) / 10s (+.7s).<br />
*Drones (bandwidth / bay): 0 / 0.<br />
*Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 230 (-20) / 6.<br />
*Sensor strength: 17 Ladar.<br />
*Signature radius: 195 (+25).<br />
<br />
*The Oracle, Naga, Talos and Tornado Racial Battlecruiser requirements have been reduced from 3 to 1 as part of the Tiericide initiative.<br />
<br />
'''Retribution 1.0<br />
Released on Tuesday, December 4, 2012'''<br />
<br />
*A small geometry gap in the Tornado was repaired<br />
<br />
}}<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Ship Database]][[Category:Standard Battlecruisers]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Tornado&diff=178194Tornado2021-11-25T16:55:10Z<p>Arexand Oskold: /* Summary */ reworded most of it</p>
<hr />
<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 2019-10-16)<br />
-------------------------------------------------------------<br />
* on editing the attributes, please make sure that you don't<br />
* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=4310<br />
| shipimg=Tornado.jpg<br />
| shipname=Tornado<br />
| caption=Tornado<br />
| class=Attack Battlecruiser<br />
| grouping=Standard Battlecruisers<br />
| hulltype=Tornado Class<br />
| faction=Minmatar Republic<br />
| race=Minmatar<br />
| roles=Attack Battlecruiser<br />
| variations=<i>none</i><br />
| tech=<br />
| ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=1,000 MW<br />
| cpu=342 tf<br />
| capacitor=2,700 GJ<br />
| highs=8<br />
| turrets=8<br />
| launchers=0<br />
| mediums=5<br />
| lows=4<br />
| mass=15,228,000 kg<br />
| volume=216,000 m&#179;<br />
| cargohold=535 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=<br />
| bandwidth=<br />
| info=In YC 113 Republic Security Services learned the Amarr Empire was building a new battlecruiser capable of supporting battleship-class weapons. Determined to not lose their technological edge to their adversaries, Republic Fleet commissioned Boundless Creation to construct a gunboat to match.<br><br>What they designed was the Tornado. Developed in record time and total secrecy, the Tornado is a testament to Minmatar engineering. Modeled loosely on flying-wing designs of ancient planetary bombers, the Tornado supports multiple large projectile turrets, dealing massive damage while maintaining a small signature radius.<br />
| bonuses=<b>Minmatar Battlecruiser bonuses (per skill level):</b><br>5% bonus to Large Projectile Turret rate of fire<br>5% bonus to Large Projectile Turret falloff<br><b>Role Bonus:</b><br>95% reduction in Large Projectile Turret powergrid requirement<br>50% reduction in Large Projectile Turret CPU requirement<br><br />
| structurehp=1,800 HP<br />
| shieldhp=1,890 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=1,800 HP<br />
| armorem=60<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=225 m/sec<br />
| inertia=0.475<br />
| warpspeed=3.5 AU/s<br />
| warptime=10.03 s<br />
| targetrange=60.00 km<br />
| sigradius=195 m<br />
| maxlockedtargets=6<br />
| sensortype=LADAR<br />
| sensorvalue=17 points<br />
| scanres=230 mm<br />
| reqskills=*{{RequiredSkill|Minmatar Battlecruiser|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Minmatar Cruiser|III}}<br />
***{{RequiredSkill|Spaceship Command|II}}<br />
***{{RequiredSkill|Minmatar Destroyer|III}}<br />
****{{RequiredSkill|Minmatar Frigate|III}}<br />
*****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=1d 21h 16m 40s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------------------------------------<br />
***************** ARTICLE SECTION :: ANYTHING BELOW IS SAFELY EDITABLE *******************<br />
-------------------------------------------------------------------------------------------><br />
<br />
==Summary==<br />
The '''Tornado''' was made to do one thing and one thing only: high-explosive obliteration of anything that is unfortunately preoccupied with other threats. Like other Attack Battlecruisers, the Tornado is a rack of 8 battleship-sized gun turrets, and almost nothing else; it has minimal defenses, limited mobility, and extremely poor tracking against any targets intent on evading its fire. Despite its Fire Rate and Falloff Range bonuses implying that the Tornado favors using Autocannons, the vast majority of Tornadoes are fit with 1400mm Artillery and used to deal massive damage in a single shot, in similar style to the [[Maelstrom]].<br />
<br />
==Skills==<br />
<br />
Besides the general [[fitting skills]] and [[support skills]] which benefit most ships, the Tornado will benefit from access to Tech 2 artillery, and skills which help range and alpha damage: {{sk|Sharpshooter}} and {{sk|Surgical Strike}}.<br />
<br />
==Tactics==<br />
<br />
The Tornado excels in a number of niches thanks to its excellent ratio of cost to potential artillery alpha strike damage.<br />
<br />
The Tornado is a popular gatecamping ship. Dual-boxing a Tornado and an [[Exequror]] for both remote repair and, more importantly, remote sensor boost (to boost the Tornado's scan resolution and lock time) is one of the most common setups for a single-player gatecamp.<br />
<br />
The high alpha potential of the Tornado makes it extremely popular for [[suicide ganking]]. Because an artillery Tornado does extremely high damage with a long cycle time, the response speed of CONCORD does not affect how much damage it will do, and it can easily one-shot many ships.<br />
<br />
The Tornado can also be used as a very long-range sniping ship in large-scale fleet engagements. It is cheaper and less character skill intensive than the Maelstrom, making it a more accessible tool for alliances with newer pilots.<br />
<br />
==Notes==<br />
The Tornado design was the winner of create a starship contest.<br />
* [http://moonbeam13.deviantart.com/journal/EVE-Online-Create-A-Starship-Contest-Winners-214237655 create a starship contest winners]<br />
* [https://community.eveonline.com/news/dev-blogs/ship-troduction-the-minmatar-tornado/ Ship-troduction: The Minmatar Tornado]<br />
<br />
==Patch History==<br />
{{expansion past|<br />
'''October 2019 Release - 2019-10-15.1'''<br />
<br />
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''<br />
<br />
* Warp Speed increased from 2.7 AU/s to 3.5 AU/s (+0.8 AU/s)<br />
<br />
'''Odyssey 1.0 Released on Tuesday, June 4th, 2013'''<br />
<br />
*Minmatar Battlecruiser Skill Bonuses: +5% to large projectile turret rate of fire and +5% to large projectile turret falloff.<br />
*Slot layout: 8H, 5M, 4L; 8 turrets , 0 launchers.<br />
*Fittings: 1000 PWG, 342 CPU.<br />
*Defense (shields / armor / hull) : 1890 / 1800 / 1800.<br />
*Capacitor (amount / recharge rate) : 2700 / 675s.<br />
*Mobility (max velocity / agility / mass / align time): 225 / .475 / 15228000 (+1128000) / 10s (+.7s).<br />
*Drones (bandwidth / bay): 0 / 0.<br />
*Targeting (max targeting range / Scan Resolution / Max Locked targets): 60km / 230 (-20) / 6.<br />
*Sensor strength: 17 Ladar.<br />
*Signature radius: 195 (+25).<br />
<br />
*The Oracle, Naga, Talos and Tornado Racial Battlecruiser requirements have been reduced from 3 to 1 as part of the Tiericide initiative.<br />
<br />
'''Retribution 1.0<br />
Released on Tuesday, December 4, 2012'''<br />
<br />
*A small geometry gap in the Tornado was repaired<br />
<br />
}}<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Ship Database]][[Category:Standard Battlecruisers]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Vanguard_Incursion_fits&diff=178168Vanguard Incursion fits2021-11-25T04:20:10Z<p>Arexand Oskold: /* Machariel */ remove the note box; as the Machariel is actually back in Warp To Me's Optimal Battleships list (not announced anywhere, but it happened at some point in September 2021)</p>
<hr />
<div>{{incursions_links}}<br />
{{eunic}}<br />
= Vanguard fittings =<br />
The fits used by the [[EVE University Incursion Community]] focus around our need to be able to clear warp disrupt capable ships first, which are often small and hard to hit frigates. This sets us apart from most communities, in that we often favour short range and high tracking with multiple webs and painters, as opposed to the more common long range setups with dedicated webbers that other communities use.<br />
<br />
It is recommended that you visit this page after reading [[Preparing for Incursions]] and [[Incursion fitting principles]]. These articles will guide you to a fuller understanding of how the modules in the fits below work, and together, meet the task of engaging small ships effectively. These articles also detail the theory and reasoning behind the fittings below, and additional information such as what skills are needed, what [[Incursion fitting principles#Recommended implants|implants]] are recommended and the like, is also placed there.<br />
<br />
Finally, the four guidelines below are vital to the success of the fleet. Please bear them in mind when fitting your first ship.<br />
<br />
==== Shields focus ====<br />
{|<br />
| valign="top" | [[image:icon_shield_glow.png|56px|Shield focus]]<br />
| valign="middle" | In the [[EVE University Incursion Community]] we run shield fleets, primarily due to the fact that it's slightly faster to train the shield skills but also because we want our pilots to be able to fly with the majority of the public communities as well. See [[Incursion_fitting_principles#Shield_vs_armour_doctrines|shield vs armour doctrines]] for more information.<br />
|}<br />
<br />
==== Bring Lyavite ====<br />
{|<br />
| valign="top" nowrap | {{icon|kernite|56|Lyavite}}<br />
| valign="middle" | All the fits have had their ammo adjusted to make sure they have room for a stack of [[Lyavite in Incursions|Lyavite]] (255 units, 306 m3 worth of cargo space), so before you undock to join the fleet, make sure you have a stack with you (see [[Lyavite_in_Incursions#Acquisition|acquisition]] for information on how to get some). One stack is used per site, so everyone must carry a stack. The lyavite is jettisoned during the site and given to the logistics runner, who use it to finish the [[Nation Mining Colony]] site (only this vanguard site needs it).<br />
|}<br />
<br />
==== Don't compromise these fits ====<br />
{|<br />
| valign="top" | [[image:icon_large_red_x.png|56px|link=]]<br />
| valign="middle" | We've already tried to downscale and reduce the skill requirements as much as we can for these fits, but at the end of the day the content you're about to join in on is high-end PvE content. Your individual performance is very important as we have a limited amount of people in the fleet, so every skill and module matters.<br />
|}<br />
==== Improving fits ====<br />
{|<br />
| valign="top" | [[image:icon_large_green_check.png|56px|link=]]<br />
| valign="middle" | These fits are tailored in order to get a solidly tanked ship with a good level of performance, for you to begin running incursions. However, there is room for individual taste and preference. See the [[Ship progression in Incursions|ship progression]] page as well as the [[Incursion fitting principles#Upgrade priorities|upgrade priorities]] section of the '''fitting principles''' page for more guidance on progression in terms of ship upgrades and fits as well as skills.<br />
|}<br />
<small><references/></small><br />
<br />
<!-- Old Parser, deadlink: fits converted from [http://eve.sonicreality.x10.mx/template/]. Use Pehuen's in the livetext below. --><br />
All fits use [[User:Miranda mclaughlin|Miranda]]'s [[Template:ShipFitting|template]] which is easily used with the in-game Fitting tool. If you click the {{button|EFT}} button you will open up a text box with the complete list of modules, charges and drones for the fit. This can then be copied to import directly into your favourite third-party fitting program. Be sure to read the {{button|SKILLS}} and {{button|NOTES}} section as well, they contain valuable information about the fit and if there are any common tweaks you could do.<br />
<br />
= Minimum fits =<br />
These fits are minimum fits, able to contribute to fleet efficiency. The logistics are cap stable under minimum skills (but please check to be sure), while the battleships bring decent damage and projection, utility modules, and drones.<br />
<br />
Some of the rigging choices may seem weird for these fits, but they are all chosen to allow for extreme flexibility in refitting between '''Vanguards''', '''Assaults''' as well as '''Headquarter sites'''. As such, some fits you see here may seem slightly compromised, but that is a choice we made to allow people to use the same ship for all the different sites. If you have a substantially similar incursions rig that is already attached to your ship, please do not feel obliged to switch those incursion rigs out in order to run with us.<br />
== Logistics (basic and advanced) ==<br />
The entry-level for logistics is pretty high, simply because they are the backbone of the fleet. Due to the limited number of capsuleers in the fleet each logistics pilot needs to be of a much higher caliber in order to keep the number of logistic ships to a minimum, allowing for as many damage dealers as possible. Any can be used, but the {{sh|Scimitar}} is favoured in [[Incursion sites#Vanguard sites|Vanguards]] due to its remote tracking bonus and its ability to operate independent of other logi. The {{sh|Basilisk}} is needed in [[Incursion sites#Assault sites|Assault]] and [[Incursion sites#Headquarter sites|Headquarter]] sites for its ability to field utility cap to counter the heavy neuting and capacitor needs of those sites, but is suboptimal for a wardeccable Vanguard group like the Uni's due to its need of cap chains, and is not listed here due to said cap chain adding an additional point of failure for fleet safety. For pilots unable to use the Scimitar but can use T2 Caldari cruisers, the {{sh|Tengu}} serves as a cap-stable Basilisk alternative.<br />
{{note box|Remember that you need to train {{sk|Target Management|V|icon=yes}} and {{sk|Advanced Target Management|III|icon=yes}} in order to be able to lock all 10 members of the fleet. You should also make sure that your fit is [[Cap_Stable#Cap_Stable|cap stable]], so you can run all modules all the time. For the Basilisk this means cap stable with incoming capacitor transmitter.}}<br />
=== Scimitar ===<br />
{{ShipFitting<br />
| ship=Scimitar<br />
| shipTypeID=11978<br />
| fitName=Incursions (minimum fit)<br />
| fitID=Incursions-(minimum-fit)<br />
| low1name=Capacitor Power Relay II<br />
| low1typeID=1447<br />
| low2name=Capacitor Power Relay II<br />
| low2typeID=1447<br />
| low3name=Capacitor Power Relay II<br />
| low3typeID=1447<br />
| low4name=Capacitor Power Relay II<br />
| low4typeID=1447<br />
| mid1name=Multispectrum Shield Hardener II<br />
| mid1typeID=2281<br />
| mid2name=Medium Azeotropic Restrained Shield Extender<br />
| mid2typeID=8433<br />
| mid3name=10MN Monopropellant Enduring Afterburner<br />
| mid3typeID=6005<br />
| mid4name=Cap Recharger II<br />
| mid4typeID=2032<br />
| mid5name=Cap Recharger II<br />
| mid5typeID=2032<br />
| high1name=Large S95a Scoped Remote Shield Booster<br />
| high1typeID=8641<br />
| high2name=Large S95a Scoped Remote Shield Booster<br />
| high2typeID=8641<br />
| high3name=Large Remote Shield Booster II<br />
| high3typeID=3608<br />
| high4name=Large Remote Shield Booster II<br />
| high4typeID=3608<br />
| rig1name=Medium Ancillary Current Router II<br />
| rig1typeID=31366<br />
| rig2name=Medium Capacitor Control Circuit II<br />
| rig2typeID=31378<br />
| drone1name=Light Shield Maintenance Bot I x1<br />
| drone1typeID=23719<br />
| drone2name=Medium Shield Maintenance Bot I x4<br />
| drone2typeID=23717<br />
| charge1name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics<br />
| showSKILLS=Y<br />
| notes=You could use [[Incursion fitting principles#Recommended implants|capacitor implants]] to help you get cap stable, or powergrid implants to get more powergrid without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.</li><li>Only one of the logistics need the '''Afterburner''', so the other logi can replace it with a {{co|coral|Remote Tracking Computer II}} (or the more expensive Serpentis-faction variant).</li><li>You can upgrade to four tech two reppers by switching a Capacitor Power Relay II with a Power Diagnostic System II and training the following skills:<br>{{sk|Power Grid Management|V|icon=yes}} (4 days, 6 hours)<br>{{sk|Capacitor Systems Operation|V|icon=yes}} (4 days, 6 hours)<br>{{sk|Shield Emission Systems|V|icon=yes}} (8 days, 12 hours)</li><li>After you've gotten all tech two reppers, train into the {{co|yellow|advanced fit}} below as soon as possible.<br />
| showNOTES=Y<br />
| difficulty=1<br />
| version=April 2020<br />
| showTOC=N<br />
| alphacanuse=N<br />
}}{{ShipFitting<br />
| ship=Scimitar<br />
| shipTypeID=11978<br />
| fitName=Incursions (advanced fit)<br />
| fitID=Incursions-(advanced-fit)<br />
| low1name=Power Diagnostic System II<br />
| low1typeID=1541<br />
| low2name=Capacitor Power Relay II<br />
| low2typeID=1447<br />
| low3name=Capacitor Power Relay II<br />
| low3typeID=1447<br />
| low4name=Capacitor Power Relay II<br />
| low4typeID=1447<br />
| mid1name=Multispectrum Shield Hardener II<br />
| mid1typeID=2281<br />
| mid2name=Medium Azeotropic Restrained Shield Extender<br />
| mid2typeID=8433<br />
| mid3name=10MN Monopropellant Enduring Afterburner<br />
| mid3typeID=6005<br />
| mid4name=Shadow Serpentis Remote Tracking Computer<br />
| mid4typeID=14240<br />
| mid5name=Shadow Serpentis Remote Tracking Computer<br />
| mid5typeID=14240<br />
| high1name=Large Remote Shield Booster II<br />
| high1typeID=3608<br />
| high2name=Large Remote Shield Booster II<br />
| high2typeID=3608<br />
| high3name=Large Remote Shield Booster II<br />
| high3typeID=3608<br />
| high4name=Large Remote Shield Booster II<br />
| high4typeID=3608<br />
| rig1name=Medium Ancillary Current Router II<br />
| rig1typeID=31366<br />
| rig2name=Medium Capacitor Control Circuit II<br />
| rig2typeID=31378<br />
| drone1name=Light Shield Maintenance Bot II x1<br />
| drone1typeID=28203<br />
| drone2name=Medium Shield Maintenance Bot II x4<br />
| drone2typeID=28207<br />
| charge1name=Optimal Range Script x3<br />
| charge1typeID=28999<br />
| charge2name=Tracking Speed Script x3<br />
| charge2typeID=29001<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Power Grid Management|V|icon=yes}}</li><li>{{sk|Capacitor Systems Operation|V|icon=yes}}</li><li>{{sk|Fuel Conservation|III|icon=yes}}</li><li>{{sk|Shield Management|IV|icon=yes}}</li><li>{{sk|Logistics Cruisers|V|icon=yes}}</li><li>{{sk|Shield Emission Systems|V|icon=yes}}</li><li>{{sk|Repair Drone Operation|V|icon=yes}} ''(see notes)''<br />
| showSKILLS=Y<br />
| notes={{co|coral|Shield Maintenance Bot II}} drones are nice but not critical, so feel free to use this fit with tech one shield bots while you're training.</li><li>You could use [[Incursion fitting principles#Recommended implants|capacitor implants]] to help you get cap stable without having all the required skills. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.</li><li>Only one of the logistics need the '''Afterburner''', so the other logi can replace it with an additional {{co|coral|Shadow Serpentis Remote Tracking Computer}}.<br />
| showNOTES=Y<br />
| difficulty=2<br />
| version=April 2020<br />
| showTOC=N<br />
| alphacanuse=N<br />
}}<br />
<br />
=== Tengu ===<br />
While inferior to the {{sh|Loki}} as a T3C logi, the Tengu fulfills the role of a cap stable Caldari logistics cruiser. A fit will be trialed.<br />
{{ShipFitting<br />
| ship=Tengu<br />
| shipTypeID=29984<br />
| fitName=Incursions (logistics)<br />
| fitID=Incursions-(logistics)<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Capacitor Power Relay II<br />
| low2typeID=1447<br />
| low3name=Capacitor Power Relay II<br />
| low3typeID=1447<br />
| low4name=Capacitor Power Relay II<br />
| low4typeID=1447<br />
| mid1name=EM Shield Hardener II<br />
| mid1typeID=2301<br />
| mid2name=Gist X-Type Thermal Shield Hardener<br />
| mid2typeID=19283<br />
| mid3name=Multispectrum Shield Hardener II<br />
| mid3typeID=2281<br />
| mid4name=10MN Monopropellant Enduring Afterburner<br />
| mid4typeID=6005<br />
| mid5name=Republic Fleet Large Cap Battery<br />
| mid5typeID=41218<br />
| mid6name=Remote Tracking Computer II<br />
| mid6typeID=2104<br />
| high1name=Pithum C-Type Medium Remote Shield Booster<br />
| high1typeID=19147<br />
| high2name=Pithum C-Type Medium Remote Shield Booster<br />
| high2typeID=19147<br />
| high3name=Pithum C-Type Medium Remote Shield Booster<br />
| high3typeID=19147<br />
| high4name=Pithum C-Type Medium Remote Shield Booster<br />
| high4typeID=19147<br />
| high5name=Pithum C-Type Medium Remote Shield Booster<br />
| high5typeID=19147<br />
| high6name=Pithum C-Type Medium Remote Shield Booster<br />
| high6typeID=19147<br />
| high7name=Auto Targeting System I<br />
| high7typeID=1182<br />
| subsystem1name=Tengu Core - Electronic Efficiency Gate<br />
| subsystem1typeID=45625<br />
| subsystem2name=Tengu Defensive - Supplemental Screening<br />
| subsystem2typeID=45590<br />
| subsystem3name=Tengu Offensive - Support Processor<br />
| subsystem3typeID=45603<br />
| subsystem4name=Tengu Propulsion - Chassis Optimization<br />
| subsystem4typeID=45614<br />
| rig1name=Medium EM Shield Reinforcer II<br />
| rig1typeID=31724<br />
| rig2name=Medium Capacitor Control Circuit II<br />
| rig2typeID=31378<br />
| rig3name=Medium Capacitor Control Circuit II<br />
| rig3typeID=31378<br />
| drone1name=Light Shield Maintenance Bot I x5<br />
| drone1typeID=23719<br />
| drone2name=Light Armor Maintenance Bot I x5<br />
| drone2typeID=23711<br />
| charge1name=Optimal Range Script x1<br />
| charge1typeID=28999<br />
| charge2name=Tracking Speed Script x1<br />
| charge2typeID=29001<br />
| skills=All the [[Preparing for Incursions#Logistics|required skills]] for logistics</li><li>{{sk|Caldari Core Systems|I|icon=yes}}</li><li>{{sk|Caldari Defensive Systems|III|icon=yes}}</li><li>{{sk|Caldari Offensive Systems|IV|icon=yes}}</li><li>{{sk|Caldari Propulsion Systems|III|icon=yes}}</li><li>{{sk|Remote Armor Repair Systems|III|icon=yes}} ''(optional, for {{co|coral|Light Armor Mainenance Bot I}})''<br />
| showSKILLS=Y<br />
| notes=You could use [[Incursion fitting principles#Recommended implants|capacitor implants]] to help you get cap stable. Using implants in this manner is ok, as long as you don't compromise the fit in some other way.</li><li>Only one of the logistics need the '''Afterburner''', so the other logi can replace it with a {{co|coral|Remote Tracking Computer II}} (or the more expensive Serpentis-faction variant).<br />
| showNOTES=Y<br />
| difficulty=0<br />
| version=October 2020<br />
| showTOC=N<br />
| alphacanuse=N<br />
}}<br />
<br />
== Battleships ==<br />
Battleships bring enough utility midslots for sensor boosters, webs and potentially tracking computers and sometimes even utility highslots and their large weaponry offer the necessary damage projection.<br />
{{note box|Many battleships are missing in this section, which is intentional. Not all battleships have the necessary base shield hitpoints or midslots to be suitable for incursions and some ships are so situational that they are not ideal for our kitchen-sink fleets. There are also some ships that potentially could work, but the skills required to fly them would allow you to fly a much more suitable ship with better bonuses, or the ISK needed to make them work could be better used to get a far superior hull.}}<br />
<br />
{{note box|1=The Incursion Community runs a [https://forum.eveuniversity.org/viewtopic.php?f=242&t=116939 T1 Battleship Loaner Program], enabling Uni pilots to try Incursions without having to invest in a T1 hull.}}<br />
=== Maelstrom ===<br />
<br />
{{ShipFitting<br />
| ship=Maelstrom<br />
| fitName= Incursions (vanguards)<br />
| fitID= Incursions (vanguards)<br />
| high1name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high1typeID=9327<br />
| high2name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high2typeID=9327<br />
| high3name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high3typeID=9327<br />
| high4name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high4typeID=9327<br />
| high5name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high5typeID=9327<br />
| high6name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high6typeID=9327<br />
| high7name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high7typeID=9327<br />
| high8name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high8typeID=9327<br />
| mid1name=Alumel-Wired Enduring Sensor Booster<br />
| mid1typeID=6159<br />
| mid2name=Federation Navy Stasis Webifier<br />
| mid2typeID=17559<br />
| mid3name=Republic Fleet Target Painter<br />
| mid3typeID=31944<br />
| mid4name=Multispectrum Shield Hardener II<br />
| mid4typeID=2281<br />
| mid5name=Multispectrum Shield Hardener II<br />
| mid5typeID=2281<br />
| mid6name=EM Shield Hardener II<br />
| mid6typeID=2301<br />
| low1name=Gyrostabilizer II<br />
| low1typeID=519<br />
| low2name=Gyrostabilizer II<br />
| low2typeID=519<br />
| low3name=Gyrostabilizer II<br />
| low3typeID=519<br />
| low4name=Tracking Enhancer II<br />
| low4typeID=1999<br />
| low5name=Damage Control II<br />
| low5typeID=2048<br />
| rig1name=Large Core Defense Field Extender I<br />
| rig1typeID=26088<br />
| rig2name=Large EM Shield Reinforcer I<br />
| rig2typeID=26076<br />
| rig3name=Large Thermal Shield Reinforcer II<br />
| rig3typeID=26442<br />
| drone1name=Imperial Navy Acolyte x5<br />
| drone1typeID=31864<br />
| drone2name=Medium Shield Maintenance Bot I x5<br />
| drone2typeID=23717<br />
| charge1name=Scan Resolution Script x2<br />
| charge1typeID=29011<br />
| charge2name=Republic Fleet EMP L x10660<br />
| charge2typeID=21894<br />
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br />
| showSKILLS=Y<br />
| notes=<li>Either of the {{co|coral|Republic Fleet EMP L}}, {{co|coral|Fusion}} or {{co|coral|Phased Plasma}} ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two projectiles, upgrade to {{co|coral|800mm Repeating Cannon II}} guns but stick with the faction ammo.</li><li>[[Clone_states#Omega_clones|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.</li><li>The previous rig setup of two {{co|coral|Core Defense Field Extender Is}} and one {{co|coral|Thermal Shield Reinforcer I}} is still accepted.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| version=June 2020<br />
| showTOC=N<br />
| alphacanuse=Y<br />
}}<br />
=== Rokh ===<br />
<br />
{{ShipFitting<br />
| ship=Rokh<br />
| fitName= Incursions (vanguards)<br />
| fitID= Incursions (vanguards)<br />
| high1name=Modal Mega Neutron Particle Accelerator I<br />
| high1typeID=7783<br />
| high2name=Modal Mega Neutron Particle Accelerator I<br />
| high2typeID=7783<br />
| high3name=Modal Mega Neutron Particle Accelerator I<br />
| high3typeID=7783<br />
| high4name=Modal Mega Neutron Particle Accelerator I<br />
| high4typeID=7783<br />
| high5name=Modal Mega Neutron Particle Accelerator I<br />
| high5typeID=7783<br />
| high6name=Modal Mega Neutron Particle Accelerator I<br />
| high6typeID=7783<br />
| high7name=Modal Mega Neutron Particle Accelerator I<br />
| high7typeID=7783<br />
| high8name=Modal Mega Neutron Particle Accelerator I<br />
| high8typeID=7783<br />
| mid1name=Alumel-Wired Enduring Sensor Booster<br />
| mid1typeID=6159<br />
| mid2name=Tracking Computer II<br />
| mid2typeID=1978<br />
| mid3name=Federation Navy Stasis Webifier<br />
| mid3typeID=17559<br />
| mid4name=Republic Fleet Target Painter<br />
| mid4typeID=31944<br />
| mid5name=Multispectrum Shield Hardener II<br />
| mid5typeID=2281<br />
| mid6name=EM Shield Hardener II<br />
| mid6typeID=2301<br />
| low1name=Magnetic Field Stabilizer II<br />
| low1typeID=10190<br />
| low2name=Magnetic Field Stabilizer II<br />
| low2typeID=10190<br />
| low3name=Magnetic Field Stabilizer II<br />
| low3typeID=10190<br />
| low4name=Tracking Enhancer II<br />
| low4typeID=1999<br />
| low5name=Damage Control II<br />
| low5typeID=2048<br />
| rig1name=Large Core Defense Field Extender I<br />
| rig1typeID=26088<br />
| rig2name=Large Core Defense Field Extender I<br />
| rig2typeID=26088<br />
| rig3name=Large Thermal Shield Reinforcer I<br />
| rig3typeID=26082<br />
| drone1name=Imperial Navy Acolyte x5<br />
| drone1typeID=31864<br />
| drone2name=Light Shield Maintenance Bot I x5<br />
| drone2typeID=23719<br />
| charge1name=Tracking Speed Script x1<br />
| charge1typeID=29001<br />
| charge2name=Scan Resolution Script x1<br />
| charge2typeID=29011<br />
| charge3name=Caldari Navy Antimatter Charge L x12640<br />
| charge3typeID=21740<br />
| charge4name=Optimal Range Script x1<br />
| charge4typeID=28999<br />
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br />
| showSKILLS=Y<br />
| notes=Both {{co|coral|Federation Navy}} and {{co|coral|Caldari Navy Antimatter Charge L}} ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to {{co|coral|Neutron Blaster Cannon II}} guns and carry {{co|coral|Null L}} for long range but keep faction ammo for short range.</li><li>The previous rig setup with three resist rigs is still accepted.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| version=April 2020<br />
| showTOC=N<br />
| alphacanuse=Y<br />
}}<br />
=== Hyperion ===<br />
While ideal for Headquarters sites for its speed and EHP heft, in Vanguards the Hyperion suffers from the short range of T1 blasters. The blaster [[Vanguard_Incursion_fits#Praxis|Praxis]] offer a superior platform at a similar price, with low EHP being the only downside.<br />
{{ShipFitting<br />
| ship=Hyperion<br />
| fitName= Incursions (vanguards)<br />
| fitID= Incursions (vanguards)<br />
| high1name=Modal Mega Neutron Particle Accelerator I<br />
| high1typeID=7783<br />
| high2name=Modal Mega Neutron Particle Accelerator I<br />
| high2typeID=7783<br />
| high3name=Modal Mega Neutron Particle Accelerator I<br />
| high3typeID=7783<br />
| high4name=Modal Mega Neutron Particle Accelerator I<br />
| high4typeID=7783<br />
| high5name=Modal Mega Neutron Particle Accelerator I<br />
| high5typeID=7783<br />
| high6name=Modal Mega Neutron Particle Accelerator I<br />
| high6typeID=7783<br />
| high7name=Large Asymmetric Enduring Remote Shield Booster<br />
| high7typeID=8639<br />
| mid1name=Federation Navy Stasis Webifier<br />
| mid1typeID=17559<br />
| mid2name=Republic Fleet Target Painter<br />
| mid2typeID=31944<br />
| mid3name=Multispectrum Shield Hardener II<br />
| mid3typeID=2281<br />
| mid4name=Multispectrum Shield Hardener II<br />
| mid4typeID=2281<br />
| mid5name=EM Shield Hardener II<br />
| mid5typeID=2301<br />
| low1name=Magnetic Field Stabilizer II<br />
| low1typeID=10190<br />
| low2name=Magnetic Field Stabilizer II<br />
| low2typeID=10190<br />
| low3name=Magnetic Field Stabilizer II<br />
| low3typeID=10190<br />
| low4name=Tracking Enhancer II<br />
| low4typeID=1999<br />
| low5name=Tracking Enhancer II<br />
| low5typeID=1999<br />
| low6name=Tracking Enhancer II<br />
| low6typeID=1999<br />
| low7name=Damage Control II<br />
| low7typeID=2048<br />
| rig1name=Large Core Defense Field Extender I<br />
| rig1typeID=26088<br />
| rig2name=Large EM Shield Reinforcer I<br />
| rig2typeID=26076<br />
| rig3name=Large Thermal Shield Reinforcer I<br />
| rig3typeID=26082<br />
| drone1name=Imperial Navy Acolyte x5<br />
| drone1typeID=31864<br />
| drone2name=Medium Shield Maintenance Bot I x5<br />
| drone2typeID=23717<br />
| charge1name=Caldari Navy Antimatter Charge L x14000<br />
| charge1typeID=21740<br />
| charge2name=Alumel-Wired Enduring Sensor Booster<br />
| charge2typeID=6159<br />
| charge3name=Scan Resolution Script x1<br />
| charge3typeID=29011<br />
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br />
| showSKILLS=Y<br />
| notes=Either of the {{co|coral|Federation Navy}} or {{co|coral|Caldari Navy Antimatter Charge L}} ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to {{co|coral|Neutron Blaster Cannon II}} guns and carry {{co|coral|Null L}} for long range but keep faction ammo for short range.</li><li>[[Clone_states#Omega_clones|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.</li><li>The previous rig setup of two {{co|coral|Core Defense Field Extender Is}} and one {{co|coral|Thermal Shield Reinforcer I}} is still accepted.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| version=September 2020<br />
| showTOC=N<br />
| alphacanuse=Y<br />
}}<br />
=== Bhaalgorn ===<br />
Prior to the Industry revamp in 2021, there was a long period wherin the Bhaalgorn with T2 webs could end up cheaper than T1 battleships with faction modules. As this hull is still accepted as a Warp to Me preferred fit, it shall remain here.<br />
{{ShipFitting<br />
| ship=Bhaalgorn<br />
| fitName=Incursions (vanguards)<br />
| fitID=Incursions (vanguards)<br />
| high1name=Mega Modulated Pulse Energy Beam I<br />
| high1typeID=7087<br />
| high2name=Mega Modulated Pulse Energy Beam I<br />
| high2typeID=7087<br />
| high3name=Mega Modulated Pulse Energy Beam I<br />
| high3typeID=7087<br />
| high4name=Mega Modulated Pulse Energy Beam I<br />
| high4typeID=7087<br />
| high5name=Heavy Ghoul Compact Energy Nosferatu<br />
| high5typeID=16497<br />
| high6name=Heavy Ghoul Compact Energy Nosferatu<br />
| high6typeID=16497<br />
| high7name=Large Asymmetric Enduring Remote Shield Booster<br />
| high7typeID=8639<br />
| mid1name=Alumel-Wired Enduring Sensor Booster<br />
| mid1typeID=6159<br />
| mid2name=Stasis Webifier II<br />
| mid2typeID=527<br />
| mid3name=Stasis Webifier II<br />
| mid3typeID=527<br />
| mid4name=Multispectrum Shield Hardener II<br />
| mid4typeID=2281<br />
| mid5name=Multispectrum Shield Hardener II<br />
| mid5typeID=2281<br />
| low1name=Heat Sink II<br />
| low1typeID=2364<br />
| low2name=Heat Sink II<br />
| low2typeID=2364<br />
| low3name=Heat Sink II<br />
| low3typeID=2364<br />
| low4name=Heat Sink II<br />
| low4typeID=2364<br />
| low5name=Tracking Enhancer II<br />
| low5typeID=1999<br />
| low6name=Tracking Enhancer II<br />
| low6typeID=1999<br />
| low7name=Damage Control II<br />
| low7typeID=2048<br />
| rig1name=Large EM Shield Reinforcer II<br />
| rig1typeID=26436<br />
| rig2name=Large Core Defense Field Extender I<br />
| rig2typeID=26088<br />
| rig3name=Large Thermal Shield Reinforcer II<br />
| rig3typeID=26442<br />
| drone1name=Imperial Navy Acolyte x5<br />
| drone1typeID=31864<br />
| drone2name=Medium Shield Maintenance Bot I x5<br />
| drone2typeID=23717<br />
| charge1name=Imperial Navy Multifrequency L x8<br />
| charge1typeID=23105<br />
| charge2name=Imperial Navy Xray L x8<br />
| charge2typeID=23109<br />
| charge3name=Imperial Navy Microwave L x8<br />
| charge3typeID=23117<br />
| charge4name=Scan Resolution Script x1<br />
| charge4typeID=29011<br />
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>{{sk|Propulsion Jamming|IV|icon=yes}} (needed for T2 webs)</li><li>The {{sk|Amarr Battleship|icon=yes}} skill can favourably be left at '''Level 1''', as it only gives you an neut/nos bonus (which is not essential to the fit).</li><br />
| showSKILLS=Y<br />
| notes=Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.</li><li>Once you can use tech two lasers, upgrade to {{co|coral|Mega Pulse Laser II}} and use your {{co|coral|Imperial Navy Multifrequency L}} along with {{co|coral|Conflagration L}} and {{co|coral|Scorch L}}.</li><li>The {{co|coral|Heavy Ghoul Compact Nosferatus}} can be used on the rats to keep up your capacitor.</li><li>This fit lacks the EM shield resists used in other fits. Most Vanguard waves have Kin/Ex-heavy damage distribution, and so it is possible to scrape by with lower em resists, particularly with the Bhaalgorn's high EHP. Further, pulse lasers have poor tracking, and so additional tackle modules aid it greatly.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| version=September 2020<br />
| showTOC=N<br />
| alphacanuse=Y<br />
}}<br />
=== Praxis ===<br />
{{important note box|Unlike other ships with fits listed here, '''the Praxis is not used by Headquarters communities''' due to its low speed and base HP. As a consequence, the fits below are rigged for use in Vanguards only.}}<br />
<br />
The {{sh|Praxis}} has some upsides over the other T1 battleships listed, namely having seven mid and low slots, an ample drone bay with room for both lights and sentries, and a drone damage bonus. This also means that it can support energy turrets while also having spare mid slots for application. However, it has less resists versus kinetic/explosive damage, and low buffer.<br />
{{ShipFitting<br />
| ship=Praxis<br />
| fitName=Incursions (pulse lasers, vanguards)<br />
| fitID=Incursions (pulse lasers, vanguards)<br />
| high1name=Mega Modulated Pulse Energy Beam I<br />
| high1typeID=7087<br />
| high2name=Mega Modulated Pulse Energy Beam I<br />
| high2typeID=7087<br />
| high3name=Mega Modulated Pulse Energy Beam I<br />
| high3typeID=7087<br />
| high4name=Mega Modulated Pulse Energy Beam I<br />
| high4typeID=7087<br />
| high5name=Mega Modulated Pulse Energy Beam I<br />
| high5typeID=7087<br />
| high6name=Mega Modulated Pulse Energy Beam I<br />
| high6typeID=7087<br />
| high7name=Large Asymmetric Enduring Remote Shield Booster<br />
| high7typeID=8639<br />
| mid1name=Federation Navy Stasis Webifier<br />
| mid1typeID=17559<br />
| mid2name=Republic Fleet Target Painter<br />
| mid2typeID=31944<br />
| mid3name=Tracking Computer II<br />
| mid3typeID=1978<br />
| mid4name=Multispectrum Shield Hardener II<br />
| mid4typeID=2281<br />
| mid5name=Multispectrum Shield Hardener II<br />
| mid5typeID=2281<br />
| mid6name=Large Azeotropic Restrained Shield Extender<br />
| mid6typeID=8419<br />
| mid7name=Republic Fleet Large Cap Battery<br />
| mid7typeID=41218<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Heat Sink II<br />
| low2typeID=2364<br />
| low3name=Heat Sink II<br />
| low3typeID=2364<br />
| low4name=Heat Sink II<br />
| low4typeID=2364<br />
| low5name=Capacitor Power Relay II<br />
| low5typeID=1447<br />
| low6name=Tracking Enhancer II<br />
| low6typeID=1999<br />
| low7name=Tracking Enhancer II<br />
| low7typeID=1999<br />
| rig1name=Large Energy Collision Accelerator II<br />
| rig1typeID=26382<br />
| rig2name=Large Kinetic Shield Reinforcer I<br />
| rig2typeID=26080<br />
| rig3name=Large Explosive Shield Reinforcer I<br />
| rig3typeID=26078<br />
| drone1name=Imperial Navy Acolyte x5<br />
| drone1typeID=31864<br />
| drone2name=Medium Shield Maintenance Bot I x5<br />
| drone2typeID=23717<br />
| drone3name=Federation Navy Garde x4<br />
| drone3typeID=31886<br />
| charge1name=Imperial Navy Multifrequency L x18<br />
| charge1typeID=23105<br />
| charge2name=Imperial Navy Xray L x6<br />
| charge2typeID=23109<br />
| charge3name=Imperial Navy Microwave L x6<br />
| charge3typeID=23117<br />
| charge4name=Tracking Speed Script x1<br />
| charge4typeID=29001<br />
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>{{sk|Sentry Drone Interfacing|icon=yes}} ''(optional, for sentry drones)''<br />
| showSKILLS=Y<br />
| notes=Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.</li><li>Once you can use tech two lasers, upgrade to {{co|coral|Mega Pulse Laser II}} and use your {{co|coral|Imperial Navy Multifrequency L}} along with {{co|coral|Conflagration L}} and {{co|coral|Scorch L}}.</li><li>Omega clones can train {{sk|Repair Drone Operation|III|icon=yes}} and use Heavy Drone Maintenance Bots instead of mediums.</li><li>{{co|coral|Federation Navy Gardes}} are not usable by Alpha clones. {{co|coral|Imperial Navy Acolytes}} can be used instead.</li><li>Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| version=October 2020<br />
| showTOC=N<br />
| alphacanuse=Y<br />
}}{{ShipFitting<br />
| ship=Praxis<br />
| fitName=Incursions (blasters, vanguards)<br />
| fitID=Incursions (blasters, vanguards)<br />
| high1name=Modal Mega Neutron Particle Accelerator I<br />
| high1typeID=7783<br />
| high2name=Modal Mega Neutron Particle Accelerator I<br />
| high2typeID=7783<br />
| high3name=Modal Mega Neutron Particle Accelerator I<br />
| high3typeID=7783<br />
| high4name=Modal Mega Neutron Particle Accelerator I<br />
| high4typeID=7783<br />
| high5name=Modal Mega Neutron Particle Accelerator I<br />
| high5typeID=7783<br />
| high6name=Modal Mega Neutron Particle Accelerator I<br />
| high6typeID=7783<br />
| high7name=Large Asymmetric Enduring Remote Shield Booster<br />
| high7typeID=8639<br />
| mid1name=Alumel-Wired Enduring Sensor Booster<br />
| mid1typeID=6159<br />
| mid2name=Federation Navy Stasis Webifier<br />
| mid2typeID=17559<br />
| mid3name=Republic Fleet Target Painter<br />
| mid3typeID=31944<br />
| mid4name=Tracking Computer II<br />
| mid4typeID=1978<br />
| mid5name=Multispectrum Shield Hardener II<br />
| mid5typeID=2281<br />
| mid6name=Multispectrum Shield Hardener II<br />
| mid6typeID=2281<br />
| mid7name=Multispectrum Shield Hardener II<br />
| mid7typeID=2281<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Magnetic Field Stabilizer II<br />
| low2typeID=10190<br />
| low3name=Magnetic Field Stabilizer II<br />
| low3typeID=10190<br />
| low4name=Magnetic Field Stabilizer II<br />
| low4typeID=10190<br />
| low5name=Drone Damage Amplifier II<br />
| low5typeID=4405<br />
| low6name=Tracking Enhancer II<br />
| low6typeID=1999<br />
| low7name=Tracking Enhancer II<br />
| low7typeID=1999<br />
| rig1name=Large Hybrid Burst Aerator II<br />
| rig1typeID=26394<br />
| rig2name=Large Core Defense Field Extender I<br />
| rig2typeID=26088<br />
| rig3name=Large Core Defense Field Extender I<br />
| rig3typeID=26088<br />
| drone1name=Imperial Navy Acolyte x5<br />
| drone1typeID=31864<br />
| drone2name=Medium Shield Maintenance Bot I x5<br />
| drone2typeID=23717<br />
| drone3name=Federation Navy Garde x4<br />
| drone3typeID=31886<br />
| charge1name=Caldari Navy Antimatter Charge L x14000<br />
| charge1typeID=21740<br />
| charge2name=Scan Resolution Script x1<br />
| charge2typeID=29011<br />
| charge3name=Optimal Range Script x1<br />
| charge3typeID=28999<br />
| charge4name=Tracking Speed Script x1<br />
| charge4typeID=29001<br />
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>{{sk|Sentry Drone Interfacing|icon=yes}} ''(optional, for sentry drones)''<br />
| showSKILLS=Y<br />
| notes=Either of the {{co|coral|Federation Navy}} or {{co|coral|Caldari Navy Antimatter Charge L}} ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to {{co|coral|Neutron Blaster Cannon II}} guns and carry {{co|coral|Null L}} for long range but keep faction ammo for short range.</li><li>[[Clone_states#Omega_clones|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.</li><li>{{co|coral|Federation Navy Gardes}} are not usable by Alpha clones. {{co|coral|Imperial Navy Acolytes}} can be used instead.</li><li>Gardes have higher damage output than light drones, but with very poor tracking. Depending on the fleet composition, the FC may ask for either light drones or sentries.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| version=September 2020<br />
| showTOC=N<br />
| alphacanuse=Y<br />
}}<br />
<br />
== Pirate faction battleships ==<br />
{{important note box|The [[EVE University Incursion Community]] doesn't require '''unistas''' to use fancy hulls due to the constant threat of war. Pilots who take the necessary precautions are of course allowed to, but should do so of their own free will being aware of the risk.}}<br />
So long as pirate faction battleship prices remain reasonably low, they are the single most efficient way to make our fleets both safer and more effective. The role bonuses and higher base values alone make these ships far superior to tech one ships, so regardless of your skill level they are an immediate upgrade. See [[Incursion fitting principles#Upgrade_priorities|upgrade priority]] for more information.<br />
<br />
If you are not comfortable with the cost of these ships, you can also improve your efficiency (and thus making our fleets even safer) by continuing to use our minimum tech one ships above but train into tech two guns and improve your support skills. See the [[Preparing_for_Incursions#Recommended_skills_for_damage_dealers|recommended skills]] for more information.<br />
{{note box|Out of all the '''pirate faction battleships''' the {{sh|Machariel}}, {{sh|Nightmare}} and {{sh|Vindicator}} stand out with their suitable slot layout and multiple offensive damage bonuses as well as good role bonuses especially suitable to both damage projection and application. The fits recommend a cheap and flexible offensive setup that differs a little bit from that of the tech one battleships, but otherwise follow our usual [[Incursion fitting principles|fitting principles]]. For more specific information about your rig options and general ship fit progression, see the [[Incursion_fitting_principles#Rigging_choice|rigging choice]], [[Ship_progression_in_Incursions#Fit_progression|fit progression]] and [[Incursion_fitting_principles#Utility_modules|utility mids]] sections.}}<br />
=== Machariel ===<br />
<br />
{{ShipFitting<br />
| ship=Machariel<br />
| fitName= Incursions (vanguards)<br />
| fitID= Incursions (vanguards)<br />
| high1name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high1typeID=9327<br />
| high2name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high2typeID=9327<br />
| high3name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high3typeID=9327<br />
| high4name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high4typeID=9327<br />
| high5name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high5typeID=9327<br />
| high6name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high6typeID=9327<br />
| high7name=800mm Heavy 'Scout' Repeating Cannon I<br />
| high7typeID=9327<br />
| high8name=Large Asymmetric Enduring Remote Shield Booster<br />
| high8typeID=8639<br />
| mid1name=Alumel-Wired Enduring Sensor Booster<br />
| mid1typeID=6159<br />
| mid2name=Federation Navy Stasis Webifier<br />
| mid2typeID=17559<br />
| mid3name=Multispectrum Shield Hardener II<br />
| mid3typeID=2281<br />
| mid4name=Multispectrum Shield Hardener II<br />
| mid4typeID=2281<br />
| mid5name=EM Shield Hardener II<br />
| mid5typeID=2301<br />
| mid6name=Tracking Computer II<br />
| mid6typeID=1978<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Tracking Enhancer II<br />
| low2typeID=1999<br />
| low3name=Gyrostabilizer II<br />
| low3typeID=519<br />
| low4name=Gyrostabilizer II<br />
| low4typeID=519<br />
| low5name=Gyrostabilizer II<br />
| low5typeID=519<br />
| low6name=Gyrostabilizer II<br />
| low6typeID=519<br />
| rig1name=Large Thermal Shield Reinforcer I<br />
| rig1typeID=26082<br />
| rig2name=Large Projectile Burst Aerator II<br />
| rig2typeID=26430<br />
| drone1name=Imperial Navy Acolyte x5<br />
| drone1typeID=31864<br />
| drone2name=Medium Shield Maintenance Bot I x5<br />
| drone2typeID=23717<br />
| charge1name=Tracking Speed Script x1<br />
| charge1typeID=29001<br />
| charge2name=Scan Resolution Script x1<br />
| charge2typeID=29011<br />
| charge3name=Nanite Repair Paste x200<br />
| charge3typeID=28668<br />
| charge4name=Republic Fleet EMP L x14000<br />
| charge4typeID=21894<br />
| charge5name=Optimal Range Script x1<br />
| charge5typeID=28999<br />
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)<br />
| showSKILLS=Y<br />
| notes=Either of the {{co|coral|Republic Fleet EMP L}}, {{co|coral|Fusion}} or {{co|coral|Phased Plasma}} ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.</li><li>Once you can use tech two projectiles, upgrade to {{co|coral|800mm Repeating Cannon II}} guns but stick with the faction ammo.</li><li>[[Clone_states#Omega_clones|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Drone Maintenance Bots}} instead of mediums.</li><li>Pilots can choose between a {{co|coral|Republic Fleet Target Painter}} for improved application, or an {{co|coral|Alamel-Wired Enduring Sensor Booster}} to lower lock times.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| version=September 2020<br />
| showTOC=N<br />
| alphacanuse=Y<br />
}}<br />
<br />
=== Nightmare ===<br />
{{ShipFitting<br />
| ship=Nightmare<br />
| fitName= Incursions (vanguards)<br />
| fitID= Incursions (vanguards)<br />
| high1name=Mega Modulated Pulse Energy Beam I<br />
| high1typeID=7087<br />
| high2name=Mega Modulated Pulse Energy Beam I<br />
| high2typeID=7087<br />
| high3name=Mega Modulated Pulse Energy Beam I<br />
| high3typeID=7087<br />
| high4name=Mega Modulated Pulse Energy Beam I<br />
| high4typeID=7087<br />
| high5name=Large Remote Capacitor Transmitter II<br />
| high5typeID=12102<br />
| high6name=Large Asymmetric Enduring Remote Shield Booster<br />
| high6typeID=8639<br />
| mid1name=Alumel-Wired Enduring Sensor Booster<br />
| mid1typeID=6159<br />
| mid2name=Republic Fleet Target Painter<br />
| mid2typeID=31944<br />
| mid3name=Federation Navy Stasis Webifier<br />
| mid3typeID=17559<br />
| mid4name=Tracking Computer II<br />
| mid4typeID=1978<br />
| mid5name=Multispectrum Shield Hardener II<br />
| mid5typeID=2281<br />
| mid6name=Multispectrum Shield Hardener II<br />
| mid6typeID=2281<br />
| mid7name=EM Shield Hardener II<br />
| mid7typeID=2301<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Tracking Enhancer II<br />
| low2typeID=1999<br />
| low3name=Heat Sink II<br />
| low3typeID=2364<br />
| low4name=Heat Sink II<br />
| low4typeID=2364<br />
| low5name=Heat Sink II<br />
| low5typeID=2364<br />
| low6name=Heat Sink II<br />
| low6typeID=2364<br />
| rig1name=Large Thermal Shield Reinforcer I<br />
| rig1typeID=26082<br />
| rig2name=Large Energy Burst Aerator II<br />
| rig2typeID=26380<br />
| drone1name=Imperial Navy Acolyte x5<br />
| drone1typeID=31864<br />
| drone2name=Medium Shield Maintenance Bot I x5<br />
| drone2typeID=23717<br />
| charge1name=Imperial Navy Multifrequency L x8<br />
| charge1typeID=23105<br />
| charge2name=Imperial Navy Xray L x8<br />
| charge2typeID=23109<br />
| charge3name=Optimal Range Script x1<br />
| charge3typeID=28999<br />
| charge4name=Tracking Speed Script x1<br />
| charge4typeID=29001<br />
| charge5name=Imperial Navy Microwave L x8<br />
| charge5typeID=23117<br />
| charge6name=Scan Resolution Script x1<br />
| charge6typeID=29011<br />
| charge7name=Nanite Repair Paste x200<br />
| charge7typeID=28668<br />
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers</li><li>The {{sk|Caldari Battleship|icon=yes}} skill can favourably be left at '''Level 1''', as it only gives you an afterburner bonus (which we do not use in incursions).<br />
| showSKILLS=Y<br />
| notes='''Tachyon Beam Lasers''' (long range) can often work for vanguards, thanks to the Nightmare's strong tracking bonuses. So feel free to carry a set of tachyons with you and ask the fleet commander which they prefer.</li><li>Since laser weapons can change crystals relatively fast, it's highly recommended to carry at least two different sets of crystals, preferably three for various ranges.</li><li>Once you can use tech two lasers, upgrade to either {{co|coral|Mega Pulse Laser II}} and use your {{co|coral|Imperial Navy Multifrequency L}} along with {{co|coral|Conflagration L}} and {{co|coral|Scorch L}}, or {{co|coral|Tachyon Beam Laser II}} with {{co|coral|Imperial Navy Multifrequency L}}, {{co|coral|Gleam L}} and whichever crystal gets you decent range at 60-70km, usually {{co|coral|Imperial Navy Gamma L}} or {{co|coral|Imperial Navy Xray L}}.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| version=September 2020<br />
| showTOC=N<br />
| alphacanuse=Y<br />
}}<br />
=== Vindicator ===<br />
{{ShipFitting<br />
| ship=Vindicator<br />
| fitName= Incursions (vanguards)<br />
| fitID= Incursions (vanguards)<br />
| high1name=Modal Mega Neutron Particle Accelerator I<br />
| high1typeID=7783<br />
| high2name=Modal Mega Neutron Particle Accelerator I<br />
| high2typeID=7783<br />
| high3name=Modal Mega Neutron Particle Accelerator I<br />
| high3typeID=7783<br />
| high4name=Modal Mega Neutron Particle Accelerator I<br />
| high4typeID=7783<br />
| high5name=Modal Mega Neutron Particle Accelerator I<br />
| high5typeID=7783<br />
| high6name=Modal Mega Neutron Particle Accelerator I<br />
| high6typeID=7783<br />
| high7name=Modal Mega Neutron Particle Accelerator I<br />
| high7typeID=7783<br />
| high8name=Modal Mega Neutron Particle Accelerator I<br />
| high8typeID=7783<br />
| mid1name=Alumel-Wired Enduring Sensor Booster<br />
| mid1typeID=6159<br />
| mid2name=Federation Navy Stasis Webifier<br />
| mid2typeID=17559<br />
| mid3name=Federation Navy Stasis Webifier<br />
| mid3typeID=17559<br />
| mid4name=Multispectrum Shield Hardener II<br />
| mid4typeID=2281<br />
| mid5name=Multispectrum Shield Hardener II<br />
| mid5typeID=2281<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Tracking Enhancer II<br />
| low2typeID=1999<br />
| low3name=Tracking Enhancer II<br />
| low3typeID=1999<br />
| low4name=Magnetic Field Stabilizer II<br />
| low4typeID=10190<br />
| low5name=Magnetic Field Stabilizer II<br />
| low5typeID=10190<br />
| low6name=Magnetic Field Stabilizer II<br />
| low6typeID=10190<br />
| low7name=Magnetic Field Stabilizer II<br />
| low7typeID=10190<br />
| rig1name=Large EM Shield Reinforcer II<br />
| rig1typeID=26436<br />
| rig2name=Large Thermal Shield Reinforcer II<br />
| rig2typeID=26442<br />
| rig3name=Large Core Defense Field Extender I<br />
| rig3typeID=26088<br />
| drone1name=Imperial Navy Acolyte x5<br />
| drone1typeID=31864<br />
| drone2name=Medium Shield Maintenance Bot I x5<br />
| drone2typeID=23717<br />
| charge1name=Federation Navy Antimatter Charge L x14000<br />
| charge1typeID=22993<br />
| charge2name=Nanite Repair Paste x200<br />
| charge2typeID=28668<br />
| charge3name=Scan Resolution Script x1<br />
| charge3typeID=29011<br />
| skills=All the [[Preparing_for_Incursions#Damage_dealers|required skills]] for damage dealers<br>(including the secondary battleship skill)</li><li>The {{sk|Minmatar Battleship|icon=yes}} is by far the most important skill to improve, as it improves the effectiveness of your webs.<br />
| showSKILLS=Y<br />
| notes=Both {{co|coral|Federation Navy}} and {{co|coral|Caldari Navy Antimatter Charge L}} ammo work for incursions, as the only difference is the name. Pick whichever is cheapest.</li><li>Once you can use tech two hybrids, upgrade to {{co|coral|Neutron Blaster Cannon II}} guns and carry {{co|coral|Null L}} for long range but keep faction ammo for short range.</li><li>[[Clone_states#Omega_clones|Omega clones]] can train {{sk|Repair Drone Operation|III|icon=yes}} and use {{co|coral|Heavy Shield Maintenance Bots}} instead of mediums.</li><li>This fit places greater emphasis on the Vindicator's webbing abilities over the single web, burst aerator fit previously recommended. The previous fit remains acceptable, as does its rig setup.</li><li>A tech one EM Shield Reinforcer can be used in place of the tech two listed.<br />
| showNOTES=Y<br />
| difficulty=0<br />
| version=April 2021<br />
| showTOC=N<br />
| alphacanuse=Y<br />
}}<br />
<br />
== Ongrid booster ==<br />
Having a command ship with command bursts will always be more valuable than any other option for vanguards. The [[EVE University Incursion Community]] runs with a single booster to ensure that their fleets can run safely. See the [[Anatomy_of_Incursions#Ongrid_boosts|Anatomy of Incursions]] page for more information on the effects of ongrid boosting.<br />
=== Sleipnir ===<br />
{{note box|Remember that you'll need the [[image:icon_implant_hardwiring.png|20px|link=]] {{co|coral|Republic Fleet Command Mindlink}} to go with this fit, to push the boosts to acceptable levels.}}<br />
While both the {{sh|Sleipnir}} and {{sh|Claymore}} can be used for ongrid boosting in vanguards, the Sleipnir is simply the better choice. The turret-based weaponry of the Sleipnir is far more suitable to incursions than the Claymore's missile-based weaponry.<br />
{{ShipFitting<br />
| ship=Sleipnir<br />
| shipTypeID=22444<br />
| fitName=Incursions (ongrid booster)<br />
| fitID=Incursions-(ongrid-booster)<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Tracking Enhancer II<br />
| low2typeID=1999<br />
| low3name=Gyrostabilizer II<br />
| low3typeID=519<br />
| low4name=Gyrostabilizer II<br />
| low4typeID=519<br />
| low5name=Gyrostabilizer II<br />
| low5typeID=519<br />
| mid1name=Federation Navy Stasis Webifier<br />
| mid1typeID=17559<br />
| mid2name=Tracking Computer II, Tracking Speed Script<br />
| mid2typeID=1978<br />
| mid3name=Republic Fleet Target Painter<br />
| mid3typeID=31944<br />
| mid4name=Multispectrum Shield Hardener II<br />
| mid4typeID=2281<br />
| mid5name=Multispectrum Shield Hardener II<br />
| mid5typeID=2281<br />
| high1name=720mm 'Scout' Artillery I, Republic Fleet EMP M<br />
| high1typeID=9451<br />
| high2name=720mm 'Scout' Artillery I, Republic Fleet EMP M<br />
| high2typeID=9451<br />
| high3name=720mm 'Scout' Artillery I, Republic Fleet EMP M<br />
| high3typeID=9451<br />
| high4name=Shield Command Burst II, Active Shielding Charge<br />
| high4typeID=43555<br />
| high5name=Shield Command Burst II, Shield Harmonizing Charge<br />
| high5typeID=43555<br />
| high6name=Skirmish Command Burst II, Evasive Maneuvers Charge<br />
| high6typeID=43556<br />
| charge1name=Tracking Speed Script x1<br />
| charge1typeID=29001<br />
| charge2name=Republic Fleet EMP M x11400<br />
| charge2typeID=21896<br />
| charge3name=Active Shielding Charge x600<br />
| charge3typeID=42694<br />
| charge4name=Shield Harmonizing Charge x600<br />
| charge4typeID=42695<br />
| charge5name=Evasive Maneuvers Charge x600<br />
| charge5typeID=42838<br />
| high7name=Skirmish Command Burst II, Interdiction Maneuvers Charge<br />
| high7typeID=43556<br />
| charge6name=Interdiction Maneuvers Charge x600<br />
| charge6typeID=42839<br />
| charge7name=Optimal Range Script x1<br />
| charge7typeID=28999<br />
| rig1name=Medium Command Processor I<br />
| rig1typeID=43896<br />
| rig2name=Medium Command Processor I<br />
| rig2typeID=43896<br />
| drone1name=Acolyte II x5<br />
| drone1typeID=2205<br />
| drone2name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills={{sk|Cybernetics|V|icon=yes}} ''(see note)''</li><li>{{sk|Minmatar Battlecruiser|V|icon=yes}} ''(prerequisite)''<br>o {{sk|Minmatar Cruiser|III|icon=yes}} ''(prerequisite)''<br>o {{sk|Minmatar Destroyer|III|icon=yes}} ''(prerequisite)''<br>o {{sk|Minmatar Frigate|III|icon=yes}} ''(prerequisite)''</li><li>{{sk|Command Ships|IV|icon=yes}}<br>o {{sk|Leadership|V|icon=yes}} ''(prerequisite)''<li>{{sk|Shield Command Specialist|V|icon=yes}}<br>o {{sk|Shield Command|V|icon=yes}} ''(prerequisite)''</li><li>{{sk|Skirmish Command Specialist|V|icon=yes}}<br>o {{sk|Skirmish Command|V|icon=yes}} ''(prerequisite)''</li><br />
| showSKILLS=Y<br />
| notes={{sk|Cybernetics|V|icon=yes}}, {{sk|Skirmish Command Specialist|V|icon=yes}} and {{sk|Shield Command Specialist|V|icon=yes}} is required for the following mindlink:<br />
<p>[[image:icon_implant_hardwiring.png|20px|link=]] {{co|coral|Republic Fleet Command Mindlink}}</p></li><li>Make sure you have the following charges:<br />
<p>[[image:icon_active_shielding.png|20px|link=]] {{co|coral|Active Shielding Charge}} x 600<br>[[image:icon_shield_harmonizing.png|20px|link=]] {{co|coral|Shield Harmonizing Charge}} x 600<br>[[image:icon_evasive_maneuvers.png|20px|link=]] {{co|coral|Evasive Maneuvers Charge}} x 600<br>[[image:icon_interdiction_maneuvers.png|20px|link=]] {{co|coral|Interdiction Maneuvers Charge}} x 600</p></li><li>Either of the {{co|coral|Republic Fleet EMP M}}, {{co|coral|Fusion}} or {{co|coral|Phased Plasma}} ammo work for incursions, as their only difference is type of damage and Sansha are omni tanked. Pick whichever is cheapest.<br />
| showNOTES=Y<br />
| difficulty=2<br />
| version=April 2020<br />
| showTOC=N<br />
| alphacanuse=N<br />
}}<br />
== Hacker ==<br />
Hacking is required for one of the vanguard sites, the [[Override Transfer Array]]. A cheap ship on an alt is preferred, but more advanced hulls can complete the hack with more ease at much higher cost. This ship naturally fills the role of a scout as well, but that doesn't require you to fly anything special or fit any particular modules. See [[Roles_in_Incursions#Hacker.2FScout|Hacker/Scout]] for more information on how to perform this role.<br />
<br />
Until September 2019, Incursions did not use the [[Hacking|minigame]], but instead used the old method where each module has a chance of successfully hacking the logistics control array. This meant that while in exploration you only used one data analyzer, in incursion hacking you used as many as you can fit. After the changes, hacking in the Override Transfer Array is identical to any other exploration site, but with no consequences for failing a hack.<br />
<br />
=== Heron ===<br />
The Heron used to be the hacking ship of choice due to having one more mid slot than the other T1 exploration frigates, meaning that it could fit one more data analyzer. Since only one is useful now, the Heron is no more effective than the other T1 exploration frigates. The only mid slot modules needed are a {{co|coral|Microwarpdrive}} and one {{co|coral|Data Analyzer}} module,. You can fit some {{co|coral|Memetic Algorithm Bank}} rigs for increased hacking chance.<br />
{{ShipFitting<br />
| ship=Heron<br />
| fitName= Incursions (hacker)<br />
| fitID= Incursions (hacker)<br />
| high1name=Small Remote Shield Booster I<br />
| high1typeID=3586<br />
| high2name=open<br />
| high3name=open<br />
| mid1name=Data Analyzer I<br />
| mid1typeID=22175<br />
| mid2name=5MN Microwarpdrive I<br />
| mid2typeID=434<br />
| mid3name=open<br />
| mid4name=open<br />
| mid5name=open<br />
| low1name=Nanofiber Internal Structure I<br />
| low1typeID=2603<br />
| low2name=Nanofiber Internal Structure I<br />
| low2typeID=2603<br />
| rig1name=Small Memetic Algorithm Bank I<br />
| rig1typeID=31238<br />
| rig2name=Small Memetic Algorithm Bank I<br />
| rig2typeID=31238<br />
| showSKILLS=Y<br />
| showNOTES=Y<br />
| difficulty=0<br />
| version=April 2021<br />
| showTOC=N<br />
| alphacanuse=Y<br />
|skills=You'll need {{sk|Caldari Frigate|I|icon=yes}} to fly this ship.<br>(~15 minutes worth of training)</li><li>{{sk|Hacking|III|icon=yes}} ''(optional, 11 hours and 14 minutes)''<br />
|notes=Any of the {{Sh|Magnate}}, {{Sh|Imicus}}, or {{Sh|Probe}} can also use this fitting with the same level of effectiveness.<li>Being able to fit a {{co|coral|Data Analyzer II}} module will greatly improve hacking effectiveness, as it pushes the Heron's virus strength to 35, letting it break through defensive subsystems more easily.</li><li>Right-clicking your microwarpdrive and selecting the option ''"Set auto-repeat off"'' is a good way to make sure you only run one cycle of the microwarpdrive, thus avoiding any embarrassing issues like forgetting to keep it on and capping out before you can hack the tower.</li><li>The {{co|coral|Small Remote Shield Extender}} drones are so that the scout can contribute repairs and sponge a payout if there are less than ten ongrid ships.</li><li>Additional buffer modules, such as {{co|coral|Small Azeotropic Restrained Shield Extenders}}, can make it easier for the logi pilots to hold up this ship, in case it takes aggro in an [[OTA]].<br />
}}<br />
== Ammo Hauler ==<br />
The Amarr T1 Exploration frigate, the [[Magnate]], is useful for transporting your ammo, sensor booster scripts and targeting scripts. The four low slots can be filled with expanded cargoholds to maximise carrying capacity and, since the Magnate is a frigate, it can be transported in the [[Battleships#Frigate_Escape_Bay|frigate escape bay]] of a battleship. Unfortunately, the ship cannot be put in the frigate escape bay unless it only contains charges (such as ammo and scripts). This means you can't use this method for transporting Lyavite or spare drones.<br />
<br />
== Advanced fits ==<br />
<!-- If the ships themselves are way to expensive, it isn't a good idea to even recommend them. Use this disclaimer.<br />
There are many ways to improve past the minimum fits and tech one ships, but for many reasons there will be no recommended fits for these ships or advanced fits on this page.<br />
<br />
* The more advanced fits are often tailored to specific communities or fleet compositions in order to maximize efficiency by capitalizing on their individual strengths while working around their weaknesses. This means that fits that are perfect for one community might not work or even be acceptable by another community's standards.<br />
* We want to encourage people to talk to us about how to improve, so you get the much needed context surrounding certain fits; how and why they work. Without that it's very easy to miss what makes or breaks certain fits and you could end up being forced to rip out expensive rigs or replace expensive modules to ''"fix"'' your fit.<br />
* We do not want to indirectly encourage people to spend a lot of ISK on costly modules or expensive ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships.<br />
<br />
See the [[Ship progression in Incursions|ship progression in Incursions]] and [[Incursion fitting principles|fitting principles]] articles (especially the [[Incursion fitting principles#Upgrade_priorities|upgrade priority]] section) for more information about high-end ships and the kind of questions you need to ask yourself before you start spending your ISK on new ships and modules.<br />
--><br />
There are many ways to improve past the minimum fits, but for many reasons there will be no advanced fits with expensive faction or deadspace modules on this page, apart from those we need, like faction webs.<br />
<br />
* The more advanced fits are often tailored to specific communities or fleet compositions in order to maximize efficiency by capitalizing on their individual strengths while working around their weaknesses. This means that fits that are perfect for one community might not work or even be acceptable by another community's standards.<br />
* We want to encourage people to talk to us about how to improve, so you get the much needed context surrounding certain fits; how and why they work. Without that it's very easy to miss what makes or breaks certain fits and you could end up being forced to rip out expensive rigs or replace expensive modules to ''"fix"'' your fit.<br />
* We do not want to indirectly encourage people to spend a lot of ISK on costly modules or expensive ships until they have a good understanding of how to fit for incursions and how to capitalize on the strengths of various ships.<br />
<br />
See the [[Ship progression in Incursions|ship progression in Incursions]] and [[Incursion fitting principles|fitting principles]] articles (especially the [[Incursion fitting principles#Upgrade_priorities|upgrade priority]] section) for more information about high-end ships and the kind of questions you need to ask yourself before you start spending your ISK on new ships and modules.<br />
<br />
== Bling fits ==<br />
<br />
However, there are some ships that are simply not useful without significant amounts of bling applied to them, but given said bling can exceed the hulls listed above in key respects. '''These are not recommended for first time runners''', as the fits have several drawbacks compared to regular fits that requires both an experienced pilot and fleet commander to understand. Under that same mindset, '''unlike the minimum fits, these fits are not hard and set'''. So long as the ships listed here have similar enough fit, tank, and capabilities, they may be accepted at FC's discretion. Once faction and deadspace modules are included in fits, there are many combinations of modules that will get similar results, and this page will not attempt to categorize them all.<br />
<br />
=== Marauders ===<br />
{{important note box|1=The new damage buff to the Bastion Module enables Marauders to easily exceed the damage that even a polarized pirate ship can dish out. However, since the Bastion Module disables remote assistance while active, Bastion Marauders require a local tank to safely use. <br />
<br />
Some things to keep in mind:<br />
<br />
* If you are new to Incursions, <u>'''don't start in a Marauder'''</u>. Consider a {{sh|Vindicator}} or {{sh|Nightmare}} instead, or take advantage of [https://forum.eveuniversity.org/viewtopic.php?f=242&t=116939 our T1 Battleship loaner program]. These fits are made with the expectation that the pilot is experienced in running Incursion sites.<br />
<br />
* '''Set Auto-Repeat off on the Bastion Module and Shield Booster.''' Pith X-type X-Large reppers are selected in these fits due to cost, and they are very cap hungry compared to Gist X-Large reppers. Also, disabling auto-repeat on Bastion allows the logi to rep a Marauder in case of a disconnect.<br />
<br />
* None of these fits include Stasis Webifiers, as it is assumed that there will be other ships with webs to do the job better. An all Marauder comp will not do in a Uni fleet, and it is expected that the FC will keep tabs on the web capability of their fleet.<br />
}}<br />
<br />
=== Paladin ===<br />
{{ShipFitting<br />
| ship=Paladin<br />
| fitName=VG Paladin<br />
| fitID=VG Paladin<br />
| high1name=Mega Pulse Laser II<br />
| high1typeID=3057<br />
| high2name=Mega Pulse Laser II<br />
| high2typeID=3057<br />
| high3name=Mega Pulse Laser II<br />
| high3typeID=3057<br />
| high4name=Mega Pulse Laser II<br />
| high4typeID=3057<br />
| high5name=Bastion Module I<br />
| high5typeID=33400<br />
| high6name=Medium Murky Compact Remote Shield Booster<br />
| high6typeID=8579<br />
| high7name=open<br />
| high8name=open<br />
| mid1name=Pith X-Type X-Large Shield Booster<br />
| mid1typeID=19208<br />
| mid2name=Pithum A-Type Multispectrum Shield Hardener<br />
| mid2typeID=4347<br />
| mid3name=Sentient Sensor Booster<br />
| mid3typeID=41191<br />
| mid4name=Shadow Serpentis Tracking Computer<br />
| mid4typeID=14238<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Imperial Navy Heat Sink<br />
| low2typeID=15810<br />
| low3name=Imperial Navy Heat Sink<br />
| low3typeID=15810<br />
| low4name=Imperial Navy Heat Sink<br />
| low4typeID=15810<br />
| low5name=Imperial Navy Heat Sink<br />
| low5typeID=15810<br />
| low6name=Tracking Enhancer II<br />
| low6typeID=1999<br />
| low7name=Tracking Enhancer II<br />
| low7typeID=1999<br />
| rig1name=Large Energy Burst Aerator II<br />
| rig1typeID=26380<br />
| rig2name=Large EM Shield Reinforcer II<br />
| rig2typeID=26436<br />
| drone1name=Acolyte II x5<br />
| drone1typeID=2205<br />
| drone2name=Light Hull Maintenance Bot I x5<br />
| drone2typeID=33706<br />
| drone3name=Light Shield Maintenance Bot I x5<br />
| drone3typeID=23719<br />
| charge1name=Scorch L x20<br />
| charge1typeID=12820<br />
| charge2name=Conflagration L x20<br />
| charge2typeID=12816<br />
| charge3name=Imperial Navy Multifrequency L x8<br />
| charge3typeID=23105<br />
| charge4name=Scan Resolution Script x1<br />
| charge4typeID=29011<br />
| charge5name=Tracking Speed Script x1<br />
| charge5typeID=29001<br />
| skills=<br />
| showSKILLS=N<br />
| notes=Conflagration < 40km, Multifrequency if you need tracking, Scorch otherwise.</li><li>Turn auto-repeat on your Shield Booster and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.</li><li>The EM rig may be changed at pilot's discretion.<br />
| showNOTES=Y<br />
| difficulty=2<br />
| version=April 2021<br />
| showTOC=N<br />
| alphacanuse=N<br />
}} <br />
=== Vargur ===<br />
{{ShipFitting<br />
| ship=Vargur<br />
| fitName=VG Vargur<br />
| fitID=VG Vargur<br />
| high1name=800mm Repeating Cannon II<br />
| high1typeID=2929<br />
| high2name=800mm Repeating Cannon II<br />
| high2typeID=2929<br />
| high3name=800mm Repeating Cannon II<br />
| high3typeID=2929<br />
| high4name=800mm Repeating Cannon II<br />
| high4typeID=2929<br />
| high5name=Bastion Module I<br />
| high5typeID=33400<br />
| high6name=Medium Remote Armor Repairer II<br />
| high6typeID=26913<br />
| high7name=Pithum A-Type Medium Remote Shield Booster<br />
| high7typeID=19151<br />
| high8name=open<br />
| mid1name=Pith X-Type X-Large Shield Booster<br />
| mid1typeID=19208<br />
| mid2name=Pithum A-Type Multispectrum Shield Hardener<br />
| mid2typeID=4347<br />
| mid3name=Sensor Booster II<br />
| mid3typeID=1952<br />
| mid4name=Tracking Computer II<br />
| mid4typeID=1978<br />
| mid5name=Tracking Computer II<br />
| mid5typeID=1978<br />
| mid6name=Tracking Computer II<br />
| mid6typeID=1978<br />
| low1name=Republic Fleet Gyrostabilizer<br />
| low1typeID=15806<br />
| low2name=Republic Fleet Gyrostabilizer<br />
| low2typeID=15806<br />
| low3name=Republic Fleet Gyrostabilizer<br />
| low3typeID=15806<br />
| low4name=Republic Fleet Gyrostabilizer<br />
| low4typeID=15806<br />
| low5name=Tracking Enhancer II<br />
| low5typeID=1999<br />
| rig1name=Large Projectile Ambit Extension I<br />
| rig1typeID=26038<br />
| rig2name=Large Projectile Burst Aerator II<br />
| rig2typeID=26430<br />
| drone1name=Acolyte II x5<br />
| drone1typeID=2205<br />
| drone2name=Medium Shield Maintenance Bot I x5<br />
| drone2typeID=23717<br />
| charge1name=Hail L x14000<br />
| charge1typeID=12779<br />
| charge2name=Scan Resolution Script x1<br />
| charge2typeID=29011<br />
| charge3name=Optimal Range Script x3<br />
| charge3typeID=28999<br />
| charge4name=Tracking Speed Script x3<br />
| charge4typeID=29001<br />
| skills=<br />
| showSKILLS=N<br />
| notes=Load Hail, never fail.</li><li>Turn auto-repeat on your Shield Booster and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.</li><li>The Vargur's shield boost bonus and lower sig enables it to have a similar tank to the other Marauders without a Damage Control.<br />
| showNOTES=Y<br />
| difficulty=1<br />
| version=April 2021<br />
| showTOC=N<br />
| alphacanuse=N<br />
}} <br />
=== Kronos ===<br />
{{ShipFitting<br />
| ship=Kronos<br />
| fitName=VG Kronos<br />
| fitID=VG Kronos<br />
| high1name=Neutron Blaster Cannon II<br />
| high1typeID=3186<br />
| high2name=Neutron Blaster Cannon II<br />
| high2typeID=3186<br />
| high3name=Neutron Blaster Cannon II<br />
| high3typeID=3186<br />
| high4name=Neutron Blaster Cannon II<br />
| high4typeID=3186<br />
| high5name=Bastion Module I<br />
| high5typeID=33400<br />
| high6name=Pithum A-Type Medium Remote Shield Booster<br />
| high6typeID=19151<br />
| high7name=open<br />
| high8name=open<br />
| mid1name=Pith X-Type X-Large Shield Booster<br />
| mid1typeID=19208<br />
| mid2name=Pithum A-Type Multispectrum Shield Hardener<br />
| mid2typeID=4347<br />
| mid3name=Sentient Sensor Booster<br />
| mid3typeID=41191<br />
| mid4name=Shadow Serpentis Tracking Computer<br />
| mid4typeID=14238<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Federation Navy Magnetic Field Stabilizer<br />
| low2typeID=15895<br />
| low3name=Federation Navy Magnetic Field Stabilizer<br />
| low3typeID=15895<br />
| low4name=Federation Navy Magnetic Field Stabilizer<br />
| low4typeID=15895<br />
| low5name=Federation Navy Magnetic Field Stabilizer<br />
| low5typeID=15895<br />
| low6name=Tracking Enhancer II<br />
| low6typeID=1999<br />
| low7name=Tracking Enhancer II<br />
| low7typeID=1999<br />
| rig1name=Large EM Shield Reinforcer II<br />
| rig1typeID=26436<br />
| rig2name=Large Hybrid Burst Aerator II<br />
| rig2typeID=26394<br />
| drone1name=Acolyte II x5<br />
| drone1typeID=2205<br />
| drone2name=Federation Navy Garde x2<br />
| drone2typeID=31886<br />
| drone3name=Medium Shield Maintenance Bot I x5<br />
| drone3typeID=23717<br />
| charge1name=Void L x20000<br />
| charge1typeID=12791<br />
| charge2name=Null L x20000<br />
| charge2typeID=12787<br />
| charge3name=Federation Navy Antimatter Charge L x10000<br />
| charge3typeID=22993<br />
| charge4name=Scan Resolution Script x1<br />
| charge4typeID=29011<br />
| charge5name=Tracking Speed Script x1<br />
| charge5typeID=29001<br />
| charge6name=Optimal Range Script x1<br />
| charge6typeID=28999<br />
| skills=<br />
| showSKILLS=N<br />
| notes=Void/AM < 20km, Null otherwise.</li><li>Turn auto-repeat on your Shield Booster and Bastion Module off, the former so as to conserve cap, the latter such that logi are able to save you in case of disconnect.</li><li>The EM rig may be changed at pilot's discretion.<br />
| showNOTES=Y<br />
| difficulty=2<br />
| version=April 2021<br />
| showTOC=N<br />
| alphacanuse=N<br />
}}<br />
<br />
<br />
<br />
[[Category:EVE University Incursion Community]]<br />
[[Category:PvE Doctrines]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Overheating&diff=178167Overheating2021-11-25T04:08:56Z<p>Arexand Oskold: /* Preventing Heat Damage */</p>
<hr />
<div>'''Overheating''' (or '''overloading''') is an important ship combat mechanic in EVE Online. Any active module can be overheated, and overheating a module wrings better performance from it, at the cost of gradually-accumulating heat damage to the module.<br />
<br />
Incautious overheating can burn a module out completely, making it useless until it is repaired. However, if used with care or in an emergency, the benefit gained from an overheated module could be the difference between losing your ship and killing your enemy. Good pilots know when the risk is worth the possible reward.<br />
<br />
The timing of overheating and the management of the resulting heat damage are important parts of small-gang and solo PvP combat. Overheating remains useful in most larger PvP fleets. It has some niche uses in PvE combat.<br />
<br />
== Controls ==<br />
<br />
[[File:eveheat3.png|350px|thumb|Overheating in action. All the high slots that can be overheated are being overheated, so the small button for overheating the whole rack in between the module buttons and the core HUD has lit up. Two of the four mid slot modules that can be overheated are being overheated, and heat damage is visible on all four mid slot modules. The low slot modules are not being overheated, but they have been overheated recently, and have some damage.]]<br />
<br />
You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default, shift+F1 overheats the module controlled by the F1 key, though this can be changed in the shortcuts options.<br />
<br />
A module that's already active and receives an overheat command won't begin overheating until it starts its next cycle. A module that's already overheating that's commanded to stop won't cease overheating until the end of its current cycle. The green light at the top of the module button will flash when overheating is off but about to turn on at the next cycle change, or is on and about to turn off at the next cycle change.<br />
<br />
You can also "pre-heat" a module, by turning overheating on while the module isn't running. This ensures that it begins its first cycle overheated. A module primed to overheat will stay primed after warping, but not after jumping or docking.<br />
<br />
Not all modules can be overheated. For example, neither cloaks nor command bursts can be overheated, and no passive modules can be overheated.<br />
<br />
In some circumstances, you may need to overheat many modules as fast as possible. You can choose to overheat an entire rack (all the high slots, all the mid slots, or all the low slots) via the small buttons to the left of each rack.<br />
<br />
In the right-click menu available on the capacitor circle itself, there is an option called "Lock Module Overheat State". When enabled, this blocks all overheating changes on all modules: modules which aren't overheating can't be heated, and modules which are already overheating can't have their heat turned off. This can be used to prevent accidental overheating, although it is a very inflexible tool.<br />
<br />
== Benefits and Uses ==<br />
<br />
Any overheated module increases its performance in some way.<br />
<br />
=== Key Uses ===<br />
<br />
A complete table of heat bonuses follows below, but some of the most important effects to know are:<br />
<br />
* Heating a '''[[Propulsion equipment|propulsion module]]''' provides an additional 50% speed bonus. Since speed and positioning are key to many kinds of PvP combat and to some kinds of PvE combat, this can prove crucial.<br />
* Heating '''[[Tackling|tackle modules]]''' boosts their range.<br />
** It is often worth pre-heating your point/scram/web when in warp towards an engagement, especially if you are likely to be the initial tackle, as greater tackling range at the beginning of a fight can make the difference between catching or losing a target. <br />
** Similarly, it is also often worth overheating tackle at the end of a fight, if your targets are trying to leave.<br />
* Heating '''[[Tanking|tank modules]]''' increases their effect. <br />
** Shield boosters and armour repairers gain both increased repair per cycle, ''and'' faster cycle times. This makes them some of the most powerful modules to overheat. Note that the faster cycle means a heaver capacitor burden.<br />
** Ancillary shield boosters and armour repairers should ''always'' be used overheated, as they have a limited number of effective cycles (meaning that you want to make the most of every cycle, and there is only minimal damage they can inflict).<br />
** Active resistance hardeners can be overheated to increase the damage resistance they provide. This means that overheating can also benefit some types of buffer tanks and passive shield tanks.<br />
** ''Remote'' shield boosters and armor repairers gain reduced cycle times. For remote armor repairers, this reduces the delay before the first cycle lands; for remote shield boosters, this reduces the delay between the first and second cycles.<br />
* Heating '''all [[Turrets|turrets]] and [[Missiles|missile launchers]]''' increases their potential DPS, but not always in the same way.<br />
** Short-ranged turrets (pulse lasers, blasters, autocannon, disintegrators) get a bonus to their raw damage-per-shot.<br />
** Long-ranged turrets (beam lasers, railguns, artillery, vorton projectors) get a bonus to their rate of fire. Note that an increased rate of fire also means an increased capacitor burden from beam lasers and railguns.<br />
** All kinds of missile launcher get a bonus to rate of fire.<br />
<br />
At its simplest, overheating is a tool for high-stakes moments in combat, and a pilot in serious danger of losing their ship in either PvP or PvE is almost never wrong to overheat relevant modules. Some of the effects noted here, though, such as the tackle module range bonuses, are slightly subtler, and experienced pilots develop a sense of when to use them.<br />
<br />
=== All Heat Benefits ===<br />
<br />
{| class="wikitable"<br />
!Module Type !! Overheat Effect !! Percent Bonus<br />
|-<br />
| Afterburner<br/>Microwarpdrive || Speed Bonus || 50%<br />
|-<br />
| Warp Disruptor<br/>Warp Scrambler || Range Bonus || 20%<br />
|-<br />
| Stasis Webifier || Range Bonus || 30%<br />
|-<br />
| Stasis Grappler || Optimal Range Bonus || 300%<br />
|-<br />
| ECM Jammer<br/>Burst Jammer<br/>Tracking Distruptor<br/>Guidance Distruptor<br/>Remote Sensor Dampener<br/>Target Painter|| Strength Bonus || 20%<br />
|-<br />
| Energy Neutralizer<br/>Energy Nosferatu || Duration Bonus || -15%<br />
|-<br />
| Armor Hardener<br/>Shield Hardener || Strength Bonus || 20%<br />
|-<br />
| Armor Repairer || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Shield Booster || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Hull Repairer || Duration Bonus || -15%<br />
|-<br />
| Remote Armor Repairer<br/>Remote Shield Booster<br/>Remote Cap Transmitter || Duration Bonus || -15%<br />
|-<br />
| Remote Sensor Booster<br/>Remote Tracking Computer || Strength Bonus || 15%<br />
|-<br />
| Short Range Turrets || Damage Bonus || 15%<br />
|-<br />
| Long Range Turrets || Duration Bonus || -15%<br />
|-<br />
| Missile Launchers || Duration Bonus || -15%<br />
|-<br />
| Tracking Computer<br/>Guidance Computer<br/>Omnidirectional Tracking Link<br/>Sensor Booster || Strength Bonus || 15%<br />
|-<br />
| Cap Booster || Duration Bonus || -20%<br />
|}<br />
<br />
== Heat Damage ==<br />
<br />
The downside of overheating is '''heat damage'''. Heat damage is ''not'' related to normal damage: overheating does not cause damage to your shield, armour, or hull hit points. Heat damage has no link to the Thermal damage type.<br />
<br />
Rather, heat damage is dealt to the hitpoints of individual modules. If you "show info" on a module, and check its "Attributes" tab, you will see it has "Structure Hitpoints". Most modules have 40 hitpoints. Heat damage is dealt to these hitpoints.<br />
<br />
The amount of heat damage on a module is visible as a red fringe that creeps around the circular module icon counterclockwise, from the 12 o'clock position. Having some heat damage does not affect modules' functions or power in any way. However, when a module has lost all of its hitpoints—when the red fringe has completely circled the module icon and reached 12 o'clock again—the module will stop working (or "burn out"). Note that if any single one of a grouped set of turrets or missile launchers burns completely out, the button for the whole group will become useless; it will be possible to continue using the other weapons, but only by ungrouping them (and if necessary regrouping them without including the burned-out module).<br />
<br />
=== Damage Mechanics ===<br />
<br />
The mathematics of heat damage is discussed in a later section for those interested. What all pilots should know about the mechanics heat damage is as follows.<br />
<br />
[[File:eveheat3.png|350px|thumb|Consider this image again. Varying levels of heat damage are visible as red fringes around the modules. The rack heat dials above the capacitor show that the low and mid slot racks are only a little hot, while the high slot rack (rightmost dial) is nearly as hot as it can be.]]<br />
<br />
Heat damage is not dealt reliably and automatically by every heated module cycle. Instead, it is dealt through a chance-based mechanic. Each heated cycle of any module always raises the ''heat level'' of the module's rack, by a reliably predictable amount: a heated cycle from a high slot module increases the high slot rack heat level, a heated cycle from a mid slot module heats up the mid slot rack, and so on. The following factors affect rack heat generation:<br />
<br />
* Having more modules running overheated in the same rack generates more rack heat.<br />
* Larger ships generate rack heat more slowly than smaller ships.<br />
* Propulsion modules generate a lot of rack heat.<br />
* Most T2 non-propulsion modules generate quite a lot of rack heat.<br />
* All T1 non-propulsion modules and a few T2 modules generate a little heat.<br />
* Faster-cycling modules tend to generate less heat per cycle.<br />
<br />
Each heated cycle of any module has a ''chance'' to deal heat damage to the heated module, or to other modules in the rack. The chance of heat damage at the end of a cycle increases with the level of rack heat; how hot a high, medium, or low rack is affects how much of a chance of heat damage there is. The increase in the chance of heat damage caused by higher rack heat is not a steady, linear increase: high levels of rack heat generate a ''much'' higher chance of heat damage than low levels of rack heat. Rack heat is displayed in the three dials directly above the circle of the capacitor indicator. The leftmost dial displays low slot heat, the middle dial displays mid slot heat, and the rightmost dial displays high slot heat. <br />
<br />
Heat damage chances are also affected by proximity in the rack. A module is most likely to deal heat damage to itself; then to modules adjacent to it, then to other modules in the rack with the chance of heat damage decreasing with greater distance in the rack.<br />
<br />
Rack heat dissipates when modules in a rack are not being overheated. Heat dissipates quickly when the rack is very hot, and slowly when the rack is relatively cool. Pilots should note that when a ship is docked up, heat in its racks does ''not'' instantly disappear. It continues to dissipate at the normal rate. As a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired.<br />
<br />
=== Preventing Heat Damage ===<br />
<br />
[[File:eveheat2.png|350px|thumb|In these low slots, the two active modules—armor repairer on the left, ancillary armor repairer on the right—have been put at opposite ends of the rack, to distance their heating effects from each other.]]<br />
<br />
It is possible to overheat intelligently, in ways that limit the amount of heat damage caused.<br />
<br />
In judging the risk of heat damage, '''rack heat is more important than the extent of damage already sustained''', and '''the rack heat indicators can matter more than heat damage on a module button'''. If a rack is completely cool, it is usually safe to overheat for a cycle or two even with quite damaged modules: sometimes modules take no damage at all from a single cycle of heat when the rack starts out entirely cool. If, by contrast, a rack is very hot, it is quite risky to overheat even a module with little heat damage, as at high rack heat levels, damage will stack up very quickly.<br />
<br />
[[File:eveheat1.png|350px|thumb|The pilot of this Stabber has two small energy neuts fitted in the high slots, but as these are secondary tools and less likely to be heated than the guns, they are placed to space the guns out and absorb heat damage. In the mid slots, the shield extender—not an active module—is positioned to separate the often-overheated, strongly heat-generating MWD from the tackle modules—which might themselves be overheated to get extra tackle range early in a fight.]]<br />
<br />
Since the proximity of modules to each other affects their risk of heat damage, '''spreading out and separating active modules in a rack can mitigate heat damage'''. By placing the active modules in a rack as far away from each other as possible, the heat damage from each module can be spread out rather than concentrating on particular parts of the rack. Passive modules or less-important active modules can be placed in the slots between. Furthermore, contrary to popular belief, heat damage does '''not''' "wrap around" the ends of racks.<br />
<br />
In the high slots of a combat ship, it is common to spread out the main weapon system modules as much as possible, putting secondary weapons, utility tools such as energy neutralizers, or [[Command Bursts|command burst modules]] between the often-heated weapons. It is still possible to group the guns or launchers as normal. Pilots can move the module buttons around in space to keep them assigned to sensible keys in a logical arrangement, while retaining the "true" arrangement of modules in the fitting itself.<br />
<br />
Offline modules and empty module slots are especially effective, '''and equally effective''', at reducing heat damage.<br />
<br />
Players sometimes call these fitting practices "heatsinking", since the passive or less-commonly-used active modules placed between high-heat modules act as heat sinks. This idiom has no relation to the Heat Sink module, a low slot DPS-enhancing module for energy weapons; the Heat Sink module and its variations are no more effective as ''actual'' heat sinks than any other module.<br />
<br />
=== Repairing Heat Damage ===<br />
<br />
==== Nanite Repair Paste ====<br />
<br />
An item called "Nanite Repair Paste" can be used to repair heat damage while in space. To do this, make sure you have some paste in your cargo hold, and then right-click on the damaged module button, and select "repair". Paste repairs take some time, enough time that they are generally applied between fights rather than during fights. Hovering over the repairing module's button will bring up a tooltip displaying the remaining repair time.<br />
<br />
Repairs can be cancelled (right-click the module button and select the option to do this) and are cancelled automatically if your ship jumps through a gate, filaments, or travels via a jump to a cyno. The amount of repair carried out before cancellation will remain, and only the equivalent amount of paste will be used up. Paste cannot be used to repair a module which is fully burned out.<br />
<br />
A module cannot be used while it is being repaired. No module in a given rack can be overheated while any other module in the same rack is being repaired using paste. It ''is'', however, possible to repair a module's heat damage while it is reloaded. This can be useful with modules with very long reload times, such as Rapid Light Missile Launchers and ancillary shield boosters / armour repairers.<br />
<br />
==== Tether ====<br />
<br />
When tethered on a friendly [[Upwell structures|Upwell structure]], heat damage to a ship's modules is slowly repaired, for free. Tethering can repair burned-out modules.<br />
<br />
==== Docked Repairs ====<br />
<br />
Heat damage can also be repaired, instantly, when docked up. In NPC stations this comes with a cost; in player-owned structures owned by friendly players and with appropriate settings, it can be done for free. Repairs while docked will repair fully burned-out modules too.<br />
<br />
Pilots should (again) note that docking up does not instantly clear rack heat itself. A ship can be docked and have its heat damage quickly repaired, but if it is immediately undocked its racks might still be hot. This will not cause more damage by itself, but must be borne in mind if the ship is about to overheat its modules again straight away.<br />
<br />
== Overheating Bonuses ==<br />
<br />
=== Skills ===<br />
<br />
The skill that lets pilots overheat is {{sk|Thermodynamics|mult=yes|price=yes}}. Thermodynamics reduces the heat damage caused by overheating by 5% per skill level, for a 25% reduction at level V. This is a starting skill for characters created between September 2015 and September 2019. Older and newer characters must train the requisites and this skill on their own.<br />
<br />
There are also two skills which make paste repairs more efficient:<br />
<br />
* {{sk|Nanite Operation|mult=yes|price=yes}} - provides a 5% reduction in Nanite Repair Paste consumption per level.<br />
* {{sk|Nanite Interfacing|mult=yes|price=yes}} - provides a 20% increase in damaged module repair amount per second.<br />
<br />
=== Bonused Ships ===<br />
<br />
[[Tactical Destroyers]] and [[Strategic Cruisers]] have bonuses improving their ability to overheat, allowing them to sustain overheats for longer. These bonuses are tied to the skills required to fly them:<br />
<br />
* (Racial) Tactical Destroyer - Provides 5% reduction to heat damage from overheating per level.<br />
* (Racial) Strategic Cruiser - Provides 5% reduction to heat damage from overheating, and 10% increase in damaged module repair amount per second, per level.<br />
* (Racial) Core Systems - Provides 5% reduction to heat damage from overheating per level when the associated electronic warfare subsystem is fitted.<br />
<br />
A Tactical Destroyer or Strategic Cruiser flown by a pilot with Thermodynamics V and the appropriate Tactical Destroyer or Strategic Cruiser skill at V, will sustain 44.75% reduced damage from overheating. A Strategic Cruiser fitted with the electronic warfare Core subsystem and flown by a pilot with Thermodynamics V, and the appropriate Strategic Cruiser and Core Systems skills at V, will sustain 57.8% reduced damage from overheating.<br />
<br />
[[Combat Interceptors]] and [[Industrials#Deep_Space_Transports|Deep Space Transports]] have flat role bonuses that double the benefit of overheating certain modules:<br />
<br />
* Combat Interceptors - Provides 100% bonus to the benefits of overheating Afterburners and Microwarpdrives.<br />
* Deep Space Transports - Provides 100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules.<br />
<br />
=== Red Giant Wormholes ===<br />
<br />
Wormhole space systems with the [[Wormhole_space#Red_Giant|Red Giant effect]] increase both the risk and the reward associated with overheating. Every Red Giant wormhole increases heat damage by a percentage, and increases the bonuses gained from overheating by twice that percentage.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
| rowspan="6" style="padding: 0px;" | [[File:WH_Red_Giant.jpg|180px]]<br />
! Effects<br />
! Class 1<br />
! Class 2<br />
! Class 3<br />
! Class 4<br />
! Class 5<br />
! Class 6<br />
|- style="background:#3B0B0B;"<br />
! Heat Damage<br />
| +15%<br />
| +22%<br />
| +29%<br />
| +36%<br />
| +43%<br />
| &#43;50%<br />
|- style="background:#0A2A0A;"<br />
! Overheat Effect Bonus<br />
| 30%<br />
| 44%<br />
| 58%<br />
| 72%<br />
| 86%<br />
| 100%<br />
|}<br />
<br />
== Heat Mathematics ==<br />
<br />
=== Rack Heat ===<br />
<br />
The following tables specify how exactly module type and hull size affect heat generation.<br />
<br />
{| class="wikitable"<br />
!Module Type !! Rack Heat Generation/second<br />
|-<br />
| Afterburner, Microwarpdrive || 4%<br />
|-<br />
| Most T2 modules || 2%<br />
|-<br />
| All other non-T2 Modules || 1%<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
!Hull Size !! Rack Heat Generation Rate<br />
|-<br />
| Frigate, Interdictor, Command Destroyer<ref>Most T2 ships have the same heat generation as their T1 variants. T2 Destroyers are the exception.</ref> || 100%<br />
|-<br />
| Destroyer, Tactical Destroyer || 85%<br />
|-<br />
| Cruiser, Industrial, Mining Barge || 75%<br />
|-<br />
| Battlecruiser || 65%<br />
|-<br />
| Battleship || 50%<br />
|-<br />
| Carrier, Force Auxiliary || 40%<br />
|-<br />
| Dreadnought, Supercarrier, Orca, Rorqual || 35%<br />
|-<br />
| Titan || 25%<br />
|-<br />
|}<br />
<references/><br />
The values from these tables cannot be found in-game. They must be found on outside sources. Module heat generation rates can be found on modules, under the attribute <code>heatAbsorbtionRateModifier</code>, and hull heat generation modifiers can be found on ship hulls, under the attribute <code>heatGenerationModifier</code>.<br />
<br />
The time required for a rack to reach a certain heat level (starting from '''0%''' rack heat) with a given set of overheated modules can be calculated with the following formula:<br />
H(t)=(heatCapacity/100)-e^(-t*heatGenerationMultiplier*sum(heatAbsorbtionRateModifier))<br />
:<math>\displaystyle \text{H(t)}= 1 - e ^ \left( \text{-t} \cdot \text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right) \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - H(t) \right)}}{\text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right)} </math><br />
where<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* t is the time in seconds<br />
* heatGenerationMultiplier is the "Rack Heat Generation Rate" from the above table based on hull size<br />
* sum(heatAbsorbtionRateModifier) is the sum of the "Rack Heat Generation/Second" (as a decimal) of all currently overheated modules in the rack<br />
<br />
So for example, if a frigate overheating a Warp Scrambler I, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.5}}{0.01} = \frac{0.693}{0.01} = 69.3 </math><br />
69.3 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.1}}{0.01} = \frac{2.303}{0.01} = 230.3 </math><br />
230.3 seconds to reach 90% rack heat<br />
<br />
Meanwhile, if a [[Catalyst]], with 8 Light Neutron Blaster IIs, was overheating its full gun rack, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.5}}{0.85 \cdot 0.16} = \frac{0.693}{0.136} = 5.1 </math><br />
5.1 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.1}}{0.85 \cdot 0.16} = \frac{2.303}{0.136} = 16.9 </math><br />
16.9 seconds to reach 90% rack heat<br />
<br />
This illustrates the speed at which large gun racks heat up and burn out, versus the much slower rate at which individual E-War or local repair modules will heat and burn.<br />
<br />
The time required to increase rack heat from a given level to a target level is found by calculating the time required to reach the higher level, and subtracting the time required to reach the lower level. So, for that frigate to increase from 50% rack heat to 90% rack heat, it would take (230.3 - 69.3) = 161 seconds.<br />
<br />
The logarithmic nature of this formula dictates that it is, in theory, impossible to reach 100% rack heat, which is why the above sections used the more accessible numbers of 50% and 90%. However, in practice, once rack heat passes 99% it's near enough to 100% that it can be effectively considered 100%; and besides, if you're overheating your modules to the point that you hit 99% rack heat you're well on the road to burning out the entire rack anyway.<br />
<br />
=== Rack Heat Dissipation ===<br />
<br />
When no modules in a rack are being overheated, the rack will dissipate stored heat, at a rate proportional to how hot the rack is. The rate of dissipation is:<br />
: <math>\displaystyle \text{Heat Dissipation per second} = (\text{Current Rack Heat %}) \cdot 1\text{%}</math><br />
For example, at 60% rack heat, the rack will lose heat at 0.6%/second. <br />
<br />
Unlike heat generation, heat dissipation is constant across all ship sizes. <br />
<br />
The actual time required for a rack's heat to dissipate can be calculated using the following formula:<br />
:<math>\displaystyle \text{H(t)}= \text{H(0)} \cdot e ^ \left( \text{-t} \cdot \text{heatDissipationRate} \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{\text{H(0)}}{\text{H(t)}}}</math><br />
where<br />
* t is time in seconds<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* H(0) is the initial heat level<br />
* heatDissipationRate is 0.01 (on all ships)<br />
<br />
So, for example, the time required for a ship to drop from 90% rack heat to 50% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.9}{0.5}} = 100 \cdot 0.58778 = \text{58.8 seconds}</math><br />
and the time required to drop from 50% rack heat to 20% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.5}{0.2}} = 100 \cdot 0.91629 = \text{91.6 seconds}</math><br />
The logarithmic nature of this formula implies that actually reaching 0% rack heat is impossible, so at some low value (unknown but below 1%) the server simply rounds down to 0%. If we assume that low value is 0.5%, then the maximum possible heat dissipation time is<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{1.0}{0.005}} = 100 \cdot 5.2983 = \text{529.8 seconds}</math><br />
-Which is just less than 9 minutes.<br />
<br />
The following is a quick-reference table of heat dissipation times<br />
{| class="wikitable"<br />
|-<br />
| Heat Level || 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 10% || 0% <br />
|-<br />
| Time to lose next 10% || 10.5s || 11.8s || 13.4s || 15.4s || 18.2s || 22.3s || 28.8s || 40.5s || 69.3s || 299.6s || -<br />
|-<br />
| Cumulative loss time from 100% || - || 10.5s || 22.3s || 35.7s || 51.1s || 69.3s || 91.6s || 120.4s || 160.9s || 230.2s || 529.8s<br />
|-<br />
|}<br />
This table also demonstrates a very useful rule-of-thumb for managing rack heat in combat: It takes '''69 seconds''' for a rack's heat to drop by half.<br />
<br />
=== Heat Attenuation Values ===<br />
<br />
In most cases, the number of slots in a rack directly corresponds to that rack's <code>heatAttenuation</code> attribute<br />
<br />
{| class="wikitable"<br />
!Slot count !! heatAttenuation<br />
|-<br />
| 1 || 0<br />
|-<br />
| 2 || 0.25<br />
|-<br />
| 3 || 0.5<br />
|-<br />
| 4 || 0.63<br />
|-<br />
| 5 || 0.707<br />
|-<br />
| 6 || 0.758<br />
|-<br />
| 7 || 0.794<br />
|-<br />
| 8 || 0.82<br />
|-<br />
|}<br />
<br />
=== Master Overheat Damage Formula ===<br />
<br />
The odds for a given module to sustain overheat damage on a single cycle can be condensed into one formula:<br />
<br />
:<math>\displaystyle \text{Damage Chance}= \text{Rack Heat} \cdot \left( \frac{\text{Online Hi+Mid+Low Modules}}{\text{Total High+Mid+Low+Rig Slots}} \right) \cdot \text{heatAttenuation}^\mathrm{Distance}</math><br />
<br />
For example:<br />
* An [[Enyo]] (slots 5/3/4, 2 rigs), with 1 empty High slot, at 60% Rack Heat, overheating a Warp Scrambler in mid rack slot 1.<br />
<br />
Odds of damaging the Warp Scrambler itself:<br />
<br />
* Damage Chance = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 0]<br />
* Damage Chance = 0.6 * [11 / 14] * 1<br />
* Damage Chance = 0.6 * 0.786 * 1<br />
* Damage Chance = 0.471 = 47.1%<br />
<br />
Odds of damaging the modules in slots 2 and 3:<br />
* Slot 2 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 1]<br />
* Slot 2 = 0.471 * 0.5<br />
* Slot 2 = 0.236 = 23.6%<br />
<br />
* Slot 3 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 2]<br />
* Slot 3 = 0.471 * 0.25<br />
* Slot 3 = 0.118 = 11.8%<br />
<br />
== External links ==<br />
* [https://forums-archive.eveonline.com/message/344300/ The original EVE Forum thread] by Kadesh Priestess (2011), containing his research on overheat math.<br />
* [https://www.youtube.com/watch?v=3B0c_D7XGSk Everything you need to know about heat] (2019), a complete guide video by successful PvP pilot Suitonia.<br />
<br />
[[Category:Game mechanics]]<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Overheating&diff=178166Overheating2021-11-25T04:07:38Z<p>Arexand Oskold: /* Preventing Heat Damage */ Wrap around isn't a thing. People keep saying it is. It isn't. Stop it people.</p>
<hr />
<div>'''Overheating''' (or '''overloading''') is an important ship combat mechanic in EVE Online. Any active module can be overheated, and overheating a module wrings better performance from it, at the cost of gradually-accumulating heat damage to the module.<br />
<br />
Incautious overheating can burn a module out completely, making it useless until it is repaired. However, if used with care or in an emergency, the benefit gained from an overheated module could be the difference between losing your ship and killing your enemy. Good pilots know when the risk is worth the possible reward.<br />
<br />
The timing of overheating and the management of the resulting heat damage are important parts of small-gang and solo PvP combat. Overheating remains useful in most larger PvP fleets. It has some niche uses in PvE combat.<br />
<br />
== Controls ==<br />
<br />
[[File:eveheat3.png|350px|thumb|Overheating in action. All the high slots that can be overheated are being overheated, so the small button for overheating the whole rack in between the module buttons and the core HUD has lit up. Two of the four mid slot modules that can be overheated are being overheated, and heat damage is visible on all four mid slot modules. The low slot modules are not being overheated, but they have been overheated recently, and have some damage.]]<br />
<br />
You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default, shift+F1 overheats the module controlled by the F1 key, though this can be changed in the shortcuts options.<br />
<br />
A module that's already active and receives an overheat command won't begin overheating until it starts its next cycle. A module that's already overheating that's commanded to stop won't cease overheating until the end of its current cycle. The green light at the top of the module button will flash when overheating is off but about to turn on at the next cycle change, or is on and about to turn off at the next cycle change.<br />
<br />
You can also "pre-heat" a module, by turning overheating on while the module isn't running. This ensures that it begins its first cycle overheated. A module primed to overheat will stay primed after warping, but not after jumping or docking.<br />
<br />
Not all modules can be overheated. For example, neither cloaks nor command bursts can be overheated, and no passive modules can be overheated.<br />
<br />
In some circumstances, you may need to overheat many modules as fast as possible. You can choose to overheat an entire rack (all the high slots, all the mid slots, or all the low slots) via the small buttons to the left of each rack.<br />
<br />
In the right-click menu available on the capacitor circle itself, there is an option called "Lock Module Overheat State". When enabled, this blocks all overheating changes on all modules: modules which aren't overheating can't be heated, and modules which are already overheating can't have their heat turned off. This can be used to prevent accidental overheating, although it is a very inflexible tool.<br />
<br />
== Benefits and Uses ==<br />
<br />
Any overheated module increases its performance in some way.<br />
<br />
=== Key Uses ===<br />
<br />
A complete table of heat bonuses follows below, but some of the most important effects to know are:<br />
<br />
* Heating a '''[[Propulsion equipment|propulsion module]]''' provides an additional 50% speed bonus. Since speed and positioning are key to many kinds of PvP combat and to some kinds of PvE combat, this can prove crucial.<br />
* Heating '''[[Tackling|tackle modules]]''' boosts their range.<br />
** It is often worth pre-heating your point/scram/web when in warp towards an engagement, especially if you are likely to be the initial tackle, as greater tackling range at the beginning of a fight can make the difference between catching or losing a target. <br />
** Similarly, it is also often worth overheating tackle at the end of a fight, if your targets are trying to leave.<br />
* Heating '''[[Tanking|tank modules]]''' increases their effect. <br />
** Shield boosters and armour repairers gain both increased repair per cycle, ''and'' faster cycle times. This makes them some of the most powerful modules to overheat. Note that the faster cycle means a heaver capacitor burden.<br />
** Ancillary shield boosters and armour repairers should ''always'' be used overheated, as they have a limited number of effective cycles (meaning that you want to make the most of every cycle, and there is only minimal damage they can inflict).<br />
** Active resistance hardeners can be overheated to increase the damage resistance they provide. This means that overheating can also benefit some types of buffer tanks and passive shield tanks.<br />
** ''Remote'' shield boosters and armor repairers gain reduced cycle times. For remote armor repairers, this reduces the delay before the first cycle lands; for remote shield boosters, this reduces the delay between the first and second cycles.<br />
* Heating '''all [[Turrets|turrets]] and [[Missiles|missile launchers]]''' increases their potential DPS, but not always in the same way.<br />
** Short-ranged turrets (pulse lasers, blasters, autocannon, disintegrators) get a bonus to their raw damage-per-shot.<br />
** Long-ranged turrets (beam lasers, railguns, artillery, vorton projectors) get a bonus to their rate of fire. Note that an increased rate of fire also means an increased capacitor burden from beam lasers and railguns.<br />
** All kinds of missile launcher get a bonus to rate of fire.<br />
<br />
At its simplest, overheating is a tool for high-stakes moments in combat, and a pilot in serious danger of losing their ship in either PvP or PvE is almost never wrong to overheat relevant modules. Some of the effects noted here, though, such as the tackle module range bonuses, are slightly subtler, and experienced pilots develop a sense of when to use them.<br />
<br />
=== All Heat Benefits ===<br />
<br />
{| class="wikitable"<br />
!Module Type !! Overheat Effect !! Percent Bonus<br />
|-<br />
| Afterburner<br/>Microwarpdrive || Speed Bonus || 50%<br />
|-<br />
| Warp Disruptor<br/>Warp Scrambler || Range Bonus || 20%<br />
|-<br />
| Stasis Webifier || Range Bonus || 30%<br />
|-<br />
| Stasis Grappler || Optimal Range Bonus || 300%<br />
|-<br />
| ECM Jammer<br/>Burst Jammer<br/>Tracking Distruptor<br/>Guidance Distruptor<br/>Remote Sensor Dampener<br/>Target Painter|| Strength Bonus || 20%<br />
|-<br />
| Energy Neutralizer<br/>Energy Nosferatu || Duration Bonus || -15%<br />
|-<br />
| Armor Hardener<br/>Shield Hardener || Strength Bonus || 20%<br />
|-<br />
| Armor Repairer || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Shield Booster || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Hull Repairer || Duration Bonus || -15%<br />
|-<br />
| Remote Armor Repairer<br/>Remote Shield Booster<br/>Remote Cap Transmitter || Duration Bonus || -15%<br />
|-<br />
| Remote Sensor Booster<br/>Remote Tracking Computer || Strength Bonus || 15%<br />
|-<br />
| Short Range Turrets || Damage Bonus || 15%<br />
|-<br />
| Long Range Turrets || Duration Bonus || -15%<br />
|-<br />
| Missile Launchers || Duration Bonus || -15%<br />
|-<br />
| Tracking Computer<br/>Guidance Computer<br/>Omnidirectional Tracking Link<br/>Sensor Booster || Strength Bonus || 15%<br />
|-<br />
| Cap Booster || Duration Bonus || -20%<br />
|}<br />
<br />
== Heat Damage ==<br />
<br />
The downside of overheating is '''heat damage'''. Heat damage is ''not'' related to normal damage: overheating does not cause damage to your shield, armour, or hull hit points. Heat damage has no link to the Thermal damage type.<br />
<br />
Rather, heat damage is dealt to the hitpoints of individual modules. If you "show info" on a module, and check its "Attributes" tab, you will see it has "Structure Hitpoints". Most modules have 40 hitpoints. Heat damage is dealt to these hitpoints.<br />
<br />
The amount of heat damage on a module is visible as a red fringe that creeps around the circular module icon counterclockwise, from the 12 o'clock position. Having some heat damage does not affect modules' functions or power in any way. However, when a module has lost all of its hitpoints—when the red fringe has completely circled the module icon and reached 12 o'clock again—the module will stop working (or "burn out"). Note that if any single one of a grouped set of turrets or missile launchers burns completely out, the button for the whole group will become useless; it will be possible to continue using the other weapons, but only by ungrouping them (and if necessary regrouping them without including the burned-out module).<br />
<br />
=== Damage Mechanics ===<br />
<br />
The mathematics of heat damage is discussed in a later section for those interested. What all pilots should know about the mechanics heat damage is as follows.<br />
<br />
[[File:eveheat3.png|350px|thumb|Consider this image again. Varying levels of heat damage are visible as red fringes around the modules. The rack heat dials above the capacitor show that the low and mid slot racks are only a little hot, while the high slot rack (rightmost dial) is nearly as hot as it can be.]]<br />
<br />
Heat damage is not dealt reliably and automatically by every heated module cycle. Instead, it is dealt through a chance-based mechanic. Each heated cycle of any module always raises the ''heat level'' of the module's rack, by a reliably predictable amount: a heated cycle from a high slot module increases the high slot rack heat level, a heated cycle from a mid slot module heats up the mid slot rack, and so on. The following factors affect rack heat generation:<br />
<br />
* Having more modules running overheated in the same rack generates more rack heat.<br />
* Larger ships generate rack heat more slowly than smaller ships.<br />
* Propulsion modules generate a lot of rack heat.<br />
* Most T2 non-propulsion modules generate quite a lot of rack heat.<br />
* All T1 non-propulsion modules and a few T2 modules generate a little heat.<br />
* Faster-cycling modules tend to generate less heat per cycle.<br />
<br />
Each heated cycle of any module has a ''chance'' to deal heat damage to the heated module, or to other modules in the rack. The chance of heat damage at the end of a cycle increases with the level of rack heat; how hot a high, medium, or low rack is affects how much of a chance of heat damage there is. The increase in the chance of heat damage caused by higher rack heat is not a steady, linear increase: high levels of rack heat generate a ''much'' higher chance of heat damage than low levels of rack heat. Rack heat is displayed in the three dials directly above the circle of the capacitor indicator. The leftmost dial displays low slot heat, the middle dial displays mid slot heat, and the rightmost dial displays high slot heat. <br />
<br />
Heat damage chances are also affected by proximity in the rack. A module is most likely to deal heat damage to itself; then to modules adjacent to it, then to other modules in the rack with the chance of heat damage decreasing with greater distance in the rack.<br />
<br />
Rack heat dissipates when modules in a rack are not being overheated. Heat dissipates quickly when the rack is very hot, and slowly when the rack is relatively cool. Pilots should note that when a ship is docked up, heat in its racks does ''not'' instantly disappear. It continues to dissipate at the normal rate. As a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired.<br />
<br />
=== Preventing Heat Damage ===<br />
<br />
[[File:eveheat2.png|350px|thumb|In these low slots, the two active modules—armor repairer on the left, ancillary armor repairer on the right—have been put at opposite ends of the rack, to distance their heating effects from each other.]]<br />
<br />
It is possible to overheat intelligently, in ways that limit the amount of heat damage caused.<br />
<br />
In judging the risk of heat damage, '''rack heat is more important than the extent of damage already sustained''', and '''the rack heat indicators can matter more than heat damage on a module button'''. If a rack is completely cool, it is usually safe to overheat for a cycle or two even with quite damaged modules: sometimes modules take no damage at all from a single cycle of heat when the rack starts out entirely cool. If, by contrast, a rack is very hot, it is quite risky to overheat even a module with little heat damage, as at high rack heat levels, damage will stack up very quickly.<br />
<br />
[[File:eveheat1.png|350px|thumb|The pilot of this Stabber has two small energy neuts fitted in the high slots, but as these are secondary tools and less likely to be heated than the guns, they are placed to space the guns out and absorb heat damage. In the mid slots, the shield extender—not an active module—is positioned to separate the often-overheated, strongly heat-generating MWD from the tackle modules—which might themselves be overheated to get extra tackle range early in a fight.]]<br />
<br />
Since the proximity of modules to each other affects their risk of heat damage, '''spreading out and separating active modules in a rack can mitigate heat damage'''. By placing the active modules in a rack as far away from each other as possible, the heat damage from each module can be spread out rather than concentrating on particular parts of the rack. Passive modules or less-important active modules can be placed in the slots between. Furthermore, contrary to popular belief, heat damage does '''not''' "wrap around" the ends of racks.<br />
<br />
In the high slots of a combat ship, it is common to spread out the main weapon system modules as much as possible, putting secondary weapons, utility tools such as energy neutralizers, or [[Command Bursts|command burst modules]] between the often-heated weapons. It is still possible to group the guns or launchers as normal. Pilots can move the module buttons around in space to keep them assigned to sensible keys in a logical arrangement, while retaining the "true" arrangement of modules in the fitting itself.<br />
<br />
Offlined modules and wholly empty module slots are especially effective at reducing heat damage.<br />
<br />
Players sometimes call these fitting practices "heatsinking", since the passive or less-commonly-used active modules placed between high-heat modules act as heat sinks. This idiom has no relation to the Heat Sink module, a low slot DPS-enhancing module for energy weapons; the Heat Sink module and its variations are no more effective as ''actual'' heat sinks than any other module.<br />
<br />
=== Repairing Heat Damage ===<br />
<br />
==== Nanite Repair Paste ====<br />
<br />
An item called "Nanite Repair Paste" can be used to repair heat damage while in space. To do this, make sure you have some paste in your cargo hold, and then right-click on the damaged module button, and select "repair". Paste repairs take some time, enough time that they are generally applied between fights rather than during fights. Hovering over the repairing module's button will bring up a tooltip displaying the remaining repair time.<br />
<br />
Repairs can be cancelled (right-click the module button and select the option to do this) and are cancelled automatically if your ship jumps through a gate, filaments, or travels via a jump to a cyno. The amount of repair carried out before cancellation will remain, and only the equivalent amount of paste will be used up. Paste cannot be used to repair a module which is fully burned out.<br />
<br />
A module cannot be used while it is being repaired. No module in a given rack can be overheated while any other module in the same rack is being repaired using paste. It ''is'', however, possible to repair a module's heat damage while it is reloaded. This can be useful with modules with very long reload times, such as Rapid Light Missile Launchers and ancillary shield boosters / armour repairers.<br />
<br />
==== Tether ====<br />
<br />
When tethered on a friendly [[Upwell structures|Upwell structure]], heat damage to a ship's modules is slowly repaired, for free. Tethering can repair burned-out modules.<br />
<br />
==== Docked Repairs ====<br />
<br />
Heat damage can also be repaired, instantly, when docked up. In NPC stations this comes with a cost; in player-owned structures owned by friendly players and with appropriate settings, it can be done for free. Repairs while docked will repair fully burned-out modules too.<br />
<br />
Pilots should (again) note that docking up does not instantly clear rack heat itself. A ship can be docked and have its heat damage quickly repaired, but if it is immediately undocked its racks might still be hot. This will not cause more damage by itself, but must be borne in mind if the ship is about to overheat its modules again straight away.<br />
<br />
== Overheating Bonuses ==<br />
<br />
=== Skills ===<br />
<br />
The skill that lets pilots overheat is {{sk|Thermodynamics|mult=yes|price=yes}}. Thermodynamics reduces the heat damage caused by overheating by 5% per skill level, for a 25% reduction at level V. This is a starting skill for characters created between September 2015 and September 2019. Older and newer characters must train the requisites and this skill on their own.<br />
<br />
There are also two skills which make paste repairs more efficient:<br />
<br />
* {{sk|Nanite Operation|mult=yes|price=yes}} - provides a 5% reduction in Nanite Repair Paste consumption per level.<br />
* {{sk|Nanite Interfacing|mult=yes|price=yes}} - provides a 20% increase in damaged module repair amount per second.<br />
<br />
=== Bonused Ships ===<br />
<br />
[[Tactical Destroyers]] and [[Strategic Cruisers]] have bonuses improving their ability to overheat, allowing them to sustain overheats for longer. These bonuses are tied to the skills required to fly them:<br />
<br />
* (Racial) Tactical Destroyer - Provides 5% reduction to heat damage from overheating per level.<br />
* (Racial) Strategic Cruiser - Provides 5% reduction to heat damage from overheating, and 10% increase in damaged module repair amount per second, per level.<br />
* (Racial) Core Systems - Provides 5% reduction to heat damage from overheating per level when the associated electronic warfare subsystem is fitted.<br />
<br />
A Tactical Destroyer or Strategic Cruiser flown by a pilot with Thermodynamics V and the appropriate Tactical Destroyer or Strategic Cruiser skill at V, will sustain 44.75% reduced damage from overheating. A Strategic Cruiser fitted with the electronic warfare Core subsystem and flown by a pilot with Thermodynamics V, and the appropriate Strategic Cruiser and Core Systems skills at V, will sustain 57.8% reduced damage from overheating.<br />
<br />
[[Combat Interceptors]] and [[Industrials#Deep_Space_Transports|Deep Space Transports]] have flat role bonuses that double the benefit of overheating certain modules:<br />
<br />
* Combat Interceptors - Provides 100% bonus to the benefits of overheating Afterburners and Microwarpdrives.<br />
* Deep Space Transports - Provides 100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules.<br />
<br />
=== Red Giant Wormholes ===<br />
<br />
Wormhole space systems with the [[Wormhole_space#Red_Giant|Red Giant effect]] increase both the risk and the reward associated with overheating. Every Red Giant wormhole increases heat damage by a percentage, and increases the bonuses gained from overheating by twice that percentage.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
| rowspan="6" style="padding: 0px;" | [[File:WH_Red_Giant.jpg|180px]]<br />
! Effects<br />
! Class 1<br />
! Class 2<br />
! Class 3<br />
! Class 4<br />
! Class 5<br />
! Class 6<br />
|- style="background:#3B0B0B;"<br />
! Heat Damage<br />
| +15%<br />
| +22%<br />
| +29%<br />
| +36%<br />
| +43%<br />
| &#43;50%<br />
|- style="background:#0A2A0A;"<br />
! Overheat Effect Bonus<br />
| 30%<br />
| 44%<br />
| 58%<br />
| 72%<br />
| 86%<br />
| 100%<br />
|}<br />
<br />
== Heat Mathematics ==<br />
<br />
=== Rack Heat ===<br />
<br />
The following tables specify how exactly module type and hull size affect heat generation.<br />
<br />
{| class="wikitable"<br />
!Module Type !! Rack Heat Generation/second<br />
|-<br />
| Afterburner, Microwarpdrive || 4%<br />
|-<br />
| Most T2 modules || 2%<br />
|-<br />
| All other non-T2 Modules || 1%<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
!Hull Size !! Rack Heat Generation Rate<br />
|-<br />
| Frigate, Interdictor, Command Destroyer<ref>Most T2 ships have the same heat generation as their T1 variants. T2 Destroyers are the exception.</ref> || 100%<br />
|-<br />
| Destroyer, Tactical Destroyer || 85%<br />
|-<br />
| Cruiser, Industrial, Mining Barge || 75%<br />
|-<br />
| Battlecruiser || 65%<br />
|-<br />
| Battleship || 50%<br />
|-<br />
| Carrier, Force Auxiliary || 40%<br />
|-<br />
| Dreadnought, Supercarrier, Orca, Rorqual || 35%<br />
|-<br />
| Titan || 25%<br />
|-<br />
|}<br />
<references/><br />
The values from these tables cannot be found in-game. They must be found on outside sources. Module heat generation rates can be found on modules, under the attribute <code>heatAbsorbtionRateModifier</code>, and hull heat generation modifiers can be found on ship hulls, under the attribute <code>heatGenerationModifier</code>.<br />
<br />
The time required for a rack to reach a certain heat level (starting from '''0%''' rack heat) with a given set of overheated modules can be calculated with the following formula:<br />
H(t)=(heatCapacity/100)-e^(-t*heatGenerationMultiplier*sum(heatAbsorbtionRateModifier))<br />
:<math>\displaystyle \text{H(t)}= 1 - e ^ \left( \text{-t} \cdot \text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right) \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - H(t) \right)}}{\text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right)} </math><br />
where<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* t is the time in seconds<br />
* heatGenerationMultiplier is the "Rack Heat Generation Rate" from the above table based on hull size<br />
* sum(heatAbsorbtionRateModifier) is the sum of the "Rack Heat Generation/Second" (as a decimal) of all currently overheated modules in the rack<br />
<br />
So for example, if a frigate overheating a Warp Scrambler I, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.5}}{0.01} = \frac{0.693}{0.01} = 69.3 </math><br />
69.3 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.1}}{0.01} = \frac{2.303}{0.01} = 230.3 </math><br />
230.3 seconds to reach 90% rack heat<br />
<br />
Meanwhile, if a [[Catalyst]], with 8 Light Neutron Blaster IIs, was overheating its full gun rack, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.5}}{0.85 \cdot 0.16} = \frac{0.693}{0.136} = 5.1 </math><br />
5.1 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.1}}{0.85 \cdot 0.16} = \frac{2.303}{0.136} = 16.9 </math><br />
16.9 seconds to reach 90% rack heat<br />
<br />
This illustrates the speed at which large gun racks heat up and burn out, versus the much slower rate at which individual E-War or local repair modules will heat and burn.<br />
<br />
The time required to increase rack heat from a given level to a target level is found by calculating the time required to reach the higher level, and subtracting the time required to reach the lower level. So, for that frigate to increase from 50% rack heat to 90% rack heat, it would take (230.3 - 69.3) = 161 seconds.<br />
<br />
The logarithmic nature of this formula dictates that it is, in theory, impossible to reach 100% rack heat, which is why the above sections used the more accessible numbers of 50% and 90%. However, in practice, once rack heat passes 99% it's near enough to 100% that it can be effectively considered 100%; and besides, if you're overheating your modules to the point that you hit 99% rack heat you're well on the road to burning out the entire rack anyway.<br />
<br />
=== Rack Heat Dissipation ===<br />
<br />
When no modules in a rack are being overheated, the rack will dissipate stored heat, at a rate proportional to how hot the rack is. The rate of dissipation is:<br />
: <math>\displaystyle \text{Heat Dissipation per second} = (\text{Current Rack Heat %}) \cdot 1\text{%}</math><br />
For example, at 60% rack heat, the rack will lose heat at 0.6%/second. <br />
<br />
Unlike heat generation, heat dissipation is constant across all ship sizes. <br />
<br />
The actual time required for a rack's heat to dissipate can be calculated using the following formula:<br />
:<math>\displaystyle \text{H(t)}= \text{H(0)} \cdot e ^ \left( \text{-t} \cdot \text{heatDissipationRate} \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{\text{H(0)}}{\text{H(t)}}}</math><br />
where<br />
* t is time in seconds<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* H(0) is the initial heat level<br />
* heatDissipationRate is 0.01 (on all ships)<br />
<br />
So, for example, the time required for a ship to drop from 90% rack heat to 50% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.9}{0.5}} = 100 \cdot 0.58778 = \text{58.8 seconds}</math><br />
and the time required to drop from 50% rack heat to 20% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.5}{0.2}} = 100 \cdot 0.91629 = \text{91.6 seconds}</math><br />
The logarithmic nature of this formula implies that actually reaching 0% rack heat is impossible, so at some low value (unknown but below 1%) the server simply rounds down to 0%. If we assume that low value is 0.5%, then the maximum possible heat dissipation time is<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{1.0}{0.005}} = 100 \cdot 5.2983 = \text{529.8 seconds}</math><br />
-Which is just less than 9 minutes.<br />
<br />
The following is a quick-reference table of heat dissipation times<br />
{| class="wikitable"<br />
|-<br />
| Heat Level || 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 10% || 0% <br />
|-<br />
| Time to lose next 10% || 10.5s || 11.8s || 13.4s || 15.4s || 18.2s || 22.3s || 28.8s || 40.5s || 69.3s || 299.6s || -<br />
|-<br />
| Cumulative loss time from 100% || - || 10.5s || 22.3s || 35.7s || 51.1s || 69.3s || 91.6s || 120.4s || 160.9s || 230.2s || 529.8s<br />
|-<br />
|}<br />
This table also demonstrates a very useful rule-of-thumb for managing rack heat in combat: It takes '''69 seconds''' for a rack's heat to drop by half.<br />
<br />
=== Heat Attenuation Values ===<br />
<br />
In most cases, the number of slots in a rack directly corresponds to that rack's <code>heatAttenuation</code> attribute<br />
<br />
{| class="wikitable"<br />
!Slot count !! heatAttenuation<br />
|-<br />
| 1 || 0<br />
|-<br />
| 2 || 0.25<br />
|-<br />
| 3 || 0.5<br />
|-<br />
| 4 || 0.63<br />
|-<br />
| 5 || 0.707<br />
|-<br />
| 6 || 0.758<br />
|-<br />
| 7 || 0.794<br />
|-<br />
| 8 || 0.82<br />
|-<br />
|}<br />
<br />
=== Master Overheat Damage Formula ===<br />
<br />
The odds for a given module to sustain overheat damage on a single cycle can be condensed into one formula:<br />
<br />
:<math>\displaystyle \text{Damage Chance}= \text{Rack Heat} \cdot \left( \frac{\text{Online Hi+Mid+Low Modules}}{\text{Total High+Mid+Low+Rig Slots}} \right) \cdot \text{heatAttenuation}^\mathrm{Distance}</math><br />
<br />
For example:<br />
* An [[Enyo]] (slots 5/3/4, 2 rigs), with 1 empty High slot, at 60% Rack Heat, overheating a Warp Scrambler in mid rack slot 1.<br />
<br />
Odds of damaging the Warp Scrambler itself:<br />
<br />
* Damage Chance = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 0]<br />
* Damage Chance = 0.6 * [11 / 14] * 1<br />
* Damage Chance = 0.6 * 0.786 * 1<br />
* Damage Chance = 0.471 = 47.1%<br />
<br />
Odds of damaging the modules in slots 2 and 3:<br />
* Slot 2 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 1]<br />
* Slot 2 = 0.471 * 0.5<br />
* Slot 2 = 0.236 = 23.6%<br />
<br />
* Slot 3 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 2]<br />
* Slot 3 = 0.471 * 0.25<br />
* Slot 3 = 0.118 = 11.8%<br />
<br />
== External links ==<br />
* [https://forums-archive.eveonline.com/message/344300/ The original EVE Forum thread] by Kadesh Priestess (2011), containing his research on overheat math.<br />
* [https://www.youtube.com/watch?v=3B0c_D7XGSk Everything you need to know about heat] (2019), a complete guide video by successful PvP pilot Suitonia.<br />
<br />
[[Category:Game mechanics]]<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Overheating&diff=178165Overheating2021-11-25T04:04:40Z<p>Arexand Oskold: /* Key Uses */ '</p>
<hr />
<div>'''Overheating''' (or '''overloading''') is an important ship combat mechanic in EVE Online. Any active module can be overheated, and overheating a module wrings better performance from it, at the cost of gradually-accumulating heat damage to the module.<br />
<br />
Incautious overheating can burn a module out completely, making it useless until it is repaired. However, if used with care or in an emergency, the benefit gained from an overheated module could be the difference between losing your ship and killing your enemy. Good pilots know when the risk is worth the possible reward.<br />
<br />
The timing of overheating and the management of the resulting heat damage are important parts of small-gang and solo PvP combat. Overheating remains useful in most larger PvP fleets. It has some niche uses in PvE combat.<br />
<br />
== Controls ==<br />
<br />
[[File:eveheat3.png|350px|thumb|Overheating in action. All the high slots that can be overheated are being overheated, so the small button for overheating the whole rack in between the module buttons and the core HUD has lit up. Two of the four mid slot modules that can be overheated are being overheated, and heat damage is visible on all four mid slot modules. The low slot modules are not being overheated, but they have been overheated recently, and have some damage.]]<br />
<br />
You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default, shift+F1 overheats the module controlled by the F1 key, though this can be changed in the shortcuts options.<br />
<br />
A module that's already active and receives an overheat command won't begin overheating until it starts its next cycle. A module that's already overheating that's commanded to stop won't cease overheating until the end of its current cycle. The green light at the top of the module button will flash when overheating is off but about to turn on at the next cycle change, or is on and about to turn off at the next cycle change.<br />
<br />
You can also "pre-heat" a module, by turning overheating on while the module isn't running. This ensures that it begins its first cycle overheated. A module primed to overheat will stay primed after warping, but not after jumping or docking.<br />
<br />
Not all modules can be overheated. For example, neither cloaks nor command bursts can be overheated, and no passive modules can be overheated.<br />
<br />
In some circumstances, you may need to overheat many modules as fast as possible. You can choose to overheat an entire rack (all the high slots, all the mid slots, or all the low slots) via the small buttons to the left of each rack.<br />
<br />
In the right-click menu available on the capacitor circle itself, there is an option called "Lock Module Overheat State". When enabled, this blocks all overheating changes on all modules: modules which aren't overheating can't be heated, and modules which are already overheating can't have their heat turned off. This can be used to prevent accidental overheating, although it is a very inflexible tool.<br />
<br />
== Benefits and Uses ==<br />
<br />
Any overheated module increases its performance in some way.<br />
<br />
=== Key Uses ===<br />
<br />
A complete table of heat bonuses follows below, but some of the most important effects to know are:<br />
<br />
* Heating a '''[[Propulsion equipment|propulsion module]]''' provides an additional 50% speed bonus. Since speed and positioning are key to many kinds of PvP combat and to some kinds of PvE combat, this can prove crucial.<br />
* Heating '''[[Tackling|tackle modules]]''' boosts their range.<br />
** It is often worth pre-heating your point/scram/web when in warp towards an engagement, especially if you are likely to be the initial tackle, as greater tackling range at the beginning of a fight can make the difference between catching or losing a target. <br />
** Similarly, it is also often worth overheating tackle at the end of a fight, if your targets are trying to leave.<br />
* Heating '''[[Tanking|tank modules]]''' increases their effect. <br />
** Shield boosters and armour repairers gain both increased repair per cycle, ''and'' faster cycle times. This makes them some of the most powerful modules to overheat. Note that the faster cycle means a heaver capacitor burden.<br />
** Ancillary shield boosters and armour repairers should ''always'' be used overheated, as they have a limited number of effective cycles (meaning that you want to make the most of every cycle, and there is only minimal damage they can inflict).<br />
** Active resistance hardeners can be overheated to increase the damage resistance they provide. This means that overheating can also benefit some types of buffer tanks and passive shield tanks.<br />
** ''Remote'' shield boosters and armor repairers gain reduced cycle times. For remote armor repairers, this reduces the delay before the first cycle lands; for remote shield boosters, this reduces the delay between the first and second cycles.<br />
* Heating '''all [[Turrets|turrets]] and [[Missiles|missile launchers]]''' increases their potential DPS, but not always in the same way.<br />
** Short-ranged turrets (pulse lasers, blasters, autocannon, disintegrators) get a bonus to their raw damage-per-shot.<br />
** Long-ranged turrets (beam lasers, railguns, artillery, vorton projectors) get a bonus to their rate of fire. Note that an increased rate of fire also means an increased capacitor burden from beam lasers and railguns.<br />
** All kinds of missile launcher get a bonus to rate of fire.<br />
<br />
At its simplest, overheating is a tool for high-stakes moments in combat, and a pilot in serious danger of losing their ship in either PvP or PvE is almost never wrong to overheat relevant modules. Some of the effects noted here, though, such as the tackle module range bonuses, are slightly subtler, and experienced pilots develop a sense of when to use them.<br />
<br />
=== All Heat Benefits ===<br />
<br />
{| class="wikitable"<br />
!Module Type !! Overheat Effect !! Percent Bonus<br />
|-<br />
| Afterburner<br/>Microwarpdrive || Speed Bonus || 50%<br />
|-<br />
| Warp Disruptor<br/>Warp Scrambler || Range Bonus || 20%<br />
|-<br />
| Stasis Webifier || Range Bonus || 30%<br />
|-<br />
| Stasis Grappler || Optimal Range Bonus || 300%<br />
|-<br />
| ECM Jammer<br/>Burst Jammer<br/>Tracking Distruptor<br/>Guidance Distruptor<br/>Remote Sensor Dampener<br/>Target Painter|| Strength Bonus || 20%<br />
|-<br />
| Energy Neutralizer<br/>Energy Nosferatu || Duration Bonus || -15%<br />
|-<br />
| Armor Hardener<br/>Shield Hardener || Strength Bonus || 20%<br />
|-<br />
| Armor Repairer || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Shield Booster || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Hull Repairer || Duration Bonus || -15%<br />
|-<br />
| Remote Armor Repairer<br/>Remote Shield Booster<br/>Remote Cap Transmitter || Duration Bonus || -15%<br />
|-<br />
| Remote Sensor Booster<br/>Remote Tracking Computer || Strength Bonus || 15%<br />
|-<br />
| Short Range Turrets || Damage Bonus || 15%<br />
|-<br />
| Long Range Turrets || Duration Bonus || -15%<br />
|-<br />
| Missile Launchers || Duration Bonus || -15%<br />
|-<br />
| Tracking Computer<br/>Guidance Computer<br/>Omnidirectional Tracking Link<br/>Sensor Booster || Strength Bonus || 15%<br />
|-<br />
| Cap Booster || Duration Bonus || -20%<br />
|}<br />
<br />
== Heat Damage ==<br />
<br />
The downside of overheating is '''heat damage'''. Heat damage is ''not'' related to normal damage: overheating does not cause damage to your shield, armour, or hull hit points. Heat damage has no link to the Thermal damage type.<br />
<br />
Rather, heat damage is dealt to the hitpoints of individual modules. If you "show info" on a module, and check its "Attributes" tab, you will see it has "Structure Hitpoints". Most modules have 40 hitpoints. Heat damage is dealt to these hitpoints.<br />
<br />
The amount of heat damage on a module is visible as a red fringe that creeps around the circular module icon counterclockwise, from the 12 o'clock position. Having some heat damage does not affect modules' functions or power in any way. However, when a module has lost all of its hitpoints—when the red fringe has completely circled the module icon and reached 12 o'clock again—the module will stop working (or "burn out"). Note that if any single one of a grouped set of turrets or missile launchers burns completely out, the button for the whole group will become useless; it will be possible to continue using the other weapons, but only by ungrouping them (and if necessary regrouping them without including the burned-out module).<br />
<br />
=== Damage Mechanics ===<br />
<br />
The mathematics of heat damage is discussed in a later section for those interested. What all pilots should know about the mechanics heat damage is as follows.<br />
<br />
[[File:eveheat3.png|350px|thumb|Consider this image again. Varying levels of heat damage are visible as red fringes around the modules. The rack heat dials above the capacitor show that the low and mid slot racks are only a little hot, while the high slot rack (rightmost dial) is nearly as hot as it can be.]]<br />
<br />
Heat damage is not dealt reliably and automatically by every heated module cycle. Instead, it is dealt through a chance-based mechanic. Each heated cycle of any module always raises the ''heat level'' of the module's rack, by a reliably predictable amount: a heated cycle from a high slot module increases the high slot rack heat level, a heated cycle from a mid slot module heats up the mid slot rack, and so on. The following factors affect rack heat generation:<br />
<br />
* Having more modules running overheated in the same rack generates more rack heat.<br />
* Larger ships generate rack heat more slowly than smaller ships.<br />
* Propulsion modules generate a lot of rack heat.<br />
* Most T2 non-propulsion modules generate quite a lot of rack heat.<br />
* All T1 non-propulsion modules and a few T2 modules generate a little heat.<br />
* Faster-cycling modules tend to generate less heat per cycle.<br />
<br />
Each heated cycle of any module has a ''chance'' to deal heat damage to the heated module, or to other modules in the rack. The chance of heat damage at the end of a cycle increases with the level of rack heat; how hot a high, medium, or low rack is affects how much of a chance of heat damage there is. The increase in the chance of heat damage caused by higher rack heat is not a steady, linear increase: high levels of rack heat generate a ''much'' higher chance of heat damage than low levels of rack heat. Rack heat is displayed in the three dials directly above the circle of the capacitor indicator. The leftmost dial displays low slot heat, the middle dial displays mid slot heat, and the rightmost dial displays high slot heat. <br />
<br />
Heat damage chances are also affected by proximity in the rack. A module is most likely to deal heat damage to itself; then to modules adjacent to it, then to other modules in the rack with the chance of heat damage decreasing with greater distance in the rack.<br />
<br />
Rack heat dissipates when modules in a rack are not being overheated. Heat dissipates quickly when the rack is very hot, and slowly when the rack is relatively cool. Pilots should note that when a ship is docked up, heat in its racks does ''not'' instantly disappear. It continues to dissipate at the normal rate. As a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired.<br />
<br />
=== Preventing Heat Damage ===<br />
<br />
[[File:eveheat2.png|350px|thumb|In these low slots, the two active modules—armor repairer on the left, ancillary armor repairer on the right—have been put at opposite ends of the rack, to distance their heating effects from each other.]]<br />
<br />
It is possible to overheat intelligently, in ways that limit the amount of heat damage caused.<br />
<br />
In judging the risk of heat damage, '''rack heat is more important than the extent of damage already sustained''', and '''the rack heat indicators can matter more than heat damage on a module button'''. If a rack is completely cool, it is usually safe to overheat for a cycle or two even with quite damaged modules: sometimes modules take no damage at all from a single cycle of heat when the rack starts out entirely cool. If, by contrast, a rack is very hot, it is quite risky to overheat even a module with little heat damage, as at high rack heat levels, damage will stack up very quickly.<br />
<br />
[[File:eveheat1.png|350px|thumb|The pilot of this Stabber has two small energy neuts fitted in the high slots, but as these are secondary tools and less likely to be heated than the guns, they are placed to space the guns out and absorb heat damage. In the mid slots, the shield extender—not an active module—is positioned to separate the often-overheated, strongly heat-generating MWD from the tackle modules—which might themselves be overheated to get extra tackle range early in a fight.]]<br />
<br />
Since the proximity of modules to each other affects their risk of heat damage, '''spreading out and separating active modules in a rack can mitigate heat damage'''. By placing the active modules in a rack as far away from each other as possible, the heat damage from each module can be spread out rather than concentrating on particular parts of the rack. Passive modules or less-important active modules can be placed in the slots between.<br />
<br />
In the high slots of a combat ship, it is common to spread out the main weapon system modules as much as possible, putting secondary weapons, utility tools such as energy neutralizers, or [[Command Bursts|command burst modules]] between the often-heated weapons. It is still possible to group the guns or launchers as normal. Pilots can move the module buttons around in space to keep them assigned to sensible keys in a logical arrangement, while retaining the "true" arrangement of modules in the fitting itself.<br />
<br />
Offlined modules and wholly empty module slots are especially effective at reducing heat damage.<br />
<br />
Players sometimes call these fitting practices "heatsinking", since the passive or less-commonly-used active modules placed between high-heat modules act as heat sinks. This idiom has no relation to the Heat Sink module, a low slot DPS-enhancing module for energy weapons; the Heat Sink module and its variations are no more effective as ''actual'' heat sinks than any other module.<br />
<br />
=== Repairing Heat Damage ===<br />
<br />
==== Nanite Repair Paste ====<br />
<br />
An item called "Nanite Repair Paste" can be used to repair heat damage while in space. To do this, make sure you have some paste in your cargo hold, and then right-click on the damaged module button, and select "repair". Paste repairs take some time, enough time that they are generally applied between fights rather than during fights. Hovering over the repairing module's button will bring up a tooltip displaying the remaining repair time.<br />
<br />
Repairs can be cancelled (right-click the module button and select the option to do this) and are cancelled automatically if your ship jumps through a gate, filaments, or travels via a jump to a cyno. The amount of repair carried out before cancellation will remain, and only the equivalent amount of paste will be used up. Paste cannot be used to repair a module which is fully burned out.<br />
<br />
A module cannot be used while it is being repaired. No module in a given rack can be overheated while any other module in the same rack is being repaired using paste. It ''is'', however, possible to repair a module's heat damage while it is reloaded. This can be useful with modules with very long reload times, such as Rapid Light Missile Launchers and ancillary shield boosters / armour repairers.<br />
<br />
==== Tether ====<br />
<br />
When tethered on a friendly [[Upwell structures|Upwell structure]], heat damage to a ship's modules is slowly repaired, for free. Tethering can repair burned-out modules.<br />
<br />
==== Docked Repairs ====<br />
<br />
Heat damage can also be repaired, instantly, when docked up. In NPC stations this comes with a cost; in player-owned structures owned by friendly players and with appropriate settings, it can be done for free. Repairs while docked will repair fully burned-out modules too.<br />
<br />
Pilots should (again) note that docking up does not instantly clear rack heat itself. A ship can be docked and have its heat damage quickly repaired, but if it is immediately undocked its racks might still be hot. This will not cause more damage by itself, but must be borne in mind if the ship is about to overheat its modules again straight away.<br />
<br />
== Overheating Bonuses ==<br />
<br />
=== Skills ===<br />
<br />
The skill that lets pilots overheat is {{sk|Thermodynamics|mult=yes|price=yes}}. Thermodynamics reduces the heat damage caused by overheating by 5% per skill level, for a 25% reduction at level V. This is a starting skill for characters created between September 2015 and September 2019. Older and newer characters must train the requisites and this skill on their own.<br />
<br />
There are also two skills which make paste repairs more efficient:<br />
<br />
* {{sk|Nanite Operation|mult=yes|price=yes}} - provides a 5% reduction in Nanite Repair Paste consumption per level.<br />
* {{sk|Nanite Interfacing|mult=yes|price=yes}} - provides a 20% increase in damaged module repair amount per second.<br />
<br />
=== Bonused Ships ===<br />
<br />
[[Tactical Destroyers]] and [[Strategic Cruisers]] have bonuses improving their ability to overheat, allowing them to sustain overheats for longer. These bonuses are tied to the skills required to fly them:<br />
<br />
* (Racial) Tactical Destroyer - Provides 5% reduction to heat damage from overheating per level.<br />
* (Racial) Strategic Cruiser - Provides 5% reduction to heat damage from overheating, and 10% increase in damaged module repair amount per second, per level.<br />
* (Racial) Core Systems - Provides 5% reduction to heat damage from overheating per level when the associated electronic warfare subsystem is fitted.<br />
<br />
A Tactical Destroyer or Strategic Cruiser flown by a pilot with Thermodynamics V and the appropriate Tactical Destroyer or Strategic Cruiser skill at V, will sustain 44.75% reduced damage from overheating. A Strategic Cruiser fitted with the electronic warfare Core subsystem and flown by a pilot with Thermodynamics V, and the appropriate Strategic Cruiser and Core Systems skills at V, will sustain 57.8% reduced damage from overheating.<br />
<br />
[[Combat Interceptors]] and [[Industrials#Deep_Space_Transports|Deep Space Transports]] have flat role bonuses that double the benefit of overheating certain modules:<br />
<br />
* Combat Interceptors - Provides 100% bonus to the benefits of overheating Afterburners and Microwarpdrives.<br />
* Deep Space Transports - Provides 100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules.<br />
<br />
=== Red Giant Wormholes ===<br />
<br />
Wormhole space systems with the [[Wormhole_space#Red_Giant|Red Giant effect]] increase both the risk and the reward associated with overheating. Every Red Giant wormhole increases heat damage by a percentage, and increases the bonuses gained from overheating by twice that percentage.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
| rowspan="6" style="padding: 0px;" | [[File:WH_Red_Giant.jpg|180px]]<br />
! Effects<br />
! Class 1<br />
! Class 2<br />
! Class 3<br />
! Class 4<br />
! Class 5<br />
! Class 6<br />
|- style="background:#3B0B0B;"<br />
! Heat Damage<br />
| +15%<br />
| +22%<br />
| +29%<br />
| +36%<br />
| +43%<br />
| &#43;50%<br />
|- style="background:#0A2A0A;"<br />
! Overheat Effect Bonus<br />
| 30%<br />
| 44%<br />
| 58%<br />
| 72%<br />
| 86%<br />
| 100%<br />
|}<br />
<br />
== Heat Mathematics ==<br />
<br />
=== Rack Heat ===<br />
<br />
The following tables specify how exactly module type and hull size affect heat generation.<br />
<br />
{| class="wikitable"<br />
!Module Type !! Rack Heat Generation/second<br />
|-<br />
| Afterburner, Microwarpdrive || 4%<br />
|-<br />
| Most T2 modules || 2%<br />
|-<br />
| All other non-T2 Modules || 1%<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
!Hull Size !! Rack Heat Generation Rate<br />
|-<br />
| Frigate, Interdictor, Command Destroyer<ref>Most T2 ships have the same heat generation as their T1 variants. T2 Destroyers are the exception.</ref> || 100%<br />
|-<br />
| Destroyer, Tactical Destroyer || 85%<br />
|-<br />
| Cruiser, Industrial, Mining Barge || 75%<br />
|-<br />
| Battlecruiser || 65%<br />
|-<br />
| Battleship || 50%<br />
|-<br />
| Carrier, Force Auxiliary || 40%<br />
|-<br />
| Dreadnought, Supercarrier, Orca, Rorqual || 35%<br />
|-<br />
| Titan || 25%<br />
|-<br />
|}<br />
<references/><br />
The values from these tables cannot be found in-game. They must be found on outside sources. Module heat generation rates can be found on modules, under the attribute <code>heatAbsorbtionRateModifier</code>, and hull heat generation modifiers can be found on ship hulls, under the attribute <code>heatGenerationModifier</code>.<br />
<br />
The time required for a rack to reach a certain heat level (starting from '''0%''' rack heat) with a given set of overheated modules can be calculated with the following formula:<br />
H(t)=(heatCapacity/100)-e^(-t*heatGenerationMultiplier*sum(heatAbsorbtionRateModifier))<br />
:<math>\displaystyle \text{H(t)}= 1 - e ^ \left( \text{-t} \cdot \text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right) \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - H(t) \right)}}{\text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right)} </math><br />
where<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* t is the time in seconds<br />
* heatGenerationMultiplier is the "Rack Heat Generation Rate" from the above table based on hull size<br />
* sum(heatAbsorbtionRateModifier) is the sum of the "Rack Heat Generation/Second" (as a decimal) of all currently overheated modules in the rack<br />
<br />
So for example, if a frigate overheating a Warp Scrambler I, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.5}}{0.01} = \frac{0.693}{0.01} = 69.3 </math><br />
69.3 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.1}}{0.01} = \frac{2.303}{0.01} = 230.3 </math><br />
230.3 seconds to reach 90% rack heat<br />
<br />
Meanwhile, if a [[Catalyst]], with 8 Light Neutron Blaster IIs, was overheating its full gun rack, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.5}}{0.85 \cdot 0.16} = \frac{0.693}{0.136} = 5.1 </math><br />
5.1 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.1}}{0.85 \cdot 0.16} = \frac{2.303}{0.136} = 16.9 </math><br />
16.9 seconds to reach 90% rack heat<br />
<br />
This illustrates the speed at which large gun racks heat up and burn out, versus the much slower rate at which individual E-War or local repair modules will heat and burn.<br />
<br />
The time required to increase rack heat from a given level to a target level is found by calculating the time required to reach the higher level, and subtracting the time required to reach the lower level. So, for that frigate to increase from 50% rack heat to 90% rack heat, it would take (230.3 - 69.3) = 161 seconds.<br />
<br />
The logarithmic nature of this formula dictates that it is, in theory, impossible to reach 100% rack heat, which is why the above sections used the more accessible numbers of 50% and 90%. However, in practice, once rack heat passes 99% it's near enough to 100% that it can be effectively considered 100%; and besides, if you're overheating your modules to the point that you hit 99% rack heat you're well on the road to burning out the entire rack anyway.<br />
<br />
=== Rack Heat Dissipation ===<br />
<br />
When no modules in a rack are being overheated, the rack will dissipate stored heat, at a rate proportional to how hot the rack is. The rate of dissipation is:<br />
: <math>\displaystyle \text{Heat Dissipation per second} = (\text{Current Rack Heat %}) \cdot 1\text{%}</math><br />
For example, at 60% rack heat, the rack will lose heat at 0.6%/second. <br />
<br />
Unlike heat generation, heat dissipation is constant across all ship sizes. <br />
<br />
The actual time required for a rack's heat to dissipate can be calculated using the following formula:<br />
:<math>\displaystyle \text{H(t)}= \text{H(0)} \cdot e ^ \left( \text{-t} \cdot \text{heatDissipationRate} \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{\text{H(0)}}{\text{H(t)}}}</math><br />
where<br />
* t is time in seconds<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* H(0) is the initial heat level<br />
* heatDissipationRate is 0.01 (on all ships)<br />
<br />
So, for example, the time required for a ship to drop from 90% rack heat to 50% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.9}{0.5}} = 100 \cdot 0.58778 = \text{58.8 seconds}</math><br />
and the time required to drop from 50% rack heat to 20% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.5}{0.2}} = 100 \cdot 0.91629 = \text{91.6 seconds}</math><br />
The logarithmic nature of this formula implies that actually reaching 0% rack heat is impossible, so at some low value (unknown but below 1%) the server simply rounds down to 0%. If we assume that low value is 0.5%, then the maximum possible heat dissipation time is<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{1.0}{0.005}} = 100 \cdot 5.2983 = \text{529.8 seconds}</math><br />
-Which is just less than 9 minutes.<br />
<br />
The following is a quick-reference table of heat dissipation times<br />
{| class="wikitable"<br />
|-<br />
| Heat Level || 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 10% || 0% <br />
|-<br />
| Time to lose next 10% || 10.5s || 11.8s || 13.4s || 15.4s || 18.2s || 22.3s || 28.8s || 40.5s || 69.3s || 299.6s || -<br />
|-<br />
| Cumulative loss time from 100% || - || 10.5s || 22.3s || 35.7s || 51.1s || 69.3s || 91.6s || 120.4s || 160.9s || 230.2s || 529.8s<br />
|-<br />
|}<br />
This table also demonstrates a very useful rule-of-thumb for managing rack heat in combat: It takes '''69 seconds''' for a rack's heat to drop by half.<br />
<br />
=== Heat Attenuation Values ===<br />
<br />
In most cases, the number of slots in a rack directly corresponds to that rack's <code>heatAttenuation</code> attribute<br />
<br />
{| class="wikitable"<br />
!Slot count !! heatAttenuation<br />
|-<br />
| 1 || 0<br />
|-<br />
| 2 || 0.25<br />
|-<br />
| 3 || 0.5<br />
|-<br />
| 4 || 0.63<br />
|-<br />
| 5 || 0.707<br />
|-<br />
| 6 || 0.758<br />
|-<br />
| 7 || 0.794<br />
|-<br />
| 8 || 0.82<br />
|-<br />
|}<br />
<br />
=== Master Overheat Damage Formula ===<br />
<br />
The odds for a given module to sustain overheat damage on a single cycle can be condensed into one formula:<br />
<br />
:<math>\displaystyle \text{Damage Chance}= \text{Rack Heat} \cdot \left( \frac{\text{Online Hi+Mid+Low Modules}}{\text{Total High+Mid+Low+Rig Slots}} \right) \cdot \text{heatAttenuation}^\mathrm{Distance}</math><br />
<br />
For example:<br />
* An [[Enyo]] (slots 5/3/4, 2 rigs), with 1 empty High slot, at 60% Rack Heat, overheating a Warp Scrambler in mid rack slot 1.<br />
<br />
Odds of damaging the Warp Scrambler itself:<br />
<br />
* Damage Chance = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 0]<br />
* Damage Chance = 0.6 * [11 / 14] * 1<br />
* Damage Chance = 0.6 * 0.786 * 1<br />
* Damage Chance = 0.471 = 47.1%<br />
<br />
Odds of damaging the modules in slots 2 and 3:<br />
* Slot 2 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 1]<br />
* Slot 2 = 0.471 * 0.5<br />
* Slot 2 = 0.236 = 23.6%<br />
<br />
* Slot 3 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 2]<br />
* Slot 3 = 0.471 * 0.25<br />
* Slot 3 = 0.118 = 11.8%<br />
<br />
== External links ==<br />
* [https://forums-archive.eveonline.com/message/344300/ The original EVE Forum thread] by Kadesh Priestess (2011), containing his research on overheat math.<br />
* [https://www.youtube.com/watch?v=3B0c_D7XGSk Everything you need to know about heat] (2019), a complete guide video by successful PvP pilot Suitonia.<br />
<br />
[[Category:Game mechanics]]<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Overheating&diff=178164Overheating2021-11-25T04:04:17Z<p>Arexand Oskold: /* Key Uses */ grammar tweaks. Add Remote Repair notes.</p>
<hr />
<div>'''Overheating''' (or '''overloading''') is an important ship combat mechanic in EVE Online. Any active module can be overheated, and overheating a module wrings better performance from it, at the cost of gradually-accumulating heat damage to the module.<br />
<br />
Incautious overheating can burn a module out completely, making it useless until it is repaired. However, if used with care or in an emergency, the benefit gained from an overheated module could be the difference between losing your ship and killing your enemy. Good pilots know when the risk is worth the possible reward.<br />
<br />
The timing of overheating and the management of the resulting heat damage are important parts of small-gang and solo PvP combat. Overheating remains useful in most larger PvP fleets. It has some niche uses in PvE combat.<br />
<br />
== Controls ==<br />
<br />
[[File:eveheat3.png|350px|thumb|Overheating in action. All the high slots that can be overheated are being overheated, so the small button for overheating the whole rack in between the module buttons and the core HUD has lit up. Two of the four mid slot modules that can be overheated are being overheated, and heat damage is visible on all four mid slot modules. The low slot modules are not being overheated, but they have been overheated recently, and have some damage.]]<br />
<br />
You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default, shift+F1 overheats the module controlled by the F1 key, though this can be changed in the shortcuts options.<br />
<br />
A module that's already active and receives an overheat command won't begin overheating until it starts its next cycle. A module that's already overheating that's commanded to stop won't cease overheating until the end of its current cycle. The green light at the top of the module button will flash when overheating is off but about to turn on at the next cycle change, or is on and about to turn off at the next cycle change.<br />
<br />
You can also "pre-heat" a module, by turning overheating on while the module isn't running. This ensures that it begins its first cycle overheated. A module primed to overheat will stay primed after warping, but not after jumping or docking.<br />
<br />
Not all modules can be overheated. For example, neither cloaks nor command bursts can be overheated, and no passive modules can be overheated.<br />
<br />
In some circumstances, you may need to overheat many modules as fast as possible. You can choose to overheat an entire rack (all the high slots, all the mid slots, or all the low slots) via the small buttons to the left of each rack.<br />
<br />
In the right-click menu available on the capacitor circle itself, there is an option called "Lock Module Overheat State". When enabled, this blocks all overheating changes on all modules: modules which aren't overheating can't be heated, and modules which are already overheating can't have their heat turned off. This can be used to prevent accidental overheating, although it is a very inflexible tool.<br />
<br />
== Benefits and Uses ==<br />
<br />
Any overheated module increases its performance in some way.<br />
<br />
=== Key Uses ===<br />
<br />
A complete table of heat bonuses follows below, but some of the most important effects to know are:<br />
<br />
* Heating a '''[[Propulsion equipment|propulsion module]]''' provides an additional 50% speed bonus. Since speed and positioning are key to many kinds of PvP combat and to some kinds of PvE combat, this can prove crucial.<br />
* Heating '''[[Tackling|tackle modules]]''' boosts their range.<br />
** It is often worth pre-heating your point/scram/web when in warp towards an engagement, especially if you are likely to be the initial tackle, as greater tackling range at the beginning of a fight can make the difference between catching or losing a target. <br />
** Similarly, it is also often worth overheating tackle at the end of a fight, if your targets are trying to leave.<br />
* Heating '''[[Tanking|tank modules]]''' increases their effect. <br />
** Shield boosters and armour repairers gain both increased repair per cycle, ''and'' faster cycle times. This makes them some of the most powerful modules to overheat. Note that the faster cycle means a heaver capacitor burden.<br />
** Ancillary shield boosters and armour repairers should ''always' be used overheated, as they have a limited number of effective cycles (meaning that you want to make the most of every cycle, and there is only minimal damage they can inflict).<br />
** Active resistance hardeners can be overheated to increase the damage resistance they provide. This means that overheating can also benefit some types of buffer tanks and passive shield tanks.<br />
** ''Remote'' shield boosters and armor repairers gain reduced cycle times. For remote armor repairers, this reduces the delay before the first cycle lands; for remote shield boosters, this reduces the delay between the first and second cycles.<br />
* Heating '''all [[Turrets|turrets]] and [[Missiles|missile launchers]]''' increases their potential DPS, but not always in the same way.<br />
** Short-ranged turrets (pulse lasers, blasters, autocannon, disintegrators) get a bonus to their raw damage-per-shot.<br />
** Long-ranged turrets (beam lasers, railguns, artillery, vorton projectors) get a bonus to their rate of fire. Note that an increased rate of fire also means an increased capacitor burden from beam lasers and railguns.<br />
** All kinds of missile launcher get a bonus to rate of fire.<br />
<br />
At its simplest, overheating is a tool for high-stakes moments in combat, and a pilot in serious danger of losing their ship in either PvP or PvE is almost never wrong to overheat relevant modules. Some of the effects noted here, though, such as the tackle module range bonuses, are slightly subtler, and experienced pilots develop a sense of when to use them.<br />
<br />
=== All Heat Benefits ===<br />
<br />
{| class="wikitable"<br />
!Module Type !! Overheat Effect !! Percent Bonus<br />
|-<br />
| Afterburner<br/>Microwarpdrive || Speed Bonus || 50%<br />
|-<br />
| Warp Disruptor<br/>Warp Scrambler || Range Bonus || 20%<br />
|-<br />
| Stasis Webifier || Range Bonus || 30%<br />
|-<br />
| Stasis Grappler || Optimal Range Bonus || 300%<br />
|-<br />
| ECM Jammer<br/>Burst Jammer<br/>Tracking Distruptor<br/>Guidance Distruptor<br/>Remote Sensor Dampener<br/>Target Painter|| Strength Bonus || 20%<br />
|-<br />
| Energy Neutralizer<br/>Energy Nosferatu || Duration Bonus || -15%<br />
|-<br />
| Armor Hardener<br/>Shield Hardener || Strength Bonus || 20%<br />
|-<br />
| Armor Repairer || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Shield Booster || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Hull Repairer || Duration Bonus || -15%<br />
|-<br />
| Remote Armor Repairer<br/>Remote Shield Booster<br/>Remote Cap Transmitter || Duration Bonus || -15%<br />
|-<br />
| Remote Sensor Booster<br/>Remote Tracking Computer || Strength Bonus || 15%<br />
|-<br />
| Short Range Turrets || Damage Bonus || 15%<br />
|-<br />
| Long Range Turrets || Duration Bonus || -15%<br />
|-<br />
| Missile Launchers || Duration Bonus || -15%<br />
|-<br />
| Tracking Computer<br/>Guidance Computer<br/>Omnidirectional Tracking Link<br/>Sensor Booster || Strength Bonus || 15%<br />
|-<br />
| Cap Booster || Duration Bonus || -20%<br />
|}<br />
<br />
== Heat Damage ==<br />
<br />
The downside of overheating is '''heat damage'''. Heat damage is ''not'' related to normal damage: overheating does not cause damage to your shield, armour, or hull hit points. Heat damage has no link to the Thermal damage type.<br />
<br />
Rather, heat damage is dealt to the hitpoints of individual modules. If you "show info" on a module, and check its "Attributes" tab, you will see it has "Structure Hitpoints". Most modules have 40 hitpoints. Heat damage is dealt to these hitpoints.<br />
<br />
The amount of heat damage on a module is visible as a red fringe that creeps around the circular module icon counterclockwise, from the 12 o'clock position. Having some heat damage does not affect modules' functions or power in any way. However, when a module has lost all of its hitpoints—when the red fringe has completely circled the module icon and reached 12 o'clock again—the module will stop working (or "burn out"). Note that if any single one of a grouped set of turrets or missile launchers burns completely out, the button for the whole group will become useless; it will be possible to continue using the other weapons, but only by ungrouping them (and if necessary regrouping them without including the burned-out module).<br />
<br />
=== Damage Mechanics ===<br />
<br />
The mathematics of heat damage is discussed in a later section for those interested. What all pilots should know about the mechanics heat damage is as follows.<br />
<br />
[[File:eveheat3.png|350px|thumb|Consider this image again. Varying levels of heat damage are visible as red fringes around the modules. The rack heat dials above the capacitor show that the low and mid slot racks are only a little hot, while the high slot rack (rightmost dial) is nearly as hot as it can be.]]<br />
<br />
Heat damage is not dealt reliably and automatically by every heated module cycle. Instead, it is dealt through a chance-based mechanic. Each heated cycle of any module always raises the ''heat level'' of the module's rack, by a reliably predictable amount: a heated cycle from a high slot module increases the high slot rack heat level, a heated cycle from a mid slot module heats up the mid slot rack, and so on. The following factors affect rack heat generation:<br />
<br />
* Having more modules running overheated in the same rack generates more rack heat.<br />
* Larger ships generate rack heat more slowly than smaller ships.<br />
* Propulsion modules generate a lot of rack heat.<br />
* Most T2 non-propulsion modules generate quite a lot of rack heat.<br />
* All T1 non-propulsion modules and a few T2 modules generate a little heat.<br />
* Faster-cycling modules tend to generate less heat per cycle.<br />
<br />
Each heated cycle of any module has a ''chance'' to deal heat damage to the heated module, or to other modules in the rack. The chance of heat damage at the end of a cycle increases with the level of rack heat; how hot a high, medium, or low rack is affects how much of a chance of heat damage there is. The increase in the chance of heat damage caused by higher rack heat is not a steady, linear increase: high levels of rack heat generate a ''much'' higher chance of heat damage than low levels of rack heat. Rack heat is displayed in the three dials directly above the circle of the capacitor indicator. The leftmost dial displays low slot heat, the middle dial displays mid slot heat, and the rightmost dial displays high slot heat. <br />
<br />
Heat damage chances are also affected by proximity in the rack. A module is most likely to deal heat damage to itself; then to modules adjacent to it, then to other modules in the rack with the chance of heat damage decreasing with greater distance in the rack.<br />
<br />
Rack heat dissipates when modules in a rack are not being overheated. Heat dissipates quickly when the rack is very hot, and slowly when the rack is relatively cool. Pilots should note that when a ship is docked up, heat in its racks does ''not'' instantly disappear. It continues to dissipate at the normal rate. As a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired.<br />
<br />
=== Preventing Heat Damage ===<br />
<br />
[[File:eveheat2.png|350px|thumb|In these low slots, the two active modules—armor repairer on the left, ancillary armor repairer on the right—have been put at opposite ends of the rack, to distance their heating effects from each other.]]<br />
<br />
It is possible to overheat intelligently, in ways that limit the amount of heat damage caused.<br />
<br />
In judging the risk of heat damage, '''rack heat is more important than the extent of damage already sustained''', and '''the rack heat indicators can matter more than heat damage on a module button'''. If a rack is completely cool, it is usually safe to overheat for a cycle or two even with quite damaged modules: sometimes modules take no damage at all from a single cycle of heat when the rack starts out entirely cool. If, by contrast, a rack is very hot, it is quite risky to overheat even a module with little heat damage, as at high rack heat levels, damage will stack up very quickly.<br />
<br />
[[File:eveheat1.png|350px|thumb|The pilot of this Stabber has two small energy neuts fitted in the high slots, but as these are secondary tools and less likely to be heated than the guns, they are placed to space the guns out and absorb heat damage. In the mid slots, the shield extender—not an active module—is positioned to separate the often-overheated, strongly heat-generating MWD from the tackle modules—which might themselves be overheated to get extra tackle range early in a fight.]]<br />
<br />
Since the proximity of modules to each other affects their risk of heat damage, '''spreading out and separating active modules in a rack can mitigate heat damage'''. By placing the active modules in a rack as far away from each other as possible, the heat damage from each module can be spread out rather than concentrating on particular parts of the rack. Passive modules or less-important active modules can be placed in the slots between.<br />
<br />
In the high slots of a combat ship, it is common to spread out the main weapon system modules as much as possible, putting secondary weapons, utility tools such as energy neutralizers, or [[Command Bursts|command burst modules]] between the often-heated weapons. It is still possible to group the guns or launchers as normal. Pilots can move the module buttons around in space to keep them assigned to sensible keys in a logical arrangement, while retaining the "true" arrangement of modules in the fitting itself.<br />
<br />
Offlined modules and wholly empty module slots are especially effective at reducing heat damage.<br />
<br />
Players sometimes call these fitting practices "heatsinking", since the passive or less-commonly-used active modules placed between high-heat modules act as heat sinks. This idiom has no relation to the Heat Sink module, a low slot DPS-enhancing module for energy weapons; the Heat Sink module and its variations are no more effective as ''actual'' heat sinks than any other module.<br />
<br />
=== Repairing Heat Damage ===<br />
<br />
==== Nanite Repair Paste ====<br />
<br />
An item called "Nanite Repair Paste" can be used to repair heat damage while in space. To do this, make sure you have some paste in your cargo hold, and then right-click on the damaged module button, and select "repair". Paste repairs take some time, enough time that they are generally applied between fights rather than during fights. Hovering over the repairing module's button will bring up a tooltip displaying the remaining repair time.<br />
<br />
Repairs can be cancelled (right-click the module button and select the option to do this) and are cancelled automatically if your ship jumps through a gate, filaments, or travels via a jump to a cyno. The amount of repair carried out before cancellation will remain, and only the equivalent amount of paste will be used up. Paste cannot be used to repair a module which is fully burned out.<br />
<br />
A module cannot be used while it is being repaired. No module in a given rack can be overheated while any other module in the same rack is being repaired using paste. It ''is'', however, possible to repair a module's heat damage while it is reloaded. This can be useful with modules with very long reload times, such as Rapid Light Missile Launchers and ancillary shield boosters / armour repairers.<br />
<br />
==== Tether ====<br />
<br />
When tethered on a friendly [[Upwell structures|Upwell structure]], heat damage to a ship's modules is slowly repaired, for free. Tethering can repair burned-out modules.<br />
<br />
==== Docked Repairs ====<br />
<br />
Heat damage can also be repaired, instantly, when docked up. In NPC stations this comes with a cost; in player-owned structures owned by friendly players and with appropriate settings, it can be done for free. Repairs while docked will repair fully burned-out modules too.<br />
<br />
Pilots should (again) note that docking up does not instantly clear rack heat itself. A ship can be docked and have its heat damage quickly repaired, but if it is immediately undocked its racks might still be hot. This will not cause more damage by itself, but must be borne in mind if the ship is about to overheat its modules again straight away.<br />
<br />
== Overheating Bonuses ==<br />
<br />
=== Skills ===<br />
<br />
The skill that lets pilots overheat is {{sk|Thermodynamics|mult=yes|price=yes}}. Thermodynamics reduces the heat damage caused by overheating by 5% per skill level, for a 25% reduction at level V. This is a starting skill for characters created between September 2015 and September 2019. Older and newer characters must train the requisites and this skill on their own.<br />
<br />
There are also two skills which make paste repairs more efficient:<br />
<br />
* {{sk|Nanite Operation|mult=yes|price=yes}} - provides a 5% reduction in Nanite Repair Paste consumption per level.<br />
* {{sk|Nanite Interfacing|mult=yes|price=yes}} - provides a 20% increase in damaged module repair amount per second.<br />
<br />
=== Bonused Ships ===<br />
<br />
[[Tactical Destroyers]] and [[Strategic Cruisers]] have bonuses improving their ability to overheat, allowing them to sustain overheats for longer. These bonuses are tied to the skills required to fly them:<br />
<br />
* (Racial) Tactical Destroyer - Provides 5% reduction to heat damage from overheating per level.<br />
* (Racial) Strategic Cruiser - Provides 5% reduction to heat damage from overheating, and 10% increase in damaged module repair amount per second, per level.<br />
* (Racial) Core Systems - Provides 5% reduction to heat damage from overheating per level when the associated electronic warfare subsystem is fitted.<br />
<br />
A Tactical Destroyer or Strategic Cruiser flown by a pilot with Thermodynamics V and the appropriate Tactical Destroyer or Strategic Cruiser skill at V, will sustain 44.75% reduced damage from overheating. A Strategic Cruiser fitted with the electronic warfare Core subsystem and flown by a pilot with Thermodynamics V, and the appropriate Strategic Cruiser and Core Systems skills at V, will sustain 57.8% reduced damage from overheating.<br />
<br />
[[Combat Interceptors]] and [[Industrials#Deep_Space_Transports|Deep Space Transports]] have flat role bonuses that double the benefit of overheating certain modules:<br />
<br />
* Combat Interceptors - Provides 100% bonus to the benefits of overheating Afterburners and Microwarpdrives.<br />
* Deep Space Transports - Provides 100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules.<br />
<br />
=== Red Giant Wormholes ===<br />
<br />
Wormhole space systems with the [[Wormhole_space#Red_Giant|Red Giant effect]] increase both the risk and the reward associated with overheating. Every Red Giant wormhole increases heat damage by a percentage, and increases the bonuses gained from overheating by twice that percentage.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
| rowspan="6" style="padding: 0px;" | [[File:WH_Red_Giant.jpg|180px]]<br />
! Effects<br />
! Class 1<br />
! Class 2<br />
! Class 3<br />
! Class 4<br />
! Class 5<br />
! Class 6<br />
|- style="background:#3B0B0B;"<br />
! Heat Damage<br />
| +15%<br />
| +22%<br />
| +29%<br />
| +36%<br />
| +43%<br />
| &#43;50%<br />
|- style="background:#0A2A0A;"<br />
! Overheat Effect Bonus<br />
| 30%<br />
| 44%<br />
| 58%<br />
| 72%<br />
| 86%<br />
| 100%<br />
|}<br />
<br />
== Heat Mathematics ==<br />
<br />
=== Rack Heat ===<br />
<br />
The following tables specify how exactly module type and hull size affect heat generation.<br />
<br />
{| class="wikitable"<br />
!Module Type !! Rack Heat Generation/second<br />
|-<br />
| Afterburner, Microwarpdrive || 4%<br />
|-<br />
| Most T2 modules || 2%<br />
|-<br />
| All other non-T2 Modules || 1%<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
!Hull Size !! Rack Heat Generation Rate<br />
|-<br />
| Frigate, Interdictor, Command Destroyer<ref>Most T2 ships have the same heat generation as their T1 variants. T2 Destroyers are the exception.</ref> || 100%<br />
|-<br />
| Destroyer, Tactical Destroyer || 85%<br />
|-<br />
| Cruiser, Industrial, Mining Barge || 75%<br />
|-<br />
| Battlecruiser || 65%<br />
|-<br />
| Battleship || 50%<br />
|-<br />
| Carrier, Force Auxiliary || 40%<br />
|-<br />
| Dreadnought, Supercarrier, Orca, Rorqual || 35%<br />
|-<br />
| Titan || 25%<br />
|-<br />
|}<br />
<references/><br />
The values from these tables cannot be found in-game. They must be found on outside sources. Module heat generation rates can be found on modules, under the attribute <code>heatAbsorbtionRateModifier</code>, and hull heat generation modifiers can be found on ship hulls, under the attribute <code>heatGenerationModifier</code>.<br />
<br />
The time required for a rack to reach a certain heat level (starting from '''0%''' rack heat) with a given set of overheated modules can be calculated with the following formula:<br />
H(t)=(heatCapacity/100)-e^(-t*heatGenerationMultiplier*sum(heatAbsorbtionRateModifier))<br />
:<math>\displaystyle \text{H(t)}= 1 - e ^ \left( \text{-t} \cdot \text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right) \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - H(t) \right)}}{\text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right)} </math><br />
where<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* t is the time in seconds<br />
* heatGenerationMultiplier is the "Rack Heat Generation Rate" from the above table based on hull size<br />
* sum(heatAbsorbtionRateModifier) is the sum of the "Rack Heat Generation/Second" (as a decimal) of all currently overheated modules in the rack<br />
<br />
So for example, if a frigate overheating a Warp Scrambler I, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.5}}{0.01} = \frac{0.693}{0.01} = 69.3 </math><br />
69.3 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.1}}{0.01} = \frac{2.303}{0.01} = 230.3 </math><br />
230.3 seconds to reach 90% rack heat<br />
<br />
Meanwhile, if a [[Catalyst]], with 8 Light Neutron Blaster IIs, was overheating its full gun rack, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.5}}{0.85 \cdot 0.16} = \frac{0.693}{0.136} = 5.1 </math><br />
5.1 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.1}}{0.85 \cdot 0.16} = \frac{2.303}{0.136} = 16.9 </math><br />
16.9 seconds to reach 90% rack heat<br />
<br />
This illustrates the speed at which large gun racks heat up and burn out, versus the much slower rate at which individual E-War or local repair modules will heat and burn.<br />
<br />
The time required to increase rack heat from a given level to a target level is found by calculating the time required to reach the higher level, and subtracting the time required to reach the lower level. So, for that frigate to increase from 50% rack heat to 90% rack heat, it would take (230.3 - 69.3) = 161 seconds.<br />
<br />
The logarithmic nature of this formula dictates that it is, in theory, impossible to reach 100% rack heat, which is why the above sections used the more accessible numbers of 50% and 90%. However, in practice, once rack heat passes 99% it's near enough to 100% that it can be effectively considered 100%; and besides, if you're overheating your modules to the point that you hit 99% rack heat you're well on the road to burning out the entire rack anyway.<br />
<br />
=== Rack Heat Dissipation ===<br />
<br />
When no modules in a rack are being overheated, the rack will dissipate stored heat, at a rate proportional to how hot the rack is. The rate of dissipation is:<br />
: <math>\displaystyle \text{Heat Dissipation per second} = (\text{Current Rack Heat %}) \cdot 1\text{%}</math><br />
For example, at 60% rack heat, the rack will lose heat at 0.6%/second. <br />
<br />
Unlike heat generation, heat dissipation is constant across all ship sizes. <br />
<br />
The actual time required for a rack's heat to dissipate can be calculated using the following formula:<br />
:<math>\displaystyle \text{H(t)}= \text{H(0)} \cdot e ^ \left( \text{-t} \cdot \text{heatDissipationRate} \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{\text{H(0)}}{\text{H(t)}}}</math><br />
where<br />
* t is time in seconds<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* H(0) is the initial heat level<br />
* heatDissipationRate is 0.01 (on all ships)<br />
<br />
So, for example, the time required for a ship to drop from 90% rack heat to 50% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.9}{0.5}} = 100 \cdot 0.58778 = \text{58.8 seconds}</math><br />
and the time required to drop from 50% rack heat to 20% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.5}{0.2}} = 100 \cdot 0.91629 = \text{91.6 seconds}</math><br />
The logarithmic nature of this formula implies that actually reaching 0% rack heat is impossible, so at some low value (unknown but below 1%) the server simply rounds down to 0%. If we assume that low value is 0.5%, then the maximum possible heat dissipation time is<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{1.0}{0.005}} = 100 \cdot 5.2983 = \text{529.8 seconds}</math><br />
-Which is just less than 9 minutes.<br />
<br />
The following is a quick-reference table of heat dissipation times<br />
{| class="wikitable"<br />
|-<br />
| Heat Level || 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 10% || 0% <br />
|-<br />
| Time to lose next 10% || 10.5s || 11.8s || 13.4s || 15.4s || 18.2s || 22.3s || 28.8s || 40.5s || 69.3s || 299.6s || -<br />
|-<br />
| Cumulative loss time from 100% || - || 10.5s || 22.3s || 35.7s || 51.1s || 69.3s || 91.6s || 120.4s || 160.9s || 230.2s || 529.8s<br />
|-<br />
|}<br />
This table also demonstrates a very useful rule-of-thumb for managing rack heat in combat: It takes '''69 seconds''' for a rack's heat to drop by half.<br />
<br />
=== Heat Attenuation Values ===<br />
<br />
In most cases, the number of slots in a rack directly corresponds to that rack's <code>heatAttenuation</code> attribute<br />
<br />
{| class="wikitable"<br />
!Slot count !! heatAttenuation<br />
|-<br />
| 1 || 0<br />
|-<br />
| 2 || 0.25<br />
|-<br />
| 3 || 0.5<br />
|-<br />
| 4 || 0.63<br />
|-<br />
| 5 || 0.707<br />
|-<br />
| 6 || 0.758<br />
|-<br />
| 7 || 0.794<br />
|-<br />
| 8 || 0.82<br />
|-<br />
|}<br />
<br />
=== Master Overheat Damage Formula ===<br />
<br />
The odds for a given module to sustain overheat damage on a single cycle can be condensed into one formula:<br />
<br />
:<math>\displaystyle \text{Damage Chance}= \text{Rack Heat} \cdot \left( \frac{\text{Online Hi+Mid+Low Modules}}{\text{Total High+Mid+Low+Rig Slots}} \right) \cdot \text{heatAttenuation}^\mathrm{Distance}</math><br />
<br />
For example:<br />
* An [[Enyo]] (slots 5/3/4, 2 rigs), with 1 empty High slot, at 60% Rack Heat, overheating a Warp Scrambler in mid rack slot 1.<br />
<br />
Odds of damaging the Warp Scrambler itself:<br />
<br />
* Damage Chance = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 0]<br />
* Damage Chance = 0.6 * [11 / 14] * 1<br />
* Damage Chance = 0.6 * 0.786 * 1<br />
* Damage Chance = 0.471 = 47.1%<br />
<br />
Odds of damaging the modules in slots 2 and 3:<br />
* Slot 2 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 1]<br />
* Slot 2 = 0.471 * 0.5<br />
* Slot 2 = 0.236 = 23.6%<br />
<br />
* Slot 3 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 2]<br />
* Slot 3 = 0.471 * 0.25<br />
* Slot 3 = 0.118 = 11.8%<br />
<br />
== External links ==<br />
* [https://forums-archive.eveonline.com/message/344300/ The original EVE Forum thread] by Kadesh Priestess (2011), containing his research on overheat math.<br />
* [https://www.youtube.com/watch?v=3B0c_D7XGSk Everything you need to know about heat] (2019), a complete guide video by successful PvP pilot Suitonia.<br />
<br />
[[Category:Game mechanics]]<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Overheating&diff=178163Overheating2021-11-25T02:52:59Z<p>Arexand Oskold: /* Rack Heat Dissipation */</p>
<hr />
<div>'''Overheating''' (or '''overloading''') is an important ship combat mechanic in EVE Online. Any active module can be overheated, and overheating a module wrings better performance from it, at the cost of gradually-accumulating heat damage to the module.<br />
<br />
Incautious overheating can burn a module out completely, making it useless until it is repaired. However, if used with care or in an emergency, the benefit gained from an overheated module could be the difference between losing your ship and killing your enemy. Good pilots know when the risk is worth the possible reward.<br />
<br />
The timing of overheating and the management of the resulting heat damage are important parts of small-gang and solo PvP combat. Overheating remains useful in most larger PvP fleets. It has some niche uses in PvE combat.<br />
<br />
== Controls ==<br />
<br />
[[File:eveheat3.png|350px|thumb|Overheating in action. All the high slots that can be overheated are being overheated, so the small button for overheating the whole rack in between the module buttons and the core HUD has lit up. Two of the four mid slot modules that can be overheated are being overheated, and heat damage is visible on all four mid slot modules. The low slot modules are not being overheated, but they have been overheated recently, and have some damage.]]<br />
<br />
You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default, shift+F1 overheats the module controlled by the F1 key, though this can be changed in the shortcuts options.<br />
<br />
A module that's already active and receives an overheat command won't begin overheating until it starts its next cycle. A module that's already overheating that's commanded to stop won't cease overheating until the end of its current cycle. The green light at the top of the module button will flash when overheating is off but about to turn on at the next cycle change, or is on and about to turn off at the next cycle change.<br />
<br />
You can also "pre-heat" a module, by turning overheating on while the module isn't running. This ensures that it begins its first cycle overheated. A module primed to overheat will stay primed after warping, but not after jumping or docking.<br />
<br />
Not all modules can be overheated. For example, neither cloaks nor command bursts can be overheated, and no passive modules can be overheated.<br />
<br />
In some circumstances, you may need to overheat many modules as fast as possible. You can choose to overheat an entire rack (all the high slots, all the mid slots, or all the low slots) via the small buttons to the left of each rack.<br />
<br />
In the right-click menu available on the capacitor circle itself, there is an option called "Lock Module Overheat State". When enabled, this blocks all overheating changes on all modules: modules which aren't overheating can't be heated, and modules which are already overheating can't have their heat turned off. This can be used to prevent accidental overheating, although it is a very inflexible tool.<br />
<br />
== Benefits and Uses ==<br />
<br />
Any overheated module increases its performance in some way.<br />
<br />
=== Key Uses ===<br />
<br />
A complete table of heat bonuses follows below, but some of the most important effects to know are:<br />
<br />
* Heating a '''[[Propulsion equipment|propulsion module]]''' provides an additional 50% speed bonus. Since speed and positioning are key to many kinds of PvP combat and to some kinds of PvE combat, this can prove crucial.<br />
* Heating '''[[Tackling|tackle modules]]''' boosts their range.<br />
** It is often worth pre-heating your point/scram/web when in warp towards an engagement, especially if you are likely to be the initial tackle, as greater tackling range at the beginning of a fight can make the difference between catching or losing a target. <br />
** Similarly, it is also often worth overheating tackle at the end of a fight, if your targets are trying to leave.<br />
* Heating '''[[Tanking|tank modules]]''' increases their effect. <br />
** This is simplest and most obvious for active tank modules: shield boosters and armour repairers ''both'' repair more per cycle and cycle faster when heated. Note that the faster cycle means a heaver capacitor burden.<br />
** Ancillary shield boosters and armour repairers should almost always be used overheated, since they already offer a short-term, "burst" tank.<br />
** Active resistance hardeners can also be overheated, however, and when heated they make your ship resist more damage. This means that overheating can also benefit some types of buffer tank and some types of passive shield tank.<br />
* Heating '''all [[Turrets|turrets]] and [[Missiles|missile launchers]]''' increases their potential DPS, but not always in the same way.<br />
** Short-ranged turrets (pulse lasers, blasters, autocannon) get a bonus to their raw damage-per-shot.<br />
** Long-ranged turrets (beam lasers, railguns, artillery) get a bonus to their rate of fire. Note that an increased rate of fire also means an increased capacitor burden from beam lasers and railguns.<br />
** All kinds of missile launcher get a bonus to rate of fire.<br />
<br />
At its simplest, overheating is a tool for high-stakes moments in combat, and a pilot in serious danger of losing their ship in either PvP or PvE is almost never wrong to overheat relevant modules. Some of the effects noted here, though, such as the tackle module range bonuses, are slightly subtler, and experienced pilots develop a sense of when to use them.<br />
<br />
=== All Heat Benefits ===<br />
<br />
{| class="wikitable"<br />
!Module Type !! Overheat Effect !! Percent Bonus<br />
|-<br />
| Afterburner<br/>Microwarpdrive || Speed Bonus || 50%<br />
|-<br />
| Warp Disruptor<br/>Warp Scrambler || Range Bonus || 20%<br />
|-<br />
| Stasis Webifier || Range Bonus || 30%<br />
|-<br />
| Stasis Grappler || Optimal Range Bonus || 300%<br />
|-<br />
| ECM Jammer<br/>Burst Jammer<br/>Tracking Distruptor<br/>Guidance Distruptor<br/>Remote Sensor Dampener<br/>Target Painter|| Strength Bonus || 20%<br />
|-<br />
| Energy Neutralizer<br/>Energy Nosferatu || Duration Bonus || -15%<br />
|-<br />
| Armor Hardener<br/>Shield Hardener || Strength Bonus || 20%<br />
|-<br />
| Armor Repairer || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Shield Booster || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Hull Repairer || Duration Bonus || -15%<br />
|-<br />
| Remote Armor Repairer<br/>Remote Shield Booster<br/>Remote Cap Transmitter || Duration Bonus || -15%<br />
|-<br />
| Remote Sensor Booster<br/>Remote Tracking Computer || Strength Bonus || 15%<br />
|-<br />
| Short Range Turrets || Damage Bonus || 15%<br />
|-<br />
| Long Range Turrets || Duration Bonus || -15%<br />
|-<br />
| Missile Launchers || Duration Bonus || -15%<br />
|-<br />
| Tracking Computer<br/>Guidance Computer<br/>Omnidirectional Tracking Link<br/>Sensor Booster || Strength Bonus || 15%<br />
|-<br />
| Cap Booster || Duration Bonus || -20%<br />
|}<br />
<br />
== Heat Damage ==<br />
<br />
The downside of overheating is '''heat damage'''. Heat damage is ''not'' related to normal damage: overheating does not cause damage to your shield, armour, or hull hit points. Heat damage has no link to the Thermal damage type.<br />
<br />
Rather, heat damage is dealt to the hitpoints of individual modules. If you "show info" on a module, and check its "Attributes" tab, you will see it has "Structure Hitpoints". Most modules have 40 hitpoints. Heat damage is dealt to these hitpoints.<br />
<br />
The amount of heat damage on a module is visible as a red fringe that creeps around the circular module icon counterclockwise, from the 12 o'clock position. Having some heat damage does not affect modules' functions or power in any way. However, when a module has lost all of its hitpoints—when the red fringe has completely circled the module icon and reached 12 o'clock again—the module will stop working (or "burn out"). Note that if any single one of a grouped set of turrets or missile launchers burns completely out, the button for the whole group will become useless; it will be possible to continue using the other weapons, but only by ungrouping them (and if necessary regrouping them without including the burned-out module).<br />
<br />
=== Damage Mechanics ===<br />
<br />
The mathematics of heat damage is discussed in a later section for those interested. What all pilots should know about the mechanics heat damage is as follows.<br />
<br />
[[File:eveheat3.png|350px|thumb|Consider this image again. Varying levels of heat damage are visible as red fringes around the modules. The rack heat dials above the capacitor show that the low and mid slot racks are only a little hot, while the high slot rack (rightmost dial) is nearly as hot as it can be.]]<br />
<br />
Heat damage is not dealt reliably and automatically by every heated module cycle. Instead, it is dealt through a chance-based mechanic. Each heated cycle of any module always raises the ''heat level'' of the module's rack, by a reliably predictable amount: a heated cycle from a high slot module increases the high slot rack heat level, a heated cycle from a mid slot module heats up the mid slot rack, and so on. The following factors affect rack heat generation:<br />
<br />
* Having more modules running overheated in the same rack generates more rack heat.<br />
* Larger ships generate rack heat more slowly than smaller ships.<br />
* Propulsion modules generate a lot of rack heat.<br />
* Most T2 non-propulsion modules generate quite a lot of rack heat.<br />
* All T1 non-propulsion modules and a few T2 modules generate a little heat.<br />
* Faster-cycling modules tend to generate less heat per cycle.<br />
<br />
Each heated cycle of any module has a ''chance'' to deal heat damage to the heated module, or to other modules in the rack. The chance of heat damage at the end of a cycle increases with the level of rack heat; how hot a high, medium, or low rack is affects how much of a chance of heat damage there is. The increase in the chance of heat damage caused by higher rack heat is not a steady, linear increase: high levels of rack heat generate a ''much'' higher chance of heat damage than low levels of rack heat. Rack heat is displayed in the three dials directly above the circle of the capacitor indicator. The leftmost dial displays low slot heat, the middle dial displays mid slot heat, and the rightmost dial displays high slot heat. <br />
<br />
Heat damage chances are also affected by proximity in the rack. A module is most likely to deal heat damage to itself; then to modules adjacent to it, then to other modules in the rack with the chance of heat damage decreasing with greater distance in the rack.<br />
<br />
Rack heat dissipates when modules in a rack are not being overheated. Heat dissipates quickly when the rack is very hot, and slowly when the rack is relatively cool. Pilots should note that when a ship is docked up, heat in its racks does ''not'' instantly disappear. It continues to dissipate at the normal rate. As a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired.<br />
<br />
=== Preventing Heat Damage ===<br />
<br />
[[File:eveheat2.png|350px|thumb|In these low slots, the two active modules—armor repairer on the left, ancillary armor repairer on the right—have been put at opposite ends of the rack, to distance their heating effects from each other.]]<br />
<br />
It is possible to overheat intelligently, in ways that limit the amount of heat damage caused.<br />
<br />
In judging the risk of heat damage, '''rack heat is more important than the extent of damage already sustained''', and '''the rack heat indicators can matter more than heat damage on a module button'''. If a rack is completely cool, it is usually safe to overheat for a cycle or two even with quite damaged modules: sometimes modules take no damage at all from a single cycle of heat when the rack starts out entirely cool. If, by contrast, a rack is very hot, it is quite risky to overheat even a module with little heat damage, as at high rack heat levels, damage will stack up very quickly.<br />
<br />
[[File:eveheat1.png|350px|thumb|The pilot of this Stabber has two small energy neuts fitted in the high slots, but as these are secondary tools and less likely to be heated than the guns, they are placed to space the guns out and absorb heat damage. In the mid slots, the shield extender—not an active module—is positioned to separate the often-overheated, strongly heat-generating MWD from the tackle modules—which might themselves be overheated to get extra tackle range early in a fight.]]<br />
<br />
Since the proximity of modules to each other affects their risk of heat damage, '''spreading out and separating active modules in a rack can mitigate heat damage'''. By placing the active modules in a rack as far away from each other as possible, the heat damage from each module can be spread out rather than concentrating on particular parts of the rack. Passive modules or less-important active modules can be placed in the slots between.<br />
<br />
In the high slots of a combat ship, it is common to spread out the main weapon system modules as much as possible, putting secondary weapons, utility tools such as energy neutralizers, or [[Command Bursts|command burst modules]] between the often-heated weapons. It is still possible to group the guns or launchers as normal. Pilots can move the module buttons around in space to keep them assigned to sensible keys in a logical arrangement, while retaining the "true" arrangement of modules in the fitting itself.<br />
<br />
Offlined modules and wholly empty module slots are especially effective at reducing heat damage.<br />
<br />
Players sometimes call these fitting practices "heatsinking", since the passive or less-commonly-used active modules placed between high-heat modules act as heat sinks. This idiom has no relation to the Heat Sink module, a low slot DPS-enhancing module for energy weapons; the Heat Sink module and its variations are no more effective as ''actual'' heat sinks than any other module.<br />
<br />
=== Repairing Heat Damage ===<br />
<br />
==== Nanite Repair Paste ====<br />
<br />
An item called "Nanite Repair Paste" can be used to repair heat damage while in space. To do this, make sure you have some paste in your cargo hold, and then right-click on the damaged module button, and select "repair". Paste repairs take some time, enough time that they are generally applied between fights rather than during fights. Hovering over the repairing module's button will bring up a tooltip displaying the remaining repair time.<br />
<br />
Repairs can be cancelled (right-click the module button and select the option to do this) and are cancelled automatically if your ship jumps through a gate, filaments, or travels via a jump to a cyno. The amount of repair carried out before cancellation will remain, and only the equivalent amount of paste will be used up. Paste cannot be used to repair a module which is fully burned out.<br />
<br />
A module cannot be used while it is being repaired. No module in a given rack can be overheated while any other module in the same rack is being repaired using paste. It ''is'', however, possible to repair a module's heat damage while it is reloaded. This can be useful with modules with very long reload times, such as Rapid Light Missile Launchers and ancillary shield boosters / armour repairers.<br />
<br />
==== Tether ====<br />
<br />
When tethered on a friendly [[Upwell structures|Upwell structure]], heat damage to a ship's modules is slowly repaired, for free. Tethering can repair burned-out modules.<br />
<br />
==== Docked Repairs ====<br />
<br />
Heat damage can also be repaired, instantly, when docked up. In NPC stations this comes with a cost; in player-owned structures owned by friendly players and with appropriate settings, it can be done for free. Repairs while docked will repair fully burned-out modules too.<br />
<br />
Pilots should (again) note that docking up does not instantly clear rack heat itself. A ship can be docked and have its heat damage quickly repaired, but if it is immediately undocked its racks might still be hot. This will not cause more damage by itself, but must be borne in mind if the ship is about to overheat its modules again straight away.<br />
<br />
== Overheating Bonuses ==<br />
<br />
=== Skills ===<br />
<br />
The skill that lets pilots overheat is {{sk|Thermodynamics|mult=yes|price=yes}}. Thermodynamics reduces the heat damage caused by overheating by 5% per skill level, for a 25% reduction at level V. This is a starting skill for characters created between September 2015 and September 2019. Older and newer characters must train the requisites and this skill on their own.<br />
<br />
There are also two skills which make paste repairs more efficient:<br />
<br />
* {{sk|Nanite Operation|mult=yes|price=yes}} - provides a 5% reduction in Nanite Repair Paste consumption per level.<br />
* {{sk|Nanite Interfacing|mult=yes|price=yes}} - provides a 20% increase in damaged module repair amount per second.<br />
<br />
=== Bonused Ships ===<br />
<br />
[[Tactical Destroyers]] and [[Strategic Cruisers]] have bonuses improving their ability to overheat, allowing them to sustain overheats for longer. These bonuses are tied to the skills required to fly them:<br />
<br />
* (Racial) Tactical Destroyer - Provides 5% reduction to heat damage from overheating per level.<br />
* (Racial) Strategic Cruiser - Provides 5% reduction to heat damage from overheating, and 10% increase in damaged module repair amount per second, per level.<br />
* (Racial) Core Systems - Provides 5% reduction to heat damage from overheating per level when the associated electronic warfare subsystem is fitted.<br />
<br />
A Tactical Destroyer or Strategic Cruiser flown by a pilot with Thermodynamics V and the appropriate Tactical Destroyer or Strategic Cruiser skill at V, will sustain 44.75% reduced damage from overheating. A Strategic Cruiser fitted with the electronic warfare Core subsystem and flown by a pilot with Thermodynamics V, and the appropriate Strategic Cruiser and Core Systems skills at V, will sustain 57.8% reduced damage from overheating.<br />
<br />
[[Combat Interceptors]] and [[Industrials#Deep_Space_Transports|Deep Space Transports]] have flat role bonuses that double the benefit of overheating certain modules:<br />
<br />
* Combat Interceptors - Provides 100% bonus to the benefits of overheating Afterburners and Microwarpdrives.<br />
* Deep Space Transports - Provides 100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules.<br />
<br />
=== Red Giant Wormholes ===<br />
<br />
Wormhole space systems with the [[Wormhole_space#Red_Giant|Red Giant effect]] increase both the risk and the reward associated with overheating. Every Red Giant wormhole increases heat damage by a percentage, and increases the bonuses gained from overheating by twice that percentage.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
| rowspan="6" style="padding: 0px;" | [[File:WH_Red_Giant.jpg|180px]]<br />
! Effects<br />
! Class 1<br />
! Class 2<br />
! Class 3<br />
! Class 4<br />
! Class 5<br />
! Class 6<br />
|- style="background:#3B0B0B;"<br />
! Heat Damage<br />
| +15%<br />
| +22%<br />
| +29%<br />
| +36%<br />
| +43%<br />
| &#43;50%<br />
|- style="background:#0A2A0A;"<br />
! Overheat Effect Bonus<br />
| 30%<br />
| 44%<br />
| 58%<br />
| 72%<br />
| 86%<br />
| 100%<br />
|}<br />
<br />
== Heat Mathematics ==<br />
<br />
=== Rack Heat ===<br />
<br />
The following tables specify how exactly module type and hull size affect heat generation.<br />
<br />
{| class="wikitable"<br />
!Module Type !! Rack Heat Generation/second<br />
|-<br />
| Afterburner, Microwarpdrive || 4%<br />
|-<br />
| Most T2 modules || 2%<br />
|-<br />
| All other non-T2 Modules || 1%<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
!Hull Size !! Rack Heat Generation Rate<br />
|-<br />
| Frigate, Interdictor, Command Destroyer<ref>Most T2 ships have the same heat generation as their T1 variants. T2 Destroyers are the exception.</ref> || 100%<br />
|-<br />
| Destroyer, Tactical Destroyer || 85%<br />
|-<br />
| Cruiser, Industrial, Mining Barge || 75%<br />
|-<br />
| Battlecruiser || 65%<br />
|-<br />
| Battleship || 50%<br />
|-<br />
| Carrier, Force Auxiliary || 40%<br />
|-<br />
| Dreadnought, Supercarrier, Orca, Rorqual || 35%<br />
|-<br />
| Titan || 25%<br />
|-<br />
|}<br />
<references/><br />
The values from these tables cannot be found in-game. They must be found on outside sources. Module heat generation rates can be found on modules, under the attribute <code>heatAbsorbtionRateModifier</code>, and hull heat generation modifiers can be found on ship hulls, under the attribute <code>heatGenerationModifier</code>.<br />
<br />
The time required for a rack to reach a certain heat level (starting from '''0%''' rack heat) with a given set of overheated modules can be calculated with the following formula:<br />
H(t)=(heatCapacity/100)-e^(-t*heatGenerationMultiplier*sum(heatAbsorbtionRateModifier))<br />
:<math>\displaystyle \text{H(t)}= 1 - e ^ \left( \text{-t} \cdot \text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right) \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - H(t) \right)}}{\text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right)} </math><br />
where<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* t is the time in seconds<br />
* heatGenerationMultiplier is the "Rack Heat Generation Rate" from the above table based on hull size<br />
* sum(heatAbsorbtionRateModifier) is the sum of the "Rack Heat Generation/Second" (as a decimal) of all currently overheated modules in the rack<br />
<br />
So for example, if a frigate overheating a Warp Scrambler I, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.5}}{0.01} = \frac{0.693}{0.01} = 69.3 </math><br />
69.3 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.1}}{0.01} = \frac{2.303}{0.01} = 230.3 </math><br />
230.3 seconds to reach 90% rack heat<br />
<br />
Meanwhile, if a [[Catalyst]], with 8 Light Neutron Blaster IIs, was overheating its full gun rack, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.5}}{0.85 \cdot 0.16} = \frac{0.693}{0.136} = 5.1 </math><br />
5.1 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.1}}{0.85 \cdot 0.16} = \frac{2.303}{0.136} = 16.9 </math><br />
16.9 seconds to reach 90% rack heat<br />
<br />
This illustrates the speed at which large gun racks heat up and burn out, versus the much slower rate at which individual E-War or local repair modules will heat and burn.<br />
<br />
The time required to increase rack heat from a given level to a target level is found by calculating the time required to reach the higher level, and subtracting the time required to reach the lower level. So, for that frigate to increase from 50% rack heat to 90% rack heat, it would take (230.3 - 69.3) = 161 seconds.<br />
<br />
The logarithmic nature of this formula dictates that it is, in theory, impossible to reach 100% rack heat, which is why the above sections used the more accessible numbers of 50% and 90%. However, in practice, once rack heat passes 99% it's near enough to 100% that it can be effectively considered 100%; and besides, if you're overheating your modules to the point that you hit 99% rack heat you're well on the road to burning out the entire rack anyway.<br />
<br />
=== Rack Heat Dissipation ===<br />
<br />
When no modules in a rack are being overheated, the rack will dissipate stored heat, at a rate proportional to how hot the rack is. The rate of dissipation is:<br />
: <math>\displaystyle \text{Heat Dissipation per second} = (\text{Current Rack Heat %}) \cdot 1\text{%}</math><br />
For example, at 60% rack heat, the rack will lose heat at 0.6%/second. <br />
<br />
Unlike heat generation, heat dissipation is constant across all ship sizes. <br />
<br />
The actual time required for a rack's heat to dissipate can be calculated using the following formula:<br />
:<math>\displaystyle \text{H(t)}= \text{H(0)} \cdot e ^ \left( \text{-t} \cdot \text{heatDissipationRate} \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{\text{H(0)}}{\text{H(t)}}}</math><br />
where<br />
* t is time in seconds<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* H(0) is the initial heat level<br />
* heatDissipationRate is 0.01 (on all ships)<br />
<br />
So, for example, the time required for a ship to drop from 90% rack heat to 50% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.9}{0.5}} = 100 \cdot 0.58778 = \text{58.8 seconds}</math><br />
and the time required to drop from 50% rack heat to 20% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.5}{0.2}} = 100 \cdot 0.91629 = \text{91.6 seconds}</math><br />
The logarithmic nature of this formula implies that actually reaching 0% rack heat is impossible, so at some low value (unknown but below 1%) the server simply rounds down to 0%. If we assume that low value is 0.5%, then the maximum possible heat dissipation time is<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{1.0}{0.005}} = 100 \cdot 5.2983 = \text{529.8 seconds}</math><br />
-Which is just less than 9 minutes.<br />
<br />
The following is a quick-reference table of heat dissipation times<br />
{| class="wikitable"<br />
|-<br />
| Heat Level || 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 10% || 0% <br />
|-<br />
| Time to lose next 10% || 10.5s || 11.8s || 13.4s || 15.4s || 18.2s || 22.3s || 28.8s || 40.5s || 69.3s || 299.6s || -<br />
|-<br />
| Cumulative loss time from 100% || - || 10.5s || 22.3s || 35.7s || 51.1s || 69.3s || 91.6s || 120.4s || 160.9s || 230.2s || 529.8s<br />
|-<br />
|}<br />
This table also demonstrates a very useful rule-of-thumb for managing rack heat in combat: It takes '''69 seconds''' for a rack's heat to drop by half.<br />
<br />
=== Heat Attenuation Values ===<br />
<br />
In most cases, the number of slots in a rack directly corresponds to that rack's <code>heatAttenuation</code> attribute<br />
<br />
{| class="wikitable"<br />
!Slot count !! heatAttenuation<br />
|-<br />
| 1 || 0<br />
|-<br />
| 2 || 0.25<br />
|-<br />
| 3 || 0.5<br />
|-<br />
| 4 || 0.63<br />
|-<br />
| 5 || 0.707<br />
|-<br />
| 6 || 0.758<br />
|-<br />
| 7 || 0.794<br />
|-<br />
| 8 || 0.82<br />
|-<br />
|}<br />
<br />
=== Master Overheat Damage Formula ===<br />
<br />
The odds for a given module to sustain overheat damage on a single cycle can be condensed into one formula:<br />
<br />
:<math>\displaystyle \text{Damage Chance}= \text{Rack Heat} \cdot \left( \frac{\text{Online Hi+Mid+Low Modules}}{\text{Total High+Mid+Low+Rig Slots}} \right) \cdot \text{heatAttenuation}^\mathrm{Distance}</math><br />
<br />
For example:<br />
* An [[Enyo]] (slots 5/3/4, 2 rigs), with 1 empty High slot, at 60% Rack Heat, overheating a Warp Scrambler in mid rack slot 1.<br />
<br />
Odds of damaging the Warp Scrambler itself:<br />
<br />
* Damage Chance = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 0]<br />
* Damage Chance = 0.6 * [11 / 14] * 1<br />
* Damage Chance = 0.6 * 0.786 * 1<br />
* Damage Chance = 0.471 = 47.1%<br />
<br />
Odds of damaging the modules in slots 2 and 3:<br />
* Slot 2 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 1]<br />
* Slot 2 = 0.471 * 0.5<br />
* Slot 2 = 0.236 = 23.6%<br />
<br />
* Slot 3 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 2]<br />
* Slot 3 = 0.471 * 0.25<br />
* Slot 3 = 0.118 = 11.8%<br />
<br />
== External links ==<br />
* [https://forums-archive.eveonline.com/message/344300/ The original EVE Forum thread] by Kadesh Priestess (2011), containing his research on overheat math.<br />
* [https://www.youtube.com/watch?v=3B0c_D7XGSk Everything you need to know about heat] (2019), a complete guide video by successful PvP pilot Suitonia.<br />
<br />
[[Category:Game mechanics]]<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Overheating&diff=178162Overheating2021-11-25T02:51:38Z<p>Arexand Oskold: /* Rack Heat Dissipation */ eh we can go down to 0</p>
<hr />
<div>'''Overheating''' (or '''overloading''') is an important ship combat mechanic in EVE Online. Any active module can be overheated, and overheating a module wrings better performance from it, at the cost of gradually-accumulating heat damage to the module.<br />
<br />
Incautious overheating can burn a module out completely, making it useless until it is repaired. However, if used with care or in an emergency, the benefit gained from an overheated module could be the difference between losing your ship and killing your enemy. Good pilots know when the risk is worth the possible reward.<br />
<br />
The timing of overheating and the management of the resulting heat damage are important parts of small-gang and solo PvP combat. Overheating remains useful in most larger PvP fleets. It has some niche uses in PvE combat.<br />
<br />
== Controls ==<br />
<br />
[[File:eveheat3.png|350px|thumb|Overheating in action. All the high slots that can be overheated are being overheated, so the small button for overheating the whole rack in between the module buttons and the core HUD has lit up. Two of the four mid slot modules that can be overheated are being overheated, and heat damage is visible on all four mid slot modules. The low slot modules are not being overheated, but they have been overheated recently, and have some damage.]]<br />
<br />
You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default, shift+F1 overheats the module controlled by the F1 key, though this can be changed in the shortcuts options.<br />
<br />
A module that's already active and receives an overheat command won't begin overheating until it starts its next cycle. A module that's already overheating that's commanded to stop won't cease overheating until the end of its current cycle. The green light at the top of the module button will flash when overheating is off but about to turn on at the next cycle change, or is on and about to turn off at the next cycle change.<br />
<br />
You can also "pre-heat" a module, by turning overheating on while the module isn't running. This ensures that it begins its first cycle overheated. A module primed to overheat will stay primed after warping, but not after jumping or docking.<br />
<br />
Not all modules can be overheated. For example, neither cloaks nor command bursts can be overheated, and no passive modules can be overheated.<br />
<br />
In some circumstances, you may need to overheat many modules as fast as possible. You can choose to overheat an entire rack (all the high slots, all the mid slots, or all the low slots) via the small buttons to the left of each rack.<br />
<br />
In the right-click menu available on the capacitor circle itself, there is an option called "Lock Module Overheat State". When enabled, this blocks all overheating changes on all modules: modules which aren't overheating can't be heated, and modules which are already overheating can't have their heat turned off. This can be used to prevent accidental overheating, although it is a very inflexible tool.<br />
<br />
== Benefits and Uses ==<br />
<br />
Any overheated module increases its performance in some way.<br />
<br />
=== Key Uses ===<br />
<br />
A complete table of heat bonuses follows below, but some of the most important effects to know are:<br />
<br />
* Heating a '''[[Propulsion equipment|propulsion module]]''' provides an additional 50% speed bonus. Since speed and positioning are key to many kinds of PvP combat and to some kinds of PvE combat, this can prove crucial.<br />
* Heating '''[[Tackling|tackle modules]]''' boosts their range.<br />
** It is often worth pre-heating your point/scram/web when in warp towards an engagement, especially if you are likely to be the initial tackle, as greater tackling range at the beginning of a fight can make the difference between catching or losing a target. <br />
** Similarly, it is also often worth overheating tackle at the end of a fight, if your targets are trying to leave.<br />
* Heating '''[[Tanking|tank modules]]''' increases their effect. <br />
** This is simplest and most obvious for active tank modules: shield boosters and armour repairers ''both'' repair more per cycle and cycle faster when heated. Note that the faster cycle means a heaver capacitor burden.<br />
** Ancillary shield boosters and armour repairers should almost always be used overheated, since they already offer a short-term, "burst" tank.<br />
** Active resistance hardeners can also be overheated, however, and when heated they make your ship resist more damage. This means that overheating can also benefit some types of buffer tank and some types of passive shield tank.<br />
* Heating '''all [[Turrets|turrets]] and [[Missiles|missile launchers]]''' increases their potential DPS, but not always in the same way.<br />
** Short-ranged turrets (pulse lasers, blasters, autocannon) get a bonus to their raw damage-per-shot.<br />
** Long-ranged turrets (beam lasers, railguns, artillery) get a bonus to their rate of fire. Note that an increased rate of fire also means an increased capacitor burden from beam lasers and railguns.<br />
** All kinds of missile launcher get a bonus to rate of fire.<br />
<br />
At its simplest, overheating is a tool for high-stakes moments in combat, and a pilot in serious danger of losing their ship in either PvP or PvE is almost never wrong to overheat relevant modules. Some of the effects noted here, though, such as the tackle module range bonuses, are slightly subtler, and experienced pilots develop a sense of when to use them.<br />
<br />
=== All Heat Benefits ===<br />
<br />
{| class="wikitable"<br />
!Module Type !! Overheat Effect !! Percent Bonus<br />
|-<br />
| Afterburner<br/>Microwarpdrive || Speed Bonus || 50%<br />
|-<br />
| Warp Disruptor<br/>Warp Scrambler || Range Bonus || 20%<br />
|-<br />
| Stasis Webifier || Range Bonus || 30%<br />
|-<br />
| Stasis Grappler || Optimal Range Bonus || 300%<br />
|-<br />
| ECM Jammer<br/>Burst Jammer<br/>Tracking Distruptor<br/>Guidance Distruptor<br/>Remote Sensor Dampener<br/>Target Painter|| Strength Bonus || 20%<br />
|-<br />
| Energy Neutralizer<br/>Energy Nosferatu || Duration Bonus || -15%<br />
|-<br />
| Armor Hardener<br/>Shield Hardener || Strength Bonus || 20%<br />
|-<br />
| Armor Repairer || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Shield Booster || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Hull Repairer || Duration Bonus || -15%<br />
|-<br />
| Remote Armor Repairer<br/>Remote Shield Booster<br/>Remote Cap Transmitter || Duration Bonus || -15%<br />
|-<br />
| Remote Sensor Booster<br/>Remote Tracking Computer || Strength Bonus || 15%<br />
|-<br />
| Short Range Turrets || Damage Bonus || 15%<br />
|-<br />
| Long Range Turrets || Duration Bonus || -15%<br />
|-<br />
| Missile Launchers || Duration Bonus || -15%<br />
|-<br />
| Tracking Computer<br/>Guidance Computer<br/>Omnidirectional Tracking Link<br/>Sensor Booster || Strength Bonus || 15%<br />
|-<br />
| Cap Booster || Duration Bonus || -20%<br />
|}<br />
<br />
== Heat Damage ==<br />
<br />
The downside of overheating is '''heat damage'''. Heat damage is ''not'' related to normal damage: overheating does not cause damage to your shield, armour, or hull hit points. Heat damage has no link to the Thermal damage type.<br />
<br />
Rather, heat damage is dealt to the hitpoints of individual modules. If you "show info" on a module, and check its "Attributes" tab, you will see it has "Structure Hitpoints". Most modules have 40 hitpoints. Heat damage is dealt to these hitpoints.<br />
<br />
The amount of heat damage on a module is visible as a red fringe that creeps around the circular module icon counterclockwise, from the 12 o'clock position. Having some heat damage does not affect modules' functions or power in any way. However, when a module has lost all of its hitpoints—when the red fringe has completely circled the module icon and reached 12 o'clock again—the module will stop working (or "burn out"). Note that if any single one of a grouped set of turrets or missile launchers burns completely out, the button for the whole group will become useless; it will be possible to continue using the other weapons, but only by ungrouping them (and if necessary regrouping them without including the burned-out module).<br />
<br />
=== Damage Mechanics ===<br />
<br />
The mathematics of heat damage is discussed in a later section for those interested. What all pilots should know about the mechanics heat damage is as follows.<br />
<br />
[[File:eveheat3.png|350px|thumb|Consider this image again. Varying levels of heat damage are visible as red fringes around the modules. The rack heat dials above the capacitor show that the low and mid slot racks are only a little hot, while the high slot rack (rightmost dial) is nearly as hot as it can be.]]<br />
<br />
Heat damage is not dealt reliably and automatically by every heated module cycle. Instead, it is dealt through a chance-based mechanic. Each heated cycle of any module always raises the ''heat level'' of the module's rack, by a reliably predictable amount: a heated cycle from a high slot module increases the high slot rack heat level, a heated cycle from a mid slot module heats up the mid slot rack, and so on. The following factors affect rack heat generation:<br />
<br />
* Having more modules running overheated in the same rack generates more rack heat.<br />
* Larger ships generate rack heat more slowly than smaller ships.<br />
* Propulsion modules generate a lot of rack heat.<br />
* Most T2 non-propulsion modules generate quite a lot of rack heat.<br />
* All T1 non-propulsion modules and a few T2 modules generate a little heat.<br />
* Faster-cycling modules tend to generate less heat per cycle.<br />
<br />
Each heated cycle of any module has a ''chance'' to deal heat damage to the heated module, or to other modules in the rack. The chance of heat damage at the end of a cycle increases with the level of rack heat; how hot a high, medium, or low rack is affects how much of a chance of heat damage there is. The increase in the chance of heat damage caused by higher rack heat is not a steady, linear increase: high levels of rack heat generate a ''much'' higher chance of heat damage than low levels of rack heat. Rack heat is displayed in the three dials directly above the circle of the capacitor indicator. The leftmost dial displays low slot heat, the middle dial displays mid slot heat, and the rightmost dial displays high slot heat. <br />
<br />
Heat damage chances are also affected by proximity in the rack. A module is most likely to deal heat damage to itself; then to modules adjacent to it, then to other modules in the rack with the chance of heat damage decreasing with greater distance in the rack.<br />
<br />
Rack heat dissipates when modules in a rack are not being overheated. Heat dissipates quickly when the rack is very hot, and slowly when the rack is relatively cool. Pilots should note that when a ship is docked up, heat in its racks does ''not'' instantly disappear. It continues to dissipate at the normal rate. As a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired.<br />
<br />
=== Preventing Heat Damage ===<br />
<br />
[[File:eveheat2.png|350px|thumb|In these low slots, the two active modules—armor repairer on the left, ancillary armor repairer on the right—have been put at opposite ends of the rack, to distance their heating effects from each other.]]<br />
<br />
It is possible to overheat intelligently, in ways that limit the amount of heat damage caused.<br />
<br />
In judging the risk of heat damage, '''rack heat is more important than the extent of damage already sustained''', and '''the rack heat indicators can matter more than heat damage on a module button'''. If a rack is completely cool, it is usually safe to overheat for a cycle or two even with quite damaged modules: sometimes modules take no damage at all from a single cycle of heat when the rack starts out entirely cool. If, by contrast, a rack is very hot, it is quite risky to overheat even a module with little heat damage, as at high rack heat levels, damage will stack up very quickly.<br />
<br />
[[File:eveheat1.png|350px|thumb|The pilot of this Stabber has two small energy neuts fitted in the high slots, but as these are secondary tools and less likely to be heated than the guns, they are placed to space the guns out and absorb heat damage. In the mid slots, the shield extender—not an active module—is positioned to separate the often-overheated, strongly heat-generating MWD from the tackle modules—which might themselves be overheated to get extra tackle range early in a fight.]]<br />
<br />
Since the proximity of modules to each other affects their risk of heat damage, '''spreading out and separating active modules in a rack can mitigate heat damage'''. By placing the active modules in a rack as far away from each other as possible, the heat damage from each module can be spread out rather than concentrating on particular parts of the rack. Passive modules or less-important active modules can be placed in the slots between.<br />
<br />
In the high slots of a combat ship, it is common to spread out the main weapon system modules as much as possible, putting secondary weapons, utility tools such as energy neutralizers, or [[Command Bursts|command burst modules]] between the often-heated weapons. It is still possible to group the guns or launchers as normal. Pilots can move the module buttons around in space to keep them assigned to sensible keys in a logical arrangement, while retaining the "true" arrangement of modules in the fitting itself.<br />
<br />
Offlined modules and wholly empty module slots are especially effective at reducing heat damage.<br />
<br />
Players sometimes call these fitting practices "heatsinking", since the passive or less-commonly-used active modules placed between high-heat modules act as heat sinks. This idiom has no relation to the Heat Sink module, a low slot DPS-enhancing module for energy weapons; the Heat Sink module and its variations are no more effective as ''actual'' heat sinks than any other module.<br />
<br />
=== Repairing Heat Damage ===<br />
<br />
==== Nanite Repair Paste ====<br />
<br />
An item called "Nanite Repair Paste" can be used to repair heat damage while in space. To do this, make sure you have some paste in your cargo hold, and then right-click on the damaged module button, and select "repair". Paste repairs take some time, enough time that they are generally applied between fights rather than during fights. Hovering over the repairing module's button will bring up a tooltip displaying the remaining repair time.<br />
<br />
Repairs can be cancelled (right-click the module button and select the option to do this) and are cancelled automatically if your ship jumps through a gate, filaments, or travels via a jump to a cyno. The amount of repair carried out before cancellation will remain, and only the equivalent amount of paste will be used up. Paste cannot be used to repair a module which is fully burned out.<br />
<br />
A module cannot be used while it is being repaired. No module in a given rack can be overheated while any other module in the same rack is being repaired using paste. It ''is'', however, possible to repair a module's heat damage while it is reloaded. This can be useful with modules with very long reload times, such as Rapid Light Missile Launchers and ancillary shield boosters / armour repairers.<br />
<br />
==== Tether ====<br />
<br />
When tethered on a friendly [[Upwell structures|Upwell structure]], heat damage to a ship's modules is slowly repaired, for free. Tethering can repair burned-out modules.<br />
<br />
==== Docked Repairs ====<br />
<br />
Heat damage can also be repaired, instantly, when docked up. In NPC stations this comes with a cost; in player-owned structures owned by friendly players and with appropriate settings, it can be done for free. Repairs while docked will repair fully burned-out modules too.<br />
<br />
Pilots should (again) note that docking up does not instantly clear rack heat itself. A ship can be docked and have its heat damage quickly repaired, but if it is immediately undocked its racks might still be hot. This will not cause more damage by itself, but must be borne in mind if the ship is about to overheat its modules again straight away.<br />
<br />
== Overheating Bonuses ==<br />
<br />
=== Skills ===<br />
<br />
The skill that lets pilots overheat is {{sk|Thermodynamics|mult=yes|price=yes}}. Thermodynamics reduces the heat damage caused by overheating by 5% per skill level, for a 25% reduction at level V. This is a starting skill for characters created between September 2015 and September 2019. Older and newer characters must train the requisites and this skill on their own.<br />
<br />
There are also two skills which make paste repairs more efficient:<br />
<br />
* {{sk|Nanite Operation|mult=yes|price=yes}} - provides a 5% reduction in Nanite Repair Paste consumption per level.<br />
* {{sk|Nanite Interfacing|mult=yes|price=yes}} - provides a 20% increase in damaged module repair amount per second.<br />
<br />
=== Bonused Ships ===<br />
<br />
[[Tactical Destroyers]] and [[Strategic Cruisers]] have bonuses improving their ability to overheat, allowing them to sustain overheats for longer. These bonuses are tied to the skills required to fly them:<br />
<br />
* (Racial) Tactical Destroyer - Provides 5% reduction to heat damage from overheating per level.<br />
* (Racial) Strategic Cruiser - Provides 5% reduction to heat damage from overheating, and 10% increase in damaged module repair amount per second, per level.<br />
* (Racial) Core Systems - Provides 5% reduction to heat damage from overheating per level when the associated electronic warfare subsystem is fitted.<br />
<br />
A Tactical Destroyer or Strategic Cruiser flown by a pilot with Thermodynamics V and the appropriate Tactical Destroyer or Strategic Cruiser skill at V, will sustain 44.75% reduced damage from overheating. A Strategic Cruiser fitted with the electronic warfare Core subsystem and flown by a pilot with Thermodynamics V, and the appropriate Strategic Cruiser and Core Systems skills at V, will sustain 57.8% reduced damage from overheating.<br />
<br />
[[Combat Interceptors]] and [[Industrials#Deep_Space_Transports|Deep Space Transports]] have flat role bonuses that double the benefit of overheating certain modules:<br />
<br />
* Combat Interceptors - Provides 100% bonus to the benefits of overheating Afterburners and Microwarpdrives.<br />
* Deep Space Transports - Provides 100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules.<br />
<br />
=== Red Giant Wormholes ===<br />
<br />
Wormhole space systems with the [[Wormhole_space#Red_Giant|Red Giant effect]] increase both the risk and the reward associated with overheating. Every Red Giant wormhole increases heat damage by a percentage, and increases the bonuses gained from overheating by twice that percentage.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
| rowspan="6" style="padding: 0px;" | [[File:WH_Red_Giant.jpg|180px]]<br />
! Effects<br />
! Class 1<br />
! Class 2<br />
! Class 3<br />
! Class 4<br />
! Class 5<br />
! Class 6<br />
|- style="background:#3B0B0B;"<br />
! Heat Damage<br />
| +15%<br />
| +22%<br />
| +29%<br />
| +36%<br />
| +43%<br />
| &#43;50%<br />
|- style="background:#0A2A0A;"<br />
! Overheat Effect Bonus<br />
| 30%<br />
| 44%<br />
| 58%<br />
| 72%<br />
| 86%<br />
| 100%<br />
|}<br />
<br />
== Heat Mathematics ==<br />
<br />
=== Rack Heat ===<br />
<br />
The following tables specify how exactly module type and hull size affect heat generation.<br />
<br />
{| class="wikitable"<br />
!Module Type !! Rack Heat Generation/second<br />
|-<br />
| Afterburner, Microwarpdrive || 4%<br />
|-<br />
| Most T2 modules || 2%<br />
|-<br />
| All other non-T2 Modules || 1%<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
!Hull Size !! Rack Heat Generation Rate<br />
|-<br />
| Frigate, Interdictor, Command Destroyer<ref>Most T2 ships have the same heat generation as their T1 variants. T2 Destroyers are the exception.</ref> || 100%<br />
|-<br />
| Destroyer, Tactical Destroyer || 85%<br />
|-<br />
| Cruiser, Industrial, Mining Barge || 75%<br />
|-<br />
| Battlecruiser || 65%<br />
|-<br />
| Battleship || 50%<br />
|-<br />
| Carrier, Force Auxiliary || 40%<br />
|-<br />
| Dreadnought, Supercarrier, Orca, Rorqual || 35%<br />
|-<br />
| Titan || 25%<br />
|-<br />
|}<br />
<references/><br />
The values from these tables cannot be found in-game. They must be found on outside sources. Module heat generation rates can be found on modules, under the attribute <code>heatAbsorbtionRateModifier</code>, and hull heat generation modifiers can be found on ship hulls, under the attribute <code>heatGenerationModifier</code>.<br />
<br />
The time required for a rack to reach a certain heat level (starting from '''0%''' rack heat) with a given set of overheated modules can be calculated with the following formula:<br />
H(t)=(heatCapacity/100)-e^(-t*heatGenerationMultiplier*sum(heatAbsorbtionRateModifier))<br />
:<math>\displaystyle \text{H(t)}= 1 - e ^ \left( \text{-t} \cdot \text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right) \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - H(t) \right)}}{\text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right)} </math><br />
where<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* t is the time in seconds<br />
* heatGenerationMultiplier is the "Rack Heat Generation Rate" from the above table based on hull size<br />
* sum(heatAbsorbtionRateModifier) is the sum of the "Rack Heat Generation/Second" (as a decimal) of all currently overheated modules in the rack<br />
<br />
So for example, if a frigate overheating a Warp Scrambler I, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.5}}{0.01} = \frac{0.693}{0.01} = 69.3 </math><br />
69.3 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.1}}{0.01} = \frac{2.303}{0.01} = 230.3 </math><br />
230.3 seconds to reach 90% rack heat<br />
<br />
Meanwhile, if a [[Catalyst]], with 8 Light Neutron Blaster IIs, was overheating its full gun rack, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.5}}{0.85 \cdot 0.16} = \frac{0.693}{0.136} = 5.1 </math><br />
5.1 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.1}}{0.85 \cdot 0.16} = \frac{2.303}{0.136} = 16.9 </math><br />
16.9 seconds to reach 90% rack heat<br />
<br />
This illustrates the speed at which large gun racks heat up and burn out, versus the much slower rate at which individual E-War or local repair modules will heat and burn.<br />
<br />
The time required to increase rack heat from a given level to a target level is found by calculating the time required to reach the higher level, and subtracting the time required to reach the lower level. So, for that frigate to increase from 50% rack heat to 90% rack heat, it would take (230.3 - 69.3) = 161 seconds.<br />
<br />
The logarithmic nature of this formula dictates that it is, in theory, impossible to reach 100% rack heat, which is why the above sections used the more accessible numbers of 50% and 90%. However, in practice, once rack heat passes 99% it's near enough to 100% that it can be effectively considered 100%; and besides, if you're overheating your modules to the point that you hit 99% rack heat you're well on the road to burning out the entire rack anyway.<br />
<br />
=== Rack Heat Dissipation ===<br />
<br />
When no modules in a rack are being overheated, the rack will dissipate stored heat, at a rate proportional to how hot the rack is. The rate of dissipation is:<br />
: <math>\displaystyle \text{Heat Dissipation per second} = (\text{Current Rack Heat %}) \cdot 1\text{%}</math><br />
For example, at 60% rack heat, the rack will lose heat at 0.6%/second. <br />
<br />
Unlike heat generation, heat dissipation is constant across all ship sizes. <br />
<br />
The actual time required for a rack's heat to dissipate can be calculated using the following formula:<br />
:<math>\displaystyle \text{H(t)}= \text{H(0)} \cdot e ^ \left( \text{-t} \cdot \text{heatDissipationRate} \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{\text{H(0)}}{\text{H(t)}}}</math><br />
where<br />
* t is time in seconds<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* H(0) is the initial heat level<br />
* heatDissipationRate is 0.01 (on all ships)<br />
<br />
So, for example, the time required for a ship to drop from 90% rack heat to 50% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.9}{0.5}} = 100 \cdot 0.58778 = \text{58.8 seconds}</math><br />
and the time required to drop from 50% rack heat to 20% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.5}{0.2}} = 100 \cdot 0.91629 = \text{91.6 seconds}</math><br />
The logarithmic nature of this formula implies that actually reaching 0% rack heat is impossible, so at some low value (unknown but below 1%) the server simply rounds down to 0%. If we assume that low value is 0.5%, then the maximum possible heat dissipation time is<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{1.0}{0.005}} = 100 \cdot 5.2983 = \text{529.8 seconds}</math><br />
-Which is just less than 9 minutes.<br />
<br />
The following is a quick-reference table of heat dissipation times<br />
{| class="wikitable"<br />
|-<br />
| Heat Level || 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 10% || 0% <br />
|-<br />
| Time to lose next 10% || 10.5s || 11.8s || 13.4s || 15.4s || 18.2s || 22.3s || 28.8s || 40.5s || 69.3s || 299.6s || -<br />
|-<br />
| Cumulative loss time from 100% || - || 10.5s || 22.3s || 35.7s || 51.1s || 69.3s || 91.6s || 120.4s || 160.9s || 230.2s || 529.8s<br />
|-<br />
|}<br />
This chart also demonstrates a very useful rule-of-thumb for managing rack heat in combat: It takes '''69 seconds''' for a rack's heat to drop by half.<br />
<br />
=== Heat Attenuation Values ===<br />
<br />
In most cases, the number of slots in a rack directly corresponds to that rack's <code>heatAttenuation</code> attribute<br />
<br />
{| class="wikitable"<br />
!Slot count !! heatAttenuation<br />
|-<br />
| 1 || 0<br />
|-<br />
| 2 || 0.25<br />
|-<br />
| 3 || 0.5<br />
|-<br />
| 4 || 0.63<br />
|-<br />
| 5 || 0.707<br />
|-<br />
| 6 || 0.758<br />
|-<br />
| 7 || 0.794<br />
|-<br />
| 8 || 0.82<br />
|-<br />
|}<br />
<br />
=== Master Overheat Damage Formula ===<br />
<br />
The odds for a given module to sustain overheat damage on a single cycle can be condensed into one formula:<br />
<br />
:<math>\displaystyle \text{Damage Chance}= \text{Rack Heat} \cdot \left( \frac{\text{Online Hi+Mid+Low Modules}}{\text{Total High+Mid+Low+Rig Slots}} \right) \cdot \text{heatAttenuation}^\mathrm{Distance}</math><br />
<br />
For example:<br />
* An [[Enyo]] (slots 5/3/4, 2 rigs), with 1 empty High slot, at 60% Rack Heat, overheating a Warp Scrambler in mid rack slot 1.<br />
<br />
Odds of damaging the Warp Scrambler itself:<br />
<br />
* Damage Chance = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 0]<br />
* Damage Chance = 0.6 * [11 / 14] * 1<br />
* Damage Chance = 0.6 * 0.786 * 1<br />
* Damage Chance = 0.471 = 47.1%<br />
<br />
Odds of damaging the modules in slots 2 and 3:<br />
* Slot 2 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 1]<br />
* Slot 2 = 0.471 * 0.5<br />
* Slot 2 = 0.236 = 23.6%<br />
<br />
* Slot 3 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 2]<br />
* Slot 3 = 0.471 * 0.25<br />
* Slot 3 = 0.118 = 11.8%<br />
<br />
== External links ==<br />
* [https://forums-archive.eveonline.com/message/344300/ The original EVE Forum thread] by Kadesh Priestess (2011), containing his research on overheat math.<br />
* [https://www.youtube.com/watch?v=3B0c_D7XGSk Everything you need to know about heat] (2019), a complete guide video by successful PvP pilot Suitonia.<br />
<br />
[[Category:Game mechanics]]<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Overheating&diff=178161Overheating2021-11-25T02:48:03Z<p>Arexand Oskold: /* Bonused Ships */ it's not 50% reduction, each of the skills applies -25% multiplicative</p>
<hr />
<div>'''Overheating''' (or '''overloading''') is an important ship combat mechanic in EVE Online. Any active module can be overheated, and overheating a module wrings better performance from it, at the cost of gradually-accumulating heat damage to the module.<br />
<br />
Incautious overheating can burn a module out completely, making it useless until it is repaired. However, if used with care or in an emergency, the benefit gained from an overheated module could be the difference between losing your ship and killing your enemy. Good pilots know when the risk is worth the possible reward.<br />
<br />
The timing of overheating and the management of the resulting heat damage are important parts of small-gang and solo PvP combat. Overheating remains useful in most larger PvP fleets. It has some niche uses in PvE combat.<br />
<br />
== Controls ==<br />
<br />
[[File:eveheat3.png|350px|thumb|Overheating in action. All the high slots that can be overheated are being overheated, so the small button for overheating the whole rack in between the module buttons and the core HUD has lit up. Two of the four mid slot modules that can be overheated are being overheated, and heat damage is visible on all four mid slot modules. The low slot modules are not being overheated, but they have been overheated recently, and have some damage.]]<br />
<br />
You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default, shift+F1 overheats the module controlled by the F1 key, though this can be changed in the shortcuts options.<br />
<br />
A module that's already active and receives an overheat command won't begin overheating until it starts its next cycle. A module that's already overheating that's commanded to stop won't cease overheating until the end of its current cycle. The green light at the top of the module button will flash when overheating is off but about to turn on at the next cycle change, or is on and about to turn off at the next cycle change.<br />
<br />
You can also "pre-heat" a module, by turning overheating on while the module isn't running. This ensures that it begins its first cycle overheated. A module primed to overheat will stay primed after warping, but not after jumping or docking.<br />
<br />
Not all modules can be overheated. For example, neither cloaks nor command bursts can be overheated, and no passive modules can be overheated.<br />
<br />
In some circumstances, you may need to overheat many modules as fast as possible. You can choose to overheat an entire rack (all the high slots, all the mid slots, or all the low slots) via the small buttons to the left of each rack.<br />
<br />
In the right-click menu available on the capacitor circle itself, there is an option called "Lock Module Overheat State". When enabled, this blocks all overheating changes on all modules: modules which aren't overheating can't be heated, and modules which are already overheating can't have their heat turned off. This can be used to prevent accidental overheating, although it is a very inflexible tool.<br />
<br />
== Benefits and Uses ==<br />
<br />
Any overheated module increases its performance in some way.<br />
<br />
=== Key Uses ===<br />
<br />
A complete table of heat bonuses follows below, but some of the most important effects to know are:<br />
<br />
* Heating a '''[[Propulsion equipment|propulsion module]]''' provides an additional 50% speed bonus. Since speed and positioning are key to many kinds of PvP combat and to some kinds of PvE combat, this can prove crucial.<br />
* Heating '''[[Tackling|tackle modules]]''' boosts their range.<br />
** It is often worth pre-heating your point/scram/web when in warp towards an engagement, especially if you are likely to be the initial tackle, as greater tackling range at the beginning of a fight can make the difference between catching or losing a target. <br />
** Similarly, it is also often worth overheating tackle at the end of a fight, if your targets are trying to leave.<br />
* Heating '''[[Tanking|tank modules]]''' increases their effect. <br />
** This is simplest and most obvious for active tank modules: shield boosters and armour repairers ''both'' repair more per cycle and cycle faster when heated. Note that the faster cycle means a heaver capacitor burden.<br />
** Ancillary shield boosters and armour repairers should almost always be used overheated, since they already offer a short-term, "burst" tank.<br />
** Active resistance hardeners can also be overheated, however, and when heated they make your ship resist more damage. This means that overheating can also benefit some types of buffer tank and some types of passive shield tank.<br />
* Heating '''all [[Turrets|turrets]] and [[Missiles|missile launchers]]''' increases their potential DPS, but not always in the same way.<br />
** Short-ranged turrets (pulse lasers, blasters, autocannon) get a bonus to their raw damage-per-shot.<br />
** Long-ranged turrets (beam lasers, railguns, artillery) get a bonus to their rate of fire. Note that an increased rate of fire also means an increased capacitor burden from beam lasers and railguns.<br />
** All kinds of missile launcher get a bonus to rate of fire.<br />
<br />
At its simplest, overheating is a tool for high-stakes moments in combat, and a pilot in serious danger of losing their ship in either PvP or PvE is almost never wrong to overheat relevant modules. Some of the effects noted here, though, such as the tackle module range bonuses, are slightly subtler, and experienced pilots develop a sense of when to use them.<br />
<br />
=== All Heat Benefits ===<br />
<br />
{| class="wikitable"<br />
!Module Type !! Overheat Effect !! Percent Bonus<br />
|-<br />
| Afterburner<br/>Microwarpdrive || Speed Bonus || 50%<br />
|-<br />
| Warp Disruptor<br/>Warp Scrambler || Range Bonus || 20%<br />
|-<br />
| Stasis Webifier || Range Bonus || 30%<br />
|-<br />
| Stasis Grappler || Optimal Range Bonus || 300%<br />
|-<br />
| ECM Jammer<br/>Burst Jammer<br/>Tracking Distruptor<br/>Guidance Distruptor<br/>Remote Sensor Dampener<br/>Target Painter|| Strength Bonus || 20%<br />
|-<br />
| Energy Neutralizer<br/>Energy Nosferatu || Duration Bonus || -15%<br />
|-<br />
| Armor Hardener<br/>Shield Hardener || Strength Bonus || 20%<br />
|-<br />
| Armor Repairer || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Shield Booster || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Hull Repairer || Duration Bonus || -15%<br />
|-<br />
| Remote Armor Repairer<br/>Remote Shield Booster<br/>Remote Cap Transmitter || Duration Bonus || -15%<br />
|-<br />
| Remote Sensor Booster<br/>Remote Tracking Computer || Strength Bonus || 15%<br />
|-<br />
| Short Range Turrets || Damage Bonus || 15%<br />
|-<br />
| Long Range Turrets || Duration Bonus || -15%<br />
|-<br />
| Missile Launchers || Duration Bonus || -15%<br />
|-<br />
| Tracking Computer<br/>Guidance Computer<br/>Omnidirectional Tracking Link<br/>Sensor Booster || Strength Bonus || 15%<br />
|-<br />
| Cap Booster || Duration Bonus || -20%<br />
|}<br />
<br />
== Heat Damage ==<br />
<br />
The downside of overheating is '''heat damage'''. Heat damage is ''not'' related to normal damage: overheating does not cause damage to your shield, armour, or hull hit points. Heat damage has no link to the Thermal damage type.<br />
<br />
Rather, heat damage is dealt to the hitpoints of individual modules. If you "show info" on a module, and check its "Attributes" tab, you will see it has "Structure Hitpoints". Most modules have 40 hitpoints. Heat damage is dealt to these hitpoints.<br />
<br />
The amount of heat damage on a module is visible as a red fringe that creeps around the circular module icon counterclockwise, from the 12 o'clock position. Having some heat damage does not affect modules' functions or power in any way. However, when a module has lost all of its hitpoints—when the red fringe has completely circled the module icon and reached 12 o'clock again—the module will stop working (or "burn out"). Note that if any single one of a grouped set of turrets or missile launchers burns completely out, the button for the whole group will become useless; it will be possible to continue using the other weapons, but only by ungrouping them (and if necessary regrouping them without including the burned-out module).<br />
<br />
=== Damage Mechanics ===<br />
<br />
The mathematics of heat damage is discussed in a later section for those interested. What all pilots should know about the mechanics heat damage is as follows.<br />
<br />
[[File:eveheat3.png|350px|thumb|Consider this image again. Varying levels of heat damage are visible as red fringes around the modules. The rack heat dials above the capacitor show that the low and mid slot racks are only a little hot, while the high slot rack (rightmost dial) is nearly as hot as it can be.]]<br />
<br />
Heat damage is not dealt reliably and automatically by every heated module cycle. Instead, it is dealt through a chance-based mechanic. Each heated cycle of any module always raises the ''heat level'' of the module's rack, by a reliably predictable amount: a heated cycle from a high slot module increases the high slot rack heat level, a heated cycle from a mid slot module heats up the mid slot rack, and so on. The following factors affect rack heat generation:<br />
<br />
* Having more modules running overheated in the same rack generates more rack heat.<br />
* Larger ships generate rack heat more slowly than smaller ships.<br />
* Propulsion modules generate a lot of rack heat.<br />
* Most T2 non-propulsion modules generate quite a lot of rack heat.<br />
* All T1 non-propulsion modules and a few T2 modules generate a little heat.<br />
* Faster-cycling modules tend to generate less heat per cycle.<br />
<br />
Each heated cycle of any module has a ''chance'' to deal heat damage to the heated module, or to other modules in the rack. The chance of heat damage at the end of a cycle increases with the level of rack heat; how hot a high, medium, or low rack is affects how much of a chance of heat damage there is. The increase in the chance of heat damage caused by higher rack heat is not a steady, linear increase: high levels of rack heat generate a ''much'' higher chance of heat damage than low levels of rack heat. Rack heat is displayed in the three dials directly above the circle of the capacitor indicator. The leftmost dial displays low slot heat, the middle dial displays mid slot heat, and the rightmost dial displays high slot heat. <br />
<br />
Heat damage chances are also affected by proximity in the rack. A module is most likely to deal heat damage to itself; then to modules adjacent to it, then to other modules in the rack with the chance of heat damage decreasing with greater distance in the rack.<br />
<br />
Rack heat dissipates when modules in a rack are not being overheated. Heat dissipates quickly when the rack is very hot, and slowly when the rack is relatively cool. Pilots should note that when a ship is docked up, heat in its racks does ''not'' instantly disappear. It continues to dissipate at the normal rate. As a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired.<br />
<br />
=== Preventing Heat Damage ===<br />
<br />
[[File:eveheat2.png|350px|thumb|In these low slots, the two active modules—armor repairer on the left, ancillary armor repairer on the right—have been put at opposite ends of the rack, to distance their heating effects from each other.]]<br />
<br />
It is possible to overheat intelligently, in ways that limit the amount of heat damage caused.<br />
<br />
In judging the risk of heat damage, '''rack heat is more important than the extent of damage already sustained''', and '''the rack heat indicators can matter more than heat damage on a module button'''. If a rack is completely cool, it is usually safe to overheat for a cycle or two even with quite damaged modules: sometimes modules take no damage at all from a single cycle of heat when the rack starts out entirely cool. If, by contrast, a rack is very hot, it is quite risky to overheat even a module with little heat damage, as at high rack heat levels, damage will stack up very quickly.<br />
<br />
[[File:eveheat1.png|350px|thumb|The pilot of this Stabber has two small energy neuts fitted in the high slots, but as these are secondary tools and less likely to be heated than the guns, they are placed to space the guns out and absorb heat damage. In the mid slots, the shield extender—not an active module—is positioned to separate the often-overheated, strongly heat-generating MWD from the tackle modules—which might themselves be overheated to get extra tackle range early in a fight.]]<br />
<br />
Since the proximity of modules to each other affects their risk of heat damage, '''spreading out and separating active modules in a rack can mitigate heat damage'''. By placing the active modules in a rack as far away from each other as possible, the heat damage from each module can be spread out rather than concentrating on particular parts of the rack. Passive modules or less-important active modules can be placed in the slots between.<br />
<br />
In the high slots of a combat ship, it is common to spread out the main weapon system modules as much as possible, putting secondary weapons, utility tools such as energy neutralizers, or [[Command Bursts|command burst modules]] between the often-heated weapons. It is still possible to group the guns or launchers as normal. Pilots can move the module buttons around in space to keep them assigned to sensible keys in a logical arrangement, while retaining the "true" arrangement of modules in the fitting itself.<br />
<br />
Offlined modules and wholly empty module slots are especially effective at reducing heat damage.<br />
<br />
Players sometimes call these fitting practices "heatsinking", since the passive or less-commonly-used active modules placed between high-heat modules act as heat sinks. This idiom has no relation to the Heat Sink module, a low slot DPS-enhancing module for energy weapons; the Heat Sink module and its variations are no more effective as ''actual'' heat sinks than any other module.<br />
<br />
=== Repairing Heat Damage ===<br />
<br />
==== Nanite Repair Paste ====<br />
<br />
An item called "Nanite Repair Paste" can be used to repair heat damage while in space. To do this, make sure you have some paste in your cargo hold, and then right-click on the damaged module button, and select "repair". Paste repairs take some time, enough time that they are generally applied between fights rather than during fights. Hovering over the repairing module's button will bring up a tooltip displaying the remaining repair time.<br />
<br />
Repairs can be cancelled (right-click the module button and select the option to do this) and are cancelled automatically if your ship jumps through a gate, filaments, or travels via a jump to a cyno. The amount of repair carried out before cancellation will remain, and only the equivalent amount of paste will be used up. Paste cannot be used to repair a module which is fully burned out.<br />
<br />
A module cannot be used while it is being repaired. No module in a given rack can be overheated while any other module in the same rack is being repaired using paste. It ''is'', however, possible to repair a module's heat damage while it is reloaded. This can be useful with modules with very long reload times, such as Rapid Light Missile Launchers and ancillary shield boosters / armour repairers.<br />
<br />
==== Tether ====<br />
<br />
When tethered on a friendly [[Upwell structures|Upwell structure]], heat damage to a ship's modules is slowly repaired, for free. Tethering can repair burned-out modules.<br />
<br />
==== Docked Repairs ====<br />
<br />
Heat damage can also be repaired, instantly, when docked up. In NPC stations this comes with a cost; in player-owned structures owned by friendly players and with appropriate settings, it can be done for free. Repairs while docked will repair fully burned-out modules too.<br />
<br />
Pilots should (again) note that docking up does not instantly clear rack heat itself. A ship can be docked and have its heat damage quickly repaired, but if it is immediately undocked its racks might still be hot. This will not cause more damage by itself, but must be borne in mind if the ship is about to overheat its modules again straight away.<br />
<br />
== Overheating Bonuses ==<br />
<br />
=== Skills ===<br />
<br />
The skill that lets pilots overheat is {{sk|Thermodynamics|mult=yes|price=yes}}. Thermodynamics reduces the heat damage caused by overheating by 5% per skill level, for a 25% reduction at level V. This is a starting skill for characters created between September 2015 and September 2019. Older and newer characters must train the requisites and this skill on their own.<br />
<br />
There are also two skills which make paste repairs more efficient:<br />
<br />
* {{sk|Nanite Operation|mult=yes|price=yes}} - provides a 5% reduction in Nanite Repair Paste consumption per level.<br />
* {{sk|Nanite Interfacing|mult=yes|price=yes}} - provides a 20% increase in damaged module repair amount per second.<br />
<br />
=== Bonused Ships ===<br />
<br />
[[Tactical Destroyers]] and [[Strategic Cruisers]] have bonuses improving their ability to overheat, allowing them to sustain overheats for longer. These bonuses are tied to the skills required to fly them:<br />
<br />
* (Racial) Tactical Destroyer - Provides 5% reduction to heat damage from overheating per level.<br />
* (Racial) Strategic Cruiser - Provides 5% reduction to heat damage from overheating, and 10% increase in damaged module repair amount per second, per level.<br />
* (Racial) Core Systems - Provides 5% reduction to heat damage from overheating per level when the associated electronic warfare subsystem is fitted.<br />
<br />
A Tactical Destroyer or Strategic Cruiser flown by a pilot with Thermodynamics V and the appropriate Tactical Destroyer or Strategic Cruiser skill at V, will sustain 44.75% reduced damage from overheating. A Strategic Cruiser fitted with the electronic warfare Core subsystem and flown by a pilot with Thermodynamics V, and the appropriate Strategic Cruiser and Core Systems skills at V, will sustain 57.8% reduced damage from overheating.<br />
<br />
[[Combat Interceptors]] and [[Industrials#Deep_Space_Transports|Deep Space Transports]] have flat role bonuses that double the benefit of overheating certain modules:<br />
<br />
* Combat Interceptors - Provides 100% bonus to the benefits of overheating Afterburners and Microwarpdrives.<br />
* Deep Space Transports - Provides 100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules.<br />
<br />
=== Red Giant Wormholes ===<br />
<br />
Wormhole space systems with the [[Wormhole_space#Red_Giant|Red Giant effect]] increase both the risk and the reward associated with overheating. Every Red Giant wormhole increases heat damage by a percentage, and increases the bonuses gained from overheating by twice that percentage.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
| rowspan="6" style="padding: 0px;" | [[File:WH_Red_Giant.jpg|180px]]<br />
! Effects<br />
! Class 1<br />
! Class 2<br />
! Class 3<br />
! Class 4<br />
! Class 5<br />
! Class 6<br />
|- style="background:#3B0B0B;"<br />
! Heat Damage<br />
| +15%<br />
| +22%<br />
| +29%<br />
| +36%<br />
| +43%<br />
| &#43;50%<br />
|- style="background:#0A2A0A;"<br />
! Overheat Effect Bonus<br />
| 30%<br />
| 44%<br />
| 58%<br />
| 72%<br />
| 86%<br />
| 100%<br />
|}<br />
<br />
== Heat Mathematics ==<br />
<br />
=== Rack Heat ===<br />
<br />
The following tables specify how exactly module type and hull size affect heat generation.<br />
<br />
{| class="wikitable"<br />
!Module Type !! Rack Heat Generation/second<br />
|-<br />
| Afterburner, Microwarpdrive || 4%<br />
|-<br />
| Most T2 modules || 2%<br />
|-<br />
| All other non-T2 Modules || 1%<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
!Hull Size !! Rack Heat Generation Rate<br />
|-<br />
| Frigate, Interdictor, Command Destroyer<ref>Most T2 ships have the same heat generation as their T1 variants. T2 Destroyers are the exception.</ref> || 100%<br />
|-<br />
| Destroyer, Tactical Destroyer || 85%<br />
|-<br />
| Cruiser, Industrial, Mining Barge || 75%<br />
|-<br />
| Battlecruiser || 65%<br />
|-<br />
| Battleship || 50%<br />
|-<br />
| Carrier, Force Auxiliary || 40%<br />
|-<br />
| Dreadnought, Supercarrier, Orca, Rorqual || 35%<br />
|-<br />
| Titan || 25%<br />
|-<br />
|}<br />
<references/><br />
The values from these tables cannot be found in-game. They must be found on outside sources. Module heat generation rates can be found on modules, under the attribute <code>heatAbsorbtionRateModifier</code>, and hull heat generation modifiers can be found on ship hulls, under the attribute <code>heatGenerationModifier</code>.<br />
<br />
The time required for a rack to reach a certain heat level (starting from '''0%''' rack heat) with a given set of overheated modules can be calculated with the following formula:<br />
H(t)=(heatCapacity/100)-e^(-t*heatGenerationMultiplier*sum(heatAbsorbtionRateModifier))<br />
:<math>\displaystyle \text{H(t)}= 1 - e ^ \left( \text{-t} \cdot \text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right) \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - H(t) \right)}}{\text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right)} </math><br />
where<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* t is the time in seconds<br />
* heatGenerationMultiplier is the "Rack Heat Generation Rate" from the above table based on hull size<br />
* sum(heatAbsorbtionRateModifier) is the sum of the "Rack Heat Generation/Second" (as a decimal) of all currently overheated modules in the rack<br />
<br />
So for example, if a frigate overheating a Warp Scrambler I, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.5}}{0.01} = \frac{0.693}{0.01} = 69.3 </math><br />
69.3 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.1}}{0.01} = \frac{2.303}{0.01} = 230.3 </math><br />
230.3 seconds to reach 90% rack heat<br />
<br />
Meanwhile, if a [[Catalyst]], with 8 Light Neutron Blaster IIs, was overheating its full gun rack, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.5}}{0.85 \cdot 0.16} = \frac{0.693}{0.136} = 5.1 </math><br />
5.1 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.1}}{0.85 \cdot 0.16} = \frac{2.303}{0.136} = 16.9 </math><br />
16.9 seconds to reach 90% rack heat<br />
<br />
This illustrates the speed at which large gun racks heat up and burn out, versus the much slower rate at which individual E-War or local repair modules will heat and burn.<br />
<br />
The time required to increase rack heat from a given level to a target level is found by calculating the time required to reach the higher level, and subtracting the time required to reach the lower level. So, for that frigate to increase from 50% rack heat to 90% rack heat, it would take (230.3 - 69.3) = 161 seconds.<br />
<br />
The logarithmic nature of this formula dictates that it is, in theory, impossible to reach 100% rack heat, which is why the above sections used the more accessible numbers of 50% and 90%. However, in practice, once rack heat passes 99% it's near enough to 100% that it can be effectively considered 100%; and besides, if you're overheating your modules to the point that you hit 99% rack heat you're well on the road to burning out the entire rack anyway.<br />
<br />
=== Rack Heat Dissipation ===<br />
<br />
When no modules in a rack are being overheated, the rack will dissipate stored heat, at a rate proportional to how hot the rack is. The rate of dissipation is:<br />
: <math>\displaystyle \text{Heat Dissipation per second} = (\text{Current Rack Heat %}) \cdot 1\text{%}</math><br />
For example, at 60% rack heat, the rack will lose heat at 0.6%/second. <br />
<br />
Unlike heat generation, heat dissipation is constant across all ship sizes. <br />
<br />
The actual time required for a rack's heat to dissipate can be calculated using the following formula:<br />
:<math>\displaystyle \text{H(t)}= \text{H(0)} \cdot e ^ \left( \text{-t} \cdot \text{heatDissipationRate} \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{\text{H(0)}}{\text{H(t)}}}</math><br />
where<br />
* t is time in seconds<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* H(0) is the initial heat level<br />
* heatDissipationRate is 0.01 (on all ships)<br />
<br />
So, for example, the time required for a ship to drop from 90% rack heat to 50% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.9}{0.5}} = 100 \cdot 0.58778 = \text{58.8 seconds}</math><br />
and the time required to drop from 50% rack heat to 20% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.5}{0.2}} = 100 \cdot 0.91629 = \text{91.6 seconds}</math><br />
The logarithmic nature of this formula implies that actually reaching 0% rack heat is impossible, so at some low value (unknown but below 1%) the server simply rounds down to 0%. If we assume that low value is 0.5%, then the maximum possible heat dissipation time is<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{1.0}{0.005}} = 100 \cdot 5.2983 = \text{529.8 seconds}</math><br />
-Which is just less than 9 minutes.<br />
<br />
The following is a quick-reference table of heat dissipation times<br />
{| class="wikitable"<br />
|-<br />
| Heat Level || 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 10% || 1% <br />
|-<br />
| Time to lose next 10% || 10.5s || 11.8s || 13.4s || 15.4s || 18.2s || 22.3s || 28.8s || 40.5s || 69.3s || 230s || -<br />
|-<br />
| Cumulative loss time from 100% || - || 10.5s || 22.3s || 35.7s || 51.1s || 69.3s || 91.6s || 120.4s || 160.9s || 230.2s || 460.2s<br />
|-<br />
|}<br />
This chart also demonstrates a very useful rule-of-thumb for managing rack heat in combat: It takes '''69 seconds''' for a rack's heat to drop by half.<br />
<br />
=== Heat Attenuation Values ===<br />
<br />
In most cases, the number of slots in a rack directly corresponds to that rack's <code>heatAttenuation</code> attribute<br />
<br />
{| class="wikitable"<br />
!Slot count !! heatAttenuation<br />
|-<br />
| 1 || 0<br />
|-<br />
| 2 || 0.25<br />
|-<br />
| 3 || 0.5<br />
|-<br />
| 4 || 0.63<br />
|-<br />
| 5 || 0.707<br />
|-<br />
| 6 || 0.758<br />
|-<br />
| 7 || 0.794<br />
|-<br />
| 8 || 0.82<br />
|-<br />
|}<br />
<br />
=== Master Overheat Damage Formula ===<br />
<br />
The odds for a given module to sustain overheat damage on a single cycle can be condensed into one formula:<br />
<br />
:<math>\displaystyle \text{Damage Chance}= \text{Rack Heat} \cdot \left( \frac{\text{Online Hi+Mid+Low Modules}}{\text{Total High+Mid+Low+Rig Slots}} \right) \cdot \text{heatAttenuation}^\mathrm{Distance}</math><br />
<br />
For example:<br />
* An [[Enyo]] (slots 5/3/4, 2 rigs), with 1 empty High slot, at 60% Rack Heat, overheating a Warp Scrambler in mid rack slot 1.<br />
<br />
Odds of damaging the Warp Scrambler itself:<br />
<br />
* Damage Chance = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 0]<br />
* Damage Chance = 0.6 * [11 / 14] * 1<br />
* Damage Chance = 0.6 * 0.786 * 1<br />
* Damage Chance = 0.471 = 47.1%<br />
<br />
Odds of damaging the modules in slots 2 and 3:<br />
* Slot 2 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 1]<br />
* Slot 2 = 0.471 * 0.5<br />
* Slot 2 = 0.236 = 23.6%<br />
<br />
* Slot 3 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 2]<br />
* Slot 3 = 0.471 * 0.25<br />
* Slot 3 = 0.118 = 11.8%<br />
<br />
== External links ==<br />
* [https://forums-archive.eveonline.com/message/344300/ The original EVE Forum thread] by Kadesh Priestess (2011), containing his research on overheat math.<br />
* [https://www.youtube.com/watch?v=3B0c_D7XGSk Everything you need to know about heat] (2019), a complete guide video by successful PvP pilot Suitonia.<br />
<br />
[[Category:Game mechanics]]<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Ships&diff=178094Ships2021-11-24T08:28:06Z<p>Arexand Oskold: /* The Other Factions */ faction logos</p>
<hr />
<div>A '''ship''' or '''spaceship''' in EVE Online is an entity used to traverse space, battle enemy forces, ferry materials and products, provide logistical services along with many other uses. A ship may be piloted by a capsuleer (player) or non-player characters such as [[CONCORD]], faction militaries, civilian industrialists, outlawed paramilitary and pirate forces.<br />
<br />
__TOC__<br />
<br />
==Mechanics==<br />
Ships accelerate by using their engines, almost always located at the stern of the ship. They cannot travel at near-lightspeeds without the use of warp drives. Initiating warp requires an object with mass or feigned mass. The ship will acquire this object as a target and use a warp drive in conjunction with sub-lightspeed thrusters to accelerate through a warp tunnel.[[File:cyno.jpg|200px|thumb|right|"Military experts are calling this a cynosural field." -Journalist during the start of the Gallente-Caldari War in YC110]]<br />
Ships can be built and stored in stations except for super-capital classes. Gates and wormholes are methods of travel that propel ships over great distances inaccessible through conventional means of travel. Capital class ships can use their built in jump drives to travel these great distances. A [[cynosural field]] is used to provide a target for the jump capable ships to lock onto.<br />
<br />
The hitpoints of a ship come from its shield, armor and structure. Shields are absent from certain NPC vessels, however all capsuleer ships including capsules have all three defensive systems. These hitpoints are used for [[Tanking]] against incoming damage. Nearly all ships have module slots, allowing them to fit module types such as (but not limited to) guns, repairers, plates, electronic warfare, cloaks, rigs and afterburners.<br />
<br />
All ships have capacitor banks, similar to a gigantic battery. The engines charge these batteries and the accumulated energy is used to run modules and power the warp drive.<br />
<br />
Certain ships have drone bays, specialized cargoholds, ship maintenance bays and fuel bays.<br />
<br />
==Spaceship Command==<br />
[[File:Sin.jpg|200px|thumb|right|The Sin, Black Ops Battleship which requires months of training to fly.]]In order to fly ships in EVE, your character must train the Spaceship Command skills required by that ship. This is not the actual Spaceship Command skill itself, but rather the many individual skills under the [[Skills:Spaceship Command|Spaceship Command]] category.<br />
<br />
The skills for larger hull types and higher tech levels usually require some skill training in smaller hull types or lower tech levels first. In order to fly a T1 cruiser, for instance, you are first required to have some training in a T1 destroyer command skill. Likewise, the command skills for T2 frigates require perfecting the T1 frigate command skills.<br />
<br />
In most cases, the prerequisites required to fly bigger ships (by hull type) are faster to train for than the prerequisites required for higher tech levels. As a result, newer pilots may find themselves in large T1 ships (battlecruisers or battleships) long before they can fly a T2 ship of any size. This is not a hard-and-fast rule, though. It's perfectly reasonable to train straight from T1 frigates into T2 frigates, for instance, without ever training the skills required to fly larger T1 ships, if that is your goal as a pilot.<br />
<br />
==Support Skills==<br />
Being able to fly a ship, and being able to fly a ship well, are two very different things. While the command skill may let you get into a ship and undock it from a station, this is only the first step in using a ship properly. In addition to the skills you will need to fit all of the guns and mods you want to use, there is an entire suite of [[Support Skills]] you should read about as well.<br />
<br />
==Fitting==<br />
Ships are merely empty hulls just waiting to be equipped with all of the guns and modules that enable them to do a job. The process of equipping a ship is known as "fitting" the ship, and it's an expansive topic. The [[Fitting Guidelines]] is an excellent place to start learning about fitting a ship.<br />
<br />
However, one basic concept is worth mentioning here as it ties into the ship sizes listed earlier. The ship sizes are grouped into small, medium, large, or xlarge. When browsing the market, you'll notice that modules and weapons are also grouped into these same sizes. When fitting a ship you normally want to use modules and weapons that are in the same size grouping as the ship size. This can sometimes be confusing, especially with weapon systems, as many items may will say "medium" in the name, but actually belong to the "small" size group in the market categories. What matters for ship fitting is that the market category size group matches the ship size, not any terms found in the item name itself.<br />
<br />
==Categorization==<br />
Ships can be categorized in many ways, this section will cover the most basic methods. The examples given are not a complete representation of ships in EVE. {{co|#ff6251||It should be noted however, that more expensive or bigger doesn't always mean better in EVE.}}<br />
<br />
====Size Class====<br />
[[File:Avatar.jpg|200px|thumb|right|An Avatar, one of the largest ships in EVE. Almost 14 kilometers in length, it is over 200 times longer than the Punisher, an Amarrian frigate.]]As ships increase in size they gain more hitpoints, theoretical damage and module slots. They sacrifice mobility and damage application against smaller targets. The sizes (with a few example ships) are as follows:<br />
<br />
*'''[[Frigates]]''': {{icon|isis gallente|22}}[[Incursus]], {{icon|isis caldari|22}}[[Heron]], {{icon|isis amarr|22}}[[Crucifier]], {{icon|isis minmatar|22}}[[Burst]]<br />
*'''[[Destroyers]]''': {{icon|isis gallente|22}}[[Algos]], {{icon|isis caldari|22}}[[Corax]], {{icon|isis amarr|22}}[[Coercer]], {{icon|isis minmatar|22}}[[Thrasher]]<br />
*'''[[Cruisers]]''': {{icon|isis gallente|22}}[[Thorax]], {{icon|isis caldari|22}}[[Caracal]], {{icon|isis amarr|22}}[[Maller]], {{icon|isis minmatar|22}}[[Scythe]]<br />
*'''[[Battlecruisers]]''': {{icon|isis gallente|22}}[[Myrmidon]], {{icon|isis caldari|22}}[[Ferox]], {{icon|isis amarr|22}}[[Harbinger]], {{icon|isis minmatar|22}}[[Hurricane]]<br />
*'''[[Battleships]]''': {{icon|isis gallente|22}}[[Megathron]], {{icon|isis caldari|22}}[[Rokh]], {{icon|isis amarr|22}}[[Abaddon]], {{icon|isis minmatar|22}}[[Tempest]]<br />
*'''[[Capital Ships]]''': {{icon|isis ore|22}}[[Rorqual]], {{icon|isis gallente|22}}[[Anshar]], {{icon|isis caldari|22}}[[Charon]]<br />
**'''[[Carriers]]''': {{icon|isis gallente|22}}[[Thanatos]], {{icon|isis caldari|22}}[[Chimera]], {{icon|isis amarr|22}}[[Archon]], {{icon|isis minmatar|22}}[[Nidhoggur]]<br />
**'''[[Dreadnoughts]]''': {{icon|isis gallente|22}}[[Moros]], {{icon|isis caldari|22}}[[Phoenix]], {{icon|isis amarr|22}}[[Revelation]], {{icon|isis minmatar|22}}[[Naglfar]]<br />
**'''[[Force Auxiliaries]]''': {{icon|isis amarr|22}}[[Apostle]], {{icon|isis caldari|22}}[[Minokawa]], {{icon|isis gallente|22}}[[Ninazu]], {{icon|isis minmatar|22}}[[Lif]]<br />
*'''Supercapitals'''<br />
**'''[[Supercarriers]]''': {{icon|isis gallente|22}}[[Nyx]], {{icon|isis caldari|22}}[[Wyvern]], {{icon|isis amarr|22}}[[Aeon]], {{icon|isis minmatar|22}}[[Hel]]<br />
**'''[[Titans]]''': {{icon|isis gallente|22}}[[Erebus]], {{icon|isis caldari|22}}[[Leviathan]], {{icon|isis amarr|22}}[[Avatar]], {{icon|isis minmatar|22}}[[Ragnarok]]<br />
<br />
Some ships that don't fit or are hard to pin down in this classification are certain [[Industrials]] and [[Outer Ring Excavations|ORE]] Ships. A common simplification of this classification is calling a [[Carrier]], [[Dreadnought]], [[Supercarrier]], [[Titan]] and [[Rorqual]] capitals, while calling all other ships sub-capitals.<br />
<br />
===== T1 Ship Class Comparison Table =====<br />
This table is meant to provide a basic comparison of ship classes - for example, that "bigger is slower, but has more fitting slots." Characteristics that vary widely have been omitted. For example, bonuses can make drone capacity or scan resolution much higher or lower on one kind of Cruiser than another. (These often turn out to be the characteristics that define unique uses for ships within a class ... e.g., "drone cruiser", "ewar cruiser", "exploration cruiser.")<br />
<br />
''Note that the following numbers are averages; drawn from a sample of four ships in each class.''<br />
<br />
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;"<br />
|+ '''Quick T1 Class Comparison'''<br />
! scope="col" width="100px" style="background-color:#222222;" | Ship Class<br />
! scope="col" width="100px" style="background-color:#222222;" | Speed (m/sec)<br />
! scope="col" width="100px" style="background-color:#222222;" |Warp Speed (AU)<br />
! scope="col" width="100px" style="background-color:#222222;" | Time to Warp (sec)<br />
! scope="col" width="100px" style="background-color:#222222;" | Slots<br />
! scope="col" width="100px" style="background-color:#222222;" | Capacitor (gj)<br />
! scope="col" width="100px" style="background-color:#222222;" | Signature Radius (m)<br />
|- <br />
| Shuttle|| 500 || 5 || 2 || 0 || 250 || 25<br />
|- <br />
| Frigate|| 300-400 || 5 || 5 || 10 || 250-350 || 35-40<br />
|- <br />
| Destroyer|| 235-365 || 4.5 || 6-7|| 13 || 500-700 || 62-70<br />
|- <br />
| Cruiser|| 190-240 || 3 || 8-9|| 14 || 1250-1950 || 120-150<br />
|- <br />
| Battlecruiser|| 145-180 || 2.7 || 12 || 17 || 2300-3500 || 250-300<br />
|- <br />
| Battleship|| 89-130 || 2 || 15-20 || 19 || 5500-6500 || 330-470<br />
|}<br />
<br />
====Tech & Faction Level====<br />
[[File:Imperial Navy Slicer.jpg|200px|thumb|right|An Imperial Navy Slicer. A common sight an areas with small gang and solo PvP activity.]]Tech levels refer to the complexity and rarity of the materials required to build a ship. Faction level indicates the origin of the design. Navy faction means the factions with legal navies by CONCORD standards(Gallente, Caldari, Amarr, Minmatar) built the ship. Pirate faction means outlawed entities(Sansha, Serpentis, Guristas etc) have built the ship. The only exception to this are the Sisters of EVE who build pirate faction grade ships but are not outlawed. Here are some examples:<br />
<br />
*Tech 1: {{icon|isis gallente|22}}[[Incursus]], {{icon|isis caldari|22}}[[Corax]], {{icon|isis amarr|22}}[[Omen]], {{icon|isis minmatar|22}}[[Hurricane]]<br />
*Navy Faction: {{icon|isis gallente|22}}[[Brutix Navy Issue]], {{icon|isis caldari|22}}[[Raven Navy Issue]], {{icon|isis amarr|22}}[[Imperial Navy Slicer]], {{icon|isis minmatar|22}}[[Republic Fleet Firetail]]<br />
*Pirate Faction: {{icon|isis serpentis|22}}[[Vigilant]], {{icon|isis guristas|22}}[[Gila]], {{icon|isis blood|22}}[[Bhaalgorn]], {{icon|isis angel|22}}[[Dramiel]]<br />
*Tech 2: {{icon|isis gallente|22}}[[Ishtar]], {{icon|isis caldari|22}}[[Hawk]], {{icon|isis amarr|22}}[[Paladin]], {{icon|isis minmatar|22}}[[Sleipnir]]<br />
*Tech 3: {{icon|isis gallente|22}}[[Hecate]], {{icon|isis caldari|22}}[[Tengu]], {{icon|isis amarr|22}}[[Confessor]], {{icon|isis minmatar|22}}[[Loki]]<br />
<br />
Tech 1 ships are the baseline for all other ships. They are cheap and are built with knowledge available to the galaxy, and they remain useful even for advanced pilots. <br />
<br />
"Navy" faction ships are generally amped up versions of their Tech 1 counterparts, although sometimes their strong features are traded for other advantages. An example is the [[Drake Navy Issue]] which trades damage resistance for better damage application.<br />
<br />
Pirate Faction ships are a mix of Tech 1 ships that were modified by pirate factions, and entirely unique hulls designed by the pirate factions. (The Sisters of EVE are technically not pirates, but their ships are counted as "pirate".) Over time, capsuleers have adopted these ships for their superiority over Tech 1 ships. They generally have better tanks and better damage application. They may also sport specialized bonuses to certain modules, and draw benefits from spaceship command skills from multiple races. The [[Vindicator]], for instance, offers a unique combination of a [[Tackling_Guide#Stasis_Webifier_.28Web.29|stasis webifier]] bonus and massive damage output, which come from combining Gallente and Minmatar skills. Their downside is their price tag because blueprints are scarce and manufacturing is complex.<br />
<br />
Tech 2 ships are built by retrofitting tech 1 ships, and while they take some features from their tech 1 forms, the ways they fly and take advantage of fitting may be very different. They have higher resistance to incoming damage and are typically more specialized in their roles. A lot of special modules can only be fit on Tech 2 ships. The [[Heavy Interdictor]] is a prime example of a Tech 2 ship filling a specialized role: it can use a special module to stop ships within a wide area from warping away, but has more limited abilities in other areas. Tech 2 ships require extensive skill training to fly, but are often much less expensive than Pirate Faction ships due to their simpler production.<br />
<br />
Tech 3 ships were developed by the four empire factions after reverse engineering [[Sleeper]] technology. They are known for their often superior tank and versatility, which come from a very wide variety of innate hull bonuses, generous fitting layouts, and unique ways to completely transform themselves on-the-fly. All materials required for Tech 3 ships come from [[Wormhole Space]]. As an example, a [[Legion]] can be fitted to be a heavily armored [[Capacitor_Warfare_Guide|neuting]] ship, heavy assault missile boat, the more traditional laser boat; and may be active tanked, buffer tanked, or even able to cloak itself. There are many other fits for it, depending on what the pilot wants to do.<br />
<br />
====The Other Factions====<br />
CONCORD, EDENCOM, the Society of Conscious Thought, and the Triglavian Collective, all also offer ships. These ships follow completely different mechanics and skill sets than any other ships, and do not fit into the traditional tech and faction levels.<br />
<br />
* {{icon|concord|22}}CONCORD offers a trio of extremely flexible, extremely skill-intensive, highly militarized covert ops ships<br />
* [[Image:Logo_faction_edencom.png|22x22px|link=]]EDENCOM offers a curious, but very difficult to utilize, set of "chain lightning" ships<br />
* {{icon|society|22}}The SoCT offers a set of three ships with nearly limitless versatility and ''no skill requirements'', offering new and veteran players alike a set of inexpensive hulls to do anything, anywhere<br />
* {{icon|triglavian|22}}The Triglavian Collective offers a wide selection of ships which utilize unique ramping-over-time weapons to burn down targets well above their weight class<br />
<br />
====Non-Combat Ships====<br />
[[File:Charon.jpg|200px|thumb|right|A Charon. Prided for having the largest cargo bay across the spectrum.]]Not all ships are designed for aggressive action. A subset of ships with increased efficiency in resource gathering and cargo hauling are in wide use across the EVE universe. Here is a loose listing of these ships.<br />
<br />
===== Industrials =====<br />
These ships have large cargo capacities and are used to haul goods from place to place. Some are even more specialized, having extra capacity for such as ore, minerals or weapons. The smallest class of cargo ships, T1 industrials, are lightly defended and fly mostly among high security systems.<br />
*Tech 1: {{icon|isis gallente|22}}[[Iteron Mark V]], {{icon|isis caldari|22}}[[Badger]], {{icon|isis minmatar|22}}[[Mammoth]]<br />
Tech 2 industrials are divided between [[Blockade Runner|Blockade Runners]], which are fast and can cloak for use in low security space, and Deep Space Transports which have stronger defenses for hauling expensive cargos in high security or scouted low security space. Each EVE race has one of each kind of T2 industrial.<br />
*Tech 2 Blockade Runner: {{icon|isis caldari|22}}[[Crane]], {{icon|isis gallente|22}}[[Viator]]<br />
*Tech 2 Deep Space Transport: {{icon|isis minmatar|22}}[[Mastodon]], {{icon|isis amarr|22}}[[Impel]]<br />
<br />
===== Freighters =====<br />
Freighters are the largest cargo ships in EVE. These slow moving hulks have no high or medium equipment slots and depend entirely on their massive hulls for defense. In general, if you can package an item, you can fit it into the cargo hold of a T1 freighter.<br />
*Tech 1: {{icon|isis caldari|22}}[[Charon]], {{icon|isis minmatar|22}}[[Fenrir]], {{icon|isis gallente|22}}[[Obelisk]], {{icon|isis amarr|22}}[[Providence]]<br />
Tech 2 freighters are called [[Jump Freighters]]. They have smaller cargo bays than T1 freighters, but can use both jump gates and [[cynosural field|cynosural fields]]. The latter makes them especially useful in null sec.<br />
*Tech 2 (Jump Freighters): {{icon|isis gallente|22}}[[Anshar]], {{icon|isis amarr|22}}[[Ark]], {{icon|isis caldari|22}}[[Rhea]], {{icon|isis minmatar}}[[Nomad]]<br />
<br />
===== Miners =====<br />
While not intended for combat, ships bonused for mining can mount light weapons or carry drones suitable for defense against belt pirates. <br />
*Tech 1: {{icon|isis ore|22}}[[Venture]]<br />
The [[Mining Barges]] are usually the next step in the mining profession. Each of the three is bonused for a specific use in asteroid mining.<br />
*Tech 1: {{icon|isis ore|22}}[[Retriever]], {{icon|isis ore|22}}[[Covetor]], {{icon|isis ore|22}}[[Procurer]]<br />
The [[Exhumers]] are the top of the line in specialized ore extractors. As with the Mining Barges, each is bonused for a specific use.<br />
*Tech 2: {{icon|isis ore|22}}[[Hulk]], {{icon|isis ore|22}}[[Skiff]], {{icon|isis ore|22}}[[Mackinaw]]<br />
The [[Expedition Frigates]] specialize in ice and gas harvesting.<br />
*Tech 2: {{icon|isis ore|22}}[[Prospect]], {{icon|isis ore|22}}[[Endurance]]<br />
<br />
===== Specialty Ships =====<br />
* {{icon|isis ore|22}}[[Porpoise]]: The Porpoise is a mining command ship, bringing a larger cargo bay than other mining ships and the ability to improve the mining speeds of nearby allies.<br />
* {{icon|isis ore|22}}[[Orca]]: The big brother of the Porpoise, a much larger, more capable, and more resilient mining command platform, which also features an enormous cargo bay that lets it also act as a hauling ship.<br />
* {{icon|isis ore|22}}[[Noctis]]: The final word in Salvaging, able to fit up to 8 high-power salvagers or long-range tractor beams.<br />
* {{icon|isis ore|22}}[[Rorqual]]: The Capital Industrial Ship, the Dreadnought and Carrier of mining, and the final word in mining command. Extremely capable at mining, mining fleet support, defensive combat, and cargo hauling. Cannot be used in high security space, very powerful in low and null security space.<br />
*{{icon|isis soe|22}}[[Sisters of Eve]]: the three SOE ships ([[Astero]], [[Stratios]], [[Nestor]]) are optimized for exploration. Each is bonused for scanning and analyzing, and each has sufficient combat strength to either run PVE combat sites or hunt ''other'' exploration ships. They require both Amarr and Gallente spaceship skills, and to be used effectively they require solid scanning, drone skills, and armor skills.<br />
<br />
<br />
{{ShipsMatrix}}<br />
<br />
[[Category:Getting Started]]<br />
[[Category:Ships| ]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Ships&diff=178093Ships2021-11-24T08:24:04Z<p>Arexand Oskold: /* Tech & Faction Level */ new section: The Other Factions</p>
<hr />
<div>A '''ship''' or '''spaceship''' in EVE Online is an entity used to traverse space, battle enemy forces, ferry materials and products, provide logistical services along with many other uses. A ship may be piloted by a capsuleer (player) or non-player characters such as [[CONCORD]], faction militaries, civilian industrialists, outlawed paramilitary and pirate forces.<br />
<br />
__TOC__<br />
<br />
==Mechanics==<br />
Ships accelerate by using their engines, almost always located at the stern of the ship. They cannot travel at near-lightspeeds without the use of warp drives. Initiating warp requires an object with mass or feigned mass. The ship will acquire this object as a target and use a warp drive in conjunction with sub-lightspeed thrusters to accelerate through a warp tunnel.[[File:cyno.jpg|200px|thumb|right|"Military experts are calling this a cynosural field." -Journalist during the start of the Gallente-Caldari War in YC110]]<br />
Ships can be built and stored in stations except for super-capital classes. Gates and wormholes are methods of travel that propel ships over great distances inaccessible through conventional means of travel. Capital class ships can use their built in jump drives to travel these great distances. A [[cynosural field]] is used to provide a target for the jump capable ships to lock onto.<br />
<br />
The hitpoints of a ship come from its shield, armor and structure. Shields are absent from certain NPC vessels, however all capsuleer ships including capsules have all three defensive systems. These hitpoints are used for [[Tanking]] against incoming damage. Nearly all ships have module slots, allowing them to fit module types such as (but not limited to) guns, repairers, plates, electronic warfare, cloaks, rigs and afterburners.<br />
<br />
All ships have capacitor banks, similar to a gigantic battery. The engines charge these batteries and the accumulated energy is used to run modules and power the warp drive.<br />
<br />
Certain ships have drone bays, specialized cargoholds, ship maintenance bays and fuel bays.<br />
<br />
==Spaceship Command==<br />
[[File:Sin.jpg|200px|thumb|right|The Sin, Black Ops Battleship which requires months of training to fly.]]In order to fly ships in EVE, your character must train the Spaceship Command skills required by that ship. This is not the actual Spaceship Command skill itself, but rather the many individual skills under the [[Skills:Spaceship Command|Spaceship Command]] category.<br />
<br />
The skills for larger hull types and higher tech levels usually require some skill training in smaller hull types or lower tech levels first. In order to fly a T1 cruiser, for instance, you are first required to have some training in a T1 destroyer command skill. Likewise, the command skills for T2 frigates require perfecting the T1 frigate command skills.<br />
<br />
In most cases, the prerequisites required to fly bigger ships (by hull type) are faster to train for than the prerequisites required for higher tech levels. As a result, newer pilots may find themselves in large T1 ships (battlecruisers or battleships) long before they can fly a T2 ship of any size. This is not a hard-and-fast rule, though. It's perfectly reasonable to train straight from T1 frigates into T2 frigates, for instance, without ever training the skills required to fly larger T1 ships, if that is your goal as a pilot.<br />
<br />
==Support Skills==<br />
Being able to fly a ship, and being able to fly a ship well, are two very different things. While the command skill may let you get into a ship and undock it from a station, this is only the first step in using a ship properly. In addition to the skills you will need to fit all of the guns and mods you want to use, there is an entire suite of [[Support Skills]] you should read about as well.<br />
<br />
==Fitting==<br />
Ships are merely empty hulls just waiting to be equipped with all of the guns and modules that enable them to do a job. The process of equipping a ship is known as "fitting" the ship, and it's an expansive topic. The [[Fitting Guidelines]] is an excellent place to start learning about fitting a ship.<br />
<br />
However, one basic concept is worth mentioning here as it ties into the ship sizes listed earlier. The ship sizes are grouped into small, medium, large, or xlarge. When browsing the market, you'll notice that modules and weapons are also grouped into these same sizes. When fitting a ship you normally want to use modules and weapons that are in the same size grouping as the ship size. This can sometimes be confusing, especially with weapon systems, as many items may will say "medium" in the name, but actually belong to the "small" size group in the market categories. What matters for ship fitting is that the market category size group matches the ship size, not any terms found in the item name itself.<br />
<br />
==Categorization==<br />
Ships can be categorized in many ways, this section will cover the most basic methods. The examples given are not a complete representation of ships in EVE. {{co|#ff6251||It should be noted however, that more expensive or bigger doesn't always mean better in EVE.}}<br />
<br />
====Size Class====<br />
[[File:Avatar.jpg|200px|thumb|right|An Avatar, one of the largest ships in EVE. Almost 14 kilometers in length, it is over 200 times longer than the Punisher, an Amarrian frigate.]]As ships increase in size they gain more hitpoints, theoretical damage and module slots. They sacrifice mobility and damage application against smaller targets. The sizes (with a few example ships) are as follows:<br />
<br />
*'''[[Frigates]]''': {{icon|isis gallente|22}}[[Incursus]], {{icon|isis caldari|22}}[[Heron]], {{icon|isis amarr|22}}[[Crucifier]], {{icon|isis minmatar|22}}[[Burst]]<br />
*'''[[Destroyers]]''': {{icon|isis gallente|22}}[[Algos]], {{icon|isis caldari|22}}[[Corax]], {{icon|isis amarr|22}}[[Coercer]], {{icon|isis minmatar|22}}[[Thrasher]]<br />
*'''[[Cruisers]]''': {{icon|isis gallente|22}}[[Thorax]], {{icon|isis caldari|22}}[[Caracal]], {{icon|isis amarr|22}}[[Maller]], {{icon|isis minmatar|22}}[[Scythe]]<br />
*'''[[Battlecruisers]]''': {{icon|isis gallente|22}}[[Myrmidon]], {{icon|isis caldari|22}}[[Ferox]], {{icon|isis amarr|22}}[[Harbinger]], {{icon|isis minmatar|22}}[[Hurricane]]<br />
*'''[[Battleships]]''': {{icon|isis gallente|22}}[[Megathron]], {{icon|isis caldari|22}}[[Rokh]], {{icon|isis amarr|22}}[[Abaddon]], {{icon|isis minmatar|22}}[[Tempest]]<br />
*'''[[Capital Ships]]''': {{icon|isis ore|22}}[[Rorqual]], {{icon|isis gallente|22}}[[Anshar]], {{icon|isis caldari|22}}[[Charon]]<br />
**'''[[Carriers]]''': {{icon|isis gallente|22}}[[Thanatos]], {{icon|isis caldari|22}}[[Chimera]], {{icon|isis amarr|22}}[[Archon]], {{icon|isis minmatar|22}}[[Nidhoggur]]<br />
**'''[[Dreadnoughts]]''': {{icon|isis gallente|22}}[[Moros]], {{icon|isis caldari|22}}[[Phoenix]], {{icon|isis amarr|22}}[[Revelation]], {{icon|isis minmatar|22}}[[Naglfar]]<br />
**'''[[Force Auxiliaries]]''': {{icon|isis amarr|22}}[[Apostle]], {{icon|isis caldari|22}}[[Minokawa]], {{icon|isis gallente|22}}[[Ninazu]], {{icon|isis minmatar|22}}[[Lif]]<br />
*'''Supercapitals'''<br />
**'''[[Supercarriers]]''': {{icon|isis gallente|22}}[[Nyx]], {{icon|isis caldari|22}}[[Wyvern]], {{icon|isis amarr|22}}[[Aeon]], {{icon|isis minmatar|22}}[[Hel]]<br />
**'''[[Titans]]''': {{icon|isis gallente|22}}[[Erebus]], {{icon|isis caldari|22}}[[Leviathan]], {{icon|isis amarr|22}}[[Avatar]], {{icon|isis minmatar|22}}[[Ragnarok]]<br />
<br />
Some ships that don't fit or are hard to pin down in this classification are certain [[Industrials]] and [[Outer Ring Excavations|ORE]] Ships. A common simplification of this classification is calling a [[Carrier]], [[Dreadnought]], [[Supercarrier]], [[Titan]] and [[Rorqual]] capitals, while calling all other ships sub-capitals.<br />
<br />
===== T1 Ship Class Comparison Table =====<br />
This table is meant to provide a basic comparison of ship classes - for example, that "bigger is slower, but has more fitting slots." Characteristics that vary widely have been omitted. For example, bonuses can make drone capacity or scan resolution much higher or lower on one kind of Cruiser than another. (These often turn out to be the characteristics that define unique uses for ships within a class ... e.g., "drone cruiser", "ewar cruiser", "exploration cruiser.")<br />
<br />
''Note that the following numbers are averages; drawn from a sample of four ships in each class.''<br />
<br />
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;"<br />
|+ '''Quick T1 Class Comparison'''<br />
! scope="col" width="100px" style="background-color:#222222;" | Ship Class<br />
! scope="col" width="100px" style="background-color:#222222;" | Speed (m/sec)<br />
! scope="col" width="100px" style="background-color:#222222;" |Warp Speed (AU)<br />
! scope="col" width="100px" style="background-color:#222222;" | Time to Warp (sec)<br />
! scope="col" width="100px" style="background-color:#222222;" | Slots<br />
! scope="col" width="100px" style="background-color:#222222;" | Capacitor (gj)<br />
! scope="col" width="100px" style="background-color:#222222;" | Signature Radius (m)<br />
|- <br />
| Shuttle|| 500 || 5 || 2 || 0 || 250 || 25<br />
|- <br />
| Frigate|| 300-400 || 5 || 5 || 10 || 250-350 || 35-40<br />
|- <br />
| Destroyer|| 235-365 || 4.5 || 6-7|| 13 || 500-700 || 62-70<br />
|- <br />
| Cruiser|| 190-240 || 3 || 8-9|| 14 || 1250-1950 || 120-150<br />
|- <br />
| Battlecruiser|| 145-180 || 2.7 || 12 || 17 || 2300-3500 || 250-300<br />
|- <br />
| Battleship|| 89-130 || 2 || 15-20 || 19 || 5500-6500 || 330-470<br />
|}<br />
<br />
====Tech & Faction Level====<br />
[[File:Imperial Navy Slicer.jpg|200px|thumb|right|An Imperial Navy Slicer. A common sight an areas with small gang and solo PvP activity.]]Tech levels refer to the complexity and rarity of the materials required to build a ship. Faction level indicates the origin of the design. Navy faction means the factions with legal navies by CONCORD standards(Gallente, Caldari, Amarr, Minmatar) built the ship. Pirate faction means outlawed entities(Sansha, Serpentis, Guristas etc) have built the ship. The only exception to this are the Sisters of EVE who build pirate faction grade ships but are not outlawed. Here are some examples:<br />
<br />
*Tech 1: {{icon|isis gallente|22}}[[Incursus]], {{icon|isis caldari|22}}[[Corax]], {{icon|isis amarr|22}}[[Omen]], {{icon|isis minmatar|22}}[[Hurricane]]<br />
*Navy Faction: {{icon|isis gallente|22}}[[Brutix Navy Issue]], {{icon|isis caldari|22}}[[Raven Navy Issue]], {{icon|isis amarr|22}}[[Imperial Navy Slicer]], {{icon|isis minmatar|22}}[[Republic Fleet Firetail]]<br />
*Pirate Faction: {{icon|isis serpentis|22}}[[Vigilant]], {{icon|isis guristas|22}}[[Gila]], {{icon|isis blood|22}}[[Bhaalgorn]], {{icon|isis angel|22}}[[Dramiel]]<br />
*Tech 2: {{icon|isis gallente|22}}[[Ishtar]], {{icon|isis caldari|22}}[[Hawk]], {{icon|isis amarr|22}}[[Paladin]], {{icon|isis minmatar|22}}[[Sleipnir]]<br />
*Tech 3: {{icon|isis gallente|22}}[[Hecate]], {{icon|isis caldari|22}}[[Tengu]], {{icon|isis amarr|22}}[[Confessor]], {{icon|isis minmatar|22}}[[Loki]]<br />
<br />
Tech 1 ships are the baseline for all other ships. They are cheap and are built with knowledge available to the galaxy, and they remain useful even for advanced pilots. <br />
<br />
"Navy" faction ships are generally amped up versions of their Tech 1 counterparts, although sometimes their strong features are traded for other advantages. An example is the [[Drake Navy Issue]] which trades damage resistance for better damage application.<br />
<br />
Pirate Faction ships are a mix of Tech 1 ships that were modified by pirate factions, and entirely unique hulls designed by the pirate factions. (The Sisters of EVE are technically not pirates, but their ships are counted as "pirate".) Over time, capsuleers have adopted these ships for their superiority over Tech 1 ships. They generally have better tanks and better damage application. They may also sport specialized bonuses to certain modules, and draw benefits from spaceship command skills from multiple races. The [[Vindicator]], for instance, offers a unique combination of a [[Tackling_Guide#Stasis_Webifier_.28Web.29|stasis webifier]] bonus and massive damage output, which come from combining Gallente and Minmatar skills. Their downside is their price tag because blueprints are scarce and manufacturing is complex.<br />
<br />
Tech 2 ships are built by retrofitting tech 1 ships, and while they take some features from their tech 1 forms, the ways they fly and take advantage of fitting may be very different. They have higher resistance to incoming damage and are typically more specialized in their roles. A lot of special modules can only be fit on Tech 2 ships. The [[Heavy Interdictor]] is a prime example of a Tech 2 ship filling a specialized role: it can use a special module to stop ships within a wide area from warping away, but has more limited abilities in other areas. Tech 2 ships require extensive skill training to fly, but are often much less expensive than Pirate Faction ships due to their simpler production.<br />
<br />
Tech 3 ships were developed by the four empire factions after reverse engineering [[Sleeper]] technology. They are known for their often superior tank and versatility, which come from a very wide variety of innate hull bonuses, generous fitting layouts, and unique ways to completely transform themselves on-the-fly. All materials required for Tech 3 ships come from [[Wormhole Space]]. As an example, a [[Legion]] can be fitted to be a heavily armored [[Capacitor_Warfare_Guide|neuting]] ship, heavy assault missile boat, the more traditional laser boat; and may be active tanked, buffer tanked, or even able to cloak itself. There are many other fits for it, depending on what the pilot wants to do.<br />
<br />
====The Other Factions====<br />
CONCORD, EDENCOM, the Society of Conscious Thought, and the Triglavian Collective, all also offer ships. These ships follow completely different mechanics and skill sets than any other ships, and do not fit into the traditional tech and faction levels.<br />
<br />
* CONCORD offers a trio of extremely flexible, extremely skill-intensive, highly militarized covert ops ships<br />
* EDENCOM offers a curious, but very difficult to utilize, set of "chain lightning" ships<br />
* The SoCT offers a set of three ships with nearly limitless versatility and ''no skill requirements'', offering new and veteran players alike a set of inexpensive hulls to do anything, anywhere<br />
* The Triglavian Collective offers a wide selection of ships which utilize unique ramping-over-time weapons to burn down targets well above their weight class<br />
<br />
====Non-Combat Ships====<br />
[[File:Charon.jpg|200px|thumb|right|A Charon. Prided for having the largest cargo bay across the spectrum.]]Not all ships are designed for aggressive action. A subset of ships with increased efficiency in resource gathering and cargo hauling are in wide use across the EVE universe. Here is a loose listing of these ships.<br />
<br />
===== Industrials =====<br />
These ships have large cargo capacities and are used to haul goods from place to place. Some are even more specialized, having extra capacity for such as ore, minerals or weapons. The smallest class of cargo ships, T1 industrials, are lightly defended and fly mostly among high security systems.<br />
*Tech 1: {{icon|isis gallente|22}}[[Iteron Mark V]], {{icon|isis caldari|22}}[[Badger]], {{icon|isis minmatar|22}}[[Mammoth]]<br />
Tech 2 industrials are divided between [[Blockade Runner|Blockade Runners]], which are fast and can cloak for use in low security space, and Deep Space Transports which have stronger defenses for hauling expensive cargos in high security or scouted low security space. Each EVE race has one of each kind of T2 industrial.<br />
*Tech 2 Blockade Runner: {{icon|isis caldari|22}}[[Crane]], {{icon|isis gallente|22}}[[Viator]]<br />
*Tech 2 Deep Space Transport: {{icon|isis minmatar|22}}[[Mastodon]], {{icon|isis amarr|22}}[[Impel]]<br />
<br />
===== Freighters =====<br />
Freighters are the largest cargo ships in EVE. These slow moving hulks have no high or medium equipment slots and depend entirely on their massive hulls for defense. In general, if you can package an item, you can fit it into the cargo hold of a T1 freighter.<br />
*Tech 1: {{icon|isis caldari|22}}[[Charon]], {{icon|isis minmatar|22}}[[Fenrir]], {{icon|isis gallente|22}}[[Obelisk]], {{icon|isis amarr|22}}[[Providence]]<br />
Tech 2 freighters are called [[Jump Freighters]]. They have smaller cargo bays than T1 freighters, but can use both jump gates and [[cynosural field|cynosural fields]]. The latter makes them especially useful in null sec.<br />
*Tech 2 (Jump Freighters): {{icon|isis gallente|22}}[[Anshar]], {{icon|isis amarr|22}}[[Ark]], {{icon|isis caldari|22}}[[Rhea]], {{icon|isis minmatar}}[[Nomad]]<br />
<br />
===== Miners =====<br />
While not intended for combat, ships bonused for mining can mount light weapons or carry drones suitable for defense against belt pirates. <br />
*Tech 1: {{icon|isis ore|22}}[[Venture]]<br />
The [[Mining Barges]] are usually the next step in the mining profession. Each of the three is bonused for a specific use in asteroid mining.<br />
*Tech 1: {{icon|isis ore|22}}[[Retriever]], {{icon|isis ore|22}}[[Covetor]], {{icon|isis ore|22}}[[Procurer]]<br />
The [[Exhumers]] are the top of the line in specialized ore extractors. As with the Mining Barges, each is bonused for a specific use.<br />
*Tech 2: {{icon|isis ore|22}}[[Hulk]], {{icon|isis ore|22}}[[Skiff]], {{icon|isis ore|22}}[[Mackinaw]]<br />
The [[Expedition Frigates]] specialize in ice and gas harvesting.<br />
*Tech 2: {{icon|isis ore|22}}[[Prospect]], {{icon|isis ore|22}}[[Endurance]]<br />
<br />
===== Specialty Ships =====<br />
* {{icon|isis ore|22}}[[Porpoise]]: The Porpoise is a mining command ship, bringing a larger cargo bay than other mining ships and the ability to improve the mining speeds of nearby allies.<br />
* {{icon|isis ore|22}}[[Orca]]: The big brother of the Porpoise, a much larger, more capable, and more resilient mining command platform, which also features an enormous cargo bay that lets it also act as a hauling ship.<br />
* {{icon|isis ore|22}}[[Noctis]]: The final word in Salvaging, able to fit up to 8 high-power salvagers or long-range tractor beams.<br />
* {{icon|isis ore|22}}[[Rorqual]]: The Capital Industrial Ship, the Dreadnought and Carrier of mining, and the final word in mining command. Extremely capable at mining, mining fleet support, defensive combat, and cargo hauling. Cannot be used in high security space, very powerful in low and null security space.<br />
*{{icon|isis soe|22}}[[Sisters of Eve]]: the three SOE ships ([[Astero]], [[Stratios]], [[Nestor]]) are optimized for exploration. Each is bonused for scanning and analyzing, and each has sufficient combat strength to either run PVE combat sites or hunt ''other'' exploration ships. They require both Amarr and Gallente spaceship skills, and to be used effectively they require solid scanning, drone skills, and armor skills.<br />
<br />
<br />
{{ShipsMatrix}}<br />
<br />
[[Category:Getting Started]]<br />
[[Category:Ships| ]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Ships&diff=178092Ships2021-11-24T08:12:57Z<p>Arexand Oskold: /* Specialty Ships */ add Porpoise, rewrite all the descriptions</p>
<hr />
<div>A '''ship''' or '''spaceship''' in EVE Online is an entity used to traverse space, battle enemy forces, ferry materials and products, provide logistical services along with many other uses. A ship may be piloted by a capsuleer (player) or non-player characters such as [[CONCORD]], faction militaries, civilian industrialists, outlawed paramilitary and pirate forces.<br />
<br />
__TOC__<br />
<br />
==Mechanics==<br />
Ships accelerate by using their engines, almost always located at the stern of the ship. They cannot travel at near-lightspeeds without the use of warp drives. Initiating warp requires an object with mass or feigned mass. The ship will acquire this object as a target and use a warp drive in conjunction with sub-lightspeed thrusters to accelerate through a warp tunnel.[[File:cyno.jpg|200px|thumb|right|"Military experts are calling this a cynosural field." -Journalist during the start of the Gallente-Caldari War in YC110]]<br />
Ships can be built and stored in stations except for super-capital classes. Gates and wormholes are methods of travel that propel ships over great distances inaccessible through conventional means of travel. Capital class ships can use their built in jump drives to travel these great distances. A [[cynosural field]] is used to provide a target for the jump capable ships to lock onto.<br />
<br />
The hitpoints of a ship come from its shield, armor and structure. Shields are absent from certain NPC vessels, however all capsuleer ships including capsules have all three defensive systems. These hitpoints are used for [[Tanking]] against incoming damage. Nearly all ships have module slots, allowing them to fit module types such as (but not limited to) guns, repairers, plates, electronic warfare, cloaks, rigs and afterburners.<br />
<br />
All ships have capacitor banks, similar to a gigantic battery. The engines charge these batteries and the accumulated energy is used to run modules and power the warp drive.<br />
<br />
Certain ships have drone bays, specialized cargoholds, ship maintenance bays and fuel bays.<br />
<br />
==Spaceship Command==<br />
[[File:Sin.jpg|200px|thumb|right|The Sin, Black Ops Battleship which requires months of training to fly.]]In order to fly ships in EVE, your character must train the Spaceship Command skills required by that ship. This is not the actual Spaceship Command skill itself, but rather the many individual skills under the [[Skills:Spaceship Command|Spaceship Command]] category.<br />
<br />
The skills for larger hull types and higher tech levels usually require some skill training in smaller hull types or lower tech levels first. In order to fly a T1 cruiser, for instance, you are first required to have some training in a T1 destroyer command skill. Likewise, the command skills for T2 frigates require perfecting the T1 frigate command skills.<br />
<br />
In most cases, the prerequisites required to fly bigger ships (by hull type) are faster to train for than the prerequisites required for higher tech levels. As a result, newer pilots may find themselves in large T1 ships (battlecruisers or battleships) long before they can fly a T2 ship of any size. This is not a hard-and-fast rule, though. It's perfectly reasonable to train straight from T1 frigates into T2 frigates, for instance, without ever training the skills required to fly larger T1 ships, if that is your goal as a pilot.<br />
<br />
==Support Skills==<br />
Being able to fly a ship, and being able to fly a ship well, are two very different things. While the command skill may let you get into a ship and undock it from a station, this is only the first step in using a ship properly. In addition to the skills you will need to fit all of the guns and mods you want to use, there is an entire suite of [[Support Skills]] you should read about as well.<br />
<br />
==Fitting==<br />
Ships are merely empty hulls just waiting to be equipped with all of the guns and modules that enable them to do a job. The process of equipping a ship is known as "fitting" the ship, and it's an expansive topic. The [[Fitting Guidelines]] is an excellent place to start learning about fitting a ship.<br />
<br />
However, one basic concept is worth mentioning here as it ties into the ship sizes listed earlier. The ship sizes are grouped into small, medium, large, or xlarge. When browsing the market, you'll notice that modules and weapons are also grouped into these same sizes. When fitting a ship you normally want to use modules and weapons that are in the same size grouping as the ship size. This can sometimes be confusing, especially with weapon systems, as many items may will say "medium" in the name, but actually belong to the "small" size group in the market categories. What matters for ship fitting is that the market category size group matches the ship size, not any terms found in the item name itself.<br />
<br />
==Categorization==<br />
Ships can be categorized in many ways, this section will cover the most basic methods. The examples given are not a complete representation of ships in EVE. {{co|#ff6251||It should be noted however, that more expensive or bigger doesn't always mean better in EVE.}}<br />
<br />
====Size Class====<br />
[[File:Avatar.jpg|200px|thumb|right|An Avatar, one of the largest ships in EVE. Almost 14 kilometers in length, it is over 200 times longer than the Punisher, an Amarrian frigate.]]As ships increase in size they gain more hitpoints, theoretical damage and module slots. They sacrifice mobility and damage application against smaller targets. The sizes (with a few example ships) are as follows:<br />
<br />
*'''[[Frigates]]''': {{icon|isis gallente|22}}[[Incursus]], {{icon|isis caldari|22}}[[Heron]], {{icon|isis amarr|22}}[[Crucifier]], {{icon|isis minmatar|22}}[[Burst]]<br />
*'''[[Destroyers]]''': {{icon|isis gallente|22}}[[Algos]], {{icon|isis caldari|22}}[[Corax]], {{icon|isis amarr|22}}[[Coercer]], {{icon|isis minmatar|22}}[[Thrasher]]<br />
*'''[[Cruisers]]''': {{icon|isis gallente|22}}[[Thorax]], {{icon|isis caldari|22}}[[Caracal]], {{icon|isis amarr|22}}[[Maller]], {{icon|isis minmatar|22}}[[Scythe]]<br />
*'''[[Battlecruisers]]''': {{icon|isis gallente|22}}[[Myrmidon]], {{icon|isis caldari|22}}[[Ferox]], {{icon|isis amarr|22}}[[Harbinger]], {{icon|isis minmatar|22}}[[Hurricane]]<br />
*'''[[Battleships]]''': {{icon|isis gallente|22}}[[Megathron]], {{icon|isis caldari|22}}[[Rokh]], {{icon|isis amarr|22}}[[Abaddon]], {{icon|isis minmatar|22}}[[Tempest]]<br />
*'''[[Capital Ships]]''': {{icon|isis ore|22}}[[Rorqual]], {{icon|isis gallente|22}}[[Anshar]], {{icon|isis caldari|22}}[[Charon]]<br />
**'''[[Carriers]]''': {{icon|isis gallente|22}}[[Thanatos]], {{icon|isis caldari|22}}[[Chimera]], {{icon|isis amarr|22}}[[Archon]], {{icon|isis minmatar|22}}[[Nidhoggur]]<br />
**'''[[Dreadnoughts]]''': {{icon|isis gallente|22}}[[Moros]], {{icon|isis caldari|22}}[[Phoenix]], {{icon|isis amarr|22}}[[Revelation]], {{icon|isis minmatar|22}}[[Naglfar]]<br />
**'''[[Force Auxiliaries]]''': {{icon|isis amarr|22}}[[Apostle]], {{icon|isis caldari|22}}[[Minokawa]], {{icon|isis gallente|22}}[[Ninazu]], {{icon|isis minmatar|22}}[[Lif]]<br />
*'''Supercapitals'''<br />
**'''[[Supercarriers]]''': {{icon|isis gallente|22}}[[Nyx]], {{icon|isis caldari|22}}[[Wyvern]], {{icon|isis amarr|22}}[[Aeon]], {{icon|isis minmatar|22}}[[Hel]]<br />
**'''[[Titans]]''': {{icon|isis gallente|22}}[[Erebus]], {{icon|isis caldari|22}}[[Leviathan]], {{icon|isis amarr|22}}[[Avatar]], {{icon|isis minmatar|22}}[[Ragnarok]]<br />
<br />
Some ships that don't fit or are hard to pin down in this classification are certain [[Industrials]] and [[Outer Ring Excavations|ORE]] Ships. A common simplification of this classification is calling a [[Carrier]], [[Dreadnought]], [[Supercarrier]], [[Titan]] and [[Rorqual]] capitals, while calling all other ships sub-capitals.<br />
<br />
===== T1 Ship Class Comparison Table =====<br />
This table is meant to provide a basic comparison of ship classes - for example, that "bigger is slower, but has more fitting slots." Characteristics that vary widely have been omitted. For example, bonuses can make drone capacity or scan resolution much higher or lower on one kind of Cruiser than another. (These often turn out to be the characteristics that define unique uses for ships within a class ... e.g., "drone cruiser", "ewar cruiser", "exploration cruiser.")<br />
<br />
''Note that the following numbers are averages; drawn from a sample of four ships in each class.''<br />
<br />
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;"<br />
|+ '''Quick T1 Class Comparison'''<br />
! scope="col" width="100px" style="background-color:#222222;" | Ship Class<br />
! scope="col" width="100px" style="background-color:#222222;" | Speed (m/sec)<br />
! scope="col" width="100px" style="background-color:#222222;" |Warp Speed (AU)<br />
! scope="col" width="100px" style="background-color:#222222;" | Time to Warp (sec)<br />
! scope="col" width="100px" style="background-color:#222222;" | Slots<br />
! scope="col" width="100px" style="background-color:#222222;" | Capacitor (gj)<br />
! scope="col" width="100px" style="background-color:#222222;" | Signature Radius (m)<br />
|- <br />
| Shuttle|| 500 || 5 || 2 || 0 || 250 || 25<br />
|- <br />
| Frigate|| 300-400 || 5 || 5 || 10 || 250-350 || 35-40<br />
|- <br />
| Destroyer|| 235-365 || 4.5 || 6-7|| 13 || 500-700 || 62-70<br />
|- <br />
| Cruiser|| 190-240 || 3 || 8-9|| 14 || 1250-1950 || 120-150<br />
|- <br />
| Battlecruiser|| 145-180 || 2.7 || 12 || 17 || 2300-3500 || 250-300<br />
|- <br />
| Battleship|| 89-130 || 2 || 15-20 || 19 || 5500-6500 || 330-470<br />
|}<br />
<br />
====Tech & Faction Level====<br />
[[File:Imperial Navy Slicer.jpg|200px|thumb|right|An Imperial Navy Slicer. A common sight an areas with small gang and solo PvP activity.]]Tech levels refer to the complexity and rarity of the materials required to build a ship. Faction level indicates the origin of the design. Navy faction means the factions with legal navies by CONCORD standards(Gallente, Caldari, Amarr, Minmatar) built the ship. Pirate faction means outlawed entities(Sansha, Serpentis, Guristas etc) have built the ship. The only exception to this are the Sisters of EVE who build pirate faction grade ships but are not outlawed. Here are some examples:<br />
<br />
*Tech 1: {{icon|isis gallente|22}}[[Incursus]], {{icon|isis caldari|22}}[[Corax]], {{icon|isis amarr|22}}[[Omen]], {{icon|isis minmatar|22}}[[Hurricane]]<br />
*Navy Faction: {{icon|isis gallente|22}}[[Brutix Navy Issue]], {{icon|isis caldari|22}}[[Raven Navy Issue]], {{icon|isis amarr|22}}[[Imperial Navy Slicer]], {{icon|isis minmatar|22}}[[Republic Fleet Firetail]]<br />
*Pirate Faction: {{icon|isis serpentis|22}}[[Vigilant]], {{icon|isis guristas|22}}[[Gila]], {{icon|isis blood|22}}[[Bhaalgorn]], {{icon|isis angel|22}}[[Dramiel]]<br />
*Tech 2: {{icon|isis gallente|22}}[[Ishtar]], {{icon|isis caldari|22}}[[Hawk]], {{icon|isis amarr|22}}[[Paladin]], {{icon|isis minmatar|22}}[[Sleipnir]]<br />
*Tech 3: {{icon|isis gallente|22}}[[Hecate]], {{icon|isis caldari|22}}[[Tengu]], {{icon|isis amarr|22}}[[Confessor]], {{icon|isis minmatar|22}}[[Loki]]<br />
<br />
Tech 1 ships are the baseline for all other ships. They are cheap and are built with knowledge available to the galaxy, and they remain useful even for advanced pilots. <br />
<br />
"Navy" faction ships are generally amped up versions of their Tech 1 counterparts, although sometimes their strong features are traded for other advantages. An example is the [[Drake Navy Issue]] which trades damage resistance for better damage application.<br />
<br />
Pirate Faction ships are a mix of Tech 1 ships that were modified by pirate factions, and entirely unique hulls designed by the pirate factions. (The Sisters of EVE are technically not pirates, but their ships are counted as "pirate".) Over time, capsuleers have adopted these ships for their superiority over Tech 1 ships. They generally have better tanks and better damage application. They may also sport specialized bonuses to certain modules, and draw benefits from spaceship command skills from multiple races. The [[Vindicator]], for instance, offers a unique combination of a [[Tackling_Guide#Stasis_Webifier_.28Web.29|stasis webifier]] bonus and massive damage output, which come from combining Gallente and Minmatar skills. Their downside is their price tag because blueprints are scarce and manufacturing is complex.<br />
<br />
Tech 2 ships are built by retrofitting tech 1 ships, and while they take some features from their tech 1 forms, the ways they fly and take advantage of fitting may be very different. They have higher resistance to incoming damage and are typically more specialized in their roles. A lot of special modules can only be fit on Tech 2 ships. The [[Heavy Interdictor]] is a prime example of a Tech 2 ship filling a specialized role: it can use a special module to stop ships within a wide area from warping away, but has more limited abilities in other areas. Tech 2 ships require extensive skill training to fly, but are often much less expensive than Pirate Faction ships due to their simpler production.<br />
<br />
Tech 3 ships were developed by the four empire factions after reverse engineering [[Sleeper]] technology. They are known for their often superior tank and versatility, which come from a very wide variety of innate hull bonuses, generous fitting layouts, and unique ways to completely transform themselves on-the-fly. All materials required for Tech 3 ships come from [[Wormhole Space]]. As an example, a [[Legion]] can be fitted to be a heavily armored [[Capacitor_Warfare_Guide|neuting]] ship, heavy assault missile boat, the more traditional laser boat; and may be active tanked, buffer tanked, or even able to cloak itself. There are many other fits for it, depending on what the pilot wants to do.<br />
<br />
====Non-Combat Ships====<br />
[[File:Charon.jpg|200px|thumb|right|A Charon. Prided for having the largest cargo bay across the spectrum.]]Not all ships are designed for aggressive action. A subset of ships with increased efficiency in resource gathering and cargo hauling are in wide use across the EVE universe. Here is a loose listing of these ships.<br />
<br />
===== Industrials =====<br />
These ships have large cargo capacities and are used to haul goods from place to place. Some are even more specialized, having extra capacity for such as ore, minerals or weapons. The smallest class of cargo ships, T1 industrials, are lightly defended and fly mostly among high security systems.<br />
*Tech 1: {{icon|isis gallente|22}}[[Iteron Mark V]], {{icon|isis caldari|22}}[[Badger]], {{icon|isis minmatar|22}}[[Mammoth]]<br />
Tech 2 industrials are divided between [[Blockade Runner|Blockade Runners]], which are fast and can cloak for use in low security space, and Deep Space Transports which have stronger defenses for hauling expensive cargos in high security or scouted low security space. Each EVE race has one of each kind of T2 industrial.<br />
*Tech 2 Blockade Runner: {{icon|isis caldari|22}}[[Crane]], {{icon|isis gallente|22}}[[Viator]]<br />
*Tech 2 Deep Space Transport: {{icon|isis minmatar|22}}[[Mastodon]], {{icon|isis amarr|22}}[[Impel]]<br />
<br />
===== Freighters =====<br />
Freighters are the largest cargo ships in EVE. These slow moving hulks have no high or medium equipment slots and depend entirely on their massive hulls for defense. In general, if you can package an item, you can fit it into the cargo hold of a T1 freighter.<br />
*Tech 1: {{icon|isis caldari|22}}[[Charon]], {{icon|isis minmatar|22}}[[Fenrir]], {{icon|isis gallente|22}}[[Obelisk]], {{icon|isis amarr|22}}[[Providence]]<br />
Tech 2 freighters are called [[Jump Freighters]]. They have smaller cargo bays than T1 freighters, but can use both jump gates and [[cynosural field|cynosural fields]]. The latter makes them especially useful in null sec.<br />
*Tech 2 (Jump Freighters): {{icon|isis gallente|22}}[[Anshar]], {{icon|isis amarr|22}}[[Ark]], {{icon|isis caldari|22}}[[Rhea]], {{icon|isis minmatar}}[[Nomad]]<br />
<br />
===== Miners =====<br />
While not intended for combat, ships bonused for mining can mount light weapons or carry drones suitable for defense against belt pirates. <br />
*Tech 1: {{icon|isis ore|22}}[[Venture]]<br />
The [[Mining Barges]] are usually the next step in the mining profession. Each of the three is bonused for a specific use in asteroid mining.<br />
*Tech 1: {{icon|isis ore|22}}[[Retriever]], {{icon|isis ore|22}}[[Covetor]], {{icon|isis ore|22}}[[Procurer]]<br />
The [[Exhumers]] are the top of the line in specialized ore extractors. As with the Mining Barges, each is bonused for a specific use.<br />
*Tech 2: {{icon|isis ore|22}}[[Hulk]], {{icon|isis ore|22}}[[Skiff]], {{icon|isis ore|22}}[[Mackinaw]]<br />
The [[Expedition Frigates]] specialize in ice and gas harvesting.<br />
*Tech 2: {{icon|isis ore|22}}[[Prospect]], {{icon|isis ore|22}}[[Endurance]]<br />
<br />
===== Specialty Ships =====<br />
* {{icon|isis ore|22}}[[Porpoise]]: The Porpoise is a mining command ship, bringing a larger cargo bay than other mining ships and the ability to improve the mining speeds of nearby allies.<br />
* {{icon|isis ore|22}}[[Orca]]: The big brother of the Porpoise, a much larger, more capable, and more resilient mining command platform, which also features an enormous cargo bay that lets it also act as a hauling ship.<br />
* {{icon|isis ore|22}}[[Noctis]]: The final word in Salvaging, able to fit up to 8 high-power salvagers or long-range tractor beams.<br />
* {{icon|isis ore|22}}[[Rorqual]]: The Capital Industrial Ship, the Dreadnought and Carrier of mining, and the final word in mining command. Extremely capable at mining, mining fleet support, defensive combat, and cargo hauling. Cannot be used in high security space, very powerful in low and null security space.<br />
*{{icon|isis soe|22}}[[Sisters of Eve]]: the three SOE ships ([[Astero]], [[Stratios]], [[Nestor]]) are optimized for exploration. Each is bonused for scanning and analyzing, and each has sufficient combat strength to either run PVE combat sites or hunt ''other'' exploration ships. They require both Amarr and Gallente spaceship skills, and to be used effectively they require solid scanning, drone skills, and armor skills.<br />
<br />
<br />
{{ShipsMatrix}}<br />
<br />
[[Category:Getting Started]]<br />
[[Category:Ships| ]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Ships&diff=178091Ships2021-11-24T08:01:17Z<p>Arexand Oskold: /* Tech & Faction Level */ reshuffled pirate faction above T2, reworded most sections slightly</p>
<hr />
<div>A '''ship''' or '''spaceship''' in EVE Online is an entity used to traverse space, battle enemy forces, ferry materials and products, provide logistical services along with many other uses. A ship may be piloted by a capsuleer (player) or non-player characters such as [[CONCORD]], faction militaries, civilian industrialists, outlawed paramilitary and pirate forces.<br />
<br />
__TOC__<br />
<br />
==Mechanics==<br />
Ships accelerate by using their engines, almost always located at the stern of the ship. They cannot travel at near-lightspeeds without the use of warp drives. Initiating warp requires an object with mass or feigned mass. The ship will acquire this object as a target and use a warp drive in conjunction with sub-lightspeed thrusters to accelerate through a warp tunnel.[[File:cyno.jpg|200px|thumb|right|"Military experts are calling this a cynosural field." -Journalist during the start of the Gallente-Caldari War in YC110]]<br />
Ships can be built and stored in stations except for super-capital classes. Gates and wormholes are methods of travel that propel ships over great distances inaccessible through conventional means of travel. Capital class ships can use their built in jump drives to travel these great distances. A [[cynosural field]] is used to provide a target for the jump capable ships to lock onto.<br />
<br />
The hitpoints of a ship come from its shield, armor and structure. Shields are absent from certain NPC vessels, however all capsuleer ships including capsules have all three defensive systems. These hitpoints are used for [[Tanking]] against incoming damage. Nearly all ships have module slots, allowing them to fit module types such as (but not limited to) guns, repairers, plates, electronic warfare, cloaks, rigs and afterburners.<br />
<br />
All ships have capacitor banks, similar to a gigantic battery. The engines charge these batteries and the accumulated energy is used to run modules and power the warp drive.<br />
<br />
Certain ships have drone bays, specialized cargoholds, ship maintenance bays and fuel bays.<br />
<br />
==Spaceship Command==<br />
[[File:Sin.jpg|200px|thumb|right|The Sin, Black Ops Battleship which requires months of training to fly.]]In order to fly ships in EVE, your character must train the Spaceship Command skills required by that ship. This is not the actual Spaceship Command skill itself, but rather the many individual skills under the [[Skills:Spaceship Command|Spaceship Command]] category.<br />
<br />
The skills for larger hull types and higher tech levels usually require some skill training in smaller hull types or lower tech levels first. In order to fly a T1 cruiser, for instance, you are first required to have some training in a T1 destroyer command skill. Likewise, the command skills for T2 frigates require perfecting the T1 frigate command skills.<br />
<br />
In most cases, the prerequisites required to fly bigger ships (by hull type) are faster to train for than the prerequisites required for higher tech levels. As a result, newer pilots may find themselves in large T1 ships (battlecruisers or battleships) long before they can fly a T2 ship of any size. This is not a hard-and-fast rule, though. It's perfectly reasonable to train straight from T1 frigates into T2 frigates, for instance, without ever training the skills required to fly larger T1 ships, if that is your goal as a pilot.<br />
<br />
==Support Skills==<br />
Being able to fly a ship, and being able to fly a ship well, are two very different things. While the command skill may let you get into a ship and undock it from a station, this is only the first step in using a ship properly. In addition to the skills you will need to fit all of the guns and mods you want to use, there is an entire suite of [[Support Skills]] you should read about as well.<br />
<br />
==Fitting==<br />
Ships are merely empty hulls just waiting to be equipped with all of the guns and modules that enable them to do a job. The process of equipping a ship is known as "fitting" the ship, and it's an expansive topic. The [[Fitting Guidelines]] is an excellent place to start learning about fitting a ship.<br />
<br />
However, one basic concept is worth mentioning here as it ties into the ship sizes listed earlier. The ship sizes are grouped into small, medium, large, or xlarge. When browsing the market, you'll notice that modules and weapons are also grouped into these same sizes. When fitting a ship you normally want to use modules and weapons that are in the same size grouping as the ship size. This can sometimes be confusing, especially with weapon systems, as many items may will say "medium" in the name, but actually belong to the "small" size group in the market categories. What matters for ship fitting is that the market category size group matches the ship size, not any terms found in the item name itself.<br />
<br />
==Categorization==<br />
Ships can be categorized in many ways, this section will cover the most basic methods. The examples given are not a complete representation of ships in EVE. {{co|#ff6251||It should be noted however, that more expensive or bigger doesn't always mean better in EVE.}}<br />
<br />
====Size Class====<br />
[[File:Avatar.jpg|200px|thumb|right|An Avatar, one of the largest ships in EVE. Almost 14 kilometers in length, it is over 200 times longer than the Punisher, an Amarrian frigate.]]As ships increase in size they gain more hitpoints, theoretical damage and module slots. They sacrifice mobility and damage application against smaller targets. The sizes (with a few example ships) are as follows:<br />
<br />
*'''[[Frigates]]''': {{icon|isis gallente|22}}[[Incursus]], {{icon|isis caldari|22}}[[Heron]], {{icon|isis amarr|22}}[[Crucifier]], {{icon|isis minmatar|22}}[[Burst]]<br />
*'''[[Destroyers]]''': {{icon|isis gallente|22}}[[Algos]], {{icon|isis caldari|22}}[[Corax]], {{icon|isis amarr|22}}[[Coercer]], {{icon|isis minmatar|22}}[[Thrasher]]<br />
*'''[[Cruisers]]''': {{icon|isis gallente|22}}[[Thorax]], {{icon|isis caldari|22}}[[Caracal]], {{icon|isis amarr|22}}[[Maller]], {{icon|isis minmatar|22}}[[Scythe]]<br />
*'''[[Battlecruisers]]''': {{icon|isis gallente|22}}[[Myrmidon]], {{icon|isis caldari|22}}[[Ferox]], {{icon|isis amarr|22}}[[Harbinger]], {{icon|isis minmatar|22}}[[Hurricane]]<br />
*'''[[Battleships]]''': {{icon|isis gallente|22}}[[Megathron]], {{icon|isis caldari|22}}[[Rokh]], {{icon|isis amarr|22}}[[Abaddon]], {{icon|isis minmatar|22}}[[Tempest]]<br />
*'''[[Capital Ships]]''': {{icon|isis ore|22}}[[Rorqual]], {{icon|isis gallente|22}}[[Anshar]], {{icon|isis caldari|22}}[[Charon]]<br />
**'''[[Carriers]]''': {{icon|isis gallente|22}}[[Thanatos]], {{icon|isis caldari|22}}[[Chimera]], {{icon|isis amarr|22}}[[Archon]], {{icon|isis minmatar|22}}[[Nidhoggur]]<br />
**'''[[Dreadnoughts]]''': {{icon|isis gallente|22}}[[Moros]], {{icon|isis caldari|22}}[[Phoenix]], {{icon|isis amarr|22}}[[Revelation]], {{icon|isis minmatar|22}}[[Naglfar]]<br />
**'''[[Force Auxiliaries]]''': {{icon|isis amarr|22}}[[Apostle]], {{icon|isis caldari|22}}[[Minokawa]], {{icon|isis gallente|22}}[[Ninazu]], {{icon|isis minmatar|22}}[[Lif]]<br />
*'''Supercapitals'''<br />
**'''[[Supercarriers]]''': {{icon|isis gallente|22}}[[Nyx]], {{icon|isis caldari|22}}[[Wyvern]], {{icon|isis amarr|22}}[[Aeon]], {{icon|isis minmatar|22}}[[Hel]]<br />
**'''[[Titans]]''': {{icon|isis gallente|22}}[[Erebus]], {{icon|isis caldari|22}}[[Leviathan]], {{icon|isis amarr|22}}[[Avatar]], {{icon|isis minmatar|22}}[[Ragnarok]]<br />
<br />
Some ships that don't fit or are hard to pin down in this classification are certain [[Industrials]] and [[Outer Ring Excavations|ORE]] Ships. A common simplification of this classification is calling a [[Carrier]], [[Dreadnought]], [[Supercarrier]], [[Titan]] and [[Rorqual]] capitals, while calling all other ships sub-capitals.<br />
<br />
===== T1 Ship Class Comparison Table =====<br />
This table is meant to provide a basic comparison of ship classes - for example, that "bigger is slower, but has more fitting slots." Characteristics that vary widely have been omitted. For example, bonuses can make drone capacity or scan resolution much higher or lower on one kind of Cruiser than another. (These often turn out to be the characteristics that define unique uses for ships within a class ... e.g., "drone cruiser", "ewar cruiser", "exploration cruiser.")<br />
<br />
''Note that the following numbers are averages; drawn from a sample of four ships in each class.''<br />
<br />
{| class="wikitable" style="text-align:left; font-size:80%; margin: 1em auto 1em auto;"<br />
|+ '''Quick T1 Class Comparison'''<br />
! scope="col" width="100px" style="background-color:#222222;" | Ship Class<br />
! scope="col" width="100px" style="background-color:#222222;" | Speed (m/sec)<br />
! scope="col" width="100px" style="background-color:#222222;" |Warp Speed (AU)<br />
! scope="col" width="100px" style="background-color:#222222;" | Time to Warp (sec)<br />
! scope="col" width="100px" style="background-color:#222222;" | Slots<br />
! scope="col" width="100px" style="background-color:#222222;" | Capacitor (gj)<br />
! scope="col" width="100px" style="background-color:#222222;" | Signature Radius (m)<br />
|- <br />
| Shuttle|| 500 || 5 || 2 || 0 || 250 || 25<br />
|- <br />
| Frigate|| 300-400 || 5 || 5 || 10 || 250-350 || 35-40<br />
|- <br />
| Destroyer|| 235-365 || 4.5 || 6-7|| 13 || 500-700 || 62-70<br />
|- <br />
| Cruiser|| 190-240 || 3 || 8-9|| 14 || 1250-1950 || 120-150<br />
|- <br />
| Battlecruiser|| 145-180 || 2.7 || 12 || 17 || 2300-3500 || 250-300<br />
|- <br />
| Battleship|| 89-130 || 2 || 15-20 || 19 || 5500-6500 || 330-470<br />
|}<br />
<br />
====Tech & Faction Level====<br />
[[File:Imperial Navy Slicer.jpg|200px|thumb|right|An Imperial Navy Slicer. A common sight an areas with small gang and solo PvP activity.]]Tech levels refer to the complexity and rarity of the materials required to build a ship. Faction level indicates the origin of the design. Navy faction means the factions with legal navies by CONCORD standards(Gallente, Caldari, Amarr, Minmatar) built the ship. Pirate faction means outlawed entities(Sansha, Serpentis, Guristas etc) have built the ship. The only exception to this are the Sisters of EVE who build pirate faction grade ships but are not outlawed. Here are some examples:<br />
<br />
*Tech 1: {{icon|isis gallente|22}}[[Incursus]], {{icon|isis caldari|22}}[[Corax]], {{icon|isis amarr|22}}[[Omen]], {{icon|isis minmatar|22}}[[Hurricane]]<br />
*Navy Faction: {{icon|isis gallente|22}}[[Brutix Navy Issue]], {{icon|isis caldari|22}}[[Raven Navy Issue]], {{icon|isis amarr|22}}[[Imperial Navy Slicer]], {{icon|isis minmatar|22}}[[Republic Fleet Firetail]]<br />
*Pirate Faction: {{icon|isis serpentis|22}}[[Vigilant]], {{icon|isis guristas|22}}[[Gila]], {{icon|isis blood|22}}[[Bhaalgorn]], {{icon|isis angel|22}}[[Dramiel]]<br />
*Tech 2: {{icon|isis gallente|22}}[[Ishtar]], {{icon|isis caldari|22}}[[Hawk]], {{icon|isis amarr|22}}[[Paladin]], {{icon|isis minmatar|22}}[[Sleipnir]]<br />
*Tech 3: {{icon|isis gallente|22}}[[Hecate]], {{icon|isis caldari|22}}[[Tengu]], {{icon|isis amarr|22}}[[Confessor]], {{icon|isis minmatar|22}}[[Loki]]<br />
<br />
Tech 1 ships are the baseline for all other ships. They are cheap and are built with knowledge available to the galaxy, and they remain useful even for advanced pilots. <br />
<br />
"Navy" faction ships are generally amped up versions of their Tech 1 counterparts, although sometimes their strong features are traded for other advantages. An example is the [[Drake Navy Issue]] which trades damage resistance for better damage application.<br />
<br />
Pirate Faction ships are a mix of Tech 1 ships that were modified by pirate factions, and entirely unique hulls designed by the pirate factions. (The Sisters of EVE are technically not pirates, but their ships are counted as "pirate".) Over time, capsuleers have adopted these ships for their superiority over Tech 1 ships. They generally have better tanks and better damage application. They may also sport specialized bonuses to certain modules, and draw benefits from spaceship command skills from multiple races. The [[Vindicator]], for instance, offers a unique combination of a [[Tackling_Guide#Stasis_Webifier_.28Web.29|stasis webifier]] bonus and massive damage output, which come from combining Gallente and Minmatar skills. Their downside is their price tag because blueprints are scarce and manufacturing is complex.<br />
<br />
Tech 2 ships are built by retrofitting tech 1 ships, and while they take some features from their tech 1 forms, the ways they fly and take advantage of fitting may be very different. They have higher resistance to incoming damage and are typically more specialized in their roles. A lot of special modules can only be fit on Tech 2 ships. The [[Heavy Interdictor]] is a prime example of a Tech 2 ship filling a specialized role: it can use a special module to stop ships within a wide area from warping away, but has more limited abilities in other areas. Tech 2 ships require extensive skill training to fly, but are often much less expensive than Pirate Faction ships due to their simpler production.<br />
<br />
Tech 3 ships were developed by the four empire factions after reverse engineering [[Sleeper]] technology. They are known for their often superior tank and versatility, which come from a very wide variety of innate hull bonuses, generous fitting layouts, and unique ways to completely transform themselves on-the-fly. All materials required for Tech 3 ships come from [[Wormhole Space]]. As an example, a [[Legion]] can be fitted to be a heavily armored [[Capacitor_Warfare_Guide|neuting]] ship, heavy assault missile boat, the more traditional laser boat; and may be active tanked, buffer tanked, or even able to cloak itself. There are many other fits for it, depending on what the pilot wants to do.<br />
<br />
====Non-Combat Ships====<br />
[[File:Charon.jpg|200px|thumb|right|A Charon. Prided for having the largest cargo bay across the spectrum.]]Not all ships are designed for aggressive action. A subset of ships with increased efficiency in resource gathering and cargo hauling are in wide use across the EVE universe. Here is a loose listing of these ships.<br />
<br />
===== Industrials =====<br />
These ships have large cargo capacities and are used to haul goods from place to place. Some are even more specialized, having extra capacity for such as ore, minerals or weapons. The smallest class of cargo ships, T1 industrials, are lightly defended and fly mostly among high security systems.<br />
*Tech 1: {{icon|isis gallente|22}}[[Iteron Mark V]], {{icon|isis caldari|22}}[[Badger]], {{icon|isis minmatar|22}}[[Mammoth]]<br />
Tech 2 industrials are divided between [[Blockade Runner|Blockade Runners]], which are fast and can cloak for use in low security space, and Deep Space Transports which have stronger defenses for hauling expensive cargos in high security or scouted low security space. Each EVE race has one of each kind of T2 industrial.<br />
*Tech 2 Blockade Runner: {{icon|isis caldari|22}}[[Crane]], {{icon|isis gallente|22}}[[Viator]]<br />
*Tech 2 Deep Space Transport: {{icon|isis minmatar|22}}[[Mastodon]], {{icon|isis amarr|22}}[[Impel]]<br />
<br />
===== Freighters =====<br />
Freighters are the largest cargo ships in EVE. These slow moving hulks have no high or medium equipment slots and depend entirely on their massive hulls for defense. In general, if you can package an item, you can fit it into the cargo hold of a T1 freighter.<br />
*Tech 1: {{icon|isis caldari|22}}[[Charon]], {{icon|isis minmatar|22}}[[Fenrir]], {{icon|isis gallente|22}}[[Obelisk]], {{icon|isis amarr|22}}[[Providence]]<br />
Tech 2 freighters are called [[Jump Freighters]]. They have smaller cargo bays than T1 freighters, but can use both jump gates and [[cynosural field|cynosural fields]]. The latter makes them especially useful in null sec.<br />
*Tech 2 (Jump Freighters): {{icon|isis gallente|22}}[[Anshar]], {{icon|isis amarr|22}}[[Ark]], {{icon|isis caldari|22}}[[Rhea]], {{icon|isis minmatar}}[[Nomad]]<br />
<br />
===== Miners =====<br />
While not intended for combat, ships bonused for mining can mount light weapons or carry drones suitable for defense against belt pirates. <br />
*Tech 1: {{icon|isis ore|22}}[[Venture]]<br />
The [[Mining Barges]] are usually the next step in the mining profession. Each of the three is bonused for a specific use in asteroid mining.<br />
*Tech 1: {{icon|isis ore|22}}[[Retriever]], {{icon|isis ore|22}}[[Covetor]], {{icon|isis ore|22}}[[Procurer]]<br />
The [[Exhumers]] are the top of the line in specialized ore extractors. As with the Mining Barges, each is bonused for a specific use.<br />
*Tech 2: {{icon|isis ore|22}}[[Hulk]], {{icon|isis ore|22}}[[Skiff]], {{icon|isis ore|22}}[[Mackinaw]]<br />
The [[Expedition Frigates]] specialize in ice and gas harvesting.<br />
*Tech 2: {{icon|isis ore|22}}[[Prospect]], {{icon|isis ore|22}}[[Endurance]]<br />
<br />
===== Specialty Ships =====<br />
* {{icon|isis ore|22}}[[Orca]]: The Tech 1 Orca has special bonuses for mining, including the ability to fit three [[Command Burst|Command Burst Modules]]. The Orca's large cargo capacity also lets it serve double duty as a hauler.<br />
*{{icon|isis ore|22}}[[Noctis]]: The Tech 1 Noctis is bonused for salvaging. It can fit up to eight salvage units and tractor beams, and it can fly five salvage drones.<br />
* {{icon|isis ore|22}}[[Rorqual]]: This Capital Industrial Ship is designed as a command platform for mining in low security space. It has a variety of useful bonuses, including the ability to fit a Clone Vat.<br />
*{{icon|isis soe|22}}[[Sisters of Eve]]: the three SOE ships ([[Astero]], [[Stratios]], [[Nestor]]) are optimized for exploration. Each is bonused for scanning and analyzing, and each has sufficient combat strength to run PVE combat sites. They require both Amarr and Gallente spaceship skills, and to be used effectively they require solid scanning and drone skills. <br />
<br />
<br />
{{ShipsMatrix}}<br />
<br />
[[Category:Getting Started]]<br />
[[Category:Ships| ]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=List_of_PvP_Ships_by_Bonus&diff=178090List of PvP Ships by Bonus2021-11-24T05:39:12Z<p>Arexand Oskold: /* Frigate/Destroyer */ fix a table formatting error on Taranis. Remove Ares because no damage bonus.</p>
<hr />
<div>[[Category:PvP]]<br />
[[Category:Fleets]]<br />
[[Category:Ships]]<br />
This is a list of common PvP ships in EVE grouped by bonus type. This list is useful for fitting analysis and doctrine construction. (Limited edition ships are not listed here, nor are strategic cruisers as their bonuses are highly variable.)<br />
<br />
= <span style="color:#fae5af">Gunnery</span> =<br />
== <span style="color:#bfbb7d">Tracking Speed</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo faction sanshas nation.png|32px]]<br />
| [[Succubus]]<br />
| Frigate<br />
| Small Energy Turret<br />
| 7.5% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Tristan]]<br />
| Frigate<br />
| Small Hybrid Turret<br />
| 7.5% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Federation Navy Comet]]<br />
| Frigate<br />
| Small Hybrid Turret<br />
| 7.5% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Slasher]]<br />
| Frigate<br />
| Small Projectile Turret<br />
| 7.5% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Republic Fleet Firetail]]<br />
| Frigate<br />
| Small Projectile Turret<br />
| 7.5% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo faction angel cartel.png|32px]]<br />
| [[Dramiel]]<br />
| Frigate<br />
| Small Projectile Turret<br />
| 7.5% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Crusader]]<br />
| Interceptor<br />
| Small Energy Turret<br />
| 7.5% (per level Interceptors)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Ares]]<br />
| Interceptor<br />
| Small Hybrid Turret<br />
| 10% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Taranis]]<br />
| Interceptor<br />
| Small Hybrid Turret<br />
| 7.5% (per level Interceptors)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Claw]]<br />
| Interceptor<br />
| Small Projectile Turret<br />
| 7.5% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Stiletto]]<br />
| Interceptor<br />
| Small Projectile Turret<br />
| 7.5% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Retribution]]<br />
| Assault Frigate<br />
| Small Energy Turret<br />
| 7.5% (per level Assault Frigates)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Enyo]]<br />
| Assault Frigate<br />
| Small Hybrid Turret<br />
| 7.5% (per level Assault Frigates)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Jaguar]]<br />
| Assault Frigate<br />
| Small Projectile Turret<br />
| 7.5% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Wolf]]<br />
| Assault Frigate<br />
| Small Projectile Turret<br />
| 7.5% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Coercer]]<br />
| Destroyer<br />
| Small Energy Turret<br />
| 10% (per level Amarr Destroyer)<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Cormorant]]<br />
| Destroyer<br />
| Small Hybrid Turret<br />
| 7.5% (per level Caldari Destroyer)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Algos]]<br />
| Destroyer<br />
| Small Hybrid Turret<br />
| 10% (per level Gallente Destroyer)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Catalyst]]<br />
| Destroyer<br />
| Small Hybrid Turret<br />
| 10% (per level Gallente Destroyer)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Thrasher]]<br />
| Destroyer<br />
| Small Projectile Turret<br />
| 10% (per level Minmatar Destroyer)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Eris]]<br />
| Interdictor<br />
| Small Hybrid Turret<br />
| 10% (per level Gallente Destroyer)<br />
|-<br />
| [[File:Logo_faction_minmatar republic_clean.png|32px]]<br />
| [[Sabre]]<br />
| Interdictor<br />
| Small Projectile Turret<br />
| 10% (per level Minmatar Destroyer)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Hecate]]<br />
| Tactical Destroyer<br />
| Small Hybrid Turret<br />
| 7.5% (per level Gallente Tactical Destroyer)<br />
|-<br />
| [[File:Logo faction sanshas nation.png|32px]]<br />
| [[Phantasm]]<br />
| Cruiser<br />
| Medium Energy Turret<br />
| 7.5% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Thorax]]<br />
| Cruiser<br />
| Medium Hybrid Turret<br />
| 7.5% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Stabber Fleet Issue]]<br />
| Cruiser<br />
| Medium Projectile Turret<br />
| 10% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Muninn]]<br />
| Heavy Assault Cruiser<br />
| Medium Projectile Turret<br />
| 7.5% (per level Heavy Assault Cruisers)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Harbinger Navy Issue]]<br />
| Battlecruiser<br />
| Medium Energy Turret<br />
| 7.5% (per level Amarr Battlecruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Brutix Navy Issue]]<br />
| Battlecruiser<br />
| Medium Hybrid Turret<br />
| 7.5% (per level Gallente Battlecruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Eos]]<br />
| Command Ship<br />
| Medium Hybrid Turret<br />
| 7.5% (per level Command Ships)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Talos]]<br />
| Battlecruiser<br />
| Large Hybrid Turret<br />
| 7.5% (per level Gallente Battlecruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Apocalypse]]<br />
| Battleship<br />
| Large Energy Turret<br />
| 7.5% (per level Amarr Battleship)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Apocalypse Navy Issue]]<br />
| Battleship<br />
| Large Energy Turret<br />
| 7.5% (per level Amarr Battleship)<br />
|-<br />
| [[File:Logo faction sanshas nation.png|32px]]<br />
| [[Nightmare]]<br />
| Battleship<br />
| Large Energy Turret<br />
| 7.5% (per level Amarr Battleship)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Megathron]]<br />
| Battleship<br />
| Large Hybrid Turret<br />
| 7.5% (per level Gallente Battleship)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Megathron Navy Issue]]<br />
| Battleship<br />
| Large Hybrid Turret<br />
| 7.5% (per level Gallente Battleship)<br />
|-<br />
| [[File:Logo faction serpentis.png|32px]]<br />
| [[Vindicator]]<br />
| Battleship<br />
| Large Hybrid Turret<br />
| 10% (per level Gallente Battleship)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Kronos]]<br />
| Marauder<br />
| Large Hybrid Turret<br />
| 7.5% (per level Marauders)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Vargur]]<br />
| Marauder<br />
| Large Projectile Turret<br />
| 7.5% (per level Marauders)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Redeemer]]<br />
| Black Ops Battleship<br />
| Large Energy Turret<br />
| 7.5% (per level Black Ops)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Optimal Range</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Imperial Navy Slicer]]<br />
| Frigate<br />
| Small Energy Turret<br />
| 10% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Raptor]]<br />
| Interceptor<br />
| Small Hybrid Turret<br />
| 10% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Retribution]]<br />
| Assault Frigate<br />
| Small Energy Turret<br />
| 10% (per level Assault Frigates)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Ishkur]]<br />
| Assault Frigate<br />
| Small Hybrid Turret<br />
| 10% (per level Assault Frigates)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Enyo]]<br />
| Assault Frigate<br />
| Small Hybrid Turret<br />
| 10% (per level Assault Frigates)<br />
|-<br />
| rowspan='2' | [[File:Logo faction caldari state clean.png|32px]]<br />
| rowspan='2' | [[Harpy]]<br />
| rowspan='2' | Assault Frigate<br />
| rowspan='2' | Small Hybrid Turret<br />
| 10% (per level Caldari Frigate)<br />
|-<br />
| 10% (per level Assault Frigates)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Jaguar]]<br />
| Assault Frigate<br />
| Small Projectile Turret<br />
| 10% (per level Assault Frigates)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Coercer]]<br />
| Destroyer<br />
| Small Energy Turret<br />
| 50%<br />
|-<br />
| rowspan='2' | [[File:Logo faction caldari state clean.png|32px]]<br />
| rowspan='2' | [[Cormorant]]<br />
| rowspan='2' | Destroyer<br />
| rowspan='2' | Small Hybrid Turret<br />
| 10% (per level Caldari Destroyer)<br />
|-<br />
| 50%<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Catalyst]]<br />
| Destroyer<br />
| Small Hybrid Turret<br />
| 50%<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Thrasher]]<br />
| Destroyer<br />
| Small Projectile Turret<br />
| 50%<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Eris]]<br />
| Interdictor<br />
| Small Hybrid Turret<br />
| 10% (per level Gallente Destroyer)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Omen Navy Issue]]<br />
| Cruiser<br />
| Medium Energy Turret<br />
| 10% (per level Amarr Cruiser)<br />
|-<br />
| {{icon|sisters|32|Sisters of EVE}}<br />
| [[Stratios]]<br />
| Cruiser<br />
| Medium Energy Turret<br />
| 50%<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Zealot]]<br />
| Heavy Assault Cruiser<br />
| Medium Energy Turret<br />
| 10% (per level Heavy Assault Cruiser)<br />
|-<br />
| rowspan='2' | [[File:Logo faction caldari state clean.png|32px]]<br />
| rowspan='2' | [[Eagle]]<br />
| rowspan='2' | Heavy Assault Cruiser<br />
| rowspan='2' | Medium Hybrid Turret<br />
| 10% (per level Caldari Cruiser)<br />
|-<br />
| 10% (per level Heavy Assault Cruisers)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Muninn]]<br />
| Heavy Assault Cruiser<br />
| Medium Projectile Turret<br />
| 10% (per level Heavy Assault Cruisers)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Ferox]]<br />
| Battlecruiser<br />
| Medium Hybrid Turret<br />
| 10% (per level Caldari Battlecruiser)<br />
|-<br />
| rowspan='2' | [[File:Logo faction caldari state clean.png|32px]]<br />
| rowspan='2' | [[Vulture]]<br />
| rowspan='2' | Command Ship<br />
| rowspan='2' | Medium Hybrid Turret<br />
| 10% (per level Caldari Battlecruiser)<br />
|-<br />
| 10% (per level Command Ships)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Naga]]<br />
| Battlecruiser<br />
| Large Hybrid Turret<br />
| 10% (per level Caldari Battlecruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Apocalypse]]<br />
| Battleship<br />
| Large Energy Turret<br />
| 7.5% (per level Amarr Battleship)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Apocalypse Navy Issue]]<br />
| Battleship<br />
| Large Energy Turret<br />
| 7.5% (per level Amarr Battleship)<br />
|-<br />
| {{icon|sisters|32|Sisters of EVE}}<br />
| [[Nestor]]<br />
| Battleship<br />
| Large Energy Turret<br />
| 50%<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Rokh]]<br />
| Battleship<br />
| Large Hybrid Turret<br />
| 10% (per level Caldari Battleship)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Paladin]]<br />
| Marauder<br />
| Large Energy Turret<br />
| 7.5% (per level Amarr Battleship)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Falloff Range</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Atron]]<br />
| Frigate<br />
| Small Hybrid Turret<br />
| 10% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo faction serpentis.png|32px]]<br />
| [[Daredevil]]<br />
| Frigate<br />
| Small Hybrid Turret<br />
| 10% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Rifter]]<br />
| Frigate<br />
| Small Projectile Turret<br />
| 10% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo faction angel cartel.png|32px]]<br />
| [[Dramiel]]<br />
| Frigate<br />
| Small Projectile Turret<br />
| 10% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Wolf]]<br />
| Assault Frigate<br />
| Small Projectile Turret<br />
| 10% (per level Assault Frigates)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Catalyst]]<br />
| Destroyer<br />
| Small Hybrid Turret<br />
| 10% (per level Gallente Destroyer)<br />
|-<br />
| [[File:Logo_faction_minmatar republic_clean.png|32px]]<br />
| [[Sabre]]<br />
| Interdictor<br />
| Small Projectile Turret<br />
| 10% (per level Interdictors)<br />
|-<br />
| [[File:Logo faction serpentis.png|32px]]<br />
| [[Vigilant]]<br />
| Cruiser<br />
| Medium Hybrid Turret<br />
| 10% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Phobos]]<br />
| Heavy Interdiction Cruiser<br />
| Medium Hybrid Turret<br />
| 10% (per level Heavy Interdiction Cruisers)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Deimos]]<br />
| Heavy Assault Cruiser<br />
| Medium Hybrid Turret<br />
| 10% (per level Heavy AssaultCruisers)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Stabber]]<br />
| Cruiser<br />
| Medium Projectile Turret<br />
| 10% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction angel cartel.png|32px]]<br />
| [[Cynabal]]<br />
| Cruiser<br />
| Medium Projectile Turret<br />
| 10% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Vagabond]]<br />
| Heavy Assault Cruiser<br />
| Medium Projectile Turret<br />
| 10% (per level Heavy Assault Cruisers)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Broadsword]]<br />
| Heavy Interdiction Cruiser<br />
| Medium Projectile Turret<br />
| 10% (per level Heavy Interdiction Cruisers)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Astarte]]<br />
| Command Ship<br />
| Medium Hybrid Turret<br />
| 10% (per level Command Ships)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Sleipnir]]<br />
| Command Ship<br />
| Medium Projectile Turret<br />
| 10% (per level Command Ships)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Tornado]]<br />
| Battlecruiser<br />
| Large Projectile Turret<br />
| 5% (per level Minmatar Battlecruiser)<br />
|-<br />
| [[File:Logo faction angel cartel.png|32px]]<br />
| [[Machariel]]<br />
| Battleship<br />
| Large Projectile Turret<br />
| 10% (per level Gallente Battleship)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Kronos]]<br />
| Marauder<br />
| Large Hybrid Turret<br />
| 10% (per level Gallente Battleship)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Vargur]]<br />
| Marauder<br />
| Large Projectile Turret<br />
| 10% (per level Minmatar Battleship)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Rate of Fire</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Eris]]<br />
| Interdictor<br />
| Small Hybrid Turret<br />
| 5% (per level Interdictors)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Omen]]<br />
| Cruiser<br />
| Medium Energy Turret<br />
| 5% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Zealot]]<br />
| Heavy Assault Cruiser<br />
| Medium Energy Turret<br />
| 5% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Devoter]]<br />
| Heavy Interdiction Cruiser<br />
| Medium Energy Turret<br />
| 5% (per level Heavy Interdiction Cruisers)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Exequror Navy Issue]]<br />
| Cruiser<br />
| Medium Hybrid Turret<br />
| 5% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Rupture]]<br />
| Cruiser<br />
| Medium Projectile Turret<br />
| 5% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Stabber]]<br />
| Cruiser<br />
| Medium Projectile Turret<br />
| 5% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Scythe Fleet Issue]]<br />
| Cruiser<br />
| Medium Projectile Turret<br />
| 10% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Stabber Fleet Issue]]<br />
| Cruiser<br />
| Medium Projectile Turret<br />
| 5% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction angel cartel.png|32px]]<br />
| [[Cynabal]]<br />
| Cruiser<br />
| Medium Projectile Turret<br />
| 25%<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Muninn]]<br />
| Heavy Assault Cruiser<br />
| Medium Projectile Turret<br />
| 5% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Vagabond]]<br />
| Heavy Assault Cruiser<br />
| Medium Projectile Turret<br />
| 5% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Huginn]]<br />
| Recon Ship<br />
| Medium Projectile Turret<br />
| 5% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Rapier]]<br />
| Recon Ship<br />
| Medium Projectile Turret<br />
| 5% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Broadsword]]<br />
| Heavy Interdiction Cruiser<br />
| Medium Projectile Turret<br />
| 5% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Absolution]]<br />
| Command Ship<br />
| Medium Energy Turret<br />
| 5% (per level Command Ships)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Astarte]]<br />
| Command Ship<br />
| Medium Hybrid Turret<br />
| 7.5% (per level Command Ships)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Hurricane]]<br />
| Battlecruiser<br />
| Medium Projectile Turret<br />
| 5% (per level Minmatar Battlecruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Hurricane Fleet Issue]]<br />
| Battlecruiser<br />
| Medium Projectile Turret<br />
| 5% (per level Minmatar Battlecruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Tornado]]<br />
| Battlecruiser<br />
| Large Projectile Turret<br />
| 5% (per level Minmatar Battlecruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Megathron]]<br />
| Battleship<br />
| Large Hybrid Turret<br />
| 5% (per level Gallente Battleship)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Megathron Navy Issue]]<br />
| Battleship<br />
| Large Hybrid Turret<br />
| 5% (per level Gallente Battleship)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Tempest]]<br />
| Battleship<br />
| Large Projectile Turret<br />
| 5% (per level Minmatar Battleship)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Maelstrom]]<br />
| Battleship<br />
| Large Projectile Turret<br />
| 5% (per level Minmatar Battleship)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Tempest Fleet Issue]]<br />
| Battleship<br />
| Large Projectile Turret<br />
| 5% (per level Minmatar Battleship)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Typhoon Fleet Issue]]<br />
| Battleship<br />
| Large Projectile Turret<br />
| 7.5% (per level Minmatar Battleship)<br />
|-<br />
| [[File:Logo faction angel cartel.png|32px]]<br />
| [[Machariel]]<br />
| Battleship<br />
| Large Projectile Turret<br />
| 25%<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Vargur]]<br />
| Marauder<br />
| Large Projectile Turret<br />
| 5% (per level Minmatar Battleship)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Redeemer]]<br />
| Black Ops Battleship<br />
| Large Energy Turret<br />
| 5% (per level Amarr Battleship)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Panther]]<br />
| Black Ops Battleship<br />
| Large Projectile Turret<br />
| 5% (per level Minmatar Battleship)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Damage</span> ==<br />
=== Frigate/Destroyer ===<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Executioner]]<br />
| Frigate<br />
| Small Energy Turret<br />
| 5% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Tormentor]]<br />
| Frigate<br />
| Small Energy Turret<br />
| 5% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Punisher]]<br />
| Frigate<br />
| Small Energy Turret<br />
| 5% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Imperial Navy Slicer]]<br />
| Frigate<br />
| Small Energy Turret<br />
| 25% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo_faction_the_blood_raider_covenant.png|32px]]<br />
| [[Cruor]]<br />
| Frigate<br />
| Small Energy Turret<br />
| 100%<br />
|-<br />
| [[File:Logo faction sanshas nation.png|32px]]<br />
| [[Succubus]]<br />
| Frigate<br />
| Small Energy Turret<br />
| 150%<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Merlin]]<br />
| Frigate<br />
| Small Hybrid Turret<br />
| 5% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Atron]]<br />
| Frigate<br />
| Small Hybrid Turret<br />
| 5% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Incursus]]<br />
| Frigate<br />
| Small Hybrid Turret<br />
| 5% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Federation Navy Comet]]<br />
| Frigate<br />
| Small Hybrid Turret<br />
| 20% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo faction serpentis.png|32px]]<br />
| [[Daredevil]]<br />
| Frigate<br />
| Small Hybrid Turret<br />
| 200%<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Slasher]]<br />
| Frigate<br />
| Small Projectile Turret<br />
| 5% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Rifter]]<br />
| Frigate<br />
| Small Projectile Turret<br />
| 5% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Republic Fleet Firetail]]<br />
| Frigate<br />
| Small Projectile Turret<br />
| 25% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo faction angel cartel.png|32px]]<br />
| [[Dramiel]]<br />
| Frigate<br />
| Small Projectile Turret<br />
| 100%<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Crusader]]<br />
| Interceptor<br />
| Small Energy Turret<br />
| 5% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Raptor]]<br />
| Interceptor<br />
| Small Hybrid Turret<br />
| 5% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Taranis]]<br />
| Interceptor<br />
| Small Hybrid Turret<br />
| 15% (per level Gallente Frigate)<br />
|-<br />
| rowspan='2' | [[File:Logo faction minmatar republic clean.png|32px]]<br />
| rowspan='2' | [[Claw]]<br />
| rowspan='2' | Interceptor<br />
| rowspan='2' | Small Projectile Turret<br />
| 5% (per level Minmatar Frigate)<br />
|-<br />
| 5% (per level Interceptors)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Stiletto]]<br />
| Interceptor<br />
| Small Projectile Turret<br />
| 5% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Retribution]]<br />
| Assault Frigate<br />
| Small Energy Turret<br />
| 5% (per level Assault Frigates)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Ishkur]]<br />
| Assault Frigate<br />
| Small Hybrid Turret<br />
| 5% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Enyo]]<br />
| Assault Frigate<br />
| Small Hybrid Turret<br />
| 10% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Harpy]]<br />
| Assault Frigate<br />
| Small Hybrid Turret<br />
| 5% (per level Assault Frigates)<br />
|-<br />
| rowspan='2' | [[File:Logo faction minmatar republic clean.png|32px]]<br />
| rowspan='2' | [[Jaguar]]<br />
| rowspan='2' | Assault Frigate<br />
| rowspan='2' | Small Projectile Turret<br />
| 5% (per level Minmatar Frigate)<br />
|-<br />
| 5% (per level Assault Frigates)<br />
|-<br />
| rowspan='2' | [[File:Logo faction minmatar republic clean.png|32px]]<br />
| rowspan='2' | [[Wolf]]<br />
| rowspan='2' | Assault Frigate<br />
| rowspan='2' | Small Projectile Turret<br />
| 5% (per level Minmatar Frigate)<br />
|-<br />
| 5% (per level Assault Frigates)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Thrasher]]<br />
| Destroyer<br />
| Small Projectile Turret<br />
| 5% (per level Minmatar Destroyer)<br />
|-<br />
| [[File:Logo_faction_minmatar republic_clean.png|32px]]<br />
| [[Sabre]]<br />
| Interdictor<br />
| Small Projectile Turret<br />
| 5% (per level Minmatar Destroyer)<br />
|-<br />
| rowspan='2' | [[File:Logo faction amarr empire clean.png|32px]]<br />
| rowspan='2' | [[Confessor]]<br />
| rowspan='2' | Tactical Destroyer<br />
| rowspan='2' | Small Energy Turret<br />
| 5% (per level Amarr Tactical Destroyer)<br />
|-<br />
| 33%<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Hecate]]<br />
| Tactical Destroyer<br />
| Small Hybrid Turret<br />
| 33%<br />
|}<br />
<br />
=== Cruiser ===<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Maller]]<br />
| Cruiser<br />
| Medium Energy Turret<br />
| 5% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Omen Navy Issue]]<br />
| Cruiser<br />
| Medium Energy Turret<br />
| 10% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Augoror Navy Issue]]<br />
| Cruiser<br />
| Medium Energy Turret<br />
| 25% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo_faction_the_blood_raider_covenant.png|32px]]<br />
| [[Ashimmu]]<br />
| Cruiser<br />
| Medium Energy Turret<br />
| 100%<br />
|-<br />
| [[File:Logo faction sanshas nation.png|32px]]<br />
| [[Phantasm]]<br />
| Cruiser<br />
| Medium Energy Turret<br />
| 150%<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Moa]]<br />
| Cruiser<br />
| Medium Hybrid Turret<br />
| 5% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Vexor]]<br />
| Cruiser<br />
| Medium Hybrid Turret<br />
| 5% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Exequror Navy Issue]]<br />
| Cruiser<br />
| Medium Hybrid Turret<br />
| 5% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Thorax]]<br />
| Cruiser<br />
| Medium Hybrid Turret<br />
| 5% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction serpentis.png|32px]]<br />
| [[Vigilant]]<br />
| Cruiser<br />
| Medium Hybrid Turret<br />
| 75%<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Phobos]]<br />
| Heavy Interdiction Cruiser<br />
| Medium Hybrid Turret<br />
| 5% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Arazu]]<br />
| Recon Ship<br />
| Medium Hybrid Turret<br />
| 5% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Lachesis]]<br />
| Recon Ship<br />
| Medium Hybrid Turret<br />
| 5% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Falcon]]<br />
| Recon Ship<br />
| Medium Hybrid Turret<br />
| 5% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Rupture]]<br />
| Cruiser<br />
| Medium Projectile Turret<br />
| 5% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction angel cartel.png|32px]]<br />
| [[Cynabal]]<br />
| Cruiser<br />
| Medium Projectile Turret<br />
| 10% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Zealot]]<br />
| Heavy Assault Cruiser<br />
| Medium Energy Turret<br />
| 5% (per level Heavy Assault Cruiser)<br />
|-<br />
| rowspan='2' | [[File:Logo faction gallente federation clean.png|32px]]<br />
| rowspan='2' | [[Deimos]]<br />
| rowspan='2' | Heavy Assault Cruiser<br />
| rowspan='2' | Medium Hybrid Turrets<br />
| 5% (per level Gallente Cruiser)<br />
|-<br />
| 5% (per level Heavy Assault Cruisers)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Eagle]]<br />
| Heavy Assault Cruiser<br />
| Medium Hybrid Turret<br />
| 5% (per level Heavy Assault Cruisers)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Muninn]]<br />
| Heavy Assault Cruiser<br />
| Medium Projectile Turret<br />
| 5% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Vagabond]]<br />
| Heavy Assault Cruiser<br />
| Medium Projectile Turret<br />
| 5% (per level Heavy Assault Cruisers)<br />
|}<br />
<br />
=== Battlecruiser ===<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| rowspan='3' | [[File:Logo faction the society.png|32px]]<br />
| rowspan='3' | [[Gnosis]]<br />
| rowspan='3' | Battlecruiser<br />
| Medium Energy Turrets<br />
| 25%<br />
|-<br />
| Medium Hybrid Turrets<br />
| 25%<br />
|-<br />
| Medium ProjectileTurrets<br />
| 25%<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Harbinger]]<br />
| Battlecruiser<br />
| Medium Energy Turret<br />
| 10% (per level Amarr Battlecruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Harbinger Navy Issue]]<br />
| Battlecruiser<br />
| Medium Energy Turret<br />
| 10% (per level Amarr Battlecruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Absolution]]<br />
| Command Ship<br />
| Medium Energy Turret<br />
| 10% (per level Command Ships)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Brutix]]<br />
| Battlecruiser<br />
| Medium Hybrid Turret<br />
| 10% (per level Gallente Battlecruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Brutix Navy Issue]]<br />
| Battlecruiser<br />
| Medium Hybrid Turret<br />
| 10% (per level Gallente Battlecruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Astarte]]<br />
| Command Ship<br />
| Medium Hybrid Turret<br />
| 7.5% (per level Gallente Battlecruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Vulture]]<br />
| Command Ship<br />
| Medium Hybrid Turret<br />
| 10% (per level Command Ships)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Hurricane]]<br />
| Battlecruiser<br />
| Medium Projectile Turret<br />
| 5% (per level Minmatar Battlecruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Hurricane Fleet Issue]]<br />
| Battlecruiser<br />
| Medium Projectile Turret<br />
| 5% (per level Minmatar Battlecruiser)<br />
|-<br />
| rowspan='2' | [[File:Logo faction minmatar republic clean.png|32px]]<br />
| rowspan='2' | [[Sleipnir]]<br />
| rowspan='2' | Command Ship<br />
| rowspan='2' | Medium Projectile Turret<br />
| 10% (per level Minmatar Battlecruiser)<br />
|-<br />
| 10% (per level Command Ships)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Oracle]]<br />
| Battlecruiser<br />
| Large Energy Turret<br />
| 5% (per level Amarr Battlecruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Naga]]<br />
| Battlecruiser<br />
| Large Hybrid Turret<br />
| 5% (per level Caldari Battlecruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Talos]]<br />
| Battlecruiser<br />
| Large Hybrid Turret<br />
| 5% (per level Gallente Battlecruiser)<br />
|}<br />
<br />
=== Battleship ===<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Abaddon]]<br />
| Battleship<br />
| Large Energy Turret<br />
| 5% (per level Amarr Battleship)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Armageddon Navy Issue]]<br />
| Battleship<br />
| Large Energy Turret<br />
| 5% (per level Amarr Battleship)<br />
|-<br />
| [[File:Logo_faction_the_blood_raider_covenant.png|32px]]<br />
| [[Bhaalgorn]]<br />
| Battleship<br />
| Large Energy Turret<br />
| 100%<br />
|-<br />
| [[File:Logo faction sanshas nation.png|32px]]<br />
| [[Nightmare]]<br />
| Battleship<br />
| Large Energy Turret<br />
| 150%<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Hyperion]]<br />
| Battleship<br />
| Large Hybrid Turret<br />
| 10% (per level Gallente Battleship)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Dominix Navy Issue]]<br />
| Battleship<br />
| Large Hybrid Turret<br />
| 5% (per level Gallente Battleship)<br />
|-<br />
| [[File:Logo faction serpentis.png|32px]]<br />
| [[Vindicator]]<br />
| Battleship<br />
| Large Hybrid Turret<br />
| 37.5%<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Tempest]]<br />
| Battleship<br />
| Large Projectile Turret<br />
| 5% (per level Minmatar Battleship)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Tempest Fleet Issue]]<br />
| Battleship<br />
| Large Projectile Turret<br />
| 5% (per level Minmatar Battleship)<br />
|-<br />
| [[File:Logo faction angel cartel.png|32px]]<br />
| [[Machariel]]<br />
| Battleship<br />
| Large Projectile Turret<br />
| 5% (per level Minmatar Battleship)<br />
|-<br />
| rowspan='2' | [[File:Logo faction amarr empire clean.png|32px]]<br />
| rowspan='2' | [[Paladin]]<br />
| rowspan='2' | Marauder<br />
| rowspan='2' | Large Energy Turrets<br />
| 5% (per level Marauders)<br />
|-<br />
| 100%<br />
|-<br />
| rowspan='2' | [[File:Logo faction gallente federation clean.png|32px]]<br />
| rowspan='2' | [[Kronos]]<br />
| rowspan='2' | Marauder<br />
| rowspan='2' | Large Hybrid Turrets<br />
| 5% (per level Gallente Battleship)<br />
|-<br />
| 100%<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Sin]]<br />
| Black Ops Battleship<br />
| Large Hybrid Turret<br />
| 5% (per level Gallente Battleship)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Vargur]]<br />
| Marauder<br />
| Large Projectile Turret<br />
| 100%<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Panther]]<br />
| Black Ops Battleship<br />
| Large Projectile Turret<br />
| 5% (per level Minmatar Battleship)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Gun Capacitor Use</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Executioner]]<br />
| Frigate<br />
| Small Energy Turret<br />
| 10% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Tormentor]]<br />
| Frigate<br />
| Small Energy Turret<br />
| 10% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Crusader]]<br />
| Interceptor<br />
| Small Energy Turret<br />
| 10% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Retribution]]<br />
| Assault Frigate<br />
| Small Energy Turret<br />
| 10% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Coercer]]<br />
| Destroyer<br />
| Small Energy Turret<br />
| 10% (per level Amarr Destroyer)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Omen]]<br />
| Cruiser<br />
| Medium Energy Turret<br />
| 10% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Zealot]]<br />
| Heavy Assault Cruiser<br />
| Medium Energy Turret<br />
| 10% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Devoter]]<br />
| Heavy Interdiction Cruiser<br />
| Medium Energy Turret<br />
| 10% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Harbinger]]<br />
| Battlecruiser<br />
| Medium Energy Turret<br />
| 10% (per level Amarr Battlecruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Absolution]]<br />
| Command Ship<br />
| Medium Energy Turret<br />
| 10% (per level Amarr Battlecruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Oracle]]<br />
| Battlecruiser<br />
| Large Energy Turret<br />
| 10% (per level Amarr Battlecruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Naga]]<br />
| Battlecruiser<br />
| Large Hybrid Turret<br />
| 50%<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Talos]]<br />
| Battlecruiser<br />
| Large Hybrid Turret<br />
| 50%<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Armageddon Navy Issue]]<br />
| Battleship<br />
| Large Energy Turret<br />
| 10% (per level Amarr Battleship)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Redeemer]]<br />
| Black Ops Battleship<br />
| Large Energy Turret<br />
| 10% (per level Amarr Battleship)<br />
|}<br />
<br />
= <span style="color:#fae5af">Missiles</span> =<br />
== <span style="color:#bfbb7d">Damage</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Condor]]<br />
| Frigate<br />
| Light Missile & Rocket<br />
| 10% Kinetic (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Kestrel]]<br />
| Frigate<br />
| Light Missile & Rocket<br />
| 5% (per level Caldari Frigate)<br />
|-<br />
| rowspan='2' | [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| rowspan='2' | [[Caldari Navy Hookbill]]<br />
| rowspan='2' | Frigate<br />
| rowspan='2' | Light Missile & Rocket<br />
| 20% Kinetic (per level Caldari Frigate)<br />
|-<br />
| 10% EM, Explosive, Thermal (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Breacher]]<br />
| Frigate<br />
| Light Missile & Rocket<br />
| 5% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo faction guristas pirates.png|32px]]<br />
| [[Worm]]<br />
| Frigate<br />
| Light Missile & Rocket<br />
| 10% Kinetic & Thermal (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo faction mordus legion.png|32px]]<br />
| [[Garmur]]<br />
| Frigate<br />
| Light Missile & Rocket<br />
| 25% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Vengeance]]<br />
| Assault Frigate<br />
| Rocket<br />
| 5% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Hawk]]<br />
| Assault Frigate<br />
| Light Missle & Rocket<br />
| 10% Kinetic (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Corax]]<br />
| Destroyer<br />
| Light Missile & Rocket<br />
| 5% Kinetic (per level Caldari Destroyer)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Talwar]]<br />
| Destroyer<br />
| Light Missile & Rocket<br />
| 5% Explosive (per level Minmatar Destroyer)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Flycatcher]]<br />
| Interdictor<br />
| Light Missile & Rocket<br />
| 10% Kinetic (per level Interdictors)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Scythe Fleet Issue]]<br />
| Cruiser<br />
| Light, Heavy, Heavy Assault Missile<br />
| 10% (per level Minmatar Cruiser)<br />
|-<br />
| rowspan='2' | [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| rowspan='2' | [[Osprey Navy Issue]]<br />
| rowspan='2' | Cruiser<br />
| rowspan='2' | Light, Heavy, Heavy Assault Missile<br />
| 10% Kinetic (per level Caldari Cruiser)<br />
|-<br />
| 5% EM, Explosive, Thermal (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction guristas pirates.png|32px]]<br />
| [[Gila]]<br />
| Cruiser<br />
| Rapid Light, Heavy, and Heavy Assault Missile<br />
| 10% Kinetic & Thermal (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction mordus legion.png|32px]]<br />
| [[Orthrus]]<br />
| Cruiser<br />
| Rapid Light, Heavy, and Heavy Assault Missile<br />
| 20% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[ Onyx]]<br />
| Heavy Interdiction Cruiser<br />
| Light, Heavy, Heavy Assault Missile<br />
| 5% Kinetic (per level Heavy Interdiction Cruisers)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Cerberus]]<br />
| Heavy Assault Cruiser<br />
| Light, Heavy, Heavy Assault Missiles<br />
| 5% Kinetic (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Sacrilege]]<br />
| Heavy Assault Cruiser<br />
| Heavy, Heavy Assault Missiles<br />
| 5% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo faction the society.png|32px]]<br />
| [[Gnosis]]<br />
| Battlecruiser<br />
| Heavy and Heavy Assault Missile<br />
| 25%<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Drake]]<br />
| Battlecruiser<br />
| Heavy, Heavy Assault Missile<br />
| 10% Kinetic (per level Caldari Battlecruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Damnation]]<br />
| Command Ship<br />
| Heavy and Heavy Assault Missile<br />
| 10% (per level Command Ships)<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Nighthawk]]<br />
| Command Ship<br />
| Heavy and Heavy Assault Missile<br />
| 7.5% Kinetic (per level Caldari Battlecruisers)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Manticore]]<br />
| Stealth Bomber<br />
| Torpedoes<br />
| 15% Kinetic (per level Covert Ops)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Hound]]<br />
| Stealth Bomber<br />
| Torpedoes<br />
| 15% Explosive (per level Covert Ops)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Nemesis]]<br />
| Stealth Bomber<br />
| Torpedoes<br />
| 15% Thermal (per level Covert Ops)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Purifier]]<br />
| Stealth Bomber<br />
| Torpedoes<br />
| 15% EM (per level Covert Ops)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Typhoon Fleet Issue]]<br />
| Battleship<br />
| Torpedo and Cruise Missile<br />
| 7.5% (per level Minmatar Battleship)<br />
|-<br />
| [[File:Logo faction guristas pirates.png|32px]]<br />
| [[Rattlesnake]]<br />
| Battleship<br />
| Torpedo & Cruise Missile<br />
| 10% Kinetic & Thermal (per level Gallente Battleship)<br />
|-<br />
| [[File:Logo faction mordus legion.png|32px]]<br />
| [[Barghest]]<br />
| Battleship<br />
| Torpedo & Cruise Missile<br />
| 5% (per level Caldari Battleship)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Golem]]<br />
| Marauder<br />
| Torpedo and Cruise Missile<br />
| 100%<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Velocity</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Kestrel]]<br />
| Frigate<br />
| Light Missile & Rocket<br />
| 10% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Caldari Navy Hookbill]]<br />
| Frigate<br />
| Light Missile & Rocket<br />
| 10% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo faction mordus legion.png|32px]]<br />
| [[Garmur]]<br />
| Frigate<br />
| Light Missile & Rocket<br />
| 200%<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Crow]]<br />
| Interceptor<br />
| Light Missile & Rocket<br />
| 10% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Hawk]]<br />
| Assault Frigate<br />
| Light Missle & Rocket<br />
| 10% (per level Assault Frigates)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Manticore]]<br />
| Stealth Bomber<br />
| Torpedoes<br />
| 20% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Hound]]<br />
| Stealth Bomber<br />
| Torpedoes<br />
| 20% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Nemesis]]<br />
| Stealth Bomber<br />
| Torpedoes<br />
| 20% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Purifier]]<br />
| Stealth Bomber<br />
| Torpedoes<br />
| 20% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Corax]]<br />
| Destroyer<br />
| Light Missile & Rocket<br />
| 50%<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Talwar]]<br />
| Destroyer<br />
| Light Missile & Rocket<br />
| 50%<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Flycatcher]]<br />
| Interdictor<br />
| Light Missile & Rocket<br />
| 10% (per level Caldari Destroyer)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Heretic]]<br />
| Interdictor<br />
| Light Missile & Rocket<br />
| 10% (per level Amarr Destroyer)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Caracal]]<br />
| Cruiser<br />
| Light, Heavy Assault, Heavy<br />
| 10% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Osprey Navy Issue]]<br />
| Cruiser<br />
| Light, Heavy Assault, Heavy<br />
| 10% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction mordus legion.png|32px]]<br />
| [[Orthrus]]<br />
| Cruiser<br />
| Rapid Light, Heavy, and Heavy Assault Missile<br />
| 200%<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[ Onyx]]<br />
| Heavy Interdiction Cruiser<br />
| Heavy, Heavy Assault Missile<br />
| 10% (per level Heavy Interdiction Cruisers)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Rook]]<br />
| Recon Ship<br />
| Heavy, Heavy Assault Missile<br />
| 10% (per level Recon Ships)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Cerberus]]<br />
| Heavy Assault Cruiser<br />
| Light, Heavy, Heavy Assault Missiles<br />
| 10% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Drake Navy Issue]]<br />
| Battlecruiser<br />
| Heavy, Heavy Assault Missile<br />
| 10% (per level Caldari Battlecruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Damnation]]<br />
| Command Ship<br />
| Heavy and Heavy Assault Missile<br />
| 10% (per level Amarr Battlecruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Raven]]<br />
| Battleship<br />
| Torpedo and Cruise Missile<br />
| 10% (per level Caldari Battleship)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Raven Navy Issue]]<br />
| Battleship<br />
| Torpedo and Cruise Missile<br />
| 10% (per level Caldari Battleship)<br />
|-<br />
| [[File:Logo faction mordus legion.png|32px]]<br />
| [[Barghest]]<br />
| Battleship<br />
| Torpedo & Cruise Missile<br />
| 200%<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Golem]]<br />
| Marauder<br />
| Torpedo and Cruise Missile<br />
| 10% (per level Caldari Battleship)<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Widow]]<br />
| Black Ops Battleship<br />
| Torpedo and Cruise Missile<br />
| 10% (per level Caldari Battleship)<br />
|}<br />
<br />
==<span style="color:#bfbb7d">Flight Time</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo faction mordus legion.png|32px]]<br />
| [[Garmur]]<br />
| Frigate<br />
| Light Missile & Rocket<br />
| -50% (50% reduction)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Manticore]]<br />
| Stealth Bomber<br />
| Torpedoes<br />
| 10% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Hound]]<br />
| Stealth Bomber<br />
| Torpedoes<br />
| 10% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Nemesis]]<br />
| Stealth Bomber<br />
| Torpedoes<br />
| 10% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Purifier]]<br />
| Stealth Bomber<br />
| Torpedoes<br />
| 10% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo faction mordus legion.png|32px]]<br />
| [[Orthrus]]<br />
| Cruiser<br />
| Rapid Light, Heavy, and Heavy Assault Missile<br />
| -50% (50% reduction)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Cerberus]]<br />
| Heavy Assault Cruiser<br />
| Light, Heavy, Heavy Assault Missiles<br />
| 10% (per level Heavy Assault Cruisers)<br />
|-<br />
| [[File:Logo faction mordus legion.png|32px]]<br />
| [[Barghest]]<br />
| Battleship<br />
| Torpedo & Cruise Missile<br />
| -50% (50% reduction)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Explosion Velocity</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Corax]]<br />
| Destroyer<br />
| Light Missile & Rocket<br />
| 10% (per level Caldari Destroyer)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Claymore]]<br />
| Command Ship<br />
| Heavy and Heavy Assault Missile<br />
| 5% (per level Command Ships)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Manticore]]<br />
| Stealth Bomber<br />
| Torpedos<br />
| 10% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Hound]]<br />
| Stealth Bomber<br />
| Torpedos<br />
| 10% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Nemesis]]<br />
| Stealth Bomber<br />
| Torpedos<br />
| 10% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Purifier]]<br />
| Stealth Bomber<br />
| Torpedos<br />
| 10% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Typhoon]]<br />
| Battleship<br />
| Torpedo and Cruise Missile<br />
| 5% (per level Minmatar Battleship)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Golem]]<br />
| Marauder<br />
| Torpedo and Cruise Missile<br />
| 5% (per level Caldari Battleship)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Explosion Radius</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Crow]]<br />
| Interceptor<br />
| Light Missile & Rocket<br />
| 5% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Flycatcher]]<br />
| Interdictor<br />
| Light Missile & Rocket<br />
| 5% (per level Caldari Destroyer)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Caracal Navy Issue]]<br />
| Cruiser<br />
| Light, Heavy Assault, Heavy<br />
| 5% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Drake Navy Issue]]<br />
| Battlecruiser<br />
| Heavy, Heavy Assault Missile<br />
| 5% (per level Caldari Battlecruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Nighthawk]]<br />
| Command Ship<br />
| Heavy and Heavy Assault Missile<br />
| 5% (per level Command Ships)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Raven Navy Issue]]<br />
| Battleship<br />
| Torpedo and Cruise Missile<br />
| 5% (per level Caldari Battleship)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Rate of Fire</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Malediction]]<br />
| Interceptor<br />
| Rocket<br />
| 5% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Vengeance]]<br />
| Assault Frigate<br />
| Light Missile & Rocket<br />
| 5% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Hawk]]<br />
| Assault Frigate<br />
| Light Missle & Rocket<br />
| 5% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Heretic]]<br />
| Interdictor<br />
| Light Missile & Rocket<br />
| 5% (per level Amarr Destroyer)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Caracal]]<br />
| Cruiser<br />
| Rapid Light, Heavy, Heavy Assault Missile<br />
| 5% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Caracal Navy Issue]]<br />
| Cruiser<br />
| Rapid Light, Heavy, Heavy Assault Missile<br />
| 5% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Bellicose]]<br />
| Cruiser<br />
| Rapid Light, Heavy, Heavy Assault Missile<br />
| 5% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Cerberus]]<br />
| Heavy Assault Cruiser<br />
| Rapid Light, Heavy, Heavy Assault Missiles<br />
| 5% (per level Heavy Assault Cruisers)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Sacrilege]]<br />
| Heavy Assault Cruiser<br />
| Heavy, Heavy Assault Missiles<br />
| 5% (per level Heavy Assault Cruisers)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Rook]]<br />
| Recon Ship<br />
| Heavy, Heavy Assault Missile<br />
| 5% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Lachesis]]<br />
| Recon Ship<br />
| Heavy, Heavy Assault Missile<br />
| 5% (per level Recon Ships)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Huginn]]<br />
| Recon Ship<br />
| Rapid Light, Heavy, Heavy Assault Missile<br />
| 5% (per level Recon Ships)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Cyclone]]<br />
| Battlecruiser<br />
| Heavy, Heavy Assault Missile<br />
| 5% (per level Minmatar Cruiser)<br />
|-<br />
| rowspan='2' | [[File:Logo faction minmatar republic clean.png|32px]]<br />
| rowspan='2' | [[Claymore]]<br />
| rowspan='2' | Command Ship<br />
| rowspan='2' | Heavy and Heavy Assault Missile<br />
| 5% (per level Minmatar Battlecruiser)<br />
|-<br />
| 5% (per level Command Ship)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Nighthawk]]<br />
| Command Ship<br />
| Heavy and Heavy Assault Missile<br />
| 7.5% (per level Command Ships)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Raven]]<br />
| Battleship<br />
| Torpedo and Cruise Missile<br />
| 5% (per level Caldari Battleship)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Scorpion Navy Issue]]<br />
| Battleship<br />
| Torpedo and Cruise Missile<br />
| 5% (per level Caldari Battleship)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Typhoon]]<br />
| Battleship<br />
| Torpedo and Cruise Missile<br />
| 5% (per level Minmatar Battleship)<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Widow]]<br />
| Black Ops Battleship<br />
| Torpedo and Cruise Missile<br />
| 5% (per level Caldari Battleship)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Bombs</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Manticore]]<br />
| Stealth Bomber<br />
| Damage<br />
| 5% Kinetic (per level Covert Ops)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Hound]]<br />
| Stealth Bomber<br />
| Damage<br />
| 5% Explosive (per level Covert Ops)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Nemesis]]<br />
| Stealth Bomber<br />
| Damage<br />
| 5% Thermal (per level Covert Ops)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Purifier]]<br />
| Stealth Bomber<br />
| Damage<br />
| 5% EM (per level Covert Ops)<br />
|}<br />
<br />
= <span style="color:#fae5af">Drones</span> =<br />
== <span style="color:#bfbb7d">Drone Damage & Hitpoints</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo faction guristas pirates.png|32px]]<br />
| [[Worm]]<br />
| Frigate<br />
| Light Drones<br />
| 300%<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Dragoon]]<br />
| Destroyer<br />
| All Drones<br />
| 10% (per level Amarr Destroyer)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Algos]]<br />
| Destroyer<br />
| All Drones<br />
| 10% (per level Gallente Destroyer)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Arbitrator]]<br />
| Cruiser<br />
| All Drones<br />
| 10% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Vexor]]<br />
| Cruiser<br />
| All Drones<br />
| 10% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Vexor Navy Issue]]<br />
| Cruiser<br />
| All Drones<br />
| 10% (per level Gallente Cruiser)<br />
|-<br />
| {{icon|sisters|32|Sisters of EVE}}<br />
| [[Stratios]]<br />
| Cruiser<br />
| All Drones<br />
| 10% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction guristas pirates.png|32px]]<br />
| [[Gila]]<br />
| Cruiser<br />
| Medium Drones<br />
| 500%<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Ishtar]]<br />
| Heavy Assault Cruiser<br />
| All Drones<br />
| 10% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Curse]]<br />
| Recon Ship<br />
| All Drones<br />
| 10% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Pilgrim]]<br />
| Recon Ship<br />
| All Drones<br />
| 10% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo faction the society.png|32px]]<br />
| [[Gnosis]]<br />
| Battlecruiser<br />
| All Drones<br />
| 50%<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Prophecy]]<br />
| Battlecruiser<br />
| All Drones<br />
| 10% (per level Amarr Battlecruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Myrmidon]]<br />
| Battlecruiser<br />
| All Drones<br />
| 10% (per level Gallente Battlecruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Eos]]<br />
| Command Ship<br />
| All Drones<br />
| 10% (per level Gallente Battlecruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Armageddon]]<br />
| Battleship<br />
| All Drones<br />
| 10% (per level Amarr Battleship)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Dominix]]<br />
| Battleship<br />
| All Drones<br />
| 10% (per level Gallente Battleship)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Dominix Navy Issue]]<br />
| Battleship<br />
| All Drones<br />
| 10% (per level Gallente Battleship)<br />
|-<br />
| {{icon|sisters|32|Sisters of EVE}}<br />
| [[Nestor]]<br />
| Battleship<br />
| All Drones<br />
| 10% (per level Gallente Battleship)<br />
|-<br />
| [[File:Logo faction guristas pirates.png|32px]]<br />
| [[Rattlesnake]]<br />
| Battleship<br />
| Heavy & Sentry Drones<br />
| 275%<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Sin]]<br />
| Black Ops Battleship<br />
| All Drones<br />
| 10% (per level Gallente Battleship)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Drone Hitpoints</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Tristan]]<br />
| Frigate<br />
| All Drones<br />
| 10% (per level Gallente Frigate)<br />
|-<br />
| {{icon|sisters|32|Sisters of EVE}}<br />
| [[Astero]]<br />
| Frigate<br />
| All Drones<br />
| 10% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Ishkur]]<br />
| Assault Frigate<br />
| All Drones<br />
| 10% (per level Gallente Frigate)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Drone Bay Capacity</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Ishkur]]<br />
| Assault Frigate<br />
| + 5 m3 (per level Assault Frigates)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Drone Operation Range</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Ishtar]]<br />
| Heavy Assault Cruiser<br />
| + 5 km (per level Heavy Assault Cruisers)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Drone MWD Speed</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Dragoon]]<br />
| Destroyer<br />
| All Drones<br />
| 25%<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Algos]]<br />
| Destroyer<br />
| All Drones<br />
| 25%<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Eos]]<br />
| Command Ship<br />
| Heavy Drones<br />
| 7.5% (per level Command Ships)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Drone Velocity</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Vexor Navy Issue]]<br />
| Cruiser<br />
| All Drones<br />
| 5% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Ishtar]]<br />
| Heavy Assault Cruiser<br />
| Heavy Drones<br />
| 7.5% (per level Gallente Cruiser)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Drone Tracking Speed</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Tristan]]<br />
| Frigate<br />
| All Drones<br />
| 10% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Vexor Navy Issue]]<br />
| Cruiser<br />
| All Drones<br />
| 5% (per level Gallente Cruiser)<br />
|-<br />
| rowspan='2' | [[File:Logo faction gallente federation clean.png|32px]]<br />
| rowspan='2' | [[Ishtar]]<br />
| rowspan='2' | Heavy Assault Cruiser<br />
| Heavy Drones<br />
| 7.5% (per level Gallente Cruiser)<br />
|-<br />
| Sentry Drones<br />
| 5% (per level Heavy Assault Cruisers)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Eos]]<br />
| Command Ship<br />
| Heavy Drones<br />
| 7.5% (per level Command Ships)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Dominix]]<br />
| Battleship<br />
| All Drones<br />
| 7.5% (per level Gallente Battleship)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Drone Optimal Range</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Ishtar]]<br />
| Heavy Assault Cruiser<br />
| Sentry Drones<br />
| 7.5% (per level Heavy Assault Cruisers)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Dominix]]<br />
| Battleship<br />
| All Drones<br />
| 7.5% (per level Gallente Battleship)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Drone Repair Amount</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Weapon !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Scythe]]<br />
| Cruiser<br />
| Logistic Drones<br />
| 100%<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Exequror]]<br />
| Cruiser<br />
| Logistic Drones<br />
| 100%<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Basilisk]]<br />
| Logistics Cruiser<br />
| Shield Repair Drones<br />
| 20% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Scimitar]]<br />
| Logistics Cruiser<br />
| Shield Repair Drones<br />
| 20% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Oneiros]]<br />
| Logistics Cruiser<br />
| Armor Repair Drones<br />
| 20% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Guardian]]<br />
| Logistics Cruiser<br />
| Armor Repair Drones<br />
| 20% (per level Gallente Cruiser)<br />
|}<br />
<br />
= <span style="color:#fae5af">Tank </span>=<br />
== <span style="color:#bfbb7d">Resist Bonus</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Punisher]]<br />
| Frigate<br />
| Armor Resist<br />
| 4% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Merlin]]<br />
| Frigate<br />
| Shield Resist<br />
| 4% (per level Caldari Frigate)<br />
|-<br />
| {{icon|sisters|32|Sisters of EVE}}<br />
| [[Astero]]<br />
| Frigate<br />
| Armor Resist<br />
| 4% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Malediction]]<br />
| Interceptor<br />
| Armor Resist<br />
| 4% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo faction guristas pirates.png|32px]]<br />
| [[Worm]]<br />
| Frigate<br />
| Shield Resist<br />
| 4% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Raptor]]<br />
| Interceptor<br />
| Shield Resist<br />
| 4% (per level Interceptors)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Vengeance]]<br />
| Assault Frigate<br />
| Armor Resist<br />
| 4% (per level Assault Frigates)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Harpy]]<br />
| Assault Frigate<br />
| Shield Resist<br />
| 4% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Heretic]]<br />
| Interdictor<br />
| Armor Resist<br />
| 4% (per level Interdictors)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Maller]]<br />
| Cruiser<br />
| Armor Resist<br />
| 4% (per level Amarr Cruiser)<br />
|-<br />
| {{icon|sisters|32|Sisters of EVE}}<br />
| [[Stratios]]<br />
| Cruiser<br />
| Armor Resist<br />
| 4% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Devoter]]<br />
| Heavy Interdiction Cruiser<br />
| Armor Resist<br />
| 4% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Phobos]]<br />
| Heavy Interdiction Cruiser<br />
| Armor Resist<br />
| 4% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Sacrilege]]<br />
| Heavy Assault Cruiser<br />
| Armor Resist<br />
| 4% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Moa]]<br />
| Cruiser<br />
| Shield Resist<br />
| 4% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction guristas pirates.png|32px]]<br />
| [[Gila]]<br />
| Cruiser<br />
| Shield Resist<br />
| 4% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Eagle]]<br />
| Heavy Assault Cruiser<br />
| Shield Resist<br />
| 4% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Broadsword]]<br />
| Heavy Interdiction Cruiser<br />
| Shield Resist<br />
| 4% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Onyx]]<br />
| Heavy Interdiction Cruiser<br />
| Shield Resist<br />
| 4% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Prophecy]]<br />
| Battlecruiser<br />
| Armor Resist<br />
| 4% (per level Amarr Battlecruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Drake]]<br />
| Battlecruiser<br />
| Shield Resist<br />
| 4% (per level Caldari Battlecruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Ferox]]<br />
| Battlecruiser<br />
| Shield Resist<br />
| 4% (per level Caldari Battlecruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Absolution]]<br />
| Command Ship<br />
| Armor Resist<br />
| 4% (per level Amarr Battlecruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Damnation]]<br />
| Command Ship<br />
| Armor Resist<br />
| 4% (per level Amarr Battlecruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Nighthawk]]<br />
| Command Ship<br />
| Shield Resist<br />
| 4% (per level Caldari Battlecruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Vulture]]<br />
| Command Ship<br />
| Shield Resist<br />
| 4% (per level Caldari Battlecruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Abaddon]]<br />
| Battleship<br />
| Armor Resist<br />
| 4% (per level Amarr Battleship)<br />
|-<br />
| {{icon|sisters|32|Sisters of EVE}}<br />
| [[Nestor]]<br />
| Battleship<br />
| Armor Resist<br />
| 4% (per level Amarr Battleship)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Rokh]]<br />
| Battleship<br />
| Shield Resist<br />
| 4% (per level Caldari Battleship)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Scorpion Navy Issue]]<br />
| Battleship<br />
| Shield Resist<br />
| 4% (per level Caldari Battleship)<br />
|-<br />
| [[File:Logo faction guristas pirates.png|32px]]<br />
| [[Rattlesnake]]<br />
| Battleship<br />
| Shield Resist<br />
| 4% (per level Caldari Battleship)<br />
|-<br />
| [[File:Logo_faction_edencom.png|32px]]<br />
| [[skybreaker]]<br />
| frigate<br />
| Shield Resist<br />
| 6% (per EDENCOM frigate)<br />
|-<br />
| [[File:Logo_faction_edencom.png|32px]]<br />
| [[stormbringer]]<br />
| Cruiser<br />
| shield resist<br />
| 6% (per EDENCOM cruiser)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">HP Amount</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Augoror Navy Issue]]<br />
| Cruiser<br />
| Armor Hitpoints<br />
| 10% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Damnation]]<br />
| Command Ship<br />
| Armor Hitpoints<br />
| 10% (per level Command Ships)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Local Repair</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Incursus]]<br />
| Frigate<br />
| Armor Repair Amount<br />
| 7.5% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Breacher]]<br />
| Frigate<br />
| Shield Boost Amount<br />
| 7.5% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Hawk]]<br />
| Assault Frigate<br />
| Shield Boost Amount<br />
| 7.5% (per level Assault Frigates)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Deimos]]<br />
| Heavy Assault Cruiser<br />
| Armor Repair Amount<br />
| 7.5% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Vagabond]]<br />
| Heavy Assault Cruiser<br />
| Shield Boost Amount<br />
| 7.5% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Brutix]]<br />
| Battlecruiser<br />
| Armor Repair Amount<br />
| 7.5% (per level Gallente Battlecruiser)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Myrmidon]]<br />
| Battlecruiser<br />
| Armor Repair Amount<br />
| 7.5% (per level Gallente Battlecruiser)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Astarte]]<br />
| Command Ship<br />
| Armor Repair Amount<br />
| 7.5% (per level Gallente Battlecruiser)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Eos]]<br />
| Command Ship<br />
| Armor Repair Amount<br />
| 7.5% (per level Gallente Battlecruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Sleipnir]]<br />
| Command Ship<br />
| Shield Boost Amount<br />
| 7.5% (per level Minmatar Battlecruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Claymore]]<br />
| Command Ship<br />
| Shield Boost Amount<br />
| 7.5% (per level Minmatar Battlecruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Cyclone]]<br />
| Battlecruiser<br />
| Shield Boost Amount<br />
| 7.5% (per level Minmatar Battlecruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Hyperion]]<br />
| Battleship<br />
| Armor Repair Amount<br />
| 7.5% (per level Gallente Battleship)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Maelstrom]]<br />
| Battleship<br />
| Shield Boost Amount<br />
| 7.5% (per level Minmatar Battleship)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Kronos]]<br />
| Marauder<br />
| Armor Repair Amount<br />
| 7.5% (per level Marauders)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Paladin]]<br />
| Marauder<br />
| Armor Repair Amount<br />
| 7.5% (per level Marauders)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Vargur]]<br />
| Marauder<br />
| Shield Boost Amount<br />
| 7.5% (per level Marauders)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Golem]]<br />
| Marauder<br />
| Shield Boost Amount<br />
| 7.5% (per level Marauders)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Signature Radius</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Hyena]]<br />
| Electronic Attack Frigate<br />
| Sig Radius Reduction<br />
| 3% (per level Electronic Attack Ships)<br />
|}<br />
<br />
= <span style="color:#fae5af">Remote Repair</span> =<br />
== <span style="color:#bfbb7d">Repair Amount</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Inquisitor]]<br />
| Frigate<br />
| Remote Armor Repair<br />
| 10% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Navitas]]<br />
| Frigate<br />
| Remote Armor Repair<br />
| 10% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Bantam]]<br />
| Frigate<br />
| Remote Shield Repair<br />
| 10% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Burst]]<br />
| Frigate<br />
| Remote Shield Repair<br />
| 10% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Augoror]]<br />
| Cruiser<br />
| Remote Armor Repair<br />
| 12.5% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Exequror]]<br />
| Cruiser<br />
| Remote Armor Repair<br />
| 12.5% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Scythe]]<br />
| Cruiser<br />
| Remote Shield Repair<br />
| 12.5% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Osprey]]<br />
| Cruiser<br />
| Remote Shield Repair<br />
| 12.5% (per level Caldari Cruiser)<br />
|-<br />
| {{icon|sisters|32|Sisters of EVE}}<br />
| [[Nestor]]<br />
| Battleship<br />
| Remote Armor Repair<br />
| 50%<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Capacitor Use</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Inquisitor]]<br />
| Frigate<br />
| Remote Armor Repair<br />
| 10% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Navitas]]<br />
| Frigate<br />
| Remote Armor Repair<br />
| 10% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Bantam]]<br />
| Frigate<br />
| Remote Shield Repair<br />
| 10% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Burst]]<br />
| Frigate<br />
| Remote Shield Repair<br />
| 10% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Augoror]]<br />
| Cruiser<br />
| Remote Armor Repair<br />
| 5% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Exequror]]<br />
| Cruiser<br />
| Remote Armor Repair<br />
| 5% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Scythe]]<br />
| Cruiser<br />
| Remote Shield Repair<br />
| 5% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Osprey]]<br />
| Cruiser<br />
| Remote Shield Repair<br />
| 5% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Guardian]]<br />
| Logistics Cruiser<br />
| Remote Armor Repair<br />
| 15% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Oneiros]]<br />
| Logistics Cruiser<br />
| Remote Armor Repair<br />
| 15% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Scimitar]]<br />
| Logistics Cruiser<br />
| Remote Shield Repair<br />
| 15% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Basilisk]]<br />
| Logistics Cruiser<br />
| Remote Shield Repair<br />
| 15% (per level Caldari Cruiser)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Repair Range</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Inquisitor]]<br />
| Frigate<br />
| Remote Armor Repair<br />
| 500%<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Navitas]]<br />
| Frigate<br />
| Remote Armor Repair<br />
| 500%<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Bantam]]<br />
| Frigate<br />
| Remote Shield Repair<br />
| 500%<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Burst]]<br />
| Frigate<br />
| Remote Shield Repair<br />
| 500%<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Augoror]]<br />
| Cruiser<br />
| Remote Armor Repair<br />
| 1000%<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Exequror]]<br />
| Cruiser<br />
| Remote Armor Repair<br />
| 1000%<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Scythe]]<br />
| Cruiser<br />
| Remote Shield Repair<br />
| 1000%<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Osprey]]<br />
| Cruiser<br />
| Remote Shield Repair<br />
| 1000%<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Guardian]]<br />
| Logistics Cruiser<br />
| Remote Armor Repair<br />
| 150% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Oneiros]]<br />
| Logistics Cruiser<br />
| Remote Armor Repair<br />
| 150% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Scimitar]]<br />
| Logistics Cruiser<br />
| Remote Shield Repair<br />
| 150% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Basilisk]]<br />
| Logistics Cruiser<br />
| Remote Shield Repair<br />
| 150% (per level Caldari Cruiser)<br />
|-<br />
| {{icon|sisters|32|Sisters of EVE}}<br />
| [[Nestor]]<br />
| Battleship<br />
| Remote Armor Repair<br />
| 100%<br />
|}<br />
<br />
= <span style="color:#fae5af">E-War</span> =<br />
== <span style="color:#bfbb7d">Warp Disruption/Scrambler</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo faction mordus legion.png|32px]]<br />
| [[Garmur]]<br />
| Frigate<br />
| Range<br />
| 10% (per level Gallente Frigate)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Executioner]]<br />
| Frigate<br />
| Capacitor Use Reduction<br />
| 80% reduction<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Condor]]<br />
| Frigate<br />
| Capacitor Use Reduction<br />
| 80% reduction<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Atron]]<br />
| Frigate<br />
| Capacitor Use Reduction<br />
| 80% reduction<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Slasher]]<br />
| Frigate<br />
| Capacitor Use Reduction<br />
| 80% reduction<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Crusader]]<br />
| Frigate<br />
| Capacitor Use Reduction<br />
| 80% reduction<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Raptor]]<br />
| Frigate<br />
| Capacitor Use Reduction<br />
| 80% reduction<br />
|-<br />
| [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| [[Taranis]]<br />
| Frigate<br />
| Capacitor Use Reduction<br />
| 80% reduction<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Claw]]<br />
| Frigate<br />
| Capacitor Use Reduction<br />
| 80% reduction<br />
|-<br />
| rowspan='2' | [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| rowspan='2' | [[Ares]]<br />
| rowspan='2' | Interceptor<br />
| Range<br />
| 5% (per level Interceptors)<br />
|-<br />
| Capacitor Use Reduction<br />
| 80%<br />
|-<br />
| rowspan='2' | [[File:Logo faction minmatar republic clean.png|32px]]<br />
| rowspan='2' | [[Stiletto]]<br />
| rowspan='2' | Interceptor<br />
| Range<br />
| 5% (per level Interceptors)<br />
|-<br />
| Capacitor Use Reduction<br />
| 80%<br />
|-<br />
| rowspan='2' | [[File:Logo faction caldari state clean.png|32px]]<br />
| rowspan='2' | [[Crow]]<br />
| rowspan='2' | Interceptor<br />
| Range<br />
| 5% (per level Interceptors)<br />
|-<br />
| Capacitor Use Reduction<br />
| 80%<br />
|-<br />
| rowspan='2' | [[File:Logo faction amarr empire clean.png|32px]]<br />
| rowspan='2' | [[Malediction]]<br />
| rowspan='2' | Interceptor<br />
| Range<br />
| 5% (per level Interceptors)<br />
|-<br />
| Capacitor Use Reduction<br />
| 80%<br />
|-<br />
| rowspan='2' | [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| rowspan='2' | [[Keres]]<br />
| rowspan='2' | Electronic Attack Frigate<br />
| Range<br />
| 15% (per level Electronic Attack Ships)<br />
|-<br />
| Capacitor Use Reduction<br />
| 10% (per level Electronic Attack Ships)<br />
|-<br />
| [[File:Logo faction mordus legion.png|32px]]<br />
| [[Orthrus]]<br />
| Cruiser<br />
| Range<br />
| 10% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Arazu]]<br />
| Recon Ship<br />
| Range<br />
| 20% (per level Recon Ships)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Lachesis]]<br />
| Recon Ship<br />
| Range<br />
| 20% (per level Recon Ships)<br />
|-<br />
| [[File:Logo faction mordus legion.png|32px]]<br />
| [[Barghest]]<br />
| Battleship<br />
| Range<br />
| 10% (per level Gallente Battleship)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Stasis Webification</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Vigil Fleet Issue]]<br />
| Frigate<br />
| Range<br />
| 50%<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Hyena]]<br />
| Electronic Attack Frigate<br />
| Range<br />
| 40% (per level Electronic Attack Ships)<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Huginn]]<br />
| Recon Ship<br />
| Range<br />
| 60% (per level Recon Ships)<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Rapier]]<br />
| Recon Ship<br />
| Range<br />
| 60% (per level Recon Ships)<br />
|-<br />
| [[File:Logo_faction_the_blood_raider_covenant.png|32px]]<br />
| [[Cruor]]<br />
| Frigate<br />
| Range<br />
| 20% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo faction serpentis.png|32px]]<br />
| [[Daredevil]]<br />
| Frigate<br />
| Web Effectiveness<br />
| 10% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo_faction_the_blood_raider_covenant.png|32px]]<br />
| [[Ashimmu]]<br />
| Cruiser<br />
| Range<br />
| 20% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction serpentis.png|32px]]<br />
| [[Vigilant]]<br />
| Cruiser<br />
| Web Effectiveness<br />
| 10% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo_faction_the_blood_raider_covenant.png|32px]]<br />
| [[Bhaalgorn]]<br />
| Battleship<br />
| Range<br />
| 20% (per level Minmatar Battleship)<br />
|-<br />
| [[File:Logo faction serpentis.png|32px]]<br />
| [[Vindicator]]<br />
| Battleship<br />
| Web Effectiveness<br />
| 10% (per level Minmatar Battleship)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Tracking Disruption</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| rowspan='2' |[[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| rowspan='2' |[[Crucifier]]<br />
| rowspan='2' |Frigate<br />
| Tracking Disruptor effectiveness<br />
| 7.5% (per level Amarr Frigate)<br />
|-<br />
| Tracking Disruptor optimal range<br />
| 10% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Sentinel]]<br />
| Electronic Attack Frigate<br />
| Tracking Disruptor effectiveness<br />
| 7.5% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Arbitrator]]<br />
| Cruiser<br />
| Tracking Disruptor effectiveness<br />
| 7.5% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Curse]]<br />
| Recon Ship<br />
| Tracking Disruptor effectiveness<br />
| 5% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Pilgrim]]<br />
| Recon Ship<br />
| Tracking Disruptor effectiveness<br />
| 5% (per level Amarr Cruiser)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Target Painting </span>==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| rowspan='2' | [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| rowspan='2' | [[Vigil]]<br />
| rowspan='2' | Frigate<br />
| TP Effectiveness<br />
| 7.5% (per level Minmatar Frigate)<br />
|-<br />
| TP Optimal Range<br />
| 10% (per level Minmatar Frigate)<br />
|-<br />
| rowspan='2' | [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| rowspan='2' | [[Hyena]]<br />
| rowspan='2' | Electronic Attack Frigate<br />
| TP Effectiveness<br />
| 10% (per level Minmatar Frigate)<br />
|-<br />
| TP Optimal Range<br />
| 10% (per level Minmatar Frigate)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Bellicose]]<br />
| Cruiser<br />
| TP Effectiveness<br />
| 7.5% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Huginn]]<br />
| Recon Ship<br />
| TP Effectiveness<br />
| 10% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo_faction_minmatar_republic_clean.png|32px]]<br />
| [[Rapier]]<br />
| Recon Ship<br />
| TP Effectiveness<br />
| 10% (per level Minmatar Cruiser)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Golem]]<br />
| Marauder<br />
| TP Effectiveness<br />
| 10% (per level Marauders)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Energy Neut/Vamp </span>==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| rowspan='2' |[[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| rowspan='2'| [[Sentinel]]<br />
| rowspan='2'| Electronic Attack Frigate<br />
| Transfer Range<br />
| 80% (per level Electronic Attack Ships)<br />
|-<br />
| Transfer Amount<br />
| 20% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Dragoon]]<br />
| Destroyer<br />
| Transfer Range<br />
| 20% (per level Amarr Destroyer)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Armageddon]]<br />
| Battleship<br />
| Transfer Range<br />
| 10% (per level Amarr Battleship)<br />
|-<br />
| rowspan='2' |[[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| rowspan='2'| [[Curse]]<br />
| rowspan='2'| Combat Recon<br />
| Transfer Range<br />
| 40% (per level Recon Ships)<br />
|-<br />
| Transfer Amount<br />
| 20% (per level Recon Ships)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Pilgrim]]<br />
| Force Recon<br />
| Transfer Amount<br />
| 20% (per level Recon Ships)<br />
|-<br />
| [[File:Logo_faction_the_blood_raider_covenant.png|32px]]<br />
| [[Cruor]]<br />
| Frigate<br />
| Transfer Amount<br />
| 15% (per level Amarr Frigate)<br />
|-<br />
| [[File:Logo_faction_the_blood_raider_covenant.png|32px]]<br />
| [[Ashimmu]]<br />
| Cruiser<br />
| Transfer Amount<br />
| 15% (per level Amarr Cruiser)<br />
|-<br />
| [[File:Logo_faction_the_blood_raider_covenant.png|32px]]<br />
| [[Bhaalgorn]]<br />
| Battleship<br />
| Transfer Amount<br />
| 15% (per level Amarr Battleship)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">ECM</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| rowspan='2' | [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| rowspan='2' | [[Griffin]]<br />
| rowspan='2' | Frigate<br />
| ECM Strength<br />
| 15% (per level Caldari Frigate)<br />
|-<br />
| ECM Capacitor Use<br />
| 15% (per level Caldari Frigate)<br />
|-<br />
| rowspan='3' | [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| rowspan='3' | [[Kitsune]]<br />
| rowspan='3' | Electronic Attack Frigate<br />
| ECM Strength<br />
| 20% (per level Caldari Frigate)<br />
|-<br />
| ECM Capacitor Need<br />
| 10% (per level Caldari Frigate)<br />
|-<br />
| ECM Optimal Range<br />
| 15% (per level Electronic Attack Ships)<br />
|-<br />
| rowspan='2' | [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| rowspan='2' | [[Blackbird]]<br />
| rowspan='2' | Cruiser<br />
| ECM Strength<br />
| 15% (per level Caldari Cruiser)<br />
|-<br />
| ECM Optimal & Falloff<br />
| 12.5% (per level Caldari Cruiser)<br />
|-<br />
| rowspan='2' | [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| rowspan='2' | [[Rook]]<br />
| rowspan='2' | Recon Ship<br />
| ECM Strength<br />
| 30% (per level Recon Ships)<br />
|-<br />
| ECM Capacitor Use<br />
| 10% (per level Caldari Cruiser)<br />
|-<br />
| rowspan='2' | [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| rowspan='2' | [[Falcon]]<br />
| rowspan='2' | Recon Ship<br />
| ECM Strength<br />
| 30% (per level Recon Ships)<br />
|-<br />
| ECM Capacitor Use<br />
| 10% (per level Caldari Cruiser)<br />
|-<br />
| rowspan='3' | [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| rowspan='3' | [[Scorpion]]<br />
| rowspan='3' | Battleship<br />
| ECM Strength<br />
| 15% (per level Caldari Battleship)<br />
|-<br />
| ECM Optimal & Falloff<br />
| 25% (per level Caldari Battleship)<br />
|-<br />
| ECM Burst Range<br />
| 25% (per level Caldari Battleship)<br />
|-<br />
| [[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| [[Widow]]<br />
| Black Ops Battleship<br />
| ECM Strength<br />
| 30% (per level Black Ops)<br />
|}<br />
<br />
==<span style="color:#bfbb7d"> Remote Sensor Dampener</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| rowspan='2' | [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| rowspan='2' | [[Maulus]]<br />
| rowspan='2' | Frigate<br />
| RSD Effectiveness<br />
| 7.5% (per level Gallente Frigate)<br />
|-<br />
| RSD Capacitor Use<br />
| 10% (per level Gallente Frigate)<br />
|-<br />
| rowspan='2' | [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| rowspan='2' | [[Keres]]<br />
| rowspan='2' | Electronic Attack Frigate<br />
| RSD Effectiveness<br />
| 7.5% (per level Gallente Frigate)<br />
|-<br />
| RSD Capacitor Use<br />
| 10% (per level Gallente Frigate)<br />
|-<br />
| rowspan='2' | [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| rowspan='2' | [[Celestis]]<br />
| rowspan='2' | Cruiser<br />
| RSD Effectiveness<br />
| 7.5% (per level Gallente Cruiser)<br />
|-<br />
| RSD Optimal and Falloff<br />
| 7.5% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Arazu]]<br />
| Recon Ship<br />
| RSD Effectiveness<br />
| 7.5% (per level Gallente Cruiser)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Lachesis]]<br />
| Recon Ship<br />
| RSD Effectiveness<br />
| 7.5% (per level Gallente Cruiser)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Warp Disruption Field</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[ Onyx]]<br />
| Heavy Interdiction Cruiser<br />
| Disruption Field Radius<br />
| 5% (per level Heavy Interdiction Cruisers)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Broadsword]]<br />
| Heavy Interdiction Cruiser<br />
| Disruption Field Radius<br />
| 5% (per level Heavy Interdiction Cruisers)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[ Phobos]]<br />
| Heavy Interdiction Cruiser<br />
| Disruption Field Radius<br />
| 5% (per level Heavy Interdiction Cruisers)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[ Devoter]]<br />
| Heavy Interdiction Cruiser<br />
| Disruption Field Radius<br />
| 5% (per level Heavy Interdiction Cruisers)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Energy Transfer</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| rowspan='2' |[[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| rowspan='2' |[[Augoror]]<br />
| rowspan='2' |Cruiser<br />
| Transfer Range<br />
| 1000% <br />
|-<br />
| Transfer Amount<br />
| 200%<br />
|-<br />
| rowspan='2' |[[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| rowspan='2' |[[Guardian]]<br />
| rowspan='2' |Logistics Cruiser<br />
| Transfer Range<br />
| 150% (per level Amarr Cruiser) <br />
|-<br />
| Capacitor Use Reduction<br />
| 15% (per level Logistics)<br />
|-<br />
| rowspan='2' |[[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| rowspan='2' |[[Osprey]]<br />
| rowspan='2' |Cruiser<br />
| Transfer Range<br />
| 1000% <br />
|-<br />
| Transfer Amount<br />
| 200%<br />
|-<br />
| rowspan='2' |[[File:Logo_faction_caldari_state_clean.png|32px]]<br />
| rowspan='2' |[[Basilisk]]<br />
| rowspan='2' |Logistics Cruiser<br />
| Transfer Range<br />
| 150% (per level Caldari Cruiser) <br />
|-<br />
| Capacitor Use Reduction<br />
| 15% (per level Logistics)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Remote Tracking Computer</span>==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| rowspan='2' | [[File:Logo_faction_gallente_federation_clean.png|32px]]<br />
| rowspan='2' | [[Oneiros]]<br />
| rowspan='2' | Logistics Cruiser<br />
| RTC Range<br />
| 150% (per level Gallente Cruiser)<br />
|-<br />
| RTC Effectiveness<br />
| 10% (per level Logistics)<br />
|-<br />
| rowspan='2' | [[File:Logo faction minmatar republic clean.png|32px]]<br />
| rowspan='2' | [[Scimitar]]<br />
| rowspan='2' | Logistics Cruiser<br />
| RTC Range<br />
| 150% (per level Minmatar Cruiser)<br />
|-<br />
| RTC Effectiveness<br />
| 10% (per level Logistics)<br />
|}<br />
<br />
= <span style="color:#fae5af">Navigation</span> =<br />
== <span style="color:#bfbb7d">Afterburner Velocity </span>==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo faction sanshas nation.png|32px]]<br />
| [[Succubus]]<br />
| Frigate<br />
| AB Velocity Bonus<br />
| 20% (per level Caldari Frigate)<br />
|-<br />
| [[File:Logo faction sanshas nation.png|32px]]<br />
| [[Phantasm]]<br />
| Cruiser<br />
| AB Velocity Bonus<br />
| 30% (per level Caldari Cruiser)<br />
|-<br />
| [[File:Logo faction sanshas nation.png|32px]]<br />
| [[Nightmare]]<br />
| Battleship<br />
| AB Velocity Bonus<br />
| 30% (per level Caldari Battleship)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">MWD Signature Radius Penalty</span> == <br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Crow]]<br />
| Interceptor<br />
| 15% (per level Interceptors)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Raptor]]<br />
| Interceptor<br />
| 15% (per level Interceptors)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Claw]]<br />
| Interceptor<br />
| 15% (per level Interceptors)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Stiletto]]<br />
| Interceptor<br />
| 15% (per level Interceptors)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Ares]]<br />
| Interceptor<br />
| 15% (per level Interceptors)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Taranis]]<br />
| Interceptor<br />
| 15% (per level Interceptors)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Crusader]]<br />
| Interceptor<br />
| 15% (per level Interceptors)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Malediction]]<br />
| Interceptor<br />
| 15% (per level Interceptors)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Harpy]]<br />
| Assault Frigate<br />
| 50%<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Hawk]]<br />
| Assault Frigate<br />
| 50%<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Jaguar]]<br />
| Assault Frigate<br />
| 50%<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Wolf]]<br />
| Assault Frigate<br />
| 50%<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Enyo]]<br />
| Assault Frigate<br />
| 50%<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Ishkur]]<br />
| Assault Frigate<br />
| 50%<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Retribution]]<br />
| Assault Frigate<br />
| 50%<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Vengeance]]<br />
| Assault Frigate<br />
| 50%<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Talwar]]<br />
| Destroyer<br />
| 15% (per level Minmatar Destroyer)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[ Flycatcher]]<br />
| Interdictor<br />
| 10% (per level Interdictors)<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[ Sabre]]<br />
| Interdictor<br />
| 10% (per level Interdictors)<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[ Eris]]<br />
| Interdictor<br />
| 10% (per level Interdictors)<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[ Heretic]]<br />
| Interdictor<br />
| 10% (per level Interdictors)<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Cerberus]]<br />
| Heavy Assault Cruiser<br />
| 50%<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Eagle]]<br />
| Heavy Assault Cruiser<br />
| 50%<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Muninn]]<br />
| Heavy Assault Cruiser<br />
| 50%<br />
|-<br />
| [[File:Logo faction minmatar republic clean.png|32px]]<br />
| [[Vagabond]]<br />
| Heavy Assault Cruiser<br />
| 50%<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Deimos]]<br />
| Heavy Assault Cruiser<br />
| 50%<br />
|-<br />
| [[File:Logo faction gallente federation clean.png|32px]]<br />
| [[Ishtar]]<br />
| Heavy Assault Cruiser<br />
| 50%<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Sacrilege]]<br />
| Heavy Assault Cruiser<br />
| 50%<br />
|-<br />
| [[File:Logo faction amarr empire clean.png|32px]]<br />
| [[Zealot]]<br />
| Heavy Assault Cruiser<br />
| 50%<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Agility </span>==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Bonus<br />
|-<br />
| [[File: Logo faction gallente federation clean.png|32px]]<br />
| [[Sin]]<br />
| Black Ops Battleship<br />
| 5% (per level Black Ops)<br />
|}<br />
<br />
==<span style="color:#bfbb7d"> Velocity </span>==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| rowspan='2'| [[File: Logo faction minmatar republic clean.png|32px]]<br />
| rowspan='2'| [[Panther]]<br />
| rowspan='2'| Black Ops Battleship<br />
| Velocity <br />
| 5% (per level Black Ops)<br />
|-<br />
| Cloaked Velocity<br />
| 125% (per level Black Ops)<br />
|-<br />
| [[File: Logo faction gallente federation clean.png|32px]]<br />
| [[Sin]]<br />
| Black Ops Battleship<br />
| Cloaked Velocity<br />
| 125% (per level Black Ops)<br />
|-<br />
| [[File: Logo faction amarr empire clean.png|32px]]<br />
| [[Redeemer]]<br />
| Black Ops Battleship<br />
| Cloaked Velocity<br />
| 125% (per level Black Ops)<br />
|-<br />
| [[File: Logo faction caldari state clean.png|32px]]<br />
| [[Widow]]<br />
| Black Ops Battleship<br />
| Cloaked Velocity<br />
| 125% (per level Black Ops)<br />
|}<br />
<br />
= <span style="color:#fae5af">Capacitor</span> =<br />
== <span style="color:#bfbb7d">Capacitor Capacity</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo faction caldari state clean.png|32px]]<br />
| [[Kitsune]]<br />
| Electronic Attack Frigate<br />
| Capacitor Capacity<br />
| 5% (per level Electronic Attack Ships)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Paladin]]<br />
| Marauder<br />
| Capacitor Capacity<br />
| 5% (per level Amarr Battleship)<br />
|}<br />
<br />
== <span style="color:#bfbb7d">Capacitor Recharge Rate</span> ==<br />
{| class="wikitable collapsible collapsed sortable"<br />
! scope="col" | Race !! scope="col" | Name !! scope="col" | Type !! scope="col" | Value !! scope="col" | Bonus<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Sentinel]]<br />
| Electronic Attack Frigate<br />
| Cap Recharge Time Reduction<br />
| 5% (per level Electronic Attack Ships)<br />
|-<br />
| [[File:Logo_faction_amarr_empire_clean.png|32px]]<br />
| [[Vengeance]]<br />
| Assault Frigate<br />
| Cap Recharge Time Reduction<br />
| 5% (per level Assault Frigates)<br />
|}</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=User:Uryence/newheat&diff=178089User:Uryence/newheat2021-11-24T05:23:28Z<p>Arexand Oskold: /* Heat Mathematics */ A few math tweaks, which were actually mistakes in the original article but I'll fix them here.</p>
<hr />
<div>'''Overheating''' (or '''overloading''') is an important ship combat mechanic in EVE Online. Any active module can be overheated, and overheating a module wrings better performance from it, at the cost of gradually-accumulating heat damage to the module.<br />
<br />
Incautious overheating can burn a module out completely, making it useless until it is repaired. However, if used with care or in an emergency, the benefit gained from an overheated module could be the difference between losing your ship and killing your enemy. Good pilots know when the risk is worth the possible reward.<br />
<br />
The timing of overheating and the management of the resulting heat damage are important parts of small-gang and solo PvP combat. Overheating remains useful in most larger PvP fleets. It has some niche uses in PvE combat.<br />
<br />
== Controls ==<br />
<br />
[[File:eveheat3.png|350px|thumb|Overheating in action. All the high slots that can be overheated are being overheated, so the small button for overheating the whole rack in between the module buttons and the core HUD has lit up. Two of the four mid slot modules that can be overheated are being overheated, and heat damage is visible on all four mid slot modules. The low slot modules are not being overheated, but they have been overheated recently, and have some damage.]]<br />
<br />
You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default, shift+F1 overheats the module controlled by the F1 key, though this can be changed in the shortcuts options.<br />
<br />
A module that's already active and receives an overheat command won't begin overheating until it starts its next cycle. A module that's already overheating that's commanded to stop won't cease overheating until the end of its current cycle. The green light at the top of the module button will flash when overheating is off but about to turn on at the next cycle change, or is on and about to turn off at the next cycle change.<br />
<br />
You can also "pre-heat" a module, by turning overheating on while the module isn't running. This ensures that it begins its first cycle overheated. A module primed to overheat will stay primed after warping, but not after jumping or docking.<br />
<br />
Not all modules can be overheated. For example, neither cloaks nor command bursts can be overheated, and no passive modules can be overheated.<br />
<br />
In some circumstances, you may need to overheat many modules as fast as possible. You can choose to overheat an entire rack (all the high slots, all the mid slots, or all the low slots) via the small buttons to the left of each rack.<br />
<br />
In the right-click menu available on the capacitor circle itself, there is an option called "Lock Module Overheat State". When enabled, this blocks all overheating changes on all modules: modules which aren't overheating can't be heated, and modules which are already overheating can't have their heat turned off. This can be used to prevent accidental overheating, although it is a very inflexible tool.<br />
<br />
== Benefits and Uses ==<br />
<br />
Any overheated module increases its performance in some way.<br />
<br />
=== Key Uses ===<br />
<br />
A complete table of heat bonuses follows below, but some of the most important effects to know are:<br />
<br />
* Heating a '''[[Propulsion equipment|propulsion module]]''' provides an additional 50% speed bonus. Since speed and positioning are key to many kinds of PvP combat and to some kinds of PvE combat, this can prove crucial.<br />
* Heating '''[[Tackling|tackle modules]]''' boosts their range.<br />
** It is often worth pre-heating your point/scram/web when in warp towards an engagement, especially if you are likely to be the initial tackle, as greater tackling range at the beginning of a fight can make the difference between catching or losing a target. <br />
** Similarly, it is also often worth overheating tackle at the end of a fight, if your targets are trying to leave.<br />
* Heating '''[[Tanking|tank modules]]''' increases their effect. <br />
** This is simplest and most obvious for active tank modules: shield boosters and armour repairers ''both'' repair more per cycle and cycle faster when heated. Note that the faster cycle means a heaver capacitor burden.<br />
** Ancillary shield boosters and armour repairers should almost always be used overheated, since they already offer a short-term, "burst" tank.<br />
** Active resistance hardeners can also be overheated, however, and when heated they make your ship resist more damage. This means that overheating can also benefit some types of buffer tank and some types of passive shield tank.<br />
* Heating '''all [[Turrets|turrets]] and [[Missiles|missile launchers]]''' increases their potential DPS, but not always in the same way.<br />
** Short-ranged turrets (pulse lasers, blasters, autocannon) get a bonus to their raw damage-per-shot.<br />
** Long-ranged turrets (beam lasers, railguns, artillery) get a bonus to their rate of fire. Note that an increased rate of fire also means an increased capacitor burden from beam lasers and railguns.<br />
** All kinds of missile launcher get a bonus to rate of fire.<br />
<br />
At its simplest, overheating is a tool for high-stakes moments in combat, and a pilot in serious danger of losing their ship in either PvP or PvE is almost never wrong to overheat relevant modules. Some of the effects noted here, though, such as the tackle module range bonuses, are slightly subtler, and experienced pilots develop a sense of when to use them.<br />
<br />
=== All Heat Benefits ===<br />
<br />
{| class="wikitable"<br />
!Module Type !! Overheat Effect !! Percent Bonus<br />
|-<br />
| Afterburner<br/>Microwarpdrive || Speed Bonus || 50%<br />
|-<br />
| Warp Disruptor<br/>Warp Scrambler || Range Bonus || 20%<br />
|-<br />
| Stasis Webifier || Range Bonus || 30%<br />
|-<br />
| Stasis Grappler || Optimal Range Bonus || 300%<br />
|-<br />
| ECM Jammer<br/>Burst Jammer<br/>Tracking Distruptor<br/>Guidance Distruptor<br/>Remote Sensor Dampener<br/>Target Painter|| Strength Bonus || 20%<br />
|-<br />
| Energy Neutralizer<br/>Energy Nosferatu || Duration Bonus || -15%<br />
|-<br />
| Armor Hardener<br/>Shield Hardener || Strength Bonus || 20%<br />
|-<br />
| Armor Repairer || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Shield Booster || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Hull Repairer || Duration Bonus || -15%<br />
|-<br />
| Remote Armor Repairer<br/>Remote Shield Booster<br/>Remote Cap Transmitter || Duration Bonus || -15%<br />
|-<br />
| Remote Sensor Booster<br/>Remote Tracking Computer || Strength Bonus || 15%<br />
|-<br />
| Short Range Turrets || Damage Bonus || 15%<br />
|-<br />
| Long Range Turrets || Duration Bonus || -15%<br />
|-<br />
| Missile Launchers || Duration Bonus || -15%<br />
|-<br />
| Tracking Computer<br/>Guidance Computer<br/>Omnidirectional Tracking Link<br/>Sensor Booster || Strength Bonus || 15%<br />
|-<br />
| Cap Booster || Duration Bonus || -20%<br />
|}<br />
<br />
== Heat Damage ==<br />
<br />
The downside of overheating is '''heat damage'''. Heat damage is ''not'' related to normal damage: overheating does not cause damage to your shield, armour, or hull hit points. Heat damage has no link to the Thermal damage type.<br />
<br />
Rather, heat damage is dealt to the hitpoints of individual modules. If you "show info" on a module, and check its "Attributes" tab, you will see it has "Structure Hitpoints". Most modules have 40 hitpoints. '''TK find an image of this.''' Heat damage is dealt to these hitpoints.<br />
<br />
The amount of heat damage on a module is visible as a red fringe that creeps around the circular module icon counterclockwise, from the 12 o'clock position. Having some heat damage does not affect modules' functions or power in any way. However, when a module has lost all of its hitpoints—when the red fringe has completely circled the module icon and reached 12 o'clock again—the module will stop working (or "burn out"). Note that if any single one of a grouped set of turrets or missile launchers burns completely out, the button for the whole group will become useless; it will be possible to continue using the other weapons, but only by ungrouping them (and if necessary regrouping them without including the burned-out module).<br />
<br />
=== Damage Mechanics ===<br />
<br />
The mathematics of heat damage is discussed in a later section for those interested. What all pilots should know about the mechanics heat damage is as follows.<br />
<br />
[[File:eveheat3.png|350px|thumb|Consider this image again. Varying levels of heat damage are visible as red fringes around the modules. The rack heat dials above the capacitor show that the low and mid slot racks are only a little hot, while the high slot rack (rightmost dial) is nearly as hot as it can be.]]<br />
<br />
Heat damage is not dealt reliably and automatically by every heated module cycle. Instead, it is dealt through a chance-based mechanic. Each heated cycle of any module always raises the ''heat level'' of the module's rack, by a reliably predictable amount: a heated cycle from a high slot module increases the high slot rack heat level, a heated cycle from a mid slot module heats up the mid slot rack, and so on. The following factors affect rack heat generation:<br />
<br />
* Having more modules running overheated in the same rack generates more rack heat.<br />
* Larger ships generate rack heat more slowly than smaller ships.<br />
* Propulsion modules generate a lot of rack heat.<br />
* Most T2 non-propulsion modules generate quite a lot of rack heat.<br />
* All T1 non-propulsion modules and a few T2 modules generate a little heat.<br />
* Faster-cycling modules tend to generate less heat per cycle.<br />
<br />
Each heated cycle of any module has a ''chance'' to deal heat damage to the heated module, or to other modules in the rack. The chance of heat damage at the end of a cycle increases with the level of rack heat; how hot a high, medium, or low rack is affects how much of a chance of heat damage there is. The increase in the chance of heat damage caused by higher rack heat is not a steady, linear increase: high levels of rack heat generate a ''much'' higher chance of heat damage than low levels of rack heat. Rack heat is displayed in the three dials directly above the circle of the capacitor indicator. The leftmost dial displays low slot heat, the middle dial displays mid slot heat, and the rightmost dial displays high slot heat. '''TK add image of this.'''<br />
<br />
Heat damage chances are also affected by proximity in the rack. A module is most likely to deal heat damage to itself; then to modules adjacent to it, then to other modules in the rack with the chance of heat damage decreasing with greater distance in the rack.<br />
<br />
Rack heat dissipates when modules in a rack are not being overheated. Heat dissipates quickly when the rack is very hot, and slowly when the rack is relatively cool. Pilots should note that when a ship is docked up, heat in its racks does ''not'' instantly disappear. It continues to dissipate at the normal rate. As a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired.<br />
<br />
=== Preventing Heat Damage ===<br />
<br />
[[File:eveheat2.png|350px|thumb|In these low slots, the two active modules—armor repairer on the left, ancillary armor repairer on the right—have been put at opposite ends of the rack, to distance their heating effects from each other.]]<br />
<br />
It is possible to overheat intelligently, in ways that limit the amount of heat damage caused.<br />
<br />
In judging the risk of heat damage, '''rack heat is more important than the extent of damage already sustained''', and '''the rack heat indicators can matter more than heat damage on a module button'''. If a rack is completely cool, it is usually safe to overheat for a cycle or two even with quite damaged modules: sometimes modules take no damage at all from a single cycle of heat when the rack starts out entirely cool. If, by contrast, a rack is very hot, it is quite risky to overheat even a module with little heat damage, as at high rack heat levels, damage will stack up very quickly.<br />
<br />
[[File:eveheat1.png|350px|thumb|The pilot of this Stabber has two small energy neuts fitted in the high slots, but as these are secondary tools and less likely to be heated than the guns, they are placed to space the guns out and absorb heat damage. In the mid slots, the shield extender—not an active module—is positioned to separate the often-overheated, strongly heat-generating MWD from the tackle modules—which might themselves be overheated to get extra tackle range early in a fight.]]<br />
<br />
Since the proximity of modules to each other affects their risk of heat damage, '''spreading out and separating active modules in a rack can mitigate heat damage'''. By placing the active modules in a rack as far away from each other as possible, the heat damage from each module can be spread out rather than concentrating on particular parts of the rack. Passive modules or less-important active modules can be placed in the slots between.<br />
<br />
In the high slots of a combat ship, it is common to spread out the main weapon system modules as much as possible, putting secondary weapons, utility tools such as energy neutralizers, or [[Command Bursts|command burst modules]] between the often-heated weapons. It is still possible to group the guns or launchers as normal. Pilots can move the module buttons around in space to keep them assigned to sensible keys in a logical arrangement, while retaining the "true" arrangement of modules in the fitting itself.<br />
<br />
Offlined modules and wholly empty module slots are especially effective at reducing heat damage.<br />
<br />
Players sometimes call these fitting practices "heatsinking", since the passive or less-commonly-used active modules placed between high-heat modules act as heat sinks. This idiom has no relation to the Heat Sink module, a low slot DPS-enhancing module for energy weapons; the Heat Sink module and its variations are no more effective as ''actual'' heat sinks than any other module.<br />
<br />
=== Repairing Heat Damage ===<br />
<br />
==== Nanite Repair Paste ====<br />
<br />
An item called "Nanite Repair Paste" can be used to repair heat damage while in space. To do this, make sure you have some paste in your cargo hold, and then right-click on the damaged module button, and select "repair". Paste repairs take some time, enough time that they are generally applied between fights rather than during fights. Hovering over the repairing module's button will bring up a tooltip displaying the remaining repair time.<br />
<br />
Repairs can be cancelled (right-click the module button and select the option to do this) and are cancelled automatically if your ship jumps through a gate, filaments, or travels via a jump to a cyno. The amount of repair carried out before cancellation will remain, and only the equivalent amount of paste will be used up. Paste cannot be used to repair a module which is fully burned out.<br />
<br />
A module cannot be used while it is being repaired. No module in a given rack can be overheated while any other module in the same rack is being repaired using paste. It ''is'', however, possible to repair a module's heat damage while it is reloaded. This can be useful with modules with very long reload times, such as Rapid Light Missile Launchers and ancillary shield boosters / armour repairers.<br />
<br />
==== Tether ====<br />
<br />
When tethered on a friendly [[Upwell structures|Upwell structure]], heat damage to a ship's modules is slowly repaired, for free. Tethering can repair burned-out modules.<br />
<br />
==== Docked Repairs ====<br />
<br />
Heat damage can also be repaired, instantly, when docked up. In NPC stations this comes with a cost; in player-owned structures owned by friendly players and with appropriate settings, it can be done for free. Repairs while docked will repair fully burned-out modules too.<br />
<br />
Pilots should (again) note that docking up does not instantly clear rack heat itself. A ship can be docked and have its heat damage quickly repaired, but if it is immediately undocked its racks might still be hot. This will not cause more damage by itself, but must be borne in mind if the ship is about to overheat its modules again straight away.<br />
<br />
== Overheating Bonuses ==<br />
<br />
=== Skills ===<br />
<br />
The skill that lets pilots overheat is {{sk|Thermodynamics|mult=yes|price=yes}}. Thermodynamics reduces the heat damage caused by overheating by 5% per skill level, for a 25% reduction at level V. This is a starting skill for characters created between September 2015 and September 2019. Older and newer characters must train the requisites and this skill on their own.<br />
<br />
There are also two skills which make paste repairs more efficient:<br />
<br />
* {{sk|Nanite Operation|mult=yes|price=yes}} - provides a 5% reduction in Nanite Repair Paste consumption per level.<br />
* {{sk|Nanite Interfacing|mult=yes|price=yes}} - provides a 20% increase in damaged module repair amount per second.<br />
<br />
=== Bonused Ships ===<br />
<br />
[[Tactical Destroyers]] and [[Strategic Cruisers]] have bonuses improving their ability to overheat. These bonuses are tied to the skills required to fly them:<br />
<br />
* (Racial) Tactical Destroyer - Provides 5% reduction to heat damage from overheating per level.<br />
* (Racial) Strategic Cruiser - Provides 5% reduction to heat damage from overheating, and 10% increase in damaged module repair amount per second, per level.<br />
* (Racial) Core Systems - Provides 5% reduction to heat damage from overheating per level when the associated electronic warfare subsystem is fitted.<br />
<br />
Both types of ship are able to overheat for longer. A Strategic Cruiser with an electronic warfare Core subsystem piloted by a pilot with all Strategic Cruiser skills trained to V will benefit from a 50% reduction in heat damage from overheating.<br />
<br />
[[Combat Interceptors]] and [[Industrials#Deep_Space_Transports|Deep Space Transports]] have flat role bonuses that double the benefit of overheating certain modules:<br />
<br />
* Combat Interceptors - Provides 100% bonus to the benefits of overheating Afterburners and Microwarpdrives.<br />
* Deep Space Transports - Provides 100% bonus to the benefits of overheating Afterburners, Microwarpdrives, Local Repair Modules, and Resistance Modules.<br />
<br />
=== Red Giant Wormholes ===<br />
<br />
Wormhole space systems with the [[Wormhole_space#Red_Giant|Red Giant effect]] increase both the risk and the reward associated with overheating. Every Red Giant wormhole increases heat damage by a percentage, and increases the bonuses gained from overheating by twice that percentage.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
| rowspan="6" style="padding: 0px;" | [[File:WH_Red_Giant.jpg|180px]]<br />
! Effects<br />
! Class 1<br />
! Class 2<br />
! Class 3<br />
! Class 4<br />
! Class 5<br />
! Class 6<br />
|- style="background:#3B0B0B;"<br />
! Heat Damage<br />
| +15%<br />
| +22%<br />
| +29%<br />
| +36%<br />
| +43%<br />
| &#43;50%<br />
|- style="background:#0A2A0A;"<br />
! Overheat Effect Bonus<br />
| 30%<br />
| 44%<br />
| 58%<br />
| 72%<br />
| 86%<br />
| 100%<br />
|}<br />
<br />
== Heat Mathematics ==<br />
<br />
=== Rack Heat ===<br />
<br />
The following tables specify how exactly module type and hull size affect heat generation.<br />
<br />
{| class="wikitable"<br />
!Module Type !! Rack Heat Generation/second<br />
|-<br />
| Afterburner, Microwarpdrive || 4%<br />
|-<br />
| Most T2 modules || 2%<br />
|-<br />
| All other non-T2 Modules || 1%<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable"<br />
!Hull Size !! Rack Heat Generation Rate<br />
|-<br />
| Frigate, Interdictor, Command Destroyer<ref>Most T2 ships have the same heat generation as their T1 variants. T2 Destroyers are the exception.</ref> || 100%<br />
|-<br />
| Destroyer, Tactical Destroyer || 85%<br />
|-<br />
| Cruiser, Industrial, Mining Barge || 75%<br />
|-<br />
| Battlecruiser || 65%<br />
|-<br />
| Battleship || 50%<br />
|-<br />
| Carrier, Force Auxiliary || 40%<br />
|-<br />
| Dreadnought, Supercarrier, Orca, Rorqual || 35%<br />
|-<br />
| Titan || 25%<br />
|-<br />
|}<br />
<references/><br />
The values from these tables cannot be found in-game. They must be found on outside sources. Module heat generation rates can be found on modules, under the attribute <code>heatAbsorbtionRateModifier</code>, and hull heat generation modifiers can be found on ship hulls, under the attribute <code>heatGenerationModifier</code>.<br />
<br />
The time required for a rack to reach a certain heat level (starting from '''0%''' rack heat) with a given set of overheated modules can be calculated with the following formula:<br />
H(t)=(heatCapacity/100)-e^(-t*heatGenerationMultiplier*sum(heatAbsorbtionRateModifier))<br />
:<math>\displaystyle \text{H(t)}= 1 - e ^ \left( \text{-t} \cdot \text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right) \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - H(t) \right)}}{\text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right)} </math><br />
where<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* t is the time in seconds<br />
* heatGenerationMultiplier is the "Rack Heat Generation Rate" from the above table based on hull size<br />
* sum(heatAbsorbtionRateModifier) is the sum of the "Rack Heat Generation/Second" (as a decimal) of all currently overheated modules in the rack<br />
<br />
So for example, if a frigate overheating a Warp Scrambler I, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.5}}{0.01} = \frac{0.693}{0.01} = 69.3 </math><br />
69.3 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.1}}{0.01} = \frac{2.303}{0.01} = 230.3 </math><br />
230.3 seconds to reach 90% rack heat<br />
<br />
Meanwhile, if a [[Catalyst]], with 8 Light Neutron Blaster IIs, was overheating its full gun rack, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.5}}{0.85 \cdot 0.16} = \frac{0.693}{0.136} = 5.1 </math><br />
5.1 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.1}}{0.85 \cdot 0.16} = \frac{2.303}{0.136} = 16.9 </math><br />
16.9 seconds to reach 90% rack heat<br />
<br />
This illustrates the speed at which large gun racks heat up and burn out, versus the much slower rate at which individual E-War or local repair modules will heat and burn.<br />
<br />
The time required to increase rack heat from a given level to a target level is found by calculating the time required to reach the higher level, and subtracting the time required to reach the lower level. So, for that frigate to increase from 50% rack heat to 90% rack heat, it would take (230.3 - 69.3) = 161 seconds.<br />
<br />
The logarithmic nature of this formula dictates that it is, in theory, impossible to reach 100% rack heat, which is why the above sections used the more accessible numbers of 50% and 90%. However, in practice, once rack heat passes 99% it's near enough to 100% that it can be effectively considered 100%; and besides, if you're overheating your modules to the point that you hit 99% rack heat you're well on the road to burning out the entire rack anyway.<br />
<br />
=== Rack Heat Dissipation ===<br />
<br />
When no modules in a rack are being overheated, the rack will dissipate stored heat, at a rate proportional to how hot the rack is. The rate of dissipation is:<br />
: <math>\displaystyle \text{Heat Dissipation per second} = (\text{Current Rack Heat %}) \cdot 1\text{%}</math><br />
For example, at 60% rack heat, the rack will lose heat at 0.6%/second. <br />
<br />
Unlike heat generation, heat dissipation is constant across all ship sizes. <br />
<br />
The actual time required for a rack's heat to dissipate can be calculated using the following formula:<br />
:<math>\displaystyle \text{H(t)}= \text{H(0)} \cdot e ^ \left( \text{-t} \cdot \text{heatDissipationRate} \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{\text{H(0)}}{\text{H(t)}}}</math><br />
where<br />
* t is time in seconds<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* H(0) is the initial heat level<br />
* heatDissipationRate is 0.01 (on all ships)<br />
<br />
So, for example, the time required for a ship to drop from 90% rack heat to 50% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.9}{0.5}} = 100 \cdot 0.58778 = \text{58.8 seconds}</math><br />
and the time required to drop from 50% rack heat to 20% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.5}{0.2}} = 100 \cdot 0.91629 = \text{91.6 seconds}</math><br />
The logarithmic nature of this formula implies that actually reaching 0% rack heat is impossible, so at some low value (unknown but below 1%) the server simply rounds down to 0%. If we assume that low value is 0.5%, then the maximum possible heat dissipation time is<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{1.0}{0.005}} = 100 \cdot 5.2983 = \text{529.8 seconds}</math><br />
-Which is just less than 9 minutes.<br />
<br />
The following is a quick-reference table of heat dissipation times<br />
{| class="wikitable"<br />
|-<br />
| Heat Level || 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 10% || 1% <br />
|-<br />
| Time to lose next 10% || 10.5s || 11.8s || 13.4s || 15.4s || 18.2s || 22.3s || 28.8s || 40.5s || 69.3s || 230s || -<br />
|-<br />
| Cumulative loss time from 100% || - || 10.5s || 22.3s || 35.7s || 51.1s || 69.3s || 91.6s || 120.4s || 160.9s || 230.2s || 460.2s<br />
|-<br />
|}<br />
This chart also demonstrates a very useful rule-of-thumb for managing rack heat in combat: It takes '''69 seconds''' for a rack's heat to drop by half.<br />
<br />
=== Heat Attenuation Values ===<br />
<br />
In most cases, the number of slots in a rack directly corresponds to that rack's <code>heatAttenuation</code> attribute<br />
<br />
{| class="wikitable"<br />
!Slot count !! heatAttenuation<br />
|-<br />
| 1 || 0<br />
|-<br />
| 2 || 0.25<br />
|-<br />
| 3 || 0.5<br />
|-<br />
| 4 || 0.63<br />
|-<br />
| 5 || 0.707<br />
|-<br />
| 6 || 0.758<br />
|-<br />
| 7 || 0.794<br />
|-<br />
| 8 || 0.82<br />
|-<br />
|}<br />
<br />
=== Master Overheat Damage Formula ===<br />
<br />
The odds for a given module to sustain overheat damage on a single cycle can be condensed into one formula:<br />
<br />
:<math>\displaystyle \text{Damage Chance}= \text{Rack Heat} \cdot \left( \frac{\text{Online Hi+Mid+Low Modules}}{\text{Total High+Mid+Low+Rig Slots}} \right) \cdot \text{heatAttenuation}^\mathrm{Distance}</math><br />
<br />
For example:<br />
* An [[Enyo]] (slots 5/3/4, 2 rigs), with 1 empty High slot, at 60% Rack Heat, overheating a Warp Scrambler in mid rack slot 1.<br />
<br />
Odds of damaging the Warp Scrambler itself:<br />
<br />
* Damage Chance = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 0]<br />
* Damage Chance = 0.6 * [11 / 14] * 1<br />
* Damage Chance = 0.6 * 0.786 * 1<br />
* Damage Chance = 0.471 = 47.1%<br />
<br />
Odds of damaging the modules in slots 2 and 3:<br />
* Slot 2 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 1]<br />
* Slot 2 = 0.471 * 0.5<br />
* Slot 2 = 0.236 = 23.6%<br />
<br />
* Slot 3 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 2]<br />
* Slot 3 = 0.471 * 0.25<br />
* Slot 3 = 0.118 = 11.8%<br />
<br />
== External links ==<br />
* [https://forums-archive.eveonline.com/message/344300/ The original EVE Forum thread] by Kadesh Priestess (2011), containing his research on overheat math<br />
* [https://www.youtube.com/watch?v=3B0c_D7XGSk Everything you need to know about heat] (2019), a complete guide video by Suitonia</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Curse&diff=176392Curse2021-11-02T03:49:51Z<p>Arexand Oskold: /* Tactics */ A bit more expansion</p>
<hr />
<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
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* on editing the attributes, please make sure that you don't<br />
* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=20125<br />
| shipimg=Curse.jpg<br />
| shipname=Curse<br />
| caption=Curse<br />
| class=Combat Recon Ship<br />
| grouping=Recon Ships<br />
| hulltype=Arbitrator Class<br />
| faction=Amarr Empire<br />
| race=Amarr<br />
| variations={{Ship|Pilgrim}},{{Ship|Arbitrator}}<br />
| tech=2<br />
| ecmprio=3<br />
| powergrid=900 MW<br />
| cpu=380 tf<br />
| capacitor=1,470 GJ<br />
| highs=5<br />
| turrets=2<br />
| launchers=4<br />
| mediums=6<br />
| lows=4<br />
| mass=11,810,000 kg<br />
| volume=120,000 m&#179;<br />
| cargohold=345 m&#179;<br />
| dronebay=150 m&#179;<br />
| bandwidth=50 Mbit/sec<br />
| info=Built to represent the last word in electronic warfare, combat recon ships have onboard facilities designed to maximize the effectiveness of electronic countermeasure modules of all kinds. Filling a role next to their class counterpart, the heavy assault cruiser, combat recon ships are the state of the art when it comes to anti-support support. They are also devastating adversaries in smaller skirmishes, possessing strong defensive capabilities in addition to their electronic superiority.<br><br>Developer: Khanid Innovation<br><br>In addition to robust electronics systems, the Khanid Kingdom's ships possess advanced armor alloys capable of withstanding a great deal of punishment. Generally eschewing the use of turrets, they tend to gear their vessels more towards close-range missile combat.<br />
| bonuses=<b>Amarr Cruiser bonuses (per skill level):</b><br>7.5% bonus to Weapon Disruptor effectiveness<br>10% bonus to Drone hitpoints and damage<br><b>Recon Ships bonuses (per skill level):</b><br>40% bonus to Energy Nosferatu and Energy Neutralizer optimal range<br>20% bonus to Energy Nosferatu and Energy Neutralizer falloff range<br>20% bonus to Energy Nosferatu and Energy Neutralizer drain amount<br><b>Role Bonus:</b><br>&bull;&nbsp;Cannot be detected by directional scanners<br><br />
| structurehp=1,075 HP<br />
| shieldhp=1,210 HP<br />
| shieldem=0<br />
| shieldexp=81.25<br />
| shieldkin=62.5<br />
| shieldtherm=20<br />
| armorhp=1,650 HP<br />
| armorem=50<br />
| armorexp=70<br />
| armorkin=53.125<br />
| armortherm=35<br />
| maxvelocity=205 m/sec<br />
| inertia=0.61<br />
| warpspeed=4.5 AU/s<br />
| warptime=9.99 s<br />
| targetrange=130.00 km<br />
| sigradius=145 m<br />
| maxlockedtargets=10<br />
| sensortype=RADAR<br />
| sensorvalue=28 points<br />
| scanres=281 mm<br />
| reqskills=*{{RequiredSkill|Amarr Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Amarr Destroyer|III}}<br />
***{{RequiredSkill|Amarr Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Recon Ships|I}}<br />
**{{RequiredSkill|Cloaking|IV}}<br />
***{{RequiredSkill|CPU Management|IV}}<br />
**{{RequiredSkill|Signature Analysis|V}}<br />
***{{RequiredSkill|CPU Management|I}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
**{{RequiredSkill|Electronics Upgrades|V}}<br />
***{{RequiredSkill|CPU Management|II}}<br />
***{{RequiredSkill|Power Grid Management|II}}<br />
<br />
| totaltraintime=61d 11h 23m 20s<br />
| externallinks=<br />
| rigs_size=Medium<br />
| rigs_count=2<br />
| rigs_calibration=400<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
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<br />
==Summary==<br />
The '''Curse''' is the undisputed king of capacitor warfare. Its range bonuses allow its hefty neuting capacity to reach out to an obscene range. This synergizes well with the standard Amarr TD bonus allowing excellent mitigation of any turret boat DPS, and the standard drone bonus gives cap free, high slot free, selectable and flexible DPS/utility. <br />
<br />
The Curse is universally recognized as a huge force multiplier. Expect to be primaried when flying one in a gang or fleet.<br />
<br />
==Skills==<br />
<br />
The Curse really needs Recon Ships V to be fully functional: at Recon Ships IV, a pilot is missing out on a set of 80%/20%/20% bonuses for the Curse's primary on-grid purpose. Capacitor Emission Systems IV or (better!) V will help with the capacitor load of energy neutralizers. Strong drone skills and flights of T2 drones are necessary to wring any real DPS out of the Curse, which is a more important consideration in solo and small gang situations.<br />
<br />
Like most T2 ships, the Curse has tight fitting requirements, and good [[Fitting Skills|fitting skills]] will be necessary to get the most out of the hull; even a pilot with perfect fitting skills might find themselves needing one or two powergrid modules/rigs if they mount four neutralizers.<br />
<br />
==Tactics==<br />
<br />
For mechanics and general principles of capacitor warfare see [[Capacitor Warfare]].<br />
<br />
Unlike almost all other Amarrian ships, the Curse's 5/6/4 slot layout leads to it being most commonly seen Shield tanked, and used as a pure capacitor warfare platform at the expense of its weapon disruption capabilities. While it is possible to fit a Curse with Armor, thanks to its excellent innate resistances, the 4/5/5 [[Pilgrim]] lends itself to that task better (although the Pilgrim's neutralizing capabilities are notably weaker than the Curse's). Monied pilots can consider faction or deadspace medium energy neutralizers for significantly longer ranges: a T2 neut on a Curse with a skilled pilot reaches 30km optimal, but (for instance) a Corpum B-Type neutralizer will deliver a 45km optimal—for a price.<br />
<br />
In a fleet fight, Curses are a great counter to logistics chains, and the added pressure of their neuts can mitigate or neutralize any practical cap transfer setup. Neutralizers can also work well as a tool to shut down tackle and/or electronic warfare ships on the opposing side. Damage-dealing ships which rely on hybrid turrets, lasers, entropic disintegrators or vorton projectors cannot fire their weapons without capacitor energy; ships relying on missiles, drones, or projectile turrets can keep fighting through neuting, though. However, the Curse's neutralizers can also be a challenge for the Curse pilot themselves to sustain, and so Curses will commonly rely on an incoming cap transmitter from a friendly logistics ship.<br />
<br />
Flown as a solo ship, the Curse is a powerful opponent. However, for this very reason, few ships will willingly engage a solo Curse. Solo Curse pilots must to be wily in their use of their d-scan invisibility to catch targets, and must expect their opponents to try to outnumber and overship them as soon as they are detected: no one sees a Curse as a fair or honorable opponent deserving a measured response. While for fleet/gang use it's worth considering splashing out on faction neuts, the solo Curse's primary limitation is point range: T2 neuts have a 30km optimal on a Curse, but a T2 Warp Disruptor will only reach 24km. In fitting a Curse for solo flight it might be worth prioritizing a longer-ranged warp disruptor over fancier neutralizers.<br />
<br />
==Notes==<br />
<br />
==Patch History==<br />
{{Expansion past|<br />
'''October 2019 Release - 2019-10-15.1'''<br />
<br />
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''<br />
<br />
* Warp Speed increased from 3.3 AU/s to 4.5 AU/s (+1.2 AU/s)<br />
}}<br />
<br />
{{ShipsMatrix|expgroup=cruisers}}<br />
[[Category:Ship Database]][[Category:Recon Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Encounter_Surveillance_System&diff=175612Encounter Surveillance System2021-10-16T02:48:24Z<p>Arexand Oskold: /* Mechanics */ doy</p>
<hr />
<div>Every sovereign nullsec solar system has an '''Encounter Surveillance System''' or '''ESS'''. The ESS stockpiles a portion of the bounties awarded in that system, and then slowly pays them out to the pilots who earned them—if, that is, no one else steals the money first.<br />
<br />
== The ESS field ==<br />
<br />
=== Mechanics ===<br />
<br />
The ESS is available as a beacon in space which anyone can warp to. At the beacon there is a [[Deadspace|deadspace]] acceleration gate, which is restricted to hulls of [[Cruiser|cruiser]], [[Battlecruiser|battlecruiser]], and [[Battleship|battleship]] size only. The gate leads to the physical ESS tower itself, which is surrounded by a 75km-radius Warp Interdiction field which disables<br />
<br />
* [[Warp|Warp drives]]<br />
* [[Cloaking|Cloaking devices]]<br />
* [[Propulsion equipment|Microwarpdrives]]<br />
* [[Propulsion equipment#Micro Jump Drives|Micro Jump Drives]]<br />
* [[Jump drives#Cynosural fields|Cynosural Fields]], and<br />
* Filaments (Pochven, Needlejack, or Abyssal)<br />
<br />
As a result, after taking the acceleration gate to enter the ESS, the fastest way to escape is using an Afterburner to burn the 75km distance to the field's edge. Entering an ESS therefore usually constitutes a significant commitment to holding the field, as all quick methods of leaving are disabled. Furthermore, as the ESS grid is considered deadspace, it is not possible to warp around inside it, even after leaving the interdiction field.<br />
<br />
Much as in a faction warfare complex, anyone warping into the ESS from the deadspace gate will arrive at the same point in space (next to the ESS tower, in the center of the bubble), with none of the control over arrival distance available in a normal 'warp to' command.<br />
<br />
=== PvP implications ===<br />
<br />
The ESS space presents a significantly different set of mechanics to normal known-space PvP contexts.<br />
<br />
The fact that anyone entering the ESS field arrives at the same point after activating the deadspace gate gives an advantage in initial positioning to anyone who is already in the ESS space.<br />
<br />
The ESS space restricts mobility, as an afterburner is the only useful way to increase a ship's speed near an ESS. This gives an advantage either in combat or in escaping to ships fitted with either an afterburner, or both an afterburner and a MWD ("dualprop"). However, this knowledge can also be exploited with the use of dualprop ships, or ships fitting both an afterburner and a micro jump drive, as the afterburner can be used to escape the interdiction field, and then the microwarp or micro jump drive can then be activated outside the field to gain an enormous range advantage over anyone else using an afterburner alone. This also means that ships which have bonuses to afterburner velocities, such as ships built by [[Pirate Faction Ship Overview#Sansha's Nation|Sansha's Nation]], or [[Strategic Cruisers|Tech 3 Cruisers]], can have enormous mobility advantages over other ships.<br />
<br />
Since no one in the ESS space can warp or use an MWD, ships designed only for combat at the ESS itself do not ''need'' to fit [[Tackling|warp scramblers]] or warp disruptors, which opens additional mid slots for either heavier shields or other EWAR modules. Ships fitted in this way cannot, however, take advantage of any juicy targets of opportunity found during travel, and they won't be equipped to react if a sustained fight travels beyond the limits of the ESS field.<br />
<br />
Battleships are the largest hulls which can enter an ESS field, and while within an ESS field battleship pilots do not have to worry about being dropped by capital ships.<br />
<br />
== ESS banks ==<br />
<br />
Each ESS is divided between a small and easily compromised 'Main Bank' and a much larger and much more secure 'Reserve Bank'. Note that, counterintuitively, it is the Main Bank which is the smaller of the two. <br />
<br />
=== Main Bank ===<br />
<br />
The Main Bank is accessed by sitting within 10km of the ESS and selecting the 'Link' button which appears over the ESS. This initiates a countdown of usually around five minutes, which is visible to all pilots in the solar system concerned. During the countdown the pilot accessing the Main Bank must remain within 10km of the ESS; travelling further away will end the countdown, which must then be restarted from the beginning.<br />
<br />
If the countdown reaches zero and the pilot accessing the ESS has not either left or been removed by enemy action, the accessing pilot then receives tags in their cargohold which can be exchanged for the value of the Main Bank's contents at any CONCORD station. Since the ISK concerned was stored up to be disbursed to pilots who had been ratting in the system, the pilot has effectively stolen part of their income.<br />
<br />
Sovereign nullsec corporations usually therefore respond quickly to attempts on their main banks, if they know about them. <br />
<br />
=== Reserve Bank === <br />
<br />
The much larger Reserve Bank can be accessed using special keys which are themselves expensive and difficult to acquire. When these are used the money in the Reserve Bank is paid out over time at a rate that spools up and then drops down.<br />
<br />
Unlocking a Reserve Bank sends an alert to everyone in the region concerned, not just in the immediate solar system.<br />
<br />
The time spent paying out is set by the looters, and by setting a higher time they can collect more of the money alongside more risk.<br />
<br />
=== Agency information ===<br />
<br />
The [[The Agency|Agency]] window includes, in its Exploration tab, a section which displays ESS bank amounts, which can be filtered by proximity (2, 5, or 10 jumps) or by specific map region, and by the amount stored up.<br />
<br />
Clicking on a particular ESS in this interface will also let you see a measure of whether there is a long or a short time left before the ESS pays out, which helps pilots judge whether they can travel to an ESS in time to raid it.<br />
<br />
== Robbing banks ==<br />
<br />
Though it is risky, and though it is not especially profitable in ISK-per-hour compared to some more reliable moneymaking schemes, bank robbery can bring in money, has a low start-up cost, and is a good way to learn about moving through hostile nullsec territory.<br />
<br />
Since the notification when the Main Bank is compromised is only solar-system-wide, it is possible for a single player to sneak into quiet nullsec territory and empty out a Main Bank, or indeed several Main Banks.<br />
<br />
To avoid passing through well-guarded entry-points to nullsec in known space, players can use filaments or wormholes to enter and exit nullsec. Anyone entering hostile sovereign nullsec space should use an expendable [[Jump clone|clone]].<br />
<br />
A good, cheap starting ship for this activity is a [[Stabber]] fitted with a buffer shield tank, no guns, speed modules, warp speed rigs, and an [[Propulsion equipment#Oversized afterburners|oversized afterburner]], which gives it near-unbeatable speed for making a quick getaway within the ESS field. A probe launcher lets the pilot do basic probing for wormholes, while a prototype cloak is useful for waiting out timers, waiting while probing, and hiding from enemies. The Stabber [[Insurance|insures]] well and can be blown up with little financial loss.<br />
<br />
A PvP-fitted gang can also use the ESS system to try to provoke a fight in enemy territory, with the prospect of an ISK payout if the enemy won't engage.</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Encounter_Surveillance_System&diff=175611Encounter Surveillance System2021-10-16T02:48:10Z<p>Arexand Oskold: /* The ESS field */ rewrote some things. Expanded the implications.</p>
<hr />
<div>Every sovereign nullsec solar system has an '''Encounter Surveillance System''' or '''ESS'''. The ESS stockpiles a portion of the bounties awarded in that system, and then slowly pays them out to the pilots who earned them—if, that is, no one else steals the money first.<br />
<br />
== The ESS field ==<br />
<br />
=== Mechanics ===<br />
<br />
The ESS is available as a beacon in space which anyone can warp to. At the beacon there is a [[Deadspace|deadspace]] acceleration gate, which is restricted to hulls of [[Cruiser|cruiser]], [[Battlecruiser|battlecruiser]], and [[Battleship|battleship]] size only. The gate leads to the physical ESS tower itself, which is surrounded by a 75km-radius Warp Interdiction field which disables<br />
<br />
* [[Warp|Warp drives drives]]<br />
* [[Cloaking|Cloaking devices]]<br />
* [[Propulsion equipment|Microwarpdrives]]<br />
* [[Propulsion equipment#Micro Jump Drives|Micro Jump Drives]]<br />
* [[Jump drives#Cynosural fields|Cynosural Fields]], and<br />
* Filaments (Pochven, Needlejack, or Abyssal)<br />
<br />
As a result, after taking the acceleration gate to enter the ESS, the fastest way to escape is using an Afterburner to burn the 75km distance to the field's edge. Entering an ESS therefore usually constitutes a significant commitment to holding the field, as all quick methods of leaving are disabled. Furthermore, as the ESS grid is considered deadspace, it is not possible to warp around inside it, even after leaving the interdiction field.<br />
<br />
Much as in a faction warfare complex, anyone warping into the ESS from the deadspace gate will arrive at the same point in space (next to the ESS tower, in the center of the bubble), with none of the control over arrival distance available in a normal 'warp to' command. <br />
<br />
=== PvP implications ===<br />
<br />
The ESS space presents a significantly different set of mechanics to normal known-space PvP contexts.<br />
<br />
The fact that anyone entering the ESS field arrives at the same point after activating the deadspace gate gives an advantage in initial positioning to anyone who is already in the ESS space.<br />
<br />
The ESS space restricts mobility, as an afterburner is the only useful way to increase a ship's speed near an ESS. This gives an advantage either in combat or in escaping to ships fitted with either an afterburner, or both an afterburner and a MWD ("dualprop"). However, this knowledge can also be exploited with the use of dualprop ships, or ships fitting both an afterburner and a micro jump drive, as the afterburner can be used to escape the interdiction field, and then the microwarp or micro jump drive can then be activated outside the field to gain an enormous range advantage over anyone else using an afterburner alone. This also means that ships which have bonuses to afterburner velocities, such as ships built by [[Pirate Faction Ship Overview#Sansha's Nation|Sansha's Nation]], or [[Strategic Cruisers|Tech 3 Cruisers]], can have enormous mobility advantages over other ships.<br />
<br />
Since no one in the ESS space can warp or use an MWD, ships designed only for combat at the ESS itself do not ''need'' to fit [[Tackling|warp scramblers]] or warp disruptors, which opens additional mid slots for either heavier shields or other EWAR modules. Ships fitted in this way cannot, however, take advantage of any juicy targets of opportunity found during travel, and they won't be equipped to react if a sustained fight travels beyond the limits of the ESS field.<br />
<br />
Battleships are the largest hulls which can enter an ESS field, and while within an ESS field battleship pilots do not have to worry about being dropped by capital ships.<br />
<br />
== ESS banks ==<br />
<br />
Each ESS is divided between a small and easily compromised 'Main Bank' and a much larger and much more secure 'Reserve Bank'. Note that, counterintuitively, it is the Main Bank which is the smaller of the two. <br />
<br />
=== Main Bank ===<br />
<br />
The Main Bank is accessed by sitting within 10km of the ESS and selecting the 'Link' button which appears over the ESS. This initiates a countdown of usually around five minutes, which is visible to all pilots in the solar system concerned. During the countdown the pilot accessing the Main Bank must remain within 10km of the ESS; travelling further away will end the countdown, which must then be restarted from the beginning.<br />
<br />
If the countdown reaches zero and the pilot accessing the ESS has not either left or been removed by enemy action, the accessing pilot then receives tags in their cargohold which can be exchanged for the value of the Main Bank's contents at any CONCORD station. Since the ISK concerned was stored up to be disbursed to pilots who had been ratting in the system, the pilot has effectively stolen part of their income.<br />
<br />
Sovereign nullsec corporations usually therefore respond quickly to attempts on their main banks, if they know about them. <br />
<br />
=== Reserve Bank === <br />
<br />
The much larger Reserve Bank can be accessed using special keys which are themselves expensive and difficult to acquire. When these are used the money in the Reserve Bank is paid out over time at a rate that spools up and then drops down.<br />
<br />
Unlocking a Reserve Bank sends an alert to everyone in the region concerned, not just in the immediate solar system.<br />
<br />
The time spent paying out is set by the looters, and by setting a higher time they can collect more of the money alongside more risk.<br />
<br />
=== Agency information ===<br />
<br />
The [[The Agency|Agency]] window includes, in its Exploration tab, a section which displays ESS bank amounts, which can be filtered by proximity (2, 5, or 10 jumps) or by specific map region, and by the amount stored up.<br />
<br />
Clicking on a particular ESS in this interface will also let you see a measure of whether there is a long or a short time left before the ESS pays out, which helps pilots judge whether they can travel to an ESS in time to raid it.<br />
<br />
== Robbing banks ==<br />
<br />
Though it is risky, and though it is not especially profitable in ISK-per-hour compared to some more reliable moneymaking schemes, bank robbery can bring in money, has a low start-up cost, and is a good way to learn about moving through hostile nullsec territory.<br />
<br />
Since the notification when the Main Bank is compromised is only solar-system-wide, it is possible for a single player to sneak into quiet nullsec territory and empty out a Main Bank, or indeed several Main Banks.<br />
<br />
To avoid passing through well-guarded entry-points to nullsec in known space, players can use filaments or wormholes to enter and exit nullsec. Anyone entering hostile sovereign nullsec space should use an expendable [[Jump clone|clone]].<br />
<br />
A good, cheap starting ship for this activity is a [[Stabber]] fitted with a buffer shield tank, no guns, speed modules, warp speed rigs, and an [[Propulsion equipment#Oversized afterburners|oversized afterburner]], which gives it near-unbeatable speed for making a quick getaway within the ESS field. A probe launcher lets the pilot do basic probing for wormholes, while a prototype cloak is useful for waiting out timers, waiting while probing, and hiding from enemies. The Stabber [[Insurance|insures]] well and can be blown up with little financial loss.<br />
<br />
A PvP-fitted gang can also use the ESS system to try to provoke a fight in enemy territory, with the prospect of an ISK payout if the enemy won't engage.</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Tackling&diff=175574Tackling2021-10-15T03:56:59Z<p>Arexand Oskold: /* Warp disruption fields */ link to Encounter Surveillance System. Fix bubble radius.</p>
<hr />
<div>'''''"The art of immobilizing the opponent in a way that said ship is unable to move"''''' <br />
<br />
'''Tackling''' is the act of pinning down a ship so that it cannot escape. Tackling is the backbone of [[PvP]] in EVE, as ships that are not tackled will likely be able to warp out and disengage before they are destroyed. Tackling is usually accomplished using modules such as Warp Scramblers and Stasis Webifiers, but there are a variety of modules that can either slow down enemy ships or disable their ability to warp. Though tackling usually refers to the combination of stasis webifiers and warp disruption, warp disruption is the necessary ingredient that distinguishes tackling from simply slowing down opponents.<br />
<br />
A '''tackler''', then, is a pilot whose job it is to pin down a ship so that other players can kill it, though this term can also be used to refer to a ship fit for that purpose. Tackle ships are generally not fit to deal significant amounts of damage (if any), but [[battleship]] fights without tacklers usually end when the side whose shields drop just warps out. This means that it is the tackler who facilitates kills, and for this reason tacklers are included on kill mails. Without one side being trapped, it's very rare that a given fight will end with a ship kill.<br />
<br />
Tacklers also serve as the backbone of fleet operations, and fleet commanders will generally prioritize effective deployment of fleet tacklers under their command.<br />
<br />
=Types of tackle=<br />
<br />
* {{co|wheat|First Tackle}}: The job of first tackle is to be first on the scene and to hold the target so that they can't warp away. This also means they are normally the primary target for the person they are trying to tackle, because they represent a threat. This role is often filled by an [[interceptor]], but a Tech 1 [[Tackler_Frigate#Fast_Frigates|fast frigate]] can also be used.<br />
* {{co|wheat|Second Tackle}}: In a fleet situation, this is "everyone else". Second tackle's role is to grab the ship tackled by first tackle and slow it down so the damage dealing ships can join the fun. Once two or three second tacklers have the ship, it is basically dead in the water and the heavier ships can either catch up or warp to the tacklers. <br />
* {{co|wheat|Heavy Tackle}}: Heavy tackle ships are ships fit for high survivability, capable of holding down targets for extended periods of time. They are usually ships with bonuses to webs or warp disruption.<br />
** [[Heavy Interdiction Cruisers]] often fill this role, as they can not only use interdiction bubbles, but can also scram and point from long ranges. They are also uniquely suited to tackling supercapitals due to their high warp scramble strength ("infinipoints").<br />
* {{co|wheat|Gate Tackle}}: Gate tackle is a specialised form of tackle, where the emphasis is not on speed but on lock time. Their job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down. Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. Some speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as they are operating with the rest of the fleet.<br />
<br />
=Fitting for tackling=<br />
==Tackle Modules==<br />
There exist a wide variety of modules designed for stopping your target from escaping. These modules will either stop your target from warping away, slow down the target ship or stop them from using micro warp drives or micro jump drives.<br />
[[File:Grappler-web.png|400px|thumb|right|Comparison between grapplers and webifiers. The T2 grappler is superior to T2 web when the target is within 8km range. Click to enlarge.]]<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Warp Disruptor|link=]]<br />
|<br>The '''warp disruptor''' (also called "'''point'''" or "'''long point'''") does what its name says: it disrupts the warp core of an opponents ship, making them unable to warp away.<br />
<br />
The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point. Faction variations of this module exist, with reduced CPU and capacitor costs and increased range (out to 30km at most)<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon warp scrambler i.png|Warp Scrambler|link=]]<br />
|<br>The '''warp scrambler''' (also called "'''scram'''", "'''point'''", or "'''short point'''") works on same basic principles as the warp disruptor, in that it will disable the warpcore of the opponent's ship. However, in addition to stopping warping the warp scrambler stops the ship from using [[Propulsion equipment|micro jump drives, micro jump field generators, and microwarpdrives]]. These propulsion modules will be disabled regardless of the ship's remaining warp core strength. This makes scramblers vital in catching certain fits.<br />
<br />
The basic range for a warp scrambler is significantly lower than that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points. Faction variations of this module have increased range (out to 11.25km at most), and warpcore disabling strengths of 3 points. Warp scramblers also consume significantly less [[capacitor]] than warp disruptors.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon_inderdiction_sphere_launcher.png|Interdiction Sphere Launcher|link=]][[File:Icon warp disrupt probe.png|Warp Disrupt Probe|link=]][[File:Icon stasis webification probe.png|Stasis Webification Probe|link=]]<br />
|<br>The '''Interdiction sphere launcher''' is used for launching Warp Disrupt Probes. This probe creates a warp disruption bubble, with a 20km radius, that lasts for two minutes before collapsing. All ships within this field cannot activate their warp drives to leave, however they can otherwise move freely. As the field is an area of effect warp disruption method this module works even if the ship is unable to target the target. The probe is also completely independent and will keep the bubble up even if the interdictor is destroyed, however the probes can be destroyed by [[Smartbombs]]. <br />
<br />
This module can only be used by [[Interdictors]]. This module cannot be activated in High or Low security space.<br />
<br />
See the below section on [[#Warp disruption fields|Warp disruption fields]] for bubble mechanics.<br />
<br />
This module has no variations, however there is a Surgical variant of the probe which has only a 10km radius but lasts three minutes.<br />
<br />
The Howling Interdictors update on 27th October, 2020, added an additional variant of the probe: the Stasis Webification Probe, or 'Wubble'. When dropped, a Wubble will sit idle for 3 seconds, then detonate, applying a 30% speed reduction to all ships within 10km of the point where it was dropped. Unlike normal bubbles, the Wubble probe will not persist after it detonates, and does not otherwise interfere with affected ships warp drives. However, Wubbles can be used in combination with normal bubbles to hinder and disrupt an enemy fleet.<br />
<br><br><br />
|-<br />
|[[File:Icon warp disruption field generator.png|Warp Disruption Field Generator|link=]]<br />
|<br>The '''Warp disruption field generator''' is a specialized warp disruption module which can only be used by [[Heavy Interdiction Cruisers|heavy interdiction cruisers]]. The Generator can be used in three different modes: Unscripted, Focused Disruption, and Focused Scrambling. When used unscripted, the generator creates an interdiction field similar to that of an Interdiction Sphere Launcher, but centered on the generating ship rather than an outside probe. When unscripted, the generator cycles in 30 seconds, and while it can be kept running it cannot be deactivated early. When used scripted, the generator targets its disruption on a single ship with an insurmountable 100 points of warpcore disabling strength (leading to the nickname "Infinity Point"). When scripted, the generator cycles in only 6 seconds, but drains the ship's capacitor more quickly. Additionally, when used scripted on a hostile capital ship, it will disable that capital ship's ability to activate stargates to leave the system.<br />
<br />
While a warp disruption field generator is active, the ship activating it suffers a 50% increase to its signature radius, and cannot be targeted by allied remote repairs or capacitor transmitters.<br />
<br />
Different effects of the module:<br />
* Without scripts this module forms a warp disruption bubble and is limited to null security and wormhole space only. See [[#Warp disruption fields|Warp disruption fields]] for details.<br />
* With warp disruption script it works as a warp disruptor module with increased range and infinite strength. This script greatly extends the field generator's normal range. This script allows the module to used anywhere. Unusually, this script ''also'' will disable the target's MJD or MJFG.<br />
* With warp scrambling script it works as a warp scrambler with increased range and infinite strength. Like the normal scrambler this also stops the target from using MJD, MJFG, or MWD. This script slightly reduces the field generator's normal range (however it is still much longer range than an ordinary scrambler). This script allows the module to used anywhere.<br />
<br />
Different variations of this module have different ranges, however in most cases the only variants used are T2 (20km), and True Sansha (21km). This module's range is also affected by the pilot's level in {{sk|Heavy Interdiction Cruisers}}, and the script equipped (if any).<br />
<br><br />
<br />
|-<br />
|[[File:Icon stasis webifier i.png|Stasis Webifier|link=]]<br />
|<br>The '''stasis webifier''' (also called a "'''web'''") is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship. The sub-warp speed is the speed that you normally fly around at.<br />
<br />
The sub-warp speed reduction depends on the version of the module. The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Both modules have a maximum range of 10km. Faction variations of this module exist, and come in varying levels of increased range and either 50%, 55%, or 60% speed reduction (up to 14km/60% or 15km/55% at most).<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|I}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br />
While tackling someone, a tackler should always use a warp disruptor or scrambler before the stasis webifier. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.<br />
<br><br><br />
<br />
|-<br />
|[[File:grappler.png|Stasis Grappler|link=]]<br />
|<br>The '''Stasis grappler''' is a battleship-sized variant of the stasis webifier. It can only be fitted to battleships and capital ships, however it applies a much greater speed reduction than a normal web. Only one stasis grappler can be fitted to a ship.<br />
<br />
Unlike a normal web (which has a fixed 10-15km range), stasis grapplers have only 1km optimal range, but 8-12km ''falloff'' range, meaning that the grappler's extremely powerful speed reduction is only fully effective at extremely close ranges, and beyond that its reduction becomes less and less effective. The chart at the top of this section shows the effectiveness of different grappler variants at different ranges. The result is that within normal web ranges, the grappler applies a much more powerful slow; but that beyond normal web ranges, the grappler still provides a weak slow, which makes the grappler less consistent than a normal web but also much more flexible.<br />
<br />
Assuming the extra mid slots are available, it is common to fit a battleship with both a grappler ''and'' a web, to combine the web's reliability with the grappler's strength and flexibility, and to ''really'' immobilize fast ships at close range and ensure the battleship's large guns can strike true.<br />
<br />
<br><br><br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Heavy Warp Disruptor|link=]][[File:Icon warp scrambler i.png|Heavy Warp Scrambler|link=]]<br />
|<br>There exist two further sets of large-ship tackle modules: the '''Heavy Warp Disruptor''' and '''Heavy Warp Scrambler'''. Similar to the stasis grappler, these modules can only be fit to Battleships and above, and consume large amounts of powergrid. Functionally, they work the same as the ordinary Warp Disruptors and Warp Scramblers, but with increased range, capacitor cost, and scramble strength. The increased strengths of these modules make them useful for attempting to hold down supercapital ships, but in most other circumstances do not outweigh their high fitting and capacitor costs.<br />
<br />
* A T1 Heavy Warp Disruptor has a range of 22km; a T2 Heavy has a range of 26km. These modules have a warp core disabling strength of 3 points. Faction and Officer variations of this module have increased range (out to 30km and 40km at most), and increased strengths of up to 4 and 5 points.<br />
* A T1 Heavy Warp Scrambler has a range of 8.5km; a T2 Heavy has a range of 10km. These modules have a warp core disabling strength of 6 points. Faction and Officer variations of this module have increased range (out to 12.25km and 15km), and increased strengths of 8 and 10 points.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Navigation|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
<br />
|<br />
|<br>Support [[Fighters|fighters]] can also provide Warp Disruption and Webification.<br />
<br />
The Gallente Siren series support fighters provides 1 point of Warp Disruption per fighter, the Minmatar Dromi series support fighters provides -15% Webification per fighter (additive). <br />
<br><br />
<br />
Skills Requirements:<br />
* {{sk|Support Fighters}} 1 (For the <span style="color:yellow">Tech 1</span> variants)<br />
* {{sk|Support Fighters}} 4 (For the <span style="color:yellow">Tech 2</span> variants)<br />
<br><br />
|}<br />
<br />
==Warp core stabilizers==<br />
<br />
The '''Warp Core Stabilizer''' is not a tackle module; it is an anti-tackle module. Warp Core Stabilizers (or "stabs") are Active low-slot modules which, when fitted, greatly reduce a ship's targeting range, scan resolution, and drone control abilities, but when activated, provide +2 Warp Core Strength, allowing the ship to temporarily ignore the warp-disabling effects of two Warp Disruptors or one Warp Scrambler. Warp Core Stabilizers have 10-18s active durations, and 150s cooldown between uses. Only one Warp Core Stabilizer can be fitted to a ship.<br />
<br />
In addition to the Warp Core Stabilizer module, certain ships have innate warp stability: [[Supercarriers]], [[Titans]], [[Hauling#Deep Space Transport|Deep Space Transports]], and [[Venture]]s have innate or skill-based warp core strength, and thus are somewhat resistant to warp disruption even without stabilizers fitted. However, no amount of warp core strength will protect a ship from a Warp Disruption Field Generator or a Warp Disruption Field.<br />
<br />
Because of their innate sensor dampening, Warp Core Stabilizers should '''never''' be fitted to any combat ship, and are generally only be used in rare cases where emergency escapes (from hostile tackle) are necessary.<br />
<br />
==Warp disruption fields==<br />
<br />
A '''warp disruption field''' is an area effect that stops all ships within it from using their warp drives. This field has effectively infinite warp disruption strength; no number amount of warp core stabilizers will allow a ship to warp out of a bubble, however all other movement and propulsion modules are not restricted. Warp disruption fields can only be used in null security space and wormholes. Because of their appearance, warp disruption fields are commonly referred to as "bubbles".<br />
<br />
There are five ways to create warp disruption fields:<br />
<br />
* An interdiction sphere launcher on a [[interdictor]] destroyer. This module launches standalone warp disrupt probes which instantly create warp disruption fields. (The field will visibly expand from the probe, however this expansion is purely visual and the bubble is effective at full size immediately.) Once launched, the probe will not move (although it can be moved by a [[Propulsion equipment#Micro Jump Field Generator|jump destroyer]]), while the destroyer which launched it is free to fly away. Warp disrupt probes project 20km-radius bubbles and last for 2 minutes.<br />
* A Warp disruption field generator on a [[Heavy Interdiction Cruisers|heavy interdiction cruiser]]. The warp disruption field generator instantly generates a bubble centered on the ship. This bubble will move as the ship moves, and the generating ship can still move normally. The field's radius is based on the type of generator used and the skills of the cruiser pilot.<br />
* A [[Capital Ship Modules#Burst Projectors|Warp Disruption Burst Projector]] fitted to a [[supercarrier]]. This module creates a 10km radius disruption field, centered on the target location, with a 500km maximum targeting range, 40s duration, and 8 minute cooldown.<br />
* Mobile Warp Disruptor deployables, which come in varying sizes from small (5 km radius) to large (40 km radius). These structures can be deployed in space but it takes two minutes time until the structure creates the bubble. They also have their own structure, armor and shield HP and can be destroyed by shooting at them enough. They also decay on their own if left in space for several days, however they can be deactivated and picked up (with no delay) by the pilot who deployed them.<br />
* The [[Encounter Surveillance System]] bank tower projects a 75km radius warp disruption field around itself. Unlike any other disruption fields, the ESS's warp disruption field is also a warp ''scrambling'' field, and also disables microwarpdrives and micro jump drives.<br />
<br />
All kinds of “bubbles” share common characteristic features:<br />
* Their use is limited to null security and wormhole space.<br />
* Any ships within its area of effect cannot initiate warp, and capital ships cannot use their jump drives.<br />
* Bubbles will influence you only if they are online when you enter warp. This means that if a bubble is placed (or a Warp Disruptor probe launched, or Warp Disruption Field Generator activated) at your destination after you entered warp you can land right in the middle of it rather than landing on the edge.<br />
* Bubbles will ''not'' influence any ships which are 'Interdiction Nullified'. This primarily consists of [[shuttle|Shuttles]], and ships that have equipped and activated their Interdiction Nullification module. Nullified ships will not be dragged by bubbles, and can initiate warp while inside bubbles.<br />
* When a bubble is place in a specific location in the vicinity of an intended target destination that ships are attempting to reach are qualified with a specific name:<br />
** '''Drag bubbles''': Ships warping nearby may be “dragged” out of warp. Imagine a line along which you travel to your destination and project that line beyond your destination. If such line intersects with a bubble anywhere no more than 500 km from your final destination you will be either stopped or dragged to the edge of such bubble. (Yes! Dragged beyond your destination! Bubbles situated in this way are commonly referred to as drag bubbles.) Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is less than 100 km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there).<br />
** '''Catch bubbles''', also known as '''Stop bubbles''', are those placed in front of the intended destination, causing the ship to get caught in the bubble in front of their destination.<br />
<br />
<br />
[[File:warpdisruption.jpg]]<br />
<br />
==Specialized ships==<br />
<br />
While all ships can use tackling equipment with great success certain ships have specific hull bonuses that make them into unique tackling ships.<br />
<br />
The so called "tackle frigates" are for most the entry point to tackling ships. These ships are fast, agile and have a hull bonus that reduces capacitor usage of webs, points and scrams by 80%. These ships are often used as initial "hero tackle" that flies to the enemy to hold them still while rest of the fleet comes behind.<br />
* {{sh|Slasher}}<br />
* {{sh|Atron}}<br />
* {{sh|Condor}}<br />
* {{sh|Executioner}}<br />
<br />
<br />
The direct upgrade from T2 tackle frigates are the T2 [[interceptors]]. These are all T2 variants of the above T1 frigates. For each ship there exists two interceptor variants: a combat interceptor with damage oriented bonuses, and a fleet interceptor with bonus to point and scram range (and the ability to fit an Interdiction Nullifier). The interceptors also have reduced signature bloom from MWD and 80% reduction in point, scram and web capacitor usage.<br />
<br />
Fleet interceptors:<br />
* {{sh|Stiletto}}<br />
* {{sh|Ares}}<br />
* {{sh|Crow}}<br />
* {{sh|Malediction}}<br />
Combat interceptors:<br />
* {{sh|Claw}}<br />
* {{sh|Taranis}}<br />
* {{sh|Raptor}}<br />
* {{sh|Crusader}}<br />
<br />
<br />
The next step up changes the style of tackling completely. [[Interdictors]] are T2 [[destroyers]] that are able to create a warp disruption bubble for two minutes. After launching the bubble the interdictor is free to move and even killing the interdictor will not release the victim from the bubble. But the pilot has to be careful when they launch the bubble as the module has moderate reload time and will also stop friends and even the pilot himself from warping away.<br />
* {{sh|Sabre}}<br />
* {{sh|Eris}}<br />
* {{sh|Flycatcher}}<br />
* {{sh|Heretic}}<br />
<br />
<br />
[[Heavy Interdictors]] are the big brothers of interdictor. These T2 cruisers field very high tank with their T2 resist profile and additional resist bonus. Their module of choice is the warp disruption field generator. With this module heavy interdictors are able to put up a warp disruption bubble at will (but may not be able to drop it at will, as the bubble's 30-second cycle cannot be cut short). Heavy Interdictors must take advantage of their high resistances, as they cannot receive allied remote repairs while their disruption generator is active. The warp disruption field generator can also be used with either disruption or scrambling scripts that turn the module into infinitely strong long range point or scram.<br />
* {{sh|Broadsword}}<br />
* {{sh|Onyx}}<br />
* {{sh|Phobos}}<br />
* {{sh|Devoter}}<br />
<br />
<br />
The Minmatar and Gallente [[Electronic Attack Ship|Electronic Attack]] Frigates receive large bonuses to specific tackle modules. The Minmatar [[Hyena]] receives a 40% bonus to web range per skill level in {{sk|Electronic Attack Ships}}, while the Gallente [[Keres]] receives a 15% bonus to warp disruptor and warp scrambler range, and a 10% reduction to disruptor and scrambler activation cost, per skill level.<br />
* {{sh|Hyena}}<br />
* {{sh|Keres}}<br />
<br />
<br />
The Minmatar and Gallente [[Recon Ships]] receive similar but stronger bonuses to their smaller Electronic Attack siblings. The Minmatar recons receive massive 60% bonus to web range per skill level in {{sk|Recon Ships}}, while the Gallente recon cruisers receive equally frightening 20% bonus to warp disruptor and warp scrambler range per level.<br />
* {{sh|Huginn}}<br />
* {{sh|Rapier}}<br />
* {{sh|Lachesis}}<br />
* {{sh|Arazu}}<br />
<br />
<br />
The Minmatar and Gallente [[Strategic Cruisers]] electronic warfare subsystems are specialized in tackling, and while their bonuses are weaker than those of the Recon Ships, they can be used in addition to the strategic cruisers' other combat abilities. The Loki's Immobility Drivers give a 25% bonus to web range, and a 10% increase to web [[Overheating|overheat]] bonus per skill level in {{sk|Minmatar Core Systems}}, while the Proteus's Friction Extension Processor give a 7.5% bonus to warp disruptor and scrambler range, and a 15% increase to their overheat bonuses per skill level in {{sk|Gallente Core Systems}}.<br />
* {{sh|Loki}}<br />
* {{sh|Proteus}}<br />
<br />
<br />
<br />
In addition to the T2 and t3 ships there also exist wide variety of pirate ships with tackling related bonuses.<br />
<br />
The [[Mordu's Legion]] line of ships all receive 10% bonus per level in relevant Gallente ships to warp disruptor and scrambler range. While rarely used as fleet tackle, the extended range on these ships allows for fighting outside the enemy's effective while still holding them on grid.<br />
* {{sh|Garmur}}<br />
* {{sh|Orthrus}}<br />
* {{sh|Barghest}}<br />
<br />
<br />
The [[Serpentis]] line of ships receive 10% bonus per in relevant Minmatar ship to stasis webifier ''effectiveness''. This means that at level 5 in the relevant Minmatar skills, a Serpentis ship with a Tech II webifier will slow a targeted ship by ''90%'' with a single web.<br />
* {{sh|Daredevil}}<br />
* {{sh|Vigilant}}<br />
* {{sh|Vindicator}}<br />
* {{sh|Vehement}}<br />
* {{sh|Vendetta}}<br />
<br />
<br />
The [[Blood Raider Covenant]] line of ships receive 20% bonus to web range per level in relevant Minmatar ship skill. However, these ships are rarely used for their web bonuses, as their energy neutralizing bonuses are more significant.<br />
* {{sh|Cruor}}<br />
* {{sh|Ashimmu}}<br />
* {{sh|Bhaalgorn}}<br />
* {{sh|Chemosh}}<br />
* {{sh|Molok}}<br />
<br />
==Extra Modules for Tackle Ships==<br />
<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! style="background:#222222;" | Module<br />
! style="background:#222222;" width="70%;" | Use<br />
! style="background:#222222;" | Skills<br />
|-<br />
| [[File:Module icon afterburner tech1.png|32px]] Afterburner<br />
| style="background:#333333;" | As fitted to military jet fighters, afterburners (or ABs) can be fitted to ships in EVE Online. The afterburner increases your sub-warp speed by a percentage. Afterburners are often used while in orbit around a target to help evade enemy fire and keep the user's ship alive. However, in the face of microwarpdrives, they are often not fast enough to leap into battle on their own and catch enemies who are not yet in range.<br />
<br />
The Tech 1 module boosts your speed by 115% (thus it doubles your speed plus another 15%). The Tech 2 version boosts your speed by 135%. Faction and Deadspace variations of this module offer further speed boosts (of 140-160%), but are much more expensive and thus not commonly used.<br />
| <br />
* {{sk|Navigation|I}}<br />
* Tech 1: {{sk|Afterburner|I}}<br />
* Tech 2: {{sk|Afterburner|IV}}<br />
|-<br />
| [[File:Module icon microwarpdrive tech1.png|32px]] Microwarpdrive<br />
| style="background:#333333;" | The microwarpdrive (or MWD) is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner, however it comes with several drawbacks. Unlike an afterburner, a microwarpdrive is extremely effective at getting into, or out of, an enemy's range, but is not at all effective at helping evade enemy fire. An active MWD grants a 500% boost to sub-warp speed, but also increases the ship's signature radius by 500%, making it far easier to hit than its speed would imply. Also, as mentioned above, microwarpdrives are forcibly deactivated by hostile Warp Scramblers. MWDs also consume more capacitor to operate, and having an MWD fitted to a ship reduces the ships maximum capacitor capacity (and thus, indirectly, the ship's capacitor regeneration rate). As a result of all this, it is often best to use an MWD to get into tackle range of a target, and then deactivate it while in close orbit to avoid being hit.<br />
<br />
The Tech 1 module gives a 500% bonus to speed, at the cost of 500% increased signature radius and 25% reduced capacitor capacity. The Tech 2 module gives a 510% boost to speed, but only 20% reduced capacitor capacity. However, the use of Tech 2 MWDs is often frowned upon, in favor of the Quad LiF Restrained variant, which gives a 505% bonus to speed, 20% reduced capacitor capacity, only 450% increased signature radius (mitigating a little of the evasion problem), and lower capacitor consumption than the Tech 2 variant.<br />
<br />
Faction and Deadspace microwarpdrives are popular on more expensive ships, as while they do not offer great improvements to speed, they offer greatly reduced capacitor capacity and signature radius penalties. They are, however, very expensive and thus not worth using unless you ''know'' you won't lose them.<br />
| <br />
*{{sk|Navigation|II}}<br />
*{{sk|Afterburner|III}}<br />
*Tech 1: {{sk|High Speed Maneuvering|I}}<br />
*Tech 2: {{sk|High Speed Maneuvering|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.<br />
<br />
The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster (which you should in most cases, as the range will not be necessary), the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.<br />
| <br />
* {{sk|CPU Management|II}}<br />
* Tech 1: {{sk|Long Range Targeting|I}}<br />
* Tech 2: {{sk|Long Range Targeting|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Remote Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | In extreme cases where a fleet decides that tackle must be secured as fast as possible, one or more non-tackle ships in the fleet may be fitted with Remote Sensor Boosters, and have them active on the tackler ship. These modules provide slightly greater bonuses than regular sensor boosters, but can only be used on allies (and not on yourself) and thus must be prepared and coordinated in advance.<br />
<br />
These modules are commonly seen in Gate Camps, to ensure that the campers catch their targets.<br />
| <br />
* {{sk|CPU Management|III}}<br />
* Tech 1: {{sk|Sensor Linking|I}}<br />
* Tech 2: {{sk|Sensor Linking|IV}}<br />
|-<br />
| [[File:Module icon overdrive.png|32px]] Overdrive Injector System<br />
| style="background:#333333;" | As a tackler, speed is important in order to reach your target quickly. The faster you can get into targeting and warp disruption range, the faster you can tackle the target. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so you can ignore that penalty.<br />
<br />
The sub-warp speed increase of the tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase speed (and a 20% cargohold penalty).<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon nanofiber.png|32px]] Nanofiber Internal Structure<br />
| style="background:#333333;" | This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile. Using this module will help you accelerate and align faster, allowing you to reach targets faster, and allow you to keep a closer orbit at a higher speed, making you harder to track and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The downside of this module is that you get a lower amount of structure hit points (HP). In a way this downside doesn't matter though, because, generally speaking, tackling frigates tend to either be able to rely on their shields, armor, and speed for long enough to either be saved by the logi or pull range and escape, or if their armor doesn't hold up and they do enter structure they're pretty much dead anyway.<br />
<br />
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction, at the cost of 15% structure HP. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon propulsion rig tech2.png|32px]] Navigation Rigs<br />
| style="background:#333333;" | Sometimes, there aren't enough low power slots to go around. Auxiliary Thrusters rigs give a 7.25% bonus to sub-warp speed, akin to a weaker Overdrive Injector. Polycarbon Engine Housing rigs give a 5.5% bonus to sub-warp speed, and 9.1% reduction to inertia, akin to a weaker Nanofiber. Both rigs come at the cost of 10% Armor HP. These rigs can be useful if there are not enough low slots to fit an Overdrive or Nanofiber, but more speed is required. However, these rigs are not ideal on ships which rely on armor for their defense.<br />
| ''(Rigs do not require skills to use)''<br />
|-<br />
| [[File:Icon module damage control.png|32px]] Damage Control<br />
| style="background:#333333;" | The damage control increases your shield, armour, and hull resistances to all damage, making you much harder to kill. One of the most all-purpose efficient defensive modules in the game, a very much recommended module for any tackler, however it does cost some CPU which can at times be in short supply on frigates. It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.<br />
<br />
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.<br />
| <br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|IV}}<br />
|-<br />
| [[File:Icon shield extender.png|32px]] Medium Shield Extender<br />
| style="background:#333333;" | A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While high speed will reduce the damage that you take, it will only reduce it - fitting modules to increase your HP will keep you alive and able to tackle for much longer.<br />
<br />
While a small shield extender will be easier to fit, a medium extender provides far more HP and is generally preferred. You may need to use a Micro Auxiliary Power Core in order to provide the powergrid to fit one. A Tech 1 medium shield extender gives you an additional 750 base shield hitpoints (most frigates have between 350 and 500 shield hitpoints to begin with, so that's a huge difference). A Tech 2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!<br />
| <br />
* Tech 1: {{sk|Shield Upgrades|I}}<br />
* Tech 2: {{sk|Shield Upgrades|IV}}<br />
* (Optional) {{sk|Capacitor Management|II}}<br />
''(to fit a Micro Auxiliary Power Core)''<br />
<br />
|-<br />
| [[File:Icon skirmish command burst.png|32px]] Command Bursts<br />
| style="background:#333333;" | These are not modules that a tackle ship itself will fit but they're good to be aware of. [[Command Bursts]] are a set of modules fitted by Combat Battlecruisers, Command Destroyers, Command Ships, and specially fit Strategic Cruisers, which when active improve the combat capabilities of ''all'' nearby ships in their fleet. Shield and Armor Command Bursts can help a tackler by making them more durable, but the most useful bursts are Skirmish Command Bursts; as they can improve a tackle ship's flight speed, increase acceleration and decrease signature radius, and increase the range of warp disruptors, scramblers, and stasis webifiers.<br />
| <br />
''(No skills are needed to benefit from friendly Command Bursts.)''<br />
|}<br />
<br />
=Fitting theory=<br />
<br />
==Warp scrambler or warp disruptor?==<br />
<br />
The primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a warp disruptor or a warp scrambler. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km with the Tech 1 module, or 24km with the Tech 2 module) which allows the tackler to keep more distance from their target. This can increase their survivability against targets with stasis webifiers and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make them easier to hit with turrets. It means the tackler can also tackle the target faster because they don't need to get within 9 km or even less first. Warp disruptors take a lot of capacitor to run and can quickly drain a frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the initial tackle and smart tacklers will turn them off once someone else has put a warp scrambler on the target. Warp disruptors are especially popular on specialised Tech 2 interceptors, which receive bonuses to their range and a reduction to the amount of capacitor they use.<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - it also shuts down their microwarpdrive. Since almost all ships larger than frigates will be running a microwarpdrive, a warp scrambler will slow them down significantly. This allows the rest of the the tackler's fleet to get in range of the target more easily, and prevents the target from running away or getting back in range of a stargate. For this reason, having at least some warp scramblers is is essential to any fleet. Warp scramblers use significantly less capacitor than warp disruptors, and so it should be possible to keep them running indefinitely. Using a warp scram will put the tackler within range of stasis webifiers and energy neutralizers which can be a threat to a frigate, however guns will struggle to track a frigate at this range meaning in most cases the tackler will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
<br />
Using a warp scrambler puts the tackler quite close to smartbomb range (which is 5km, or 6km if the target is using Tech 2 smartbombs). They need to be careful when engaging a target that is likely to be equipped with smartbombs (i.e. battleships in low security space). If the tackler suspects that the target might be using smartbombs it's a good idea for them to set their orbit between 6 and 7.5km, which should put them safely outside of their range.<br />
<br />
If a tackler has both a disruptor and a scrambler fitted, a tactic known as 'drive-by scramming' can be used. In this, the tackler spends most of their time using their disruptor, outside of scram range, but at important moments dives in for a few seconds to land a scram on their target (to disable a microwarpdrive or micro jump drive), and then flies out back into their safer disruptor range.<br />
<br />
==Afterburner or microwarpdrive?==<br />
<br />
At first glance you might think that both of these modules perform the same function - both increase your speed, and since the microwarpdrive increases your speed more it must be the better choice. Like many things in EVE Online, it isn't quite that simple.<br />
<br />
A microwarpdrive has a couple of serious drawbacks. The most important one is that while the module is activated it will increase the ship's signature radius by up to 500%; this will make it much easier to hit and will cause the ship to take a lot more damage from cruiser sized and bigger weapons. This will massively increase the tackler's chances of dying. Also, the microwarpdrive uses a lot of capacitor and the tackler will most likely not be able to run it for an extended period of time. For these reasons, an microwarpdrive is used only to get into range of the target and should be turned off once the tackler are in range to tackle the target. Once that has happened the tackler will only be able to orbit their target at the regular speed of their ship. Also keep in mind that a player will not be able to use the module at all when someone is using a warp scrambler (not a warp disruptor) against them, since these disable microwarpdrives.<br />
<br />
An afterburner on the other hand does not increase the ship's signature radius at all and it needs far less capacitor, meaning a tackler can keep it activated even while they are orbiting their target. Since they are able to travel more quickly without increasing your signature radius, an afterburner will decrease the chances for the opponent's turrets to hit the tackler as well as reducing the amount of damage they receive from missiles. While an afterburner is not as useful for chasing targets or getting into range, it does help the tackler survive once they get there.<br />
<br />
To summarise, an microwarpdrive will let the tackler get into range quickly, but they will be more at risk once they get there. With an afterburner the tackler will take longer to get into range, but will take less damage once they do.<br />
<br />
In most cases, it is recommended that tackler frigates fit a microwarpdrive in order to close range more quickly and to help them catch up with fast moving targets. However, flying with an microwarpdrive is less forgiving than using an afterburner since things will happen more quickly - the tackler will need to be more aware of the range to their target and whether their microwarpdrive is currently turned on or off. If a tackler is trying PVP for the first time, an afterburner might be an easier choice.<br />
<br />
It is possible to fit both an afterburner and a microwarpdrive to a ship (known as 'dual propulsion' or 'dual prop') if the player has enough midslots as well as the CPU and PG to do so - this is popular on some Tech 2 and faction ships, but is difficult to do on most Tech 1 frigates and is not recommended for new players.<br />
<br />
Tech 2 interceptors (and to a lesser extent Tech 2 assault frigates) receive bonuses to microwarpdrives which reduce the signature radius penalty which they provide. As a result, they take much less damage when running microwarpdrives during combat. Long-ranged 'fleet' interceptors in particular will often keep their microwarpdrives on for the whole duration of a fight.<br />
<br />
==What type of tank?==<br />
<br />
After the tackle and propulsion module, the most important thing to fit on a tackler is tank - it's no use catching a target if they can simply kill the tackler and escape.<br />
<br />
You'll sometimes see people fitting their tackling frigates with all speed modules and no tank. The most common place that you'll see these is on killboards, killed in droves by whatever they were trying to tackle. While speed is important, a tackle frigate should already be fast enough to catch most ships in the game (especially if you're using a microwarpdrive) and enhancing that further is not the main priority.<br />
<br />
No matter what else they do, a tackler should almost always fit a damage control in one of their low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, the tackler has two options - they can either fit a shield tank or an armour tank. A shield tank is usually the best choice for a tackler, providing they have enough mid slots to fit one (they will need at least three - one for the microwarpdrive or afterburner, one for the scrambler or disruptor, and one for the tank). This is because a shield tank does not slow the tackler down, which lets them get in range of the target more quickly. An ideal shield tank for a tackler frigate is a single Medium Shield Extender (this gives much more HP than a small shield extender, and it is possible to fit one on most frigates - new players will probably also need to fit a Micro Auxiliary Power Core to provide the necessary powergrid). They may also want to fit shield resistance rigs, such as a Small EM Shield Reinforcer - these are very cheap compared to other rigs, and will further increase the toughness of their ship. Fitting a shield tank will increase the tackler's signature radius slightly (making them a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If the tackler can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow the ship down, but the extra HP it provides can make a big difference particularly if they also fit armour resistance modules (such as an Adaptive Nano Plating). A 200mm Reinforced Steel Plate is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow the ship down too much. Armour rigs are generally not recommended on a tackler since they will slow the ship down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, the tackler will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters). This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage they are likely to take if they are getting shot at by another player - the tackler will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow the ship down, and can still be helpful if they are only taking a small amount of damage.<br />
<br />
In addition to the actual hitpoints, the high speed of the tackler frigate should help reduce the amount of damage that they take. It generally does not reduce it enough to prevent damage entirely - even on a specialised Tech 2 interceptor - however combined with a few tanking modules it should keep them alive for longer. If the tackler has any low slots or rig slots left over after fitting the tank, it's a good idea to fill them with modules which enhance the tackler's speed (such as Overdrive Injectors or Small Auxiliary Thruster rigs).<br />
<br />
For simple PvP guidance, noting that a Warp Scrambler (scram) shuts down MWDs, remember that you should first decide the range you plan to fight at. If you will be fighting within close/brawling range, a Warp Scrambler will give you good bang for buck but you should expect to be scrammed back and would lose your MWD perhaps consider choosing an AB first. If you are fighting at longer ranges, you may choose to use a Warp Disruptor (point) and get away with an MWD but taking care not to get to close enough to your prey to be scrammed and your MWD disabled.<br />
<br />
There are the extra considerations mentioned above, such as increased signature radius and speed from an MWD, but as a starting point the choice to combine scram with MWD likely means losing use of the MWD as you get into scram range. Similarly, point with AB means the prey can speed around with their MWD still on and control the battlespace, potentially zipping off out of point range and warping away, even though you managed to point them. So, perhaps consider starting with close range+scram+AB(+web) or longer range+point+MWD.<br />
<br />
==To fit a stasis webifier or not?==<br />
<br />
Stasis webifiers are great modules as they significantly decrease the speed of a target ship. Stasis webifiers are fairly short ranged, with a range only slightly longer than a warp scrambler. This makes fitting a stasis webifier a good decision if the tackler is already fitting a warp scrambler, since they will be operating well inside webifier range anyway. Furthermore, if the tackler is engaging an enemy fitted with an afterburner, the warp scrambler will not be enough to hold the enemy in place, and the webifier will be required for the tackler to be able to stay in range.<br />
<br />
If the tackler is fitting a warp disruptor, the decision is slightly less clear cut. They first need to decide whether they plan to fly inside stasis webifier range; despite the fact that they have a long ranged warp disruptor, the tackler will generally be harder to hit if they orbit as close as possible, and they may want to fly inside web range anyway. If they do, fitting a stasis web makes a lot of sense. On the other hand the tackler may want to stay outside of stasis webifier range, either because they are flying a Tech 2 interceptor which will be running its microwarpdrive all the time, or because they want to avoid their target's webs and energy neutralizers. If this is the case, there's not much point fitting a stasis webifier since the tackler is unlikely to be in range to use it and they would be better off using that mid slot for a different module (for example a sensor booster to help them lock faster, or a tracking disruptor to protect their fleet-mates, and themselves, from the opponent's turrets).<br />
<br />
==To fit a sensor booster or not?==<br />
<br />
Sensor boosters increase the scan resolution of the tackler's ship and thus allow them to lock a target faster and/or the increase the locking range of their ship (depending on which script is used). A sensor booster makes sense if the tackler is fitting a warp disruptor, however it should not take precedence over tanking modules such as shield extenders.<br />
<br />
Sensor boosters can increase either the tackler's targeting range or their locking speed (or both) depending on which script you load them with. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing the tackler to start locking a target while they are still approaching them, and before they get into warp disruptor range. This means they can turn on your warp disruptor as soon as they get into range, instead of having to wait while they lock them first. The additional scan resolution will let the tackler lock targets faster, although a frigate will already lock pretty quickly. This is mainly useful when trying to catch targets coming through a stargate.<br />
<br />
==Long range or short range weapons?==<br />
<br />
In most cases a tackler should fit short range weapons for a couple of reasons. Obviously if their ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If their ship is designed to be used at long range they still should consider using short range weapons to fight off drones that are attacking them as well as enemy ships that manage to get too close.<br />
<br />
The problem with fitting short range weapons to a long range tackler is the temptation to get within weapon range on the primary target so the tackler can apply some damage to it. Quite often they might get away with this, but eventually they will end up getting themselves killed for doing that because they got within range of smartbombs, stasis webifieres and other modules that ruin their day. So make sure to use the modules and weapons as they are intended to be used.<br />
<br />
Long range weapons really only make sense if for whatever reason the tackler needs to be able to hit their target from a distance. For example, if they are fitted for long range tackling while they are in a small gang and the fleet needs as much DPS as possible or if they are in a frigate only fleet. In a regular fleet the damage from a Tech 1 tackling frigate is usually very small and should not be the priority; the tackler's main concern should be to tackle the target and stay alive. Of course with a large number of tacklers all those small amounts do add up, so there's no reason to not use the high slots if the tackler has some CPU and PG to spare.<br />
<br />
For a lot of frigates it makes sense to use projectile turrets (autocannons or maybe artilleries) even though the ship might not give any bonus for them. Projectile weapons do not use any capacitor and ACs also require very little CPU and PG. Hybrids and lasers only make sense if your ship grants a reasonable bonus to damage, range or maybe tracking.<br />
<br />
;No weapons<br />
<br />
There is another philosophy in tackle fitting, in which some tackle ships do not fit weapons ''at all'' in order to both save on fitting space (giving more room for defenses) and save on the thought processes of thinking about the weapons' activation, ammunition, and effective range.<br />
<br />
===Using drones===<br />
<br />
Some Tech 1 frigates can use at least one small drone and they should utilize that, even if it won't make much difference individually. Not using the drone bay pretty much equals not using a slot on the ship. A simple combat drone like a hobgoblin or a warrior is fine, and if the tackler has trained up their drone skills they could maybe use an electronic warfare drone. Anything is fine really, as long as they use it.<br />
<br />
===Nosferatu===<br />
Some Attack frigates have a utility high slot that cannot be filled with a weapon due to lack of hardpoints. If the enemy is expected to fit energy neutralisation modules, in this case a nosferatu may be useful as a way to siphon off capacitor energy to maintain the tackler's warp disruptor. <br />
<br />
<br />
==Tech 1 or Tech 2 modules?==<br />
''see also [[Tech and meta levels#Tech 1 (Meta 1-4)|Tech and Meta Levels]]''<br />
<br />
Using Tech 2 modules will improve the tackler's performance, however they require somewhat better skills and are a lot more expensive and for some modules it might not be worth it on a Tech 1 frigate.<br />
<br />
Keep in mind that there are so called 'meta' versions of all modules as well, which offer more performance than vanilla Tech 1 and one or more other specific bonuses. Meta modules are often very cheap, and in most cases should be used instead of tech 1 modules whenever possible.<br />
<br />
A Tech 2 warp disruptor offers 4 km more range than any Tech 1 version and requires only one additional level of propulsion jamming, so it's very useful and in fact recommended for long range tacklers if they can afford it. Tech 2 damage controls are also significantly better than their Tech 1 counterparts, and Meta damage controls tend to be very expensive (and should thus only be used when the fitting space cannot be found anywhere else).<br />
<br />
==To fit electronic warfare modules or not?==<br />
<br />
Using a spare midslot for a random [[electronic warfare]] (EWAR) module will multiply the value of the ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt the opponent's ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An electronic warfare module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in the fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most Tech 1 frigates that are used for tackling do not provide any bonus to a specific type of electronic warfare. However, electronic warfare modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
=Skills for tackling=<br />
<br />
None of these skills are actually essential - a player can still be a great tackler without them - but they will make the tackler's life easier and mean a better tackler. Players should train them to IV, if they intend on tackling a lot. Most of these skills will also affect all other ships a pilot flies, and so will be useful even it a pilot largely stops flying tackle.<br />
<br />
* {{sk|Spaceship Command}} - increases agility by 2% per level, allowing for faster acceleration and alignment, and tighter orbits<br />
* {{sk|Evasive Maneuvering}} - increases agility by 5% per level, allowing even tighter orbits<br />
* {{sk|Navigation}} - increases speed by 5% per level<br />
* {{sk|Acceleration Control}} - increases the speed boost from a microwarpdrive or afterburner by 5% per level<br />
* {{sk|High Speed Maneuvering}} - 5% reduction in capacitor required by a microwarpdrive per level<br />
* {{sk|Propulsion Jamming}} - 5% reduction in capacitor required by tackle modules per level. Also required for using most T2 tackle modules.<br />
* {{sk|Warp Drive Operation}} - reduces the capacitor required to enter warp by 10% per level, meaning the player can warp further in one go<br />
* {{sk|Signature Analysis}} - improves targeting speed by 5% per level<br />
* {{sk|Thermodynamics}} - allows a player to [[Overheating|overheat]] their point for extra range, and their propulsion module the additional speed<br />
<br />
=Tips for practical tackling=<br />
<br />
* During the fight, a tackler should locate their target and approach them, with their propulsion module running. Once the tackler is in locking range, they should lock the target. When they are in range for their warp disruptor/scrambler they should activate the module. Once the module is activated, they should normally announce to the fleet on mumble that they have a point on the target, so the damage dealing ships can join in. Once the tackler is orbiting the target, they should turn off their microwarpdrive if they have one. When the target is pointed the tackler can also activate their stasis webifier if they have one.<br />
* In some situations tacklers may want to keep their disruptors "hot" i.e. activated before they have a target. This will enable them to get tackle a bit faster once they have a target. If a tackler does this they should ensure that they have auto targeting turned off in the Options menu, to avoid tackling friendly or neutral targets.<br />
* Pilots who have achieved a basic familiarity with [[Overheating|overheating]] can consider having their warp disruptor or warp scrambler set to overheat initially, as this significantly boosts these modules’ ranges: a standard T1 warp disruptor jumps from 20km range to 24km with heat, for instance, and this extra reach can make the difference in a first-tackle ship straining to land a point before a target flees. Once a target is pointed or scrammed it is usually best to close in to normal, non-overheated range and switch the heat off, as it’s very important not to burn the tackle module out.<br />
* Sometimes the fleet commander will call specific targets for tacklers. In the absence of any specific targets, however, tacklers should normally pick a target whose character's name starts with the same letter as theirs, or as close as possible in the alphabet. This will help ensure that the fleet's points are spread amongst the opponents fairly evenly. Pay attention to mumble and try to pick a different target if somebody else has already pointed the opponent you were headed for, or if your designated target is too far away or too fast for you to catch.<br />
* A ship can initiate warp to any friendly ship that is at least 150km away. If a tackle frigate is 150km away from the main fleet, the fleet can initiate warp using the tackle frigate as a reference point. Note, however, that they do not have to warp to the tackle frigate. The shortest distance that a ship can warp is a mere 50km, by warping to 100km from a beacon 150km away. This leads to another trick for tackle frigates. If they are not actively engaging a pointed target, they should consider burning directly away from it until they are at least 150km from the main fleet. This allows those ships to "warp at range" to the tackle frigate, and hopefully land directly on top of the target. This requires some co-ordination; it's no point everyone burning away and no-one staying to apply point / web / scram.<br />
* Once a player commits a hostile act, they cannot use jump gates (or dock) for sixty seconds. A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away. To prevent this happening, most fleet commandeers will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship. In this situation, tank can be important. In the worst case, a tackler might need to hold a hostile ship for the full sixty seconds while their fleet's timers expire, plus another ten or so while they jump and load the grid.<br />
==See also==<br />
* [[Warp mechanics]]<br />
<br />
[[Category:Game mechanics]][[Category:PvP]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Bastion_Module&diff=175508Bastion Module2021-10-14T01:46:53Z<p>Arexand Oskold: Remove ECM Immunity. Fixed in Patch 19.09</p>
<hr />
<div>The '''Bastion Module''' is a High-slot module which can only be used by [[Marauders]]. It acts similarly to a smaller and more defensive variant of the [[Siege#The Siege Module|Siege Module]] found on [[Dreadnoughts]].<br />
<br />
The Bastion Module has a 30 second cycle time and no re-activation delay. When activated, it grants the following effects:<br />
<br />
* 30% Shield, Armor, and Structure Resistance to all damage ([[Stacking penalties]] only with Damage Control and Reactive Armor Hardener).<br />
* +100% Shield Booster and Armor Repairer amount.<br />
* Maximum Target Lock Count increased to 13.<br />
* +25% Missile Velocity, Turret Optimal Range, and Turret Falloff Range.<br />
* 50% resistance to Tracking and Guidance Disruptors<br />
* 50% resistance to Remote Sensor Dampeners and Target Painters<br />
* +100% Sensor Strength.<br />
* 95% reduction to friendly Remote Sensor Booster and Remote Tracking Computer effects.<br />
* -100% maximum velocity.<br />
* Cannot dock, tether, or enter warp.<br />
* Applies a 60 second [[Timers#Weapon Timer|Weapons Timer]]. This timer is refreshed constantly during the bastion cycle so it will last 60 seconds after the cycle ends.<br />
* Cannot receive remote repairs or capacitor transmission.<br />
* Ship plays a short transformation animation, and stays visibly transformed until the module deactivates.<br />
* 50% reduction to turret and missile launcher cycle duration. This bonus is not stacking penalized.<br />
<br />
The module description incorrectly states that only the repair bonus is stacking penalized. The rate of fire bonus is not stacking penalized and the resist bonuses are stacking penalized with damage control and reactive armor hardener. Other bonuses are stacking penalized normally.<br />
<br />
In effect, the module turns the Marauder into a stationary turret and one-ship army, making the Marauder a long ranged, rapid fire, extremely resilient platform to stand alone versus a small fleet. However, because it blocks all remote assistance, it forces the Marauder to stand and fight alone. Furthermore, while the Bastion Module makes the Marauder highly resistant to most forms of electronic warfare, it offers no resistance to [[Capacitor Warfare|Energy Neutralizers]], which can drain the ship's capacitor, shut down its local repair systems, and leave it dead in the water.<br />
<br />
The immobilization of the Bastion Module can be circumvented by using a [[Micro Jump Drive]]. As Marauders all feature reduced Micro Jump Drive cooldowns (54 seconds, versus the normal 180 seconds), a Marauder can activate their Micro Jump Drive as soon as its cooldown expires, allow the Bastion Module to de-activate, jump away, and then re-activate the Bastion module on arrival. This allows a Marauder to move and re-position, without losing Bastion's defensive bonuses. Interestingly, while a Micro Jump Drive will not function while the Bastion module is active, the Micro Jump Field Generator of a [[Command Destroyer]] is ''not'' blocked, and so Bastioned Marauders can still be forcibly moved around by friendly (or hostile) jump destroyers.<br />
<br />
[[Category:Fitting]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Interdictors&diff=175474Interdictors2021-10-13T07:16:10Z<p>Arexand Oskold: /* Roles and Fits */ Wormholers have a different idea on Sabre fitting...</p>
<hr />
<div>{{related class|Interdiction 101}}<br />
<br />
'''Interdictors''' play a unique and strategic role in [[Wormholes|wormhole]] space and [[System security#Known space|nullsec]] warfare where they are the exclusive ship class that can launch warp disruption and stasis webification probes. Usually called [[Tackling#Warp disruption fields|bubbles]], these probes cause an area of effect on grid that have negative navigational effects to all ships located within the bubble, friendly and enemy. Interdictors are considered Tech 2 [[Destroyer|Destroyers]], but are closely related to their cousins, the super-capital tackling [[Cruiser#Heavy Interdiction Cruisers|Heavy Interdiction Cruisers]] (HICs).<br />
<br />
== Probes ==<br />
{{See also|Tackling#Tackle Modules}}<br />
<br />
The core tactical advantage of an interdictor is the ability to launch three types of probes out of a fitted '''Interdiction Sphere Launcher''', only one of which may be fitted to a ship at a time. The use of this module is prohibited in [[System security#Empire space|Empire Space]], which limits its use to any system with a security status 0.0 or below. Due to this restriction, Interdictors have little utility within lowsec and highsec.<br />
<br />
* '''Warp Disrupt Probe''' - Creates a warp disruption field in a 20 km radius from the launch point of the probe, resulting in a 40km diameter spherical field of effect. Any ship that is inside that field will not be able to warp out to another celestial or tactical similar to a warp disruptor module being applied by an enemy ship despite the warp core strength of affected ships. Ships that have selected "Warp to" in their user interface, but before they have entered warp, will cancel their warp and come to a complete stop once affected by the warp disruption bubble, with the exception of ships warping due to a logoff. These probes also prevent capital ships from cyno'ing and jumping out. Ships with activated Interdiction Nullifiers as well as [[shuttle|shuttles]] are the only situations where a ship is immune to disruption bubbles. These warp distruption probes remain on-grid for 2 minutes before disappearing. Only 3 probes may be loaded in the launcher at a time.<br />
* '''Surgical Warp Disrupt Probe''' - These probes are similar to the Warp Disrupt Probes but have a smaller radius of 10km, or a 20km diameter. In return, they last an extra minute totaling 3 minutes on on-grid. Only 3 probes may be loaded in the launcher at a time.<br />
* '''Stasis Webification Probe''' - Nicknamed the 'Wubble', when dropped the probe will sit idle for 3 seconds, then detonate, instantly applying a 30-second duration 40% speed reduction to all ships within 10km of the point where it was deployed. Wubbles will not persist after detonating, and will not disrupt the warp drives of ships they affect, however they can be used in combination with conventional bubbles to further immobilize and hinder an enemy fleet. Only 5 probes may be loaded in the launcher at a time. Launching a subsequent probe that affects the same ship only resets the timer and does not stack the webification effect.<br />
<br />
All probes are immune to targeted damage, and thus they can only be damaged and destroyed by bombs and smartbombs.<br />
<br />
For each probe type, the launcher has the ability to launch a probe every 5 seconds, and takes 60 seconds to reload. Given that warp disrupt probes last at minimum 2 minutes depending on which one you use, this allows you to maintain a persistent set of bubbles on the field until you run out of charges in your cargo. Placing warp disrupt probes does not cause you to become aggressed.<br />
<br />
== Ships ==<br />
<br />
There are currently four different Interdictors, one for each of the main [[Races|races]]. Each Interdictor has a ''10% reduction in Microwarpdrive signature radius bonus'' per level of the Interdictor skill trained. Other bonuses vary per ship.<br />
<br />
* {{sh|Heretic}} - Extremely thick armor for its size, but also rather slow because of the applied thickness. Each level of the '''Amarr Destroyer''' skill provides a ''15% bonus armor hitpoints'' and ''5% bonus to Light Missile launcher and Rocket rate of fire''. The Interdictor skill bonus provides ''4% bonus to all armor resistances'' for level.<br />
* {{sh|Flycatcher}} - Extremely thick shields for its size, but with only 1 Low slot it must choose between speed and resilience. Each level of the '''Caldari Destroyer''' skill provides a ''10% bonus to Light Missile and Rocket kinetic damage'' and ''10% bonus to Light Missile and Rocket max velocity''. The Interdictor skill bonus provides ''15% bonus to shield hitpoints''.<br />
* {{sh|Eris}} - A hybrid turret fit ship that generally has the highest DPS of the set. Each level of the '''Gallente Destroyer''' skill provides a ''7.5% bonus to Small Hybrid Turret rate of fire'' and ''10% bonus to Small Hybrid Turret tracking speed''. The Interdictor skill bonus provides ''20% reduction in Armor Plate mass penalty''.<br />
* {{sh|Sabre}} - Generally preferred for its high speed, durable shields, and reliable ability to fit a rack of Autocannons with which to kill any ship it can catch. Each level of the '''Minmatar Destroyer''' skills provides a ''5% bonus to Small Projectile Turret damage'' and ''10% bonus to Small Projectile Turret tracking speed''. The Interdictor skill bonus provides ''10% bonus to Small Projectile Turret falloff''.<br />
<br />
For years the Sabre has been the most popular choice for an Interdictor, with the Flycatcher a distant second, to the point where the terms "Sabre" and "Interdictor" are sometimes used synonymously, even though the most recent re-balancing has allowed all other Interdictors to be practical choices.<br />
<br />
== Roles and Fits ==<br />
<br />
Due to the limitations placed on the use of the Sphere Launcher, the Interdictor has generally fallen into two general roles, each role having a different fit given its intended action. Historically there was another configuration that involved the use of equipping the Interdictor with a Cynosural Field Generator, but this module is no longer permitted to be used on that ship class, and thus is no longer relevant. <br />
<br />
When choosing which fit configuration to use, understand the objectives of the FC, other ships involved in the friendly fleet, as well your own judgement. Generally as the friendly fleet composition leans towards higher classes of ships, there would be more preference for a fleet interdictor configuration. <br />
<br />
=== Small Gang PVP ===<br />
<br />
The Interdictor is an exciting choice for nullsec small gang or solo PVP, and will be the most frequent situation most pilots in the Uni will encounter this ship type, especially those that roam or travel through nullsec or wormhole space. This role generally involves active engagement by the Interdictor in the fight. This configuration may also employ a cloak in order to lend surprise to potential victims jumping through the gate. Small gang PVP engagements can still benefit from a fleet interdictor configuration depending on the circumstance.<br />
<br />
Small gang and solo PVP fits are generally fit for damage, a moderate tank, and secondary tackle modules in addition to its Interdiction Sphere Launcher.<br />
{{ShipFitting<br />
| ship=Sabre<br />
| shipTypeID=22456<br />
| fitName=Standard Small Gang PVP Dual-prop Fit<br />
| fitID=Stereotypical Small Gang PVP Dual-prop Fit<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Nanofiber Internal Structure II<br />
| low2typeID=2605<br />
| mid1name=Medium Shield Extender II<br />
| mid1typeID=3831<br />
| mid2name=5MN Quad LIF Restrained Microwarpdrive<br />
| mid2typeID=35658<br />
| mid3name=1MN Afterburner II<br />
| mid3typeID=438<br />
| mid4name=Warp Scrambler II<br />
| mid4typeID=448<br />
| rig1name=Small Polycarbon Engine Housing I<br />
| rig1typeID=31177<br />
| rig2name=Small Projectile Burst Aerator I<br />
| rig2typeID=31668<br />
| high1name=Interdiction Sphere Launcher I<br />
| high1typeID=22782<br />
| high2name=150mm Light AutoCannon II<br />
| high2typeID=2881<br />
| high3name=150mm Light AutoCannon II<br />
| high3typeID=2881<br />
| high4name=150mm Light AutoCannon II<br />
| high4typeID=2881<br />
| high5name=150mm Light AutoCannon II<br />
| high5typeID=2881<br />
| high6name=150mm Light AutoCannon II<br />
| high6typeID=2881<br />
| high7name=150mm Light AutoCannon II<br />
| high7typeID=2881<br />
| high8name=150mm Light AutoCannon II<br />
| high8typeID=2881<br />
| charge1name=Barrage S<br />
| charge1typeID=12625<br />
| charge2name=Hail S<br />
| charge2typeID=12608<br />
| charge3name=Warp Disrupt Probe<br />
| charge3typeID=22778<br />
| charge4name=Surgical Warp Disrupt Probe<br />
| charge4typeID=34260<br />
| charge5name=Stasis Webification Probe<br />
| charge5typeID=56748<br />
| skills=<br />
| showSKILLS=N<br />
| showNOTES=N<br />
| difficulty=1<br />
| warsop=A<br />
| warsopReason=<br />
| version=Invasion<br />
| showTOC=N<br />
| fleetup=<br />
| alphacanuse=N<br />
}}<br />
=== Fleet Interdictor ===<br />
<br />
When serving as a fleet Interdictor, it is completely subservient to improving the success of the fleet's strategy in its engagements. It rarely, if ever, directly engages enemy ships, as the aggression timer will inhibit its ability to put itself ahead of enemy fleets to trap them since it will not have the aility to jump through star gates during this time. Due to its danger to enemy fleets, Interdictors often rank number one in the list of targets that a fleet commander will attempt to destroy ("primaried") in the very early phases of battle. Given the focus to destroy the ship early, and that the Interdictor is most powerful in fleet battles mid-engagements, pilots will often employ a cloak to increase the chance of remaining on the field and allowing the pilot to assess the situation.<br />
<br />
Fleet fits are generally known to have no guns nor tackle modules. In addition to the Interdiction Sphere Launcher, their choice of modules focus on a cloak, speed, and increasing the probability and ability to survive through enhancing resistances and/or increasing tank buffer.<br />
{{ShipFitting<br />
| ship=Sabre<br />
| shipTypeID=22456<br />
| fitName=Standard Fleet Fit<br />
| fitID=Standard Fleet Fit<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Nanofiber Internal Structure II<br />
| low2typeID=2605<br />
| mid1name=Medium Shield Extender II<br />
| mid1typeID=3831<br />
| mid2name=5MN Y-T8 Compact Microwarpdrive<br />
| mid2typeID=5973<br />
| mid3name=Medium F-S9 Regolith Compact Shield Extender<br />
| mid3typeID=8517<br />
| mid4name=Multispectrum Shield Hardener II<br />
| mid4typeID=2281<br />
| rig1name=Small Auxiliary Thrusters I<br />
| rig1typeID=31105<br />
| rig2name=Small Core Defense Field Extender I<br />
| rig2typeID=31788<br />
| high1name=Interdiction Sphere Launcher I<br />
| high1typeID=22782<br />
| high2name=Prototype Cloaking Device I<br />
| high2typeID=11370<br />
| high3name=open<br />
| high4name=open<br />
| high5name=open<br />
| high6name=open<br />
| high7name=open<br />
| high8name=open<br />
| charge1name=Warp Disrupt Probe<br />
| charge1typeID=22778<br />
| charge2name=Surgical Warp Disrupt Probe<br />
| charge2typeID=34260<br />
| charge3name=Stasis Webification Probe<br />
| charge3typeID=56748<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| showNOTES=N<br />
| difficulty=2<br />
| warsop=A<br />
| warsopReason=<br />
| version=Invasion<br />
| showTOC=N<br />
| fleetup=<br />
| alphacanuse=N<br />
}}<br />
<br />
=== Wormhole Space ===<br />
Wormhole Space does not have Local chat (forcing pilots to rely on [[D-Scan]] for scouting), and Wormholes can be jumped with an active Weapons Timer. Furthermore, fleets in Wormhole Space must often be smaller than fleets out in nullsec, meaning each ship must bring more tools to the table. To these ends, many Wormhole Space groups use a different Sabre design, one which features the guns and tackle of the "Small Gang PVP", and the cloaking of the "Standard Fleet Fit". The further inclusion of twin Hyperspatial Optimization rigs brings this Sabre's warp speed up to 8.37AU/s, even higher than the 8AU/s of most Interceptors and Covert Ops frigates. This reduces the warning an enemy has between when they can see the Sabre on D-Scan, and when the Sabre lands next to them and starts launching bubbles, to only 14 seconds, a short enough delay that the enemy has only a few seconds in which to escape before being both bubbled and scrammed.<br />
<br />
{{ShipFitting<br />
| ship=Sabre<br />
| fitName= JSpace Fleet<br />
| fitID= JSpace Fleet<br />
| high1name=Prototype Cloaking Device I<br />
| high1typeID=11370<br />
| high2name=125mm Gatling AutoCannon II<br />
| high2typeID=2873<br />
| high3name=125mm Gatling AutoCannon II<br />
| high3typeID=2873<br />
| high4name=125mm Gatling AutoCannon II<br />
| high4typeID=2873<br />
| high5name=125mm Gatling AutoCannon II<br />
| high5typeID=2873<br />
| high6name=125mm Gatling AutoCannon II<br />
| high6typeID=2873<br />
| high7name=125mm Gatling AutoCannon II<br />
| high7typeID=2873<br />
| high8name=Interdiction Sphere Launcher I<br />
| high8typeID=22782<br />
| mid1name=5MN Quad LiF Restrained Microwarpdrive<br />
| mid1typeID=35658<br />
| mid2name=Medium Shield Extender II<br />
| mid2typeID=3831<br />
| mid3name=Medium Shield Extender II<br />
| mid3typeID=3831<br />
| mid4name=Warp Scrambler II<br />
| mid4typeID=448<br />
| low1name=Nanofiber Internal Structure II<br />
| low1typeID=2605<br />
| low2name=Nanofiber Internal Structure II<br />
| low2typeID=2605<br />
| rig1name=Small Hyperspatial Velocity Optimizer II<br />
| rig1typeID=31165<br />
| rig2name=Small Hyperspatial Velocity Optimizer II<br />
| rig2typeID=31165<br />
| charge1name=Republic Fleet EMP S x6<br />
| charge1typeID=21898<br />
| charge2name=Warp Disrupt Probe x1<br />
| charge2typeID=22778<br />
| charge3name=Barrage S x0<br />
| charge3typeID=12625<br />
| charge4name=Hail S x0<br />
| charge4typeID=12608<br />
| skills=<br />
| showSKILLS=N<br />
| notes=<br />
| showNOTES=N<br />
| difficulty=1<br />
| version=2021.10.12<br />
| showTOC=N<br />
| alphacanuse=N<br />
}}<br />
<br />
== Tactics ==<br />
<br />
The Interdictor may find themselves with a number of different and unique responsibilities depending on the current circumstances of a brawl or the FC's objectives. This can span from attempting to catch hostile ships, trapping an enemy fleet, or pursuing an opposing fleet throughout the region. It's always important to remember that under all these circumstances the Interdictor's most powerful weapon equally affects all ships, friend or foe. This simultaneously means that not only have you trapped the opposing fleets ships and pods, but you have also trapped your own, assuming they are within the field of the bubble. The presence of your bubbles should not be a surprise to your fleet, in particular your FC. Ensure you have established clear operating instructions, including if and when you have discretion to place bubbles at will. Operating an Interdictor will often either make you the fleet's favorite member, or their most hated. You don't want to be bubbling your DPS fleet without clear instructions from your FC.<br />
<br />
Another common mistake pilots make is that if a fleet is clearly willing to engage your fleet, then there is nothing you need to do; They are not fleeing so there is no need to risk your ship under this circumstance. The most optimal time to drop a bubble is the point when you or the FC believe the opposing ship(s) are intending to flee, whether that is at the beginning of the engagement or mid-engagement.<br />
<br />
=== Fleet Engagements ===<br />
<br />
As mentioned earlier, Interdictors are usually the first ship class to be primaried by opposing fleet commanders. This means that without proper situational awareness, your ship may meet an immediate untimely death. Speed and awareness of other ships and their range are going to be the way you stay alive in the short term. However, in order to place bubbles, you have to eventually get up close and personal to the fleet during an engagement. Given this, Interdictors who are in the middle of fleet engagements often have short shelf lives if the opposing FC is aware of your presence and actions.<br />
<br />
One way to remain on the battlefield, and to help introduce or maintain an element of surprise is to cloak up as early as possible, which you should generally be able to do before you are locked. Cloaking also has the unintended side effect that the opposing FC might not see you when they are evaluating the field composition, or eventually forget about your presence. If you have warped in with the rest of the fleet, burn in a direction away from the fleet and activate your cloak. If you warped in later or at range, cloak up once you hit grid and begin moving. You ideally want to be positioned >150 km from all possible objects of interest in the enemy fleet. You want to be able to warp to a friendly ship that is engaged within the enemy fleet, or a wreck, can or other debris when the time is right. As such, make sure your overview has all warpable objects visible and available. As the fleet engagement develops, keep an active observation of the different ways you can approach the field, which could involve uncloaking and warping to a nearby friendly and re-cloaking. If you're not undertaking a specific action, being further away is better than being close.<br />
<br />
==== Offensive Bubbles ====<br />
<br />
When the situation warrants dropping a bubble, understand where you need to bubble, execute that maneuver, and immediately leave the field. Failure to know where your warp-out point will be ahead of time will significantly increase the risk that you will be targeted and killed. Even more-so, it prevents you from conducting follow-up runs on the field, and inhibits you from being tasked with chasing the fleet. Where you ultimately warp to onto the field may not be the point that is the most effective to drop your bubbles; Be aware of the need to maintain high transversal and speed while within range of enemy ships. A Microwarpdrive is a critical component for maneuverability once landing on grid, although it will increase your signature radius penalty. In any circumstance, activate your hardeners, overheat your hardeners, and warp away as soon as you can.<br />
<br />
If you want to try more advanced tactics, if the enemy fleet is a kiting fleet, which is generally always aligned to another object, you can try to drop a bubble in front of the fleet's line of travel. This will prevent the fleet from warping from their aligned tactical and will need to reposition themselves. This can be done as a single launch, or can be part of when you launch your initial bubble inside the fleet (i.e., after you launch your first bubble, align in the same direction as the fleet and then drop a second bubble in front of them.)<br />
<br />
Likewise, there are some fits on Interdictors, such as the Heretic, which allow you to fit an Expanded Probe Launcher in addition to your Cloaking Device, Interdiction Sphere Launcher, and MWD with a light tank. This will allow you to get successful scans on battleships within 8 seconds with only 4 probes. You're more likely to die in such a configuration, but it will give you more freedom to decide when to land within the enemy fleet, whether immediately or at a later point in the engagement.<br />
<br />
==== Defensive Bubbles ====<br />
<br />
While uncommon, bubbles can also be used for defensive purposes during engagements. The purpose of defensive bubbles is to eliminate the ability for the opposing fleet to warp to tacticals or other points that are within brawling range of your fleet. This is most practical when your fleet is fit for kiting while the opposition may be fit for brawling. This requires coordination with your FC and clear communication on when and where you will be dropping the bubble, which may intersect with a segment of the friendly fleet. This tactic most typically involves following the friendly in their alignment and dropping bubbles multiple times to build a wall.<br />
<br />
The other useful case for defensive bubbles is to limit the ability of stealth bombers during large engagements. The use of bombs requires a very specific distance and vector to their target, and placing defensive bubbles cause the bombers to spend much more time getting into the correct position and increases their risk on the field.<br />
<br />
=== Chasing ===<br />
<br />
Other than being on field during fleet engagement, another important fleet-based role is to slow down and catch opposing fleets that are either in flight, or those that have been identified by a scout. This process involves needing to understand:<br />
<br />
# Where the opposing fleet is intending to go, and<br />
# Where your position is to the rest of the opposing fleet<br />
<br />
Use tools like [https://evemaps.dotlan.net/ DOTLAN] to understand the topography of the region, as well as the [https://zkillboard.com/ Killboard] of the corporate or specific members of the fleet to chart their most plausible path of escape. Ideally you should begin to collect and organization this information as soon as potential targets are identified, not at the end of an engagement as the ships are fleeing.<br />
<br />
A common mistake that is made by Interdictor pilots is to drop a bubble on an out-gate with the intention of slowing down the enemy fleet, but instead significantly slows down the friendly fleet. This is often caused by pilots who drop bubbles on out-gates while the target ships are already in warp as bubbles are ineffective against ships already in warp. A way to ensure this mistake is not made is to drop the bubble on the in-gate in the next system, and proceeding onto the next out-gate at 100km to drop a bubble and burning to the out-gate. This tactic of chasing ''ahead'' of the enemy fleet and slow them down such that your fleet can catch up is also known as '''waterboarding'''.<br />
<br />
If you're in a circumstance where you the opposing fleet is attempting to trap you and are aggressing you, wait until you have ~75% shield before jumping through the gate as your shield will be able to recharge by the time your gate cloak. This allow for the most amount of time for the rest of your fleet to appear.<br />
<br />
=== Drag and Catch Bubbles ===<br />
{{See also|Warp Disruption Fields}}<br />
<br />
Whether you're chasing ahead of a fleet, or awaiting the arrival of any individual, there are specific places of probes that have special names depending on their placement relative to an object of interest, like a station or a gate:<br />
<br />
* '''Drag bubbles''': Ships warping nearby may be “dragged” out of warp.<br />
* '''Catch bubbles''', also known as '''Stop bubbles''', are those placed in front of the intended destination, causing the ship to get caught in the bubble in front of their destination.<br />
<br />
Whether you are placing a catch bubble or drag bubble, the bubble must be in line with the line of travel between the origin of the ship and destination warp point, as well within 500km of the destination. As such, this makes drag bubbles a little bit more difficult to place than catch bubbles since slight misalignment can cause the ship to reach its intended destination. The choice of which type of bubble to use is dependent on personal choice, system design, and the circumstances of why you're setting up the bubbles.<br />
<br />
[[File:warpdisruption.jpg]]<br />
<br />
For systems that you plan on dropping catch and drop bubbles frequently, it's best to add [[Bookmarking|bookmarks]] for those specific locations where you want to deploy the probes. Keep in mind that the probes must be deployed prior to the ship entering warp to be caught in the bubble, so catch and drag bubbles should be deployed the moment the target is in system. In addition to the primary bookmarks for bubble deployment location, you should also add bookmarks for the edge of the bubble where your targets would potentially be landing. This enables you to reliably get to the location where the target will be, and you should reposition yourself the moment you deploy the probe. When you see your target appear on D-Scan, you can deploy a second probe, and since the ship is already (presumably) in warp, they will not get caught in this bubble but be at the center of it. This tactic will limit the ability for the ship to turn around and escape the bubble quickly.<br />
<br />
=== Camping ===<br />
<br />
==== Gate Camping ====<br />
{{See also|Gate camps}}<br />
<br />
The Interdictor forms an important component in non-ganking gate camps, where it can specifically inhibit ships from warping away and trapping them at the gate or between the two gates. While waiting for a target or targets to enter system on a gate, the Interdictor is best positioned to wait at zero on the gate, ideally on the top side of the gate. <br />
<br />
There are a variety of gate camp fleet configuration you can employ. One involves everyone in your fleet being on-grid at the gate while you serve to purely trap incoming ships. This is the easiest to manage logistically. On the other hand, if you want employ a sense of surprise or if you know the opposing fleet is using a scout, you can stage the fleet >14 AU outside D-Scan range ready to warp while you use a cloak to remain hidden on-grid. In this circumstance you can let the scout jump in and pass freely, but when the rest of the fleet jumps in, decloak, pop a bubble and jump through the gate to the other side. You can also wait for them to decloak to try and catch them mid-warp to another celestial. Once your first bubble is up, your fleet can warp in and evaluate whether to engage, or understand if the opposing fleet is burning back to the gate. Repeat this tactic to keep them trapped and pick them off.<br />
<br />
==== Station Camping ====<br />
<br />
Similar to gate camping, the Interdictor can be used for station camping. The key difference is that ships attempting to leave station can always dock up, unless a kick-out station is being camped, which are stations that departing ships are immediately ejected out of the docking ring when undocking. When station camping, you are largely aiming to prevent ships from using their instant undocks that would normally allow a ship to escape from the docking ring of a station due to being already aligned with the undock. In this case your bubble will prevent them from reaching that point.<br />
<br />
== Fleet Operations and Key Highlights ==<br />
<br />
* Establish clear expectations between you and your FC, and communicate your intentions. Some FC's will tell you to bubble anything you can, others want only sniping Battleships, others want you to bubble only on order. A bubble where your FC doesn't expect one can get your gang caught and killed.<br />
* Always know where the Fleet Commanders safe warp to spot will be. Often this a POS or a spot near the Sun. This can be tricky, but you must ensure that your bubble would not be in line with this safe spot and prevent your fleet from warping out. They will get sucked into your bubble.<br />
* Organize intelligence as early as possible, whether that is the background of the opposing pilots or the situations awareness of the field.<br />
* You will be immediately primaried in most engagements.<br />
* Continuously anticipate where you'll need to be, your available options, and update yourself on the most effective route there.<br />
<br />
== See also ==<br />
* [[Interdiction 101]]<br />
<br />
[[category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Tackling&diff=175232Tackling2021-10-09T23:26:31Z<p>Arexand Oskold: /* Tackle Modules */ Sooooo the infinity longpoint also breaks MJDs. Which doesn't seem right but it is what it is.</p>
<hr />
<div>'''''"The art of immobilizing the opponent in a way that said ship is unable to move"''''' <br />
<br />
'''Tackling''' is the act of pinning down a ship so that it cannot escape. Tackling is the backbone of [[PvP]] in EVE, as ships that are not tackled will likely be able to warp out and disengage before they are destroyed. Tackling is usually accomplished using modules such as Warp Scramblers and Stasis Webifiers, but there are a variety of modules that can either slow down enemy ships or disable their ability to warp. Though tackling usually refers to the combination of stasis webifiers and warp disruption, warp disruption is the necessary ingredient that distinguishes tackling from simply slowing down opponents.<br />
<br />
A '''tackler''', then, is a pilot whose job it is to pin down a ship so that other players can kill it, though this term can also be used to refer to a ship fit for that purpose. Tackle ships are generally not fit to deal significant amounts of damage (if any), but [[battleship]] fights without tacklers usually end when the side whose shields drop just warps out. This means that it is the tackler who facilitates kills, and for this reason tacklers are included on kill mails. Without one side being trapped, it's very rare that a given fight will end with a ship kill.<br />
<br />
Tacklers also serve as the backbone of fleet operations, and fleet commanders will generally prioritize effective deployment of fleet tacklers under their command.<br />
<br />
=Types of tackle=<br />
<br />
* {{co|wheat|First Tackle}}: The job of first tackle is to be first on the scene and to hold the target so that they can't warp away. This also means they are normally the primary target for the person they are trying to tackle, because they represent a threat. This role is often filled by an [[interceptor]], but a Tech 1 [[Tackler_Frigate#Fast_Frigates|fast frigate]] can also be used.<br />
* {{co|wheat|Second Tackle}}: In a fleet situation, this is "everyone else". Second tackle's role is to grab the ship tackled by first tackle and slow it down so the damage dealing ships can join the fun. Once two or three second tacklers have the ship, it is basically dead in the water and the heavier ships can either catch up or warp to the tacklers. <br />
* {{co|wheat|Heavy Tackle}}: Heavy tackle ships are ships fit for high survivability, capable of holding down targets for extended periods of time. They are usually ships with bonuses to webs or warp disruption.<br />
** [[Heavy Interdiction Cruisers]] often fill this role, as they can not only use interdiction bubbles, but can also scram and point from long ranges. They are also uniquely suited to tackling supercapitals due to their high warp scramble strength ("infinipoints").<br />
* {{co|wheat|Gate Tackle}}: Gate tackle is a specialised form of tackle, where the emphasis is not on speed but on lock time. Their job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down. Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. Some speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as they are operating with the rest of the fleet.<br />
<br />
=Fitting for tackling=<br />
==Tackle Modules==<br />
There exist a wide variety of modules designed for stopping your target from escaping. These modules will either stop your target from warping away, slow down the target ship or stop them from using micro warp drives or micro jump drives.<br />
[[File:Grappler-web.png|400px|thumb|right|Comparison between grapplers and webifiers. The T2 grappler is superior to T2 web when the target is within 8km range. Click to enlarge.]]<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Warp Disruptor|link=]]<br />
|<br>The '''warp disruptor''' (also called "'''point'''" or "'''long point'''") does what its name says: it disrupts the warp core of an opponents ship, making them unable to warp away.<br />
<br />
The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point. Faction variations of this module exist, with reduced CPU and capacitor costs and increased range (out to 30km at most)<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon warp scrambler i.png|Warp Scrambler|link=]]<br />
|<br>The '''warp scrambler''' (also called "'''scram'''", "'''point'''", or "'''short point'''") works on same basic principles as the warp disruptor, in that it will disable the warpcore of the opponent's ship. However, in addition to stopping warping the warp scrambler stops the ship from using [[Propulsion equipment|micro jump drives, micro jump field generators, and microwarpdrives]]. These propulsion modules will be disabled regardless of the ship's remaining warp core strength. This makes scramblers vital in catching certain fits.<br />
<br />
The basic range for a warp scrambler is significantly lower than that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points. Faction variations of this module have increased range (out to 11.25km at most), and warpcore disabling strengths of 3 points. Warp scramblers also consume significantly less [[capacitor]] than warp disruptors.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon_inderdiction_sphere_launcher.png|Interdiction Sphere Launcher|link=]][[File:Icon warp disrupt probe.png|Warp Disrupt Probe|link=]][[File:Icon stasis webification probe.png|Stasis Webification Probe|link=]]<br />
|<br>The '''Interdiction sphere launcher''' is used for launching Warp Disrupt Probes. This probe creates a warp disruption bubble, with a 20km radius, that lasts for two minutes before collapsing. All ships within this field cannot activate their warp drives to leave, however they can otherwise move freely. As the field is an area of effect warp disruption method this module works even if the ship is unable to target the target. The probe is also completely independent and will keep the bubble up even if the interdictor is destroyed, however the probes can be destroyed by [[Smartbombs]]. <br />
<br />
This module can only be used by [[Interdictors]]. This module cannot be activated in High or Low security space.<br />
<br />
See the below section on [[#Warp disruption fields|Warp disruption fields]] for bubble mechanics.<br />
<br />
This module has no variations, however there is a Surgical variant of the probe which has only a 10km radius but lasts three minutes.<br />
<br />
The Howling Interdictors update on 27th October, 2020, added an additional variant of the probe: the Stasis Webification Probe, or 'Wubble'. When dropped, a Wubble will sit idle for 3 seconds, then detonate, applying a 30% speed reduction to all ships within 10km of the point where it was dropped. Unlike normal bubbles, the Wubble probe will not persist after it detonates, and does not otherwise interfere with affected ships warp drives. However, Wubbles can be used in combination with normal bubbles to hinder and disrupt an enemy fleet.<br />
<br><br><br />
|-<br />
|[[File:Icon warp disruption field generator.png|Warp Disruption Field Generator|link=]]<br />
|<br>The '''Warp disruption field generator''' is a specialized warp disruption module which can only be used by [[Heavy Interdiction Cruisers|heavy interdiction cruisers]]. The Generator can be used in three different modes: Unscripted, Focused Disruption, and Focused Scrambling. When used unscripted, the generator creates an interdiction field similar to that of an Interdiction Sphere Launcher, but centered on the generating ship rather than an outside probe. When unscripted, the generator cycles in 30 seconds, and while it can be kept running it cannot be deactivated early. When used scripted, the generator targets its disruption on a single ship with an insurmountable 100 points of warpcore disabling strength (leading to the nickname "Infinity Point"). When scripted, the generator cycles in only 6 seconds, but drains the ship's capacitor more quickly. Additionally, when used scripted on a hostile capital ship, it will disable that capital ship's ability to activate stargates to leave the system.<br />
<br />
While a warp disruption field generator is active, the ship activating it suffers a 50% increase to its signature radius, and cannot be targeted by allied remote repairs or capacitor transmitters.<br />
<br />
Different effects of the module:<br />
* Without scripts this module forms a warp disruption bubble and is limited to null security and wormhole space only. See [[#Warp disruption fields|Warp disruption fields]] for details.<br />
* With warp disruption script it works as a warp disruptor module with increased range and infinite strength. This script greatly extends the field generator's normal range. This script allows the module to used anywhere. Unusually, this script ''also'' will disable the target's MJD or MJFG.<br />
* With warp scrambling script it works as a warp scrambler with increased range and infinite strength. Like the normal scrambler this also stops the target from using MJD, MJFG, or MWD. This script slightly reduces the field generator's normal range (however it is still much longer range than an ordinary scrambler). This script allows the module to used anywhere.<br />
<br />
Different variations of this module have different ranges, however in most cases the only variants used are T2 (20km), and True Sansha (21km). This module's range is also affected by the pilot's level in {{sk|Heavy Interdiction Cruisers}}, and the script equipped (if any).<br />
<br><br />
<br />
|-<br />
|[[File:Icon stasis webifier i.png|Stasis Webifier|link=]]<br />
|<br>The '''stasis webifier''' (also called a "'''web'''") is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship. The sub-warp speed is the speed that you normally fly around at.<br />
<br />
The sub-warp speed reduction depends on the version of the module. The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Both modules have a maximum range of 10km. Faction variations of this module exist, and come in varying levels of increased range and either 50%, 55%, or 60% speed reduction (up to 14km/60% or 15km/55% at most).<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|I}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br />
While tackling someone, a tackler should always use a warp disruptor or scrambler before the stasis webifier. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.<br />
<br><br><br />
<br />
|-<br />
|[[File:grappler.png|Stasis Grappler|link=]]<br />
|<br>The '''Stasis grappler''' is a battleship-sized variant of the stasis webifier. It can only be fitted to battleships and capital ships, however it applies a much greater speed reduction than a normal web. Only one stasis grappler can be fitted to a ship.<br />
<br />
Unlike a normal web (which has a fixed 10-15km range), stasis grapplers have only 1km optimal range, but 8-12km ''falloff'' range, meaning that the grappler's extremely powerful speed reduction is only fully effective at extremely close ranges, and beyond that its reduction becomes less and less effective. The chart at the top of this section shows the effectiveness of different grappler variants at different ranges. The result is that within normal web ranges, the grappler applies a much more powerful slow; but that beyond normal web ranges, the grappler still provides a weak slow, which makes the grappler less consistent than a normal web but also much more flexible.<br />
<br />
Assuming the extra mid slots are available, it is common to fit a battleship with both a grappler ''and'' a web, to combine the web's reliability with the grappler's strength and flexibility, and to ''really'' immobilize fast ships at close range and ensure the battleship's large guns can strike true.<br />
<br />
<br><br><br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Heavy Warp Disruptor|link=]][[File:Icon warp scrambler i.png|Heavy Warp Scrambler|link=]]<br />
|<br>There exist two further sets of large-ship tackle modules: the '''Heavy Warp Disruptor''' and '''Heavy Warp Scrambler'''. Similar to the stasis grappler, these modules can only be fit to Battleships and above, and consume large amounts of powergrid. Functionally, they work the same as the ordinary Warp Disruptors and Warp Scramblers, but with increased range, capacitor cost, and scramble strength. The increased strengths of these modules make them useful for attempting to hold down supercapital ships, but in most other circumstances do not outweigh their high fitting and capacitor costs.<br />
<br />
* A T1 Heavy Warp Disruptor has a range of 22km; a T2 Heavy has a range of 26km. These modules have a warp core disabling strength of 3 points. Faction and Officer variations of this module have increased range (out to 30km and 40km at most), and increased strengths of up to 4 and 5 points.<br />
* A T1 Heavy Warp Scrambler has a range of 8.5km; a T2 Heavy has a range of 10km. These modules have a warp core disabling strength of 6 points. Faction and Officer variations of this module have increased range (out to 12.25km and 15km), and increased strengths of 8 and 10 points.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Navigation|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
<br />
|<br />
|<br>Support [[Fighters|fighters]] can also provide Warp Disruption and Webification.<br />
<br />
The Gallente Siren series support fighters provides 1 point of Warp Disruption per fighter, the Minmatar Dromi series support fighters provides -15% Webification per fighter (additive). <br />
<br><br />
<br />
Skills Requirements:<br />
* {{sk|Support Fighters}} 1 (For the <span style="color:yellow">Tech 1</span> variants)<br />
* {{sk|Support Fighters}} 4 (For the <span style="color:yellow">Tech 2</span> variants)<br />
<br><br />
|}<br />
<br />
==Warp core stabilizers==<br />
<br />
The '''Warp Core Stabilizer''' is not a tackle module; it is an anti-tackle module. Warp Core Stabilizers (or "stabs") are Active low-slot modules which, when fitted, greatly reduce a ship's targeting range, scan resolution, and drone control abilities, but when activated, provide +2 Warp Core Strength, allowing the ship to temporarily ignore the warp-disabling effects of two Warp Disruptors or one Warp Scrambler. Warp Core Stabilizers have 10-18s active durations, and 150s cooldown between uses. Only one Warp Core Stabilizer can be fitted to a ship.<br />
<br />
In addition to the Warp Core Stabilizer module, certain ships have innate warp stability: [[Supercarriers]], [[Titans]], [[Hauling#Deep Space Transport|Deep Space Transports]], and [[Venture]]s have innate or skill-based warp core strength, and thus are somewhat resistant to warp disruption even without stabilizers fitted. However, no amount of warp core strength will protect a ship from a Warp Disruption Field Generator or a Warp Disruption Field.<br />
<br />
Because of their innate sensor dampening, Warp Core Stabilizers should '''never''' be fitted to any combat ship, and are generally only be used in rare cases where emergency escapes (from hostile tackle) are necessary.<br />
<br />
==Warp disruption fields==<br />
<br />
A '''warp disruption field''' is an area effect that stops all ships within it from using their warp drives. This field has effectively infinite warp disruption strength; no number amount of warp core stabilizers will allow a ship to warp out of a bubble, however all other movement and propulsion modules are not restricted. Warp disruption fields can only be used in null security space and wormholes. Because of their appearance, warp disruption fields are commonly referred to as "bubbles".<br />
<br />
There are five ways to create warp disruption fields:<br />
<br />
* An interdiction sphere launcher on a [[interdictor]] destroyer. This module launches standalone warp disrupt probes which instantly create warp disruption fields. (The field will visibly expand from the probe, however this expansion is purely visual and the bubble is effective at full size immediately.) Once launched, the probe will not move (although it can be moved by a [[Propulsion equipment#Micro Jump Field Generator|jump destroyer]]), while the destroyer which launched it is free to fly away. Warp disrupt probes project 20km-radius bubbles and last for 2 minutes.<br />
* A Warp disruption field generator on a [[Heavy Interdiction Cruisers|heavy interdiction cruiser]]. The warp disruption field generator instantly generates a bubble centered on the ship. This bubble will move as the ship moves, and the generating ship can still move normally. The field's radius is based on the type of generator used and the skills of the cruiser pilot.<br />
* A [[Capital Ship Modules#Burst Projectors|Warp Disruption Burst Projector]] fitted to a [[supercarrier]]. This module creates a 10km radius disruption field, centered on the target location, with a 500km maximum targeting range, 40s duration, and 8 minute cooldown.<br />
* Mobile Warp Disruptor deployables, which come in varying sizes from small (5 km radius) to large (40 km radius). These structures can be deployed in space but it takes two minutes time until the structure creates the bubble. They also have their own structure, armor and shield HP and can be destroyed by shooting at them enough. They also decay on their own if left in space for several days, however they can be deactivated and picked up (with no delay) by the pilot who deployed them.<br />
* The Empire Surveillance System banks project 20km radius warp disruption fields around themselves. Unlike any other disruption fields, the ESS's warp disruption field is also a warp ''scrambling'' field, and also disables microwarpdrives and micro jump drives.<br />
<br />
All kinds of “bubbles” share common characteristic features:<br />
* Their use is limited to null security and wormhole space.<br />
* Any ships within its area of effect cannot initiate warp, and capital ships cannot use their jump drives.<br />
* Bubbles will influence you only if they are online when you enter warp. This means that if a bubble is placed (or a Warp Disruptor probe launched, or Warp Disruption Field Generator activated) at your destination after you entered warp you can land right in the middle of it rather than landing on the edge.<br />
* Bubbles will ''not'' influence any ships which are 'Interdiction Nullified'. This primarily consists of [[shuttle|Shuttles]], and ships that have equipped and activated their Interdiction Nullification module. Nullified ships will not be dragged by bubbles, and can initiate warp while inside bubbles.<br />
* When a bubble is place in a specific location in the vicinity of an intended target destination that ships are attempting to reach are qualified with a specific name:<br />
** '''Drag bubbles''': Ships warping nearby may be “dragged” out of warp. Imagine a line along which you travel to your destination and project that line beyond your destination. If such line intersects with a bubble anywhere no more than 500 km from your final destination you will be either stopped or dragged to the edge of such bubble. (Yes! Dragged beyond your destination! Bubbles situated in this way are commonly referred to as drag bubbles.) Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is less than 100 km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there).<br />
** '''Catch bubbles''', also known as '''Stop bubbles''', are those placed in front of the intended destination, causing the ship to get caught in the bubble in front of their destination.<br />
<br />
<br />
[[File:warpdisruption.jpg]]<br />
<br />
==Specialized ships==<br />
<br />
While all ships can use tackling equipment with great success certain ships have specific hull bonuses that make them into unique tackling ships.<br />
<br />
The so called "tackle frigates" are for most the entry point to tackling ships. These ships are fast, agile and have a hull bonus that reduces capacitor usage of webs, points and scrams by 80%. These ships are often used as initial "hero tackle" that flies to the enemy to hold them still while rest of the fleet comes behind.<br />
* {{sh|Slasher}}<br />
* {{sh|Atron}}<br />
* {{sh|Condor}}<br />
* {{sh|Executioner}}<br />
<br />
<br />
The direct upgrade from T2 tackle frigates are the T2 [[interceptors]]. These are all T2 variants of the above T1 frigates. For each ship there exists two interceptor variants: a combat interceptor with damage oriented bonuses, and a fleet interceptor with bonus to point and scram range (and the ability to fit an Interdiction Nullifier). The interceptors also have reduced signature bloom from MWD and 80% reduction in point, scram and web capacitor usage.<br />
<br />
Fleet interceptors:<br />
* {{sh|Stiletto}}<br />
* {{sh|Ares}}<br />
* {{sh|Crow}}<br />
* {{sh|Malediction}}<br />
Combat interceptors:<br />
* {{sh|Claw}}<br />
* {{sh|Taranis}}<br />
* {{sh|Raptor}}<br />
* {{sh|Crusader}}<br />
<br />
<br />
The next step up changes the style of tackling completely. [[Interdictors]] are T2 [[destroyers]] that are able to create a warp disruption bubble for two minutes. After launching the bubble the interdictor is free to move and even killing the interdictor will not release the victim from the bubble. But the pilot has to be careful when they launch the bubble as the module has moderate reload time and will also stop friends and even the pilot himself from warping away.<br />
* {{sh|Sabre}}<br />
* {{sh|Eris}}<br />
* {{sh|Flycatcher}}<br />
* {{sh|Heretic}}<br />
<br />
<br />
[[Heavy Interdictors]] are the big brothers of interdictor. These T2 cruisers field very high tank with their T2 resist profile and additional resist bonus. Their module of choice is the warp disruption field generator. With this module heavy interdictors are able to put up a warp disruption bubble at will (but may not be able to drop it at will, as the bubble's 30-second cycle cannot be cut short). Heavy Interdictors must take advantage of their high resistances, as they cannot receive allied remote repairs while their disruption generator is active. The warp disruption field generator can also be used with either disruption or scrambling scripts that turn the module into infinitely strong long range point or scram.<br />
* {{sh|Broadsword}}<br />
* {{sh|Onyx}}<br />
* {{sh|Phobos}}<br />
* {{sh|Devoter}}<br />
<br />
<br />
The Minmatar and Gallente [[Electronic Attack Ship|Electronic Attack]] Frigates receive large bonuses to specific tackle modules. The Minmatar [[Hyena]] receives a 40% bonus to web range per skill level in {{sk|Electronic Attack Ships}}, while the Gallente [[Keres]] receives a 15% bonus to warp disruptor and warp scrambler range, and a 10% reduction to disruptor and scrambler activation cost, per skill level.<br />
* {{sh|Hyena}}<br />
* {{sh|Keres}}<br />
<br />
<br />
The Minmatar and Gallente [[Recon Ships]] receive similar but stronger bonuses to their smaller Electronic Attack siblings. The Minmatar recons receive massive 60% bonus to web range per skill level in {{sk|Recon Ships}}, while the Gallente recon cruisers receive equally frightening 20% bonus to warp disruptor and warp scrambler range per level.<br />
* {{sh|Huginn}}<br />
* {{sh|Rapier}}<br />
* {{sh|Lachesis}}<br />
* {{sh|Arazu}}<br />
<br />
<br />
The Minmatar and Gallente [[Strategic Cruisers]] electronic warfare subsystems are specialized in tackling, and while their bonuses are weaker than those of the Recon Ships, they can be used in addition to the strategic cruisers' other combat abilities. The Loki's Immobility Drivers give a 25% bonus to web range, and a 10% increase to web [[Overheating|overheat]] bonus per skill level in {{sk|Minmatar Core Systems}}, while the Proteus's Friction Extension Processor give a 7.5% bonus to warp disruptor and scrambler range, and a 15% increase to their overheat bonuses per skill level in {{sk|Gallente Core Systems}}.<br />
* {{sh|Loki}}<br />
* {{sh|Proteus}}<br />
<br />
<br />
<br />
In addition to the T2 and t3 ships there also exist wide variety of pirate ships with tackling related bonuses.<br />
<br />
The [[Mordu's Legion]] line of ships all receive 10% bonus per level in relevant Gallente ships to warp disruptor and scrambler range. While rarely used as fleet tackle, the extended range on these ships allows for fighting outside the enemy's effective while still holding them on grid.<br />
* {{sh|Garmur}}<br />
* {{sh|Orthrus}}<br />
* {{sh|Barghest}}<br />
<br />
<br />
The [[Serpentis]] line of ships receive 10% bonus per in relevant Minmatar ship to stasis webifier ''effectiveness''. This means that at level 5 in the relevant Minmatar skills, a Serpentis ship with a Tech II webifier will slow a targeted ship by ''90%'' with a single web.<br />
* {{sh|Daredevil}}<br />
* {{sh|Vigilant}}<br />
* {{sh|Vindicator}}<br />
* {{sh|Vehement}}<br />
* {{sh|Vendetta}}<br />
<br />
<br />
The [[Blood Raider Covenant]] line of ships receive 20% bonus to web range per level in relevant Minmatar ship skill. However, these ships are rarely used for their web bonuses, as their energy neutralizing bonuses are more significant.<br />
* {{sh|Cruor}}<br />
* {{sh|Ashimmu}}<br />
* {{sh|Bhaalgorn}}<br />
* {{sh|Chemosh}}<br />
* {{sh|Molok}}<br />
<br />
==Extra Modules for Tackle Ships==<br />
<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! style="background:#222222;" | Module<br />
! style="background:#222222;" width="70%;" | Use<br />
! style="background:#222222;" | Skills<br />
|-<br />
| [[File:Module icon afterburner tech1.png|32px]] Afterburner<br />
| style="background:#333333;" | As fitted to military jet fighters, afterburners (or ABs) can be fitted to ships in EVE Online. The afterburner increases your sub-warp speed by a percentage. Afterburners are often used while in orbit around a target to help evade enemy fire and keep the user's ship alive. However, in the face of microwarpdrives, they are often not fast enough to leap into battle on their own and catch enemies who are not yet in range.<br />
<br />
The Tech 1 module boosts your speed by 115% (thus it doubles your speed plus another 15%). The Tech 2 version boosts your speed by 135%. Faction and Deadspace variations of this module offer further speed boosts (of 140-160%), but are much more expensive and thus not commonly used.<br />
| <br />
* {{sk|Navigation|I}}<br />
* Tech 1: {{sk|Afterburner|I}}<br />
* Tech 2: {{sk|Afterburner|IV}}<br />
|-<br />
| [[File:Module icon microwarpdrive tech1.png|32px]] Microwarpdrive<br />
| style="background:#333333;" | The microwarpdrive (or MWD) is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner, however it comes with several drawbacks. Unlike an afterburner, a microwarpdrive is extremely effective at getting into, or out of, an enemy's range, but is not at all effective at helping evade enemy fire. An active MWD grants a 500% boost to sub-warp speed, but also increases the ship's signature radius by 500%, making it far easier to hit than its speed would imply. Also, as mentioned above, microwarpdrives are forcibly deactivated by hostile Warp Scramblers. MWDs also consume more capacitor to operate, and having an MWD fitted to a ship reduces the ships maximum capacitor capacity (and thus, indirectly, the ship's capacitor regeneration rate). As a result of all this, it is often best to use an MWD to get into tackle range of a target, and then deactivate it while in close orbit to avoid being hit.<br />
<br />
The Tech 1 module gives a 500% bonus to speed, at the cost of 500% increased signature radius and 25% reduced capacitor capacity. The Tech 2 module gives a 510% boost to speed, but only 20% reduced capacitor capacity. However, the use of Tech 2 MWDs is often frowned upon, in favor of the Quad LiF Restrained variant, which gives a 505% bonus to speed, 20% reduced capacitor capacity, only 450% increased signature radius (mitigating a little of the evasion problem), and lower capacitor consumption than the Tech 2 variant.<br />
<br />
Faction and Deadspace microwarpdrives are popular on more expensive ships, as while they do not offer great improvements to speed, they offer greatly reduced capacitor capacity and signature radius penalties. They are, however, very expensive and thus not worth using unless you ''know'' you won't lose them.<br />
| <br />
*{{sk|Navigation|II}}<br />
*{{sk|Afterburner|III}}<br />
*Tech 1: {{sk|High Speed Maneuvering|I}}<br />
*Tech 2: {{sk|High Speed Maneuvering|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.<br />
<br />
The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster (which you should in most cases, as the range will not be necessary), the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.<br />
| <br />
* {{sk|CPU Management|II}}<br />
* Tech 1: {{sk|Long Range Targeting|I}}<br />
* Tech 2: {{sk|Long Range Targeting|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Remote Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | In extreme cases where a fleet decides that tackle must be secured as fast as possible, one or more non-tackle ships in the fleet may be fitted with Remote Sensor Boosters, and have them active on the tackler ship. These modules provide slightly greater bonuses than regular sensor boosters, but can only be used on allies (and not on yourself) and thus must be prepared and coordinated in advance.<br />
<br />
These modules are commonly seen in Gate Camps, to ensure that the campers catch their targets.<br />
| <br />
* {{sk|CPU Management|III}}<br />
* Tech 1: {{sk|Sensor Linking|I}}<br />
* Tech 2: {{sk|Sensor Linking|IV}}<br />
|-<br />
| [[File:Module icon overdrive.png|32px]] Overdrive Injector System<br />
| style="background:#333333;" | As a tackler, speed is important in order to reach your target quickly. The faster you can get into targeting and warp disruption range, the faster you can tackle the target. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so you can ignore that penalty.<br />
<br />
The sub-warp speed increase of the tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase speed (and a 20% cargohold penalty).<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon nanofiber.png|32px]] Nanofiber Internal Structure<br />
| style="background:#333333;" | This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile. Using this module will help you accelerate and align faster, allowing you to reach targets faster, and allow you to keep a closer orbit at a higher speed, making you harder to track and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The downside of this module is that you get a lower amount of structure hit points (HP). In a way this downside doesn't matter though, because, generally speaking, tackling frigates tend to either be able to rely on their shields, armor, and speed for long enough to either be saved by the logi or pull range and escape, or if their armor doesn't hold up and they do enter structure they're pretty much dead anyway.<br />
<br />
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction, at the cost of 15% structure HP. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon propulsion rig tech2.png|32px]] Navigation Rigs<br />
| style="background:#333333;" | Sometimes, there aren't enough low power slots to go around. Auxiliary Thrusters rigs give a 7.25% bonus to sub-warp speed, akin to a weaker Overdrive Injector. Polycarbon Engine Housing rigs give a 5.5% bonus to sub-warp speed, and 9.1% reduction to inertia, akin to a weaker Nanofiber. Both rigs come at the cost of 10% Armor HP. These rigs can be useful if there are not enough low slots to fit an Overdrive or Nanofiber, but more speed is required. However, these rigs are not ideal on ships which rely on armor for their defense.<br />
| ''(Rigs do not require skills to use)''<br />
|-<br />
| [[File:Icon module damage control.png|32px]] Damage Control<br />
| style="background:#333333;" | The damage control increases your shield, armour, and hull resistances to all damage, making you much harder to kill. One of the most all-purpose efficient defensive modules in the game, a very much recommended module for any tackler, however it does cost some CPU which can at times be in short supply on frigates. It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.<br />
<br />
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.<br />
| <br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|IV}}<br />
|-<br />
| [[File:Icon shield extender.png|32px]] Medium Shield Extender<br />
| style="background:#333333;" | A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While high speed will reduce the damage that you take, it will only reduce it - fitting modules to increase your HP will keep you alive and able to tackle for much longer.<br />
<br />
While a small shield extender will be easier to fit, a medium extender provides far more HP and is generally preferred. You may need to use a Micro Auxiliary Power Core in order to provide the powergrid to fit one. A Tech 1 medium shield extender gives you an additional 750 base shield hitpoints (most frigates have between 350 and 500 shield hitpoints to begin with, so that's a huge difference). A Tech 2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!<br />
| <br />
* Tech 1: {{sk|Shield Upgrades|I}}<br />
* Tech 2: {{sk|Shield Upgrades|IV}}<br />
* (Optional) {{sk|Capacitor Management|II}}<br />
''(to fit a Micro Auxiliary Power Core)''<br />
<br />
|-<br />
| [[File:Icon skirmish command burst.png|32px]] Command Bursts<br />
| style="background:#333333;" | These are not modules that a tackle ship itself will fit but they're good to be aware of. [[Command Bursts]] are a set of modules fitted by Combat Battlecruisers, Command Destroyers, Command Ships, and specially fit Strategic Cruisers, which when active improve the combat capabilities of ''all'' nearby ships in their fleet. Shield and Armor Command Bursts can help a tackler by making them more durable, but the most useful bursts are Skirmish Command Bursts; as they can improve a tackle ship's flight speed, increase acceleration and decrease signature radius, and increase the range of warp disruptors, scramblers, and stasis webifiers.<br />
| <br />
''(No skills are needed to benefit from friendly Command Bursts.)''<br />
|}<br />
<br />
=Fitting theory=<br />
<br />
==Warp scrambler or warp disruptor?==<br />
<br />
The primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a warp disruptor or a warp scrambler. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km with the Tech 1 module, or 24km with the Tech 2 module) which allows the tackler to keep more distance from their target. This can increase their survivability against targets with stasis webifiers and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make them easier to hit with turrets. It means the tackler can also tackle the target faster because they don't need to get within 9 km or even less first. Warp disruptors take a lot of capacitor to run and can quickly drain a frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the initial tackle and smart tacklers will turn them off once someone else has put a warp scrambler on the target. Warp disruptors are especially popular on specialised Tech 2 interceptors, which receive bonuses to their range and a reduction to the amount of capacitor they use.<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - it also shuts down their microwarpdrive. Since almost all ships larger than frigates will be running a microwarpdrive, a warp scrambler will slow them down significantly. This allows the rest of the the tackler's fleet to get in range of the target more easily, and prevents the target from running away or getting back in range of a stargate. For this reason, having at least some warp scramblers is is essential to any fleet. Warp scramblers use significantly less capacitor than warp disruptors, and so it should be possible to keep them running indefinitely. Using a warp scram will put the tackler within range of stasis webifiers and energy neutralizers which can be a threat to a frigate, however guns will struggle to track a frigate at this range meaning in most cases the tackler will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
<br />
Using a warp scrambler puts the tackler quite close to smartbomb range (which is 5km, or 6km if the target is using Tech 2 smartbombs). They need to be careful when engaging a target that is likely to be equipped with smartbombs (i.e. battleships in low security space). If the tackler suspects that the target might be using smartbombs it's a good idea for them to set their orbit between 6 and 7.5km, which should put them safely outside of their range.<br />
<br />
If a tackler has both a disruptor and a scrambler fitted, a tactic known as 'drive-by scramming' can be used. In this, the tackler spends most of their time using their disruptor, outside of scram range, but at important moments dives in for a few seconds to land a scram on their target (to disable a microwarpdrive or micro jump drive), and then flies out back into their safer disruptor range.<br />
<br />
==Afterburner or microwarpdrive?==<br />
<br />
At first glance you might think that both of these modules perform the same function - both increase your speed, and since the microwarpdrive increases your speed more it must be the better choice. Like many things in EVE Online, it isn't quite that simple.<br />
<br />
A microwarpdrive has a couple of serious drawbacks. The most important one is that while the module is activated it will increase the ship's signature radius by up to 500%; this will make it much easier to hit and will cause the ship to take a lot more damage from cruiser sized and bigger weapons. This will massively increase the tackler's chances of dying. Also, the microwarpdrive uses a lot of capacitor and the tackler will most likely not be able to run it for an extended period of time. For these reasons, an microwarpdrive is used only to get into range of the target and should be turned off once the tackler are in range to tackle the target. Once that has happened the tackler will only be able to orbit their target at the regular speed of their ship. Also keep in mind that a player will not be able to use the module at all when someone is using a warp scrambler (not a warp disruptor) against them, since these disable microwarpdrives.<br />
<br />
An afterburner on the other hand does not increase the ship's signature radius at all and it needs far less capacitor, meaning a tackler can keep it activated even while they are orbiting their target. Since they are able to travel more quickly without increasing your signature radius, an afterburner will decrease the chances for the opponent's turrets to hit the tackler as well as reducing the amount of damage they receive from missiles. While an afterburner is not as useful for chasing targets or getting into range, it does help the tackler survive once they get there.<br />
<br />
To summarise, an microwarpdrive will let the tackler get into range quickly, but they will be more at risk once they get there. With an afterburner the tackler will take longer to get into range, but will take less damage once they do.<br />
<br />
In most cases, it is recommended that tackler frigates fit a microwarpdrive in order to close range more quickly and to help them catch up with fast moving targets. However, flying with an microwarpdrive is less forgiving than using an afterburner since things will happen more quickly - the tackler will need to be more aware of the range to their target and whether their microwarpdrive is currently turned on or off. If a tackler is trying PVP for the first time, an afterburner might be an easier choice.<br />
<br />
It is possible to fit both an afterburner and a microwarpdrive to a ship (known as 'dual propulsion' or 'dual prop') if the player has enough midslots as well as the CPU and PG to do so - this is popular on some Tech 2 and faction ships, but is difficult to do on most Tech 1 frigates and is not recommended for new players.<br />
<br />
Tech 2 interceptors (and to a lesser extent Tech 2 assault frigates) receive bonuses to microwarpdrives which reduce the signature radius penalty which they provide. As a result, they take much less damage when running microwarpdrives during combat. Long-ranged 'fleet' interceptors in particular will often keep their microwarpdrives on for the whole duration of a fight.<br />
<br />
==What type of tank?==<br />
<br />
After the tackle and propulsion module, the most important thing to fit on a tackler is tank - it's no use catching a target if they can simply kill the tackler and escape.<br />
<br />
You'll sometimes see people fitting their tackling frigates with all speed modules and no tank. The most common place that you'll see these is on killboards, killed in droves by whatever they were trying to tackle. While speed is important, a tackle frigate should already be fast enough to catch most ships in the game (especially if you're using a microwarpdrive) and enhancing that further is not the main priority.<br />
<br />
No matter what else they do, a tackler should almost always fit a damage control in one of their low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, the tackler has two options - they can either fit a shield tank or an armour tank. A shield tank is usually the best choice for a tackler, providing they have enough mid slots to fit one (they will need at least three - one for the microwarpdrive or afterburner, one for the scrambler or disruptor, and one for the tank). This is because a shield tank does not slow the tackler down, which lets them get in range of the target more quickly. An ideal shield tank for a tackler frigate is a single Medium Shield Extender (this gives much more HP than a small shield extender, and it is possible to fit one on most frigates - new players will probably also need to fit a Micro Auxiliary Power Core to provide the necessary powergrid). They may also want to fit shield resistance rigs, such as a Small EM Shield Reinforcer - these are very cheap compared to other rigs, and will further increase the toughness of their ship. Fitting a shield tank will increase the tackler's signature radius slightly (making them a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If the tackler can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow the ship down, but the extra HP it provides can make a big difference particularly if they also fit armour resistance modules (such as an Adaptive Nano Plating). A 200mm Reinforced Steel Plate is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow the ship down too much. Armour rigs are generally not recommended on a tackler since they will slow the ship down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, the tackler will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters). This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage they are likely to take if they are getting shot at by another player - the tackler will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow the ship down, and can still be helpful if they are only taking a small amount of damage.<br />
<br />
In addition to the actual hitpoints, the high speed of the tackler frigate should help reduce the amount of damage that they take. It generally does not reduce it enough to prevent damage entirely - even on a specialised Tech 2 interceptor - however combined with a few tanking modules it should keep them alive for longer. If the tackler has any low slots or rig slots left over after fitting the tank, it's a good idea to fill them with modules which enhance the tackler's speed (such as Overdrive Injectors or Small Auxiliary Thruster rigs).<br />
<br />
For simple PvP guidance, noting that a Warp Scrambler (scram) shuts down MWDs, remember that you should first decide the range you plan to fight at. If you will be fighting within close/brawling range, a Warp Scrambler will give you good bang for buck but you should expect to be scrammed back and would lose your MWD perhaps consider choosing an AB first. If you are fighting at longer ranges, you may choose to use a Warp Disruptor (point) and get away with an MWD but taking care not to get to close enough to your prey to be scrammed and your MWD disabled.<br />
<br />
There are the extra considerations mentioned above, such as increased signature radius and speed from an MWD, but as a starting point the choice to combine scram with MWD likely means losing use of the MWD as you get into scram range. Similarly, point with AB means the prey can speed around with their MWD still on and control the battlespace, potentially zipping off out of point range and warping away, even though you managed to point them. So, perhaps consider starting with close range+scram+AB(+web) or longer range+point+MWD.<br />
<br />
==To fit a stasis webifier or not?==<br />
<br />
Stasis webifiers are great modules as they significantly decrease the speed of a target ship. Stasis webifiers are fairly short ranged, with a range only slightly longer than a warp scrambler. This makes fitting a stasis webifier a good decision if the tackler is already fitting a warp scrambler, since they will be operating well inside webifier range anyway. Furthermore, if the tackler is engaging an enemy fitted with an afterburner, the warp scrambler will not be enough to hold the enemy in place, and the webifier will be required for the tackler to be able to stay in range.<br />
<br />
If the tackler is fitting a warp disruptor, the decision is slightly less clear cut. They first need to decide whether they plan to fly inside stasis webifier range; despite the fact that they have a long ranged warp disruptor, the tackler will generally be harder to hit if they orbit as close as possible, and they may want to fly inside web range anyway. If they do, fitting a stasis web makes a lot of sense. On the other hand the tackler may want to stay outside of stasis webifier range, either because they are flying a Tech 2 interceptor which will be running its microwarpdrive all the time, or because they want to avoid their target's webs and energy neutralizers. If this is the case, there's not much point fitting a stasis webifier since the tackler is unlikely to be in range to use it and they would be better off using that mid slot for a different module (for example a sensor booster to help them lock faster, or a tracking disruptor to protect their fleet-mates, and themselves, from the opponent's turrets).<br />
<br />
==To fit a sensor booster or not?==<br />
<br />
Sensor boosters increase the scan resolution of the tackler's ship and thus allow them to lock a target faster and/or the increase the locking range of their ship (depending on which script is used). A sensor booster makes sense if the tackler is fitting a warp disruptor, however it should not take precedence over tanking modules such as shield extenders.<br />
<br />
Sensor boosters can increase either the tackler's targeting range or their locking speed (or both) depending on which script you load them with. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing the tackler to start locking a target while they are still approaching them, and before they get into warp disruptor range. This means they can turn on your warp disruptor as soon as they get into range, instead of having to wait while they lock them first. The additional scan resolution will let the tackler lock targets faster, although a frigate will already lock pretty quickly. This is mainly useful when trying to catch targets coming through a stargate.<br />
<br />
==Long range or short range weapons?==<br />
<br />
In most cases a tackler should fit short range weapons for a couple of reasons. Obviously if their ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If their ship is designed to be used at long range they still should consider using short range weapons to fight off drones that are attacking them as well as enemy ships that manage to get too close.<br />
<br />
The problem with fitting short range weapons to a long range tackler is the temptation to get within weapon range on the primary target so the tackler can apply some damage to it. Quite often they might get away with this, but eventually they will end up getting themselves killed for doing that because they got within range of smartbombs, stasis webifieres and other modules that ruin their day. So make sure to use the modules and weapons as they are intended to be used.<br />
<br />
Long range weapons really only make sense if for whatever reason the tackler needs to be able to hit their target from a distance. For example, if they are fitted for long range tackling while they are in a small gang and the fleet needs as much DPS as possible or if they are in a frigate only fleet. In a regular fleet the damage from a Tech 1 tackling frigate is usually very small and should not be the priority; the tackler's main concern should be to tackle the target and stay alive. Of course with a large number of tacklers all those small amounts do add up, so there's no reason to not use the high slots if the tackler has some CPU and PG to spare.<br />
<br />
For a lot of frigates it makes sense to use projectile turrets (autocannons or maybe artilleries) even though the ship might not give any bonus for them. Projectile weapons do not use any capacitor and ACs also require very little CPU and PG. Hybrids and lasers only make sense if your ship grants a reasonable bonus to damage, range or maybe tracking.<br />
<br />
;No weapons<br />
<br />
There is another philosophy in tackle fitting, in which some tackle ships do not fit weapons ''at all'' in order to both save on fitting space (giving more room for defenses) and save on the thought processes of thinking about the weapons' activation, ammunition, and effective range.<br />
<br />
===Using drones===<br />
<br />
Some Tech 1 frigates can use at least one small drone and they should utilize that, even if it won't make much difference individually. Not using the drone bay pretty much equals not using a slot on the ship. A simple combat drone like a hobgoblin or a warrior is fine, and if the tackler has trained up their drone skills they could maybe use an electronic warfare drone. Anything is fine really, as long as they use it.<br />
<br />
===Nosferatu===<br />
Some Attack frigates have a utility high slot that cannot be filled with a weapon due to lack of hardpoints. If the enemy is expected to fit energy neutralisation modules, in this case a nosferatu may be useful as a way to siphon off capacitor energy to maintain the tackler's warp disruptor. <br />
<br />
<br />
==Tech 1 or Tech 2 modules?==<br />
''see also [[Tech and meta levels#Tech 1 (Meta 1-4)|Tech and Meta Levels]]''<br />
<br />
Using Tech 2 modules will improve the tackler's performance, however they require somewhat better skills and are a lot more expensive and for some modules it might not be worth it on a Tech 1 frigate.<br />
<br />
Keep in mind that there are so called 'meta' versions of all modules as well, which offer more performance than vanilla Tech 1 and one or more other specific bonuses. Meta modules are often very cheap, and in most cases should be used instead of tech 1 modules whenever possible.<br />
<br />
A Tech 2 warp disruptor offers 4 km more range than any Tech 1 version and requires only one additional level of propulsion jamming, so it's very useful and in fact recommended for long range tacklers if they can afford it. Tech 2 damage controls are also significantly better than their Tech 1 counterparts, and Meta damage controls tend to be very expensive (and should thus only be used when the fitting space cannot be found anywhere else).<br />
<br />
==To fit electronic warfare modules or not?==<br />
<br />
Using a spare midslot for a random [[electronic warfare]] (EWAR) module will multiply the value of the ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt the opponent's ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An electronic warfare module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in the fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most Tech 1 frigates that are used for tackling do not provide any bonus to a specific type of electronic warfare. However, electronic warfare modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
=Skills for tackling=<br />
<br />
None of these skills are actually essential - a player can still be a great tackler without them - but they will make the tackler's life easier and mean a better tackler. Players should train them to IV, if they intend on tackling a lot. Most of these skills will also affect all other ships a pilot flies, and so will be useful even it a pilot largely stops flying tackle.<br />
<br />
* {{sk|Spaceship Command}} - increases agility by 2% per level, allowing for faster acceleration and alignment, and tighter orbits<br />
* {{sk|Evasive Maneuvering}} - increases agility by 5% per level, allowing even tighter orbits<br />
* {{sk|Navigation}} - increases speed by 5% per level<br />
* {{sk|Acceleration Control}} - increases the speed boost from a microwarpdrive or afterburner by 5% per level<br />
* {{sk|High Speed Maneuvering}} - 5% reduction in capacitor required by a microwarpdrive per level<br />
* {{sk|Propulsion Jamming}} - 5% reduction in capacitor required by tackle modules per level. Also required for using most T2 tackle modules.<br />
* {{sk|Warp Drive Operation}} - reduces the capacitor required to enter warp by 10% per level, meaning the player can warp further in one go<br />
* {{sk|Signature Analysis}} - improves targeting speed by 5% per level<br />
* {{sk|Thermodynamics}} - allows a player to [[Overheating|overheat]] their point for extra range, and their propulsion module the additional speed<br />
<br />
=Tips for practical tackling=<br />
<br />
* During the fight, a tackler should locate their target and approach them, with their propulsion module running. Once the tackler is in locking range, they should lock the target. When they are in range for their warp disruptor/scrambler they should activate the module. Once the module is activated, they should normally announce to the fleet on mumble that they have a point on the target, so the damage dealing ships can join in. Once the tackler is orbiting the target, they should turn off their microwarpdrive if they have one. When the target is pointed the tackler can also activate their stasis webifier if they have one.<br />
* In some situations tacklers may want to keep their disruptors "hot" i.e. activated before they have a target. This will enable them to get tackle a bit faster once they have a target. If a tackler does this they should ensure that they have auto targeting turned off in the Options menu, to avoid tackling friendly or neutral targets.<br />
* Sometimes the fleet commander will call specific targets for tacklers. In the absence of any specific targets, however, tacklers should normally pick a target whose character's name starts with the same letter as theirs, or as close as possible in the alphabet. This will help ensure that the fleet's points are spread amongst the opponents fairly evenly. Pay attention to mumble and try to pick a different target if somebody else has already pointed the opponent you were headed for, or if your designated target is too far away or too fast for you to catch.<br />
* A ship can initiate warp to any friendly ship that is at least 150km away. If a tackle frigate is 150km away from the main fleet, the fleet can initiate warp using the tackle frigate as a reference point. Note, however, that they do not have to warp to the tackle frigate. The shortest distance that a ship can warp is a mere 50km, by warping to 100km from a beacon 150km away. This leads to another trick for tackle frigates. If they are not actively engaging a pointed target, they should consider burning directly away from it until they are at least 150km from the main fleet. This allows those ships to "warp at range" to the tackle frigate, and hopefully land directly on top of the target. This requires some co-ordination; it's no point everyone burning away and no-one staying to apply point / web / scram.<br />
* Once a player commits a hostile act, they cannot use jump gates (or dock) for sixty seconds. A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away. To prevent this happening, most fleet commandeers will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship. In this situation, tank can be important. In the worst case, a tackler might need to hold a hostile ship for the full sixty seconds while their fleet's timers expire, plus another ten or so while they jump and load the grid.<br />
==See also==<br />
* [[Warp mechanics]]<br />
<br />
[[Category:Game mechanics]][[Category:PvP]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Tackling&diff=175187Tackling2021-10-09T10:27:22Z<p>Arexand Oskold: /* Warp disruption fields */ moved the line on nullification down to below the normal non-nullified effects</p>
<hr />
<div>'''''"The art of immobilizing the opponent in a way that said ship is unable to move"''''' <br />
<br />
'''Tackling''' is the act of pinning down a ship so that it cannot escape. Tackling is the backbone of [[PvP]] in EVE, as ships that are not tackled will likely be able to warp out and disengage before they are destroyed. Tackling is usually accomplished using modules such as Warp Scramblers and Stasis Webifiers, but there are a variety of modules that can either slow down enemy ships or disable their ability to warp. Though tackling usually refers to the combination of stasis webifiers and warp disruption, warp disruption is the necessary ingredient that distinguishes tackling from simply slowing down opponents.<br />
<br />
A '''tackler''', then, is a pilot whose job it is to pin down a ship so that other players can kill it, though this term can also be used to refer to a ship fit for that purpose. Tackle ships are generally not fit to deal significant amounts of damage (if any), but [[battleship]] fights without tacklers usually end when the side whose shields drop just warps out. This means that it is the tackler who facilitates kills, and for this reason tacklers are included on kill mails. Without one side being trapped, it's very rare that a given fight will end with a ship kill.<br />
<br />
Tacklers also serve as the backbone of fleet operations, and fleet commanders will generally prioritize effective deployment of fleet tacklers under their command.<br />
<br />
=Types of tackle=<br />
<br />
* {{co|wheat|First Tackle}}: The job of first tackle is to be first on the scene and to hold the target so that they can't warp away. This also means they are normally the primary target for the person they are trying to tackle, because they represent a threat. This role is often filled by an [[interceptor]], but a Tech 1 [[Tackler_Frigate#Fast_Frigates|fast frigate]] can also be used.<br />
* {{co|wheat|Second Tackle}}: In a fleet situation, this is "everyone else". Second tackle's role is to grab the ship tackled by first tackle and slow it down so the damage dealing ships can join the fun. Once two or three second tacklers have the ship, it is basically dead in the water and the heavier ships can either catch up or warp to the tacklers. <br />
* {{co|wheat|Heavy Tackle}}: Heavy tackle ships are ships fit for high survivability, capable of holding down targets for extended periods of time. They are usually ships with bonuses to webs or warp disruption.<br />
** [[Heavy Interdiction Cruisers]] often fill this role, as they can not only use interdiction bubbles, but can also scram and point from long ranges. They are also uniquely suited to tackling supercapitals due to their high warp scramble strength ("infinipoints").<br />
* {{co|wheat|Gate Tackle}}: Gate tackle is a specialised form of tackle, where the emphasis is not on speed but on lock time. Their job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down. Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. Some speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as they are operating with the rest of the fleet.<br />
<br />
=Fitting for tackling=<br />
==Tackle Modules==<br />
There exist a wide variety of modules designed for stopping your target from escaping. These modules will either stop your target from warping away, slow down the target ship or stop them from using micro warp drives or micro jump drives.<br />
[[File:Grappler-web.png|400px|thumb|right|Comparison between grapplers and webifiers. The T2 grappler is superior to T2 web when the target is within 8km range. Click to enlarge.]]<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Warp Disruptor|link=]]<br />
|<br>The '''warp disruptor''' (also called "'''point'''" or "'''long point'''") does what its name says: it disrupts the warp core of an opponents ship, making them unable to warp away.<br />
<br />
The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point. Faction variations of this module exist, with reduced CPU and capacitor costs and increased range (out to 30km at most)<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon warp scrambler i.png|Warp Scrambler|link=]]<br />
|<br>The '''warp scrambler''' (also called "'''scram'''", "'''point'''", or "'''short point'''") works on same basic principles as the warp disruptor, in that it will disable the warpcore of the opponent's ship. However, in addition to stopping warping the warp scrambler stops the ship from using [[Propulsion equipment|micro jump drives, micro jump field generators, and microwarpdrives]]. These propulsion modules will be disabled regardless of the ship's remaining warp core strength. This makes scramblers vital in catching certain fits.<br />
<br />
The basic range for a warp scrambler is significantly lower than that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points. Faction variations of this module have increased range (out to 11.25km at most), and warpcore disabling strengths of 3 points. Warp scramblers also consume significantly less [[capacitor]] than warp disruptors.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon_inderdiction_sphere_launcher.png|Interdiction Sphere Launcher|link=]][[File:Icon warp disrupt probe.png|Warp Disrupt Probe|link=]][[File:Icon stasis webification probe.png|Stasis Webification Probe|link=]]<br />
|<br>The '''Interdiction sphere launcher''' is used for launching Warp Disrupt Probes. This probe creates a warp disruption bubble, with a 20km radius, that lasts for two minutes before collapsing. All ships within this field cannot activate their warp drives to leave, however they can otherwise move freely. As the field is an area of effect warp disruption method this module works even if the ship is unable to target the target. The probe is also completely independent and will keep the bubble up even if the interdictor is destroyed, however the probes can be destroyed by [[Smartbombs]]. <br />
<br />
This module can only be used by [[Interdictors]]. This module cannot be activated in High or Low security space.<br />
<br />
See the below section on [[#Warp disruption fields|Warp disruption fields]] for bubble mechanics.<br />
<br />
This module has no variations, however there is a Surgical variant of the probe which has only a 10km radius but lasts three minutes.<br />
<br />
The Howling Interdictors update on 27th October, 2020, added an additional variant of the probe: the Stasis Webification Probe, or 'Wubble'. When dropped, a Wubble will sit idle for 3 seconds, then detonate, applying a 30% speed reduction to all ships within 10km of the point where it was dropped. Unlike normal bubbles, the Wubble probe will not persist after it detonates, and does not otherwise interfere with affected ships warp drives. However, Wubbles can be used in combination with normal bubbles to hinder and disrupt an enemy fleet.<br />
<br><br><br />
|-<br />
|[[File:Icon warp disruption field generator.png|Warp Disruption Field Generator|link=]]<br />
|<br>The '''Warp disruption field generator''' is a specialized warp disruption module which can only be used by [[Heavy Interdiction Cruisers|heavy interdiction cruisers]]. The Generator can be used in three different modes: Unscripted, Focused Disruption, and Focused Scrambling. When used unscripted, the generator creates an interdiction field similar to that of an Interdiction Sphere Launcher, but centered on the generating ship rather than an outside probe. When unscripted, the generator cycles in 30 seconds, and while it can be kept running it cannot be deactivated early. When used scripted, the generator targets its disruption on a single ship with an insurmountable 100 points of warpcore disabling strength (leading to the nickname "Infinity Point"). When scripted, the generator cycles in only 6 seconds, but drains the ship's capacitor more quickly. Additionally, when used scripted on a hostile capital ship, it will disable that capital ship's ability to activate stargates to leave the system.<br />
<br />
While a warp disruption field generator is active, the ship activating it suffers a 50% increase to its signature radius, and cannot be targeted by allied remote repairs or capacitor transmitters.<br />
<br />
Different effects of the module:<br />
* Without scripts this module forms a warp disruption bubble and is limited to null security and wormhole space only. See [[#Warp disruption fields|Warp disruption fields]] for details.<br />
* With warp disruption script it works as a warp disruptor module with increased range and infinite strength. This script greatly extends the field generator's normal range. This script allows the module to used anywhere.<br />
* With warp scrambling script it works as a warp scrambler with increased range and infinite strength. Like the normal scrambler this also stops the target from using MJD, MJDFG or MWD. This script slightly reduces the field generator's normal range (however it is still much longer range than an ordinary scrambler). This script allows the module to used anywhere.<br />
<br />
Different variations of this module have different ranges, however in most cases the only variants used are T2 (20km), and True Sansha (21km). This module's range is also affected by the pilot's level in {{sk|Heavy Interdiction Cruisers}}, and the script equipped (if any).<br />
<br><br />
<br />
|-<br />
|[[File:Icon stasis webifier i.png|Stasis Webifier|link=]]<br />
|<br>The '''stasis webifier''' (also called a "'''web'''") is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship. The sub-warp speed is the speed that you normally fly around at.<br />
<br />
The sub-warp speed reduction depends on the version of the module. The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Both modules have a maximum range of 10km. Faction variations of this module exist, and come in varying levels of increased range and either 50%, 55%, or 60% speed reduction (up to 14km/60% or 15km/55% at most).<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|I}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br />
While tackling someone, a tackler should always use a warp disruptor or scrambler before the stasis webifier. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.<br />
<br><br><br />
<br />
|-<br />
|[[File:grappler.png|Stasis Grappler|link=]]<br />
|<br>The '''Stasis grappler''' is a battleship-sized variant of the stasis webifier. It can only be fitted to battleships and capital ships, however it applies a much greater speed reduction than a normal web. Only one stasis grappler can be fitted to a ship.<br />
<br />
Unlike a normal web (which has a fixed 10-15km range), stasis grapplers have only 1km optimal range, but 8-12km ''falloff'' range, meaning that the grappler's extremely powerful speed reduction is only fully effective at extremely close ranges, and beyond that its reduction becomes less and less effective. The chart at the top of this section shows the effectiveness of different grappler variants at different ranges. The result is that within normal web ranges, the grappler applies a much more powerful slow; but that beyond normal web ranges, the grappler still provides a weak slow, which makes the grappler less consistent than a normal web but also much more flexible.<br />
<br />
Assuming the extra mid slots are available, it is common to fit a battleship with both a grappler ''and'' a web, to combine the web's reliability with the grappler's strength and flexibility, and to ''really'' immobilize fast ships at close range and ensure the battleship's large guns can strike true.<br />
<br />
<br><br><br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Heavy Warp Disruptor|link=]][[File:Icon warp scrambler i.png|Heavy Warp Scrambler|link=]]<br />
|<br>There exist two further sets of large-ship tackle modules: the '''Heavy Warp Disruptor''' and '''Heavy Warp Scrambler'''. Similar to the stasis grappler, these modules can only be fit to Battleships and above, and consume large amounts of powergrid. Functionally, they work the same as the ordinary Warp Disruptors and Warp Scramblers, but with increased range, capacitor cost, and scramble strength. The increased strengths of these modules make them useful for attempting to hold down supercapital ships, but in most other circumstances do not outweigh their high fitting and capacitor costs.<br />
<br />
* A T1 Heavy Warp Disruptor has a range of 22km; a T2 Heavy has a range of 26km. These modules have a warp core disabling strength of 3 points. Faction and Officer variations of this module have increased range (out to 30km and 40km at most), and increased strengths of up to 4 and 5 points.<br />
* A T1 Heavy Warp Scrambler has a range of 8.5km; a T2 Heavy has a range of 10km. These modules have a warp core disabling strength of 6 points. Faction and Officer variations of this module have increased range (out to 12.25km and 15km), and increased strengths of 8 and 10 points.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Navigation|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
<br />
|<br />
|<br>Support [[Fighters|fighters]] can also provide Warp Disruption and Webification.<br />
<br />
The Gallente Siren series support fighters provides 1 point of Warp Disruption per fighter, the Minmatar Dromi series support fighters provides -15% Webification per fighter (additive). <br />
<br><br />
<br />
Skills Requirements:<br />
* {{sk|Support Fighters}} 1 (For the <span style="color:yellow">Tech 1</span> variants)<br />
* {{sk|Support Fighters}} 4 (For the <span style="color:yellow">Tech 2</span> variants)<br />
<br><br />
|}<br />
<br />
==Warp core stabilizers==<br />
<br />
The '''Warp Core Stabilizer''' is not a tackle module; it is an anti-tackle module. Warp Core Stabilizers (or "stabs") are Active low-slot modules which, when fitted, greatly reduce a ship's targeting range, scan resolution, and drone control abilities, but when activated, provide +2 Warp Core Strength, allowing the ship to temporarily ignore the warp-disabling effects of two Warp Disruptors or one Warp Scrambler. Warp Core Stabilizers have 10-18s active durations, and 150s cooldown between uses. Only one Warp Core Stabilizer can be fitted to a ship.<br />
<br />
In addition to the Warp Core Stabilizer module, certain ships have innate warp stability: [[Supercarriers]], [[Titans]], [[Hauling#Deep Space Transport|Deep Space Transports]], and [[Venture]]s have innate or skill-based warp core strength, and thus are somewhat resistant to warp disruption even without stabilizers fitted. However, no amount of warp core strength will protect a ship from a Warp Disruption Field Generator or a Warp Disruption Field.<br />
<br />
Because of their innate sensor dampening, Warp Core Stabilizers should '''never''' be fitted to any combat ship, and are generally only be used in rare cases where emergency escapes (from hostile tackle) are necessary.<br />
<br />
==Warp disruption fields==<br />
<br />
A '''warp disruption field''' is an area effect that stops all ships within it from using their warp drives. This field has effectively infinite warp disruption strength; no number amount of warp core stabilizers will allow a ship to warp out of a bubble, however all other movement and propulsion modules are not restricted. Warp disruption fields can only be used in null security space and wormholes. Because of their appearance, warp disruption fields are commonly referred to as "bubbles".<br />
<br />
There are five ways to create warp disruption fields:<br />
<br />
* An interdiction sphere launcher on a [[interdictor]] destroyer. This module launches standalone warp disrupt probes which instantly create warp disruption fields. (The field will visibly expand from the probe, however this expansion is purely visual and the bubble is effective at full size immediately.) Once launched, the probe will not move (although it can be moved by a [[Propulsion equipment#Micro Jump Field Generator|jump destroyer]]), while the destroyer which launched it is free to fly away. Warp disrupt probes project 20km-radius bubbles and last for 2 minutes.<br />
* A Warp disruption field generator on a [[Heavy Interdiction Cruisers|heavy interdiction cruiser]]. The warp disruption field generator instantly generates a bubble centered on the ship. This bubble will move as the ship moves, and the generating ship can still move normally. The field's radius is based on the type of generator used and the skills of the cruiser pilot.<br />
* A [[Capital Ship Modules#Burst Projectors|Warp Disruption Burst Projector]] fitted to a [[supercarrier]]. This module creates a 10km radius disruption field, centered on the target location, with a 500km maximum targeting range, 40s duration, and 8 minute cooldown.<br />
* Mobile Warp Disruptor deployables, which come in varying sizes from small (5 km radius) to large (40 km radius). These structures can be deployed in space but it takes two minutes time until the structure creates the bubble. They also have their own structure, armor and shield HP and can be destroyed by shooting at them enough. They also decay on their own if left in space for several days, however they can be deactivated and picked up (with no delay) by the pilot who deployed them.<br />
* The Empire Surveillance System banks project 20km radius warp disruption fields around themselves. Unlike any other disruption fields, the ESS's warp disruption field is also a warp ''scrambling'' field, and also disables microwarpdrives and micro jump drives.<br />
<br />
All kinds of “bubbles” share common characteristic features:<br />
* Their use is limited to null security and wormhole space.<br />
* Any ships within its area of effect cannot initiate warp, and capital ships cannot use their jump drives.<br />
* Bubbles will influence you only if they are online when you enter warp. This means that if a bubble is placed (or a Warp Disruptor probe launched, or Warp Disruption Field Generator activated) at your destination after you entered warp you can land right in the middle of it rather than landing on the edge.<br />
* Bubbles will ''not'' influence any ships which are 'Interdiction Nullified'. This primarily consists of [[shuttle|Shuttles]], and ships that have equipped and activated their Interdiction Nullification module. Nullified ships will not be dragged by bubbles, and can initiate warp while inside bubbles.<br />
* When a bubble is place in a specific location in the vicinity of an intended target destination that ships are attempting to reach are qualified with a specific name:<br />
** '''Drag bubbles''': Ships warping nearby may be “dragged” out of warp. Imagine a line along which you travel to your destination and project that line beyond your destination. If such line intersects with a bubble anywhere no more than 500 km from your final destination you will be either stopped or dragged to the edge of such bubble. (Yes! Dragged beyond your destination! Bubbles situated in this way are commonly referred to as drag bubbles.) Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is less than 100 km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there).<br />
** '''Catch bubbles''', also known as '''Stop bubbles''', are those placed in front of the intended destination, causing the ship to get caught in the bubble in front of their destination.<br />
<br />
<br />
[[File:warpdisruption.jpg]]<br />
<br />
==Specialized ships==<br />
<br />
While all ships can use tackling equipment with great success certain ships have specific hull bonuses that make them into unique tackling ships.<br />
<br />
The so called "tackle frigates" are for most the entry point to tackling ships. These ships are fast, agile and have a hull bonus that reduces capacitor usage of webs, points and scrams by 80%. These ships are often used as initial "hero tackle" that flies to the enemy to hold them still while rest of the fleet comes behind.<br />
* {{sh|Slasher}}<br />
* {{sh|Atron}}<br />
* {{sh|Condor}}<br />
* {{sh|Executioner}}<br />
<br />
<br />
The direct upgrade from T2 tackle frigates are the T2 [[interceptors]]. These are all T2 variants of the above T1 frigates. For each ship there exists two interceptor variants: a combat interceptor with damage oriented bonuses, and a fleet interceptor with bonus to point and scram range (and the ability to fit an Interdiction Nullifier). The interceptors also have reduced signature bloom from MWD and 80% reduction in point, scram and web capacitor usage.<br />
<br />
Fleet interceptors:<br />
* {{sh|Stiletto}}<br />
* {{sh|Ares}}<br />
* {{sh|Crow}}<br />
* {{sh|Malediction}}<br />
Combat interceptors:<br />
* {{sh|Claw}}<br />
* {{sh|Taranis}}<br />
* {{sh|Raptor}}<br />
* {{sh|Crusader}}<br />
<br />
<br />
The next step up changes the style of tackling completely. [[Interdictors]] are T2 [[destroyers]] that are able to create a warp disruption bubble for two minutes. After launching the bubble the interdictor is free to move and even killing the interdictor will not release the victim from the bubble. But the pilot has to be careful when they launch the bubble as the module has moderate reload time and will also stop friends and even the pilot himself from warping away.<br />
* {{sh|Sabre}}<br />
* {{sh|Eris}}<br />
* {{sh|Flycatcher}}<br />
* {{sh|Heretic}}<br />
<br />
<br />
[[Heavy Interdictors]] are the big brothers of interdictor. These T2 cruisers field very high tank with their T2 resist profile and additional resist bonus. Their module of choice is the warp disruption field generator. With this module heavy interdictors are able to put up a warp disruption bubble at will (but may not be able to drop it at will, as the bubble's 30-second cycle cannot be cut short). Heavy Interdictors must take advantage of their high resistances, as they cannot receive allied remote repairs while their disruption generator is active. The warp disruption field generator can also be used with either disruption or scrambling scripts that turn the module into infinitely strong long range point or scram.<br />
* {{sh|Broadsword}}<br />
* {{sh|Onyx}}<br />
* {{sh|Phobos}}<br />
* {{sh|Devoter}}<br />
<br />
<br />
The Minmatar and Gallente [[Electronic Attack Ship|Electronic Attack]] Frigates receive large bonuses to specific tackle modules. The Minmatar [[Hyena]] receives a 40% bonus to web range per skill level in {{sk|Electronic Attack Ships}}, while the Gallente [[Keres]] receives a 15% bonus to warp disruptor and warp scrambler range, and a 10% reduction to disruptor and scrambler activation cost, per skill level.<br />
* {{sh|Hyena}}<br />
* {{sh|Keres}}<br />
<br />
<br />
The Minmatar and Gallente [[Recon Ships]] receive similar but stronger bonuses to their smaller Electronic Attack siblings. The Minmatar recons receive massive 60% bonus to web range per skill level in {{sk|Recon Ships}}, while the Gallente recon cruisers receive equally frightening 20% bonus to warp disruptor and warp scrambler range per level.<br />
* {{sh|Huginn}}<br />
* {{sh|Rapier}}<br />
* {{sh|Lachesis}}<br />
* {{sh|Arazu}}<br />
<br />
<br />
The Minmatar and Gallente [[Strategic Cruisers]] electronic warfare subsystems are specialized in tackling, and while their bonuses are weaker than those of the Recon Ships, they can be used in addition to the strategic cruisers' other combat abilities. The Loki's Immobility Drivers give a 25% bonus to web range, and a 10% increase to web [[Overheating|overheat]] bonus per skill level in {{sk|Minmatar Core Systems}}, while the Proteus's Friction Extension Processor give a 7.5% bonus to warp disruptor and scrambler range, and a 15% increase to their overheat bonuses per skill level in {{sk|Gallente Core Systems}}.<br />
* {{sh|Loki}}<br />
* {{sh|Proteus}}<br />
<br />
<br />
<br />
In addition to the T2 and t3 ships there also exist wide variety of pirate ships with tackling related bonuses.<br />
<br />
The [[Mordu's Legion]] line of ships all receive 10% bonus per level in relevant Gallente ships to warp disruptor and scrambler range. While rarely used as fleet tackle, the extended range on these ships allows for fighting outside the enemy's effective while still holding them on grid.<br />
* {{sh|Garmur}}<br />
* {{sh|Orthrus}}<br />
* {{sh|Barghest}}<br />
<br />
<br />
The [[Serpentis]] line of ships receive 10% bonus per in relevant Minmatar ship to stasis webifier ''effectiveness''. This means that at level 5 in the relevant Minmatar skills, a Serpentis ship with a Tech II webifier will slow a targeted ship by ''90%'' with a single web.<br />
* {{sh|Daredevil}}<br />
* {{sh|Vigilant}}<br />
* {{sh|Vindicator}}<br />
* {{sh|Vehement}}<br />
* {{sh|Vendetta}}<br />
<br />
<br />
The [[Blood Raider Covenant]] line of ships receive 20% bonus to web range per level in relevant Minmatar ship skill. However, these ships are rarely used for their web bonuses, as their energy neutralizing bonuses are more significant.<br />
* {{sh|Cruor}}<br />
* {{sh|Ashimmu}}<br />
* {{sh|Bhaalgorn}}<br />
* {{sh|Chemosh}}<br />
* {{sh|Molok}}<br />
<br />
==Extra Modules for Tackle Ships==<br />
<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! style="background:#222222;" | Module<br />
! style="background:#222222;" width="70%;" | Use<br />
! style="background:#222222;" | Skills<br />
|-<br />
| [[File:Module icon afterburner tech1.png|32px]] Afterburner<br />
| style="background:#333333;" | As fitted to military jet fighters, afterburners (or ABs) can be fitted to ships in EVE Online. The afterburner increases your sub-warp speed by a percentage. Afterburners are often used while in orbit around a target to help evade enemy fire and keep the user's ship alive. However, in the face of microwarpdrives, they are often not fast enough to leap into battle on their own and catch enemies who are not yet in range.<br />
<br />
The Tech 1 module boosts your speed by 115% (thus it doubles your speed plus another 15%). The Tech 2 version boosts your speed by 135%. Faction and Deadspace variations of this module offer further speed boosts (of 140-160%), but are much more expensive and thus not commonly used.<br />
| <br />
* {{sk|Navigation|I}}<br />
* Tech 1: {{sk|Afterburner|I}}<br />
* Tech 2: {{sk|Afterburner|IV}}<br />
|-<br />
| [[File:Module icon microwarpdrive tech1.png|32px]] Microwarpdrive<br />
| style="background:#333333;" | The microwarpdrive (or MWD) is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner, however it comes with several drawbacks. Unlike an afterburner, a microwarpdrive is extremely effective at getting into, or out of, an enemy's range, but is not at all effective at helping evade enemy fire. An active MWD grants a 500% boost to sub-warp speed, but also increases the ship's signature radius by 500%, making it far easier to hit than its speed would imply. Also, as mentioned above, microwarpdrives are forcibly deactivated by hostile Warp Scramblers. MWDs also consume more capacitor to operate, and having an MWD fitted to a ship reduces the ships maximum capacitor capacity (and thus, indirectly, the ship's capacitor regeneration rate). As a result of all this, it is often best to use an MWD to get into tackle range of a target, and then deactivate it while in close orbit to avoid being hit.<br />
<br />
The Tech 1 module gives a 500% bonus to speed, at the cost of 500% increased signature radius and 25% reduced capacitor capacity. The Tech 2 module gives a 510% boost to speed, but only 20% reduced capacitor capacity. However, the use of Tech 2 MWDs is often frowned upon, in favor of the Quad LiF Restrained variant, which gives a 505% bonus to speed, 20% reduced capacitor capacity, only 450% increased signature radius (mitigating a little of the evasion problem), and lower capacitor consumption than the Tech 2 variant.<br />
<br />
Faction and Deadspace microwarpdrives are popular on more expensive ships, as while they do not offer great improvements to speed, they offer greatly reduced capacitor capacity and signature radius penalties. They are, however, very expensive and thus not worth using unless you ''know'' you won't lose them.<br />
| <br />
*{{sk|Navigation|II}}<br />
*{{sk|Afterburner|III}}<br />
*Tech 1: {{sk|High Speed Maneuvering|I}}<br />
*Tech 2: {{sk|High Speed Maneuvering|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.<br />
<br />
The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster (which you should in most cases, as the range will not be necessary), the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.<br />
| <br />
* {{sk|CPU Management|II}}<br />
* Tech 1: {{sk|Long Range Targeting|I}}<br />
* Tech 2: {{sk|Long Range Targeting|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Remote Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | In extreme cases where a fleet decides that tackle must be secured as fast as possible, one or more non-tackle ships in the fleet may be fitted with Remote Sensor Boosters, and have them active on the tackler ship. These modules provide slightly greater bonuses than regular sensor boosters, but can only be used on allies (and not on yourself) and thus must be prepared and coordinated in advance.<br />
<br />
These modules are commonly seen in Gate Camps, to ensure that the campers catch their targets.<br />
| <br />
* {{sk|CPU Management|III}}<br />
* Tech 1: {{sk|Sensor Linking|I}}<br />
* Tech 2: {{sk|Sensor Linking|IV}}<br />
|-<br />
| [[File:Module icon overdrive.png|32px]] Overdrive Injector System<br />
| style="background:#333333;" | As a tackler, speed is important in order to reach your target quickly. The faster you can get into targeting and warp disruption range, the faster you can tackle the target. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so you can ignore that penalty.<br />
<br />
The sub-warp speed increase of the tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase speed (and a 20% cargohold penalty).<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon nanofiber.png|32px]] Nanofiber Internal Structure<br />
| style="background:#333333;" | This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile. Using this module will help you accelerate and align faster, allowing you to reach targets faster, and allow you to keep a closer orbit at a higher speed, making you harder to track and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The downside of this module is that you get a lower amount of structure hit points (HP). In a way this downside doesn't matter though, because, generally speaking, tackling frigates tend to either be able to rely on their shields, armor, and speed for long enough to either be saved by the logi or pull range and escape, or if their armor doesn't hold up and they do enter structure they're pretty much dead anyway.<br />
<br />
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction, at the cost of 15% structure HP. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon propulsion rig tech2.png|32px]] Navigation Rigs<br />
| style="background:#333333;" | Sometimes, there aren't enough low power slots to go around. Auxiliary Thrusters rigs give a 7.25% bonus to sub-warp speed, akin to a weaker Overdrive Injector. Polycarbon Engine Housing rigs give a 5.5% bonus to sub-warp speed, and 9.1% reduction to inertia, akin to a weaker Nanofiber. Both rigs come at the cost of 10% Armor HP. These rigs can be useful if there are not enough low slots to fit an Overdrive or Nanofiber, but more speed is required. However, these rigs are not ideal on ships which rely on armor for their defense.<br />
| ''(Rigs do not require skills to use)''<br />
|-<br />
| [[File:Icon module damage control.png|32px]] Damage Control<br />
| style="background:#333333;" | The damage control increases your shield, armour, and hull resistances to all damage, making you much harder to kill. One of the most all-purpose efficient defensive modules in the game, a very much recommended module for any tackler, however it does cost some CPU which can at times be in short supply on frigates. It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.<br />
<br />
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.<br />
| <br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|IV}}<br />
|-<br />
| [[File:Icon shield extender.png|32px]] Medium Shield Extender<br />
| style="background:#333333;" | A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While high speed will reduce the damage that you take, it will only reduce it - fitting modules to increase your HP will keep you alive and able to tackle for much longer.<br />
<br />
While a small shield extender will be easier to fit, a medium extender provides far more HP and is generally preferred. You may need to use a Micro Auxiliary Power Core in order to provide the powergrid to fit one. A Tech 1 medium shield extender gives you an additional 750 base shield hitpoints (most frigates have between 350 and 500 shield hitpoints to begin with, so that's a huge difference). A Tech 2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!<br />
| <br />
* Tech 1: {{sk|Shield Upgrades|I}}<br />
* Tech 2: {{sk|Shield Upgrades|IV}}<br />
* (Optional) {{sk|Capacitor Management|II}}<br />
''(to fit a Micro Auxiliary Power Core)''<br />
<br />
|-<br />
| [[File:Icon skirmish command burst.png|32px]] Command Bursts<br />
| style="background:#333333;" | These are not modules that a tackle ship itself will fit but they're good to be aware of. [[Command Bursts]] are a set of modules fitted by Combat Battlecruisers, Command Destroyers, Command Ships, and specially fit Strategic Cruisers, which when active improve the combat capabilities of ''all'' nearby ships in their fleet. Shield and Armor Command Bursts can help a tackler by making them more durable, but the most useful bursts are Skirmish Command Bursts; as they can improve a tackle ship's flight speed, increase acceleration and decrease signature radius, and increase the range of warp disruptors, scramblers, and stasis webifiers.<br />
| <br />
''(No skills are needed to benefit from friendly Command Bursts.)''<br />
|}<br />
<br />
=Fitting theory=<br />
<br />
==Warp scrambler or warp disruptor?==<br />
<br />
The primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a warp disruptor or a warp scrambler. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km with the Tech 1 module, or 24km with the Tech 2 module) which allows the tackler to keep more distance from their target. This can increase their survivability against targets with stasis webifiers and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make them easier to hit with turrets. It means the tackler can also tackle the target faster because they don't need to get within 9 km or even less first. Warp disruptors take a lot of capacitor to run and can quickly drain a frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the initial tackle and smart tacklers will turn them off once someone else has put a warp scrambler on the target. Warp disruptors are especially popular on specialised Tech 2 interceptors, which receive bonuses to their range and a reduction to the amount of capacitor they use.<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - it also shuts down their microwarpdrive. Since almost all ships larger than frigates will be running a microwarpdrive, a warp scrambler will slow them down significantly. This allows the rest of the the tackler's fleet to get in range of the target more easily, and prevents the target from running away or getting back in range of a stargate. For this reason, having at least some warp scramblers is is essential to any fleet. Warp scramblers use significantly less capacitor than warp disruptors, and so it should be possible to keep them running indefinitely. Using a warp scram will put the tackler within range of stasis webifiers and energy neutralizers which can be a threat to a frigate, however guns will struggle to track a frigate at this range meaning in most cases the tackler will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
<br />
Using a warp scrambler puts the tackler quite close to smartbomb range (which is 5km, or 6km if the target is using Tech 2 smartbombs). They need to be careful when engaging a target that is likely to be equipped with smartbombs (i.e. battleships in low security space). If the tackler suspects that the target might be using smartbombs it's a good idea for them to set their orbit between 6 and 7.5km, which should put them safely outside of their range.<br />
<br />
If a tackler has both a disruptor and a scrambler fitted, a tactic known as 'drive-by scramming' can be used. In this, the tackler spends most of their time using their disruptor, outside of scram range, but at important moments dives in for a few seconds to land a scram on their target (to disable a microwarpdrive or micro jump drive), and then flies out back into their safer disruptor range.<br />
<br />
==Afterburner or microwarpdrive?==<br />
<br />
At first glance you might think that both of these modules perform the same function - both increase your speed, and since the microwarpdrive increases your speed more it must be the better choice. Like many things in EVE Online, it isn't quite that simple.<br />
<br />
A microwarpdrive has a couple of serious drawbacks. The most important one is that while the module is activated it will increase the ship's signature radius by up to 500%; this will make it much easier to hit and will cause the ship to take a lot more damage from cruiser sized and bigger weapons. This will massively increase the tackler's chances of dying. Also, the microwarpdrive uses a lot of capacitor and the tackler will most likely not be able to run it for an extended period of time. For these reasons, an microwarpdrive is used only to get into range of the target and should be turned off once the tackler are in range to tackle the target. Once that has happened the tackler will only be able to orbit their target at the regular speed of their ship. Also keep in mind that a player will not be able to use the module at all when someone is using a warp scrambler (not a warp disruptor) against them, since these disable microwarpdrives.<br />
<br />
An afterburner on the other hand does not increase the ship's signature radius at all and it needs far less capacitor, meaning a tackler can keep it activated even while they are orbiting their target. Since they are able to travel more quickly without increasing your signature radius, an afterburner will decrease the chances for the opponent's turrets to hit the tackler as well as reducing the amount of damage they receive from missiles. While an afterburner is not as useful for chasing targets or getting into range, it does help the tackler survive once they get there.<br />
<br />
To summarise, an microwarpdrive will let the tackler get into range quickly, but they will be more at risk once they get there. With an afterburner the tackler will take longer to get into range, but will take less damage once they do.<br />
<br />
In most cases, it is recommended that tackler frigates fit a microwarpdrive in order to close range more quickly and to help them catch up with fast moving targets. However, flying with an microwarpdrive is less forgiving than using an afterburner since things will happen more quickly - the tackler will need to be more aware of the range to their target and whether their microwarpdrive is currently turned on or off. If a tackler is trying PVP for the first time, an afterburner might be an easier choice.<br />
<br />
It is possible to fit both an afterburner and a microwarpdrive to a ship (known as 'dual propulsion' or 'dual prop') if the player has enough midslots as well as the CPU and PG to do so - this is popular on some Tech 2 and faction ships, but is difficult to do on most Tech 1 frigates and is not recommended for new players.<br />
<br />
Tech 2 interceptors (and to a lesser extent Tech 2 assault frigates) receive bonuses to microwarpdrives which reduce the signature radius penalty which they provide. As a result, they take much less damage when running microwarpdrives during combat. Long-ranged 'fleet' interceptors in particular will often keep their microwarpdrives on for the whole duration of a fight.<br />
<br />
==What type of tank?==<br />
<br />
After the tackle and propulsion module, the most important thing to fit on a tackler is tank - it's no use catching a target if they can simply kill the tackler and escape.<br />
<br />
You'll sometimes see people fitting their tackling frigates with all speed modules and no tank. The most common place that you'll see these is on killboards, killed in droves by whatever they were trying to tackle. While speed is important, a tackle frigate should already be fast enough to catch most ships in the game (especially if you're using a microwarpdrive) and enhancing that further is not the main priority.<br />
<br />
No matter what else they do, a tackler should almost always fit a damage control in one of their low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, the tackler has two options - they can either fit a shield tank or an armour tank. A shield tank is usually the best choice for a tackler, providing they have enough mid slots to fit one (they will need at least three - one for the microwarpdrive or afterburner, one for the scrambler or disruptor, and one for the tank). This is because a shield tank does not slow the tackler down, which lets them get in range of the target more quickly. An ideal shield tank for a tackler frigate is a single Medium Shield Extender (this gives much more HP than a small shield extender, and it is possible to fit one on most frigates - new players will probably also need to fit a Micro Auxiliary Power Core to provide the necessary powergrid). They may also want to fit shield resistance rigs, such as a Small EM Shield Reinforcer - these are very cheap compared to other rigs, and will further increase the toughness of their ship. Fitting a shield tank will increase the tackler's signature radius slightly (making them a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If the tackler can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow the ship down, but the extra HP it provides can make a big difference particularly if they also fit armour resistance modules (such as an Adaptive Nano Plating). A 200mm Reinforced Steel Plate is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow the ship down too much. Armour rigs are generally not recommended on a tackler since they will slow the ship down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, the tackler will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters). This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage they are likely to take if they are getting shot at by another player - the tackler will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow the ship down, and can still be helpful if they are only taking a small amount of damage.<br />
<br />
In addition to the actual hitpoints, the high speed of the tackler frigate should help reduce the amount of damage that they take. It generally does not reduce it enough to prevent damage entirely - even on a specialised Tech 2 interceptor - however combined with a few tanking modules it should keep them alive for longer. If the tackler has any low slots or rig slots left over after fitting the tank, it's a good idea to fill them with modules which enhance the tackler's speed (such as Overdrive Injectors or Small Auxiliary Thruster rigs).<br />
<br />
For simple PvP guidance, noting that a Warp Scrambler (scram) shuts down MWDs, remember that you should first decide the range you plan to fight at. If you will be fighting within close/brawling range, a Warp Scrambler will give you good bang for buck but you should expect to be scrammed back and would lose your MWD perhaps consider choosing an AB first. If you are fighting at longer ranges, you may choose to use a Warp Disruptor (point) and get away with an MWD but taking care not to get to close enough to your prey to be scrammed and your MWD disabled.<br />
<br />
There are the extra considerations mentioned above, such as increased signature radius and speed from an MWD, but as a starting point the choice to combine scram with MWD likely means losing use of the MWD as you get into scram range. Similarly, point with AB means the prey can speed around with their MWD still on and control the battlespace, potentially zipping off out of point range and warping away, even though you managed to point them. So, perhaps consider starting with close range+scram+AB(+web) or longer range+point+MWD.<br />
<br />
==To fit a stasis webifier or not?==<br />
<br />
Stasis webifiers are great modules as they significantly decrease the speed of a target ship. Stasis webifiers are fairly short ranged, with a range only slightly longer than a warp scrambler. This makes fitting a stasis webifier a good decision if the tackler is already fitting a warp scrambler, since they will be operating well inside webifier range anyway. Furthermore, if the tackler is engaging an enemy fitted with an afterburner, the warp scrambler will not be enough to hold the enemy in place, and the webifier will be required for the tackler to be able to stay in range.<br />
<br />
If the tackler is fitting a warp disruptor, the decision is slightly less clear cut. They first need to decide whether they plan to fly inside stasis webifier range; despite the fact that they have a long ranged warp disruptor, the tackler will generally be harder to hit if they orbit as close as possible, and they may want to fly inside web range anyway. If they do, fitting a stasis web makes a lot of sense. On the other hand the tackler may want to stay outside of stasis webifier range, either because they are flying a Tech 2 interceptor which will be running its microwarpdrive all the time, or because they want to avoid their target's webs and energy neutralizers. If this is the case, there's not much point fitting a stasis webifier since the tackler is unlikely to be in range to use it and they would be better off using that mid slot for a different module (for example a sensor booster to help them lock faster, or a tracking disruptor to protect their fleet-mates, and themselves, from the opponent's turrets).<br />
<br />
==To fit a sensor booster or not?==<br />
<br />
Sensor boosters increase the scan resolution of the tackler's ship and thus allow them to lock a target faster and/or the increase the locking range of their ship (depending on which script is used). A sensor booster makes sense if the tackler is fitting a warp disruptor, however it should not take precedence over tanking modules such as shield extenders.<br />
<br />
Sensor boosters can increase either the tackler's targeting range or their locking speed (or both) depending on which script you load them with. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing the tackler to start locking a target while they are still approaching them, and before they get into warp disruptor range. This means they can turn on your warp disruptor as soon as they get into range, instead of having to wait while they lock them first. The additional scan resolution will let the tackler lock targets faster, although a frigate will already lock pretty quickly. This is mainly useful when trying to catch targets coming through a stargate.<br />
<br />
==Long range or short range weapons?==<br />
<br />
In most cases a tackler should fit short range weapons for a couple of reasons. Obviously if their ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If their ship is designed to be used at long range they still should consider using short range weapons to fight off drones that are attacking them as well as enemy ships that manage to get too close.<br />
<br />
The problem with fitting short range weapons to a long range tackler is the temptation to get within weapon range on the primary target so the tackler can apply some damage to it. Quite often they might get away with this, but eventually they will end up getting themselves killed for doing that because they got within range of smartbombs, stasis webifieres and other modules that ruin their day. So make sure to use the modules and weapons as they are intended to be used.<br />
<br />
Long range weapons really only make sense if for whatever reason the tackler needs to be able to hit their target from a distance. For example, if they are fitted for long range tackling while they are in a small gang and the fleet needs as much DPS as possible or if they are in a frigate only fleet. In a regular fleet the damage from a Tech 1 tackling frigate is usually very small and should not be the priority; the tackler's main concern should be to tackle the target and stay alive. Of course with a large number of tacklers all those small amounts do add up, so there's no reason to not use the high slots if the tackler has some CPU and PG to spare.<br />
<br />
For a lot of frigates it makes sense to use projectile turrets (autocannons or maybe artilleries) even though the ship might not give any bonus for them. Projectile weapons do not use any capacitor and ACs also require very little CPU and PG. Hybrids and lasers only make sense if your ship grants a reasonable bonus to damage, range or maybe tracking.<br />
<br />
;No weapons<br />
<br />
There is another philosophy in tackle fitting, in which some tackle ships do not fit weapons ''at all'' in order to both save on fitting space (giving more room for defenses) and save on the thought processes of thinking about the weapons' activation, ammunition, and effective range.<br />
<br />
===Using drones===<br />
<br />
Some Tech 1 frigates can use at least one small drone and they should utilize that, even if it won't make much difference individually. Not using the drone bay pretty much equals not using a slot on the ship. A simple combat drone like a hobgoblin or a warrior is fine, and if the tackler has trained up their drone skills they could maybe use an electronic warfare drone. Anything is fine really, as long as they use it.<br />
<br />
===Nosferatu===<br />
Some Attack frigates have a utility high slot that cannot be filled with a weapon due to lack of hardpoints. If the enemy is expected to fit energy neutralisation modules, in this case a nosferatu may be useful as a way to siphon off capacitor energy to maintain the tackler's warp disruptor. <br />
<br />
<br />
==Tech 1 or Tech 2 modules?==<br />
''see also [[Tech and meta levels#Tech 1 (Meta 1-4)|Tech and Meta Levels]]''<br />
<br />
Using Tech 2 modules will improve the tackler's performance, however they require somewhat better skills and are a lot more expensive and for some modules it might not be worth it on a Tech 1 frigate.<br />
<br />
Keep in mind that there are so called 'meta' versions of all modules as well, which offer more performance than vanilla Tech 1 and one or more other specific bonuses. Meta modules are often very cheap, and in most cases should be used instead of tech 1 modules whenever possible.<br />
<br />
A Tech 2 warp disruptor offers 4 km more range than any Tech 1 version and requires only one additional level of propulsion jamming, so it's very useful and in fact recommended for long range tacklers if they can afford it. Tech 2 damage controls are also significantly better than their Tech 1 counterparts, and Meta damage controls tend to be very expensive (and should thus only be used when the fitting space cannot be found anywhere else).<br />
<br />
==To fit electronic warfare modules or not?==<br />
<br />
Using a spare midslot for a random [[electronic warfare]] (EWAR) module will multiply the value of the ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt the opponent's ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An electronic warfare module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in the fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most Tech 1 frigates that are used for tackling do not provide any bonus to a specific type of electronic warfare. However, electronic warfare modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
=Skills for tackling=<br />
<br />
None of these skills are actually essential - a player can still be a great tackler without them - but they will make the tackler's life easier and mean a better tackler. Players should train them to IV, if they intend on tackling a lot. Most of these skills will also affect all other ships a pilot flies, and so will be useful even it a pilot largely stops flying tackle.<br />
<br />
* {{sk|Spaceship Command}} - increases agility by 2% per level, allowing for faster acceleration and alignment, and tighter orbits<br />
* {{sk|Evasive Maneuvering}} - increases agility by 5% per level, allowing even tighter orbits<br />
* {{sk|Navigation}} - increases speed by 5% per level<br />
* {{sk|Acceleration Control}} - increases the speed boost from a microwarpdrive or afterburner by 5% per level<br />
* {{sk|High Speed Maneuvering}} - 5% reduction in capacitor required by a microwarpdrive per level<br />
* {{sk|Propulsion Jamming}} - 5% reduction in capacitor required by tackle modules per level. Also required for using most T2 tackle modules.<br />
* {{sk|Warp Drive Operation}} - reduces the capacitor required to enter warp by 10% per level, meaning the player can warp further in one go<br />
* {{sk|Signature Analysis}} - improves targeting speed by 5% per level<br />
* {{sk|Thermodynamics}} - allows a player to [[Overheating|overheat]] their point for extra range, and their propulsion module the additional speed<br />
<br />
=Tips for practical tackling=<br />
<br />
* During the fight, a tackler should locate their target and approach them, with their propulsion module running. Once the tackler is in locking range, they should lock the target. When they are in range for their warp disruptor/scrambler they should activate the module. Once the module is activated, they should normally announce to the fleet on mumble that they have a point on the target, so the damage dealing ships can join in. Once the tackler is orbiting the target, they should turn off their microwarpdrive if they have one. When the target is pointed the tackler can also activate their stasis webifier if they have one.<br />
* In some situations tacklers may want to keep their disruptors "hot" i.e. activated before they have a target. This will enable them to get tackle a bit faster once they have a target. If a tackler does this they should ensure that they have auto targeting turned off in the Options menu, to avoid tackling friendly or neutral targets.<br />
* Sometimes the fleet commander will call specific targets for tacklers. In the absence of any specific targets, however, tacklers should normally pick a target whose character's name starts with the same letter as theirs, or as close as possible in the alphabet. This will help ensure that the fleet's points are spread amongst the opponents fairly evenly. Pay attention to mumble and try to pick a different target if somebody else has already pointed the opponent you were headed for, or if your designated target is too far away or too fast for you to catch.<br />
* A ship can initiate warp to any friendly ship that is at least 150km away. If a tackle frigate is 150km away from the main fleet, the fleet can initiate warp using the tackle frigate as a reference point. Note, however, that they do not have to warp to the tackle frigate. The shortest distance that a ship can warp is a mere 50km, by warping to 100km from a beacon 150km away. This leads to another trick for tackle frigates. If they are not actively engaging a pointed target, they should consider burning directly away from it until they are at least 150km from the main fleet. This allows those ships to "warp at range" to the tackle frigate, and hopefully land directly on top of the target. This requires some co-ordination; it's no point everyone burning away and no-one staying to apply point / web / scram.<br />
* Once a player commits a hostile act, they cannot use jump gates (or dock) for sixty seconds. A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away. To prevent this happening, most fleet commandeers will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship. In this situation, tank can be important. In the worst case, a tackler might need to hold a hostile ship for the full sixty seconds while their fleet's timers expire, plus another ten or so while they jump and load the grid.<br />
==See also==<br />
* [[Warp mechanics]]<br />
<br />
[[Category:Game mechanics]][[Category:PvP]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Tackling&diff=175186Tackling2021-10-09T10:22:19Z<p>Arexand Oskold: /* Tackle Modules */ rewrite Stasis Grappler</p>
<hr />
<div>'''''"The art of immobilizing the opponent in a way that said ship is unable to move"''''' <br />
<br />
'''Tackling''' is the act of pinning down a ship so that it cannot escape. Tackling is the backbone of [[PvP]] in EVE, as ships that are not tackled will likely be able to warp out and disengage before they are destroyed. Tackling is usually accomplished using modules such as Warp Scramblers and Stasis Webifiers, but there are a variety of modules that can either slow down enemy ships or disable their ability to warp. Though tackling usually refers to the combination of stasis webifiers and warp disruption, warp disruption is the necessary ingredient that distinguishes tackling from simply slowing down opponents.<br />
<br />
A '''tackler''', then, is a pilot whose job it is to pin down a ship so that other players can kill it, though this term can also be used to refer to a ship fit for that purpose. Tackle ships are generally not fit to deal significant amounts of damage (if any), but [[battleship]] fights without tacklers usually end when the side whose shields drop just warps out. This means that it is the tackler who facilitates kills, and for this reason tacklers are included on kill mails. Without one side being trapped, it's very rare that a given fight will end with a ship kill.<br />
<br />
Tacklers also serve as the backbone of fleet operations, and fleet commanders will generally prioritize effective deployment of fleet tacklers under their command.<br />
<br />
=Types of tackle=<br />
<br />
* {{co|wheat|First Tackle}}: The job of first tackle is to be first on the scene and to hold the target so that they can't warp away. This also means they are normally the primary target for the person they are trying to tackle, because they represent a threat. This role is often filled by an [[interceptor]], but a Tech 1 [[Tackler_Frigate#Fast_Frigates|fast frigate]] can also be used.<br />
* {{co|wheat|Second Tackle}}: In a fleet situation, this is "everyone else". Second tackle's role is to grab the ship tackled by first tackle and slow it down so the damage dealing ships can join the fun. Once two or three second tacklers have the ship, it is basically dead in the water and the heavier ships can either catch up or warp to the tacklers. <br />
* {{co|wheat|Heavy Tackle}}: Heavy tackle ships are ships fit for high survivability, capable of holding down targets for extended periods of time. They are usually ships with bonuses to webs or warp disruption.<br />
** [[Heavy Interdiction Cruisers]] often fill this role, as they can not only use interdiction bubbles, but can also scram and point from long ranges. They are also uniquely suited to tackling supercapitals due to their high warp scramble strength ("infinipoints").<br />
* {{co|wheat|Gate Tackle}}: Gate tackle is a specialised form of tackle, where the emphasis is not on speed but on lock time. Their job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down. Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. Some speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as they are operating with the rest of the fleet.<br />
<br />
=Fitting for tackling=<br />
==Tackle Modules==<br />
There exist a wide variety of modules designed for stopping your target from escaping. These modules will either stop your target from warping away, slow down the target ship or stop them from using micro warp drives or micro jump drives.<br />
[[File:Grappler-web.png|400px|thumb|right|Comparison between grapplers and webifiers. The T2 grappler is superior to T2 web when the target is within 8km range. Click to enlarge.]]<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Warp Disruptor|link=]]<br />
|<br>The '''warp disruptor''' (also called "'''point'''" or "'''long point'''") does what its name says: it disrupts the warp core of an opponents ship, making them unable to warp away.<br />
<br />
The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point. Faction variations of this module exist, with reduced CPU and capacitor costs and increased range (out to 30km at most)<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon warp scrambler i.png|Warp Scrambler|link=]]<br />
|<br>The '''warp scrambler''' (also called "'''scram'''", "'''point'''", or "'''short point'''") works on same basic principles as the warp disruptor, in that it will disable the warpcore of the opponent's ship. However, in addition to stopping warping the warp scrambler stops the ship from using [[Propulsion equipment|micro jump drives, micro jump field generators, and microwarpdrives]]. These propulsion modules will be disabled regardless of the ship's remaining warp core strength. This makes scramblers vital in catching certain fits.<br />
<br />
The basic range for a warp scrambler is significantly lower than that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points. Faction variations of this module have increased range (out to 11.25km at most), and warpcore disabling strengths of 3 points. Warp scramblers also consume significantly less [[capacitor]] than warp disruptors.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon_inderdiction_sphere_launcher.png|Interdiction Sphere Launcher|link=]][[File:Icon warp disrupt probe.png|Warp Disrupt Probe|link=]][[File:Icon stasis webification probe.png|Stasis Webification Probe|link=]]<br />
|<br>The '''Interdiction sphere launcher''' is used for launching Warp Disrupt Probes. This probe creates a warp disruption bubble, with a 20km radius, that lasts for two minutes before collapsing. All ships within this field cannot activate their warp drives to leave, however they can otherwise move freely. As the field is an area of effect warp disruption method this module works even if the ship is unable to target the target. The probe is also completely independent and will keep the bubble up even if the interdictor is destroyed, however the probes can be destroyed by [[Smartbombs]]. <br />
<br />
This module can only be used by [[Interdictors]]. This module cannot be activated in High or Low security space.<br />
<br />
See the below section on [[#Warp disruption fields|Warp disruption fields]] for bubble mechanics.<br />
<br />
This module has no variations, however there is a Surgical variant of the probe which has only a 10km radius but lasts three minutes.<br />
<br />
The Howling Interdictors update on 27th October, 2020, added an additional variant of the probe: the Stasis Webification Probe, or 'Wubble'. When dropped, a Wubble will sit idle for 3 seconds, then detonate, applying a 30% speed reduction to all ships within 10km of the point where it was dropped. Unlike normal bubbles, the Wubble probe will not persist after it detonates, and does not otherwise interfere with affected ships warp drives. However, Wubbles can be used in combination with normal bubbles to hinder and disrupt an enemy fleet.<br />
<br><br><br />
|-<br />
|[[File:Icon warp disruption field generator.png|Warp Disruption Field Generator|link=]]<br />
|<br>The '''Warp disruption field generator''' is a specialized warp disruption module which can only be used by [[Heavy Interdiction Cruisers|heavy interdiction cruisers]]. The Generator can be used in three different modes: Unscripted, Focused Disruption, and Focused Scrambling. When used unscripted, the generator creates an interdiction field similar to that of an Interdiction Sphere Launcher, but centered on the generating ship rather than an outside probe. When unscripted, the generator cycles in 30 seconds, and while it can be kept running it cannot be deactivated early. When used scripted, the generator targets its disruption on a single ship with an insurmountable 100 points of warpcore disabling strength (leading to the nickname "Infinity Point"). When scripted, the generator cycles in only 6 seconds, but drains the ship's capacitor more quickly. Additionally, when used scripted on a hostile capital ship, it will disable that capital ship's ability to activate stargates to leave the system.<br />
<br />
While a warp disruption field generator is active, the ship activating it suffers a 50% increase to its signature radius, and cannot be targeted by allied remote repairs or capacitor transmitters.<br />
<br />
Different effects of the module:<br />
* Without scripts this module forms a warp disruption bubble and is limited to null security and wormhole space only. See [[#Warp disruption fields|Warp disruption fields]] for details.<br />
* With warp disruption script it works as a warp disruptor module with increased range and infinite strength. This script greatly extends the field generator's normal range. This script allows the module to used anywhere.<br />
* With warp scrambling script it works as a warp scrambler with increased range and infinite strength. Like the normal scrambler this also stops the target from using MJD, MJDFG or MWD. This script slightly reduces the field generator's normal range (however it is still much longer range than an ordinary scrambler). This script allows the module to used anywhere.<br />
<br />
Different variations of this module have different ranges, however in most cases the only variants used are T2 (20km), and True Sansha (21km). This module's range is also affected by the pilot's level in {{sk|Heavy Interdiction Cruisers}}, and the script equipped (if any).<br />
<br><br />
<br />
|-<br />
|[[File:Icon stasis webifier i.png|Stasis Webifier|link=]]<br />
|<br>The '''stasis webifier''' (also called a "'''web'''") is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship. The sub-warp speed is the speed that you normally fly around at.<br />
<br />
The sub-warp speed reduction depends on the version of the module. The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Both modules have a maximum range of 10km. Faction variations of this module exist, and come in varying levels of increased range and either 50%, 55%, or 60% speed reduction (up to 14km/60% or 15km/55% at most).<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|I}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br />
While tackling someone, a tackler should always use a warp disruptor or scrambler before the stasis webifier. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.<br />
<br><br><br />
<br />
|-<br />
|[[File:grappler.png|Stasis Grappler|link=]]<br />
|<br>The '''Stasis grappler''' is a battleship-sized variant of the stasis webifier. It can only be fitted to battleships and capital ships, however it applies a much greater speed reduction than a normal web. Only one stasis grappler can be fitted to a ship.<br />
<br />
Unlike a normal web (which has a fixed 10-15km range), stasis grapplers have only 1km optimal range, but 8-12km ''falloff'' range, meaning that the grappler's extremely powerful speed reduction is only fully effective at extremely close ranges, and beyond that its reduction becomes less and less effective. The chart at the top of this section shows the effectiveness of different grappler variants at different ranges. The result is that within normal web ranges, the grappler applies a much more powerful slow; but that beyond normal web ranges, the grappler still provides a weak slow, which makes the grappler less consistent than a normal web but also much more flexible.<br />
<br />
Assuming the extra mid slots are available, it is common to fit a battleship with both a grappler ''and'' a web, to combine the web's reliability with the grappler's strength and flexibility, and to ''really'' immobilize fast ships at close range and ensure the battleship's large guns can strike true.<br />
<br />
<br><br><br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Heavy Warp Disruptor|link=]][[File:Icon warp scrambler i.png|Heavy Warp Scrambler|link=]]<br />
|<br>There exist two further sets of large-ship tackle modules: the '''Heavy Warp Disruptor''' and '''Heavy Warp Scrambler'''. Similar to the stasis grappler, these modules can only be fit to Battleships and above, and consume large amounts of powergrid. Functionally, they work the same as the ordinary Warp Disruptors and Warp Scramblers, but with increased range, capacitor cost, and scramble strength. The increased strengths of these modules make them useful for attempting to hold down supercapital ships, but in most other circumstances do not outweigh their high fitting and capacitor costs.<br />
<br />
* A T1 Heavy Warp Disruptor has a range of 22km; a T2 Heavy has a range of 26km. These modules have a warp core disabling strength of 3 points. Faction and Officer variations of this module have increased range (out to 30km and 40km at most), and increased strengths of up to 4 and 5 points.<br />
* A T1 Heavy Warp Scrambler has a range of 8.5km; a T2 Heavy has a range of 10km. These modules have a warp core disabling strength of 6 points. Faction and Officer variations of this module have increased range (out to 12.25km and 15km), and increased strengths of 8 and 10 points.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Navigation|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
<br />
|<br />
|<br>Support [[Fighters|fighters]] can also provide Warp Disruption and Webification.<br />
<br />
The Gallente Siren series support fighters provides 1 point of Warp Disruption per fighter, the Minmatar Dromi series support fighters provides -15% Webification per fighter (additive). <br />
<br><br />
<br />
Skills Requirements:<br />
* {{sk|Support Fighters}} 1 (For the <span style="color:yellow">Tech 1</span> variants)<br />
* {{sk|Support Fighters}} 4 (For the <span style="color:yellow">Tech 2</span> variants)<br />
<br><br />
|}<br />
<br />
==Warp core stabilizers==<br />
<br />
The '''Warp Core Stabilizer''' is not a tackle module; it is an anti-tackle module. Warp Core Stabilizers (or "stabs") are Active low-slot modules which, when fitted, greatly reduce a ship's targeting range, scan resolution, and drone control abilities, but when activated, provide +2 Warp Core Strength, allowing the ship to temporarily ignore the warp-disabling effects of two Warp Disruptors or one Warp Scrambler. Warp Core Stabilizers have 10-18s active durations, and 150s cooldown between uses. Only one Warp Core Stabilizer can be fitted to a ship.<br />
<br />
In addition to the Warp Core Stabilizer module, certain ships have innate warp stability: [[Supercarriers]], [[Titans]], [[Hauling#Deep Space Transport|Deep Space Transports]], and [[Venture]]s have innate or skill-based warp core strength, and thus are somewhat resistant to warp disruption even without stabilizers fitted. However, no amount of warp core strength will protect a ship from a Warp Disruption Field Generator or a Warp Disruption Field.<br />
<br />
Because of their innate sensor dampening, Warp Core Stabilizers should '''never''' be fitted to any combat ship, and are generally only be used in rare cases where emergency escapes (from hostile tackle) are necessary.<br />
<br />
==Warp disruption fields==<br />
<br />
A '''warp disruption field''' is an area effect that stops all ships within it from using their warp drives. This field has effectively infinite warp disruption strength; no number amount of warp core stabilizers will allow a ship to warp out of a bubble, however all other movement and propulsion modules are not restricted. Warp disruption fields can only be used in null security space and wormholes. Because of their appearance, warp disruption fields are commonly referred to as "bubbles".<br />
<br />
There are five ways to create warp disruption fields:<br />
<br />
* An interdiction sphere launcher on a [[interdictor]] destroyer. This module launches standalone warp disrupt probes which instantly create warp disruption fields. (The field will visibly expand from the probe, however this expansion is purely visual and the bubble is effective at full size immediately.) Once launched, the probe will not move (although it can be moved by a [[Propulsion equipment#Micro Jump Field Generator|jump destroyer]]), while the destroyer which launched it is free to fly away. Warp disrupt probes project 20km-radius bubbles and last for 2 minutes.<br />
* A Warp disruption field generator on a [[Heavy Interdiction Cruisers|heavy interdiction cruiser]]. The warp disruption field generator instantly generates a bubble centered on the ship. This bubble will move as the ship moves, and the generating ship can still move normally. The field's radius is based on the type of generator used and the skills of the cruiser pilot.<br />
* A [[Capital Ship Modules#Burst Projectors|Warp Disruption Burst Projector]] fitted to a [[supercarrier]]. This module creates a 10km radius disruption field, centered on the target location, with a 500km maximum targeting range, 40s duration, and 8 minute cooldown.<br />
* Mobile Warp Disruptor deployables, which come in varying sizes from small (5 km radius) to large (40 km radius). These structures can be deployed in space but it takes two minutes time until the structure creates the bubble. They also have their own structure, armor and shield HP and can be destroyed by shooting at them enough. They also decay on their own if left in space for several days, however they can be deactivated and picked up (with no delay) by the pilot who deployed them.<br />
* The Empire Surveillance System banks project 20km radius warp disruption fields around themselves. Unlike any other disruption fields, the ESS's warp disruption field is also a warp ''scrambling'' field, and also disables microwarpdrives and micro jump drives.<br />
<br />
All kinds of “bubbles” share common characteristic features:<br />
* Their use is limited to null security and wormhole space.<br />
* Bubbles will ''not'' influence any ships which are 'Interdiction Nullified'. This primarily consists of [[shuttle|Shuttles]], and ships that have equipped and activated their Interdiction Nullification module. Nullified ships will not be dragged by bubbles, and can initiate warp while inside bubbles.<br />
* Any ships within its area of effect cannot initiate warp, and capital ships cannot use their jump drives.<br />
* Bubbles will influence you only if they are online when you enter warp. This means that if a bubble is placed (or a Warp Disruptor probe launched, or Warp Disruption Field Generator activated) at your destination after you entered warp you can land right in the middle of it rather than landing on the edge.<br />
* When a bubble is place in a specific location in the vicinity of an intended target destination that ships are attempting to reach are qualified with a specific name:<br />
** '''Drag bubbles''': Ships warping nearby may be “dragged” out of warp. Imagine a line along which you travel to your destination and project that line beyond your destination. If such line intersects with a bubble anywhere no more than 500 km from your final destination you will be either stopped or dragged to the edge of such bubble. (Yes! Dragged beyond your destination! Bubbles situated in this way are commonly referred to as drag bubbles.) Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is less than 100 km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there).<br />
** '''Catch bubbles''', also known as '''Stop bubbles''', are those placed in front of the intended destination, causing the ship to get caught in the bubble in front of their destination.<br />
<br />
<br />
[[File:warpdisruption.jpg]]<br />
<br />
==Specialized ships==<br />
<br />
While all ships can use tackling equipment with great success certain ships have specific hull bonuses that make them into unique tackling ships.<br />
<br />
The so called "tackle frigates" are for most the entry point to tackling ships. These ships are fast, agile and have a hull bonus that reduces capacitor usage of webs, points and scrams by 80%. These ships are often used as initial "hero tackle" that flies to the enemy to hold them still while rest of the fleet comes behind.<br />
* {{sh|Slasher}}<br />
* {{sh|Atron}}<br />
* {{sh|Condor}}<br />
* {{sh|Executioner}}<br />
<br />
<br />
The direct upgrade from T2 tackle frigates are the T2 [[interceptors]]. These are all T2 variants of the above T1 frigates. For each ship there exists two interceptor variants: a combat interceptor with damage oriented bonuses, and a fleet interceptor with bonus to point and scram range (and the ability to fit an Interdiction Nullifier). The interceptors also have reduced signature bloom from MWD and 80% reduction in point, scram and web capacitor usage.<br />
<br />
Fleet interceptors:<br />
* {{sh|Stiletto}}<br />
* {{sh|Ares}}<br />
* {{sh|Crow}}<br />
* {{sh|Malediction}}<br />
Combat interceptors:<br />
* {{sh|Claw}}<br />
* {{sh|Taranis}}<br />
* {{sh|Raptor}}<br />
* {{sh|Crusader}}<br />
<br />
<br />
The next step up changes the style of tackling completely. [[Interdictors]] are T2 [[destroyers]] that are able to create a warp disruption bubble for two minutes. After launching the bubble the interdictor is free to move and even killing the interdictor will not release the victim from the bubble. But the pilot has to be careful when they launch the bubble as the module has moderate reload time and will also stop friends and even the pilot himself from warping away.<br />
* {{sh|Sabre}}<br />
* {{sh|Eris}}<br />
* {{sh|Flycatcher}}<br />
* {{sh|Heretic}}<br />
<br />
<br />
[[Heavy Interdictors]] are the big brothers of interdictor. These T2 cruisers field very high tank with their T2 resist profile and additional resist bonus. Their module of choice is the warp disruption field generator. With this module heavy interdictors are able to put up a warp disruption bubble at will (but may not be able to drop it at will, as the bubble's 30-second cycle cannot be cut short). Heavy Interdictors must take advantage of their high resistances, as they cannot receive allied remote repairs while their disruption generator is active. The warp disruption field generator can also be used with either disruption or scrambling scripts that turn the module into infinitely strong long range point or scram.<br />
* {{sh|Broadsword}}<br />
* {{sh|Onyx}}<br />
* {{sh|Phobos}}<br />
* {{sh|Devoter}}<br />
<br />
<br />
The Minmatar and Gallente [[Electronic Attack Ship|Electronic Attack]] Frigates receive large bonuses to specific tackle modules. The Minmatar [[Hyena]] receives a 40% bonus to web range per skill level in {{sk|Electronic Attack Ships}}, while the Gallente [[Keres]] receives a 15% bonus to warp disruptor and warp scrambler range, and a 10% reduction to disruptor and scrambler activation cost, per skill level.<br />
* {{sh|Hyena}}<br />
* {{sh|Keres}}<br />
<br />
<br />
The Minmatar and Gallente [[Recon Ships]] receive similar but stronger bonuses to their smaller Electronic Attack siblings. The Minmatar recons receive massive 60% bonus to web range per skill level in {{sk|Recon Ships}}, while the Gallente recon cruisers receive equally frightening 20% bonus to warp disruptor and warp scrambler range per level.<br />
* {{sh|Huginn}}<br />
* {{sh|Rapier}}<br />
* {{sh|Lachesis}}<br />
* {{sh|Arazu}}<br />
<br />
<br />
The Minmatar and Gallente [[Strategic Cruisers]] electronic warfare subsystems are specialized in tackling, and while their bonuses are weaker than those of the Recon Ships, they can be used in addition to the strategic cruisers' other combat abilities. The Loki's Immobility Drivers give a 25% bonus to web range, and a 10% increase to web [[Overheating|overheat]] bonus per skill level in {{sk|Minmatar Core Systems}}, while the Proteus's Friction Extension Processor give a 7.5% bonus to warp disruptor and scrambler range, and a 15% increase to their overheat bonuses per skill level in {{sk|Gallente Core Systems}}.<br />
* {{sh|Loki}}<br />
* {{sh|Proteus}}<br />
<br />
<br />
<br />
In addition to the T2 and t3 ships there also exist wide variety of pirate ships with tackling related bonuses.<br />
<br />
The [[Mordu's Legion]] line of ships all receive 10% bonus per level in relevant Gallente ships to warp disruptor and scrambler range. While rarely used as fleet tackle, the extended range on these ships allows for fighting outside the enemy's effective while still holding them on grid.<br />
* {{sh|Garmur}}<br />
* {{sh|Orthrus}}<br />
* {{sh|Barghest}}<br />
<br />
<br />
The [[Serpentis]] line of ships receive 10% bonus per in relevant Minmatar ship to stasis webifier ''effectiveness''. This means that at level 5 in the relevant Minmatar skills, a Serpentis ship with a Tech II webifier will slow a targeted ship by ''90%'' with a single web.<br />
* {{sh|Daredevil}}<br />
* {{sh|Vigilant}}<br />
* {{sh|Vindicator}}<br />
* {{sh|Vehement}}<br />
* {{sh|Vendetta}}<br />
<br />
<br />
The [[Blood Raider Covenant]] line of ships receive 20% bonus to web range per level in relevant Minmatar ship skill. However, these ships are rarely used for their web bonuses, as their energy neutralizing bonuses are more significant.<br />
* {{sh|Cruor}}<br />
* {{sh|Ashimmu}}<br />
* {{sh|Bhaalgorn}}<br />
* {{sh|Chemosh}}<br />
* {{sh|Molok}}<br />
<br />
==Extra Modules for Tackle Ships==<br />
<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! style="background:#222222;" | Module<br />
! style="background:#222222;" width="70%;" | Use<br />
! style="background:#222222;" | Skills<br />
|-<br />
| [[File:Module icon afterburner tech1.png|32px]] Afterburner<br />
| style="background:#333333;" | As fitted to military jet fighters, afterburners (or ABs) can be fitted to ships in EVE Online. The afterburner increases your sub-warp speed by a percentage. Afterburners are often used while in orbit around a target to help evade enemy fire and keep the user's ship alive. However, in the face of microwarpdrives, they are often not fast enough to leap into battle on their own and catch enemies who are not yet in range.<br />
<br />
The Tech 1 module boosts your speed by 115% (thus it doubles your speed plus another 15%). The Tech 2 version boosts your speed by 135%. Faction and Deadspace variations of this module offer further speed boosts (of 140-160%), but are much more expensive and thus not commonly used.<br />
| <br />
* {{sk|Navigation|I}}<br />
* Tech 1: {{sk|Afterburner|I}}<br />
* Tech 2: {{sk|Afterburner|IV}}<br />
|-<br />
| [[File:Module icon microwarpdrive tech1.png|32px]] Microwarpdrive<br />
| style="background:#333333;" | The microwarpdrive (or MWD) is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner, however it comes with several drawbacks. Unlike an afterburner, a microwarpdrive is extremely effective at getting into, or out of, an enemy's range, but is not at all effective at helping evade enemy fire. An active MWD grants a 500% boost to sub-warp speed, but also increases the ship's signature radius by 500%, making it far easier to hit than its speed would imply. Also, as mentioned above, microwarpdrives are forcibly deactivated by hostile Warp Scramblers. MWDs also consume more capacitor to operate, and having an MWD fitted to a ship reduces the ships maximum capacitor capacity (and thus, indirectly, the ship's capacitor regeneration rate). As a result of all this, it is often best to use an MWD to get into tackle range of a target, and then deactivate it while in close orbit to avoid being hit.<br />
<br />
The Tech 1 module gives a 500% bonus to speed, at the cost of 500% increased signature radius and 25% reduced capacitor capacity. The Tech 2 module gives a 510% boost to speed, but only 20% reduced capacitor capacity. However, the use of Tech 2 MWDs is often frowned upon, in favor of the Quad LiF Restrained variant, which gives a 505% bonus to speed, 20% reduced capacitor capacity, only 450% increased signature radius (mitigating a little of the evasion problem), and lower capacitor consumption than the Tech 2 variant.<br />
<br />
Faction and Deadspace microwarpdrives are popular on more expensive ships, as while they do not offer great improvements to speed, they offer greatly reduced capacitor capacity and signature radius penalties. They are, however, very expensive and thus not worth using unless you ''know'' you won't lose them.<br />
| <br />
*{{sk|Navigation|II}}<br />
*{{sk|Afterburner|III}}<br />
*Tech 1: {{sk|High Speed Maneuvering|I}}<br />
*Tech 2: {{sk|High Speed Maneuvering|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.<br />
<br />
The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster (which you should in most cases, as the range will not be necessary), the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.<br />
| <br />
* {{sk|CPU Management|II}}<br />
* Tech 1: {{sk|Long Range Targeting|I}}<br />
* Tech 2: {{sk|Long Range Targeting|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Remote Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | In extreme cases where a fleet decides that tackle must be secured as fast as possible, one or more non-tackle ships in the fleet may be fitted with Remote Sensor Boosters, and have them active on the tackler ship. These modules provide slightly greater bonuses than regular sensor boosters, but can only be used on allies (and not on yourself) and thus must be prepared and coordinated in advance.<br />
<br />
These modules are commonly seen in Gate Camps, to ensure that the campers catch their targets.<br />
| <br />
* {{sk|CPU Management|III}}<br />
* Tech 1: {{sk|Sensor Linking|I}}<br />
* Tech 2: {{sk|Sensor Linking|IV}}<br />
|-<br />
| [[File:Module icon overdrive.png|32px]] Overdrive Injector System<br />
| style="background:#333333;" | As a tackler, speed is important in order to reach your target quickly. The faster you can get into targeting and warp disruption range, the faster you can tackle the target. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so you can ignore that penalty.<br />
<br />
The sub-warp speed increase of the tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase speed (and a 20% cargohold penalty).<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon nanofiber.png|32px]] Nanofiber Internal Structure<br />
| style="background:#333333;" | This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile. Using this module will help you accelerate and align faster, allowing you to reach targets faster, and allow you to keep a closer orbit at a higher speed, making you harder to track and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The downside of this module is that you get a lower amount of structure hit points (HP). In a way this downside doesn't matter though, because, generally speaking, tackling frigates tend to either be able to rely on their shields, armor, and speed for long enough to either be saved by the logi or pull range and escape, or if their armor doesn't hold up and they do enter structure they're pretty much dead anyway.<br />
<br />
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction, at the cost of 15% structure HP. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon propulsion rig tech2.png|32px]] Navigation Rigs<br />
| style="background:#333333;" | Sometimes, there aren't enough low power slots to go around. Auxiliary Thrusters rigs give a 7.25% bonus to sub-warp speed, akin to a weaker Overdrive Injector. Polycarbon Engine Housing rigs give a 5.5% bonus to sub-warp speed, and 9.1% reduction to inertia, akin to a weaker Nanofiber. Both rigs come at the cost of 10% Armor HP. These rigs can be useful if there are not enough low slots to fit an Overdrive or Nanofiber, but more speed is required. However, these rigs are not ideal on ships which rely on armor for their defense.<br />
| ''(Rigs do not require skills to use)''<br />
|-<br />
| [[File:Icon module damage control.png|32px]] Damage Control<br />
| style="background:#333333;" | The damage control increases your shield, armour, and hull resistances to all damage, making you much harder to kill. One of the most all-purpose efficient defensive modules in the game, a very much recommended module for any tackler, however it does cost some CPU which can at times be in short supply on frigates. It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.<br />
<br />
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.<br />
| <br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|IV}}<br />
|-<br />
| [[File:Icon shield extender.png|32px]] Medium Shield Extender<br />
| style="background:#333333;" | A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While high speed will reduce the damage that you take, it will only reduce it - fitting modules to increase your HP will keep you alive and able to tackle for much longer.<br />
<br />
While a small shield extender will be easier to fit, a medium extender provides far more HP and is generally preferred. You may need to use a Micro Auxiliary Power Core in order to provide the powergrid to fit one. A Tech 1 medium shield extender gives you an additional 750 base shield hitpoints (most frigates have between 350 and 500 shield hitpoints to begin with, so that's a huge difference). A Tech 2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!<br />
| <br />
* Tech 1: {{sk|Shield Upgrades|I}}<br />
* Tech 2: {{sk|Shield Upgrades|IV}}<br />
* (Optional) {{sk|Capacitor Management|II}}<br />
''(to fit a Micro Auxiliary Power Core)''<br />
<br />
|-<br />
| [[File:Icon skirmish command burst.png|32px]] Command Bursts<br />
| style="background:#333333;" | These are not modules that a tackle ship itself will fit but they're good to be aware of. [[Command Bursts]] are a set of modules fitted by Combat Battlecruisers, Command Destroyers, Command Ships, and specially fit Strategic Cruisers, which when active improve the combat capabilities of ''all'' nearby ships in their fleet. Shield and Armor Command Bursts can help a tackler by making them more durable, but the most useful bursts are Skirmish Command Bursts; as they can improve a tackle ship's flight speed, increase acceleration and decrease signature radius, and increase the range of warp disruptors, scramblers, and stasis webifiers.<br />
| <br />
''(No skills are needed to benefit from friendly Command Bursts.)''<br />
|}<br />
<br />
=Fitting theory=<br />
<br />
==Warp scrambler or warp disruptor?==<br />
<br />
The primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a warp disruptor or a warp scrambler. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km with the Tech 1 module, or 24km with the Tech 2 module) which allows the tackler to keep more distance from their target. This can increase their survivability against targets with stasis webifiers and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make them easier to hit with turrets. It means the tackler can also tackle the target faster because they don't need to get within 9 km or even less first. Warp disruptors take a lot of capacitor to run and can quickly drain a frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the initial tackle and smart tacklers will turn them off once someone else has put a warp scrambler on the target. Warp disruptors are especially popular on specialised Tech 2 interceptors, which receive bonuses to their range and a reduction to the amount of capacitor they use.<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - it also shuts down their microwarpdrive. Since almost all ships larger than frigates will be running a microwarpdrive, a warp scrambler will slow them down significantly. This allows the rest of the the tackler's fleet to get in range of the target more easily, and prevents the target from running away or getting back in range of a stargate. For this reason, having at least some warp scramblers is is essential to any fleet. Warp scramblers use significantly less capacitor than warp disruptors, and so it should be possible to keep them running indefinitely. Using a warp scram will put the tackler within range of stasis webifiers and energy neutralizers which can be a threat to a frigate, however guns will struggle to track a frigate at this range meaning in most cases the tackler will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
<br />
Using a warp scrambler puts the tackler quite close to smartbomb range (which is 5km, or 6km if the target is using Tech 2 smartbombs). They need to be careful when engaging a target that is likely to be equipped with smartbombs (i.e. battleships in low security space). If the tackler suspects that the target might be using smartbombs it's a good idea for them to set their orbit between 6 and 7.5km, which should put them safely outside of their range.<br />
<br />
If a tackler has both a disruptor and a scrambler fitted, a tactic known as 'drive-by scramming' can be used. In this, the tackler spends most of their time using their disruptor, outside of scram range, but at important moments dives in for a few seconds to land a scram on their target (to disable a microwarpdrive or micro jump drive), and then flies out back into their safer disruptor range.<br />
<br />
==Afterburner or microwarpdrive?==<br />
<br />
At first glance you might think that both of these modules perform the same function - both increase your speed, and since the microwarpdrive increases your speed more it must be the better choice. Like many things in EVE Online, it isn't quite that simple.<br />
<br />
A microwarpdrive has a couple of serious drawbacks. The most important one is that while the module is activated it will increase the ship's signature radius by up to 500%; this will make it much easier to hit and will cause the ship to take a lot more damage from cruiser sized and bigger weapons. This will massively increase the tackler's chances of dying. Also, the microwarpdrive uses a lot of capacitor and the tackler will most likely not be able to run it for an extended period of time. For these reasons, an microwarpdrive is used only to get into range of the target and should be turned off once the tackler are in range to tackle the target. Once that has happened the tackler will only be able to orbit their target at the regular speed of their ship. Also keep in mind that a player will not be able to use the module at all when someone is using a warp scrambler (not a warp disruptor) against them, since these disable microwarpdrives.<br />
<br />
An afterburner on the other hand does not increase the ship's signature radius at all and it needs far less capacitor, meaning a tackler can keep it activated even while they are orbiting their target. Since they are able to travel more quickly without increasing your signature radius, an afterburner will decrease the chances for the opponent's turrets to hit the tackler as well as reducing the amount of damage they receive from missiles. While an afterburner is not as useful for chasing targets or getting into range, it does help the tackler survive once they get there.<br />
<br />
To summarise, an microwarpdrive will let the tackler get into range quickly, but they will be more at risk once they get there. With an afterburner the tackler will take longer to get into range, but will take less damage once they do.<br />
<br />
In most cases, it is recommended that tackler frigates fit a microwarpdrive in order to close range more quickly and to help them catch up with fast moving targets. However, flying with an microwarpdrive is less forgiving than using an afterburner since things will happen more quickly - the tackler will need to be more aware of the range to their target and whether their microwarpdrive is currently turned on or off. If a tackler is trying PVP for the first time, an afterburner might be an easier choice.<br />
<br />
It is possible to fit both an afterburner and a microwarpdrive to a ship (known as 'dual propulsion' or 'dual prop') if the player has enough midslots as well as the CPU and PG to do so - this is popular on some Tech 2 and faction ships, but is difficult to do on most Tech 1 frigates and is not recommended for new players.<br />
<br />
Tech 2 interceptors (and to a lesser extent Tech 2 assault frigates) receive bonuses to microwarpdrives which reduce the signature radius penalty which they provide. As a result, they take much less damage when running microwarpdrives during combat. Long-ranged 'fleet' interceptors in particular will often keep their microwarpdrives on for the whole duration of a fight.<br />
<br />
==What type of tank?==<br />
<br />
After the tackle and propulsion module, the most important thing to fit on a tackler is tank - it's no use catching a target if they can simply kill the tackler and escape.<br />
<br />
You'll sometimes see people fitting their tackling frigates with all speed modules and no tank. The most common place that you'll see these is on killboards, killed in droves by whatever they were trying to tackle. While speed is important, a tackle frigate should already be fast enough to catch most ships in the game (especially if you're using a microwarpdrive) and enhancing that further is not the main priority.<br />
<br />
No matter what else they do, a tackler should almost always fit a damage control in one of their low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, the tackler has two options - they can either fit a shield tank or an armour tank. A shield tank is usually the best choice for a tackler, providing they have enough mid slots to fit one (they will need at least three - one for the microwarpdrive or afterburner, one for the scrambler or disruptor, and one for the tank). This is because a shield tank does not slow the tackler down, which lets them get in range of the target more quickly. An ideal shield tank for a tackler frigate is a single Medium Shield Extender (this gives much more HP than a small shield extender, and it is possible to fit one on most frigates - new players will probably also need to fit a Micro Auxiliary Power Core to provide the necessary powergrid). They may also want to fit shield resistance rigs, such as a Small EM Shield Reinforcer - these are very cheap compared to other rigs, and will further increase the toughness of their ship. Fitting a shield tank will increase the tackler's signature radius slightly (making them a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If the tackler can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow the ship down, but the extra HP it provides can make a big difference particularly if they also fit armour resistance modules (such as an Adaptive Nano Plating). A 200mm Reinforced Steel Plate is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow the ship down too much. Armour rigs are generally not recommended on a tackler since they will slow the ship down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, the tackler will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters). This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage they are likely to take if they are getting shot at by another player - the tackler will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow the ship down, and can still be helpful if they are only taking a small amount of damage.<br />
<br />
In addition to the actual hitpoints, the high speed of the tackler frigate should help reduce the amount of damage that they take. It generally does not reduce it enough to prevent damage entirely - even on a specialised Tech 2 interceptor - however combined with a few tanking modules it should keep them alive for longer. If the tackler has any low slots or rig slots left over after fitting the tank, it's a good idea to fill them with modules which enhance the tackler's speed (such as Overdrive Injectors or Small Auxiliary Thruster rigs).<br />
<br />
For simple PvP guidance, noting that a Warp Scrambler (scram) shuts down MWDs, remember that you should first decide the range you plan to fight at. If you will be fighting within close/brawling range, a Warp Scrambler will give you good bang for buck but you should expect to be scrammed back and would lose your MWD perhaps consider choosing an AB first. If you are fighting at longer ranges, you may choose to use a Warp Disruptor (point) and get away with an MWD but taking care not to get to close enough to your prey to be scrammed and your MWD disabled.<br />
<br />
There are the extra considerations mentioned above, such as increased signature radius and speed from an MWD, but as a starting point the choice to combine scram with MWD likely means losing use of the MWD as you get into scram range. Similarly, point with AB means the prey can speed around with their MWD still on and control the battlespace, potentially zipping off out of point range and warping away, even though you managed to point them. So, perhaps consider starting with close range+scram+AB(+web) or longer range+point+MWD.<br />
<br />
==To fit a stasis webifier or not?==<br />
<br />
Stasis webifiers are great modules as they significantly decrease the speed of a target ship. Stasis webifiers are fairly short ranged, with a range only slightly longer than a warp scrambler. This makes fitting a stasis webifier a good decision if the tackler is already fitting a warp scrambler, since they will be operating well inside webifier range anyway. Furthermore, if the tackler is engaging an enemy fitted with an afterburner, the warp scrambler will not be enough to hold the enemy in place, and the webifier will be required for the tackler to be able to stay in range.<br />
<br />
If the tackler is fitting a warp disruptor, the decision is slightly less clear cut. They first need to decide whether they plan to fly inside stasis webifier range; despite the fact that they have a long ranged warp disruptor, the tackler will generally be harder to hit if they orbit as close as possible, and they may want to fly inside web range anyway. If they do, fitting a stasis web makes a lot of sense. On the other hand the tackler may want to stay outside of stasis webifier range, either because they are flying a Tech 2 interceptor which will be running its microwarpdrive all the time, or because they want to avoid their target's webs and energy neutralizers. If this is the case, there's not much point fitting a stasis webifier since the tackler is unlikely to be in range to use it and they would be better off using that mid slot for a different module (for example a sensor booster to help them lock faster, or a tracking disruptor to protect their fleet-mates, and themselves, from the opponent's turrets).<br />
<br />
==To fit a sensor booster or not?==<br />
<br />
Sensor boosters increase the scan resolution of the tackler's ship and thus allow them to lock a target faster and/or the increase the locking range of their ship (depending on which script is used). A sensor booster makes sense if the tackler is fitting a warp disruptor, however it should not take precedence over tanking modules such as shield extenders.<br />
<br />
Sensor boosters can increase either the tackler's targeting range or their locking speed (or both) depending on which script you load them with. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing the tackler to start locking a target while they are still approaching them, and before they get into warp disruptor range. This means they can turn on your warp disruptor as soon as they get into range, instead of having to wait while they lock them first. The additional scan resolution will let the tackler lock targets faster, although a frigate will already lock pretty quickly. This is mainly useful when trying to catch targets coming through a stargate.<br />
<br />
==Long range or short range weapons?==<br />
<br />
In most cases a tackler should fit short range weapons for a couple of reasons. Obviously if their ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If their ship is designed to be used at long range they still should consider using short range weapons to fight off drones that are attacking them as well as enemy ships that manage to get too close.<br />
<br />
The problem with fitting short range weapons to a long range tackler is the temptation to get within weapon range on the primary target so the tackler can apply some damage to it. Quite often they might get away with this, but eventually they will end up getting themselves killed for doing that because they got within range of smartbombs, stasis webifieres and other modules that ruin their day. So make sure to use the modules and weapons as they are intended to be used.<br />
<br />
Long range weapons really only make sense if for whatever reason the tackler needs to be able to hit their target from a distance. For example, if they are fitted for long range tackling while they are in a small gang and the fleet needs as much DPS as possible or if they are in a frigate only fleet. In a regular fleet the damage from a Tech 1 tackling frigate is usually very small and should not be the priority; the tackler's main concern should be to tackle the target and stay alive. Of course with a large number of tacklers all those small amounts do add up, so there's no reason to not use the high slots if the tackler has some CPU and PG to spare.<br />
<br />
For a lot of frigates it makes sense to use projectile turrets (autocannons or maybe artilleries) even though the ship might not give any bonus for them. Projectile weapons do not use any capacitor and ACs also require very little CPU and PG. Hybrids and lasers only make sense if your ship grants a reasonable bonus to damage, range or maybe tracking.<br />
<br />
;No weapons<br />
<br />
There is another philosophy in tackle fitting, in which some tackle ships do not fit weapons ''at all'' in order to both save on fitting space (giving more room for defenses) and save on the thought processes of thinking about the weapons' activation, ammunition, and effective range.<br />
<br />
===Using drones===<br />
<br />
Some Tech 1 frigates can use at least one small drone and they should utilize that, even if it won't make much difference individually. Not using the drone bay pretty much equals not using a slot on the ship. A simple combat drone like a hobgoblin or a warrior is fine, and if the tackler has trained up their drone skills they could maybe use an electronic warfare drone. Anything is fine really, as long as they use it.<br />
<br />
===Nosferatu===<br />
Some Attack frigates have a utility high slot that cannot be filled with a weapon due to lack of hardpoints. If the enemy is expected to fit energy neutralisation modules, in this case a nosferatu may be useful as a way to siphon off capacitor energy to maintain the tackler's warp disruptor. <br />
<br />
<br />
==Tech 1 or Tech 2 modules?==<br />
''see also [[Tech and meta levels#Tech 1 (Meta 1-4)|Tech and Meta Levels]]''<br />
<br />
Using Tech 2 modules will improve the tackler's performance, however they require somewhat better skills and are a lot more expensive and for some modules it might not be worth it on a Tech 1 frigate.<br />
<br />
Keep in mind that there are so called 'meta' versions of all modules as well, which offer more performance than vanilla Tech 1 and one or more other specific bonuses. Meta modules are often very cheap, and in most cases should be used instead of tech 1 modules whenever possible.<br />
<br />
A Tech 2 warp disruptor offers 4 km more range than any Tech 1 version and requires only one additional level of propulsion jamming, so it's very useful and in fact recommended for long range tacklers if they can afford it. Tech 2 damage controls are also significantly better than their Tech 1 counterparts, and Meta damage controls tend to be very expensive (and should thus only be used when the fitting space cannot be found anywhere else).<br />
<br />
==To fit electronic warfare modules or not?==<br />
<br />
Using a spare midslot for a random [[electronic warfare]] (EWAR) module will multiply the value of the ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt the opponent's ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An electronic warfare module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in the fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most Tech 1 frigates that are used for tackling do not provide any bonus to a specific type of electronic warfare. However, electronic warfare modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
=Skills for tackling=<br />
<br />
None of these skills are actually essential - a player can still be a great tackler without them - but they will make the tackler's life easier and mean a better tackler. Players should train them to IV, if they intend on tackling a lot. Most of these skills will also affect all other ships a pilot flies, and so will be useful even it a pilot largely stops flying tackle.<br />
<br />
* {{sk|Spaceship Command}} - increases agility by 2% per level, allowing for faster acceleration and alignment, and tighter orbits<br />
* {{sk|Evasive Maneuvering}} - increases agility by 5% per level, allowing even tighter orbits<br />
* {{sk|Navigation}} - increases speed by 5% per level<br />
* {{sk|Acceleration Control}} - increases the speed boost from a microwarpdrive or afterburner by 5% per level<br />
* {{sk|High Speed Maneuvering}} - 5% reduction in capacitor required by a microwarpdrive per level<br />
* {{sk|Propulsion Jamming}} - 5% reduction in capacitor required by tackle modules per level. Also required for using most T2 tackle modules.<br />
* {{sk|Warp Drive Operation}} - reduces the capacitor required to enter warp by 10% per level, meaning the player can warp further in one go<br />
* {{sk|Signature Analysis}} - improves targeting speed by 5% per level<br />
* {{sk|Thermodynamics}} - allows a player to [[Overheating|overheat]] their point for extra range, and their propulsion module the additional speed<br />
<br />
=Tips for practical tackling=<br />
<br />
* During the fight, a tackler should locate their target and approach them, with their propulsion module running. Once the tackler is in locking range, they should lock the target. When they are in range for their warp disruptor/scrambler they should activate the module. Once the module is activated, they should normally announce to the fleet on mumble that they have a point on the target, so the damage dealing ships can join in. Once the tackler is orbiting the target, they should turn off their microwarpdrive if they have one. When the target is pointed the tackler can also activate their stasis webifier if they have one.<br />
* In some situations tacklers may want to keep their disruptors "hot" i.e. activated before they have a target. This will enable them to get tackle a bit faster once they have a target. If a tackler does this they should ensure that they have auto targeting turned off in the Options menu, to avoid tackling friendly or neutral targets.<br />
* Sometimes the fleet commander will call specific targets for tacklers. In the absence of any specific targets, however, tacklers should normally pick a target whose character's name starts with the same letter as theirs, or as close as possible in the alphabet. This will help ensure that the fleet's points are spread amongst the opponents fairly evenly. Pay attention to mumble and try to pick a different target if somebody else has already pointed the opponent you were headed for, or if your designated target is too far away or too fast for you to catch.<br />
* A ship can initiate warp to any friendly ship that is at least 150km away. If a tackle frigate is 150km away from the main fleet, the fleet can initiate warp using the tackle frigate as a reference point. Note, however, that they do not have to warp to the tackle frigate. The shortest distance that a ship can warp is a mere 50km, by warping to 100km from a beacon 150km away. This leads to another trick for tackle frigates. If they are not actively engaging a pointed target, they should consider burning directly away from it until they are at least 150km from the main fleet. This allows those ships to "warp at range" to the tackle frigate, and hopefully land directly on top of the target. This requires some co-ordination; it's no point everyone burning away and no-one staying to apply point / web / scram.<br />
* Once a player commits a hostile act, they cannot use jump gates (or dock) for sixty seconds. A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away. To prevent this happening, most fleet commandeers will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship. In this situation, tank can be important. In the worst case, a tackler might need to hold a hostile ship for the full sixty seconds while their fleet's timers expire, plus another ten or so while they jump and load the grid.<br />
==See also==<br />
* [[Warp mechanics]]<br />
<br />
[[Category:Game mechanics]][[Category:PvP]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Tackling&diff=175185Tackling2021-10-09T10:02:45Z<p>Arexand Oskold: /* Warp core stabilizers */ they're active mods now</p>
<hr />
<div>'''''"The art of immobilizing the opponent in a way that said ship is unable to move"''''' <br />
<br />
'''Tackling''' is the act of pinning down a ship so that it cannot escape. Tackling is the backbone of [[PvP]] in EVE, as ships that are not tackled will likely be able to warp out and disengage before they are destroyed. Tackling is usually accomplished using modules such as Warp Scramblers and Stasis Webifiers, but there are a variety of modules that can either slow down enemy ships or disable their ability to warp. Though tackling usually refers to the combination of stasis webifiers and warp disruption, warp disruption is the necessary ingredient that distinguishes tackling from simply slowing down opponents.<br />
<br />
A '''tackler''', then, is a pilot whose job it is to pin down a ship so that other players can kill it, though this term can also be used to refer to a ship fit for that purpose. Tackle ships are generally not fit to deal significant amounts of damage (if any), but [[battleship]] fights without tacklers usually end when the side whose shields drop just warps out. This means that it is the tackler who facilitates kills, and for this reason tacklers are included on kill mails. Without one side being trapped, it's very rare that a given fight will end with a ship kill.<br />
<br />
Tacklers also serve as the backbone of fleet operations, and fleet commanders will generally prioritize effective deployment of fleet tacklers under their command.<br />
<br />
=Types of tackle=<br />
<br />
* {{co|wheat|First Tackle}}: The job of first tackle is to be first on the scene and to hold the target so that they can't warp away. This also means they are normally the primary target for the person they are trying to tackle, because they represent a threat. This role is often filled by an [[interceptor]], but a Tech 1 [[Tackler_Frigate#Fast_Frigates|fast frigate]] can also be used.<br />
* {{co|wheat|Second Tackle}}: In a fleet situation, this is "everyone else". Second tackle's role is to grab the ship tackled by first tackle and slow it down so the damage dealing ships can join the fun. Once two or three second tacklers have the ship, it is basically dead in the water and the heavier ships can either catch up or warp to the tacklers. <br />
* {{co|wheat|Heavy Tackle}}: Heavy tackle ships are ships fit for high survivability, capable of holding down targets for extended periods of time. They are usually ships with bonuses to webs or warp disruption.<br />
** [[Heavy Interdiction Cruisers]] often fill this role, as they can not only use interdiction bubbles, but can also scram and point from long ranges. They are also uniquely suited to tackling supercapitals due to their high warp scramble strength ("infinipoints").<br />
* {{co|wheat|Gate Tackle}}: Gate tackle is a specialised form of tackle, where the emphasis is not on speed but on lock time. Their job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down. Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. Some speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as they are operating with the rest of the fleet.<br />
<br />
=Fitting for tackling=<br />
==Tackle Modules==<br />
There exist a wide variety of modules designed for stopping your target from escaping. These modules will either stop your target from warping away, slow down the target ship or stop them from using micro warp drives or micro jump drives.<br />
[[File:Grappler-web.png|400px|thumb|right|Comparison between grapplers and webifiers. The T2 grappler is superior to T2 web when the target is within 8km range. Click to enlarge.]]<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Warp Disruptor|link=]]<br />
|<br>The '''warp disruptor''' (also called "'''point'''" or "'''long point'''") does what its name says: it disrupts the warp core of an opponents ship, making them unable to warp away.<br />
<br />
The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point. Faction variations of this module exist, with reduced CPU and capacitor costs and increased range (out to 30km at most)<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon warp scrambler i.png|Warp Scrambler|link=]]<br />
|<br>The '''warp scrambler''' (also called "'''scram'''", "'''point'''", or "'''short point'''") works on same basic principles as the warp disruptor, in that it will disable the warpcore of the opponent's ship. However, in addition to stopping warping the warp scrambler stops the ship from using [[Propulsion equipment|micro jump drives, micro jump field generators, and microwarpdrives]]. These propulsion modules will be disabled regardless of the ship's remaining warp core strength. This makes scramblers vital in catching certain fits.<br />
<br />
The basic range for a warp scrambler is significantly lower than that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points. Faction variations of this module have increased range (out to 11.25km at most), and warpcore disabling strengths of 3 points. Warp scramblers also consume significantly less [[capacitor]] than warp disruptors.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon_inderdiction_sphere_launcher.png|Interdiction Sphere Launcher|link=]][[File:Icon warp disrupt probe.png|Warp Disrupt Probe|link=]][[File:Icon stasis webification probe.png|Stasis Webification Probe|link=]]<br />
|<br>The '''Interdiction sphere launcher''' is used for launching Warp Disrupt Probes. This probe creates a warp disruption bubble, with a 20km radius, that lasts for two minutes before collapsing. All ships within this field cannot activate their warp drives to leave, however they can otherwise move freely. As the field is an area of effect warp disruption method this module works even if the ship is unable to target the target. The probe is also completely independent and will keep the bubble up even if the interdictor is destroyed, however the probes can be destroyed by [[Smartbombs]]. <br />
<br />
This module can only be used by [[Interdictors]]. This module cannot be activated in High or Low security space.<br />
<br />
See the below section on [[#Warp disruption fields|Warp disruption fields]] for bubble mechanics.<br />
<br />
This module has no variations, however there is a Surgical variant of the probe which has only a 10km radius but lasts three minutes.<br />
<br />
The Howling Interdictors update on 27th October, 2020, added an additional variant of the probe: the Stasis Webification Probe, or 'Wubble'. When dropped, a Wubble will sit idle for 3 seconds, then detonate, applying a 30% speed reduction to all ships within 10km of the point where it was dropped. Unlike normal bubbles, the Wubble probe will not persist after it detonates, and does not otherwise interfere with affected ships warp drives. However, Wubbles can be used in combination with normal bubbles to hinder and disrupt an enemy fleet.<br />
<br><br><br />
|-<br />
|[[File:Icon warp disruption field generator.png|Warp Disruption Field Generator|link=]]<br />
|<br>The '''Warp disruption field generator''' is a specialized warp disruption module which can only be used by [[Heavy Interdiction Cruisers|heavy interdiction cruisers]]. The Generator can be used in three different modes: Unscripted, Focused Disruption, and Focused Scrambling. When used unscripted, the generator creates an interdiction field similar to that of an Interdiction Sphere Launcher, but centered on the generating ship rather than an outside probe. When unscripted, the generator cycles in 30 seconds, and while it can be kept running it cannot be deactivated early. When used scripted, the generator targets its disruption on a single ship with an insurmountable 100 points of warpcore disabling strength (leading to the nickname "Infinity Point"). When scripted, the generator cycles in only 6 seconds, but drains the ship's capacitor more quickly. Additionally, when used scripted on a hostile capital ship, it will disable that capital ship's ability to activate stargates to leave the system.<br />
<br />
While a warp disruption field generator is active, the ship activating it suffers a 50% increase to its signature radius, and cannot be targeted by allied remote repairs or capacitor transmitters.<br />
<br />
Different effects of the module:<br />
* Without scripts this module forms a warp disruption bubble and is limited to null security and wormhole space only. See [[#Warp disruption fields|Warp disruption fields]] for details.<br />
* With warp disruption script it works as a warp disruptor module with increased range and infinite strength. This script greatly extends the field generator's normal range. This script allows the module to used anywhere.<br />
* With warp scrambling script it works as a warp scrambler with increased range and infinite strength. Like the normal scrambler this also stops the target from using MJD, MJDFG or MWD. This script slightly reduces the field generator's normal range (however it is still much longer range than an ordinary scrambler). This script allows the module to used anywhere.<br />
<br />
Different variations of this module have different ranges, however in most cases the only variants used are T2 (20km), and True Sansha (21km). This module's range is also affected by the pilot's level in {{sk|Heavy Interdiction Cruisers}}, and the script equipped (if any).<br />
<br><br />
<br />
|-<br />
|[[File:Icon stasis webifier i.png|Stasis Webifier|link=]]<br />
|<br>The '''stasis webifier''' (also called a "'''web'''") is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship. The sub-warp speed is the speed that you normally fly around at.<br />
<br />
The sub-warp speed reduction depends on the version of the module. The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Both modules have a maximum range of 10km. Faction variations of this module exist, and come in varying levels of increased range and either 50%, 55%, or 60% speed reduction (up to 14km/60% or 15km/55% at most).<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|I}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br />
While tackling someone, a tackler should always use a warp disruptor or scrambler before the stasis webifier. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.<br />
<br><br><br />
<br />
|-<br />
|[[File:grappler.png|Stasis Grappler|link=]]<br />
|<br>The '''Stasis grappler''' is the big brother of normal stasis webifier. It has much greater velocity modifier than the normal webifier.<br />
<br />
But unlike stasis webifier the grappler has only 1 km optimal and a 8-12 km falloff range. The strength of applied effect is reduced using same formula as [[Turret damage|turret]] hit chance. Meaning that at optimal+falloff range the applied slow down is only 50% of the maximum modifier. After optimal+falloff the effect of this module drops very rapidly. The grapplers also have hard limit of Optimal+3×Falloff beyond which the module can not be activated even though it would still have small 0-2% velocity reduction.<br />
<br />
The grappler also requires hefty sum of powergrid and can only be fitted on battleships and above.<br />
<br><br><br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Heavy Warp Disruptor|link=]][[File:Icon warp scrambler i.png|Heavy Warp Scrambler|link=]]<br />
|<br>There exist two further sets of large-ship tackle modules: the '''Heavy Warp Disruptor''' and '''Heavy Warp Scrambler'''. Similar to the stasis grappler, these modules can only be fit to Battleships and above, and consume large amounts of powergrid. Functionally, they work the same as the ordinary Warp Disruptors and Warp Scramblers, but with increased range, capacitor cost, and scramble strength. The increased strengths of these modules make them useful for attempting to hold down supercapital ships, but in most other circumstances do not outweigh their high fitting and capacitor costs.<br />
<br />
* A T1 Heavy Warp Disruptor has a range of 22km; a T2 Heavy has a range of 26km. These modules have a warp core disabling strength of 3 points. Faction and Officer variations of this module have increased range (out to 30km and 40km at most), and increased strengths of up to 4 and 5 points.<br />
* A T1 Heavy Warp Scrambler has a range of 8.5km; a T2 Heavy has a range of 10km. These modules have a warp core disabling strength of 6 points. Faction and Officer variations of this module have increased range (out to 12.25km and 15km), and increased strengths of 8 and 10 points.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Navigation|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
<br />
|<br />
|<br>Support [[Fighters|fighters]] can also provide Warp Disruption and Webification.<br />
<br />
The Gallente Siren series support fighters provides 1 point of Warp Disruption per fighter, the Minmatar Dromi series support fighters provides -15% Webification per fighter (additive). <br />
<br><br />
<br />
Skills Requirements:<br />
* {{sk|Support Fighters}} 1 (For the <span style="color:yellow">Tech 1</span> variants)<br />
* {{sk|Support Fighters}} 4 (For the <span style="color:yellow">Tech 2</span> variants)<br />
<br><br />
|}<br />
<br />
==Warp core stabilizers==<br />
<br />
The '''Warp Core Stabilizer''' is not a tackle module; it is an anti-tackle module. Warp Core Stabilizers (or "stabs") are Active low-slot modules which, when fitted, greatly reduce a ship's targeting range, scan resolution, and drone control abilities, but when activated, provide +2 Warp Core Strength, allowing the ship to temporarily ignore the warp-disabling effects of two Warp Disruptors or one Warp Scrambler. Warp Core Stabilizers have 10-18s active durations, and 150s cooldown between uses. Only one Warp Core Stabilizer can be fitted to a ship.<br />
<br />
In addition to the Warp Core Stabilizer module, certain ships have innate warp stability: [[Supercarriers]], [[Titans]], [[Hauling#Deep Space Transport|Deep Space Transports]], and [[Venture]]s have innate or skill-based warp core strength, and thus are somewhat resistant to warp disruption even without stabilizers fitted. However, no amount of warp core strength will protect a ship from a Warp Disruption Field Generator or a Warp Disruption Field.<br />
<br />
Because of their innate sensor dampening, Warp Core Stabilizers should '''never''' be fitted to any combat ship, and are generally only be used in rare cases where emergency escapes (from hostile tackle) are necessary.<br />
<br />
==Warp disruption fields==<br />
<br />
A '''warp disruption field''' is an area effect that stops all ships within it from using their warp drives. This field has effectively infinite warp disruption strength; no number amount of warp core stabilizers will allow a ship to warp out of a bubble, however all other movement and propulsion modules are not restricted. Warp disruption fields can only be used in null security space and wormholes. Because of their appearance, warp disruption fields are commonly referred to as "bubbles".<br />
<br />
There are five ways to create warp disruption fields:<br />
<br />
* An interdiction sphere launcher on a [[interdictor]] destroyer. This module launches standalone warp disrupt probes which instantly create warp disruption fields. (The field will visibly expand from the probe, however this expansion is purely visual and the bubble is effective at full size immediately.) Once launched, the probe will not move (although it can be moved by a [[Propulsion equipment#Micro Jump Field Generator|jump destroyer]]), while the destroyer which launched it is free to fly away. Warp disrupt probes project 20km-radius bubbles and last for 2 minutes.<br />
* A Warp disruption field generator on a [[Heavy Interdiction Cruisers|heavy interdiction cruiser]]. The warp disruption field generator instantly generates a bubble centered on the ship. This bubble will move as the ship moves, and the generating ship can still move normally. The field's radius is based on the type of generator used and the skills of the cruiser pilot.<br />
* A [[Capital Ship Modules#Burst Projectors|Warp Disruption Burst Projector]] fitted to a [[supercarrier]]. This module creates a 10km radius disruption field, centered on the target location, with a 500km maximum targeting range, 40s duration, and 8 minute cooldown.<br />
* Mobile Warp Disruptor deployables, which come in varying sizes from small (5 km radius) to large (40 km radius). These structures can be deployed in space but it takes two minutes time until the structure creates the bubble. They also have their own structure, armor and shield HP and can be destroyed by shooting at them enough. They also decay on their own if left in space for several days, however they can be deactivated and picked up (with no delay) by the pilot who deployed them.<br />
* The Empire Surveillance System banks project 20km radius warp disruption fields around themselves. Unlike any other disruption fields, the ESS's warp disruption field is also a warp ''scrambling'' field, and also disables microwarpdrives and micro jump drives.<br />
<br />
All kinds of “bubbles” share common characteristic features:<br />
* Their use is limited to null security and wormhole space.<br />
* Bubbles will ''not'' influence any ships which are 'Interdiction Nullified'. This primarily consists of [[shuttle|Shuttles]], and ships that have equipped and activated their Interdiction Nullification module. Nullified ships will not be dragged by bubbles, and can initiate warp while inside bubbles.<br />
* Any ships within its area of effect cannot initiate warp, and capital ships cannot use their jump drives.<br />
* Bubbles will influence you only if they are online when you enter warp. This means that if a bubble is placed (or a Warp Disruptor probe launched, or Warp Disruption Field Generator activated) at your destination after you entered warp you can land right in the middle of it rather than landing on the edge.<br />
* When a bubble is place in a specific location in the vicinity of an intended target destination that ships are attempting to reach are qualified with a specific name:<br />
** '''Drag bubbles''': Ships warping nearby may be “dragged” out of warp. Imagine a line along which you travel to your destination and project that line beyond your destination. If such line intersects with a bubble anywhere no more than 500 km from your final destination you will be either stopped or dragged to the edge of such bubble. (Yes! Dragged beyond your destination! Bubbles situated in this way are commonly referred to as drag bubbles.) Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is less than 100 km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there).<br />
** '''Catch bubbles''', also known as '''Stop bubbles''', are those placed in front of the intended destination, causing the ship to get caught in the bubble in front of their destination.<br />
<br />
<br />
[[File:warpdisruption.jpg]]<br />
<br />
==Specialized ships==<br />
<br />
While all ships can use tackling equipment with great success certain ships have specific hull bonuses that make them into unique tackling ships.<br />
<br />
The so called "tackle frigates" are for most the entry point to tackling ships. These ships are fast, agile and have a hull bonus that reduces capacitor usage of webs, points and scrams by 80%. These ships are often used as initial "hero tackle" that flies to the enemy to hold them still while rest of the fleet comes behind.<br />
* {{sh|Slasher}}<br />
* {{sh|Atron}}<br />
* {{sh|Condor}}<br />
* {{sh|Executioner}}<br />
<br />
<br />
The direct upgrade from T2 tackle frigates are the T2 [[interceptors]]. These are all T2 variants of the above T1 frigates. For each ship there exists two interceptor variants: a combat interceptor with damage oriented bonuses, and a fleet interceptor with bonus to point and scram range (and the ability to fit an Interdiction Nullifier). The interceptors also have reduced signature bloom from MWD and 80% reduction in point, scram and web capacitor usage.<br />
<br />
Fleet interceptors:<br />
* {{sh|Stiletto}}<br />
* {{sh|Ares}}<br />
* {{sh|Crow}}<br />
* {{sh|Malediction}}<br />
Combat interceptors:<br />
* {{sh|Claw}}<br />
* {{sh|Taranis}}<br />
* {{sh|Raptor}}<br />
* {{sh|Crusader}}<br />
<br />
<br />
The next step up changes the style of tackling completely. [[Interdictors]] are T2 [[destroyers]] that are able to create a warp disruption bubble for two minutes. After launching the bubble the interdictor is free to move and even killing the interdictor will not release the victim from the bubble. But the pilot has to be careful when they launch the bubble as the module has moderate reload time and will also stop friends and even the pilot himself from warping away.<br />
* {{sh|Sabre}}<br />
* {{sh|Eris}}<br />
* {{sh|Flycatcher}}<br />
* {{sh|Heretic}}<br />
<br />
<br />
[[Heavy Interdictors]] are the big brothers of interdictor. These T2 cruisers field very high tank with their T2 resist profile and additional resist bonus. Their module of choice is the warp disruption field generator. With this module heavy interdictors are able to put up a warp disruption bubble at will (but may not be able to drop it at will, as the bubble's 30-second cycle cannot be cut short). Heavy Interdictors must take advantage of their high resistances, as they cannot receive allied remote repairs while their disruption generator is active. The warp disruption field generator can also be used with either disruption or scrambling scripts that turn the module into infinitely strong long range point or scram.<br />
* {{sh|Broadsword}}<br />
* {{sh|Onyx}}<br />
* {{sh|Phobos}}<br />
* {{sh|Devoter}}<br />
<br />
<br />
The Minmatar and Gallente [[Electronic Attack Ship|Electronic Attack]] Frigates receive large bonuses to specific tackle modules. The Minmatar [[Hyena]] receives a 40% bonus to web range per skill level in {{sk|Electronic Attack Ships}}, while the Gallente [[Keres]] receives a 15% bonus to warp disruptor and warp scrambler range, and a 10% reduction to disruptor and scrambler activation cost, per skill level.<br />
* {{sh|Hyena}}<br />
* {{sh|Keres}}<br />
<br />
<br />
The Minmatar and Gallente [[Recon Ships]] receive similar but stronger bonuses to their smaller Electronic Attack siblings. The Minmatar recons receive massive 60% bonus to web range per skill level in {{sk|Recon Ships}}, while the Gallente recon cruisers receive equally frightening 20% bonus to warp disruptor and warp scrambler range per level.<br />
* {{sh|Huginn}}<br />
* {{sh|Rapier}}<br />
* {{sh|Lachesis}}<br />
* {{sh|Arazu}}<br />
<br />
<br />
The Minmatar and Gallente [[Strategic Cruisers]] electronic warfare subsystems are specialized in tackling, and while their bonuses are weaker than those of the Recon Ships, they can be used in addition to the strategic cruisers' other combat abilities. The Loki's Immobility Drivers give a 25% bonus to web range, and a 10% increase to web [[Overheating|overheat]] bonus per skill level in {{sk|Minmatar Core Systems}}, while the Proteus's Friction Extension Processor give a 7.5% bonus to warp disruptor and scrambler range, and a 15% increase to their overheat bonuses per skill level in {{sk|Gallente Core Systems}}.<br />
* {{sh|Loki}}<br />
* {{sh|Proteus}}<br />
<br />
<br />
<br />
In addition to the T2 and t3 ships there also exist wide variety of pirate ships with tackling related bonuses.<br />
<br />
The [[Mordu's Legion]] line of ships all receive 10% bonus per level in relevant Gallente ships to warp disruptor and scrambler range. While rarely used as fleet tackle, the extended range on these ships allows for fighting outside the enemy's effective while still holding them on grid.<br />
* {{sh|Garmur}}<br />
* {{sh|Orthrus}}<br />
* {{sh|Barghest}}<br />
<br />
<br />
The [[Serpentis]] line of ships receive 10% bonus per in relevant Minmatar ship to stasis webifier ''effectiveness''. This means that at level 5 in the relevant Minmatar skills, a Serpentis ship with a Tech II webifier will slow a targeted ship by ''90%'' with a single web.<br />
* {{sh|Daredevil}}<br />
* {{sh|Vigilant}}<br />
* {{sh|Vindicator}}<br />
* {{sh|Vehement}}<br />
* {{sh|Vendetta}}<br />
<br />
<br />
The [[Blood Raider Covenant]] line of ships receive 20% bonus to web range per level in relevant Minmatar ship skill. However, these ships are rarely used for their web bonuses, as their energy neutralizing bonuses are more significant.<br />
* {{sh|Cruor}}<br />
* {{sh|Ashimmu}}<br />
* {{sh|Bhaalgorn}}<br />
* {{sh|Chemosh}}<br />
* {{sh|Molok}}<br />
<br />
==Extra Modules for Tackle Ships==<br />
<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! style="background:#222222;" | Module<br />
! style="background:#222222;" width="70%;" | Use<br />
! style="background:#222222;" | Skills<br />
|-<br />
| [[File:Module icon afterburner tech1.png|32px]] Afterburner<br />
| style="background:#333333;" | As fitted to military jet fighters, afterburners (or ABs) can be fitted to ships in EVE Online. The afterburner increases your sub-warp speed by a percentage. Afterburners are often used while in orbit around a target to help evade enemy fire and keep the user's ship alive. However, in the face of microwarpdrives, they are often not fast enough to leap into battle on their own and catch enemies who are not yet in range.<br />
<br />
The Tech 1 module boosts your speed by 115% (thus it doubles your speed plus another 15%). The Tech 2 version boosts your speed by 135%. Faction and Deadspace variations of this module offer further speed boosts (of 140-160%), but are much more expensive and thus not commonly used.<br />
| <br />
* {{sk|Navigation|I}}<br />
* Tech 1: {{sk|Afterburner|I}}<br />
* Tech 2: {{sk|Afterburner|IV}}<br />
|-<br />
| [[File:Module icon microwarpdrive tech1.png|32px]] Microwarpdrive<br />
| style="background:#333333;" | The microwarpdrive (or MWD) is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner, however it comes with several drawbacks. Unlike an afterburner, a microwarpdrive is extremely effective at getting into, or out of, an enemy's range, but is not at all effective at helping evade enemy fire. An active MWD grants a 500% boost to sub-warp speed, but also increases the ship's signature radius by 500%, making it far easier to hit than its speed would imply. Also, as mentioned above, microwarpdrives are forcibly deactivated by hostile Warp Scramblers. MWDs also consume more capacitor to operate, and having an MWD fitted to a ship reduces the ships maximum capacitor capacity (and thus, indirectly, the ship's capacitor regeneration rate). As a result of all this, it is often best to use an MWD to get into tackle range of a target, and then deactivate it while in close orbit to avoid being hit.<br />
<br />
The Tech 1 module gives a 500% bonus to speed, at the cost of 500% increased signature radius and 25% reduced capacitor capacity. The Tech 2 module gives a 510% boost to speed, but only 20% reduced capacitor capacity. However, the use of Tech 2 MWDs is often frowned upon, in favor of the Quad LiF Restrained variant, which gives a 505% bonus to speed, 20% reduced capacitor capacity, only 450% increased signature radius (mitigating a little of the evasion problem), and lower capacitor consumption than the Tech 2 variant.<br />
<br />
Faction and Deadspace microwarpdrives are popular on more expensive ships, as while they do not offer great improvements to speed, they offer greatly reduced capacitor capacity and signature radius penalties. They are, however, very expensive and thus not worth using unless you ''know'' you won't lose them.<br />
| <br />
*{{sk|Navigation|II}}<br />
*{{sk|Afterburner|III}}<br />
*Tech 1: {{sk|High Speed Maneuvering|I}}<br />
*Tech 2: {{sk|High Speed Maneuvering|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.<br />
<br />
The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster (which you should in most cases, as the range will not be necessary), the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.<br />
| <br />
* {{sk|CPU Management|II}}<br />
* Tech 1: {{sk|Long Range Targeting|I}}<br />
* Tech 2: {{sk|Long Range Targeting|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Remote Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | In extreme cases where a fleet decides that tackle must be secured as fast as possible, one or more non-tackle ships in the fleet may be fitted with Remote Sensor Boosters, and have them active on the tackler ship. These modules provide slightly greater bonuses than regular sensor boosters, but can only be used on allies (and not on yourself) and thus must be prepared and coordinated in advance.<br />
<br />
These modules are commonly seen in Gate Camps, to ensure that the campers catch their targets.<br />
| <br />
* {{sk|CPU Management|III}}<br />
* Tech 1: {{sk|Sensor Linking|I}}<br />
* Tech 2: {{sk|Sensor Linking|IV}}<br />
|-<br />
| [[File:Module icon overdrive.png|32px]] Overdrive Injector System<br />
| style="background:#333333;" | As a tackler, speed is important in order to reach your target quickly. The faster you can get into targeting and warp disruption range, the faster you can tackle the target. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so you can ignore that penalty.<br />
<br />
The sub-warp speed increase of the tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase speed (and a 20% cargohold penalty).<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon nanofiber.png|32px]] Nanofiber Internal Structure<br />
| style="background:#333333;" | This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile. Using this module will help you accelerate and align faster, allowing you to reach targets faster, and allow you to keep a closer orbit at a higher speed, making you harder to track and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The downside of this module is that you get a lower amount of structure hit points (HP). In a way this downside doesn't matter though, because, generally speaking, tackling frigates tend to either be able to rely on their shields, armor, and speed for long enough to either be saved by the logi or pull range and escape, or if their armor doesn't hold up and they do enter structure they're pretty much dead anyway.<br />
<br />
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction, at the cost of 15% structure HP. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon propulsion rig tech2.png|32px]] Navigation Rigs<br />
| style="background:#333333;" | Sometimes, there aren't enough low power slots to go around. Auxiliary Thrusters rigs give a 7.25% bonus to sub-warp speed, akin to a weaker Overdrive Injector. Polycarbon Engine Housing rigs give a 5.5% bonus to sub-warp speed, and 9.1% reduction to inertia, akin to a weaker Nanofiber. Both rigs come at the cost of 10% Armor HP. These rigs can be useful if there are not enough low slots to fit an Overdrive or Nanofiber, but more speed is required. However, these rigs are not ideal on ships which rely on armor for their defense.<br />
| ''(Rigs do not require skills to use)''<br />
|-<br />
| [[File:Icon module damage control.png|32px]] Damage Control<br />
| style="background:#333333;" | The damage control increases your shield, armour, and hull resistances to all damage, making you much harder to kill. One of the most all-purpose efficient defensive modules in the game, a very much recommended module for any tackler, however it does cost some CPU which can at times be in short supply on frigates. It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.<br />
<br />
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.<br />
| <br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|IV}}<br />
|-<br />
| [[File:Icon shield extender.png|32px]] Medium Shield Extender<br />
| style="background:#333333;" | A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While high speed will reduce the damage that you take, it will only reduce it - fitting modules to increase your HP will keep you alive and able to tackle for much longer.<br />
<br />
While a small shield extender will be easier to fit, a medium extender provides far more HP and is generally preferred. You may need to use a Micro Auxiliary Power Core in order to provide the powergrid to fit one. A Tech 1 medium shield extender gives you an additional 750 base shield hitpoints (most frigates have between 350 and 500 shield hitpoints to begin with, so that's a huge difference). A Tech 2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!<br />
| <br />
* Tech 1: {{sk|Shield Upgrades|I}}<br />
* Tech 2: {{sk|Shield Upgrades|IV}}<br />
* (Optional) {{sk|Capacitor Management|II}}<br />
''(to fit a Micro Auxiliary Power Core)''<br />
<br />
|-<br />
| [[File:Icon skirmish command burst.png|32px]] Command Bursts<br />
| style="background:#333333;" | These are not modules that a tackle ship itself will fit but they're good to be aware of. [[Command Bursts]] are a set of modules fitted by Combat Battlecruisers, Command Destroyers, Command Ships, and specially fit Strategic Cruisers, which when active improve the combat capabilities of ''all'' nearby ships in their fleet. Shield and Armor Command Bursts can help a tackler by making them more durable, but the most useful bursts are Skirmish Command Bursts; as they can improve a tackle ship's flight speed, increase acceleration and decrease signature radius, and increase the range of warp disruptors, scramblers, and stasis webifiers.<br />
| <br />
''(No skills are needed to benefit from friendly Command Bursts.)''<br />
|}<br />
<br />
=Fitting theory=<br />
<br />
==Warp scrambler or warp disruptor?==<br />
<br />
The primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a warp disruptor or a warp scrambler. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km with the Tech 1 module, or 24km with the Tech 2 module) which allows the tackler to keep more distance from their target. This can increase their survivability against targets with stasis webifiers and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make them easier to hit with turrets. It means the tackler can also tackle the target faster because they don't need to get within 9 km or even less first. Warp disruptors take a lot of capacitor to run and can quickly drain a frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the initial tackle and smart tacklers will turn them off once someone else has put a warp scrambler on the target. Warp disruptors are especially popular on specialised Tech 2 interceptors, which receive bonuses to their range and a reduction to the amount of capacitor they use.<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - it also shuts down their microwarpdrive. Since almost all ships larger than frigates will be running a microwarpdrive, a warp scrambler will slow them down significantly. This allows the rest of the the tackler's fleet to get in range of the target more easily, and prevents the target from running away or getting back in range of a stargate. For this reason, having at least some warp scramblers is is essential to any fleet. Warp scramblers use significantly less capacitor than warp disruptors, and so it should be possible to keep them running indefinitely. Using a warp scram will put the tackler within range of stasis webifiers and energy neutralizers which can be a threat to a frigate, however guns will struggle to track a frigate at this range meaning in most cases the tackler will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
<br />
Using a warp scrambler puts the tackler quite close to smartbomb range (which is 5km, or 6km if the target is using Tech 2 smartbombs). They need to be careful when engaging a target that is likely to be equipped with smartbombs (i.e. battleships in low security space). If the tackler suspects that the target might be using smartbombs it's a good idea for them to set their orbit between 6 and 7.5km, which should put them safely outside of their range.<br />
<br />
If a tackler has both a disruptor and a scrambler fitted, a tactic known as 'drive-by scramming' can be used. In this, the tackler spends most of their time using their disruptor, outside of scram range, but at important moments dives in for a few seconds to land a scram on their target (to disable a microwarpdrive or micro jump drive), and then flies out back into their safer disruptor range.<br />
<br />
==Afterburner or microwarpdrive?==<br />
<br />
At first glance you might think that both of these modules perform the same function - both increase your speed, and since the microwarpdrive increases your speed more it must be the better choice. Like many things in EVE Online, it isn't quite that simple.<br />
<br />
A microwarpdrive has a couple of serious drawbacks. The most important one is that while the module is activated it will increase the ship's signature radius by up to 500%; this will make it much easier to hit and will cause the ship to take a lot more damage from cruiser sized and bigger weapons. This will massively increase the tackler's chances of dying. Also, the microwarpdrive uses a lot of capacitor and the tackler will most likely not be able to run it for an extended period of time. For these reasons, an microwarpdrive is used only to get into range of the target and should be turned off once the tackler are in range to tackle the target. Once that has happened the tackler will only be able to orbit their target at the regular speed of their ship. Also keep in mind that a player will not be able to use the module at all when someone is using a warp scrambler (not a warp disruptor) against them, since these disable microwarpdrives.<br />
<br />
An afterburner on the other hand does not increase the ship's signature radius at all and it needs far less capacitor, meaning a tackler can keep it activated even while they are orbiting their target. Since they are able to travel more quickly without increasing your signature radius, an afterburner will decrease the chances for the opponent's turrets to hit the tackler as well as reducing the amount of damage they receive from missiles. While an afterburner is not as useful for chasing targets or getting into range, it does help the tackler survive once they get there.<br />
<br />
To summarise, an microwarpdrive will let the tackler get into range quickly, but they will be more at risk once they get there. With an afterburner the tackler will take longer to get into range, but will take less damage once they do.<br />
<br />
In most cases, it is recommended that tackler frigates fit a microwarpdrive in order to close range more quickly and to help them catch up with fast moving targets. However, flying with an microwarpdrive is less forgiving than using an afterburner since things will happen more quickly - the tackler will need to be more aware of the range to their target and whether their microwarpdrive is currently turned on or off. If a tackler is trying PVP for the first time, an afterburner might be an easier choice.<br />
<br />
It is possible to fit both an afterburner and a microwarpdrive to a ship (known as 'dual propulsion' or 'dual prop') if the player has enough midslots as well as the CPU and PG to do so - this is popular on some Tech 2 and faction ships, but is difficult to do on most Tech 1 frigates and is not recommended for new players.<br />
<br />
Tech 2 interceptors (and to a lesser extent Tech 2 assault frigates) receive bonuses to microwarpdrives which reduce the signature radius penalty which they provide. As a result, they take much less damage when running microwarpdrives during combat. Long-ranged 'fleet' interceptors in particular will often keep their microwarpdrives on for the whole duration of a fight.<br />
<br />
==What type of tank?==<br />
<br />
After the tackle and propulsion module, the most important thing to fit on a tackler is tank - it's no use catching a target if they can simply kill the tackler and escape.<br />
<br />
You'll sometimes see people fitting their tackling frigates with all speed modules and no tank. The most common place that you'll see these is on killboards, killed in droves by whatever they were trying to tackle. While speed is important, a tackle frigate should already be fast enough to catch most ships in the game (especially if you're using a microwarpdrive) and enhancing that further is not the main priority.<br />
<br />
No matter what else they do, a tackler should almost always fit a damage control in one of their low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, the tackler has two options - they can either fit a shield tank or an armour tank. A shield tank is usually the best choice for a tackler, providing they have enough mid slots to fit one (they will need at least three - one for the microwarpdrive or afterburner, one for the scrambler or disruptor, and one for the tank). This is because a shield tank does not slow the tackler down, which lets them get in range of the target more quickly. An ideal shield tank for a tackler frigate is a single Medium Shield Extender (this gives much more HP than a small shield extender, and it is possible to fit one on most frigates - new players will probably also need to fit a Micro Auxiliary Power Core to provide the necessary powergrid). They may also want to fit shield resistance rigs, such as a Small EM Shield Reinforcer - these are very cheap compared to other rigs, and will further increase the toughness of their ship. Fitting a shield tank will increase the tackler's signature radius slightly (making them a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If the tackler can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow the ship down, but the extra HP it provides can make a big difference particularly if they also fit armour resistance modules (such as an Adaptive Nano Plating). A 200mm Reinforced Steel Plate is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow the ship down too much. Armour rigs are generally not recommended on a tackler since they will slow the ship down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, the tackler will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters). This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage they are likely to take if they are getting shot at by another player - the tackler will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow the ship down, and can still be helpful if they are only taking a small amount of damage.<br />
<br />
In addition to the actual hitpoints, the high speed of the tackler frigate should help reduce the amount of damage that they take. It generally does not reduce it enough to prevent damage entirely - even on a specialised Tech 2 interceptor - however combined with a few tanking modules it should keep them alive for longer. If the tackler has any low slots or rig slots left over after fitting the tank, it's a good idea to fill them with modules which enhance the tackler's speed (such as Overdrive Injectors or Small Auxiliary Thruster rigs).<br />
<br />
For simple PvP guidance, noting that a Warp Scrambler (scram) shuts down MWDs, remember that you should first decide the range you plan to fight at. If you will be fighting within close/brawling range, a Warp Scrambler will give you good bang for buck but you should expect to be scrammed back and would lose your MWD perhaps consider choosing an AB first. If you are fighting at longer ranges, you may choose to use a Warp Disruptor (point) and get away with an MWD but taking care not to get to close enough to your prey to be scrammed and your MWD disabled.<br />
<br />
There are the extra considerations mentioned above, such as increased signature radius and speed from an MWD, but as a starting point the choice to combine scram with MWD likely means losing use of the MWD as you get into scram range. Similarly, point with AB means the prey can speed around with their MWD still on and control the battlespace, potentially zipping off out of point range and warping away, even though you managed to point them. So, perhaps consider starting with close range+scram+AB(+web) or longer range+point+MWD.<br />
<br />
==To fit a stasis webifier or not?==<br />
<br />
Stasis webifiers are great modules as they significantly decrease the speed of a target ship. Stasis webifiers are fairly short ranged, with a range only slightly longer than a warp scrambler. This makes fitting a stasis webifier a good decision if the tackler is already fitting a warp scrambler, since they will be operating well inside webifier range anyway. Furthermore, if the tackler is engaging an enemy fitted with an afterburner, the warp scrambler will not be enough to hold the enemy in place, and the webifier will be required for the tackler to be able to stay in range.<br />
<br />
If the tackler is fitting a warp disruptor, the decision is slightly less clear cut. They first need to decide whether they plan to fly inside stasis webifier range; despite the fact that they have a long ranged warp disruptor, the tackler will generally be harder to hit if they orbit as close as possible, and they may want to fly inside web range anyway. If they do, fitting a stasis web makes a lot of sense. On the other hand the tackler may want to stay outside of stasis webifier range, either because they are flying a Tech 2 interceptor which will be running its microwarpdrive all the time, or because they want to avoid their target's webs and energy neutralizers. If this is the case, there's not much point fitting a stasis webifier since the tackler is unlikely to be in range to use it and they would be better off using that mid slot for a different module (for example a sensor booster to help them lock faster, or a tracking disruptor to protect their fleet-mates, and themselves, from the opponent's turrets).<br />
<br />
==To fit a sensor booster or not?==<br />
<br />
Sensor boosters increase the scan resolution of the tackler's ship and thus allow them to lock a target faster and/or the increase the locking range of their ship (depending on which script is used). A sensor booster makes sense if the tackler is fitting a warp disruptor, however it should not take precedence over tanking modules such as shield extenders.<br />
<br />
Sensor boosters can increase either the tackler's targeting range or their locking speed (or both) depending on which script you load them with. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing the tackler to start locking a target while they are still approaching them, and before they get into warp disruptor range. This means they can turn on your warp disruptor as soon as they get into range, instead of having to wait while they lock them first. The additional scan resolution will let the tackler lock targets faster, although a frigate will already lock pretty quickly. This is mainly useful when trying to catch targets coming through a stargate.<br />
<br />
==Long range or short range weapons?==<br />
<br />
In most cases a tackler should fit short range weapons for a couple of reasons. Obviously if their ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If their ship is designed to be used at long range they still should consider using short range weapons to fight off drones that are attacking them as well as enemy ships that manage to get too close.<br />
<br />
The problem with fitting short range weapons to a long range tackler is the temptation to get within weapon range on the primary target so the tackler can apply some damage to it. Quite often they might get away with this, but eventually they will end up getting themselves killed for doing that because they got within range of smartbombs, stasis webifieres and other modules that ruin their day. So make sure to use the modules and weapons as they are intended to be used.<br />
<br />
Long range weapons really only make sense if for whatever reason the tackler needs to be able to hit their target from a distance. For example, if they are fitted for long range tackling while they are in a small gang and the fleet needs as much DPS as possible or if they are in a frigate only fleet. In a regular fleet the damage from a Tech 1 tackling frigate is usually very small and should not be the priority; the tackler's main concern should be to tackle the target and stay alive. Of course with a large number of tacklers all those small amounts do add up, so there's no reason to not use the high slots if the tackler has some CPU and PG to spare.<br />
<br />
For a lot of frigates it makes sense to use projectile turrets (autocannons or maybe artilleries) even though the ship might not give any bonus for them. Projectile weapons do not use any capacitor and ACs also require very little CPU and PG. Hybrids and lasers only make sense if your ship grants a reasonable bonus to damage, range or maybe tracking.<br />
<br />
;No weapons<br />
<br />
There is another philosophy in tackle fitting, in which some tackle ships do not fit weapons ''at all'' in order to both save on fitting space (giving more room for defenses) and save on the thought processes of thinking about the weapons' activation, ammunition, and effective range.<br />
<br />
===Using drones===<br />
<br />
Some Tech 1 frigates can use at least one small drone and they should utilize that, even if it won't make much difference individually. Not using the drone bay pretty much equals not using a slot on the ship. A simple combat drone like a hobgoblin or a warrior is fine, and if the tackler has trained up their drone skills they could maybe use an electronic warfare drone. Anything is fine really, as long as they use it.<br />
<br />
===Nosferatu===<br />
Some Attack frigates have a utility high slot that cannot be filled with a weapon due to lack of hardpoints. If the enemy is expected to fit energy neutralisation modules, in this case a nosferatu may be useful as a way to siphon off capacitor energy to maintain the tackler's warp disruptor. <br />
<br />
<br />
==Tech 1 or Tech 2 modules?==<br />
''see also [[Tech and meta levels#Tech 1 (Meta 1-4)|Tech and Meta Levels]]''<br />
<br />
Using Tech 2 modules will improve the tackler's performance, however they require somewhat better skills and are a lot more expensive and for some modules it might not be worth it on a Tech 1 frigate.<br />
<br />
Keep in mind that there are so called 'meta' versions of all modules as well, which offer more performance than vanilla Tech 1 and one or more other specific bonuses. Meta modules are often very cheap, and in most cases should be used instead of tech 1 modules whenever possible.<br />
<br />
A Tech 2 warp disruptor offers 4 km more range than any Tech 1 version and requires only one additional level of propulsion jamming, so it's very useful and in fact recommended for long range tacklers if they can afford it. Tech 2 damage controls are also significantly better than their Tech 1 counterparts, and Meta damage controls tend to be very expensive (and should thus only be used when the fitting space cannot be found anywhere else).<br />
<br />
==To fit electronic warfare modules or not?==<br />
<br />
Using a spare midslot for a random [[electronic warfare]] (EWAR) module will multiply the value of the ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt the opponent's ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An electronic warfare module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in the fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most Tech 1 frigates that are used for tackling do not provide any bonus to a specific type of electronic warfare. However, electronic warfare modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
=Skills for tackling=<br />
<br />
None of these skills are actually essential - a player can still be a great tackler without them - but they will make the tackler's life easier and mean a better tackler. Players should train them to IV, if they intend on tackling a lot. Most of these skills will also affect all other ships a pilot flies, and so will be useful even it a pilot largely stops flying tackle.<br />
<br />
* {{sk|Spaceship Command}} - increases agility by 2% per level, allowing for faster acceleration and alignment, and tighter orbits<br />
* {{sk|Evasive Maneuvering}} - increases agility by 5% per level, allowing even tighter orbits<br />
* {{sk|Navigation}} - increases speed by 5% per level<br />
* {{sk|Acceleration Control}} - increases the speed boost from a microwarpdrive or afterburner by 5% per level<br />
* {{sk|High Speed Maneuvering}} - 5% reduction in capacitor required by a microwarpdrive per level<br />
* {{sk|Propulsion Jamming}} - 5% reduction in capacitor required by tackle modules per level. Also required for using most T2 tackle modules.<br />
* {{sk|Warp Drive Operation}} - reduces the capacitor required to enter warp by 10% per level, meaning the player can warp further in one go<br />
* {{sk|Signature Analysis}} - improves targeting speed by 5% per level<br />
* {{sk|Thermodynamics}} - allows a player to [[Overheating|overheat]] their point for extra range, and their propulsion module the additional speed<br />
<br />
=Tips for practical tackling=<br />
<br />
* During the fight, a tackler should locate their target and approach them, with their propulsion module running. Once the tackler is in locking range, they should lock the target. When they are in range for their warp disruptor/scrambler they should activate the module. Once the module is activated, they should normally announce to the fleet on mumble that they have a point on the target, so the damage dealing ships can join in. Once the tackler is orbiting the target, they should turn off their microwarpdrive if they have one. When the target is pointed the tackler can also activate their stasis webifier if they have one.<br />
* In some situations tacklers may want to keep their disruptors "hot" i.e. activated before they have a target. This will enable them to get tackle a bit faster once they have a target. If a tackler does this they should ensure that they have auto targeting turned off in the Options menu, to avoid tackling friendly or neutral targets.<br />
* Sometimes the fleet commander will call specific targets for tacklers. In the absence of any specific targets, however, tacklers should normally pick a target whose character's name starts with the same letter as theirs, or as close as possible in the alphabet. This will help ensure that the fleet's points are spread amongst the opponents fairly evenly. Pay attention to mumble and try to pick a different target if somebody else has already pointed the opponent you were headed for, or if your designated target is too far away or too fast for you to catch.<br />
* A ship can initiate warp to any friendly ship that is at least 150km away. If a tackle frigate is 150km away from the main fleet, the fleet can initiate warp using the tackle frigate as a reference point. Note, however, that they do not have to warp to the tackle frigate. The shortest distance that a ship can warp is a mere 50km, by warping to 100km from a beacon 150km away. This leads to another trick for tackle frigates. If they are not actively engaging a pointed target, they should consider burning directly away from it until they are at least 150km from the main fleet. This allows those ships to "warp at range" to the tackle frigate, and hopefully land directly on top of the target. This requires some co-ordination; it's no point everyone burning away and no-one staying to apply point / web / scram.<br />
* Once a player commits a hostile act, they cannot use jump gates (or dock) for sixty seconds. A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away. To prevent this happening, most fleet commandeers will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship. In this situation, tank can be important. In the worst case, a tackler might need to hold a hostile ship for the full sixty seconds while their fleet's timers expire, plus another ten or so while they jump and load the grid.<br />
==See also==<br />
* [[Warp mechanics]]<br />
<br />
[[Category:Game mechanics]][[Category:PvP]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Tackling&diff=175183Tackling2021-10-09T09:54:29Z<p>Arexand Oskold: /* Specialized ships */ marked which interceptors are fleet vs combat</p>
<hr />
<div>'''''"The art of immobilizing the opponent in a way that said ship is unable to move"''''' <br />
<br />
'''Tackling''' is the act of pinning down a ship so that it cannot escape. Tackling is the backbone of [[PvP]] in EVE, as ships that are not tackled will likely be able to warp out and disengage before they are destroyed. Tackling is usually accomplished using modules such as Warp Scramblers and Stasis Webifiers, but there are a variety of modules that can either slow down enemy ships or disable their ability to warp. Though tackling usually refers to the combination of stasis webifiers and warp disruption, warp disruption is the necessary ingredient that distinguishes tackling from simply slowing down opponents.<br />
<br />
A '''tackler''', then, is a pilot whose job it is to pin down a ship so that other players can kill it, though this term can also be used to refer to a ship fit for that purpose. Tackle ships are generally not fit to deal significant amounts of damage (if any), but [[battleship]] fights without tacklers usually end when the side whose shields drop just warps out. This means that it is the tackler who facilitates kills, and for this reason tacklers are included on kill mails. Without one side being trapped, it's very rare that a given fight will end with a ship kill.<br />
<br />
Tacklers also serve as the backbone of fleet operations, and fleet commanders will generally prioritize effective deployment of fleet tacklers under their command.<br />
<br />
=Types of tackle=<br />
<br />
* {{co|wheat|First Tackle}}: The job of first tackle is to be first on the scene and to hold the target so that they can't warp away. This also means they are normally the primary target for the person they are trying to tackle, because they represent a threat. This role is often filled by an [[interceptor]], but a Tech 1 [[Tackler_Frigate#Fast_Frigates|fast frigate]] can also be used.<br />
* {{co|wheat|Second Tackle}}: In a fleet situation, this is "everyone else". Second tackle's role is to grab the ship tackled by first tackle and slow it down so the damage dealing ships can join the fun. Once two or three second tacklers have the ship, it is basically dead in the water and the heavier ships can either catch up or warp to the tacklers. <br />
* {{co|wheat|Heavy Tackle}}: Heavy tackle ships are ships fit for high survivability, capable of holding down targets for extended periods of time. They are usually ships with bonuses to webs or warp disruption.<br />
** [[Heavy Interdiction Cruisers]] often fill this role, as they can not only use interdiction bubbles, but can also scram and point from long ranges. They are also uniquely suited to tackling supercapitals due to their high warp scramble strength ("infinipoints").<br />
* {{co|wheat|Gate Tackle}}: Gate tackle is a specialised form of tackle, where the emphasis is not on speed but on lock time. Their job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down. Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. Some speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as they are operating with the rest of the fleet.<br />
<br />
=Fitting for tackling=<br />
==Tackle Modules==<br />
There exist a wide variety of modules designed for stopping your target from escaping. These modules will either stop your target from warping away, slow down the target ship or stop them from using micro warp drives or micro jump drives.<br />
[[File:Grappler-web.png|400px|thumb|right|Comparison between grapplers and webifiers. The T2 grappler is superior to T2 web when the target is within 8km range. Click to enlarge.]]<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Warp Disruptor|link=]]<br />
|<br>The '''warp disruptor''' (also called "'''point'''" or "'''long point'''") does what its name says: it disrupts the warp core of an opponents ship, making them unable to warp away.<br />
<br />
The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point. Faction variations of this module exist, with reduced CPU and capacitor costs and increased range (out to 30km at most)<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon warp scrambler i.png|Warp Scrambler|link=]]<br />
|<br>The '''warp scrambler''' (also called "'''scram'''", "'''point'''", or "'''short point'''") works on same basic principles as the warp disruptor, in that it will disable the warpcore of the opponent's ship. However, in addition to stopping warping the warp scrambler stops the ship from using [[Propulsion equipment|micro jump drives, micro jump field generators, and microwarpdrives]]. These propulsion modules will be disabled regardless of the ship's remaining warp core strength. This makes scramblers vital in catching certain fits.<br />
<br />
The basic range for a warp scrambler is significantly lower than that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points. Faction variations of this module have increased range (out to 11.25km at most), and warpcore disabling strengths of 3 points. Warp scramblers also consume significantly less [[capacitor]] than warp disruptors.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon_inderdiction_sphere_launcher.png|Interdiction Sphere Launcher|link=]][[File:Icon warp disrupt probe.png|Warp Disrupt Probe|link=]][[File:Icon stasis webification probe.png|Stasis Webification Probe|link=]]<br />
|<br>The '''Interdiction sphere launcher''' is used for launching Warp Disrupt Probes. This probe creates a warp disruption bubble, with a 20km radius, that lasts for two minutes before collapsing. All ships within this field cannot activate their warp drives to leave, however they can otherwise move freely. As the field is an area of effect warp disruption method this module works even if the ship is unable to target the target. The probe is also completely independent and will keep the bubble up even if the interdictor is destroyed, however the probes can be destroyed by [[Smartbombs]]. <br />
<br />
This module can only be used by [[Interdictors]]. This module cannot be activated in High or Low security space.<br />
<br />
See the below section on [[#Warp disruption fields|Warp disruption fields]] for bubble mechanics.<br />
<br />
This module has no variations, however there is a Surgical variant of the probe which has only a 10km radius but lasts three minutes.<br />
<br />
The Howling Interdictors update on 27th October, 2020, added an additional variant of the probe: the Stasis Webification Probe, or 'Wubble'. When dropped, a Wubble will sit idle for 3 seconds, then detonate, applying a 30% speed reduction to all ships within 10km of the point where it was dropped. Unlike normal bubbles, the Wubble probe will not persist after it detonates, and does not otherwise interfere with affected ships warp drives. However, Wubbles can be used in combination with normal bubbles to hinder and disrupt an enemy fleet.<br />
<br><br><br />
|-<br />
|[[File:Icon warp disruption field generator.png|Warp Disruption Field Generator|link=]]<br />
|<br>The '''Warp disruption field generator''' is a specialized warp disruption module which can only be used by [[Heavy Interdiction Cruisers|heavy interdiction cruisers]]. The Generator can be used in three different modes: Unscripted, Focused Disruption, and Focused Scrambling. When used unscripted, the generator creates an interdiction field similar to that of an Interdiction Sphere Launcher, but centered on the generating ship rather than an outside probe. When unscripted, the generator cycles in 30 seconds, and while it can be kept running it cannot be deactivated early. When used scripted, the generator targets its disruption on a single ship with an insurmountable 100 points of warpcore disabling strength (leading to the nickname "Infinity Point"). When scripted, the generator cycles in only 6 seconds, but drains the ship's capacitor more quickly. Additionally, when used scripted on a hostile capital ship, it will disable that capital ship's ability to activate stargates to leave the system.<br />
<br />
While a warp disruption field generator is active, the ship activating it suffers a 50% increase to its signature radius, and cannot be targeted by allied remote repairs or capacitor transmitters.<br />
<br />
Different effects of the module:<br />
* Without scripts this module forms a warp disruption bubble and is limited to null security and wormhole space only. See [[#Warp disruption fields|Warp disruption fields]] for details.<br />
* With warp disruption script it works as a warp disruptor module with increased range and infinite strength. This script greatly extends the field generator's normal range. This script allows the module to used anywhere.<br />
* With warp scrambling script it works as a warp scrambler with increased range and infinite strength. Like the normal scrambler this also stops the target from using MJD, MJDFG or MWD. This script slightly reduces the field generator's normal range (however it is still much longer range than an ordinary scrambler). This script allows the module to used anywhere.<br />
<br />
Different variations of this module have different ranges, however in most cases the only variants used are T2 (20km), and True Sansha (21km). This module's range is also affected by the pilot's level in {{sk|Heavy Interdiction Cruisers}}, and the script equipped (if any).<br />
<br><br />
<br />
|-<br />
|[[File:Icon stasis webifier i.png|Stasis Webifier|link=]]<br />
|<br>The '''stasis webifier''' (also called a "'''web'''") is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship. The sub-warp speed is the speed that you normally fly around at.<br />
<br />
The sub-warp speed reduction depends on the version of the module. The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Both modules have a maximum range of 10km. Faction variations of this module exist, and come in varying levels of increased range and either 50%, 55%, or 60% speed reduction (up to 14km/60% or 15km/55% at most).<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|I}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br />
While tackling someone, a tackler should always use a warp disruptor or scrambler before the stasis webifier. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.<br />
<br><br><br />
<br />
|-<br />
|[[File:grappler.png|Stasis Grappler|link=]]<br />
|<br>The '''Stasis grappler''' is the big brother of normal stasis webifier. It has much greater velocity modifier than the normal webifier.<br />
<br />
But unlike stasis webifier the grappler has only 1 km optimal and a 8-12 km falloff range. The strength of applied effect is reduced using same formula as [[Turret damage|turret]] hit chance. Meaning that at optimal+falloff range the applied slow down is only 50% of the maximum modifier. After optimal+falloff the effect of this module drops very rapidly. The grapplers also have hard limit of Optimal+3×Falloff beyond which the module can not be activated even though it would still have small 0-2% velocity reduction.<br />
<br />
The grappler also requires hefty sum of powergrid and can only be fitted on battleships and above.<br />
<br><br><br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Heavy Warp Disruptor|link=]][[File:Icon warp scrambler i.png|Heavy Warp Scrambler|link=]]<br />
|<br>There exist two further sets of large-ship tackle modules: the '''Heavy Warp Disruptor''' and '''Heavy Warp Scrambler'''. Similar to the stasis grappler, these modules can only be fit to Battleships and above, and consume large amounts of powergrid. Functionally, they work the same as the ordinary Warp Disruptors and Warp Scramblers, but with increased range, capacitor cost, and scramble strength. The increased strengths of these modules make them useful for attempting to hold down supercapital ships, but in most other circumstances do not outweigh their high fitting and capacitor costs.<br />
<br />
* A T1 Heavy Warp Disruptor has a range of 22km; a T2 Heavy has a range of 26km. These modules have a warp core disabling strength of 3 points. Faction and Officer variations of this module have increased range (out to 30km and 40km at most), and increased strengths of up to 4 and 5 points.<br />
* A T1 Heavy Warp Scrambler has a range of 8.5km; a T2 Heavy has a range of 10km. These modules have a warp core disabling strength of 6 points. Faction and Officer variations of this module have increased range (out to 12.25km and 15km), and increased strengths of 8 and 10 points.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Navigation|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
<br />
|<br />
|<br>Support [[Fighters|fighters]] can also provide Warp Disruption and Webification.<br />
<br />
The Gallente Siren series support fighters provides 1 point of Warp Disruption per fighter, the Minmatar Dromi series support fighters provides -15% Webification per fighter (additive). <br />
<br><br />
<br />
Skills Requirements:<br />
* {{sk|Support Fighters}} 1 (For the <span style="color:yellow">Tech 1</span> variants)<br />
* {{sk|Support Fighters}} 4 (For the <span style="color:yellow">Tech 2</span> variants)<br />
<br><br />
|}<br />
<br />
==Warp core stabilizers==<br />
<br />
The '''Warp Core Stabilizer''' is not a tackle module; it is an anti-tackle module. Warp Core Stabilizers (or "stabs") are low-slot modules which greatly weaken a ship's targeting range and scan resolution, but increase the ship's Warp Core Strength, allowing it to resist incoming Warp Disruptors. One Stabilizer gives one Strength, allowing the ship to resist one point of warp disruption. Stabilizers can not be stacked, you can only equip one module per ship. [[Supercarriers]], [[Titans]], [[Hauling#Deep Space Transport|Deep Space Transports]], and [[Venture]]s have innate or skill-based warp core strength, and thus are resistant to warp disruption even without stabilizers fitted. However, no amount of warp core strength will protect a ship from a Warp Disruption Field Generator or a Warp Disruption Field.<br />
<br />
Because of their innate sensor dampening, Warp Core Stabilizers should '''never''' be fitted to any combat ship, and are generally only be used in rare cases where emergency escapes (from hostile tackle) are necessary.<br />
<br />
==Warp disruption fields==<br />
<br />
A '''warp disruption field''' is an area effect that stops all ships within it from using their warp drives. This field has effectively infinite warp disruption strength; no number amount of warp core stabilizers will allow a ship to warp out of a bubble, however all other movement and propulsion modules are not restricted. Warp disruption fields can only be used in null security space and wormholes. Because of their appearance, warp disruption fields are commonly referred to as "bubbles".<br />
<br />
There are five ways to create warp disruption fields:<br />
<br />
* An interdiction sphere launcher on a [[interdictor]] destroyer. This module launches standalone warp disrupt probes which instantly create warp disruption fields. (The field will visibly expand from the probe, however this expansion is purely visual and the bubble is effective at full size immediately.) Once launched, the probe will not move (although it can be moved by a [[Propulsion equipment#Micro Jump Field Generator|jump destroyer]]), while the destroyer which launched it is free to fly away. Warp disrupt probes project 20km-radius bubbles and last for 2 minutes.<br />
* A Warp disruption field generator on a [[Heavy Interdiction Cruisers|heavy interdiction cruiser]]. The warp disruption field generator instantly generates a bubble centered on the ship. This bubble will move as the ship moves, and the generating ship can still move normally. The field's radius is based on the type of generator used and the skills of the cruiser pilot.<br />
* A [[Capital Ship Modules#Burst Projectors|Warp Disruption Burst Projector]] fitted to a [[supercarrier]]. This module creates a 10km radius disruption field, centered on the target location, with a 500km maximum targeting range, 40s duration, and 8 minute cooldown.<br />
* Mobile Warp Disruptor deployables, which come in varying sizes from small (5 km radius) to large (40 km radius). These structures can be deployed in space but it takes two minutes time until the structure creates the bubble. They also have their own structure, armor and shield HP and can be destroyed by shooting at them enough. They also decay on their own if left in space for several days, however they can be deactivated and picked up (with no delay) by the pilot who deployed them.<br />
* The Empire Surveillance System banks project 20km radius warp disruption fields around themselves. Unlike any other disruption fields, the ESS's warp disruption field is also a warp ''scrambling'' field, and also disables microwarpdrives and micro jump drives.<br />
<br />
All kinds of “bubbles” share common characteristic features:<br />
* Their use is limited to null security and wormhole space.<br />
* Bubbles will ''not'' influence any ships which are 'Interdiction Nullified'. This primarily consists of [[shuttle|Shuttles]], and ships that have equipped and activated their Interdiction Nullification module. Nullified ships will not be dragged by bubbles, and can initiate warp while inside bubbles.<br />
* Any ships within its area of effect cannot initiate warp, and capital ships cannot use their jump drives.<br />
* Bubbles will influence you only if they are online when you enter warp. This means that if a bubble is placed (or a Warp Disruptor probe launched, or Warp Disruption Field Generator activated) at your destination after you entered warp you can land right in the middle of it rather than landing on the edge.<br />
* When a bubble is place in a specific location in the vicinity of an intended target destination that ships are attempting to reach are qualified with a specific name:<br />
** '''Drag bubbles''': Ships warping nearby may be “dragged” out of warp. Imagine a line along which you travel to your destination and project that line beyond your destination. If such line intersects with a bubble anywhere no more than 500 km from your final destination you will be either stopped or dragged to the edge of such bubble. (Yes! Dragged beyond your destination! Bubbles situated in this way are commonly referred to as drag bubbles.) Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is less than 100 km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there).<br />
** '''Catch bubbles''', also known as '''Stop bubbles''', are those placed in front of the intended destination, causing the ship to get caught in the bubble in front of their destination.<br />
<br />
<br />
[[File:warpdisruption.jpg]]<br />
<br />
==Specialized ships==<br />
<br />
While all ships can use tackling equipment with great success certain ships have specific hull bonuses that make them into unique tackling ships.<br />
<br />
The so called "tackle frigates" are for most the entry point to tackling ships. These ships are fast, agile and have a hull bonus that reduces capacitor usage of webs, points and scrams by 80%. These ships are often used as initial "hero tackle" that flies to the enemy to hold them still while rest of the fleet comes behind.<br />
* {{sh|Slasher}}<br />
* {{sh|Atron}}<br />
* {{sh|Condor}}<br />
* {{sh|Executioner}}<br />
<br />
<br />
The direct upgrade from T2 tackle frigates are the T2 [[interceptors]]. These are all T2 variants of the above T1 frigates. For each ship there exists two interceptor variants: a combat interceptor with damage oriented bonuses, and a fleet interceptor with bonus to point and scram range (and the ability to fit an Interdiction Nullifier). The interceptors also have reduced signature bloom from MWD and 80% reduction in point, scram and web capacitor usage.<br />
<br />
Fleet interceptors:<br />
* {{sh|Stiletto}}<br />
* {{sh|Ares}}<br />
* {{sh|Crow}}<br />
* {{sh|Malediction}}<br />
Combat interceptors:<br />
* {{sh|Claw}}<br />
* {{sh|Taranis}}<br />
* {{sh|Raptor}}<br />
* {{sh|Crusader}}<br />
<br />
<br />
The next step up changes the style of tackling completely. [[Interdictors]] are T2 [[destroyers]] that are able to create a warp disruption bubble for two minutes. After launching the bubble the interdictor is free to move and even killing the interdictor will not release the victim from the bubble. But the pilot has to be careful when they launch the bubble as the module has moderate reload time and will also stop friends and even the pilot himself from warping away.<br />
* {{sh|Sabre}}<br />
* {{sh|Eris}}<br />
* {{sh|Flycatcher}}<br />
* {{sh|Heretic}}<br />
<br />
<br />
[[Heavy Interdictors]] are the big brothers of interdictor. These T2 cruisers field very high tank with their T2 resist profile and additional resist bonus. Their module of choice is the warp disruption field generator. With this module heavy interdictors are able to put up a warp disruption bubble at will (but may not be able to drop it at will, as the bubble's 30-second cycle cannot be cut short). Heavy Interdictors must take advantage of their high resistances, as they cannot receive allied remote repairs while their disruption generator is active. The warp disruption field generator can also be used with either disruption or scrambling scripts that turn the module into infinitely strong long range point or scram.<br />
* {{sh|Broadsword}}<br />
* {{sh|Onyx}}<br />
* {{sh|Phobos}}<br />
* {{sh|Devoter}}<br />
<br />
<br />
The Minmatar and Gallente [[Electronic Attack Ship|Electronic Attack]] Frigates receive large bonuses to specific tackle modules. The Minmatar [[Hyena]] receives a 40% bonus to web range per skill level in {{sk|Electronic Attack Ships}}, while the Gallente [[Keres]] receives a 15% bonus to warp disruptor and warp scrambler range, and a 10% reduction to disruptor and scrambler activation cost, per skill level.<br />
* {{sh|Hyena}}<br />
* {{sh|Keres}}<br />
<br />
<br />
The Minmatar and Gallente [[Recon Ships]] receive similar but stronger bonuses to their smaller Electronic Attack siblings. The Minmatar recons receive massive 60% bonus to web range per skill level in {{sk|Recon Ships}}, while the Gallente recon cruisers receive equally frightening 20% bonus to warp disruptor and warp scrambler range per level.<br />
* {{sh|Huginn}}<br />
* {{sh|Rapier}}<br />
* {{sh|Lachesis}}<br />
* {{sh|Arazu}}<br />
<br />
<br />
The Minmatar and Gallente [[Strategic Cruisers]] electronic warfare subsystems are specialized in tackling, and while their bonuses are weaker than those of the Recon Ships, they can be used in addition to the strategic cruisers' other combat abilities. The Loki's Immobility Drivers give a 25% bonus to web range, and a 10% increase to web [[Overheating|overheat]] bonus per skill level in {{sk|Minmatar Core Systems}}, while the Proteus's Friction Extension Processor give a 7.5% bonus to warp disruptor and scrambler range, and a 15% increase to their overheat bonuses per skill level in {{sk|Gallente Core Systems}}.<br />
* {{sh|Loki}}<br />
* {{sh|Proteus}}<br />
<br />
<br />
<br />
In addition to the T2 and t3 ships there also exist wide variety of pirate ships with tackling related bonuses.<br />
<br />
The [[Mordu's Legion]] line of ships all receive 10% bonus per level in relevant Gallente ships to warp disruptor and scrambler range. While rarely used as fleet tackle, the extended range on these ships allows for fighting outside the enemy's effective while still holding them on grid.<br />
* {{sh|Garmur}}<br />
* {{sh|Orthrus}}<br />
* {{sh|Barghest}}<br />
<br />
<br />
The [[Serpentis]] line of ships receive 10% bonus per in relevant Minmatar ship to stasis webifier ''effectiveness''. This means that at level 5 in the relevant Minmatar skills, a Serpentis ship with a Tech II webifier will slow a targeted ship by ''90%'' with a single web.<br />
* {{sh|Daredevil}}<br />
* {{sh|Vigilant}}<br />
* {{sh|Vindicator}}<br />
* {{sh|Vehement}}<br />
* {{sh|Vendetta}}<br />
<br />
<br />
The [[Blood Raider Covenant]] line of ships receive 20% bonus to web range per level in relevant Minmatar ship skill. However, these ships are rarely used for their web bonuses, as their energy neutralizing bonuses are more significant.<br />
* {{sh|Cruor}}<br />
* {{sh|Ashimmu}}<br />
* {{sh|Bhaalgorn}}<br />
* {{sh|Chemosh}}<br />
* {{sh|Molok}}<br />
<br />
==Extra Modules for Tackle Ships==<br />
<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! style="background:#222222;" | Module<br />
! style="background:#222222;" width="70%;" | Use<br />
! style="background:#222222;" | Skills<br />
|-<br />
| [[File:Module icon afterburner tech1.png|32px]] Afterburner<br />
| style="background:#333333;" | As fitted to military jet fighters, afterburners (or ABs) can be fitted to ships in EVE Online. The afterburner increases your sub-warp speed by a percentage. Afterburners are often used while in orbit around a target to help evade enemy fire and keep the user's ship alive. However, in the face of microwarpdrives, they are often not fast enough to leap into battle on their own and catch enemies who are not yet in range.<br />
<br />
The Tech 1 module boosts your speed by 115% (thus it doubles your speed plus another 15%). The Tech 2 version boosts your speed by 135%. Faction and Deadspace variations of this module offer further speed boosts (of 140-160%), but are much more expensive and thus not commonly used.<br />
| <br />
* {{sk|Navigation|I}}<br />
* Tech 1: {{sk|Afterburner|I}}<br />
* Tech 2: {{sk|Afterburner|IV}}<br />
|-<br />
| [[File:Module icon microwarpdrive tech1.png|32px]] Microwarpdrive<br />
| style="background:#333333;" | The microwarpdrive (or MWD) is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner, however it comes with several drawbacks. Unlike an afterburner, a microwarpdrive is extremely effective at getting into, or out of, an enemy's range, but is not at all effective at helping evade enemy fire. An active MWD grants a 500% boost to sub-warp speed, but also increases the ship's signature radius by 500%, making it far easier to hit than its speed would imply. Also, as mentioned above, microwarpdrives are forcibly deactivated by hostile Warp Scramblers. MWDs also consume more capacitor to operate, and having an MWD fitted to a ship reduces the ships maximum capacitor capacity (and thus, indirectly, the ship's capacitor regeneration rate). As a result of all this, it is often best to use an MWD to get into tackle range of a target, and then deactivate it while in close orbit to avoid being hit.<br />
<br />
The Tech 1 module gives a 500% bonus to speed, at the cost of 500% increased signature radius and 25% reduced capacitor capacity. The Tech 2 module gives a 510% boost to speed, but only 20% reduced capacitor capacity. However, the use of Tech 2 MWDs is often frowned upon, in favor of the Quad LiF Restrained variant, which gives a 505% bonus to speed, 20% reduced capacitor capacity, only 450% increased signature radius (mitigating a little of the evasion problem), and lower capacitor consumption than the Tech 2 variant.<br />
<br />
Faction and Deadspace microwarpdrives are popular on more expensive ships, as while they do not offer great improvements to speed, they offer greatly reduced capacitor capacity and signature radius penalties. They are, however, very expensive and thus not worth using unless you ''know'' you won't lose them.<br />
| <br />
*{{sk|Navigation|II}}<br />
*{{sk|Afterburner|III}}<br />
*Tech 1: {{sk|High Speed Maneuvering|I}}<br />
*Tech 2: {{sk|High Speed Maneuvering|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.<br />
<br />
The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster (which you should in most cases, as the range will not be necessary), the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.<br />
| <br />
* {{sk|CPU Management|II}}<br />
* Tech 1: {{sk|Long Range Targeting|I}}<br />
* Tech 2: {{sk|Long Range Targeting|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Remote Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | In extreme cases where a fleet decides that tackle must be secured as fast as possible, one or more non-tackle ships in the fleet may be fitted with Remote Sensor Boosters, and have them active on the tackler ship. These modules provide slightly greater bonuses than regular sensor boosters, but can only be used on allies (and not on yourself) and thus must be prepared and coordinated in advance.<br />
<br />
These modules are commonly seen in Gate Camps, to ensure that the campers catch their targets.<br />
| <br />
* {{sk|CPU Management|III}}<br />
* Tech 1: {{sk|Sensor Linking|I}}<br />
* Tech 2: {{sk|Sensor Linking|IV}}<br />
|-<br />
| [[File:Module icon overdrive.png|32px]] Overdrive Injector System<br />
| style="background:#333333;" | As a tackler, speed is important in order to reach your target quickly. The faster you can get into targeting and warp disruption range, the faster you can tackle the target. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so you can ignore that penalty.<br />
<br />
The sub-warp speed increase of the tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase speed (and a 20% cargohold penalty).<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon nanofiber.png|32px]] Nanofiber Internal Structure<br />
| style="background:#333333;" | This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile. Using this module will help you accelerate and align faster, allowing you to reach targets faster, and allow you to keep a closer orbit at a higher speed, making you harder to track and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The downside of this module is that you get a lower amount of structure hit points (HP). In a way this downside doesn't matter though, because, generally speaking, tackling frigates tend to either be able to rely on their shields, armor, and speed for long enough to either be saved by the logi or pull range and escape, or if their armor doesn't hold up and they do enter structure they're pretty much dead anyway.<br />
<br />
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction, at the cost of 15% structure HP. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon propulsion rig tech2.png|32px]] Navigation Rigs<br />
| style="background:#333333;" | Sometimes, there aren't enough low power slots to go around. Auxiliary Thrusters rigs give a 7.25% bonus to sub-warp speed, akin to a weaker Overdrive Injector. Polycarbon Engine Housing rigs give a 5.5% bonus to sub-warp speed, and 9.1% reduction to inertia, akin to a weaker Nanofiber. Both rigs come at the cost of 10% Armor HP. These rigs can be useful if there are not enough low slots to fit an Overdrive or Nanofiber, but more speed is required. However, these rigs are not ideal on ships which rely on armor for their defense.<br />
| ''(Rigs do not require skills to use)''<br />
|-<br />
| [[File:Icon module damage control.png|32px]] Damage Control<br />
| style="background:#333333;" | The damage control increases your shield, armour, and hull resistances to all damage, making you much harder to kill. One of the most all-purpose efficient defensive modules in the game, a very much recommended module for any tackler, however it does cost some CPU which can at times be in short supply on frigates. It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.<br />
<br />
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.<br />
| <br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|IV}}<br />
|-<br />
| [[File:Icon shield extender.png|32px]] Medium Shield Extender<br />
| style="background:#333333;" | A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While high speed will reduce the damage that you take, it will only reduce it - fitting modules to increase your HP will keep you alive and able to tackle for much longer.<br />
<br />
While a small shield extender will be easier to fit, a medium extender provides far more HP and is generally preferred. You may need to use a Micro Auxiliary Power Core in order to provide the powergrid to fit one. A Tech 1 medium shield extender gives you an additional 750 base shield hitpoints (most frigates have between 350 and 500 shield hitpoints to begin with, so that's a huge difference). A Tech 2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!<br />
| <br />
* Tech 1: {{sk|Shield Upgrades|I}}<br />
* Tech 2: {{sk|Shield Upgrades|IV}}<br />
* (Optional) {{sk|Capacitor Management|II}}<br />
''(to fit a Micro Auxiliary Power Core)''<br />
<br />
|-<br />
| [[File:Icon skirmish command burst.png|32px]] Command Bursts<br />
| style="background:#333333;" | These are not modules that a tackle ship itself will fit but they're good to be aware of. [[Command Bursts]] are a set of modules fitted by Combat Battlecruisers, Command Destroyers, Command Ships, and specially fit Strategic Cruisers, which when active improve the combat capabilities of ''all'' nearby ships in their fleet. Shield and Armor Command Bursts can help a tackler by making them more durable, but the most useful bursts are Skirmish Command Bursts; as they can improve a tackle ship's flight speed, increase acceleration and decrease signature radius, and increase the range of warp disruptors, scramblers, and stasis webifiers.<br />
| <br />
''(No skills are needed to benefit from friendly Command Bursts.)''<br />
|}<br />
<br />
=Fitting theory=<br />
<br />
==Warp scrambler or warp disruptor?==<br />
<br />
The primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a warp disruptor or a warp scrambler. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km with the Tech 1 module, or 24km with the Tech 2 module) which allows the tackler to keep more distance from their target. This can increase their survivability against targets with stasis webifiers and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make them easier to hit with turrets. It means the tackler can also tackle the target faster because they don't need to get within 9 km or even less first. Warp disruptors take a lot of capacitor to run and can quickly drain a frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the initial tackle and smart tacklers will turn them off once someone else has put a warp scrambler on the target. Warp disruptors are especially popular on specialised Tech 2 interceptors, which receive bonuses to their range and a reduction to the amount of capacitor they use.<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - it also shuts down their microwarpdrive. Since almost all ships larger than frigates will be running a microwarpdrive, a warp scrambler will slow them down significantly. This allows the rest of the the tackler's fleet to get in range of the target more easily, and prevents the target from running away or getting back in range of a stargate. For this reason, having at least some warp scramblers is is essential to any fleet. Warp scramblers use significantly less capacitor than warp disruptors, and so it should be possible to keep them running indefinitely. Using a warp scram will put the tackler within range of stasis webifiers and energy neutralizers which can be a threat to a frigate, however guns will struggle to track a frigate at this range meaning in most cases the tackler will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
<br />
Using a warp scrambler puts the tackler quite close to smartbomb range (which is 5km, or 6km if the target is using Tech 2 smartbombs). They need to be careful when engaging a target that is likely to be equipped with smartbombs (i.e. battleships in low security space). If the tackler suspects that the target might be using smartbombs it's a good idea for them to set their orbit between 6 and 7.5km, which should put them safely outside of their range.<br />
<br />
If a tackler has both a disruptor and a scrambler fitted, a tactic known as 'drive-by scramming' can be used. In this, the tackler spends most of their time using their disruptor, outside of scram range, but at important moments dives in for a few seconds to land a scram on their target (to disable a microwarpdrive or micro jump drive), and then flies out back into their safer disruptor range.<br />
<br />
==Afterburner or microwarpdrive?==<br />
<br />
At first glance you might think that both of these modules perform the same function - both increase your speed, and since the microwarpdrive increases your speed more it must be the better choice. Like many things in EVE Online, it isn't quite that simple.<br />
<br />
A microwarpdrive has a couple of serious drawbacks. The most important one is that while the module is activated it will increase the ship's signature radius by up to 500%; this will make it much easier to hit and will cause the ship to take a lot more damage from cruiser sized and bigger weapons. This will massively increase the tackler's chances of dying. Also, the microwarpdrive uses a lot of capacitor and the tackler will most likely not be able to run it for an extended period of time. For these reasons, an microwarpdrive is used only to get into range of the target and should be turned off once the tackler are in range to tackle the target. Once that has happened the tackler will only be able to orbit their target at the regular speed of their ship. Also keep in mind that a player will not be able to use the module at all when someone is using a warp scrambler (not a warp disruptor) against them, since these disable microwarpdrives.<br />
<br />
An afterburner on the other hand does not increase the ship's signature radius at all and it needs far less capacitor, meaning a tackler can keep it activated even while they are orbiting their target. Since they are able to travel more quickly without increasing your signature radius, an afterburner will decrease the chances for the opponent's turrets to hit the tackler as well as reducing the amount of damage they receive from missiles. While an afterburner is not as useful for chasing targets or getting into range, it does help the tackler survive once they get there.<br />
<br />
To summarise, an microwarpdrive will let the tackler get into range quickly, but they will be more at risk once they get there. With an afterburner the tackler will take longer to get into range, but will take less damage once they do.<br />
<br />
In most cases, it is recommended that tackler frigates fit a microwarpdrive in order to close range more quickly and to help them catch up with fast moving targets. However, flying with an microwarpdrive is less forgiving than using an afterburner since things will happen more quickly - the tackler will need to be more aware of the range to their target and whether their microwarpdrive is currently turned on or off. If a tackler is trying PVP for the first time, an afterburner might be an easier choice.<br />
<br />
It is possible to fit both an afterburner and a microwarpdrive to a ship (known as 'dual propulsion' or 'dual prop') if the player has enough midslots as well as the CPU and PG to do so - this is popular on some Tech 2 and faction ships, but is difficult to do on most Tech 1 frigates and is not recommended for new players.<br />
<br />
Tech 2 interceptors (and to a lesser extent Tech 2 assault frigates) receive bonuses to microwarpdrives which reduce the signature radius penalty which they provide. As a result, they take much less damage when running microwarpdrives during combat. Long-ranged 'fleet' interceptors in particular will often keep their microwarpdrives on for the whole duration of a fight.<br />
<br />
==What type of tank?==<br />
<br />
After the tackle and propulsion module, the most important thing to fit on a tackler is tank - it's no use catching a target if they can simply kill the tackler and escape.<br />
<br />
You'll sometimes see people fitting their tackling frigates with all speed modules and no tank. The most common place that you'll see these is on killboards, killed in droves by whatever they were trying to tackle. While speed is important, a tackle frigate should already be fast enough to catch most ships in the game (especially if you're using a microwarpdrive) and enhancing that further is not the main priority.<br />
<br />
No matter what else they do, a tackler should almost always fit a damage control in one of their low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, the tackler has two options - they can either fit a shield tank or an armour tank. A shield tank is usually the best choice for a tackler, providing they have enough mid slots to fit one (they will need at least three - one for the microwarpdrive or afterburner, one for the scrambler or disruptor, and one for the tank). This is because a shield tank does not slow the tackler down, which lets them get in range of the target more quickly. An ideal shield tank for a tackler frigate is a single Medium Shield Extender (this gives much more HP than a small shield extender, and it is possible to fit one on most frigates - new players will probably also need to fit a Micro Auxiliary Power Core to provide the necessary powergrid). They may also want to fit shield resistance rigs, such as a Small EM Shield Reinforcer - these are very cheap compared to other rigs, and will further increase the toughness of their ship. Fitting a shield tank will increase the tackler's signature radius slightly (making them a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If the tackler can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow the ship down, but the extra HP it provides can make a big difference particularly if they also fit armour resistance modules (such as an Adaptive Nano Plating). A 200mm Reinforced Steel Plate is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow the ship down too much. Armour rigs are generally not recommended on a tackler since they will slow the ship down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, the tackler will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters). This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage they are likely to take if they are getting shot at by another player - the tackler will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow the ship down, and can still be helpful if they are only taking a small amount of damage.<br />
<br />
In addition to the actual hitpoints, the high speed of the tackler frigate should help reduce the amount of damage that they take. It generally does not reduce it enough to prevent damage entirely - even on a specialised Tech 2 interceptor - however combined with a few tanking modules it should keep them alive for longer. If the tackler has any low slots or rig slots left over after fitting the tank, it's a good idea to fill them with modules which enhance the tackler's speed (such as Overdrive Injectors or Small Auxiliary Thruster rigs).<br />
<br />
For simple PvP guidance, noting that a Warp Scrambler (scram) shuts down MWDs, remember that you should first decide the range you plan to fight at. If you will be fighting within close/brawling range, a Warp Scrambler will give you good bang for buck but you should expect to be scrammed back and would lose your MWD perhaps consider choosing an AB first. If you are fighting at longer ranges, you may choose to use a Warp Disruptor (point) and get away with an MWD but taking care not to get to close enough to your prey to be scrammed and your MWD disabled.<br />
<br />
There are the extra considerations mentioned above, such as increased signature radius and speed from an MWD, but as a starting point the choice to combine scram with MWD likely means losing use of the MWD as you get into scram range. Similarly, point with AB means the prey can speed around with their MWD still on and control the battlespace, potentially zipping off out of point range and warping away, even though you managed to point them. So, perhaps consider starting with close range+scram+AB(+web) or longer range+point+MWD.<br />
<br />
==To fit a stasis webifier or not?==<br />
<br />
Stasis webifiers are great modules as they significantly decrease the speed of a target ship. Stasis webifiers are fairly short ranged, with a range only slightly longer than a warp scrambler. This makes fitting a stasis webifier a good decision if the tackler is already fitting a warp scrambler, since they will be operating well inside webifier range anyway. Furthermore, if the tackler is engaging an enemy fitted with an afterburner, the warp scrambler will not be enough to hold the enemy in place, and the webifier will be required for the tackler to be able to stay in range.<br />
<br />
If the tackler is fitting a warp disruptor, the decision is slightly less clear cut. They first need to decide whether they plan to fly inside stasis webifier range; despite the fact that they have a long ranged warp disruptor, the tackler will generally be harder to hit if they orbit as close as possible, and they may want to fly inside web range anyway. If they do, fitting a stasis web makes a lot of sense. On the other hand the tackler may want to stay outside of stasis webifier range, either because they are flying a Tech 2 interceptor which will be running its microwarpdrive all the time, or because they want to avoid their target's webs and energy neutralizers. If this is the case, there's not much point fitting a stasis webifier since the tackler is unlikely to be in range to use it and they would be better off using that mid slot for a different module (for example a sensor booster to help them lock faster, or a tracking disruptor to protect their fleet-mates, and themselves, from the opponent's turrets).<br />
<br />
==To fit a sensor booster or not?==<br />
<br />
Sensor boosters increase the scan resolution of the tackler's ship and thus allow them to lock a target faster and/or the increase the locking range of their ship (depending on which script is used). A sensor booster makes sense if the tackler is fitting a warp disruptor, however it should not take precedence over tanking modules such as shield extenders.<br />
<br />
Sensor boosters can increase either the tackler's targeting range or their locking speed (or both) depending on which script you load them with. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing the tackler to start locking a target while they are still approaching them, and before they get into warp disruptor range. This means they can turn on your warp disruptor as soon as they get into range, instead of having to wait while they lock them first. The additional scan resolution will let the tackler lock targets faster, although a frigate will already lock pretty quickly. This is mainly useful when trying to catch targets coming through a stargate.<br />
<br />
==Long range or short range weapons?==<br />
<br />
In most cases a tackler should fit short range weapons for a couple of reasons. Obviously if their ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If their ship is designed to be used at long range they still should consider using short range weapons to fight off drones that are attacking them as well as enemy ships that manage to get too close.<br />
<br />
The problem with fitting short range weapons to a long range tackler is the temptation to get within weapon range on the primary target so the tackler can apply some damage to it. Quite often they might get away with this, but eventually they will end up getting themselves killed for doing that because they got within range of smartbombs, stasis webifieres and other modules that ruin their day. So make sure to use the modules and weapons as they are intended to be used.<br />
<br />
Long range weapons really only make sense if for whatever reason the tackler needs to be able to hit their target from a distance. For example, if they are fitted for long range tackling while they are in a small gang and the fleet needs as much DPS as possible or if they are in a frigate only fleet. In a regular fleet the damage from a Tech 1 tackling frigate is usually very small and should not be the priority; the tackler's main concern should be to tackle the target and stay alive. Of course with a large number of tacklers all those small amounts do add up, so there's no reason to not use the high slots if the tackler has some CPU and PG to spare.<br />
<br />
For a lot of frigates it makes sense to use projectile turrets (autocannons or maybe artilleries) even though the ship might not give any bonus for them. Projectile weapons do not use any capacitor and ACs also require very little CPU and PG. Hybrids and lasers only make sense if your ship grants a reasonable bonus to damage, range or maybe tracking.<br />
<br />
;No weapons<br />
<br />
There is another philosophy in tackle fitting, in which some tackle ships do not fit weapons ''at all'' in order to both save on fitting space (giving more room for defenses) and save on the thought processes of thinking about the weapons' activation, ammunition, and effective range.<br />
<br />
===Using drones===<br />
<br />
Some Tech 1 frigates can use at least one small drone and they should utilize that, even if it won't make much difference individually. Not using the drone bay pretty much equals not using a slot on the ship. A simple combat drone like a hobgoblin or a warrior is fine, and if the tackler has trained up their drone skills they could maybe use an electronic warfare drone. Anything is fine really, as long as they use it.<br />
<br />
===Nosferatu===<br />
Some Attack frigates have a utility high slot that cannot be filled with a weapon due to lack of hardpoints. If the enemy is expected to fit energy neutralisation modules, in this case a nosferatu may be useful as a way to siphon off capacitor energy to maintain the tackler's warp disruptor. <br />
<br />
<br />
==Tech 1 or Tech 2 modules?==<br />
''see also [[Tech and meta levels#Tech 1 (Meta 1-4)|Tech and Meta Levels]]''<br />
<br />
Using Tech 2 modules will improve the tackler's performance, however they require somewhat better skills and are a lot more expensive and for some modules it might not be worth it on a Tech 1 frigate.<br />
<br />
Keep in mind that there are so called 'meta' versions of all modules as well, which offer more performance than vanilla Tech 1 and one or more other specific bonuses. Meta modules are often very cheap, and in most cases should be used instead of tech 1 modules whenever possible.<br />
<br />
A Tech 2 warp disruptor offers 4 km more range than any Tech 1 version and requires only one additional level of propulsion jamming, so it's very useful and in fact recommended for long range tacklers if they can afford it. Tech 2 damage controls are also significantly better than their Tech 1 counterparts, and Meta damage controls tend to be very expensive (and should thus only be used when the fitting space cannot be found anywhere else).<br />
<br />
==To fit electronic warfare modules or not?==<br />
<br />
Using a spare midslot for a random [[electronic warfare]] (EWAR) module will multiply the value of the ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt the opponent's ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An electronic warfare module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in the fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most Tech 1 frigates that are used for tackling do not provide any bonus to a specific type of electronic warfare. However, electronic warfare modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
=Skills for tackling=<br />
<br />
None of these skills are actually essential - a player can still be a great tackler without them - but they will make the tackler's life easier and mean a better tackler. Players should train them to IV, if they intend on tackling a lot. Most of these skills will also affect all other ships a pilot flies, and so will be useful even it a pilot largely stops flying tackle.<br />
<br />
* {{sk|Spaceship Command}} - increases agility by 2% per level, allowing for faster acceleration and alignment, and tighter orbits<br />
* {{sk|Evasive Maneuvering}} - increases agility by 5% per level, allowing even tighter orbits<br />
* {{sk|Navigation}} - increases speed by 5% per level<br />
* {{sk|Acceleration Control}} - increases the speed boost from a microwarpdrive or afterburner by 5% per level<br />
* {{sk|High Speed Maneuvering}} - 5% reduction in capacitor required by a microwarpdrive per level<br />
* {{sk|Propulsion Jamming}} - 5% reduction in capacitor required by tackle modules per level. Also required for using most T2 tackle modules.<br />
* {{sk|Warp Drive Operation}} - reduces the capacitor required to enter warp by 10% per level, meaning the player can warp further in one go<br />
* {{sk|Signature Analysis}} - improves targeting speed by 5% per level<br />
* {{sk|Thermodynamics}} - allows a player to [[Overheating|overheat]] their point for extra range, and their propulsion module the additional speed<br />
<br />
=Tips for practical tackling=<br />
<br />
* During the fight, a tackler should locate their target and approach them, with their propulsion module running. Once the tackler is in locking range, they should lock the target. When they are in range for their warp disruptor/scrambler they should activate the module. Once the module is activated, they should normally announce to the fleet on mumble that they have a point on the target, so the damage dealing ships can join in. Once the tackler is orbiting the target, they should turn off their microwarpdrive if they have one. When the target is pointed the tackler can also activate their stasis webifier if they have one.<br />
* In some situations tacklers may want to keep their disruptors "hot" i.e. activated before they have a target. This will enable them to get tackle a bit faster once they have a target. If a tackler does this they should ensure that they have auto targeting turned off in the Options menu, to avoid tackling friendly or neutral targets.<br />
* Sometimes the fleet commander will call specific targets for tacklers. In the absence of any specific targets, however, tacklers should normally pick a target whose character's name starts with the same letter as theirs, or as close as possible in the alphabet. This will help ensure that the fleet's points are spread amongst the opponents fairly evenly. Pay attention to mumble and try to pick a different target if somebody else has already pointed the opponent you were headed for, or if your designated target is too far away or too fast for you to catch.<br />
* A ship can initiate warp to any friendly ship that is at least 150km away. If a tackle frigate is 150km away from the main fleet, the fleet can initiate warp using the tackle frigate as a reference point. Note, however, that they do not have to warp to the tackle frigate. The shortest distance that a ship can warp is a mere 50km, by warping to 100km from a beacon 150km away. This leads to another trick for tackle frigates. If they are not actively engaging a pointed target, they should consider burning directly away from it until they are at least 150km from the main fleet. This allows those ships to "warp at range" to the tackle frigate, and hopefully land directly on top of the target. This requires some co-ordination; it's no point everyone burning away and no-one staying to apply point / web / scram.<br />
* Once a player commits a hostile act, they cannot use jump gates (or dock) for sixty seconds. A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away. To prevent this happening, most fleet commandeers will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship. In this situation, tank can be important. In the worst case, a tackler might need to hold a hostile ship for the full sixty seconds while their fleet's timers expire, plus another ten or so while they jump and load the grid.<br />
==See also==<br />
* [[Warp mechanics]]<br />
<br />
[[Category:Game mechanics]][[Category:PvP]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Tackling&diff=175182Tackling2021-10-09T09:50:04Z<p>Arexand Oskold: /* Warp disruption fields */ ESS isn't a deployable anymore</p>
<hr />
<div>'''''"The art of immobilizing the opponent in a way that said ship is unable to move"''''' <br />
<br />
'''Tackling''' is the act of pinning down a ship so that it cannot escape. Tackling is the backbone of [[PvP]] in EVE, as ships that are not tackled will likely be able to warp out and disengage before they are destroyed. Tackling is usually accomplished using modules such as Warp Scramblers and Stasis Webifiers, but there are a variety of modules that can either slow down enemy ships or disable their ability to warp. Though tackling usually refers to the combination of stasis webifiers and warp disruption, warp disruption is the necessary ingredient that distinguishes tackling from simply slowing down opponents.<br />
<br />
A '''tackler''', then, is a pilot whose job it is to pin down a ship so that other players can kill it, though this term can also be used to refer to a ship fit for that purpose. Tackle ships are generally not fit to deal significant amounts of damage (if any), but [[battleship]] fights without tacklers usually end when the side whose shields drop just warps out. This means that it is the tackler who facilitates kills, and for this reason tacklers are included on kill mails. Without one side being trapped, it's very rare that a given fight will end with a ship kill.<br />
<br />
Tacklers also serve as the backbone of fleet operations, and fleet commanders will generally prioritize effective deployment of fleet tacklers under their command.<br />
<br />
=Types of tackle=<br />
<br />
* {{co|wheat|First Tackle}}: The job of first tackle is to be first on the scene and to hold the target so that they can't warp away. This also means they are normally the primary target for the person they are trying to tackle, because they represent a threat. This role is often filled by an [[interceptor]], but a Tech 1 [[Tackler_Frigate#Fast_Frigates|fast frigate]] can also be used.<br />
* {{co|wheat|Second Tackle}}: In a fleet situation, this is "everyone else". Second tackle's role is to grab the ship tackled by first tackle and slow it down so the damage dealing ships can join the fun. Once two or three second tacklers have the ship, it is basically dead in the water and the heavier ships can either catch up or warp to the tacklers. <br />
* {{co|wheat|Heavy Tackle}}: Heavy tackle ships are ships fit for high survivability, capable of holding down targets for extended periods of time. They are usually ships with bonuses to webs or warp disruption.<br />
** [[Heavy Interdiction Cruisers]] often fill this role, as they can not only use interdiction bubbles, but can also scram and point from long ranges. They are also uniquely suited to tackling supercapitals due to their high warp scramble strength ("infinipoints").<br />
* {{co|wheat|Gate Tackle}}: Gate tackle is a specialised form of tackle, where the emphasis is not on speed but on lock time. Their job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down. Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. Some speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as they are operating with the rest of the fleet.<br />
<br />
=Fitting for tackling=<br />
==Tackle Modules==<br />
There exist a wide variety of modules designed for stopping your target from escaping. These modules will either stop your target from warping away, slow down the target ship or stop them from using micro warp drives or micro jump drives.<br />
[[File:Grappler-web.png|400px|thumb|right|Comparison between grapplers and webifiers. The T2 grappler is superior to T2 web when the target is within 8km range. Click to enlarge.]]<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Warp Disruptor|link=]]<br />
|<br>The '''warp disruptor''' (also called "'''point'''" or "'''long point'''") does what its name says: it disrupts the warp core of an opponents ship, making them unable to warp away.<br />
<br />
The basic range of the warp disruptor is 20km for a tech 1 module and 24km for a tech 2 module. The warpcore disabling strength for this module is 1 point. Faction variations of this module exist, with reduced CPU and capacitor costs and increased range (out to 30km at most)<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon warp scrambler i.png|Warp Scrambler|link=]]<br />
|<br>The '''warp scrambler''' (also called "'''scram'''", "'''point'''", or "'''short point'''") works on same basic principles as the warp disruptor, in that it will disable the warpcore of the opponent's ship. However, in addition to stopping warping the warp scrambler stops the ship from using [[Propulsion equipment|micro jump drives, micro jump field generators, and microwarpdrives]]. These propulsion modules will be disabled regardless of the ship's remaining warp core strength. This makes scramblers vital in catching certain fits.<br />
<br />
The basic range for a warp scrambler is significantly lower than that of a warp disruptor. For a tech 1 module the range is 7.5km and for a tech 2 module the range is 9km. The warpcore disabling strength of this module is 2 points. Faction variations of this module have increased range (out to 11.25km at most), and warpcore disabling strengths of 3 points. Warp scramblers also consume significantly less [[capacitor]] than warp disruptors.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|II}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|II}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
|[[File:Icon_inderdiction_sphere_launcher.png|Interdiction Sphere Launcher|link=]][[File:Icon warp disrupt probe.png|Warp Disrupt Probe|link=]][[File:Icon stasis webification probe.png|Stasis Webification Probe|link=]]<br />
|<br>The '''Interdiction sphere launcher''' is used for launching Warp Disrupt Probes. This probe creates a warp disruption bubble, with a 20km radius, that lasts for two minutes before collapsing. All ships within this field cannot activate their warp drives to leave, however they can otherwise move freely. As the field is an area of effect warp disruption method this module works even if the ship is unable to target the target. The probe is also completely independent and will keep the bubble up even if the interdictor is destroyed, however the probes can be destroyed by [[Smartbombs]]. <br />
<br />
This module can only be used by [[Interdictors]]. This module cannot be activated in High or Low security space.<br />
<br />
See the below section on [[#Warp disruption fields|Warp disruption fields]] for bubble mechanics.<br />
<br />
This module has no variations, however there is a Surgical variant of the probe which has only a 10km radius but lasts three minutes.<br />
<br />
The Howling Interdictors update on 27th October, 2020, added an additional variant of the probe: the Stasis Webification Probe, or 'Wubble'. When dropped, a Wubble will sit idle for 3 seconds, then detonate, applying a 30% speed reduction to all ships within 10km of the point where it was dropped. Unlike normal bubbles, the Wubble probe will not persist after it detonates, and does not otherwise interfere with affected ships warp drives. However, Wubbles can be used in combination with normal bubbles to hinder and disrupt an enemy fleet.<br />
<br><br><br />
|-<br />
|[[File:Icon warp disruption field generator.png|Warp Disruption Field Generator|link=]]<br />
|<br>The '''Warp disruption field generator''' is a specialized warp disruption module which can only be used by [[Heavy Interdiction Cruisers|heavy interdiction cruisers]]. The Generator can be used in three different modes: Unscripted, Focused Disruption, and Focused Scrambling. When used unscripted, the generator creates an interdiction field similar to that of an Interdiction Sphere Launcher, but centered on the generating ship rather than an outside probe. When unscripted, the generator cycles in 30 seconds, and while it can be kept running it cannot be deactivated early. When used scripted, the generator targets its disruption on a single ship with an insurmountable 100 points of warpcore disabling strength (leading to the nickname "Infinity Point"). When scripted, the generator cycles in only 6 seconds, but drains the ship's capacitor more quickly. Additionally, when used scripted on a hostile capital ship, it will disable that capital ship's ability to activate stargates to leave the system.<br />
<br />
While a warp disruption field generator is active, the ship activating it suffers a 50% increase to its signature radius, and cannot be targeted by allied remote repairs or capacitor transmitters.<br />
<br />
Different effects of the module:<br />
* Without scripts this module forms a warp disruption bubble and is limited to null security and wormhole space only. See [[#Warp disruption fields|Warp disruption fields]] for details.<br />
* With warp disruption script it works as a warp disruptor module with increased range and infinite strength. This script greatly extends the field generator's normal range. This script allows the module to used anywhere.<br />
* With warp scrambling script it works as a warp scrambler with increased range and infinite strength. Like the normal scrambler this also stops the target from using MJD, MJDFG or MWD. This script slightly reduces the field generator's normal range (however it is still much longer range than an ordinary scrambler). This script allows the module to used anywhere.<br />
<br />
Different variations of this module have different ranges, however in most cases the only variants used are T2 (20km), and True Sansha (21km). This module's range is also affected by the pilot's level in {{sk|Heavy Interdiction Cruisers}}, and the script equipped (if any).<br />
<br><br />
<br />
|-<br />
|[[File:Icon stasis webifier i.png|Stasis Webifier|link=]]<br />
|<br>The '''stasis webifier''' (also called a "'''web'''") is different from the warp disruptor and the warp scrambler. The stasis webifier focuses on decreasing the sub-warp speed of a ship. The sub-warp speed is the speed that you normally fly around at.<br />
<br />
The sub-warp speed reduction depends on the version of the module. The tech 1 version causes a 50% speed reduction, the tech 2 version causes a 60% speed reduction. Both modules have a maximum range of 10km. Faction variations of this module exist, and come in varying levels of increased range and either 50%, 55%, or 60% speed reduction (up to 14km/60% or 15km/55% at most).<br />
<br />
Skill Requirements:<br />
<br />
* {{sk|Navigation|I}}<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|I}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br />
While tackling someone, a tackler should always use a warp disruptor or scrambler before the stasis webifier. Reducing the top speed of a ship with a web will make it easier for the target to warp away because they can then more quickly reach the 75% of top speed needed for initiating warp. So point first, then web.<br />
<br><br><br />
<br />
|-<br />
|[[File:grappler.png|Stasis Grappler|link=]]<br />
|<br>The '''Stasis grappler''' is the big brother of normal stasis webifier. It has much greater velocity modifier than the normal webifier.<br />
<br />
But unlike stasis webifier the grappler has only 1 km optimal and a 8-12 km falloff range. The strength of applied effect is reduced using same formula as [[Turret damage|turret]] hit chance. Meaning that at optimal+falloff range the applied slow down is only 50% of the maximum modifier. After optimal+falloff the effect of this module drops very rapidly. The grapplers also have hard limit of Optimal+3×Falloff beyond which the module can not be activated even though it would still have small 0-2% velocity reduction.<br />
<br />
The grappler also requires hefty sum of powergrid and can only be fitted on battleships and above.<br />
<br><br><br />
<br />
|-<br />
|[[File:Icon warp disruptor i.png|Heavy Warp Disruptor|link=]][[File:Icon warp scrambler i.png|Heavy Warp Scrambler|link=]]<br />
|<br>There exist two further sets of large-ship tackle modules: the '''Heavy Warp Disruptor''' and '''Heavy Warp Scrambler'''. Similar to the stasis grappler, these modules can only be fit to Battleships and above, and consume large amounts of powergrid. Functionally, they work the same as the ordinary Warp Disruptors and Warp Scramblers, but with increased range, capacitor cost, and scramble strength. The increased strengths of these modules make them useful for attempting to hold down supercapital ships, but in most other circumstances do not outweigh their high fitting and capacitor costs.<br />
<br />
* A T1 Heavy Warp Disruptor has a range of 22km; a T2 Heavy has a range of 26km. These modules have a warp core disabling strength of 3 points. Faction and Officer variations of this module have increased range (out to 30km and 40km at most), and increased strengths of up to 4 and 5 points.<br />
* A T1 Heavy Warp Scrambler has a range of 8.5km; a T2 Heavy has a range of 10km. These modules have a warp core disabling strength of 6 points. Faction and Officer variations of this module have increased range (out to 12.25km and 15km), and increased strengths of 8 and 10 points.<br />
<br />
'''Skill Requirements:'''<br />
<br />
* {{sk|Navigation|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Navigation|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
* {{sk|CPU Management|III}}<br />
* {{sk|Propulsion Jamming|IV}} (For the <span style="color:yellow">Tech 1</span> module)<br />
* {{sk|Propulsion Jamming|V}} (For the <span style="color:yellow">Tech 2</span> module)<br />
<br><br />
<br />
|-<br />
<br />
|<br />
|<br>Support [[Fighters|fighters]] can also provide Warp Disruption and Webification.<br />
<br />
The Gallente Siren series support fighters provides 1 point of Warp Disruption per fighter, the Minmatar Dromi series support fighters provides -15% Webification per fighter (additive). <br />
<br><br />
<br />
Skills Requirements:<br />
* {{sk|Support Fighters}} 1 (For the <span style="color:yellow">Tech 1</span> variants)<br />
* {{sk|Support Fighters}} 4 (For the <span style="color:yellow">Tech 2</span> variants)<br />
<br><br />
|}<br />
<br />
==Warp core stabilizers==<br />
<br />
The '''Warp Core Stabilizer''' is not a tackle module; it is an anti-tackle module. Warp Core Stabilizers (or "stabs") are low-slot modules which greatly weaken a ship's targeting range and scan resolution, but increase the ship's Warp Core Strength, allowing it to resist incoming Warp Disruptors. One Stabilizer gives one Strength, allowing the ship to resist one point of warp disruption. Stabilizers can not be stacked, you can only equip one module per ship. [[Supercarriers]], [[Titans]], [[Hauling#Deep Space Transport|Deep Space Transports]], and [[Venture]]s have innate or skill-based warp core strength, and thus are resistant to warp disruption even without stabilizers fitted. However, no amount of warp core strength will protect a ship from a Warp Disruption Field Generator or a Warp Disruption Field.<br />
<br />
Because of their innate sensor dampening, Warp Core Stabilizers should '''never''' be fitted to any combat ship, and are generally only be used in rare cases where emergency escapes (from hostile tackle) are necessary.<br />
<br />
==Warp disruption fields==<br />
<br />
A '''warp disruption field''' is an area effect that stops all ships within it from using their warp drives. This field has effectively infinite warp disruption strength; no number amount of warp core stabilizers will allow a ship to warp out of a bubble, however all other movement and propulsion modules are not restricted. Warp disruption fields can only be used in null security space and wormholes. Because of their appearance, warp disruption fields are commonly referred to as "bubbles".<br />
<br />
There are five ways to create warp disruption fields:<br />
<br />
* An interdiction sphere launcher on a [[interdictor]] destroyer. This module launches standalone warp disrupt probes which instantly create warp disruption fields. (The field will visibly expand from the probe, however this expansion is purely visual and the bubble is effective at full size immediately.) Once launched, the probe will not move (although it can be moved by a [[Propulsion equipment#Micro Jump Field Generator|jump destroyer]]), while the destroyer which launched it is free to fly away. Warp disrupt probes project 20km-radius bubbles and last for 2 minutes.<br />
* A Warp disruption field generator on a [[Heavy Interdiction Cruisers|heavy interdiction cruiser]]. The warp disruption field generator instantly generates a bubble centered on the ship. This bubble will move as the ship moves, and the generating ship can still move normally. The field's radius is based on the type of generator used and the skills of the cruiser pilot.<br />
* A [[Capital Ship Modules#Burst Projectors|Warp Disruption Burst Projector]] fitted to a [[supercarrier]]. This module creates a 10km radius disruption field, centered on the target location, with a 500km maximum targeting range, 40s duration, and 8 minute cooldown.<br />
* Mobile Warp Disruptor deployables, which come in varying sizes from small (5 km radius) to large (40 km radius). These structures can be deployed in space but it takes two minutes time until the structure creates the bubble. They also have their own structure, armor and shield HP and can be destroyed by shooting at them enough. They also decay on their own if left in space for several days, however they can be deactivated and picked up (with no delay) by the pilot who deployed them.<br />
* The Empire Surveillance System banks project 20km radius warp disruption fields around themselves. Unlike any other disruption fields, the ESS's warp disruption field is also a warp ''scrambling'' field, and also disables microwarpdrives and micro jump drives.<br />
<br />
All kinds of “bubbles” share common characteristic features:<br />
* Their use is limited to null security and wormhole space.<br />
* Bubbles will ''not'' influence any ships which are 'Interdiction Nullified'. This primarily consists of [[shuttle|Shuttles]], and ships that have equipped and activated their Interdiction Nullification module. Nullified ships will not be dragged by bubbles, and can initiate warp while inside bubbles.<br />
* Any ships within its area of effect cannot initiate warp, and capital ships cannot use their jump drives.<br />
* Bubbles will influence you only if they are online when you enter warp. This means that if a bubble is placed (or a Warp Disruptor probe launched, or Warp Disruption Field Generator activated) at your destination after you entered warp you can land right in the middle of it rather than landing on the edge.<br />
* When a bubble is place in a specific location in the vicinity of an intended target destination that ships are attempting to reach are qualified with a specific name:<br />
** '''Drag bubbles''': Ships warping nearby may be “dragged” out of warp. Imagine a line along which you travel to your destination and project that line beyond your destination. If such line intersects with a bubble anywhere no more than 500 km from your final destination you will be either stopped or dragged to the edge of such bubble. (Yes! Dragged beyond your destination! Bubbles situated in this way are commonly referred to as drag bubbles.) Looking at the diagram below you can see what trajectories make you susceptible to being dragged by a bubble – as long as your final destination is less than 100 km from the intersection of your trajectory with a bubble (otherwise you will fly right through a bubble as if it wasn't there).<br />
** '''Catch bubbles''', also known as '''Stop bubbles''', are those placed in front of the intended destination, causing the ship to get caught in the bubble in front of their destination.<br />
<br />
<br />
[[File:warpdisruption.jpg]]<br />
<br />
==Specialized ships==<br />
<br />
While all ships can use tackling equipment with great success certain ships have specific hull bonuses that make them into unique tackling ships.<br />
<br />
The so called "tackle frigates" are for most the entry point to tackling ships. These ships are fast, agile and have a hull bonus that reduces capacitor usage of webs, points and scrams by 80%. These ships are often used as initial "hero tackle" that flies to the enemy to hold them still while rest of the fleet comes behind.<br />
* {{sh|Slasher}}<br />
* {{sh|Atron}}<br />
* {{sh|Condor}}<br />
* {{sh|Executioner}}<br />
<br />
<br />
The direct upgrade from T2 tackle frigates are the T2 [[interceptors]]. These are all T2 variants of the above T1 frigates. For each ship there exists two interceptor variants: a combat interceptor with damage oriented bonuses and a fleet interceptor with bonus to point and scram range. The interceptors also have reduced signature bloom from MWD and 80% reduction in point, scram and web capacitor usage.<br />
* {{sh|Claw}}<br />
* {{sh|Stiletto}}<br />
* {{sh|Taranis}}<br />
* {{sh|Ares}}<br />
* {{sh|Crow}}<br />
* {{sh|Raptor}}<br />
* {{sh|Malediction}}<br />
* {{sh|Crusader}}<br />
<br />
<br />
The next step up changes the style of tackling completely. [[Interdictors]] are T2 [[destroyers]] that are able to create a warp disruption bubble for two minutes. After launching the bubble the interdictor is free to move and even killing the interdictor will not release the victim from the bubble. But the pilot has to be careful when they launch the bubble as the module has moderate reload time and will also stop friends and even the pilot himself from warping away.<br />
* {{sh|Sabre}}<br />
* {{sh|Eris}}<br />
* {{sh|Flycatcher}}<br />
* {{sh|Heretic}}<br />
<br />
<br />
[[Heavy Interdictors]] are the big brothers of interdictor. These T2 cruisers field very high tank with their T2 resist profile and additional resist bonus. Their module of choice is the warp disruption field generator. With this module heavy interdictors are able to put up a warp disruption bubble at will (but may not be able to drop it at will, as the bubble's 30-second cycle cannot be cut short). Heavy Interdictors must take advantage of their high resistances, as they cannot receive allied remote repairs while their disruption generator is active. The warp disruption field generator can also be used with either disruption or scrambling scripts that turn the module into infinitely strong long range point or scram.<br />
* {{sh|Broadsword}}<br />
* {{sh|Onyx}}<br />
* {{sh|Phobos}}<br />
* {{sh|Devoter}}<br />
<br />
<br />
The Minmatar and Gallente [[Electronic Attack Ship|Electronic Attack]] Frigates receive large bonuses to specific tackle modules. The Minmatar [[Hyena]] receives a 40% bonus to web range per skill level in {{sk|Electronic Attack Ships}}, while the Gallente [[Keres]] receives a 15% bonus to warp disruptor and warp scrambler range, and a 10% reduction to disruptor and scrambler activation cost, per skill level.<br />
* {{sh|Hyena}}<br />
* {{sh|Keres}}<br />
<br />
<br />
The Minmatar and Gallente [[Recon Ships]] receive similar but stronger bonuses to their smaller Electronic Attack siblings. The Minmatar recons receive massive 60% bonus to web range per skill level in {{sk|Recon Ships}}, while the Gallente recon cruisers receive equally frightening 20% bonus to warp disruptor and warp scrambler range per level.<br />
* {{sh|Huginn}}<br />
* {{sh|Rapier}}<br />
* {{sh|Lachesis}}<br />
* {{sh|Arazu}}<br />
<br />
<br />
The Minmatar and Gallente [[Strategic Cruisers]] electronic warfare subsystems are specialized in tackling, and while their bonuses are weaker than those of the Recon Ships, they can be used in addition to the strategic cruisers' other combat abilities. The Loki's Immobility Drivers give a 25% bonus to web range, and a 10% increase to web [[Overheating|overheat]] bonus per skill level in {{sk|Minmatar Core Systems}}, while the Proteus's Friction Extension Processor give a 7.5% bonus to warp disruptor and scrambler range, and a 15% increase to their overheat bonuses per skill level in {{sk|Gallente Core Systems}}.<br />
* {{sh|Loki}}<br />
* {{sh|Proteus}}<br />
<br />
<br />
<br />
In addition to the T2 and t3 ships there also exist wide variety of pirate ships with tackling related bonuses.<br />
<br />
The [[Mordu's Legion]] line of ships all receive 10% bonus per level in relevant Gallente ships to warp disruptor and scrambler range. While rarely used as fleet tackle, the extended range on these ships allows for fighting outside the enemy's effective while still holding them on grid.<br />
* {{sh|Garmur}}<br />
* {{sh|Orthrus}}<br />
* {{sh|Barghest}}<br />
<br />
<br />
The [[Serpentis]] line of ships receive 10% bonus per in relevant Minmatar ship to stasis webifier ''effectiveness''. This means that at level 5 in the relevant Minmatar skills, a Serpentis ship with a Tech II webifier will slow a targeted ship by ''90%'' with a single web.<br />
* {{sh|Daredevil}}<br />
* {{sh|Vigilant}}<br />
* {{sh|Vindicator}}<br />
* {{sh|Vehement}}<br />
* {{sh|Vendetta}}<br />
<br />
<br />
The [[Blood Raider Covenant]] line of ships receive 20% bonus to web range per level in relevant Minmatar ship skill. However, these ships are rarely used for their web bonuses, as their energy neutralizing bonuses are more significant.<br />
* {{sh|Cruor}}<br />
* {{sh|Ashimmu}}<br />
* {{sh|Bhaalgorn}}<br />
* {{sh|Chemosh}}<br />
* {{sh|Molok}}<br />
<br />
==Extra Modules for Tackle Ships==<br />
<br />
{| class="wikitable" style="font-size:90%;"<br />
|-<br />
! style="background:#222222;" | Module<br />
! style="background:#222222;" width="70%;" | Use<br />
! style="background:#222222;" | Skills<br />
|-<br />
| [[File:Module icon afterburner tech1.png|32px]] Afterburner<br />
| style="background:#333333;" | As fitted to military jet fighters, afterburners (or ABs) can be fitted to ships in EVE Online. The afterburner increases your sub-warp speed by a percentage. Afterburners are often used while in orbit around a target to help evade enemy fire and keep the user's ship alive. However, in the face of microwarpdrives, they are often not fast enough to leap into battle on their own and catch enemies who are not yet in range.<br />
<br />
The Tech 1 module boosts your speed by 115% (thus it doubles your speed plus another 15%). The Tech 2 version boosts your speed by 135%. Faction and Deadspace variations of this module offer further speed boosts (of 140-160%), but are much more expensive and thus not commonly used.<br />
| <br />
* {{sk|Navigation|I}}<br />
* Tech 1: {{sk|Afterburner|I}}<br />
* Tech 2: {{sk|Afterburner|IV}}<br />
|-<br />
| [[File:Module icon microwarpdrive tech1.png|32px]] Microwarpdrive<br />
| style="background:#333333;" | The microwarpdrive (or MWD) is a small warpdrive capable of giving a significant speed boost to your sub-warp speed. It's an upgraded version of the afterburner, however it comes with several drawbacks. Unlike an afterburner, a microwarpdrive is extremely effective at getting into, or out of, an enemy's range, but is not at all effective at helping evade enemy fire. An active MWD grants a 500% boost to sub-warp speed, but also increases the ship's signature radius by 500%, making it far easier to hit than its speed would imply. Also, as mentioned above, microwarpdrives are forcibly deactivated by hostile Warp Scramblers. MWDs also consume more capacitor to operate, and having an MWD fitted to a ship reduces the ships maximum capacitor capacity (and thus, indirectly, the ship's capacitor regeneration rate). As a result of all this, it is often best to use an MWD to get into tackle range of a target, and then deactivate it while in close orbit to avoid being hit.<br />
<br />
The Tech 1 module gives a 500% bonus to speed, at the cost of 500% increased signature radius and 25% reduced capacitor capacity. The Tech 2 module gives a 510% boost to speed, but only 20% reduced capacitor capacity. However, the use of Tech 2 MWDs is often frowned upon, in favor of the Quad LiF Restrained variant, which gives a 505% bonus to speed, 20% reduced capacitor capacity, only 450% increased signature radius (mitigating a little of the evasion problem), and lower capacitor consumption than the Tech 2 variant.<br />
<br />
Faction and Deadspace microwarpdrives are popular on more expensive ships, as while they do not offer great improvements to speed, they offer greatly reduced capacitor capacity and signature radius penalties. They are, however, very expensive and thus not worth using unless you ''know'' you won't lose them.<br />
| <br />
*{{sk|Navigation|II}}<br />
*{{sk|Afterburner|III}}<br />
*Tech 1: {{sk|High Speed Maneuvering|I}}<br />
*Tech 2: {{sk|High Speed Maneuvering|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | To be effective as a tackler you first need to get a lock on the target you want to tackle. Every ship has a certain scan resolution, visible in the fitting window, which, together with your target's signature radius, determines the time it takes to lock a target. With a sensor booster you can increase that scan resolution which enables you to decrease the lock-time and so point or scram the target faster.<br />
<br />
The tech 1 version of the sensor booster boosts your scan resolution by 25%, while the tech 2 version boosts it by 30%. Sensor Boosters also increase your maximum targeting range, but that's less relevant to tackling. If you put a scan resolution script in the sensor booster (which you should in most cases, as the range will not be necessary), the scan resolution bonus doubles and the bonus to targeting range disappears. So you can get a 50% scan resolution bonus from the tech 1 booster and a 60% from the tech 2 version.<br />
| <br />
* {{sk|CPU Management|II}}<br />
* Tech 1: {{sk|Long Range Targeting|I}}<br />
* Tech 2: {{sk|Long Range Targeting|IV}}<br />
|-<br />
| [[File:Icon sensor resolution.png|32px]] Remote Sensor Booster <br />
''(with Scan Resolution Script)''<br />
| style="background:#333333;" | In extreme cases where a fleet decides that tackle must be secured as fast as possible, one or more non-tackle ships in the fleet may be fitted with Remote Sensor Boosters, and have them active on the tackler ship. These modules provide slightly greater bonuses than regular sensor boosters, but can only be used on allies (and not on yourself) and thus must be prepared and coordinated in advance.<br />
<br />
These modules are commonly seen in Gate Camps, to ensure that the campers catch their targets.<br />
| <br />
* {{sk|CPU Management|III}}<br />
* Tech 1: {{sk|Sensor Linking|I}}<br />
* Tech 2: {{sk|Sensor Linking|IV}}<br />
|-<br />
| [[File:Module icon overdrive.png|32px]] Overdrive Injector System<br />
| style="background:#333333;" | As a tackler, speed is important in order to reach your target quickly. The faster you can get into targeting and warp disruption range, the faster you can tackle the target. The nice thing about overdrive injector systems is that they don't require powergrid or CPU. The downside of the overdrive injector system is that your cargohold m³ will decrease. As a tackler you do not use your cargohold, so you can ignore that penalty.<br />
<br />
The sub-warp speed increase of the tech 1 overdrive injector system is 10.4% (with a cargohold penalty of 15%), and the tech 2 module gives a 12.5% increase speed (and a 20% cargohold penalty).<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon nanofiber.png|32px]] Nanofiber Internal Structure<br />
| style="background:#333333;" | This is another module that increases your speed. Unlike the overdrive injector, however, it also makes your ship more agile. Using this module will help you accelerate and align faster, allowing you to reach targets faster, and allow you to keep a closer orbit at a higher speed, making you harder to track and thus harder to kill. Like overdrives, nanos don't require any powergrid or CPU. The downside of this module is that you get a lower amount of structure hit points (HP). In a way this downside doesn't matter though, because, generally speaking, tackling frigates tend to either be able to rely on their shields, armor, and speed for long enough to either be saved by the logi or pull range and escape, or if their armor doesn't hold up and they do enter structure they're pretty much dead anyway.<br />
<br />
The sub-warp speed increase from the tech 1 module is 7.84%, with a 13.1% inertia reduction, at the cost of 15% structure HP. The tech 2 module increases sub-warp speed by 9.4%, cuts inertia by 15.8%, and reduces structure HP by 20%.<br />
| <br />
* {{sk|Mechanics|I}}<br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|II}}<br />
|-<br />
| [[File:Module icon propulsion rig tech2.png|32px]] Navigation Rigs<br />
| style="background:#333333;" | Sometimes, there aren't enough low power slots to go around. Auxiliary Thrusters rigs give a 7.25% bonus to sub-warp speed, akin to a weaker Overdrive Injector. Polycarbon Engine Housing rigs give a 5.5% bonus to sub-warp speed, and 9.1% reduction to inertia, akin to a weaker Nanofiber. Both rigs come at the cost of 10% Armor HP. These rigs can be useful if there are not enough low slots to fit an Overdrive or Nanofiber, but more speed is required. However, these rigs are not ideal on ships which rely on armor for their defense.<br />
| ''(Rigs do not require skills to use)''<br />
|-<br />
| [[File:Icon module damage control.png|32px]] Damage Control<br />
| style="background:#333333;" | The damage control increases your shield, armour, and hull resistances to all damage, making you much harder to kill. One of the most all-purpose efficient defensive modules in the game, a very much recommended module for any tackler, however it does cost some CPU which can at times be in short supply on frigates. It will also make you much more resistant to smartbombs and drones, two major threats to tacklers.<br />
<br />
The tech 1 module increases shield, armour and hull resistances by 7.5%, 10% and 50% respectively; the tech 2 module increases them by 12.5%, 15% and 60% respectively.<br />
| <br />
* Tech 1: {{sk|Hull Upgrades|I}}<br />
* Tech 2: {{sk|Hull Upgrades|IV}}<br />
|-<br />
| [[File:Icon shield extender.png|32px]] Medium Shield Extender<br />
| style="background:#333333;" | A medium shield extender is a great way to significantly increase the hitpoints of your tackler without slowing you down. While high speed will reduce the damage that you take, it will only reduce it - fitting modules to increase your HP will keep you alive and able to tackle for much longer.<br />
<br />
While a small shield extender will be easier to fit, a medium extender provides far more HP and is generally preferred. You may need to use a Micro Auxiliary Power Core in order to provide the powergrid to fit one. A Tech 1 medium shield extender gives you an additional 750 base shield hitpoints (most frigates have between 350 and 500 shield hitpoints to begin with, so that's a huge difference). A Tech 2 medium shield extender increases your base shield hitpoints by a huge 1050 HP!<br />
| <br />
* Tech 1: {{sk|Shield Upgrades|I}}<br />
* Tech 2: {{sk|Shield Upgrades|IV}}<br />
* (Optional) {{sk|Capacitor Management|II}}<br />
''(to fit a Micro Auxiliary Power Core)''<br />
<br />
|-<br />
| [[File:Icon skirmish command burst.png|32px]] Command Bursts<br />
| style="background:#333333;" | These are not modules that a tackle ship itself will fit but they're good to be aware of. [[Command Bursts]] are a set of modules fitted by Combat Battlecruisers, Command Destroyers, Command Ships, and specially fit Strategic Cruisers, which when active improve the combat capabilities of ''all'' nearby ships in their fleet. Shield and Armor Command Bursts can help a tackler by making them more durable, but the most useful bursts are Skirmish Command Bursts; as they can improve a tackle ship's flight speed, increase acceleration and decrease signature radius, and increase the range of warp disruptors, scramblers, and stasis webifiers.<br />
| <br />
''(No skills are needed to benefit from friendly Command Bursts.)''<br />
|}<br />
<br />
=Fitting theory=<br />
<br />
==Warp scrambler or warp disruptor?==<br />
<br />
The primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a warp disruptor or a warp scrambler. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km with the Tech 1 module, or 24km with the Tech 2 module) which allows the tackler to keep more distance from their target. This can increase their survivability against targets with stasis webifiers and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make them easier to hit with turrets. It means the tackler can also tackle the target faster because they don't need to get within 9 km or even less first. Warp disruptors take a lot of capacitor to run and can quickly drain a frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the initial tackle and smart tacklers will turn them off once someone else has put a warp scrambler on the target. Warp disruptors are especially popular on specialised Tech 2 interceptors, which receive bonuses to their range and a reduction to the amount of capacitor they use.<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - it also shuts down their microwarpdrive. Since almost all ships larger than frigates will be running a microwarpdrive, a warp scrambler will slow them down significantly. This allows the rest of the the tackler's fleet to get in range of the target more easily, and prevents the target from running away or getting back in range of a stargate. For this reason, having at least some warp scramblers is is essential to any fleet. Warp scramblers use significantly less capacitor than warp disruptors, and so it should be possible to keep them running indefinitely. Using a warp scram will put the tackler within range of stasis webifiers and energy neutralizers which can be a threat to a frigate, however guns will struggle to track a frigate at this range meaning in most cases the tackler will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
<br />
Using a warp scrambler puts the tackler quite close to smartbomb range (which is 5km, or 6km if the target is using Tech 2 smartbombs). They need to be careful when engaging a target that is likely to be equipped with smartbombs (i.e. battleships in low security space). If the tackler suspects that the target might be using smartbombs it's a good idea for them to set their orbit between 6 and 7.5km, which should put them safely outside of their range.<br />
<br />
If a tackler has both a disruptor and a scrambler fitted, a tactic known as 'drive-by scramming' can be used. In this, the tackler spends most of their time using their disruptor, outside of scram range, but at important moments dives in for a few seconds to land a scram on their target (to disable a microwarpdrive or micro jump drive), and then flies out back into their safer disruptor range.<br />
<br />
==Afterburner or microwarpdrive?==<br />
<br />
At first glance you might think that both of these modules perform the same function - both increase your speed, and since the microwarpdrive increases your speed more it must be the better choice. Like many things in EVE Online, it isn't quite that simple.<br />
<br />
A microwarpdrive has a couple of serious drawbacks. The most important one is that while the module is activated it will increase the ship's signature radius by up to 500%; this will make it much easier to hit and will cause the ship to take a lot more damage from cruiser sized and bigger weapons. This will massively increase the tackler's chances of dying. Also, the microwarpdrive uses a lot of capacitor and the tackler will most likely not be able to run it for an extended period of time. For these reasons, an microwarpdrive is used only to get into range of the target and should be turned off once the tackler are in range to tackle the target. Once that has happened the tackler will only be able to orbit their target at the regular speed of their ship. Also keep in mind that a player will not be able to use the module at all when someone is using a warp scrambler (not a warp disruptor) against them, since these disable microwarpdrives.<br />
<br />
An afterburner on the other hand does not increase the ship's signature radius at all and it needs far less capacitor, meaning a tackler can keep it activated even while they are orbiting their target. Since they are able to travel more quickly without increasing your signature radius, an afterburner will decrease the chances for the opponent's turrets to hit the tackler as well as reducing the amount of damage they receive from missiles. While an afterburner is not as useful for chasing targets or getting into range, it does help the tackler survive once they get there.<br />
<br />
To summarise, an microwarpdrive will let the tackler get into range quickly, but they will be more at risk once they get there. With an afterburner the tackler will take longer to get into range, but will take less damage once they do.<br />
<br />
In most cases, it is recommended that tackler frigates fit a microwarpdrive in order to close range more quickly and to help them catch up with fast moving targets. However, flying with an microwarpdrive is less forgiving than using an afterburner since things will happen more quickly - the tackler will need to be more aware of the range to their target and whether their microwarpdrive is currently turned on or off. If a tackler is trying PVP for the first time, an afterburner might be an easier choice.<br />
<br />
It is possible to fit both an afterburner and a microwarpdrive to a ship (known as 'dual propulsion' or 'dual prop') if the player has enough midslots as well as the CPU and PG to do so - this is popular on some Tech 2 and faction ships, but is difficult to do on most Tech 1 frigates and is not recommended for new players.<br />
<br />
Tech 2 interceptors (and to a lesser extent Tech 2 assault frigates) receive bonuses to microwarpdrives which reduce the signature radius penalty which they provide. As a result, they take much less damage when running microwarpdrives during combat. Long-ranged 'fleet' interceptors in particular will often keep their microwarpdrives on for the whole duration of a fight.<br />
<br />
==What type of tank?==<br />
<br />
After the tackle and propulsion module, the most important thing to fit on a tackler is tank - it's no use catching a target if they can simply kill the tackler and escape.<br />
<br />
You'll sometimes see people fitting their tackling frigates with all speed modules and no tank. The most common place that you'll see these is on killboards, killed in droves by whatever they were trying to tackle. While speed is important, a tackle frigate should already be fast enough to catch most ships in the game (especially if you're using a microwarpdrive) and enhancing that further is not the main priority.<br />
<br />
No matter what else they do, a tackler should almost always fit a damage control in one of their low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, the tackler has two options - they can either fit a shield tank or an armour tank. A shield tank is usually the best choice for a tackler, providing they have enough mid slots to fit one (they will need at least three - one for the microwarpdrive or afterburner, one for the scrambler or disruptor, and one for the tank). This is because a shield tank does not slow the tackler down, which lets them get in range of the target more quickly. An ideal shield tank for a tackler frigate is a single Medium Shield Extender (this gives much more HP than a small shield extender, and it is possible to fit one on most frigates - new players will probably also need to fit a Micro Auxiliary Power Core to provide the necessary powergrid). They may also want to fit shield resistance rigs, such as a Small EM Shield Reinforcer - these are very cheap compared to other rigs, and will further increase the toughness of their ship. Fitting a shield tank will increase the tackler's signature radius slightly (making them a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If the tackler can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow the ship down, but the extra HP it provides can make a big difference particularly if they also fit armour resistance modules (such as an Adaptive Nano Plating). A 200mm Reinforced Steel Plate is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow the ship down too much. Armour rigs are generally not recommended on a tackler since they will slow the ship down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, the tackler will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters). This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage they are likely to take if they are getting shot at by another player - the tackler will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow the ship down, and can still be helpful if they are only taking a small amount of damage.<br />
<br />
In addition to the actual hitpoints, the high speed of the tackler frigate should help reduce the amount of damage that they take. It generally does not reduce it enough to prevent damage entirely - even on a specialised Tech 2 interceptor - however combined with a few tanking modules it should keep them alive for longer. If the tackler has any low slots or rig slots left over after fitting the tank, it's a good idea to fill them with modules which enhance the tackler's speed (such as Overdrive Injectors or Small Auxiliary Thruster rigs).<br />
<br />
For simple PvP guidance, noting that a Warp Scrambler (scram) shuts down MWDs, remember that you should first decide the range you plan to fight at. If you will be fighting within close/brawling range, a Warp Scrambler will give you good bang for buck but you should expect to be scrammed back and would lose your MWD perhaps consider choosing an AB first. If you are fighting at longer ranges, you may choose to use a Warp Disruptor (point) and get away with an MWD but taking care not to get to close enough to your prey to be scrammed and your MWD disabled.<br />
<br />
There are the extra considerations mentioned above, such as increased signature radius and speed from an MWD, but as a starting point the choice to combine scram with MWD likely means losing use of the MWD as you get into scram range. Similarly, point with AB means the prey can speed around with their MWD still on and control the battlespace, potentially zipping off out of point range and warping away, even though you managed to point them. So, perhaps consider starting with close range+scram+AB(+web) or longer range+point+MWD.<br />
<br />
==To fit a stasis webifier or not?==<br />
<br />
Stasis webifiers are great modules as they significantly decrease the speed of a target ship. Stasis webifiers are fairly short ranged, with a range only slightly longer than a warp scrambler. This makes fitting a stasis webifier a good decision if the tackler is already fitting a warp scrambler, since they will be operating well inside webifier range anyway. Furthermore, if the tackler is engaging an enemy fitted with an afterburner, the warp scrambler will not be enough to hold the enemy in place, and the webifier will be required for the tackler to be able to stay in range.<br />
<br />
If the tackler is fitting a warp disruptor, the decision is slightly less clear cut. They first need to decide whether they plan to fly inside stasis webifier range; despite the fact that they have a long ranged warp disruptor, the tackler will generally be harder to hit if they orbit as close as possible, and they may want to fly inside web range anyway. If they do, fitting a stasis web makes a lot of sense. On the other hand the tackler may want to stay outside of stasis webifier range, either because they are flying a Tech 2 interceptor which will be running its microwarpdrive all the time, or because they want to avoid their target's webs and energy neutralizers. If this is the case, there's not much point fitting a stasis webifier since the tackler is unlikely to be in range to use it and they would be better off using that mid slot for a different module (for example a sensor booster to help them lock faster, or a tracking disruptor to protect their fleet-mates, and themselves, from the opponent's turrets).<br />
<br />
==To fit a sensor booster or not?==<br />
<br />
Sensor boosters increase the scan resolution of the tackler's ship and thus allow them to lock a target faster and/or the increase the locking range of their ship (depending on which script is used). A sensor booster makes sense if the tackler is fitting a warp disruptor, however it should not take precedence over tanking modules such as shield extenders.<br />
<br />
Sensor boosters can increase either the tackler's targeting range or their locking speed (or both) depending on which script you load them with. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing the tackler to start locking a target while they are still approaching them, and before they get into warp disruptor range. This means they can turn on your warp disruptor as soon as they get into range, instead of having to wait while they lock them first. The additional scan resolution will let the tackler lock targets faster, although a frigate will already lock pretty quickly. This is mainly useful when trying to catch targets coming through a stargate.<br />
<br />
==Long range or short range weapons?==<br />
<br />
In most cases a tackler should fit short range weapons for a couple of reasons. Obviously if their ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If their ship is designed to be used at long range they still should consider using short range weapons to fight off drones that are attacking them as well as enemy ships that manage to get too close.<br />
<br />
The problem with fitting short range weapons to a long range tackler is the temptation to get within weapon range on the primary target so the tackler can apply some damage to it. Quite often they might get away with this, but eventually they will end up getting themselves killed for doing that because they got within range of smartbombs, stasis webifieres and other modules that ruin their day. So make sure to use the modules and weapons as they are intended to be used.<br />
<br />
Long range weapons really only make sense if for whatever reason the tackler needs to be able to hit their target from a distance. For example, if they are fitted for long range tackling while they are in a small gang and the fleet needs as much DPS as possible or if they are in a frigate only fleet. In a regular fleet the damage from a Tech 1 tackling frigate is usually very small and should not be the priority; the tackler's main concern should be to tackle the target and stay alive. Of course with a large number of tacklers all those small amounts do add up, so there's no reason to not use the high slots if the tackler has some CPU and PG to spare.<br />
<br />
For a lot of frigates it makes sense to use projectile turrets (autocannons or maybe artilleries) even though the ship might not give any bonus for them. Projectile weapons do not use any capacitor and ACs also require very little CPU and PG. Hybrids and lasers only make sense if your ship grants a reasonable bonus to damage, range or maybe tracking.<br />
<br />
;No weapons<br />
<br />
There is another philosophy in tackle fitting, in which some tackle ships do not fit weapons ''at all'' in order to both save on fitting space (giving more room for defenses) and save on the thought processes of thinking about the weapons' activation, ammunition, and effective range.<br />
<br />
===Using drones===<br />
<br />
Some Tech 1 frigates can use at least one small drone and they should utilize that, even if it won't make much difference individually. Not using the drone bay pretty much equals not using a slot on the ship. A simple combat drone like a hobgoblin or a warrior is fine, and if the tackler has trained up their drone skills they could maybe use an electronic warfare drone. Anything is fine really, as long as they use it.<br />
<br />
===Nosferatu===<br />
Some Attack frigates have a utility high slot that cannot be filled with a weapon due to lack of hardpoints. If the enemy is expected to fit energy neutralisation modules, in this case a nosferatu may be useful as a way to siphon off capacitor energy to maintain the tackler's warp disruptor. <br />
<br />
<br />
==Tech 1 or Tech 2 modules?==<br />
''see also [[Tech and meta levels#Tech 1 (Meta 1-4)|Tech and Meta Levels]]''<br />
<br />
Using Tech 2 modules will improve the tackler's performance, however they require somewhat better skills and are a lot more expensive and for some modules it might not be worth it on a Tech 1 frigate.<br />
<br />
Keep in mind that there are so called 'meta' versions of all modules as well, which offer more performance than vanilla Tech 1 and one or more other specific bonuses. Meta modules are often very cheap, and in most cases should be used instead of tech 1 modules whenever possible.<br />
<br />
A Tech 2 warp disruptor offers 4 km more range than any Tech 1 version and requires only one additional level of propulsion jamming, so it's very useful and in fact recommended for long range tacklers if they can afford it. Tech 2 damage controls are also significantly better than their Tech 1 counterparts, and Meta damage controls tend to be very expensive (and should thus only be used when the fitting space cannot be found anywhere else).<br />
<br />
==To fit electronic warfare modules or not?==<br />
<br />
Using a spare midslot for a random [[electronic warfare]] (EWAR) module will multiply the value of the ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt the opponent's ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An electronic warfare module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in the fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most Tech 1 frigates that are used for tackling do not provide any bonus to a specific type of electronic warfare. However, electronic warfare modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
=Skills for tackling=<br />
<br />
None of these skills are actually essential - a player can still be a great tackler without them - but they will make the tackler's life easier and mean a better tackler. Players should train them to IV, if they intend on tackling a lot. Most of these skills will also affect all other ships a pilot flies, and so will be useful even it a pilot largely stops flying tackle.<br />
<br />
* {{sk|Spaceship Command}} - increases agility by 2% per level, allowing for faster acceleration and alignment, and tighter orbits<br />
* {{sk|Evasive Maneuvering}} - increases agility by 5% per level, allowing even tighter orbits<br />
* {{sk|Navigation}} - increases speed by 5% per level<br />
* {{sk|Acceleration Control}} - increases the speed boost from a microwarpdrive or afterburner by 5% per level<br />
* {{sk|High Speed Maneuvering}} - 5% reduction in capacitor required by a microwarpdrive per level<br />
* {{sk|Propulsion Jamming}} - 5% reduction in capacitor required by tackle modules per level. Also required for using most T2 tackle modules.<br />
* {{sk|Warp Drive Operation}} - reduces the capacitor required to enter warp by 10% per level, meaning the player can warp further in one go<br />
* {{sk|Signature Analysis}} - improves targeting speed by 5% per level<br />
* {{sk|Thermodynamics}} - allows a player to [[Overheating|overheat]] their point for extra range, and their propulsion module the additional speed<br />
<br />
=Tips for practical tackling=<br />
<br />
* During the fight, a tackler should locate their target and approach them, with their propulsion module running. Once the tackler is in locking range, they should lock the target. When they are in range for their warp disruptor/scrambler they should activate the module. Once the module is activated, they should normally announce to the fleet on mumble that they have a point on the target, so the damage dealing ships can join in. Once the tackler is orbiting the target, they should turn off their microwarpdrive if they have one. When the target is pointed the tackler can also activate their stasis webifier if they have one.<br />
* In some situations tacklers may want to keep their disruptors "hot" i.e. activated before they have a target. This will enable them to get tackle a bit faster once they have a target. If a tackler does this they should ensure that they have auto targeting turned off in the Options menu, to avoid tackling friendly or neutral targets.<br />
* Sometimes the fleet commander will call specific targets for tacklers. In the absence of any specific targets, however, tacklers should normally pick a target whose character's name starts with the same letter as theirs, or as close as possible in the alphabet. This will help ensure that the fleet's points are spread amongst the opponents fairly evenly. Pay attention to mumble and try to pick a different target if somebody else has already pointed the opponent you were headed for, or if your designated target is too far away or too fast for you to catch.<br />
* A ship can initiate warp to any friendly ship that is at least 150km away. If a tackle frigate is 150km away from the main fleet, the fleet can initiate warp using the tackle frigate as a reference point. Note, however, that they do not have to warp to the tackle frigate. The shortest distance that a ship can warp is a mere 50km, by warping to 100km from a beacon 150km away. This leads to another trick for tackle frigates. If they are not actively engaging a pointed target, they should consider burning directly away from it until they are at least 150km from the main fleet. This allows those ships to "warp at range" to the tackle frigate, and hopefully land directly on top of the target. This requires some co-ordination; it's no point everyone burning away and no-one staying to apply point / web / scram.<br />
* Once a player commits a hostile act, they cannot use jump gates (or dock) for sixty seconds. A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away. To prevent this happening, most fleet commandeers will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship. In this situation, tank can be important. In the worst case, a tackler might need to hold a hostile ship for the full sixty seconds while their fleet's timers expire, plus another ten or so while they jump and load the grid.<br />
==See also==<br />
* [[Warp mechanics]]<br />
<br />
[[Category:Game mechanics]][[Category:PvP]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Fighters&diff=174984Fighters2021-10-06T04:42:23Z<p>Arexand Oskold: /* Long Range Attack */ they wreck 50MNs though</p>
<hr />
<div>{{Weapon Systems Links}}<br />
Fighters are extremely powerful [[Drones]] equipped with cruiser, battleship, or dreadnought-grade weaponry, launched by [[carriers]], [[supercarriers]], [[Guristas]] capital ships, and Upwell Structures.<br />
<br />
== General Fighter Mechanics ==<br />
<br />
In order to use fighters you need to train {{sk|Fighters|icon=yes}} (5% damage bonus per level). There are 3 types of fighters: Light (Anti-Subcapital), Heavy (Anti-Capital), and Support (EWAR). Each has a Tech 1 and Tech 2 variant. Light fighters and heavy fighters are further split between the roles they perform. Each type of fighter has a squadron size that determines how many individual fighters make up a squadron, and each carrier or supercarrier is limited by how many launch tubes exist for squadrons. A squadron of fighters is controlled and targeted as a single entity in space, and will generate a Killmail if the last fighter in a squadron is destroyed. Fighters are a lot larger, in volume, than drones. The skill {{sk|Fighter Hangar Management|icon=Yes}} increases fighter hangar size by 5% per level.<br />
<br />
All fighters are capable of warping, and will pursue a target into warp - the only escape from fighters is to jump system or to dock. <br />
<br />
Fighters cannot receive remote assistance, such as repairs or shield boosting. However, they are vulnerable to [[ECM]], and with their weak sensor strengths, jamming fighters is a common strategy for reducing a carrier's damage potential.<br />
<br />
Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones. <br />
<br />
Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cooldown and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together.<br />
<br />
Fighters have thick, regenerating Shields, but no Armor and only 100 Structure HP. As a fighter squadron sustains damage, the rightmost segment of its health indicators will shift color from green to yellow to red to black. When a fighter squadron sustains damage equal to the Shield (and Structure) HP of one of its fighters, one fighter is destroyed and the squadron's damage is reduced accordingly. Tech I fighters have 0% resistance to all damage, however Tech II fighters' shields come with a 30% bonus to their faction's primary resistance, and a 15% bonus to their faction's secondary resistance.<br />
<br />
When Fighters are recalled to their carriers, they go through a short Refueling period before they can be launched again. The duration of this period is based on the number of fighters in the squadron. During this refueling period, their shields are restored and the ammunition for their secondary weapons is reloaded, and after refueling completes, new fighters can be loaded into a tube to replace any fighters which were destroyed.<br />
<br />
Like Drones, Fighters can also be Abandoned in space in case of emergency. Unlike Drones, there is no Drone Control Range which limits the range at which Fighters can engage targets. The only limit on a fighter's engagement range is the extremely long targeting range of the carriers which launch them.<br />
<br />
Fighters have Destroyer to Cruiser-sized signature radii of 88-120m. Combined with their high speeds, this makes fighters most effectively targeted by Small or Medium weapons and drones.<br />
<br />
All Fighters also have Standup versions which can be used by most Upwell Structures. Standup Fighters do not require training in Fighter skills, and can be used by any player with access to Take Control of a structure. Standup fighters have improved base stats over regular fighters (2x speed, 2.5x damage, better explosion velocity and radius, +50% shield HP, better ECM resistance, 2x cargohold volume) but are not affected by any modules or player skills. Standup Fighters can be changed and loaded while an Upwell structure is damaged or Reinforced.<br />
<br />
== Fighter Damage Mechanics ==<br />
<br />
Fighter weapons use a variation of [[Missile mechanics#Missile damage formula|Missile damage mechanics]]: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which obey the standard falloff curve of Turrets and Electronic Warfare modules.<br />
<br />
:<math> \displaystyle\rm\text{Total Damage} = \text{Base damage} \times {\it N} \times <br />
\min\left( 1, \frac{ Signature }{ Explosion\ radius }, \left(\frac{ Signature \times Explosion\ velocity }{ Explosion\ radius \times\ Velocity } \right)^{DRF} \right) \times <br />
0.5^{\LARGE \left(\frac{\max(0,\ Distance - Optimal )}{ Falloff } \right)^2} </math><br />
<br />
Where<br />
* Total Damage is the actual damage dealt, before resistances.<br />
* Base damage is the damage displayed in the fighters' Show Info window.<br />
* ''N'' is the number of fighters in the squadron.<br />
* Signature is signature radius of the target.<br />
* Velocity is velocity of the target.<br />
* Explosion radius and explosion velocity are values for the fighters' weapon.<br />
* Distance is the distance between the fighters and their target.<br />
* Optimal and Falloff are the values for the fighters' weapon.<br />
* DRF is the damage reduction factor. This is not visible either in-game, or in database statistics for fighters. In stead, it is calculated from two other values:<br />
<br />
:<math> \displaystyle\text{DRF} = \frac{ \ln \left( \text{Damage reduction} \right) }{ \ln \left( \text{Damage sensitivity} \right) } </math><br />
<br />
Where Damage Reduction is specific to the weapon the fighter is using, and Damage Sensitivity is always equal to 5.5. Because these values are constants, the resulting DRF values can be easily calculated.<br />
<br />
{| class="wikitable sortable"<br />
! Fighter type <br />
! Weapon<br />
! Damage Reduction<br />
! DRF<br />
|-<br />
| Space Superiority || Micro Missile || 2.0 || 0.406598<br />
|-<br />
| Light Attack || Cannons || 3.0 || 0.644443<br />
|-<br />
| Light Attack || Heavy Rockets || 5.0 || 0.944091<br />
|-<br />
| Heavy Attack || Cannnons || 5.5 || 1.0<br />
|-<br />
| Heavy Attack || Torpedoes || 5.5 || 1.0<br />
|-<br />
| Shadow || Cannons || 5.0 || 0.944091<br />
|-<br />
| Heavy Long-Range || Cannons || 5.0 || 0.944091<br />
|-<br />
|}<br />
<br />
A shorthand on the results of the range formula:<br />
* Within Optimal range, the weapons can deal full damage.<br />
* At Optimal+Falloff, the weapons deal 50% damage.<br />
* At Optimal+(Falloff x2), the weapons deal 6.25% damage.<br />
* Beyond Optimal+(Falloff x3), the weapons deal effectively no damage.<br />
<br />
These mechanics mean that fighter damage is very predictable, and can be effectively mitigated using Afterburners (but much less effectively mitigated using Microwarpdrives). However, the lack of a 'tracking' type attribute mean that the fighters' own high speed is ignored when considering their ability to deal damage. In practice, because of their flight speed, fighter damage tends to be dealt as "If the fighters are not in orbit range, they do not deal damage; If the fighters are in orbit around a target, they deal full damage." As such, this range calculation generally is only important for long-range heavy fighters.<br />
<br />
== Light Fighters ==<br />
Light fighters require the skill {{sk|Light Fighters|icon=yes}} (5% bonus in light fighter velocity per level). Tech 2 light fighters requires Light Fighters IV.<br />
<br />
=== Attack Fighters ===<br />
Attack fighters are general purpose attack craft, equipped with a faction-specific primary weapon (i.e., blaster cannon, pulse cannon, autocannon) with a short effective range. Their secondary weapon is a Heavy Rocket Salvo, effectively a single volley of battleship-grade torpedoes. Also, these fighters are equipped with a Microwarpdrive that increase base speed by 500%, at the cost of a 500% signature radius increase, with a 20-second duration and 60-second cooldown.<br />
<br />
Light attack fighters are effective against cruisers and battleships, but will struggle to effectively damage frigates and are not generally hard-hitting enough to engage capital ships.<br />
<br />
All damage values on this page are per-fighter, not per-squadron.<br />
<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 9<br />
|-<br />
| [[File:Icon volume.png|22px|link=]] Volume || 1000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]] Signature Radius || 110m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]] Shield Capacity (T1) || 2190 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]] Shield Capacity (T2) || 2420 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 5s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (cannon) || 185m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (cannon) || 105m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 5s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (rocket) || 400m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (rocket) || 70m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (rocket) || 14s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Rocket range || 10,000m<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Rocket Damage per shot (per fighter)">Rocket Damage</span><br />
! <span style="cursor:help;" title="Cannon Optimal Range">Range</span><br />
! <span style="cursor:help;" title="Cannon Falloff Range">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Templar I<br />
|65 {{icon|em damage|24px}}<br />
|119 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 8000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 833 m/s<br />
|{{icon|vel|24px}} 4,165 m/s <br />
|{{icon|orbit|24px}} 6,500 m<br />
|-<br />
|Templar II<br />
|72 {{icon|em damage|24px}}<br />
|131 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 9600m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 867 m/s<br />
|{{icon|vel|24px}} 4,335 m/s <br />
|{{icon|orbit|24px}} 7,300 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Dragonfly I<br />
|72 {{icon|ki damage|24px}}<br />
|131 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 753 m/s<br />
|{{icon|vel|24px}} 3,765 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Dragonfly II<br />
|79 {{icon|ki damage|24px}}<br />
|146 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 785 m/s<br />
|{{icon|vel|24px}} 3,925 m/s<br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Firbolg I<br />
|75 {{icon|th damage|24px}}<br />
|138 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 714 m/s<br />
|{{icon|vel|24px}} 3,570 m/s<br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Firbolg II<br />
|83 {{icon|th damage|24px}}<br />
|152 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 743 m/s<br />
|{{icon|vel|24px}} 3,715 m/s<br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Einherji I<br />
|62 {{icon|ex damage|24px}}<br />
|113 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 873 m/s<br />
|{{icon|vel|24px}} 4,365 m/s <br />
|{{icon|orbit|24px}} 7,000 m<br />
|-<br />
|Einherji II<br />
|68 {{icon|ex damage|24px}}<br />
|124 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 908 m/s<br />
|{{icon|vel|24px}} 4,540 m/s <br />
|{{icon|orbit|24px}} 7,400 m <br />
|}<br />
<br />
=== Space Superiority ===<br />
Space Superiority fighters are anti-drone and anti-fighter weapons. Their primary weapons, Micro Missile Swarm, are extremely efficient at killing hostile drones and fighters, however deal greatly reduced damage to real ships. Defensively, they can enact evasive manuevers that increase base speed by 200%, reduce signature radius by 80%, and increase all shield resists by 50%. Lastly, they can tackle hostile drones and fighters (but only drones and fighters), slowing them and disabling their warp drives.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 12<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 800m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 88m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 1600 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 1760 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 3s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius || 15m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity || 300m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate || 3.5s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon target range.png|22px|link=]] Range || 18,000m<br />
|-<br />
| [[File:Icon stasis webifier i.png|22px|link=]][[File:Icon target range.png|22px|link=]] Fighter Tackle range || 18,000m<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable drones" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot(per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (Evasive Manuevering)">Speed (AB)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Equite I<br />
|38 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1,000 m/s<br />
|{{icon|vel|24px}} 2,000 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Equite II<br />
|42 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1,090 m/s<br />
|{{icon|vel|24px}} 2,180 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Locust I<br />
|40 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 905 m/s<br />
|{{icon|vel|24px}} 1,810 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Locust II<br />
|44 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 941 m/s<br />
|{{icon|vel|24px}} 1,882 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Satyr I<br />
|42 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 857 m/s<br />
|{{icon|vel|24px}} 1,714 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Satyr II<br />
|46 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 892 m/s<br />
|{{icon|vel|24px}} 1,784 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Gram I<br />
|36 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1,048 m/s<br />
|{{icon|vel|24px}} 2,096 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Gram II<br />
|40 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1,090 m/s<br />
|{{icon|vel|24px}} 2,180 m/s <br />
|{{icon|orbit|24px}} 10,000 m<br />
|}<br />
<br />
== Heavy Fighters ==<br />
Heavy Fighters are anti-capital-ship fighters, and can only be used by supercarriers. Each race has its own heavy fighters, which follow the same damage and speed patterns as light fighters. <br />
<br />
Heavy fighters need the Heavy Fighters skill (5% damage increase per level), while Tech 2 heavy fighters requires the skill Heavy Fighters IV.<br />
<br />
=== Heavy Attack ===<br />
Heavy Attack fighters use a faction specific primary weapon (i.e., blaster, pulse laser, or autocannon), while their secondary weapon is a very high damage Torpedo Salvo. The large explosion radii of these weapons renders them only effective against capital ships. Additionally, they possess a Microwarpdrive that increases base speed by 500% and signature radius by 500%, with a 20-second duration and 60-second cooldown.<br />
<br />
There is also a [[Sansha's Nation|Sansha]] faction heavy fighter (the [[Shadow]]). The Shadow deals both EM and Thermal damage, significantly higher total damage than an ordinary T1 heavy fighter, and has better damage application than an ordinary heavy fighter, but does not have the secondary torpedo salvo.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 6<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 1800m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 110m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 4015 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4433 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 10s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 3000m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 40m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 5s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (torpedo) || 5000m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (torpedo) || 50m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (torpedo) || 40s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Torpedo range (T1) || 10,000m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Torpedo range (T2) || 12,000m<br />
|-<br />
|<br />
|-<br />
| [[File:Icon shield.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Shield Capacity (Shadow) || 5500 HP<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Radius (Shadow) || 2000m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Velocity (Shadow) || 60m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]] Fire rate (Shadow) || 3.5s<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Torpedo damage per shot (per fighter)">Torpedo Damage</span><br />
! <span style="cursor:help;" title="Cannon Optimal Range">Range</span><br />
! <span style="cursor:help;" title="Cannon Falloff Range">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Malleus I<br />
|316 {{icon|em damage|24px}}<br />
|2,527 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 8000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 576 m/s<br />
|{{icon|vel|24px}} 2,880 m/s <br />
|{{icon|orbit|24px}} 6,500 m<br />
|-<br />
|Malleus II<br />
|349 {{icon|em damage|24px}}<br />
|2,793 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 9600m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 600 m/s<br />
|{{icon|vel|24px}} 3,000 m/s <br />
|{{icon|orbit|24px}} 7,300 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Mantis I<br />
|349 {{icon|ki damage|24px}}<br />
|2,793 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 521 m/s<br />
|{{icon|vel|24px}} 2,605 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Mantis II<br />
|386 {{icon|ki damage|24px}}<br />
|3,087 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 543 m/s<br />
|{{icon|vel|24px}} 2,715 m/s <br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Cyclops I<br />
|366 {{icon|th damage|24px}}<br />
|2,926 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 494 m/s<br />
|{{icon|vel|24px}} 2,470 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Cyclops II<br />
|404 {{icon|th damage|24px}}<br />
|3,324 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 514 m/s<br />
|{{icon|vel|24px}} 2,570 m/s <br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Tyrfing I<br />
|299 {{icon|ex damage|24px}}<br />
|2,394 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 604 m/s<br />
|{{icon|vel|24px}} 3,020 m/s <br />
|{{icon|orbit|24px}} 7,000 m<br />
|-<br />
|Tyrfing II<br />
|331 {{icon|ex damage|24px}}<br />
|2,646 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 628 m/s<br />
|{{icon|vel|24px}} 3,140 m/s <br />
|{{icon|orbit|24px}} 7,400 m<br />
|-<br />
|Sansha<br />
|Shadow<br />
|200 {{icon|em damage|24px}}<br/>200 {{icon|th damage|24px}}<br />
|N/A<br />
|{{icon|range|24px}} 9600m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 543 m/s<br />
|{{icon|vel|24px}} 9,500 m/s <br />
|{{icon|orbit|24px}} 2,172 m<br />
|}<br />
<br />
=== Long Range Attack ===<br />
Long Range Attack fighters have faction specific long-range weaponary (i.e, beam cannon, railgun, and artillery), a [[Micro Jump Drive]] for range control, and are capable of launching unguided bombs (much like [[stealth bomber]]s but weaker). Fighter bombs have the same 30km range, 12s flight time, and 15km damage radius of regular bombs, and are ''immune'' to their given damage type (making it impossible for multiple matching bombs to destroy each other in flight). Usage of these bombs are disallowed in Low Security space. <br />
<br />
The weapons of long ranged fighters can be used against battleships, but their explosion radii leaves Light Attack Fighters as more efficient against smaller subcapital ships. This said though, long ranged fighter damage can be absolutely ''devastating'' to cruisers or battlecruisers with active microwarpdrives.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 6<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 2000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 3762 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4158 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 2s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 380m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 80m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 8s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]] Damage (bomb) || 640<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (bomb) || 400m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (bomb) || 60s<br />
|-<br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|range|22px}}Micro Jump Drive Range || 100km<br />
|-<br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|time|22px}}MJD Activation Time || 10s<br />
|- <br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|sig|22px}}MJD Signature Penalty || +150%<br />
|- <br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Falloff Range">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Ametat I<br />
|253 {{icon|em damage|24px}}<br />
|34 km {{icon|range|24px}}<br />
|8,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 555 m/s <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Ametat II<br />
|279 {{icon|em damage|24px}}<br />
|40.80 km {{icon|range|24px}}<br />
|8,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 578 m/s<br />
|{{icon|orbit|24px}} 36.60 km<br />
|-<br />
|rowspan=2|Caldari<br />
|Termite I<br />
|279 {{icon|ki damage|24px}}<br />
|30 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 502 m/s<br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Termite II<br />
|309 {{icon|ki damage|24px}}<br />
|36 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 523 m/s<br />
|{{icon|orbit|24px}} 36 km<br />
|-<br />
|rowspan=2|Gallente<br />
|Antaeus I<br />
|293 {{icon|th damage|24px}}<br />
|30 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 476 m/s<br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Antaeus II<br />
|323 {{icon|th damage|24px}}<br />
|36 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 495 m/s<br />
|{{icon|orbit|24px}} 36 km<br />
|-<br />
|rowspan=2|Minmatar<br />
|Gungnir I<br />
|239 {{icon|ex damage|24px}}<br />
|26 km {{icon|range|24px}}<br />
|16 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 582 m/s<br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Gungnir II<br />
|265 {{icon|ex damage|24px}}<br />
|31.20 km {{icon|range|24px}}<br />
|16 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 605 m/s<br />
|{{icon|orbit|24px}} 36 km<br />
|}<br />
<br />
== Support Fighters ==<br />
<br />
Support fighters are specialized fighters that each perform their own type of [[EWAR]]. They also each come with a Microwarpdrive, increasing their speed (and signature) by 500% for 20 seconds on a 60 second cooldown. However, they have no weapons. Unlike the others, the Siren warp disruption fighters have an Afterburner in stead of a Microwarpdrive, meaning they have a lower boost speed, but without the signature radius penalty. Support fighters require the {{sk|Support Fighters}} skill (5% increase in support fighter hit-points per level). Tech 2 support fighters requires Support Fighters IV.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 3<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 3000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 6800 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 7500 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 2s<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Energy Neut (per fighter)">Energy Neut</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Cenobite I<br />
|60 {{icon|energy neutralizer|24px}}<br />
|5,000 m {{icon|range|24px}}<br />
|2,500 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s<br />
|{{icon|orbit|24px}} 3,750<br />
|-<br />
|Cenobite II<br />
|80 {{icon|energy neutralizer|24px}}<br />
|10,000 m {{icon|range|24px}}<br />
|5,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 7,500<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Multispectral Jamming Strength (per fighter)">Jamming Strength</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Caldari<br />
|Scarab I<br />
|1.6 {{icon|ecm|24px}}<br />
|5,000 m {{icon|range|24px}}<br />
|5,625 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s<br />
|{{icon|orbit|24px}} 5,300 m<br />
|-<br />
|Scarab II<br />
|2.3 {{icon|ecm|24px}}<br />
|7,500 m {{icon|range|24px}}<br />
|8,400 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Warp Disrupt Strength (per fighter)">Warp Disruption</span><br />
! <span style="cursor:help;" title="Warp Disruption Range">Range</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (AB)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Gallente<br />
|Siren I<br />
|1 {{icon|warp disruptor|24px}}<br />
|8 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 2,145 m/s<br />
|{{icon|orbit|24px}} 4,000 m<br />
|-<br />
|Siren II<br />
|1 {{icon|warp disruptor|24px}}<br />
|16 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 2,604 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Web Velocity Reduction (per fighter)">Velocity Reduction</span><br />
! <span style="cursor:help;" title="Web Range">Range</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Minmatar<br />
|Dromi I<br />
|10% {{icon|stasis webifier|24px}}<br />
|8 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s <br />
|{{icon|orbit|24px}} 4,000 m<br />
|-<br />
|Dromi II<br />
|15% {{icon|stasis webifier|24px}}<br />
|16 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{{expansion past|<br />
[https://www.eveonline.com/article/q0tauy/patch-notes-for-november-2019-release Beat around the Boosh expansion]<br />
<br />
Dromi I and Standup Dromi I web amount reduced to 10% (was 15%)<br />
<br />
Dromi II and Standup Dromi II web amount reduced to 15% (was 20%)<br />
}}<br />
<br />
== Fighter Improving Modules ==<br />
<br />
Many modules which improve Drones also improve Fighters. All modules in this list are subject to [[Stacking penalties]]<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| High slot modules<br />
<br />
|-<br />
|[[File:Icon fighter support unit.png|link=|]]<br />
|'''{{co|wheat|Fighter support unit}}''' improves the rate of fire, velocity, shield HP, and shield recharge rate of fighters by 5% for T1 variants, and 6% for T2 variants. Since these modules boost rate of fire rather than raw damage, they do not share stacking penalties with Drone Damage Amplifiers.<br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Medium slot modules<br />
<br />
|-<br />
|[[File:Icon drone navigation computer.png|link=|]]<br />
|'''{{co|wheat|Drone Navigation Computer}}''' increases fighter speed by 25% (30% for the Tech 2 variant).<br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Link}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. Can be loaded with scripts to either double the range bonus or the application bonus, at the cost of eliminating the other bonus. Long-ranged heavy fighters can benefit from the range bonus, and all fighters can benefit from the application bonus when engaging cruisers and smaller ships. Unlike all other fighter-enhancing modules, these need to be activated to provide their effects. <br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Low slot modules<br />
<br />
|-<br />
|[[File:Icon drone damage amplifier.png|link=|]]<br />
|'''{{co|wheat|Drone Damage Amplifier}}''' increases the damage your fighters deal by 15% (20.5% for the Tech 2 variant). <br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Enhancer}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. It's similar to the mid-slot Omnidirectional Tracking Link module, but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted, and is a passive module (i.e. it does not need to be activated and uses no capacitor energy). <br />
<br />
|}<br />
<br />
<br />
[[Category: Fitting]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Jump_drives&diff=174906Jump drives2021-10-03T23:46:41Z<p>Arexand Oskold: /* Jump Fatigue and Jump Activation Cooldown */ the implications of t</p>
<hr />
<div>[[File:Cyno Types.png|400px|thumb|right|The three types of Cynosural Fields, the ships that can light them, and the ships that can use their Jump Drives to reach them.]]<br />
<br />
'''Jump Drives''' are an alternative means of interstellar travel. Ships with built-in jump drives can use their drives to instantly travel to a friendly '''Cynosural Field''' or Pharolux Cyno Beacon in another star system, within a limited range and expending Isotopes as fuel. All [[capital ships]], [[Jump Freighter]]s, and [[Black Ops|Black Ops Battleships]] have built-in jump drives. Jump drives allow for rapid movement and deployment of both subcapital and supercapital ships, and are commonly used for defensive, offensive, and industrial purposes.<br />
<br />
==Operation==<br />
Jump drives are not modules. They are built into the hull of the ship. All ships that contain a jump drive require the [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]] skill to pilot. The following classes of ship contain jump drives: <br />
* [[Capital_Ship#Dreadnoughts|Dreadnoughts]]<br />
* [[Capital_Ship#Carriers|Carriers]]<br />
* [[Capital_Ship#Supercarriers|Supercarriers]]<br />
* [[Capital_Ship#Titans|Titans]]<br />
* [[Jump Freighters]]<br />
* [[Black Ops Battleship]]s<br />
* [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]]<br />
<br />
Unlike stargates, which are free to use, jump drives require fuel. The jump drive comes with a special fuel bay. The fuel required depends on the faction that constructed that drive, and can be produced by refining [[Ice_Mining#Ice_distribution|corresponding ice]]. The respective fuel type for each faction is: <br />
<br />
<table border="1"><br />
<tr><td>Amarr, Blood Raider, Sansha, CONCORD</td><td>Helium isotopes</td></tr><br />
<tr><td>Caldari, Gurista</td><td>Nitrogen isotopes</td></tr> <br />
<tr><td>Gallente, ORE, Serpentis</td><td>Oxygen isotopes</td></tr><br />
<tr><td>Minmatar</td><td>Hydrogen isotopes</td></tr><br />
</table><br />
<br />
The fuel cost for each jump does not depend on the number of stargate jumps to the destination. It depends on the distance between the two systems in space (measured in light-years). Each jump drive has a maximum jump range, and consumes a certain amount of fuel per light-year.<br />
The skill [[Skills:Navigation#Jump_Drive_Calibration|Jump Drive Calibration]] increases the jump range by 20% per level which means at the maximum of level five the range is doubled.<br />
The skill [[Skills:Navigation#Jump_Fuel_Conservation|Jump Fuel Conservation]] reduces the fuel consumption by 10% per level which means that you use half the fuel at the maximum level of five.<br />
<br />
Jump freighters also have their required fuel reduced by the [[Skills:Spaceship_Command#Jump_Freighters|skill required to fly them]]. <br />
<br />
The following table shows the range, base fuel consumption, and fuel capacity of all jump drive-capable ships.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Ship class<br />
! Ship type<br />
! Base Range<br />
! Max Skills Range<br />
! Fuel per ly<br />
! Fuel bay (m3)<br />
! Fuel bay (units)<br />
|-<br />
| rowspan="3" |Capital<br />
| Dreadnought <br />
| rowspan="3" |3.5 ly <br />
| rowspan="3" |7 ly <br />
| rowspan="3" |3000 units <br />
| 8 000 <br />
| 266 666<br />
|-<br />
| Carrier<br />
| rowspan="2" |3 000 <br />
| rowspan="2" |100 000<br />
|-<br />
| FAX<br />
|-<br />
| rowspan="2" |Super Capital<br />
| Supercarrier<br />
| rowspan="2" |3.0 ly<br />
| rowspan="2" |6 ly<br />
| rowspan="2" |3000 units<br />
| 5 000<br />
| 166 666<br />
|-<br />
| Titan<br />
| 60 000 <br />
| 2 000 000<br />
|-<br />
| rowspan="4" |Jump Freighter <br />
| Anshar<br />
| rowspan="4" |5.0 ly <br />
| rowspan="4" |10 ly <br />
| 9400 units <br />
| rowspan="4" |12 000 <br />
| rowspan="4" |400 000<br />
|-<br />
| Nomad<br />
| 8200 units <br />
|-<br />
| Ark<br />
| 8800 units <br />
|-<br />
| Rhea<br />
| 10000 units<br />
|-<br />
| colspan="2" |Black Ops Battleship<br />
| 4.0 ly<br />
| 8 ly <br />
| 700 units <br />
| 2 150<br />
| 71 666<br />
|-<br />
| Capital Industrial Ship <br />
| Rorqual <br />
| 5 ly <br />
| 10 ly <br />
| 4000 units <br />
| 10 000 <br />
| 333 333<br />
|}<br />
<br />
Finally, activating a ship's jump drive consumes 95% of the energy in its capacitor (reduced by 5% per level of [[Skills:Navigation#Jump_Drive_Operation|Jump Drive Operation]]). Because Jump Drive Operation level five is required for the [[Jump Drive Calibration]] skill, it is usually assumed to be at level five. At this level, 71.25% of the capacitor is consumed which rounds up to 75% in everyday communications and is coloquially called "jump cap". Because of the huge amount of cap needed for jumping capital ships usually have a capacitor booster fitted. But, in special cases you would rather fit cap rechargers and capacitor power relays to reduce the amount of time between jumps.<br />
<br />
Activating a jump drive has similar constraints to activating a warp drive: jump drives cannot be activated if the ship is either inside a [[Tackling#Warp_disruption_fields|warp interdiction bubble]] (from an [[Interdictor]] or [[Heavy Interdiction Cruiser]], or if the ship has been [[Tackling#Fitting for tackling|warp disrupted]] below a Warp Core Strength of 0. (However, a jump drive can be activated regardless of the jumping alignment.)<br />
<br />
==Jumpdrive Isotope Usage Formula==<br />
<br />
The amount of fuel used in a jump can be calculated with the following formula.<br />
<br />
:<math> \displaystyle\rm \text{Isotopes used} = D \times F \times ( 1 - 0.1 \times JFC ) \times<br />
{\color{green} ( 1 - 0.1 \times JF )} \times<br />
{\color{red} ( 1 - JDE_1) \times ( 1 - ( JDE_2 \times 0.869 )) \times ( 1 - ( JDE_3 \times 0.571 )) \times ( 1 - ( JDE_4 \times 0.283 ))} </math><br />
<br />
The white part of the formula applies to all [[Jump_drive#Operation|jumpdrive capable ships]]. The green part only applies to [[Hauling#Jump_Freighters|Jump Freighters]] and the red part only applies to [[Hauling#Jump_Freighters|Jump Freighters]] and [[Rorqual|Rorquals]]. The red part is [[Stacking_penalties|stacking penalized]] so the order of the modules is from highest bonus to lowest bonus.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Variable Name !! Meaning !! Valid Values !! <br />
|-<br />
| D || Distance in light years || up to ~ 10.00 || Distance of the jump.<br />
|-<br />
| F || Fuel consumption || up to 10 000 || Base Isotope Fuel Consumption per Light Year.<br />
|-<br />
| JFC || {{sk|Jump Fuel Conservation|icon=yes}} level || 0-5 || <br />
|-<br />
| JF || {{sk|Jump Freighters|icon=yes}} level || 0-5 || Only applies to [[Hauling#Jump_Freighters|Jump Freighters]].<br />
|-<br />
| JDE''x'' || [http://games.chruker.dk/eve_online/inventory.php?group_id=1299 Jump Drive Economizer] module || 0.04, 0.07, 0.1 || Jump Drive Economizer fuel bonus. [[Stacking_penalties|Stacking penalized]], ordered with highest bonus<br />
first and lowest bonus last. Only Jump Freighters and Rorquals.<br />
|-<br />
|}<br />
<br />
==Cynosural Fields==<br />
[[File:Cynosural field.jpg|thumb|320px|right]]<br />
''Cynosure'' (pronounced like "sigh no sure") is a little-used word outside of EVE. It means a guide, or a person or thing that draws attention towards itself. It was once the name of the North Star, making it a very appropriate name to give to the cynosural fields of New Eden.<br />
<br />
Ships with a jump drive can only jump to cynosural fields or beacons. Cynosural beacons are provided by the navigational structure [[Pharolux Cyno Beacon]] (colloquially simply called beacon or cyno beacon). Cynosural fields are generated or "lit" by the ship module Cynosural Field Generator I. Cynosural fields and their generators are colloquially abbreviated as "cyno". A cynosural field can be seen on the overview from any place in the system and is "warpable". Further, it appears on the universe map.<br />
The Cynosural Field Generator module requires the skill {{sk|Cynosural Field Theory|icon=yes}} at level one to be fitted. Its base activation time is ten minutes and it has a base consumption of 500 Liquid Ozone per cycle. As the Liquid Ozone consumption is reduced by 10% per level of Cynosural Field Theory, the maximum consumption is actually 450 Liquid Ozone per cycle, and the minimum consumption is thus 250. Cynos can only be lit in [[System security|null and low sec]]. Cynos cannot be lit in high sec, and while they can be lit in [[wormhole space]] they serve no purpose as jump drives cannot jump to systems in wormhole space. [[Mobile Cynosural Inhibitor|Mobile Cynosural Inhibitors]] prevent the activation of cynos in a 200km radius but do not remove existing cynos. Solar systems as a whole can be cyno jammed either through the navigation structure [[Tenebrex Cyno Jammer]] or a [[Incursion#Constellation_Penalties|Sansha Incursion]].<br />
If you want to light a cyno you have to be in a fleet (only fleet members can jump to that cyno) and slower than 500 m/s. After you light the cyno your nominal speed becomes zero but you continue to drift and can also be bumped, but the cynosural field stays at the position, where you lit it. Further, you cannot dock in a station or structure and cannot eject, but you can self destruct. Indeed you can light a cyno after you initiated the self destruct sequence. This is used as a trick for extra safe traveling. The cyno needs several seconds until it appears on the universe map. If you light the cyno shortly before you self destruct and immediately jump to it, you can minimize the risk of being caught. But, be aware that if you jump to a cyno in the same moment as the cyno ship dies you still jump but don't land at the former spot of the cyno but at the sun – usually, a very undesirable result.<br />
<br />
As of the September 2019 release cynos can only be fitted to [[Cruiser#Recon Ships|Force Recons]] and [[Battleship#Black_Ops|Black Ops Battleships]]. (Prior to this release, cynos could, and commonly were, fitted to any ship with enough CPU and cargo space.) Both Force Recons and Black Ops (except the [[Marshal]]) have 50% reduced cycle time for cynos (both normal and Covert), but Force Recons add an 80% fuel cost reduction on top of the reduced cycle time (reducing the duration to 5 minutes and only 50 Liquid Ozone).<br />
<br />
Cynos are sometimes used for 'cyno vigils' to remember eve online players who died in real life. If other pilots are aware of such an occasion they don't attack those vigils out of piety.<br />
<br />
==Covert Cynosural Fields==<br />
<br />
Covert Cynosural Fields are a special variant of 'normal' Cynosural Fields which were discussed above. In a context, where you might speak of either version, cynos, which are not covert, are often called hard cynos. A Covert Cynosural Field is only visible on the overview if you are on grid and can be generated even in cyno jammed systems. The module to generate a covert cyno is named Covert Cynosural Field Generator and can only be fitted to certain ships. Those are [[Black Ops Battleship|Black Ops Battleship]], [[Blockade Runners]], [[Frigate#Covert_Ops_Frigate|Covert Ops Frigates]], [[Cruiser#Recon Ships|Force Recon Ships]], [[Stealth_Bomber|Stealth Bombers]], and [[Strategic_Cruiser|Strategic Cruisers]] (with the covert subsystem); further, the single hulls [[Etana]], [[Prospect]], and [[Rabisu]]. As a rule all ships which can fit a covert cloak (except the [[Sisters of EVE]] ships) can fit a covert cyno. <br />
The Covert Cynosural Field Generator requires {{sk|Cynosural Field Theory|icon=yes}} at level 5. Its activation time and fuel consumption is only a tenth of the usual cyno. As Cynosural Field Theory has to be at five, it always only needs 25 Liquid Ozone which greatly reduces the cargo space needed. Otherwise, the module still immobilizes the ship generating the field and can only be used if it is slower than 500 m/s. The bonuses of [[Cruiser#Recon Ships|Force Recon Cruisers]] and Black Ops Battleships apply to covert cyno as well, which means they are pinned down for only 30 seconds.<br />
<br />
Only [[Black Ops Battleship|Black Ops battleships]] can jump and bridge to covert cynos. Black Ops Battleships can only bridge ships which are able to fit a Covert Ops Cloaking Device (it doesn't have to be fitted). Bridges by Black Ops only last 20 seconds. For more details about bridging mechanics see the below section about it.<br />
<br />
==Industrial Cynosural Field==<br />
Introduced in September 2019, the Industrial Cynosural Field Generator I works much like an ordinary cyno, but with some key differences. First, it can only be jumped to by [[Jump Freighters]] and [[Battleship#Black Ops Battleships|Black Ops Battleships]]. It has a base fuel consumption of 800 liquid ozone per cycle, with a minimum consumption of 400 LO/cycle with Cynosural Field Theory V. Industrial cynos can only be fitted to [[Hauling#T1_Industrials|Industrial ships]], [[Hauling#Blockade_Runners|Blockade Runners]] and [[Hauling#Deep_Space_Transport|Deep Space Transports]].<br />
<br />
As of November 2019, Industrial Cynos can also be fitted to [[Venture]]s, and the Venture has a role bonus which cuts the Industrial Cyno's Liquid Ozone cost in half.<br />
<br />
Arriving ships materialize at a random point 5km from the Cynosural Field location. Jump Freighters will typically prefer to dock instantly which requires the Cynosural Field to be at least 5km within the structure's dock range. However, if the Cynosural Field is located too close to the structure (<5km), then the arriving ship may materialize with the structure, causing it to be ejected at a high velocity and be far from the dock range. Standard warp mechanics will not allow the ship to warp back to the structure until it has slowed sufficiently to align and warp.<br />
<br />
==Bridging==<br />
<br />
A Jump Bridge is a way for a [[Titan]] or [[Black Ops Battleship]] to launch its allies, who cannot use jump drives, across space into battle.<br />
<br />
A (Covert) Jump Portal Generator allows the user to create a bridge to another system. The Jump Portal Generator can only be fitted on a Titan, and the Covert version only to a Black Ops Battleship. They are high-slot passive modules which enable the bridge function of the ship. The module will visibly activate and cycle while the bridge is active, but cannot be manually activated.<br />
<br />
Titans can bridge all subcapital ships. Black Ops Battleships can only bridge ships which are capable of fitting the [[Cloaking|Covert Ops Cloaking Device]]. (The ships do not need to have the module fitted in order to use the bridge.) This includes the [[Sisters of EVE]] ships, and [[Strategic Cruiser]]s fitted with the Covert Reconfiguration subsystem.<br />
<br />
Using the module requires {{sk|Jump Portal Generation|icon=yes}} skill at level one. <br />
<br />
The ship with the generator must first be within jump range of a cyno lit by a member of the fleet.<br />
<br />
Once the cyno is lit, the Generator pilot can create a ''jump bridge'' (the "Bridge" option is right next to the "Jump" option), which behaves something like a temporary stargate for the other ships in their fleet.<br />
<br />
Titan jump bridges can only be created to standard Cynosural Fields, or Cynosural Beacons. Covert jump bridges can be created to any form of cyno.<br />
<br />
A titan jump bridge stays open for one minute, and immobilizes the ship holding it open. A Covert jump bridge stays open for 20 seconds.<br />
<br />
The act of opening a Titan bridge costs 500 units of Strontium Clathrates, modified by {{sk|Jump Portal Generation|icon=yes}}. There is no cost for opening a Black Ops bridge. When ships jump across the bridge, they consume fuel from the bridging ship's fuel bay. If there is no fuel in the fuel bay, the ship will consume fuel stored in the cargohold.<br />
<br />
For other ships to be able to jump through, they must be in the same fleet and within 2500 meters of the ship creating the jump bridge. When the jump bridge is up, the Generator pilot should announce it. The pilot that wants to jump then clicks on the jump bridge ship in space or in the overview. Either method opens a box with the the option "Jump through to [SYSTEM NAME]". If clicked too soon, these two options do not automatically update and require you to click again. Another way is to bring up the radial menu on the jump bridge ship or the pilot in the watch list, which does update if you hold it open. The symbol you click on is at 12:00 o’clock and is a stick-figure person. This symbol highlights and becomes active when the jump bridge is up.<br />
<br />
Ships that jump through a jump portal use up isotopes from the bridger's fuel hold. The isotopes used will be of the same type as the bridger's jump drive. The formula to calculate how much fuel is used is:<br />
<br />
:<math> \rm Fuel\ usage = Mass \times \text{Portal Consumption Mass Factor} \times \text{Base cost} \times \text{Skill mod} \times \text{Distance in LY}</math><br />
<br />
{| class="wikitable"<br />
|<br />
!Titan<br />
!Black Ops<br />
|-<br />
|Base Cost<br />
|3000 Isotopes<br />
|700 Isotopes<br />
|-<br />
|Portal Consumption Mass Factor<br />
|0.000000001<br />
|0.000000135<br />
|-<br />
|Skill Modifier<br />
|colspan="2" |1 - (0.1 x Generator's {{sk|Jump Fuel Conservation|icon=yes}} level)<br />
|} <br />
<br />
For example, a Manticore jumping through a Black Ops bridge with {{sk|Jump Fuel Conservation|V|icon=yes}}:<br />
<br />
:<math> 1\,470\,000\,\text{kg} \times 0.000000135 \times 700\,\text{isotopes} \times 0.5 \times 1\,\text{ly} = 69.4575\,\text{isotopes}</math><br />
<br />
A bridge can be activated if the host ship is in a warp disruption bubble, but ships inside the warp disruption bubble cannot take the bridge, only those outside a warp disruption bubble and who are not warp disrupted below a warp core strength of 0.<br />
<br />
==Jump Fatigue and Jump Activation Cooldown==<br />
<br />
As of the October 2014 Phoebe release, traveling using a Jump Drive, Jump Portal, Jump Bridge, Covert Jump Drive or Covert Jump Portal causes fatigue to capsuleers and a delay is required between successive jumps. This delay is determined by the jump fatigue mechanic. Jump fatigue is presented as a time value, indicating the time it will take to decay to zero, and can accumulate to a maximum of 5 hours. It decays in real time, whether logged in or not. Jump fatigue is recalculated after every jump.<br />
<br />
* Jump fatigue has a minimum value of 10 x (1 + (LY just travelled)) minutes<br />
* Otherwise, the existing jump fatigue is multiplied by (1+(LY just travelled))<br />
[[file:JumpFatigue.png]]<br />
<br />
During each jump (and before jump fatigue is recalculated) a Jump Activation cooldown also appears. While this is active, the ship cannot travel by jump drive, jump bridge or jump portal. <br />
<br />
* The Jump Activation cooldown has a minimum value of (1+(LY just jumped) in minutes<br />
* Otherwise, the Jump Activation cooldown is one tenth of the pilot's Jump Fatigue value (before the jump fatigue is recalculated for this jump)<br />
[[file:JumpActivationCooldown.png]]<br />
<br />
In practice this means that ships can typically jump around once per hour (more if jumps are shorter) without accumulating Jump Fatigue, but more frequent jumping will rapidly build fatigue. Jump freighters and other industrial ships will be able to maintain more frequent jumps.<br />
<br />
* the Jump Activation cooldown is capped at 30 minutes<br />
* Jump Fatigue is capped at 5 hours<br />
<br />
For example, if a carrier wants to travel a long distance by making 5 ly jumps:<br />
* Before the first jump, the pilot has Jump Activation (JA) cooldown of 0 minutes and Jump Fatigue (JF) of 0 minutes.<br />
* After the first jump, the pilot has JA cooldown of 6 minutes and JF of 60 minutes.<br />
* After waiting 6 minutes for the JA to decay, the pilot has JA cooldown of 0 minutes and JF of 54 minutes.<br />
* After the second jump, the pilot has JA cooldown of 6 minutes and JF of 5 hours (the maximum).<br />
* After waiting 6 minutes for the JA to decay, the pilot has JA cooldown of 0 minutes and JF of 4h 54m.<br />
* After the third jump, the pilot has JA cooldown of 30 minutes (the maximum) and JF of 5 hours (the maximum).<br />
* After waiting for 30 minutes for the JA to decay, the pilot has JA cooldown of 0 minutes and JF of 4h 30m.<br />
<br />
These mechanics mean that ships can use their jump drives in quick succession twice, before going on a much longer delay before a third jump. This has huge implications for both defensive and offensive deployment of capital ships, and is a major factor in the so-called capital or supercapital "umbrella"s projected by larger lowsec and nullsec alliances: Any system within capital/supercapital jump drive range of an alliance's staging system can have capital ships jump drive in, and then a few minutes later jump drive out; but any system beyond one jump's range is essentially a one-way trip, as two jumps in quick succession are needed to reach the destination, and making a second jump forces a long delay before the third jump. The result is that any systems covered by the umbrella are extremely easily defended using capital/supercapital support (as a capital response fleet can jump in to rescue an ally, wait six minutes, and quickly jump back home and dock), while any ships beyond one jump's range are much more vulnerable to attack (as the 30-minute delay after the second jump means that any capitals which do make two jumps will be in space and vulnerable for a much longer span of time).<br />
<br />
Two groups of ships have special considerations:<br />
<br />
* [[Battleship#Black_Ops|Black Ops Battleships]] and the covert cloaking ships they bridge gain a 75% reduction to effective distance jumped when calculating fatigue.<br />
<br />
The following ships gain a 90% reduction to effective distance traveled when calculating fatigue:<br />
<br />
* [[Hauling#Jump_Freighters_.28T2_Freighter.29|Jump Freighters]]<br />
* [[Capital_Ship#Capital_Industrial_Ship:_The_Rorqual|Capital Industrial Ships]] <br />
* [[Hauling#Deep_Space_Transports_.28T2_Industrial.29|Deep Space Transports]] <br />
* [[Hauling#Blockade_Runners_.28T2_Industrial.29|Blockade Runners]]<br />
* [[Industrials|Industrials]]<br />
* [[Shuttles|Shuttles]] <br />
* [[Capsules|Capsules]]<br />
<br />
= Links =<br />
<br />
* [https://support.eveonline.com/hc/en-us/articles/212726865-Jump-Activation-Cooldown-and-Jump-Fatigue Jump Activation and Jump Fatigue] (EVE Help Center)<br />
* [https://www.eveonline.com/de/article/p4ia05/sovereignty-warfare-and-jump-fatigue-changes-coming-in-the-march-release Dev Blog Jump Fatigue Changes March 2018]<br />
* [http://fatigue.nakamura-labs.com/ Jump Fatigue and Jump Activation Cooldown calculator]<br />
<br />
[[Category:Ships]]<br />
[[Category:Game mechanics]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Logistics&diff=174825Logistics2021-10-03T03:24:58Z<p>Arexand Oskold: /* Logistics Ships */ new section on Triglavian Logistics</p>
<hr />
<div>{{related class|Logistics (CORE class)}}'''Logistics''' refers to ships and modules that provide remote repair support to other ships. "Local" repair—in which a ship repairs itself—is ''not'' considered "logistics" in EVE. In this way, logistics ships in EVE are similar to the "healer" character classes you find in many other online multiplayer games; logistics pilots usually assist their fleetmates by restoring their hitpoints during battle.<br />
<br />
The act of hauling items is also often referred as logistics. See [[Hauling]] for details on that.<br />
<br />
==Remote Repair vs. Local Repair==<br />
<br />
One, very intuitive reason for including logistics ships in fleets is so that damage dealers can focus on their own role; by having logistics ships manage repair, the other, combat-oriented ships in the fleet can fit more modules, rigs, and implants dedicated to damage-dealing. But another, less intuitive justification is that logistics ships are often ''better'' at repairing other ships than those ships are at repairing themselves.<br />
<br />
The biggest effect however is that a squad of logistics ships can focus all of their remote repair modules on a single target. In comparison, in a group of self-repairing ships, only the ship taking damage can use its repair modules. This makes remote repairing the only practical method of repairing in larger fleets.<br />
<br />
== Skills ==<br />
<br />
* {{sk|Shield Emission Systems}} - 5% reduction per level to capacitor consumption of remote shield boosters. Does not apply to capital modules.<br />
* {{sk|Capital Shield Emission Systems}} - 5% reduction per level to capacitor consumption of capital remote shield boosters.<br />
* {{sk|Remote Armor Repair Systems}} - 5% reduction per level to capacitor consumption of remote armor repairers. Does not apply to capital modules.<br />
* {{sk|Capital Remote Armor Repair Systems}} - 5% reduction per level to capacitor consumption of capital remote armor repairers. Applies only to capital modules.<br />
* {{sk|Capacitor Emission Systems}} - 5% reduction per level to capacitor consumption of remote capacitor transmitters. Does not apply to capital modules.<br />
* {{sk|Capital Capacitor Emission Systems}} - 5% reduction per level to capacitor consumption of capital remote capacitor transmitters.<br />
* {{sk|Repair Drone Operation}} - 5% increased repair drone repair amount per level.<br />
<br />
In addition to the general logistics skills the hull specific racial ship skills are very important as they drastically improve logistics ship repair amounts and reduce remote repair capacitor usage.<br />
<br />
Additionally [[capacitor]] skills are very important for logistics role. Cap chained ships receive plenty of capacitor from their capacitor transmitters but solo ships often have to rely purely on their own capacitor.<br />
<br />
General [[tanking]], [[targeting]] and [[fitting]] skills are of course also important.<br />
<br />
== Modules ==<br />
<br />
Remote repair can be used to restore HP to a ship's shield, armor, or hull, via multiple different types of high-slot, remote repair modules. These modules have some important differences.<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
<br />
|[[File:Icon_remote_armor_repair_i.png|link=|]]<br />
|'''{{co|wheat|Remote armor repairer}}''' repairs armor on the targeted ship.<br />
* Repair happens at the end of the module cycle.<br />
* Uses less capacitor per repair amount than remote shield booster.<br />
<br />
<br />
Also comes in ancillary variant. Ancillary remote armor repairers be loaded with nanite repair paste. While the module has paste it repairs almost twice as much as T2 variant but after the paste runs out it repairs a bit over half of T2 variant.<br />
<br />
|-<br />
|[[File:Icon_heavy_mutadaptive_remote_armor_repair_i.png|link=|]]<br />
|'''{{co|wheat|Mutadaptive remote armor repairer}}''' repairs armor on the target ship.<br />
* Repair happens at the end of the module cycle.<br />
* Repair amount ramps up as the module is kept on the same target.<br />
* Can only be fitted on the Triglavian logistics ships [[Rodiva]] and [[Zarmazd]].<br />
<br />
|-<br />
|[[File:Icon_shield_transporter_i.png|link=|]]<br />
|'''{{co|wheat|Remote shield booster}}''' repairs shield on the targeted ship.<br />
* Repair happens at the beginning of the module cycle.<br />
* Uses more capacitor per repair amount than remote armor repairer.<br />
<br />
Also comes in ancillary variant. Ancillary remote shield boosters can be loaded with capacitor booster charges. While the module has capacitor boosters it consumes no capacitor at all, but once the charges run out it consumes 2.7x as much capacitor as T2 variant. It repairs about 40% more than T2 variant even when it does not have cap charges.<br />
<br />
|-<br />
|[[File:Icon_remote_hull_repair_i.png|link=|]]<br />
|'''{{co|wheat|Remote hull repairer}}''' repairs hull on the targeted ship. These types of remote repairers are almost never used.<br />
* Repair happens at the end of the module cycle.<br />
* Very slow and capacitor hungry. <br />
<br />
|-<br />
|[[File:Icon_remote_capacitor_transmitter_i.png|link=|]]<br />
|'''{{co|wheat|Remote capacitor transmitter}}''' transmits capacitor to the target ship. With hull bonuses, skills and rigs these modules can be used to generate capacitor out of nothing.<br />
|-<br />
|[[File:Drone_caldari_light.png|64px|link=|]]<br />
|Remote repair drones for shield, armor and hull come in small, light and heavy sizes totaling nine different drones.<br />
<br />
|-<br />
|[[File:Module icon armor rig tech1.png|link=|]]<br />
|'''{{co|wheat|Remote repair augmentor}}''' reduces capacitor usage of remote armor repairers at the cost of ship max velocity.<br />
<br />
|-<br />
|[[File:Module_icon_engineering_rig_tech.png|link=|]]<br />
|'''{{co|wheat|Egress Port Maximizer}}''' reduces capacitor usage of capacitor transmitters.<br />
<br />
|-<br />
|[[File:Module_icon_drone_rig.png|link=|]]<br />
|'''{{co|wheat|Drone repair augmentor}}''' Increases logistics drone repair amount at the cost of CPU capacity.<br />
<br />
|-<br />
|[[File:Icon_implant_hardwiring.png|link=|]]<br />
|'''Implants''' <br />
* {{co|wheat|Inherent Implants 'Noble' Remote Armor Repair Systems}} RA-7xx series - slot 7 - 1% to 6% reduced capacitor need for remote armor repair modules.<br />
* {{co|wheat|Zainou ‘Gnome’ Shield Emission Systems}} SE-8xx series - slot 8 - 1% to 6% reduced capacitor need for remote shield boosting modules.<br />
* {{co|wheat|Savior}} pirate implant set - reduced remote armor repair cycle duration. Only applies to subcapital modules.<br />
<br />
|}<br />
<br />
<br />
===Mutadaptive Remote Armor Repairers===<br />
[[File:Rodiva_vs_exequror.png|thumb|right|Remote repair of [[Exequror]] with standard T2 remote repairers compared to [[Rodiva]] with T2 mutadaptive remote repairers. Both with all V skills.]]<br />
Mutadaptive Remote Armor Repairers are a type of remote armor repairer. Only Heavy (Medium) versions exists, and they can only be fitted onto a [[Rodiva]] or [[Zarmazd]]. Only one Mutadaptive Remote Armor Repairer can be fit onto a ship, which substitutes for multiple conventional remote armor repairers. The mutadaptive repairers have a spooling effect, where they will repair more HP the longer they have been active on a target. It takes 15 cycles (90 seconds) for a Mutadaptive Remote Armor Repairer to reach full strength. Mutadaptive Amor Repairers have no Falloff range and will deactivate immediately upon their target leaving optimal range, and if deactivated for any reason reset to their minimum effectiveness.<br />
<br />
===Ancillary Remote Repair Modules===<br />
<br />
Ancillary Remote Shield Boosters and Ancillary Remote Armor Repairers consume charges in exchange for repairs. In general, both ancillary remote armor repairers and ancillary remote shield boosters are used to provide a quick burst of remote repair over a few module cycles, which consume all of the module's loaded charges. Once this happens, ancillary remote repair modules must undergo an extremely slow reload before they can be used in charge-boosted mode again. As a result, ancillary remote repair modules do not improve on the overall repair rate of standard remote repair modules—the combination of boosted repair and the long reload time results in an averaged HP/time that is similar to ordinary remote repair modules—but they can be used to front-load these repairs.<br />
<br />
Ancillary remote shield boosters (ARSBs) are loaded with cap booster charges. While many different charge sizes can fit in ARSBs, they receive no additional benefits from larger charges, so they should always be loaded with smallest charges that fit in. ARSBs have two advantages over standard, Tech I shield boosters: they deliver almost double the shield boost of a standard shield booster for 9 module cycles, and they require no capacitor when operated with cap booster charges. ARSBs also receive all of the ship bonuses that standard remote shield boosters do. These are significant advantages. Shield logistics ships are often capacitor-limited, and so delivering repairs without the need for capacitor not only helps them contribute longer, but also makes them more resistant against enemy capacitor warfare. And an initial, powerful shield boost might be just what your fleet needs at the beginning of a fight, when incoming alpha damage is at its greatest.<br />
<br />
Nevertheless, ARSBs have some clear drawbacks. When the ARSB module runs out of cap booster charges, the logistics pilot has two choices: either wait for a 60-second reload, or use the module without charges, which costs three times as much capacitor as the standard module (Most shield logistics ships don't have enough capacitor for the second option). As is true for local ancillary repair modules, only one ARSB can be fit to a ship, so logistics pilots with an ASRB fitted will also have to use standard shield boosters. And finally, while ARSBs compare well against standard Tech I modules, they don't look quite as strong compared to meta, Tech II, faction or deadspace shield boosters; they have shorter range, and sometimes worse fitting, than many of these other options. In particular, Tech II logistics ships are probably better fit with standard shield boosters, because Tech II ships are less capacitor-limited. On the other hand, groups of Tech I {{sh|Scythe}} pilots could benefit significantly by fitting ARSBs, so that they can boost each other through the initial wave of damage that is frequently aimed at logistics. Although ARSBs are very new and rare—they can only be manufactured from blueprint copies found via exploration or ratting—they may still find a niche in low-skill logistics.<br />
<br />
Ancillary Remote Armor Repairers (ARARs) are loaded with nanite repair paste. They are similar to ARSBs in that they deliver more HP repair—more than double that of a standard, Tech I remote repair module—at the expense of charges. ARARs consume nanite repair paste instead of cap boosters, and they can only be loaded with eight cycles worth of charges instead of nine. More significantly, ARARs consume capacitor whether they are loaded with paste or not, but they only repair 1/3 as much HP when they are operated without paste. Just like ARSBs, ARARs have a 60-second reload time that limits the average repair efficiency of the modules. You can only fit a maximum of one, and ARARs compare poorly against meta, Tech II, faction and deadspace repairers in fitting and overall efficiency. But, as with ARSBs, they can be used for a short burst of repairs at the beginning of an engagement.<br />
<br />
===Remote capacitor transmitters===<br />
<br />
Remote Capacitor Transmitters consume capacitor on the fitted ship, and transfer that capacitor to a targeted fleetmate. After skill and potential hull and rig bonuses the amount of capacitor transmitted can be greater than what was consumed allowing ships with this module to generate capacitor out of nowhere. <br />
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When fit to a Caldari or Amarr logistics cruiser, on the other hand, these modules can generate hundreds of capacitor units for other ships in the fleet, at significant ranges. Most commonly, this extra capacitor is transferred to other logistics ships in a capacitor chain (or "cap chain"). In cap-chain logistics, a squad of logistics ships simultaneously give and receive capacitor to each other as a means of increasing their available capacitor. (Cap-chain logistics is described further in the [[Logistics_Guide#Cap-Chain_Logistics|tactics]] section.)<br />
<br />
== Characteristics of different remote repair types ==<br />
<br />
Logistics pilots seldom get to choose whether to fly armor or shield logistics; they are always expected to fly whatever logistics type matches their fleet's doctrine. Still, logistics pilots do have to pilot shield and armor ships differently, according to their strengths and limitations.<br />
[[File:Remote_repair_range_comparison.png|thumb|right|Comparison on repair range of remote shield and armor repairers. Remote armor repairer is able to provide full repair effect to longer range than shield booster. But at longer ranges shield booster is able to provide bigger partial repair than armor repairer.]]<br />
* Overall, remote shield boosters and armor repairers restore HP at the same rate. Neither of these repair modes is inherently better than the other. They do have differences, however, that make each one preferable under certain circumstances.<br />
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* Remote shield boosters deliver repair at the beginning of the module cycle while remote armor repairers deliver repair at the end of the module cycle. Due to this it is much easier to not waste repair cycles with shield boosters. One downside of flying armor logistics is that, sometimes, your armor-tanked fleetmates will die faster than the cycle time of your remote armor repair modules. When this happens, each module's repair cycle is lost; the target of the remote armor repairer no longer exists, and so when the module completes its cycle, nothing gets repaired. Another issue is over repairing where multiple repair modules get activated on the target but at the end of the module cycles only few of them are enough to bring the target back to full health, wasting the other module cycles.<br />
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* Remote armor repairers require less capacitor than remote shield boosters. Not only do armor repairers require less capacitor per cycle, they are also more cap efficient (requiring less cap per repair amount) relative to shield boosters. This means that armor-repairing ships have more cap room for other active modules, and are less sensitive to enemy neutralizers and Nosferatus, than shield-boosting ships. Because of their cap efficiency, armor logistics ships are more practical for activities where cap stability may be an issue.<br />
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* Remote shield boosters deliver more HP/cycle, so they have more repair "alpha". Combat ships are sometimes judged by how much damage they can deliver in their first ("alpha") volley. Logistics ships can be compared by a very similar measure, by how much damage they can repair in their initial repair cycle. By this measure, remote shield boosters are better than remote armor repairers—they repair more damage, right away.<br />
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* Remote armor repairers have longer optimal range than remote shield boosters. Armor logistics ships can stay farther away from the action, and still deliver 100% of their repping power, compared to shield logistics ships.<br />
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* Remote shield boosters have longer falloff range than remote armor boosters. Shield logistics ships are able to deliver partial but still good repair efficiency from further away than equivalent armor ship.<br />
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* Remote hull repairers are inferior to remote armor repairers and shield boosters, so remote hull repairers are never used in combat. Remote hull repairers require a great deal of CPU, powergrid and capacitor, and repair less HP than other repair modules. Unlike the other two remote repair types, there are no ships in EVE that are bonused for hull repair. As a result, remote hull repairers are not generally used in fleets, even for compositions focused on hull tanking.<br />
<br />
== Diminishing remote assistance ==<br />
<br />
Remote shield booster, armor repairer, hull repairer and capacitor transmitter modules are subject to diminishing returns that are completely different from the usual [[stacking penalties]]. The effectiveness of these remote assistance modules will go down as the amount of assist they provide goes up. <br />
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The rate at which their effectiveness is reduced is not very significant. For capital modules the effect becomes notable at around 30 remote repairers (10 FAX) and for subcapital remote repairers it becomes notable when there are well over 100 remote repairers used on single target. <ref>[https://www.eveonline.com/article/pobbb9/spring-balance-update-incoming 2019-03-13 Spring Balance Update Incoming!]</ref><br />
<br />
== Logistics Ships ==<br />
<br />
Each of the four player races specializes in the type of logistics that their ships are naturally tanked for. Caldari and Minmatar ships are ordinarily shield-tanked, and so these two races specialize in shield logistics; and Amarr and Gallente ships are typically armor-tanked, so these two races specialize in armor logistics. In addition, each race specializes in either cap-chain logistics, or not. It is important to note that capacitor chaining only works for Logistics Cruisers; all frigate logistics ships, of all races, are "solo" logistics ships.<br />
<br />
:{| class="wikitable" style="text-align:center; margin-left:10px;"<br />
|+ <br />
|-<br />
! width="64px" | Race<br />
! width="75px" | Armor or Shield?<br />
! width="85px" | Cap-Chain<br />or Solo?<br />
|-<br />
|{{icon|amarr|64|Amarr}}<br />
|style="font-size: 120%; background: DarkRed"|Armor<br />
|style="font-size: 120%; background: DarkOliveGreen"|Cap-Chain<br />
|-<br />
|{{icon|caldari|64|Caldari}}<br />
|style="font-size: 120%; background: DarkBlue"|Shield<br />
|style="font-size: 120%; background: DarkOliveGreen"|Cap-Chain<br />
|-<br />
|{{icon|gallente|64|Gallente}}<br />
|style="font-size: 120%; background: DarkRed"|Armor<br />
|style="font-size: 120%; background: DarkSlateGrey"|Solo<br />
|-<br />
|{{icon|minmatar|64|Minmatar}}<br />
|style="font-size: 120%; background: DarkBlue"|Shield<br />
|style="font-size: 120%; background: DarkSlateGrey"|Solo<br />
|-<br />
|{{icon|triglavian|64|Triglavian}}<br />
|style="font-size: 120%; background: DarkRed"|Armor<br />
|style="font-size: 120%; background: DarkSlateGrey"|Solo<br />
|}<br />
<br />
<br />
===Tech I Logistics Frigates===<br />
<br />
Each of the four empire factions has a Tech I frigate dedicated to logistics. The bonuses for the two Tech I shield logistics frigates—the {{sh|Bantam}} and the {{sh|Burst}}—are identical, as are the bonuses for the two Tech I armor logistics frigates, the {{sh|Inquisitor}} and the {{sh|Navitas}}. The most common fits for the four ships are also very similar. In general, the Burst and Inquisitor are slightly favored over the other two because of advantages in speed (Burst) and capacitor and tank (Inquisitor).<br />
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Logistics frigates have the least repairing power and shortest range out of all the logistics ships, but they do have the advantage of being very inexpensive and difficult to hit (like any other Tech I frigate). <br />
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A Tech I logistics frigate can repair the damage caused by one or two opponents at most, at short range.<br />
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Shield logistics frigates have very short optimal ranges, so they usually operate from falloff range can almost never apply their full repair capacity. Pilots with poor capacitor skills, or low skills in the appropriate racial frigate skill or in {{sk|Shield Emission Systems|icon=yes}} or {{sk|Remote Armor Repair Systems|icon=yes}}, will have trouble with capacitor even if they use all "Enduring" meta versions of all active modules.<br />
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Still, there are a few roles that Tech I logistics frigates fill uniquely well. Logistics frigates are better than logistics cruisers in gangs of frigate and destroyer damage dealers, because they have the speed to keep up, particularly when fitted with microwarpdrives.<br />
<br />
===Tech II Logistics Frigates===<br />
<br />
Tech II logistics frigates improve on their Tech I counterparts in a number of ways. They have considerably more CPU and powergrid, and one more fitting slot, relative to the Tech I frigates. Tech II logistics frigates also have some unique bonuses relative to Tech I frigates. Flying a Tech II logistics frigate requires a dedicated skill, {{sk|Logistics Frigates|icon=yes}}. Because this skill contributes significantly to bonuses in this ship class, pilots are encouraged to train it to IV or V before flying a Tech II logistics frigate. <br />
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The repair bonuses, repair range and base velocity of Tech II logistics frigates aren't dramatically better than those of their Tech I relatives. Increased CPU and powergrid do mean that Tech II logistics frigates can fit better repair modules than Tech I ships. Tech II modules increase the repair rate of Tech II logistics frigates, and deadspace repair modules increase it further still. Nevertheless, even fit with rare modules, a Tech II logistics frigate repairs no faster than a Tech I logistics cruiser, with shorter range and higher cost. These frigates—and particularly the {{sh|Deacon}}, the most popular of the four—are still used in small-ship gangs.<br />
<br />
===Tech I Logistics Cruisers===<br />
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Tech I logistics cruisers are powerful platforms for remote repair. They are inexpensive, and relatively easy to skill into. As mentioned at the beginning of this Ships section, logistics cruisers can either be "solo" or cap-chain ships.<br />
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<br />
The {{sh|Scythe}} and the {{sh|Exequror}} are the two Tech I logistics cruisers that are ''not'' bonused for remote capacitor transfer. They can be simpler to pilot than the cap-chain cruisers. But the performance of all of the logistics cruisers is sensitive to pilot skill, and pilots with different skill levels sometimes have to fly even these simpler hulls differently.<br />
<br />
The Scythe and Exequror are very similar, with roughly the same ship bonuses and repair capacity. As is true for all logistics ships, the shield-boosting {{co|wheat|Scythe}} has a shorter optimal range and a longer falloff, whereas the armor-repairing {{co|wheat|Exequror}} has a much longer optimal range, but shorter falloff. The role bonuses that logistics cruisers receive to repairer range makes both of these cruisers excellent at repairing from a distance, and the bonuses do not depend on pilot skill level. Repair rate, on the other hand, is very sensitive to pilot skill.<br />
<br />
Tech I logistics cruisers offer more flexibility in fitting than logistics frigates. As a result, pilots with different skill levels may find that they need to fit their ships differently, making compromises between tank and capacitor or sustained capacitor regen versus burst capacitor from capacitor booster.<br />
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<br />
[[File:Cap_Chain_Augies.jpg|frame|Three [[Augoror|Augorors]] organized into a capacitor chain. Each arrow corresponds to remote capacitor transfer from one Augoror to a neighbor. Each Augoror donates capacitor to and receives capacitor from the same two neighbors. Though this chain contains just three members, cap chains in large fleets can contain many more members than this.]]<br />
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The {{sh|Osprey}} and the {{sh|Augoror}} are the two Tech I logistics cruisers that are bonused for remote capacitor transfer. As described above, these bonuses allow the Osprey and Augoror to activate their remote capacitor transfer modules, transfer more capacitor than they spend, and thus effectively create capacitor from nothing.<br />
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Cap chaining solves the capacitor challenges of solo logistics cruisers. Pilots of all skill levels receive this benefit, because the role bonuses to remote capacitor transfer do not depend on skill level. Often this makes cap chaining logistics ships much less skill intensive than solo logistics ships.<br />
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In order for a logistics pilot to benefit from this, the pilot must simultaneously give capacitor to and receive capacitor from one or more logistics partners. In principle, the minimum number of partnered logistics pilots is two, but cap-chain logistics is less vulnerable to enemy interference when larger groups of pilots are matched up. So, Osprey and Augoror pilots are typically organized into a capacitor chain (illustrated at right), in which each pilot gives and receives capacitor with two neighboring partners in the chain. The cap chained logistics ships can even periodically break the chain in order to transfer capacitor to damage-dealing fleetmates that need the help.<br />
<br />
But in order for cap-chain logistics cruisers to be cap-stable, they '''must''' be partnered, and this represents a vulnerability for these ships. Enemy fleets can break the cap chain, either by isolating chain members, using [[EWAR Guide|electronic warfare]], by splitting them up using command destroyers and micro jump field generators or by simply killing them. Cap-chain logistics ships are often specially fit to counter some of these strategies. For exampl a sensor boosters to counter EWAR or a warp scrambler to counter micro jump fields. In any case, cap-chain logistics pilots are dependent on their fleetmates, and keeping cap chains intact under enemy fire can make them challenging to fly.<br />
<br />
===Tech II Logistics Cruisers===<br />
<br />
Tech II logistics cruisers are the most powerful sub-capital repair ships in EVE. Tech II logistics cruisers have increased tank, CPU and powergrid, and better bonuses compared to Tech I logistics cruisers. Flying these ships requires training in a dedicated skill, {{sk|Logistics Cruisers|icon=yes}}. Unistas are encouraged to train this skill to IV before attempting to fly Tech II logistics cruisers. When flown by pilots with sufficient skills, Tech II logistics cruisers have considerably more repair capacity than their Tech I relatives. They also have even more fitting flexibility than Tech I cruisers, and are typically fit specifically to their role. Unique among logistics ships, Tech II cruisers can fit over-sized, large remote repair and remote capacitor transfer modules instead of medium ones. As a result of this diversity, specific comparisons of Tech II logistics cruiser fits are beyond the scope of this article.<br />
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Tech II logistics cruisers follow the same racial specializations as their Tech I relatives. The {{sh|Scimitar}} and {{sh|Oneiros}} are "solo" logistics ships, and the {{sh|Basilisk}} and {{sh|Guardian}} are cap-chain specialists.<br />
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The solo Tech II logistics cruisers are like the solo Tech I cruisers, in that they are intended to operate independently, and often have to make tradeoffs between capacitor and tank in their fits. The {{sh|Scimitar}} and {{sh|Oneiros}} are strongest in smaller gangs of Tech II and Tech III damage dealers, where there is only room for one or two logistics pilots.<br />
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The cap-chain Tech II logistics cruisers are like their cap-chain Tech I relatives, in that they must work in groups, and they have enough capacitor to sustain a fit full of high-capacitor-demand modules. These cruisers have the broadest array of options in terms of modules they can fit. Tech II logistics pilots can fit faction, deadspace, or large-sized repair modules to the {{sh|Basilisk}} and {{sh|Guardian}} comfortably. These ships are strongest in large Tech II/III fleets, in high-skill PvE, and in medium-sized wormhole gangs where the group is expected to be able to handle incoming DPS.<br />
<br />
===Triglavian Logistics Ships===<br />
<br />
The Triglavian Collective offers a Tech I and a Tech II logistics ship: the {{sh|Rodiva}} and {{sh|Zarmazd}}. Both of these ships use the Heavy Mutadaptive Remote Armor Repairer, and both rely on local cap regeneration rather than a cap chain, however they have very different use cases than other logistics cruisers. The Rodiva acts similarly to an Exequeror or Oneiros, able to support a small gang either alone or in a pair, and can also somewhat defend itself using its drones. The Zarmazd has extremely thick armor, can apply high-powered repairs to an armor fleet, and brings a ridiculous range of other utilities, in particular including [[Smartbombs]] to push hostile drones away from friendly logistics ships. However, Triglavian logistics have a severe weakness relative to other logistics ships: when first activated, their single repair module is only as strong as 2 normal remote repair modules, and takes a full 90 seconds to reach its full strength (of ''5'' normal remote repair modules). This very long delay before reaching full strength means that Triglavian logistics are extremely bad at "catching" an allied ship when it first starts taking damage, and are thus also very bad at dealing with enemy fleets which change targets frequently. However, they can be very effective as secondary logistics ships, either at keeping a pre-selected allied ship alive against all opposition, or at holding an allied ship after it had been "caught" (by friendly Guardians most likely) thus freeing other logistics ships to be ready for a target swap, or at counteracting the slowly ramping damage of Triglavian Entropic Disintegrators.<br />
<br />
===Bonused and Unbonused Battleship Logistics===<br />
<br />
In contrast to the variety of bonused logistics hulls available in frigate and cruiser sizes, there are only two battleship bonused for logistics: the {{sh|Nestor}} and {{sh|Orca}}. The bonuses of Nestor battleship are not that great, and the hull can be expensive. The {{co|wheat|Nestor}} is used rarely when very heavy tank, beyond what Guardian can do, is needed. The Orca is almost never used in primary logistics role but it can help defend barges in a mining fleet.<br />
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Remote repair modules are sometimes fitted to unbonused battleship hulls as part of [[Spider Tanking|"spider-tanking"]] fleet doctrines. The {{sh|Dominix}}, in particular, has plenty of high-slot room for remote repairers and remote cap transmitters, because its bonuses to drones don't match up well with high-slot weapons modules.<br />
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===Capital Logistics: Force Auxiliaries===<br />
<br />
Force Auxiliaries are a class of capital ship dedicated to logistics. Force auxiliaries the only capital ship class to receive bonuses to remote repairing. They are also the only capitals able to use triage modules, which enhance the defensive and remote repair capabilities of the ship for five minutes, but also make the ship incapable of receiving remote assistance. Force auxiliaries and triage modules are discussed in more detail in ship class page on [[Capital Ship|Capital Ships]].<br />
<br />
==Logistics and crimewatch==<br />
<br />
Assuming their safeties are set to the appropriate level, logistics pilots inherit the timers of the pilots they repair. If the repaired ship is engaged in combat, the logistics pilot will almost certainly receive log off, Weapons, and Limited Engagement timers. In addition, if repair occurs in low- or high-security space, and the logistics pilot is not legally allowed to engage all of the repaired ship's combat targets either due to war or limited engagement (suspect timer is not enough) the logistics pilot will become criminal and will be killed by CONCORD, even if neither of the engaged pilots were criminals. As a result, logistics pilots occasionally have to think about how repair affects other, non-aligned pilots in system. Your logistics ship may end up attackable by parties in system that you did not expect including [[Concordokken|CONCORD]].<br />
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it is not recommended to ever set safeties to red as a logistics pilot. The only situation where red safeties would do anything over yellow safeties will result in logistics pilot being killed by CONCORD. In high security space it is common to keep the safeties green to avoid logi becoming suspect and being killed by third party combatants.<br />
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Logistics modules follow same rules of engagement as other remote assistance modules. See [[Remote assistance]] for more details on crimewatch and logistics interact.<br />
<br />
==Logistics organization and tactics==<br />
<br />
Logistics pilots have the greatest impact when they work well within their fleet. As a result, a good understanding of the fleet's organization, mechanics, and the fleet interface is essential for logistics pilots. Familiarity with [[The Rookie's Guide To Fleet Ops]] is recommended, as well as guide on the [[Fleet User Interface]].<br />
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[[File:BroadcastSettings2.gif|frame|right|From the Fleet window, open the Broadcast Settings sub-window to adjust the appearance of your fleetmates' broadcasts, and to make them stand out against other fleet events. Use the dropdown boxes to the right of armour, shield and capacitor broadcasts to set their colours to something other than grey.]][[File:Broadcasting.jpg|frame|In the Fleet window, Ctl-click on your fleetmate's broadcast for reps to target them and provide support. If you are the one that needs support, click on the appropriate symbol at the bottom of the Fleet window. It is also possible to bind these broadcasts to hotkeys in the game's General Settings window.]]<br />
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'''Prepare and use your fleet window.'''<br />
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If your gang is small enough, your fleetmates may be able to request repairs in comms ("Hey, Bob! John needs reps!"). But in even a medium-sized fleet, comms are intended for communication between FC(s) and the rest of the fleet. Under these circumstances, fleetmates "broadcast for repairs" through the Fleet window. You can see their requests under the window's History tab. As described in the [[Fleet User Interface]], use the Broadcast Settings window to make the "Need Armor", "Need Shield", and "Need Capacitor" broadcasts show up with distinct colour backgrounds. When one of these broadcasts is listed in the Fleet History window, you can ctrl-click the broadcast to lock that pilot and immediately provide repairs or capacitor. Once your fleetmate no longer needs assistance -maybe because the enemy fleet has shifted targets— they will broadcast "In Position At". You will need to watch the Fleet window for this signal, and be prepared to switch the focus of your remote support. This applies when other fleetmates need repairs.<br />
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When you are the one needing repairs because you are the enemy's primary target, you will be the one broadcasting.<br />
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<br />
'''Fill your watchlist'''<br />
[[File:Watchlist_Example.jpg|frame|An example of a fleet watchlist. The three horizontal bars correspond to shield, armour, and hull for each pilot. Pilots that are off-grid don't show any bars. The symbols to the left of the bars correspond to the latest broadcast from that pilot.]]<br />
The Watchlist is a window that allows you to monitor the shield, armour and hull HP of fleetmates that are on grid with you, without having to lock them. In addition, clicking on names in the Watchlist window has the same effect as selecting them in space or in the Overview window, which makes interacting with these particular pilots very easy. The Watchlist is an extremely important tool for logistics pilots, and will allow you to identify fleetmates that need repairs even before they identify themselves.<br />
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Fleetmates can be added to your Watchlist by right-clicking on the pilot name and selecting "Add to Watchlist" or by dragging the name into the watchlist window. Unfortunately, the Watchlist can only hold 15 pilots. If you are flying logistics in a small gang, this may be enough space to list your entire fleet. But if you are in a larger fleet, you will need to choose who to include (or you will need to follow the FC's or logi captain's instructions on who to add). In general, you will be asked to include fleet, wing, and squad commanders on your watchlist first, because they are critical to passing fleet boosts to the fleet. You will then probably add your fellow logistics pilots, because they are so often the primary targets of the opposing fleet. Finish out your list with any critical damage dealers or other special pilots you expect to need early repairs.<br />
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<br />
'''Know your optimal and falloff ranges, and what distance you and your fellow logistics pilots plan to repair from'''<br />
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As described above, different logistics hulls and modules have different characteristic repair ranges. Know how far from your damage-dealing fleetmates you plan to be.<br />
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<br />
'''Warp into the engagement at the appropriate range, opposite the enemy'''<br />
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The FC will likely warp the fleet's damage dealers at their weapons' optimal range. You will need to be behind those damage dealers, so ignore the FC's fleet warp instructions to the damage-dealing group. (You might do this by cancelling the fleet warp once it starts, or the FC may have organized wings and squads so that the logistics group warps separately.) You will warp at your own range to your fleetmates, with them in between you and the enemy. If you are flying armour logistics, this will probably be at your repair modules' optimal range. If you are flying shield logistics, your range will be dictated by the FC, but (optimal + half-falloff) is a good rule of thumb.<br />
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<br />
'''If there are multiple logistics pilots, orbit the nominated logi anchor'''<br />
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Before the fleet gets underway, the FC should have named a logistics "anchor"—a pilot that logistics ships should orbit at close distance. In this way, only the anchor pilot is responsible for positioning the logistics group, and all the other pilots simply follow that anchor. (The logi anchor may or may not be the same as the logi commander.) The situation can get more complicated if your opponents field Command Destroyers, which use Micro Jump Fields to separate clustered logistics ships from their fleetmates; if the FC orders you to spread out, that might be why. But at least initially, stick to your anchor.<br />
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<br />
'''If you fall behind the rest of the fleet, out of repair distance, warp out and back in'''<br />
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Logistics ships are sometimes slower than the rest of the fleet, especially when they are fitted with afterburners instead of microwarpdrives. If you fall behind, try to warp to a tactical bookmark ''behind'' the logistics group, and then warp back to a damage dealer at closer range than you need. (This ensures that your fleetmate won't just race away from you again.)<br />
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<br />
'''Watch your capacitor'''<br />
<br />
Capacitor regenerates fastest when it is at 25% of maximum, but very slowly at 0%. Don't allow your capacitor to drop too much below 25%. You may need to deactivate one repair module for a while, deactivate an active resist module that you realize you don't need vs. the opponents' damage type, or be more conservative with your propulsion module. If you cap yourself out, you won't be able to activate anything—you'll be a sitting duck. Don't let that happen!<br />
<br />
<br />
''Stagger your repair modules' activation, if you can'''<br />
<br />
Repair modules can have pretty long activation times. If you activate them all at once, it might be 8 seconds before you can re-target them to a different fleetmate who calls for emergency reps. By staggering your repair modules, you can gradually shift the target of your repairs. Staggering also evens out the load on your capacitor and avoids over repairing targets that don't need all your repairs at once.<br />
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<br />
'''If you are the target of a specialized ship or tactic, communicate that with the logi leader or FC'''<br />
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If you find that a specific enemy ship is taking you out of the fight with neuts or EWAR, tell the FC (preferably in fleet/logi chat); the fleet may be able to switch targets to take out the threat, or your FC may have other instructions for you.<br />
<br />
<br />
'''Don't forget to launch and use your drones!'''<br />
<br />
<br />
'''Organize for cap-chain logistics'''<br />
<br />
[[File:LogiChat.jpg|frame|Cap-chain logistics groups are often organized in a chat channel. The current member list is used to figure out who transfers cap to who. In the case of a 1-up, 1-down configuration (very common), John Smallberries both gives and receives cap with the channel members above and below him on the list.]]<br />
As explained before, cap-chain ships have the advantage of abundant capacitor and they seldom have to worry about having to cycle modules on and off. But cap-chain logistics pilots do have an extra layer of complexity to deal with: maintaining the capacitor chain. There are a few ways to do this, but the most common method is to organize cap-transfer partners in a dedicated logistics chat channel set up by the logi commander. Once you are in this channel, the names above and below yours in the Member List are your transfer partners (assuming a 1-up, 1-down transfer scheme—your FC could choose a different one). Members at the very top and very bottom of the member list are also partnered. The advantage of using a chat channel is that members can drop out of the channel when they are destroyed or otherwise incapacitated, and the remaining, neighboring pilots can adjust by obtaining a new cap-transfer partner from the member list.<br />
<br />
== References ==<br />
<small><references/></small><br />
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[[Category:Fleets]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Cruisers&diff=174824Cruisers2021-10-03T03:07:40Z<p>Arexand Oskold: /* Heavy Assault Cruisers */ Various rewordings</p>
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<div>{{ShipTypes}}<br />
'''Cruisers''' are Eve's medium-sized ships, larger than [[Frigate|frigates]] and [[Destroyer|destroyers]] but still much smaller, faster and nimbler than [[Battlecruiser|battlecruisers]] and [[Battleship|battleships]]. Cruisers mount medium-sized weapons and modules. Tech 1 cruiser hulls cost around 10 million ISK and tend to be the first major financial step up from frigates for new pilots.<br />
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There are four classes of Tech 2 cruisers, which are more powerful, more focused on a particular role and much more expensive than their Tech 1 equivalents: Recons (advanced force-multiplying electronic warfare platforms), Heavy Assault Cruisers (powerful damage-dealers), Heavy Interdiction Cruisers (super-tacklers) and Logistics cruisers (remote repair platforms). Cruisers and destroyers are the only ship classes that currently have a Tech 3 version, the [[Strategic Cruiser|strategic cruisers]] and [[Tactical Destroyers|tactical destroyers]].<br />
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= T1 Cruisers =<br />
Each race has four tech 1 cruiser hulls, divided into several roles. One is an [[EWAR Guide|EWAR]] cruiser, one fills a [[Guide to Logistics|logistics]] role, one is a tankier combat cruiser, while another is a speedier attack cruiser.<br />
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In PvP some tech 1 cruisers, such as the Gallente Thorax and the Minmatar Rupture, can bring surprising amounts of DPS to a fight. The electronic warfare cruisers can also be important in PvP, as they are slightly tougher ewar platforms than their frigate equivalents and in some cases can produce better ewar (the Caldari Blackbird, for example, can mount ECM with a longer range than the Griffin ECM frigate). In PvP cruisers can also fit tackle to provide some secondary tackling that's harder to scrape off than Tech 1 tackling frigates.<br />
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Tech 1 cruisers are the ships most commonly used to run Level 2 missions.<br />
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=== Electronic warfare ===<br />
* {{icon|isis amarr|22}}[[Arbitrator]]: Versatile. Bonuses for tracking disruptors, and drones (for mining and damage-dealing). Can be used in fleet PvP, solo PvP, and PvE combat.<br />
* {{icon|isis caldari|22}}[[Blackbird]]: Bonuses for ECM. Powerful in a fleet, little or no tank. Often called primary. Can jam at much greater ranges than its T2 versions, the Rook and Falcon, but has much lower jam strength, fewer slots and can't warp cloaked like the Falcon can.<br />
* {{icon|isis gallente|22}}[[Celestis]]: Bonuses for sensor dampening and hybrid turrets. Can be useful in a fleet. Rarely primaried.<br />
* {{icon|isis minmatar|22}}[[Bellicose]]: Bonuses for target painting and missiles.<br />
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=== Logistics ===<br />
* {{icon|isis amarr|22}}[[Augoror]]: Remote armor repair and energy transfer. Designed for cap chaining.<br />
* {{icon|isis caldari|22}}[[Osprey]]: Remote shield boosting and energy transfer. Designed for cap chaining.<br />
* {{icon|isis gallente|22}}[[Exequror]]: Remote armor repair and repair drones. Designed for local cap regeneration.<br />
* {{icon|isis minmatar|22}}[[Scythe]]: Remote shield boosting and repair drones. Designed for local cap regeneration.<br />
* {{icon|isis triglavian|22}}[[Rodiva]]: Single-target spooling armor repair. Designed for local cap regeneration.<br />
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=== Attack cruisers ===<br />
* {{icon|isis amarr|22}}[[Omen]]: Respectable damage-dealer. The Arbitrator is usually a better PvP choice since it can get equivalent buffer and DPS, while offering more versatility with varying drone types and some ewar.<br />
* {{icon|isis caldari|22}}[[Caracal]]: Missile ship. Good mission-runner. Unspectacular damage-dealer in PvP, but its ability to mount an impressive shield tank, microwarpdrive and rapid light missiles that apply damage well to small targets makes it a popular choice for PvP fleets.<br />
* {{icon|isis gallente|22}}[[Thorax]]: Fast PvP gunboat, usually fits blasters. ''Very'' high DPS with good skills and fitting.<br />
* {{icon|isis minmatar|22}}[[Stabber]]: Very fast skirmisher. Sees limited use in PvP and PvE.<br />
* {{icon|isis triglavian|22}}[[Vedmak]]: Fast skimisher, with the Triglavian spooling weapon damage. Not as favored as other Triglavian ships.<br />
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=== Combat cruisers ===<br />
* {{icon|isis amarr|22}}[[Maller]]: Can mount a massive tank (and is often used as bait in PvP).<br />
* {{icon|isis caldari|22}}[[Moa]]: Tanks well, designed to fight at range with railguns.<br />
* {{icon|isis gallente|22}}[[Vexor]]: Versatile. Bonuses for hybrid turrets and drones. Drone bonuses make it good for PvE and PvP combat. Can match the Thorax for DPS, but it is less commonly used in this role than the Thorax, and is therefore less obvious when the enemy look for a high DPS, low tank ship to primary.<br />
* {{icon|isis minmatar|22}}[[Rupture]]: Useful in PvP and PvE. Potentially ''very'' high dps, like the Thorax. Can fit a decent PvE armor tank, or a PvP buffer armor tank, or a nimble PvP buffer shield tank.<br />
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= Empire Faction Cruisers =<br />
Each empire faction has two faction cruisers: one based on a T1 combat hull, the other based on a T1 logistic hull but now bonused for DPS. They can be bought through LP.<br />
* {{icon|isis amarr|22}}[[Augoror Navy Issue]]: Extremely thick armor and powerful lasers.<br />
* {{icon|isis amarr|22}}[[Omen Navy Issue]]: Improved laser range lends well to kiting combat styles.<br />
* {{icon|isis caldari|22}}[[Caracal Navy Issue]]: Loses the Caracal's range for improved application. Left in an awkward spot as its cruiser-sized missiles don't generally have serious application issues.<br />
* {{icon|isis caldari|22}}[[Osprey Navy Issue]]: More expensive but more effective alternative to the Caracal. Slightly slower but more durable, and very efficient at [[Overheating]].<br />
* {{icon|isis gallente|22}}[[Exequror Navy Issue]]: Higher-damage Thorax alternative. Does not gain improved application though, so more attention to accuracy is required.<br />
* {{icon|isis gallente|22}}[[Vexor Navy Issue]]: Formerly the standard subcapital PVE ship, now a solo PVP localtanked hybrid turret and droneboat. Once again similar to the Thorax but with a much greater emphasis on its drones.<br />
* {{icon|isis minmatar|22}}[[Scythe Fleet Issue]]: Fast and evasive and oddly bonused to either autocannons or missiles. Similar to the Caracal when using missiles, similar to the Stabber when using autocannons.<br />
* {{icon|isis minmatar|22}}[[Stabber Fleet Issue]]: A direct upgrade to the Stabber but an even rarer ship to see.<br />
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= Pirate Faction Cruisers =<br />
Pirate faction cruisers cover a wide range of specialisations. They all gain bonuses from two empire cruiser skills. Their blueprint copies can drop from certain NPCs or be obtained through the faction's LP. <br />
* {{icon|isis blood raiders|22}}[[Ashimmu]]: Webs for application, and effective lasers and cap warfare. Can either be a pure neutralizer/drone boat, or use nosferatus to power its lasers.<br />
* {{icon|isis angel|22}}[[Cynabal]]: Extremely fast projectile weapon skirmisher and kiter. Increased warp speed.<br />
* {{icon|isis guristas|22}}[[Gila]]: Solid missiles, extremely powerful and durable drones, and thick shields. One of the most popular and effective PVE ships across all regions of space and targets.<br />
* {{icon|isis mordu|22}}[[Orthrus]]: One of the most powerful and dangerous kiting ships. Fast, very powerful missiles, and very long ranged tackle to hold and kill enemies from beyond their retaliation range.<br />
* {{icon|isis sansha|22}}[[Phantasm]]: Another solid kiting ship, making use of the Sansha Afterburner bonus to stay evasive.<br />
* {{icon|isis sisters|22}}[[Stratios]]: The big brother to the [[Astero]]. A [[Cloaking|CovOps-cloaking]] exploration cruiser which is also an extremely dangerous solo hunting ship. Very large drone bay.<br />
* {{icon|isis serpentis|22}}[[Vigilant]]: A supercharged Thorax, and little brother to the [[Vindicator]]. Able to effectively immobilize enemies, and shred them with blasters.<br />
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= T2 Cruisers =<br />
Every T1 cruiser hull has a corresponding T2 hull which is even more focused on its specific role. As you need the T1 skill at level five, T2 cruisers can take a long time to train into.<br />
== Recon Ships ==<br />
{{main|Recon Ships}}<br />
Recon Ships are tech 2 electronic warfare cruisers. These come in two varieties, combat recons and force recons. Force recons can fit a covert ops cloak and therefore can warp cloaked, while combat recons are generally better in actual combat, either because they have stronger tanks, more damage, or better range for their electronic warfare systems. Combat recons are also invisible to [[Directional Scanner Guide|D-scan]] at all times, and Force Recons are also able to light both standard and Covert [[Cynosural Field]]s.<br />
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In either case, whether through covert cloaking or D-scan invisibility, Recon Ships give their enemies no advance warning of their presence before they enter a fight.<br />
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=== Amarr ===<br />
Drones for DPS, well-bonused neutralizers and nosferatus in the highs, tracking disruptor bonus for reducing incoming damage. <br />
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* {{icon|isis amarr|22}}[[Pilgrim]]: (Force) Shorter neutralizer range than the Curse, but able to fit a more comfortable armor tank.<br />
* {{icon|isis amarr|22}}[[Curse]]: (Combat) Very long-ranged high-power energy neutralizers. However, its odd slot layout (5-6-4) means that it is very commonly shield-tanked.<br />
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=== Caldari ===<br />
Caldari recons only have bonuses to ECM, but consequently can mount the strongest ECM in the game.<br />
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* {{icon|isis caldari|22}}[[Falcon]]: (Force) Weakly armed, but combines ECM with covert cloaking.<br />
* {{icon|isis caldari|22}}[[Rook]]: (Combat) Supplements its ECM with 5 missile launchers.<br />
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=== Gallente ===<br />
Extremely long-ranged warp disruptors and scramblers (at Recon 5, can project a T2 Scram 18km or a T2 Disruptor 48km without overheating), and increased Sensor Dampener strength.<br />
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* {{icon|isis gallente|22}}[[Arazu]]: (Force) Able to scram or disrupt enemies from ridiculous range, and then light a cyno to call in an allied ambush.<br />
* {{icon|isis gallente|22}}[[Lachesis]]: (Combat) Very effective when shield-tanked with its 7 mid slots, a nightmare of a ship used either by, or as an answer to, small PVP gangs.<br />
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=== Minmatar ===<br />
Extremely long-ranged webs (at Recon 5, can project a normal web out to 40km without overheating), and bonuses to target painter strength.<br />
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* {{icon|isis minmatar|22}}[[Rapier]]: (Force) Similar to the Arazu, able to apply webs from ridiculous range and then light a cyno for backup.<br />
* {{icon|isis minmatar|22}}[[Huginn]]: (Combat) Fits projectile weapons (rather than the Rapier's missiles), and thus able to bring much more damage along with its webs and target painting.<br />
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== Heavy Assault Cruisers==<br />
Heavy Assault Cruisers (commonly called "HACs") are extremely straightforward but powerful ships. They combine moderately high damage with extremely tough shields and armor, and can be used easily as fleet-issue short-ranged brawlers or long-ranged snipers. They are often slower than tech 1 cruisers, but still far faster than battlecruisers or battleships.<br />
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Besides their obvious PvP applications, some HACs are also useful PvE ships because they combine substantial tanks and DPS with unusual mobility. This can be useful in, for example, running exploration sites in lowsec or nullsec, where pilots might need to make a quick getaway.<br />
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Heavy Assault Cruisers can use the Assault Damage Control module, an alternative to the regular Damage Control which provides lower passive resistances but can be activated once every 2.5 minutes to provide around 9-11 seconds of near-invulnerability.<br />
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=== Amarr ===<br />
* {{icon|isis amarr|22}}[[Zealot]]: Versatile laser ship. Does well at close or sniping ranges, buffer-tanked or active-tanked. Effective as a sniper in mid-sized gangs, however somewhat slower than other sniping cruisers.<br />
* {{icon|isis amarr|22}}[[Sacrilege]]: Extremely durable, but the slowest of the HACs, and its missiles suffer from short range and low damage output. However, it has effectively 3 utility/EWAR Mid slots, and is also one of the few ships effective in Dark [[Abyssal Deadspace|Abyssal]] Filaments.<br />
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=== Caldari ===<br />
* {{icon|isis caldari|22}}[[Cerberus]]: Long range missile boat. Highest theoretical DPS of any sniping HAC, but kinetic-locked and suffers from delayed-damage and possible reduced application. Occasionally used in [[Wormhole Space#Wolf Rayet|Wolf Rayet Wormhole]] Systems to terrifying effect.<br />
* {{icon|isis caldari|22}}[[Eagle]]: Hybrid turret gunboat, sniping with railguns or unconventionally fit with blasters. Longest range of any sniping HAC, very durable, and popular in large fleets where it works like a more advanced and expensive [[Ferox]].<br />
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=== Gallente ===<br />
* {{icon|isis gallente|22}}[[Ishtar]]: After the rework of the Vexor Navy Issue, the Ishtar stepped in as one of the new mainline PVE drone cruisers. Large drone bay, high bandwidth, extended drone control range, and solid defenses (shield or armor) give it great flexibility in target or engagement choices.<br />
* {{icon|isis gallente|22}}[[Deimos]]: Able to attain the highest close-range DPS of any HAC; however the extremely short range of its blasters combined with its suboptimal tank (compared to other armored HACs) earn the ship its nickname, the "Diemost."<br />
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=== Minmatar ===<br />
* {{icon|isis minmatar|22}}[[Muninn]]: Faster, shorter ranged, and more fragile than the Eagle or Zealot, but able to provide extremely high artillery alpha-strike damage. When alternatively fit with autocannons, performs like a greatly upgraded Rupture. Extremely popular in mid-sized fleets.<br />
* {{icon|isis minmatar|22}}[[Vagabond]]: Built off of the Stabber hull and thus the fastest of the HACs. Excellent autocannon damage projection for small gang combat, and able to handle Electrical [[Abyssal Deadspace|Abyssal]] Filaments with ease. However, its relatively thin shields will quickly collapse if it is held down and focused.<br />
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=== Triglavian ===<br />
* {{icon|isis triglavian|22}}[[Ikitursa]]: Expensive, but extremely thick armor, high speed, and extended Entropic Disintegrator damage ramp. Begins with unimpressive damage, but slowly overtakes the damage of most battleships. Efficient at destroying structures, and hostile capital ships, as its cruiser signature makes it resistant to fighter damage. Near-undisputed king of [[Abyssal Deadspace|Abyssal]] PVP, but severely vulnerable to electronic warfare.<br />
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== Heavy Interdiction Cruisers ==<br />
{{main|Heavy Interdiction Cruisers}}<br />
The role of Heavy Interdiction Cruisers ('HICs' or 'hictors') is the heaviest tackle possible. They are more heavily shielded and armored than any other cruisers (short of certain rare Strategic Cruiser configurations), and they are capable of fitting the Warp Disruption Field Generator, a module which can either project an Interdiction Field around the ship or be focused into an "infinity point", a single-target warp disruptor or scrambler that no number of Warp Core Stabilizers can resist. Their DPS is extremely low, but DPS is generally unnecessary for them to perform their role.<br />
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In [[Wormhole Space]], HICs can also use the unique Zero-Point Mass Entangler module to nearly immobilize themselves but reduce their mass to that of a shuttle, for use in [[Living in Wormhole Space#Rolling Wormholes|rolling]] Wormholes.<br />
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* {{icon|isis amarr|22}}[[Devoter]]: Armor tank, and a better one than the Phobos, but 1 less midslot, which is significant in High and Lowsec where HICs usually fit sensor boosters to help them catch fast targets. <br />
* {{icon|isis caldari|22}}[[Onyx]]: Shield tank. Lower tank and speed than the Broadsword, but a lot more CPU, letting it fit a probe launcher. Additionally, in empire where HICs usually fit sensor boosters, it has a very hard time properly plugging its EM resist hole.<br />
* {{icon|isis gallente|22}}[[Phobos]]: Armor tank. The Devoter tanks better, but the Phobos has an extra midslot, making it better at catching fast targets in Empire with an extra sensor booster.<br />
* {{icon|isis minmatar|22}}[[Broadsword]]: Shield tank. Better speed and resists than the Onyx, at the price of CPU for utility mods.<br />
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== Logistics Cruisers ==<br />
Logistics Cruisers are extremely powerful remote-repair cruisers, intended to provide powerful support and sustenance to allied fleets. All of these ships also have very high damage resistances, small signature radii, and extended range, making them difficult targets to destroy.<br />
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The Tech 2 Logistics Cruisers follow the same rules as their Tech 1 forms: Amarr, Gallente, and Triglavians repair Armor, Caldari and Minmatar repair shields; Amarr and Caldari ships rely on a [[Logistics#Remote_Capacitor_Transfer|Capchain]], Gallente, Minmatar, and Triglavians rely on local cap regen. This means that Amarr and Caldari logistics cruisers are more vulnerable to ECM but that they are extremely resistant to Energy Neutralizers and can also send capacitor support to their allies; while the Gallente, Minmatar, and Triglavians are more vulnerable to Energy Neutralizers, and generally need to sacrifice some of their tank to maintain cap stability. The major functional difference between Tech 1 and Tech 2 Logistics Cruisers is that Tech 1 Logistics Cruisers are intended to only use 3 Medium Remote Repair modules, while Tech 2 Logistics cruisers are intended to use 4 ''Large'' Remote Repair modules.<br />
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The Zarmazd (Triglavian Logistics Cruiser) uses very different principles than other logi ships. In standard Triglavian fashion, the Zarmazd can only fit a single large armor repair module, but in exchange that module gains effectiveness the longer it is focused on a single target. To be precise, the Zarmazd's single Heavy Mutadaptive Remote Armor Repairer scales from the strength of 2 Large Remote Armor Repairers, up to the strength of 5 Large Remote Armor Repairers, over a 90-second ramp time. This makes the Zarmazd a good secondary logistics ship, but not good as a fleet's ''only'' logistic ship. Furthermore, also in standard Triglavian fashion, the Zarmazd also has multiple utility High slots (and thus can fit additional Small Remote Armor Repairers, Remote Capacitor Transmitters, or anti-Drone [[Smartbombs]]), and has a large drone bay and enough bandwidth to use multiple Heavy Drones.<br />
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Logistics Cruisers are much, much more heavily affected by the level of their ship skill than any other ship type. The Logistics Cruisers skill reduces the capacitor cost of remote repair modules by 15% per level. However, because the bonuses from multiple levels of a single skill are added together, this means that going from Logistics 0->I, gives only 15% reduced capacitor costs (100% -> 85%), but going from Logistics IV->V gives '''37.5%''' reduced capacitor costs (40%->25%). For this reason, it is a generally accepted practice that any pilot intent on flying a Tech 2 Logistics Cruiser should have the Logistics Cruisers skill trained to IV at the absolute minimum, and V as soon as possible.<br />
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* {{icon|isis amarr|22}}[[Guardian]]: Heavy armor, tiny signature, designed for capchain.<br />
* {{icon|isis caldari|22}}[[Basilisk]]: Heavy shields, designed for capchain.<br />
* {{icon|isis gallente|22}}[[Oneiros]]: Moderate armor, designed for local regen, bonus to Repair Drones and Remote Tracking Computers.<br />
* {{icon|isis minmatar|22}}[[Scimitar]]: Moderate shields, designed for local regen, bonus to Repair Drones and Remote Tracking Computers.<br />
* {{icon|isis triglavian|22}}[[Zarmazd]]: Heavy armor, designed for local regen. Single repair module that ramps up over 90 seconds. Multiple Utility high slots, and large drone bay for combat drones.<br />
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= Strategic Cruisers =<br />
{{main|Strategic Cruiser}}<br />
Strategic Cruisers, or T3 Cruisers, are advanced and highly customizable ships that in many cases are more comparable to [[Battlecruiser]]s than cruisers. Their choices in subsystems allow them to fill similar roles to almost any other type of cruiser or battlecruiser, potentially fill multiple roles at the same time, and reconfigure themselves to completely change roles, in space, using a Mobile Depot.<br />
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* {{icon|isis amarr|22}}[[Legion]]<br />
* {{icon|isis caldari|22}}[[Tengu]]<br />
* {{icon|isis gallente|22}}[[Proteus]]<br />
* {{icon|isis minmatar|22}}[[Loki]]<br />
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= Rare/Unique Cruisers =<br />
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* [[Opux Luxury Yacht]]<br />
* [[Guardian-Vexor]]<br />
* [[Mimir]]<br />
* [[Adrestia]]<br />
* [[Vangel]]<br />
* [[Etana]]<br />
* [[Moracha]]<br />
* [[Rabisu]]<br />
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[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Strategic_Cruisers&diff=174823Strategic Cruisers2021-10-03T02:50:56Z<p>Arexand Oskold: /* A Super-HAC */ link to Heavy Assault Cruiser</p>
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<div>'''Strategic cruisers''' (also 'T3Cs') are the [[Tech 3|Tech 3]] variant of the cruisers. They are the evolution of [[Sleeper]] technology into the currently known technology base. In practical terms, they are expensive, powerful, and extremely customizable cruiser-sized ships.<br />
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Strategic cruisers have four subsystem slots designed to create a single ship, each holding a part of the ship's basic layout and carrying its own set of bonuses. No strategic cruiser can be fielded if it lacks any of the four subsystem slots. Each race has developed its own set of subsystems for each ship, and these subsystems are not interchangeable between different races' strategic cruisers. Each subsystem has an associated skill, and when combined provide Strategic Cruisers with many more bonuses than any other ships.<br />
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To further improve their flexibility, strategic cruisers are also the only ships capable of having Rigs removed from them without destroying them, allowing a single strat cruiser hull to completely refit and change its role in a matter of seconds. To encourage on-the-fly reconfigurations (using a [[Mobile Depot]] for example), they also come with an extra cargo bay especially for storing subsystems. And to further encourage pushing the ships to their limits in the field, the main strategic cruiser skill itself does not provide direct combat bonuses, but instead reduces the [[Overheating|Overheat]] damage sustained by the ship's modules, and increases the speed of using Nanite Repair Paste to repair overheat damage.<br />
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It takes [[Tech_3_Production|a lot of effort]] to build a strategic cruiser, and they consequently cost a lot. Most primary components of Tech 3 production are found in [[Wormholes]], and some of the [[Gas_in_W-space#Fullerenes|rarer gases]] and components are not available outside of Dangerous or Deadly Unknown systems.<br />
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The following are the strategic cruisers, by race:<br />
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* {{sh|Legion}}<br />
* {{sh|Tengu}}<br />
* {{sh|Proteus}}<br />
* {{sh|Loki}}<br />
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{| class="wikitable"<br />
|-<br />
| [[File:Eve-startegic-cruisers.png|frameless|left|T3 Cruisers as of Jan 2021]]<br />
|}<br />
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==Subsystems==<br />
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A Strategic Cruiser is built out of the hull itself and four Subsystems. Each of the four subsystems has three variations. One subsystem of each of the four types is required to complete the ship. Subsystems can be exchanged and replaced at will either in a station or via a Mobile Depot. (And, to this end, all Strategic Cruisers have an extra cargo bay that can hold three subsystems for field refitting.)<br />
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As you may have noticed if you looked up a strategic cruiser in-game, they have very few attributes. The slot layout, hardpoints, hitpoints, drone bay, and cargo hold of a strategic cruiser are all determined by the combination of subsystems you choose.<br />
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Every subsystem has an associated skill. If you lose a Strategic Cruiser, you will lose one level of your racial subsystem skill at random (note that this is the only way to lose skill points in the game).<br />
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===Offensive Subsystem===<br />
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The offensive subsystems give your ship its primary weapon slots, whether launcher or turret hardpoints. They always give 7 high slots. The bonuses provided by these modules include CPU and Powergrid capacity, weapon rate of fire, damage, tracking, range, and fitting, drone control capacity, and drone bay size. All Strategic Cruisers have one ''Support Processor'' option which provides bonuses to either Remote Armor or Shield repair systems (or both, for the Loki) and allows fitting [[Command Bursts]].<br />
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===Defensive Subsystem===<br />
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The defensive subsystems can give either High, Mid, or Low slots. They also give your ship its armor, shield, and structure hit points, and its signature radius. These subsystems also offer a bonus to a defensive aspect of your ship (Shield/Armor/Hull hitpoints, local repair effectiveness, etc.) based on the subsystem, may give bonus Capacitor capacity, and improve the effects of Overheating some type of defensive module. All Strategic Cruisers have one ''Covert Reconfiguration'' option which gives one extra High slot, allows the hull to fit a [[cloaking|Covert Ops cloaking device]], and provides bonuses to Scanner Probes and hacking modules.<br />
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===Core Subsystem===<br />
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The core subsystems generally give Mid and Low slots. They also give your ship its base CPU, PWG, Capacitor, and Sensory capabilities such as scan resolution or targeting range. All Strategic Cruisers have one ''Augmented Reactor'' Core Subsystem option which increases Powergrid capacity, either Capacitor Regeneration or Capacitor Capacity, and gives resistance to Energy Neutralizers. All Strategic Cruisers also have one Core Subsystem option which improves some form of their electronic warfare capabilities, and (further) reduces the heat damage sustained by [[Overheating]] their modules.<br />
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===Propulsion Subsystem===<br />
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The propulsion subsystems give your ship its base in agility and speed. They generally give you mid slots and may give you low slots, but not all of them do. The bonuses provided by these modules include speed or agility bonuses, afterburner bonuses, reduction in micro warp drive penalties, and warp speed. All Strategic Cruisers have one ''Interdiction Nullifier'' option which penalizes the ship in various ways, but increases its warp speed and greatly reduces the penalties and cooldown of an Interdiction Nullifier module.<br />
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==Capabilities and Uses==<br />
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So, what are these expensive ships good for? Before discussing practical in-game uses, let's review some potential T3C capabilities:<br />
* '''Tough tanks'''. All T3Cs can have very high resistances and very tough buffer or active tanks (the Loki is probably the most fragile, but then again its ability to shield ''or'' armor tank keeps the enemy guessing). They can be as tanky as T1 Battleships if fit properly.<br />
* '''High DPS'''. Compared to other Cruiser hulls, T3Cs can put out battleship-level DPS if fit properly.<br />
* '''Extreme capacitor stability'''. All T3Cs have one Core Subsystem that improves their powergrid and capacitor capacity or regeneration and gives them innate resistance to Energy Neutralizers. The added powergrid can also be used to fit ''Large'' Cap Batteries, improving stability even further.<br />
* '''CovOps scouting and Black Ops'''. All T3Cs can be fitted to warp while cloaked like a Covert Ops or a Force Recon ship, and can light [[Covert Cyno]]s and take Black Ops Jump Bridges.<br />
* '''Bubble immunity'''. All T3Cs can be fitted to ignore warp disruption bubbles.<br />
* '''Difficult to probe'''. The difficulty of probing a ship down is based on the ratio of its signature radius and sensor strength. Although they must make fitting sacrifices, T3Cs can achieve very high sensor strengths and small signature radii, and thus become possible to probe only with the highest of probing skills.<br />
* '''Fleet Command bonuses'''. The dedicated [[Command Ships]] comes with a hull bonus of 3% per level to the effect of '''two''' racial warfare links. The T3Cs can't fit as many warfare links at once as a Command Ship, but with the right subsystem, they can have a 2% per level bonus to the effect of '''three''' racial links.<br />
* '''Slow-cooking'''. All T3Cs have a per-level reduction in the heat damage you take when [[Overloading|overheating]] modules, which lets them overheat for much longer than most other ships. They also have bonuses to module repair speed using Nanite Repair Paste. This allows for significantly longer overheating time for less drawback.<br />
* '''EWAR'''. Each of the T3Cs has a subsystem that gives them a bonus to some form of electronic support. (Neutralizers for Legion, Webs for Loki, Warp Disruptor/Scrambler for Proteus, ECM for Tengu.) This lets them work as either electronic warfare vessels or long-ranged tacklers. These bonuses are not as strong as the bonuses for the Force Recon Ships, however, they can often be added on to a T3C's other abilities, rather than forcing the entire ship to be built around them.<br />
<br />
Achieving any of these requires trade-offs and sacrifices, of course. But that point itself touches on what might be T3C ships' strongest point: since they're so customizable, when the enemy sees one on scan it's hard for them to know what it's fitted to do.<br />
<br />
Now let's see how those capabilities work out in in-game uses for T3Cs:<br />
<br />
===Mission-Running===<br />
<br />
T3Cs can combine a tough tank with (relatively) high speeds and small signature radii, plus the ability to deal decent damage. This makes them capable of taking on L4 missions. They may not complete L4s as fast as well-fitted and well-flown battleships, but their agility and difficulty to probe makes them suited to mission-running in dangerous low- or null-sec space.<br />
<br />
===Exploration===<br />
<br />
T3Cs can combine the ability to quickly and accurately probe things down with the tank and DPS required to do many quite tough exploration sites solo.<br />
<br />
===Heavy Scouting/Surprise Tackle===<br />
<br />
Fitted for CovOps-style cloaking and probing, a T3C can be an effective PvP scout, with enough of a tank to tackle a target and (hopefully) survive long enough for help to arrive. Cloak-fitted T3Cs can dispatch weaker targets solo.<br />
<br />
===Bait===<br />
<br />
T3Cs can mount fairly ridiculous buffer tanks, pushing over 300,000 effective hitpoints with the right subsystems, skills and implants. Alternatively, they can mount similarly ridiculous active tanks, able to shrug off several thousand DPS and resist all attempts to neutralize their capacitors (short of literally dropping full neutralizer-fit battleships on them). In these configurations, they make great (if expensive) bait.<br />
<br />
===Command Bonuses===<br />
<br />
With their 2% bonus to racial warfare links, T3Cs can give a fleet very substantial bonuses.<br />
<br />
===Logistics===<br />
<br />
All T3Cs can be fitted for either remote armor or shield repairs (racially dependent, or both for the Loki), and can output comparable remote repairs to a regular logistics cruiser while maintaining greater capacitor stability (with no cap chain involved) and effective hitpoints. And because logi T3Cs are fitted with 7 Medium remote repair modules, rather than 3 or 4 Large modules, they have much greater flexibility in shifting target and repair priorities. However, T3C remote reps are shorter-range than normal logistics cruiser remote reps, forcing logi T3Cs to be grouped with the main fleet. (Although, this can ''also'' be an advantage, because it can make these logistics ships more difficult to identify and target.)<br />
<br />
===High-Danger Travel===<br />
<br />
Fitted with an interdiction nullifier subsystem and module, warp core stabilizers, and a covert ops cloak, a T3C can cheerfully stroll through most camps. This is useful for scouting, traveling through dangerous nullsec or moving small, high-value items that don't justify a jump freighter through Nullsec. T3Cs are among only ships that can ignore bubbles and use a covert ops cloak; however with the interdiction nullification rework and both Blockade Runners and CovOps Frigates gaining this ability, T3Cs have fallen slightly in prominence as travel ships.<br />
<br />
===A Super-HAC===<br />
<br />
It's a bit boring compared to some of the other potential uses, but a T3C can just slot into a PvP gang as a tougher, higher damage, and more expensive [[Heavy Assault Cruiser]], which can overheat for longer (but has no Assault Damage Control).<br />
<br />
That said, however, these T3C fits can often easily be combined with the EWAR subsystem to turn a Legion into a HAC with neutralizers, a Loki into a HAC with extremely long-range webs, a Proteus into a HAC with long-range tackle, or a Tengu into a HAC with high-power ECM jammers.<br />
<br />
===100MN Combat===<br />
<br />
The prevalence of [[Marauders]] in mid 2021 lead to an increase in the use of T3C fleets fitted with battleship-sized [[Propulsion equipment|100MN Afterburners]]. A 100MN T3C is slightly slower than a 50MN T3C, has much slower acceleration and turning, and must make sacrifices in damage or raw durability, but in exchange is extremely difficult to pin down, hit, and kill, because its engines are immune to Warp Scrambling and it has a very small sig radius relative to its speed.<br />
<br />
===Keeping the Enemy Guessing===<br />
<br />
Because a T3C can fill so many different roles, a fleet containing many T3Cs can be very difficult for an enemy to read, and key members (EWAR, command bursts, logistics) must be manually identified, rather than just looking at the ship type. This can cause the enemy to waste time on inefficient targets while trying to determine who their actual priorities should be.<br />
<br />
==History==<br />
Strategic cruisers have been rebalanced in the July 2017 [[expansion]] which was released on July 11, 2017.<br />
<br />
==See Also==<br />
*[[Cruisers]]<br />
<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Strategic_Cruisers&diff=174822Strategic Cruisers2021-10-03T02:47:37Z<p>Arexand Oskold: /* 100MN Combat */</p>
<hr />
<div>'''Strategic cruisers''' (also 'T3Cs') are the [[Tech 3|Tech 3]] variant of the cruisers. They are the evolution of [[Sleeper]] technology into the currently known technology base. In practical terms, they are expensive, powerful, and extremely customizable cruiser-sized ships.<br />
<br />
Strategic cruisers have four subsystem slots designed to create a single ship, each holding a part of the ship's basic layout and carrying its own set of bonuses. No strategic cruiser can be fielded if it lacks any of the four subsystem slots. Each race has developed its own set of subsystems for each ship, and these subsystems are not interchangeable between different races' strategic cruisers. Each subsystem has an associated skill, and when combined provide Strategic Cruisers with many more bonuses than any other ships.<br />
<br />
To further improve their flexibility, strategic cruisers are also the only ships capable of having Rigs removed from them without destroying them, allowing a single strat cruiser hull to completely refit and change its role in a matter of seconds. To encourage on-the-fly reconfigurations (using a [[Mobile Depot]] for example), they also come with an extra cargo bay especially for storing subsystems. And to further encourage pushing the ships to their limits in the field, the main strategic cruiser skill itself does not provide direct combat bonuses, but instead reduces the [[Overheating|Overheat]] damage sustained by the ship's modules, and increases the speed of using Nanite Repair Paste to repair overheat damage.<br />
<br />
It takes [[Tech_3_Production|a lot of effort]] to build a strategic cruiser, and they consequently cost a lot. Most primary components of Tech 3 production are found in [[Wormholes]], and some of the [[Gas_in_W-space#Fullerenes|rarer gases]] and components are not available outside of Dangerous or Deadly Unknown systems.<br />
<br />
The following are the strategic cruisers, by race:<br />
<br />
* {{sh|Legion}}<br />
* {{sh|Tengu}}<br />
* {{sh|Proteus}}<br />
* {{sh|Loki}}<br />
<br />
{| class="wikitable"<br />
|-<br />
| [[File:Eve-startegic-cruisers.png|frameless|left|T3 Cruisers as of Jan 2021]]<br />
|}<br />
<br />
==Subsystems==<br />
<br />
A Strategic Cruiser is built out of the hull itself and four Subsystems. Each of the four subsystems has three variations. One subsystem of each of the four types is required to complete the ship. Subsystems can be exchanged and replaced at will either in a station or via a Mobile Depot. (And, to this end, all Strategic Cruisers have an extra cargo bay that can hold three subsystems for field refitting.)<br />
<br />
As you may have noticed if you looked up a strategic cruiser in-game, they have very few attributes. The slot layout, hardpoints, hitpoints, drone bay, and cargo hold of a strategic cruiser are all determined by the combination of subsystems you choose.<br />
<br />
Every subsystem has an associated skill. If you lose a Strategic Cruiser, you will lose one level of your racial subsystem skill at random (note that this is the only way to lose skill points in the game).<br />
<br />
===Offensive Subsystem===<br />
<br />
The offensive subsystems give your ship its primary weapon slots, whether launcher or turret hardpoints. They always give 7 high slots. The bonuses provided by these modules include CPU and Powergrid capacity, weapon rate of fire, damage, tracking, range, and fitting, drone control capacity, and drone bay size. All Strategic Cruisers have one ''Support Processor'' option which provides bonuses to either Remote Armor or Shield repair systems (or both, for the Loki) and allows fitting [[Command Bursts]].<br />
<br />
===Defensive Subsystem===<br />
<br />
The defensive subsystems can give either High, Mid, or Low slots. They also give your ship its armor, shield, and structure hit points, and its signature radius. These subsystems also offer a bonus to a defensive aspect of your ship (Shield/Armor/Hull hitpoints, local repair effectiveness, etc.) based on the subsystem, may give bonus Capacitor capacity, and improve the effects of Overheating some type of defensive module. All Strategic Cruisers have one ''Covert Reconfiguration'' option which gives one extra High slot, allows the hull to fit a [[cloaking|Covert Ops cloaking device]], and provides bonuses to Scanner Probes and hacking modules.<br />
<br />
===Core Subsystem===<br />
<br />
The core subsystems generally give Mid and Low slots. They also give your ship its base CPU, PWG, Capacitor, and Sensory capabilities such as scan resolution or targeting range. All Strategic Cruisers have one ''Augmented Reactor'' Core Subsystem option which increases Powergrid capacity, either Capacitor Regeneration or Capacitor Capacity, and gives resistance to Energy Neutralizers. All Strategic Cruisers also have one Core Subsystem option which improves some form of their electronic warfare capabilities, and (further) reduces the heat damage sustained by [[Overheating]] their modules.<br />
<br />
===Propulsion Subsystem===<br />
<br />
The propulsion subsystems give your ship its base in agility and speed. They generally give you mid slots and may give you low slots, but not all of them do. The bonuses provided by these modules include speed or agility bonuses, afterburner bonuses, reduction in micro warp drive penalties, and warp speed. All Strategic Cruisers have one ''Interdiction Nullifier'' option which penalizes the ship in various ways, but increases its warp speed and greatly reduces the penalties and cooldown of an Interdiction Nullifier module.<br />
<br />
==Capabilities and Uses==<br />
<br />
So, what are these expensive ships good for? Before discussing practical in-game uses, let's review some potential T3C capabilities:<br />
* '''Tough tanks'''. All T3Cs can have very high resistances and very tough buffer or active tanks (the Loki is probably the most fragile, but then again its ability to shield ''or'' armor tank keeps the enemy guessing). They can be as tanky as T1 Battleships if fit properly.<br />
* '''High DPS'''. Compared to other Cruiser hulls, T3Cs can put out battleship-level DPS if fit properly.<br />
* '''Extreme capacitor stability'''. All T3Cs have one Core Subsystem that improves their powergrid and capacitor capacity or regeneration and gives them innate resistance to Energy Neutralizers. The added powergrid can also be used to fit ''Large'' Cap Batteries, improving stability even further.<br />
* '''CovOps scouting and Black Ops'''. All T3Cs can be fitted to warp while cloaked like a Covert Ops or a Force Recon ship, and can light [[Covert Cyno]]s and take Black Ops Jump Bridges.<br />
* '''Bubble immunity'''. All T3Cs can be fitted to ignore warp disruption bubbles.<br />
* '''Difficult to probe'''. The difficulty of probing a ship down is based on the ratio of its signature radius and sensor strength. Although they must make fitting sacrifices, T3Cs can achieve very high sensor strengths and small signature radii, and thus become possible to probe only with the highest of probing skills.<br />
* '''Fleet Command bonuses'''. The dedicated [[Command Ships]] comes with a hull bonus of 3% per level to the effect of '''two''' racial warfare links. The T3Cs can't fit as many warfare links at once as a Command Ship, but with the right subsystem, they can have a 2% per level bonus to the effect of '''three''' racial links.<br />
* '''Slow-cooking'''. All T3Cs have a per-level reduction in the heat damage you take when [[Overloading|overheating]] modules, which lets them overheat for much longer than most other ships. They also have bonuses to module repair speed using Nanite Repair Paste. This allows for significantly longer overheating time for less drawback.<br />
* '''EWAR'''. Each of the T3Cs has a subsystem that gives them a bonus to some form of electronic support. (Neutralizers for Legion, Webs for Loki, Warp Disruptor/Scrambler for Proteus, ECM for Tengu.) This lets them work as either electronic warfare vessels or long-ranged tacklers. These bonuses are not as strong as the bonuses for the Force Recon Ships, however, they can often be added on to a T3C's other abilities, rather than forcing the entire ship to be built around them.<br />
<br />
Achieving any of these requires trade-offs and sacrifices, of course. But that point itself touches on what might be T3C ships' strongest point: since they're so customizable, when the enemy sees one on scan it's hard for them to know what it's fitted to do.<br />
<br />
Now let's see how those capabilities work out in in-game uses for T3Cs:<br />
<br />
===Mission-Running===<br />
<br />
T3Cs can combine a tough tank with (relatively) high speeds and small signature radii, plus the ability to deal decent damage. This makes them capable of taking on L4 missions. They may not complete L4s as fast as well-fitted and well-flown battleships, but their agility and difficulty to probe makes them suited to mission-running in dangerous low- or null-sec space.<br />
<br />
===Exploration===<br />
<br />
T3Cs can combine the ability to quickly and accurately probe things down with the tank and DPS required to do many quite tough exploration sites solo.<br />
<br />
===Heavy Scouting/Surprise Tackle===<br />
<br />
Fitted for CovOps-style cloaking and probing, a T3C can be an effective PvP scout, with enough of a tank to tackle a target and (hopefully) survive long enough for help to arrive. Cloak-fitted T3Cs can dispatch weaker targets solo.<br />
<br />
===Bait===<br />
<br />
T3Cs can mount fairly ridiculous buffer tanks, pushing over 300,000 effective hitpoints with the right subsystems, skills and implants. Alternatively, they can mount similarly ridiculous active tanks, able to shrug off several thousand DPS and resist all attempts to neutralize their capacitors (short of literally dropping full neutralizer-fit battleships on them). In these configurations, they make great (if expensive) bait.<br />
<br />
===Command Bonuses===<br />
<br />
With their 2% bonus to racial warfare links, T3Cs can give a fleet very substantial bonuses.<br />
<br />
===Logistics===<br />
<br />
All T3Cs can be fitted for either remote armor or shield repairs (racially dependent, or both for the Loki), and can output comparable remote repairs to a regular logistics cruiser while maintaining greater capacitor stability (with no cap chain involved) and effective hitpoints. And because logi T3Cs are fitted with 7 Medium remote repair modules, rather than 3 or 4 Large modules, they have much greater flexibility in shifting target and repair priorities. However, T3C remote reps are shorter-range than normal logistics cruiser remote reps, forcing logi T3Cs to be grouped with the main fleet. (Although, this can ''also'' be an advantage, because it can make these logistics ships more difficult to identify and target.)<br />
<br />
===High-Danger Travel===<br />
<br />
Fitted with an interdiction nullifier subsystem and module, warp core stabilizers, and a covert ops cloak, a T3C can cheerfully stroll through most camps. This is useful for scouting, traveling through dangerous nullsec or moving small, high-value items that don't justify a jump freighter through Nullsec. T3Cs are among only ships that can ignore bubbles and use a covert ops cloak; however with the interdiction nullification rework and both Blockade Runners and CovOps Frigates gaining this ability, T3Cs have fallen slightly in prominence as travel ships.<br />
<br />
===A Super-HAC===<br />
<br />
It's a bit boring compared to some of the other potential uses, but a T3C can just slot into a PvP gang as a tougher, more expensive HAC which can overheat for longer.<br />
<br />
That said, however, these T3C fits can often easily be combined with the EWAR subsystem to turn a Legion into a HAC with neutralizers, a Loki into a HAC with extremely long-range webs, a Proteus into a HAC with long-range tackle, or a Tengu into a HAC with high-power ECM jammers.<br />
<br />
===100MN Combat===<br />
<br />
The prevalence of [[Marauders]] in mid 2021 lead to an increase in the use of T3C fleets fitted with battleship-sized [[Propulsion equipment|100MN Afterburners]]. A 100MN T3C is slightly slower than a 50MN T3C, has much slower acceleration and turning, and must make sacrifices in damage or raw durability, but in exchange is extremely difficult to pin down, hit, and kill, because its engines are immune to Warp Scrambling and it has a very small sig radius relative to its speed.<br />
<br />
===Keeping the Enemy Guessing===<br />
<br />
Because a T3C can fill so many different roles, a fleet containing many T3Cs can be very difficult for an enemy to read, and key members (EWAR, command bursts, logistics) must be manually identified, rather than just looking at the ship type. This can cause the enemy to waste time on inefficient targets while trying to determine who their actual priorities should be.<br />
<br />
==History==<br />
Strategic cruisers have been rebalanced in the July 2017 [[expansion]] which was released on July 11, 2017.<br />
<br />
==See Also==<br />
*[[Cruisers]]<br />
<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Strategic_Cruisers&diff=174821Strategic Cruisers2021-10-03T02:47:17Z<p>Arexand Oskold: /* Capabilities and Uses */ 100MN Combat</p>
<hr />
<div>'''Strategic cruisers''' (also 'T3Cs') are the [[Tech 3|Tech 3]] variant of the cruisers. They are the evolution of [[Sleeper]] technology into the currently known technology base. In practical terms, they are expensive, powerful, and extremely customizable cruiser-sized ships.<br />
<br />
Strategic cruisers have four subsystem slots designed to create a single ship, each holding a part of the ship's basic layout and carrying its own set of bonuses. No strategic cruiser can be fielded if it lacks any of the four subsystem slots. Each race has developed its own set of subsystems for each ship, and these subsystems are not interchangeable between different races' strategic cruisers. Each subsystem has an associated skill, and when combined provide Strategic Cruisers with many more bonuses than any other ships.<br />
<br />
To further improve their flexibility, strategic cruisers are also the only ships capable of having Rigs removed from them without destroying them, allowing a single strat cruiser hull to completely refit and change its role in a matter of seconds. To encourage on-the-fly reconfigurations (using a [[Mobile Depot]] for example), they also come with an extra cargo bay especially for storing subsystems. And to further encourage pushing the ships to their limits in the field, the main strategic cruiser skill itself does not provide direct combat bonuses, but instead reduces the [[Overheating|Overheat]] damage sustained by the ship's modules, and increases the speed of using Nanite Repair Paste to repair overheat damage.<br />
<br />
It takes [[Tech_3_Production|a lot of effort]] to build a strategic cruiser, and they consequently cost a lot. Most primary components of Tech 3 production are found in [[Wormholes]], and some of the [[Gas_in_W-space#Fullerenes|rarer gases]] and components are not available outside of Dangerous or Deadly Unknown systems.<br />
<br />
The following are the strategic cruisers, by race:<br />
<br />
* {{sh|Legion}}<br />
* {{sh|Tengu}}<br />
* {{sh|Proteus}}<br />
* {{sh|Loki}}<br />
<br />
{| class="wikitable"<br />
|-<br />
| [[File:Eve-startegic-cruisers.png|frameless|left|T3 Cruisers as of Jan 2021]]<br />
|}<br />
<br />
==Subsystems==<br />
<br />
A Strategic Cruiser is built out of the hull itself and four Subsystems. Each of the four subsystems has three variations. One subsystem of each of the four types is required to complete the ship. Subsystems can be exchanged and replaced at will either in a station or via a Mobile Depot. (And, to this end, all Strategic Cruisers have an extra cargo bay that can hold three subsystems for field refitting.)<br />
<br />
As you may have noticed if you looked up a strategic cruiser in-game, they have very few attributes. The slot layout, hardpoints, hitpoints, drone bay, and cargo hold of a strategic cruiser are all determined by the combination of subsystems you choose.<br />
<br />
Every subsystem has an associated skill. If you lose a Strategic Cruiser, you will lose one level of your racial subsystem skill at random (note that this is the only way to lose skill points in the game).<br />
<br />
===Offensive Subsystem===<br />
<br />
The offensive subsystems give your ship its primary weapon slots, whether launcher or turret hardpoints. They always give 7 high slots. The bonuses provided by these modules include CPU and Powergrid capacity, weapon rate of fire, damage, tracking, range, and fitting, drone control capacity, and drone bay size. All Strategic Cruisers have one ''Support Processor'' option which provides bonuses to either Remote Armor or Shield repair systems (or both, for the Loki) and allows fitting [[Command Bursts]].<br />
<br />
===Defensive Subsystem===<br />
<br />
The defensive subsystems can give either High, Mid, or Low slots. They also give your ship its armor, shield, and structure hit points, and its signature radius. These subsystems also offer a bonus to a defensive aspect of your ship (Shield/Armor/Hull hitpoints, local repair effectiveness, etc.) based on the subsystem, may give bonus Capacitor capacity, and improve the effects of Overheating some type of defensive module. All Strategic Cruisers have one ''Covert Reconfiguration'' option which gives one extra High slot, allows the hull to fit a [[cloaking|Covert Ops cloaking device]], and provides bonuses to Scanner Probes and hacking modules.<br />
<br />
===Core Subsystem===<br />
<br />
The core subsystems generally give Mid and Low slots. They also give your ship its base CPU, PWG, Capacitor, and Sensory capabilities such as scan resolution or targeting range. All Strategic Cruisers have one ''Augmented Reactor'' Core Subsystem option which increases Powergrid capacity, either Capacitor Regeneration or Capacitor Capacity, and gives resistance to Energy Neutralizers. All Strategic Cruisers also have one Core Subsystem option which improves some form of their electronic warfare capabilities, and (further) reduces the heat damage sustained by [[Overheating]] their modules.<br />
<br />
===Propulsion Subsystem===<br />
<br />
The propulsion subsystems give your ship its base in agility and speed. They generally give you mid slots and may give you low slots, but not all of them do. The bonuses provided by these modules include speed or agility bonuses, afterburner bonuses, reduction in micro warp drive penalties, and warp speed. All Strategic Cruisers have one ''Interdiction Nullifier'' option which penalizes the ship in various ways, but increases its warp speed and greatly reduces the penalties and cooldown of an Interdiction Nullifier module.<br />
<br />
==Capabilities and Uses==<br />
<br />
So, what are these expensive ships good for? Before discussing practical in-game uses, let's review some potential T3C capabilities:<br />
* '''Tough tanks'''. All T3Cs can have very high resistances and very tough buffer or active tanks (the Loki is probably the most fragile, but then again its ability to shield ''or'' armor tank keeps the enemy guessing). They can be as tanky as T1 Battleships if fit properly.<br />
* '''High DPS'''. Compared to other Cruiser hulls, T3Cs can put out battleship-level DPS if fit properly.<br />
* '''Extreme capacitor stability'''. All T3Cs have one Core Subsystem that improves their powergrid and capacitor capacity or regeneration and gives them innate resistance to Energy Neutralizers. The added powergrid can also be used to fit ''Large'' Cap Batteries, improving stability even further.<br />
* '''CovOps scouting and Black Ops'''. All T3Cs can be fitted to warp while cloaked like a Covert Ops or a Force Recon ship, and can light [[Covert Cyno]]s and take Black Ops Jump Bridges.<br />
* '''Bubble immunity'''. All T3Cs can be fitted to ignore warp disruption bubbles.<br />
* '''Difficult to probe'''. The difficulty of probing a ship down is based on the ratio of its signature radius and sensor strength. Although they must make fitting sacrifices, T3Cs can achieve very high sensor strengths and small signature radii, and thus become possible to probe only with the highest of probing skills.<br />
* '''Fleet Command bonuses'''. The dedicated [[Command Ships]] comes with a hull bonus of 3% per level to the effect of '''two''' racial warfare links. The T3Cs can't fit as many warfare links at once as a Command Ship, but with the right subsystem, they can have a 2% per level bonus to the effect of '''three''' racial links.<br />
* '''Slow-cooking'''. All T3Cs have a per-level reduction in the heat damage you take when [[Overloading|overheating]] modules, which lets them overheat for much longer than most other ships. They also have bonuses to module repair speed using Nanite Repair Paste. This allows for significantly longer overheating time for less drawback.<br />
* '''EWAR'''. Each of the T3Cs has a subsystem that gives them a bonus to some form of electronic support. (Neutralizers for Legion, Webs for Loki, Warp Disruptor/Scrambler for Proteus, ECM for Tengu.) This lets them work as either electronic warfare vessels or long-ranged tacklers. These bonuses are not as strong as the bonuses for the Force Recon Ships, however, they can often be added on to a T3C's other abilities, rather than forcing the entire ship to be built around them.<br />
<br />
Achieving any of these requires trade-offs and sacrifices, of course. But that point itself touches on what might be T3C ships' strongest point: since they're so customizable, when the enemy sees one on scan it's hard for them to know what it's fitted to do.<br />
<br />
Now let's see how those capabilities work out in in-game uses for T3Cs:<br />
<br />
===Mission-Running===<br />
<br />
T3Cs can combine a tough tank with (relatively) high speeds and small signature radii, plus the ability to deal decent damage. This makes them capable of taking on L4 missions. They may not complete L4s as fast as well-fitted and well-flown battleships, but their agility and difficulty to probe makes them suited to mission-running in dangerous low- or null-sec space.<br />
<br />
===Exploration===<br />
<br />
T3Cs can combine the ability to quickly and accurately probe things down with the tank and DPS required to do many quite tough exploration sites solo.<br />
<br />
===Heavy Scouting/Surprise Tackle===<br />
<br />
Fitted for CovOps-style cloaking and probing, a T3C can be an effective PvP scout, with enough of a tank to tackle a target and (hopefully) survive long enough for help to arrive. Cloak-fitted T3Cs can dispatch weaker targets solo.<br />
<br />
===Bait===<br />
<br />
T3Cs can mount fairly ridiculous buffer tanks, pushing over 300,000 effective hitpoints with the right subsystems, skills and implants. Alternatively, they can mount similarly ridiculous active tanks, able to shrug off several thousand DPS and resist all attempts to neutralize their capacitors (short of literally dropping full neutralizer-fit battleships on them). In these configurations, they make great (if expensive) bait.<br />
<br />
===Command Bonuses===<br />
<br />
With their 2% bonus to racial warfare links, T3Cs can give a fleet very substantial bonuses.<br />
<br />
===Logistics===<br />
<br />
All T3Cs can be fitted for either remote armor or shield repairs (racially dependent, or both for the Loki), and can output comparable remote repairs to a regular logistics cruiser while maintaining greater capacitor stability (with no cap chain involved) and effective hitpoints. And because logi T3Cs are fitted with 7 Medium remote repair modules, rather than 3 or 4 Large modules, they have much greater flexibility in shifting target and repair priorities. However, T3C remote reps are shorter-range than normal logistics cruiser remote reps, forcing logi T3Cs to be grouped with the main fleet. (Although, this can ''also'' be an advantage, because it can make these logistics ships more difficult to identify and target.)<br />
<br />
===High-Danger Travel===<br />
<br />
Fitted with an interdiction nullifier subsystem and module, warp core stabilizers, and a covert ops cloak, a T3C can cheerfully stroll through most camps. This is useful for scouting, traveling through dangerous nullsec or moving small, high-value items that don't justify a jump freighter through Nullsec. T3Cs are among only ships that can ignore bubbles and use a covert ops cloak; however with the interdiction nullification rework and both Blockade Runners and CovOps Frigates gaining this ability, T3Cs have fallen slightly in prominence as travel ships.<br />
<br />
===A Super-HAC===<br />
<br />
It's a bit boring compared to some of the other potential uses, but a T3C can just slot into a PvP gang as a tougher, more expensive HAC which can overheat for longer.<br />
<br />
That said, however, these T3C fits can often easily be combined with the EWAR subsystem to turn a Legion into a HAC with neutralizers, a Loki into a HAC with extremely long-range webs, a Proteus into a HAC with long-range tackle, or a Tengu into a HAC with high-power ECM jammers.<br />
<br />
===100MN Combat===<br />
<br />
The prevalence of [[Marauders]] in mid 2021 lead to an increase in the use of T3C fleets fitted with battleship-sized [[Propulsion Equipment|100MN Afterburners]]. A 100MN T3C is slightly slower than a 50MN T3C, has much slower acceleration and turning, and must make sacrifices in damage or raw durability, but in exchange is extremely difficult to pin down, hit, and kill, because its engines are immune to Warp Scrambling and it has a very small sig radius relative to its speed.<br />
<br />
===Keeping the Enemy Guessing===<br />
<br />
Because a T3C can fill so many different roles, a fleet containing many T3Cs can be very difficult for an enemy to read, and key members (EWAR, command bursts, logistics) must be manually identified, rather than just looking at the ship type. This can cause the enemy to waste time on inefficient targets while trying to determine who their actual priorities should be.<br />
<br />
==History==<br />
Strategic cruisers have been rebalanced in the July 2017 [[expansion]] which was released on July 11, 2017.<br />
<br />
==See Also==<br />
*[[Cruisers]]<br />
<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Strategic_Cruisers&diff=174820Strategic Cruisers2021-10-03T02:36:46Z<p>Arexand Oskold: oops, no more skill losses</p>
<hr />
<div>'''Strategic cruisers''' (also 'T3Cs') are the [[Tech 3|Tech 3]] variant of the cruisers. They are the evolution of [[Sleeper]] technology into the currently known technology base. In practical terms, they are expensive, powerful, and extremely customizable cruiser-sized ships.<br />
<br />
Strategic cruisers have four subsystem slots designed to create a single ship, each holding a part of the ship's basic layout and carrying its own set of bonuses. No strategic cruiser can be fielded if it lacks any of the four subsystem slots. Each race has developed its own set of subsystems for each ship, and these subsystems are not interchangeable between different races' strategic cruisers. Each subsystem has an associated skill, and when combined provide Strategic Cruisers with many more bonuses than any other ships.<br />
<br />
To further improve their flexibility, strategic cruisers are also the only ships capable of having Rigs removed from them without destroying them, allowing a single strat cruiser hull to completely refit and change its role in a matter of seconds. To encourage on-the-fly reconfigurations (using a [[Mobile Depot]] for example), they also come with an extra cargo bay especially for storing subsystems. And to further encourage pushing the ships to their limits in the field, the main strategic cruiser skill itself does not provide direct combat bonuses, but instead reduces the [[Overheating|Overheat]] damage sustained by the ship's modules, and increases the speed of using Nanite Repair Paste to repair overheat damage.<br />
<br />
It takes [[Tech_3_Production|a lot of effort]] to build a strategic cruiser, and they consequently cost a lot. Most primary components of Tech 3 production are found in [[Wormholes]], and some of the [[Gas_in_W-space#Fullerenes|rarer gases]] and components are not available outside of Dangerous or Deadly Unknown systems.<br />
<br />
The following are the strategic cruisers, by race:<br />
<br />
* {{sh|Legion}}<br />
* {{sh|Tengu}}<br />
* {{sh|Proteus}}<br />
* {{sh|Loki}}<br />
<br />
{| class="wikitable"<br />
|-<br />
| [[File:Eve-startegic-cruisers.png|frameless|left|T3 Cruisers as of Jan 2021]]<br />
|}<br />
<br />
==Subsystems==<br />
<br />
A Strategic Cruiser is built out of the hull itself and four Subsystems. Each of the four subsystems has three variations. One subsystem of each of the four types is required to complete the ship. Subsystems can be exchanged and replaced at will either in a station or via a Mobile Depot. (And, to this end, all Strategic Cruisers have an extra cargo bay that can hold three subsystems for field refitting.)<br />
<br />
As you may have noticed if you looked up a strategic cruiser in-game, they have very few attributes. The slot layout, hardpoints, hitpoints, drone bay, and cargo hold of a strategic cruiser are all determined by the combination of subsystems you choose.<br />
<br />
Every subsystem has an associated skill. If you lose a Strategic Cruiser, you will lose one level of your racial subsystem skill at random (note that this is the only way to lose skill points in the game).<br />
<br />
===Offensive Subsystem===<br />
<br />
The offensive subsystems give your ship its primary weapon slots, whether launcher or turret hardpoints. They always give 7 high slots. The bonuses provided by these modules include CPU and Powergrid capacity, weapon rate of fire, damage, tracking, range, and fitting, drone control capacity, and drone bay size. All Strategic Cruisers have one ''Support Processor'' option which provides bonuses to either Remote Armor or Shield repair systems (or both, for the Loki) and allows fitting [[Command Bursts]].<br />
<br />
===Defensive Subsystem===<br />
<br />
The defensive subsystems can give either High, Mid, or Low slots. They also give your ship its armor, shield, and structure hit points, and its signature radius. These subsystems also offer a bonus to a defensive aspect of your ship (Shield/Armor/Hull hitpoints, local repair effectiveness, etc.) based on the subsystem, may give bonus Capacitor capacity, and improve the effects of Overheating some type of defensive module. All Strategic Cruisers have one ''Covert Reconfiguration'' option which gives one extra High slot, allows the hull to fit a [[cloaking|Covert Ops cloaking device]], and provides bonuses to Scanner Probes and hacking modules.<br />
<br />
===Core Subsystem===<br />
<br />
The core subsystems generally give Mid and Low slots. They also give your ship its base CPU, PWG, Capacitor, and Sensory capabilities such as scan resolution or targeting range. All Strategic Cruisers have one ''Augmented Reactor'' Core Subsystem option which increases Powergrid capacity, either Capacitor Regeneration or Capacitor Capacity, and gives resistance to Energy Neutralizers. All Strategic Cruisers also have one Core Subsystem option which improves some form of their electronic warfare capabilities, and (further) reduces the heat damage sustained by [[Overheating]] their modules.<br />
<br />
===Propulsion Subsystem===<br />
<br />
The propulsion subsystems give your ship its base in agility and speed. They generally give you mid slots and may give you low slots, but not all of them do. The bonuses provided by these modules include speed or agility bonuses, afterburner bonuses, reduction in micro warp drive penalties, and warp speed. All Strategic Cruisers have one ''Interdiction Nullifier'' option which penalizes the ship in various ways, but increases its warp speed and greatly reduces the penalties and cooldown of an Interdiction Nullifier module.<br />
<br />
==Capabilities and Uses==<br />
<br />
So, what are these expensive ships good for? Before discussing practical in-game uses, let's review some potential T3C capabilities:<br />
* '''Tough tanks'''. All T3Cs can have very high resistances and very tough buffer or active tanks (the Loki is probably the most fragile, but then again its ability to shield ''or'' armor tank keeps the enemy guessing). They can be as tanky as T1 Battleships if fit properly.<br />
* '''High DPS'''. Compared to other Cruiser hulls, T3Cs can put out battleship-level DPS if fit properly.<br />
* '''Extreme capacitor stability'''. All T3Cs have one Core Subsystem that improves their powergrid and capacitor capacity or regeneration and gives them innate resistance to Energy Neutralizers. The added powergrid can also be used to fit ''Large'' Cap Batteries, improving stability even further.<br />
* '''CovOps scouting and Black Ops'''. All T3Cs can be fitted to warp while cloaked like a Covert Ops or a Force Recon ship, and can light [[Covert Cyno]]s and take Black Ops Jump Bridges.<br />
* '''Bubble immunity'''. All T3Cs can be fitted to ignore warp disruption bubbles.<br />
* '''Difficult to probe'''. The difficulty of probing a ship down is based on the ratio of its signature radius and sensor strength. Although they must make fitting sacrifices, T3Cs can achieve very high sensor strengths and small signature radii, and thus become possible to probe only with the highest of probing skills.<br />
* '''Fleet Command bonuses'''. The dedicated [[Command Ships]] comes with a hull bonus of 3% per level to the effect of '''two''' racial warfare links. The T3Cs can't fit as many warfare links at once as a Command Ship, but with the right subsystem, they can have a 2% per level bonus to the effect of '''three''' racial links.<br />
* '''Slow-cooking'''. All T3Cs have a per-level reduction in the heat damage you take when [[Overloading|overheating]] modules, which lets them overheat for much longer than most other ships. They also have bonuses to module repair speed using Nanite Repair Paste. This allows for significantly longer overheating time for less drawback.<br />
* '''EWAR'''. Each of the T3Cs has a subsystem that gives them a bonus to some form of electronic support. (Neutralizers for Legion, Webs for Loki, Warp Disruptor/Scrambler for Proteus, ECM for Tengu.) This lets them work as either electronic warfare vessels or long-ranged tacklers. These bonuses are not as strong as the bonuses for the Force Recon Ships, however, they can often be added on to a T3C's other abilities, rather than forcing the entire ship to be built around them.<br />
<br />
Achieving any of these requires trade-offs and sacrifices, of course. But that point itself touches on what might be T3C ships' strongest point: since they're so customizable, when the enemy sees one on scan it's hard for them to know what it's fitted to do.<br />
<br />
Now let's see how those capabilities work out in in-game uses for T3Cs:<br />
<br />
===Mission-Running===<br />
<br />
T3Cs can combine a tough tank with (relatively) high speeds and small signature radii, plus the ability to deal decent damage. This makes them capable of taking on L4 missions. They may not complete L4s as fast as well-fitted and well-flown battleships, but their agility and difficulty to probe makes them suited to mission-running in dangerous low- or null-sec space.<br />
<br />
===Exploration===<br />
<br />
T3Cs can combine the ability to quickly and accurately probe things down with the tank and DPS required to do many quite tough exploration sites solo.<br />
<br />
===Heavy Scouting/Surprise Tackle===<br />
<br />
Fitted for CovOps-style cloaking and probing, a T3C can be an effective PvP scout, with enough of a tank to tackle a target and (hopefully) survive long enough for help to arrive. Cloak-fitted T3Cs can dispatch weaker targets solo.<br />
<br />
===Bait===<br />
<br />
T3Cs can mount fairly ridiculous buffer tanks, pushing over 300,000 effective hitpoints with the right subsystems, skills and implants. Alternatively, they can mount similarly ridiculous active tanks, able to shrug off several thousand DPS and resist all attempts to neutralize their capacitors (short of literally dropping full neutralizer-fit battleships on them). In these configurations, they make great (if expensive) bait.<br />
<br />
===Command Bonuses===<br />
<br />
With their 2% bonus to racial warfare links, T3Cs can give a fleet very substantial bonuses.<br />
<br />
===Logistics===<br />
<br />
All T3Cs can be fitted for either remote armor or shield repairs (racially dependent, or both for the Loki), and can output comparable remote repairs to a regular logistics cruiser while maintaining greater capacitor stability (with no cap chain involved) and effective hitpoints. And because logi T3Cs are fitted with 7 Medium remote repair modules, rather than 3 or 4 Large modules, they have much greater flexibility in shifting target and repair priorities. However, T3C remote reps are shorter-range than normal logistics cruiser remote reps, forcing logi T3Cs to be grouped with the main fleet. (Although, this can ''also'' be an advantage, because it can make these logistics ships more difficult to identify and target.)<br />
<br />
===High-Danger Travel===<br />
<br />
Fitted with an interdiction nullifier subsystem, warp core stabilizers, and a covert ops cloak, a T3C can cheerfully stroll through most camps. This is useful for scouting, traveling through dangerous nullsec or moving small, high-value items that don't justify a jump freighter through Nullsec. T3Cs are the only ships that can ignore bubbles AND covert ops cloak.<br />
<br />
===A Super-HAC===<br />
<br />
It's a bit boring compared to some of the other potential uses, but a T3C can just slot into a PvP gang as a tougher, more expensive HAC which can overheat for longer.<br />
<br />
That said, however, these T3C fits can often easily be combined with the EWAR subsystem to turn a Legion into a HAC with neutralizers, a Loki into a HAC with extremely long-range webs, a Proteus into a HAC with long-range tackle, or a Tengu into a HAC with high-power ECM jammers.<br />
<br />
===Keeping the Enemy Guessing===<br />
<br />
Because a T3C can fill so many different roles, a fleet containing many T3Cs can be very difficult for an enemy to read, and key members (EWAR, command bursts, logistics) must be manually identified, rather than just looking at the ship type. This can cause the enemy to waste time on inefficient targets while trying to determine who their actual priorities should be.<br />
<br />
==History==<br />
Strategic cruisers have been rebalanced in the July 2017 [[expansion]] which was released on July 11, 2017.<br />
<br />
==See Also==<br />
*[[Cruisers]]<br />
<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Fighters&diff=174819Fighters2021-10-03T02:26:40Z<p>Arexand Oskold: /* Support Fighters */ one last number</p>
<hr />
<div>{{Weapon Systems Links}}<br />
Fighters are extremely powerful [[Drones]] equipped with cruiser, battleship, or dreadnought-grade weaponry, launched by [[carriers]], [[supercarriers]], [[Guristas]] capital ships, and Upwell Structures.<br />
<br />
== General Fighter Mechanics ==<br />
<br />
In order to use fighters you need to train {{sk|Fighters|icon=yes}} (5% damage bonus per level). There are 3 types of fighters: Light (Anti-Subcapital), Heavy (Anti-Capital), and Support (EWAR). Each has a Tech 1 and Tech 2 variant. Light fighters and heavy fighters are further split between the roles they perform. Each type of fighter has a squadron size that determines how many individual fighters make up a squadron, and each carrier or supercarrier is limited by how many launch tubes exist for squadrons. A squadron of fighters is controlled and targeted as a single entity in space, and will generate a Killmail if the last fighter in a squadron is destroyed. Fighters are a lot larger, in volume, than drones. The skill {{sk|Fighter Hangar Management|icon=Yes}} increases fighter hangar size by 5% per level.<br />
<br />
All fighters are capable of warping, and will pursue a target into warp - the only escape from fighters is to jump system or to dock. <br />
<br />
Fighters cannot receive remote assistance, such as repairs or shield boosting. However, they are vulnerable to [[ECM]], and with their weak sensor strengths, jamming fighters is a common strategy for reducing a carrier's damage potential.<br />
<br />
Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones. <br />
<br />
Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cooldown and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together.<br />
<br />
Fighters have thick, regenerating Shields, but no Armor and only 100 Structure HP. As a fighter squadron sustains damage, the rightmost segment of its health indicators will shift color from green to yellow to red to black. When a fighter squadron sustains damage equal to the Shield (and Structure) HP of one of its fighters, one fighter is destroyed and the squadron's damage is reduced accordingly. Tech I fighters have 0% resistance to all damage, however Tech II fighters' shields come with a 30% bonus to their faction's primary resistance, and a 15% bonus to their faction's secondary resistance.<br />
<br />
When Fighters are recalled to their carriers, they go through a short Refueling period before they can be launched again. The duration of this period is based on the number of fighters in the squadron. During this refueling period, their shields are restored and the ammunition for their secondary weapons is reloaded, and after refueling completes, new fighters can be loaded into a tube to replace any fighters which were destroyed.<br />
<br />
Like Drones, Fighters can also be Abandoned in space in case of emergency. Unlike Drones, there is no Drone Control Range which limits the range at which Fighters can engage targets. The only limit on a fighter's engagement range is the extremely long targeting range of the carriers which launch them.<br />
<br />
Fighters have Destroyer to Cruiser-sized signature radii of 88-120m. Combined with their high speeds, this makes fighters most effectively targeted by Small or Medium weapons and drones.<br />
<br />
All Fighters also have Standup versions which can be used by most Upwell Structures. Standup Fighters do not require training in Fighter skills, and can be used by any player with access to Take Control of a structure. Standup fighters have improved base stats over regular fighters (2x speed, 2.5x damage, better explosion velocity and radius, +50% shield HP, better ECM resistance, 2x cargohold volume) but are not affected by any modules or player skills. Standup Fighters can be changed and loaded while an Upwell structure is damaged or Reinforced.<br />
<br />
== Fighter Damage Mechanics ==<br />
<br />
Fighter weapons use a variation of [[Missile mechanics#Missile damage formula|Missile damage mechanics]]: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which obey the standard falloff curve of Turrets and Electronic Warfare modules.<br />
<br />
:<math> \displaystyle\rm\text{Total Damage} = \text{Base damage} \times {\it N} \times <br />
\min\left( 1, \frac{ Signature }{ Explosion\ radius }, \left(\frac{ Signature \times Explosion\ velocity }{ Explosion\ radius \times\ Velocity } \right)^{DRF} \right) \times <br />
0.5^{\LARGE \left(\frac{\max(0,\ Distance - Optimal )}{ Falloff } \right)^2} </math><br />
<br />
Where<br />
* Total Damage is the actual damage dealt, before resistances.<br />
* Base damage is the damage displayed in the fighters' Show Info window.<br />
* ''N'' is the number of fighters in the squadron.<br />
* Signature is signature radius of the target.<br />
* Velocity is velocity of the target.<br />
* Explosion radius and explosion velocity are values for the fighters' weapon.<br />
* Distance is the distance between the fighters and their target.<br />
* Optimal and Falloff are the values for the fighters' weapon.<br />
* DRF is the damage reduction factor. This is not visible either in-game, or in database statistics for fighters. In stead, it is calculated from two other values:<br />
<br />
:<math> \displaystyle\text{DRF} = \frac{ \ln \left( \text{Damage reduction} \right) }{ \ln \left( \text{Damage sensitivity} \right) } </math><br />
<br />
Where Damage Reduction is specific to the weapon the fighter is using, and Damage Sensitivity is always equal to 5.5. Because these values are constants, the resulting DRF values can be easily calculated.<br />
<br />
{| class="wikitable sortable"<br />
! Fighter type <br />
! Weapon<br />
! Damage Reduction<br />
! DRF<br />
|-<br />
| Space Superiority || Micro Missile || 2.0 || 0.406598<br />
|-<br />
| Light Attack || Cannons || 3.0 || 0.644443<br />
|-<br />
| Light Attack || Heavy Rockets || 5.0 || 0.944091<br />
|-<br />
| Heavy Attack || Cannnons || 5.5 || 1.0<br />
|-<br />
| Heavy Attack || Torpedoes || 5.5 || 1.0<br />
|-<br />
| Shadow || Cannons || 5.0 || 0.944091<br />
|-<br />
| Heavy Long-Range || Cannons || 5.0 || 0.944091<br />
|-<br />
|}<br />
<br />
A shorthand on the results of the range formula:<br />
* Within Optimal range, the weapons can deal full damage.<br />
* At Optimal+Falloff, the weapons deal 50% damage.<br />
* At Optimal+(Falloff x2), the weapons deal 6.25% damage.<br />
* Beyond Optimal+(Falloff x3), the weapons deal effectively no damage.<br />
<br />
These mechanics mean that fighter damage is very predictable, and can be effectively mitigated using Afterburners (but much less effectively mitigated using Microwarpdrives). However, the lack of a 'tracking' type attribute mean that the fighters' own high speed is ignored when considering their ability to deal damage. In practice, because of their flight speed, fighter damage tends to be dealt as "If the fighters are not in orbit range, they do not deal damage; If the fighters are in orbit around a target, they deal full damage." As such, this range calculation generally is only important for long-range heavy fighters.<br />
<br />
== Light Fighters ==<br />
Light fighters require the skill {{sk|Light Fighters|icon=yes}} (5% bonus in light fighter velocity per level). Tech 2 light fighters requires Light Fighters IV.<br />
<br />
=== Attack Fighters ===<br />
Attack fighters are general purpose attack craft, equipped with a faction-specific primary weapon (i.e., blaster cannon, pulse cannon, autocannon) with a short effective range. Their secondary weapon is a Heavy Rocket Salvo, effectively a single volley of battleship-grade torpedoes. Also, these fighters are equipped with a Microwarpdrive that increase base speed by 500%, at the cost of a 500% signature radius increase, with a 20-second duration and 60-second cooldown.<br />
<br />
Light attack fighters are effective against cruisers and battleships, but will struggle to effectively damage frigates and are not generally hard-hitting enough to engage capital ships.<br />
<br />
All damage values on this page are per-fighter, not per-squadron.<br />
<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 9<br />
|-<br />
| [[File:Icon volume.png|22px|link=]] Volume || 1000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]] Signature Radius || 110m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]] Shield Capacity (T1) || 2190 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]] Shield Capacity (T2) || 2420 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 5s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (cannon) || 185m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (cannon) || 105m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 5s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (rocket) || 400m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (rocket) || 70m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (rocket) || 14s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Rocket range || 10,000m<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Rocket Damage per shot (per fighter)">Rocket Damage</span><br />
! <span style="cursor:help;" title="Cannon Optimal Range">Range</span><br />
! <span style="cursor:help;" title="Cannon Falloff Range">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Templar I<br />
|65 {{icon|em damage|24px}}<br />
|119 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 8000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 833 m/s<br />
|{{icon|vel|24px}} 4,165 m/s <br />
|{{icon|orbit|24px}} 6,500 m<br />
|-<br />
|Templar II<br />
|72 {{icon|em damage|24px}}<br />
|131 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 9600m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 867 m/s<br />
|{{icon|vel|24px}} 4,335 m/s <br />
|{{icon|orbit|24px}} 7,300 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Dragonfly I<br />
|72 {{icon|ki damage|24px}}<br />
|131 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 753 m/s<br />
|{{icon|vel|24px}} 3,765 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Dragonfly II<br />
|79 {{icon|ki damage|24px}}<br />
|146 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 785 m/s<br />
|{{icon|vel|24px}} 3,925 m/s<br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Firbolg I<br />
|75 {{icon|th damage|24px}}<br />
|138 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 714 m/s<br />
|{{icon|vel|24px}} 3,570 m/s<br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Firbolg II<br />
|83 {{icon|th damage|24px}}<br />
|152 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 743 m/s<br />
|{{icon|vel|24px}} 3,715 m/s<br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Einherji I<br />
|62 {{icon|ex damage|24px}}<br />
|113 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 873 m/s<br />
|{{icon|vel|24px}} 4,365 m/s <br />
|{{icon|orbit|24px}} 7,000 m<br />
|-<br />
|Einherji II<br />
|68 {{icon|ex damage|24px}}<br />
|124 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 908 m/s<br />
|{{icon|vel|24px}} 4,540 m/s <br />
|{{icon|orbit|24px}} 7,400 m <br />
|}<br />
<br />
=== Space Superiority ===<br />
Space Superiority fighters are anti-drone and anti-fighter weapons. Their primary weapons, Micro Missile Swarm, are extremely efficient at killing hostile drones and fighters, however deal greatly reduced damage to real ships. Defensively, they can enact evasive manuevers that increase base speed by 200%, reduce signature radius by 80%, and increase all shield resists by 50%. Lastly, they can tackle hostile drones and fighters (but only drones and fighters), slowing them and disabling their warp drives.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 12<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 800m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 88m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 1600 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 1760 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 3s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius || 15m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity || 300m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate || 3.5s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon target range.png|22px|link=]] Range || 18,000m<br />
|-<br />
| [[File:Icon stasis webifier i.png|22px|link=]][[File:Icon target range.png|22px|link=]] Fighter Tackle range || 18,000m<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable drones" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot(per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (Evasive Manuevering)">Speed (AB)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Equite I<br />
|38 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1,000 m/s<br />
|{{icon|vel|24px}} 2,000 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Equite II<br />
|42 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1,090 m/s<br />
|{{icon|vel|24px}} 2,180 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Locust I<br />
|40 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 905 m/s<br />
|{{icon|vel|24px}} 1,810 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Locust II<br />
|44 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 941 m/s<br />
|{{icon|vel|24px}} 1,882 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Satyr I<br />
|42 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 857 m/s<br />
|{{icon|vel|24px}} 1,714 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Satyr II<br />
|46 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 892 m/s<br />
|{{icon|vel|24px}} 1,784 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Gram I<br />
|36 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1,048 m/s<br />
|{{icon|vel|24px}} 2,096 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Gram II<br />
|40 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1,090 m/s<br />
|{{icon|vel|24px}} 2,180 m/s <br />
|{{icon|orbit|24px}} 10,000 m<br />
|}<br />
<br />
== Heavy Fighters ==<br />
Heavy Fighters are anti-capital-ship fighters, and can only be used by supercarriers. Each race has its own heavy fighters, which follow the same damage and speed patterns as light fighters. <br />
<br />
Heavy fighters need the Heavy Fighters skill (5% damage increase per level), while Tech 2 heavy fighters requires the skill Heavy Fighters IV.<br />
<br />
=== Heavy Attack ===<br />
Heavy Attack fighters use a faction specific primary weapon (i.e., blaster, pulse laser, or autocannon), while their secondary weapon is a very high damage Torpedo Salvo. The large explosion radii of these weapons renders them only effective against capital ships. Additionally, they possess a Microwarpdrive that increases base speed by 500% and signature radius by 500%, with a 20-second duration and 60-second cooldown.<br />
<br />
There is also a [[Sansha's Nation|Sansha]] faction heavy fighter (the [[Shadow]]). The Shadow deals both EM and Thermal damage, significantly higher total damage than an ordinary T1 heavy fighter, and has better damage application than an ordinary heavy fighter, but does not have the secondary torpedo salvo.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 6<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 1800m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 110m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 4015 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4433 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 10s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 3000m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 40m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 5s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (torpedo) || 5000m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (torpedo) || 50m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (torpedo) || 40s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Torpedo range (T1) || 10,000m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Torpedo range (T2) || 12,000m<br />
|-<br />
|<br />
|-<br />
| [[File:Icon shield.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Shield Capacity (Shadow) || 5500 HP<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Radius (Shadow) || 2000m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Velocity (Shadow) || 60m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]] Fire rate (Shadow) || 3.5s<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Torpedo damage per shot (per fighter)">Torpedo Damage</span><br />
! <span style="cursor:help;" title="Cannon Optimal Range">Range</span><br />
! <span style="cursor:help;" title="Cannon Falloff Range">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Malleus I<br />
|316 {{icon|em damage|24px}}<br />
|2,527 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 8000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 576 m/s<br />
|{{icon|vel|24px}} 2,880 m/s <br />
|{{icon|orbit|24px}} 6,500 m<br />
|-<br />
|Malleus II<br />
|349 {{icon|em damage|24px}}<br />
|2,793 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 9600m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 600 m/s<br />
|{{icon|vel|24px}} 3,000 m/s <br />
|{{icon|orbit|24px}} 7,300 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Mantis I<br />
|349 {{icon|ki damage|24px}}<br />
|2,793 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 521 m/s<br />
|{{icon|vel|24px}} 2,605 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Mantis II<br />
|386 {{icon|ki damage|24px}}<br />
|3,087 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 543 m/s<br />
|{{icon|vel|24px}} 2,715 m/s <br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Cyclops I<br />
|366 {{icon|th damage|24px}}<br />
|2,926 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 494 m/s<br />
|{{icon|vel|24px}} 2,470 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Cyclops II<br />
|404 {{icon|th damage|24px}}<br />
|3,324 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 514 m/s<br />
|{{icon|vel|24px}} 2,570 m/s <br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Tyrfing I<br />
|299 {{icon|ex damage|24px}}<br />
|2,394 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 604 m/s<br />
|{{icon|vel|24px}} 3,020 m/s <br />
|{{icon|orbit|24px}} 7,000 m<br />
|-<br />
|Tyrfing II<br />
|331 {{icon|ex damage|24px}}<br />
|2,646 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 628 m/s<br />
|{{icon|vel|24px}} 3,140 m/s <br />
|{{icon|orbit|24px}} 7,400 m<br />
|-<br />
|Sansha<br />
|Shadow<br />
|200 {{icon|em damage|24px}}<br/>200 {{icon|th damage|24px}}<br />
|N/A<br />
|{{icon|range|24px}} 9600m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 543 m/s<br />
|{{icon|vel|24px}} 9,500 m/s <br />
|{{icon|orbit|24px}} 2,172 m<br />
|}<br />
<br />
=== Long Range Attack ===<br />
Long Range Attack fighters have faction specific long-range weaponary (i.e, beam cannon, railgun, and artillery), a [[Micro Jump Drive]] for range control, and are capable of launching unguided bombs (much like [[stealth bomber]]s but weaker). Fighter bombs have the same 30km range, 12s flight time, and 15km damage radius of regular bombs, and are ''immune'' to their given damage type (making it impossible for multiple matching bombs to destroy each other in flight). Usage of these bombs are disallowed in Low Security space. <br />
<br />
The weapons of long ranged fighters can be used against battleships, but their explosion radii leaves Light Attack Fighters as more efficient against smaller subcapital ships.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 6<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 2000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 3762 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4158 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 2s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 380m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 80m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 8s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]] Damage (bomb) || 640<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (bomb) || 400m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (bomb) || 60s<br />
|-<br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|range|22px}}Micro Jump Drive Range || 100km<br />
|-<br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|time|22px}}MJD Activation Time || 10s<br />
|- <br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|sig|22px}}MJD Signature Penalty || +150%<br />
|- <br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Falloff Range">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Ametat I<br />
|253 {{icon|em damage|24px}}<br />
|34 km {{icon|range|24px}}<br />
|8,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 555 m/s <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Ametat II<br />
|279 {{icon|em damage|24px}}<br />
|40.80 km {{icon|range|24px}}<br />
|8,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 578 m/s<br />
|{{icon|orbit|24px}} 36.60 km<br />
|-<br />
|rowspan=2|Caldari<br />
|Termite I<br />
|279 {{icon|ki damage|24px}}<br />
|30 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 502 m/s<br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Termite II<br />
|309 {{icon|ki damage|24px}}<br />
|36 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 523 m/s<br />
|{{icon|orbit|24px}} 36 km<br />
|-<br />
|rowspan=2|Gallente<br />
|Antaeus I<br />
|293 {{icon|th damage|24px}}<br />
|30 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 476 m/s<br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Antaeus II<br />
|323 {{icon|th damage|24px}}<br />
|36 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 495 m/s<br />
|{{icon|orbit|24px}} 36 km<br />
|-<br />
|rowspan=2|Minmatar<br />
|Gungnir I<br />
|239 {{icon|ex damage|24px}}<br />
|26 km {{icon|range|24px}}<br />
|16 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 582 m/s<br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Gungnir II<br />
|265 {{icon|ex damage|24px}}<br />
|31.20 km {{icon|range|24px}}<br />
|16 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 605 m/s<br />
|{{icon|orbit|24px}} 36 km<br />
|}<br />
<br />
== Support Fighters ==<br />
<br />
Support fighters are specialized fighters that each perform their own type of [[EWAR]]. They also each come with a Microwarpdrive, increasing their speed (and signature) by 500% for 20 seconds on a 60 second cooldown. However, they have no weapons. Unlike the others, the Siren warp disruption fighters have an Afterburner in stead of a Microwarpdrive, meaning they have a lower boost speed, but without the signature radius penalty. Support fighters require the {{sk|Support Fighters}} skill (5% increase in support fighter hit-points per level). Tech 2 support fighters requires Support Fighters IV.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 3<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 3000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 6800 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 7500 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 2s<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Energy Neut (per fighter)">Energy Neut</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Cenobite I<br />
|60 {{icon|energy neutralizer|24px}}<br />
|5,000 m {{icon|range|24px}}<br />
|2,500 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s<br />
|{{icon|orbit|24px}} 3,750<br />
|-<br />
|Cenobite II<br />
|80 {{icon|energy neutralizer|24px}}<br />
|10,000 m {{icon|range|24px}}<br />
|5,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 7,500<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Multispectral Jamming Strength (per fighter)">Jamming Strength</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Caldari<br />
|Scarab I<br />
|1.6 {{icon|ecm|24px}}<br />
|5,000 m {{icon|range|24px}}<br />
|5,625 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s<br />
|{{icon|orbit|24px}} 5,300 m<br />
|-<br />
|Scarab II<br />
|2.3 {{icon|ecm|24px}}<br />
|7,500 m {{icon|range|24px}}<br />
|8,400 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Warp Disrupt Strength (per fighter)">Warp Disruption</span><br />
! <span style="cursor:help;" title="Warp Disruption Range">Range</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (AB)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Gallente<br />
|Siren I<br />
|1 {{icon|warp disruptor|24px}}<br />
|8 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 2,145 m/s<br />
|{{icon|orbit|24px}} 4,000 m<br />
|-<br />
|Siren II<br />
|1 {{icon|warp disruptor|24px}}<br />
|16 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 2,604 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Web Velocity Reduction (per fighter)">Velocity Reduction</span><br />
! <span style="cursor:help;" title="Web Range">Range</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Minmatar<br />
|Dromi I<br />
|10% {{icon|stasis webifier|24px}}<br />
|8 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s <br />
|{{icon|orbit|24px}} 4,000 m<br />
|-<br />
|Dromi II<br />
|15% {{icon|stasis webifier|24px}}<br />
|16 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{{expansion past|<br />
[https://www.eveonline.com/article/q0tauy/patch-notes-for-november-2019-release Beat around the Boosh expansion]<br />
<br />
Dromi I and Standup Dromi I web amount reduced to 10% (was 15%)<br />
<br />
Dromi II and Standup Dromi II web amount reduced to 15% (was 20%)<br />
}}<br />
<br />
== Fighter Improving Modules ==<br />
<br />
Many modules which improve Drones also improve Fighters. All modules in this list are subject to [[Stacking penalties]]<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| High slot modules<br />
<br />
|-<br />
|[[File:Icon fighter support unit.png|link=|]]<br />
|'''{{co|wheat|Fighter support unit}}''' improves the rate of fire, velocity, shield HP, and shield recharge rate of fighters by 5% for T1 variants, and 6% for T2 variants. Since these modules boost rate of fire rather than raw damage, they do not share stacking penalties with Drone Damage Amplifiers.<br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Medium slot modules<br />
<br />
|-<br />
|[[File:Icon drone navigation computer.png|link=|]]<br />
|'''{{co|wheat|Drone Navigation Computer}}''' increases fighter speed by 25% (30% for the Tech 2 variant).<br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Link}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. Can be loaded with scripts to either double the range bonus or the application bonus, at the cost of eliminating the other bonus. Long-ranged heavy fighters can benefit from the range bonus, and all fighters can benefit from the application bonus when engaging cruisers and smaller ships. Unlike all other fighter-enhancing modules, these need to be activated to provide their effects. <br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Low slot modules<br />
<br />
|-<br />
|[[File:Icon drone damage amplifier.png|link=|]]<br />
|'''{{co|wheat|Drone Damage Amplifier}}''' increases the damage your fighters deal by 15% (20.5% for the Tech 2 variant). <br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Enhancer}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. It's similar to the mid-slot Omnidirectional Tracking Link module, but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted, and is a passive module (i.e. it does not need to be activated and uses no capacitor energy). <br />
<br />
|}<br />
<br />
<br />
[[Category: Fitting]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Fighters&diff=174818Fighters2021-10-03T02:20:05Z<p>Arexand Oskold: /* Long Range Attack */ Numbers, columns, same as the last three</p>
<hr />
<div>{{Weapon Systems Links}}<br />
Fighters are extremely powerful [[Drones]] equipped with cruiser, battleship, or dreadnought-grade weaponry, launched by [[carriers]], [[supercarriers]], [[Guristas]] capital ships, and Upwell Structures.<br />
<br />
== General Fighter Mechanics ==<br />
<br />
In order to use fighters you need to train {{sk|Fighters|icon=yes}} (5% damage bonus per level). There are 3 types of fighters: Light (Anti-Subcapital), Heavy (Anti-Capital), and Support (EWAR). Each has a Tech 1 and Tech 2 variant. Light fighters and heavy fighters are further split between the roles they perform. Each type of fighter has a squadron size that determines how many individual fighters make up a squadron, and each carrier or supercarrier is limited by how many launch tubes exist for squadrons. A squadron of fighters is controlled and targeted as a single entity in space, and will generate a Killmail if the last fighter in a squadron is destroyed. Fighters are a lot larger, in volume, than drones. The skill {{sk|Fighter Hangar Management|icon=Yes}} increases fighter hangar size by 5% per level.<br />
<br />
All fighters are capable of warping, and will pursue a target into warp - the only escape from fighters is to jump system or to dock. <br />
<br />
Fighters cannot receive remote assistance, such as repairs or shield boosting. However, they are vulnerable to [[ECM]], and with their weak sensor strengths, jamming fighters is a common strategy for reducing a carrier's damage potential.<br />
<br />
Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones. <br />
<br />
Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cooldown and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together.<br />
<br />
Fighters have thick, regenerating Shields, but no Armor and only 100 Structure HP. As a fighter squadron sustains damage, the rightmost segment of its health indicators will shift color from green to yellow to red to black. When a fighter squadron sustains damage equal to the Shield (and Structure) HP of one of its fighters, one fighter is destroyed and the squadron's damage is reduced accordingly. Tech I fighters have 0% resistance to all damage, however Tech II fighters' shields come with a 30% bonus to their faction's primary resistance, and a 15% bonus to their faction's secondary resistance.<br />
<br />
When Fighters are recalled to their carriers, they go through a short Refueling period before they can be launched again. The duration of this period is based on the number of fighters in the squadron. During this refueling period, their shields are restored and the ammunition for their secondary weapons is reloaded, and after refueling completes, new fighters can be loaded into a tube to replace any fighters which were destroyed.<br />
<br />
Like Drones, Fighters can also be Abandoned in space in case of emergency. Unlike Drones, there is no Drone Control Range which limits the range at which Fighters can engage targets. The only limit on a fighter's engagement range is the extremely long targeting range of the carriers which launch them.<br />
<br />
Fighters have Destroyer to Cruiser-sized signature radii of 88-120m. Combined with their high speeds, this makes fighters most effectively targeted by Small or Medium weapons and drones.<br />
<br />
All Fighters also have Standup versions which can be used by most Upwell Structures. Standup Fighters do not require training in Fighter skills, and can be used by any player with access to Take Control of a structure. Standup fighters have improved base stats over regular fighters (2x speed, 2.5x damage, better explosion velocity and radius, +50% shield HP, better ECM resistance, 2x cargohold volume) but are not affected by any modules or player skills. Standup Fighters can be changed and loaded while an Upwell structure is damaged or Reinforced.<br />
<br />
== Fighter Damage Mechanics ==<br />
<br />
Fighter weapons use a variation of [[Missile mechanics#Missile damage formula|Missile damage mechanics]]: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which obey the standard falloff curve of Turrets and Electronic Warfare modules.<br />
<br />
:<math> \displaystyle\rm\text{Total Damage} = \text{Base damage} \times {\it N} \times <br />
\min\left( 1, \frac{ Signature }{ Explosion\ radius }, \left(\frac{ Signature \times Explosion\ velocity }{ Explosion\ radius \times\ Velocity } \right)^{DRF} \right) \times <br />
0.5^{\LARGE \left(\frac{\max(0,\ Distance - Optimal )}{ Falloff } \right)^2} </math><br />
<br />
Where<br />
* Total Damage is the actual damage dealt, before resistances.<br />
* Base damage is the damage displayed in the fighters' Show Info window.<br />
* ''N'' is the number of fighters in the squadron.<br />
* Signature is signature radius of the target.<br />
* Velocity is velocity of the target.<br />
* Explosion radius and explosion velocity are values for the fighters' weapon.<br />
* Distance is the distance between the fighters and their target.<br />
* Optimal and Falloff are the values for the fighters' weapon.<br />
* DRF is the damage reduction factor. This is not visible either in-game, or in database statistics for fighters. In stead, it is calculated from two other values:<br />
<br />
:<math> \displaystyle\text{DRF} = \frac{ \ln \left( \text{Damage reduction} \right) }{ \ln \left( \text{Damage sensitivity} \right) } </math><br />
<br />
Where Damage Reduction is specific to the weapon the fighter is using, and Damage Sensitivity is always equal to 5.5. Because these values are constants, the resulting DRF values can be easily calculated.<br />
<br />
{| class="wikitable sortable"<br />
! Fighter type <br />
! Weapon<br />
! Damage Reduction<br />
! DRF<br />
|-<br />
| Space Superiority || Micro Missile || 2.0 || 0.406598<br />
|-<br />
| Light Attack || Cannons || 3.0 || 0.644443<br />
|-<br />
| Light Attack || Heavy Rockets || 5.0 || 0.944091<br />
|-<br />
| Heavy Attack || Cannnons || 5.5 || 1.0<br />
|-<br />
| Heavy Attack || Torpedoes || 5.5 || 1.0<br />
|-<br />
| Shadow || Cannons || 5.0 || 0.944091<br />
|-<br />
| Heavy Long-Range || Cannons || 5.0 || 0.944091<br />
|-<br />
|}<br />
<br />
A shorthand on the results of the range formula:<br />
* Within Optimal range, the weapons can deal full damage.<br />
* At Optimal+Falloff, the weapons deal 50% damage.<br />
* At Optimal+(Falloff x2), the weapons deal 6.25% damage.<br />
* Beyond Optimal+(Falloff x3), the weapons deal effectively no damage.<br />
<br />
These mechanics mean that fighter damage is very predictable, and can be effectively mitigated using Afterburners (but much less effectively mitigated using Microwarpdrives). However, the lack of a 'tracking' type attribute mean that the fighters' own high speed is ignored when considering their ability to deal damage. In practice, because of their flight speed, fighter damage tends to be dealt as "If the fighters are not in orbit range, they do not deal damage; If the fighters are in orbit around a target, they deal full damage." As such, this range calculation generally is only important for long-range heavy fighters.<br />
<br />
== Light Fighters ==<br />
Light fighters require the skill {{sk|Light Fighters|icon=yes}} (5% bonus in light fighter velocity per level). Tech 2 light fighters requires Light Fighters IV.<br />
<br />
=== Attack Fighters ===<br />
Attack fighters are general purpose attack craft, equipped with a faction-specific primary weapon (i.e., blaster cannon, pulse cannon, autocannon) with a short effective range. Their secondary weapon is a Heavy Rocket Salvo, effectively a single volley of battleship-grade torpedoes. Also, these fighters are equipped with a Microwarpdrive that increase base speed by 500%, at the cost of a 500% signature radius increase, with a 20-second duration and 60-second cooldown.<br />
<br />
Light attack fighters are effective against cruisers and battleships, but will struggle to effectively damage frigates and are not generally hard-hitting enough to engage capital ships.<br />
<br />
All damage values on this page are per-fighter, not per-squadron.<br />
<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 9<br />
|-<br />
| [[File:Icon volume.png|22px|link=]] Volume || 1000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]] Signature Radius || 110m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]] Shield Capacity (T1) || 2190 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]] Shield Capacity (T2) || 2420 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 5s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (cannon) || 185m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (cannon) || 105m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 5s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (rocket) || 400m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (rocket) || 70m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (rocket) || 14s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Rocket range || 10,000m<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Rocket Damage per shot (per fighter)">Rocket Damage</span><br />
! <span style="cursor:help;" title="Cannon Optimal Range">Range</span><br />
! <span style="cursor:help;" title="Cannon Falloff Range">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Templar I<br />
|65 {{icon|em damage|24px}}<br />
|119 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 8000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 833 m/s<br />
|{{icon|vel|24px}} 4,165 m/s <br />
|{{icon|orbit|24px}} 6,500 m<br />
|-<br />
|Templar II<br />
|72 {{icon|em damage|24px}}<br />
|131 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 9600m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 867 m/s<br />
|{{icon|vel|24px}} 4,335 m/s <br />
|{{icon|orbit|24px}} 7,300 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Dragonfly I<br />
|72 {{icon|ki damage|24px}}<br />
|131 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 753 m/s<br />
|{{icon|vel|24px}} 3,765 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Dragonfly II<br />
|79 {{icon|ki damage|24px}}<br />
|146 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 785 m/s<br />
|{{icon|vel|24px}} 3,925 m/s<br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Firbolg I<br />
|75 {{icon|th damage|24px}}<br />
|138 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 714 m/s<br />
|{{icon|vel|24px}} 3,570 m/s<br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Firbolg II<br />
|83 {{icon|th damage|24px}}<br />
|152 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 743 m/s<br />
|{{icon|vel|24px}} 3,715 m/s<br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Einherji I<br />
|62 {{icon|ex damage|24px}}<br />
|113 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 873 m/s<br />
|{{icon|vel|24px}} 4,365 m/s <br />
|{{icon|orbit|24px}} 7,000 m<br />
|-<br />
|Einherji II<br />
|68 {{icon|ex damage|24px}}<br />
|124 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 908 m/s<br />
|{{icon|vel|24px}} 4,540 m/s <br />
|{{icon|orbit|24px}} 7,400 m <br />
|}<br />
<br />
=== Space Superiority ===<br />
Space Superiority fighters are anti-drone and anti-fighter weapons. Their primary weapons, Micro Missile Swarm, are extremely efficient at killing hostile drones and fighters, however deal greatly reduced damage to real ships. Defensively, they can enact evasive manuevers that increase base speed by 200%, reduce signature radius by 80%, and increase all shield resists by 50%. Lastly, they can tackle hostile drones and fighters (but only drones and fighters), slowing them and disabling their warp drives.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 12<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 800m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 88m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 1600 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 1760 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 3s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius || 15m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity || 300m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate || 3.5s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon target range.png|22px|link=]] Range || 18,000m<br />
|-<br />
| [[File:Icon stasis webifier i.png|22px|link=]][[File:Icon target range.png|22px|link=]] Fighter Tackle range || 18,000m<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable drones" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot(per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (Evasive Manuevering)">Speed (AB)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Equite I<br />
|38 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1,000 m/s<br />
|{{icon|vel|24px}} 2,000 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Equite II<br />
|42 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1,090 m/s<br />
|{{icon|vel|24px}} 2,180 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Locust I<br />
|40 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 905 m/s<br />
|{{icon|vel|24px}} 1,810 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Locust II<br />
|44 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 941 m/s<br />
|{{icon|vel|24px}} 1,882 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Satyr I<br />
|42 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 857 m/s<br />
|{{icon|vel|24px}} 1,714 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Satyr II<br />
|46 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 892 m/s<br />
|{{icon|vel|24px}} 1,784 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Gram I<br />
|36 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1,048 m/s<br />
|{{icon|vel|24px}} 2,096 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Gram II<br />
|40 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1,090 m/s<br />
|{{icon|vel|24px}} 2,180 m/s <br />
|{{icon|orbit|24px}} 10,000 m<br />
|}<br />
<br />
== Heavy Fighters ==<br />
Heavy Fighters are anti-capital-ship fighters, and can only be used by supercarriers. Each race has its own heavy fighters, which follow the same damage and speed patterns as light fighters. <br />
<br />
Heavy fighters need the Heavy Fighters skill (5% damage increase per level), while Tech 2 heavy fighters requires the skill Heavy Fighters IV.<br />
<br />
=== Heavy Attack ===<br />
Heavy Attack fighters use a faction specific primary weapon (i.e., blaster, pulse laser, or autocannon), while their secondary weapon is a very high damage Torpedo Salvo. The large explosion radii of these weapons renders them only effective against capital ships. Additionally, they possess a Microwarpdrive that increases base speed by 500% and signature radius by 500%, with a 20-second duration and 60-second cooldown.<br />
<br />
There is also a [[Sansha's Nation|Sansha]] faction heavy fighter (the [[Shadow]]). The Shadow deals both EM and Thermal damage, significantly higher total damage than an ordinary T1 heavy fighter, and has better damage application than an ordinary heavy fighter, but does not have the secondary torpedo salvo.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 6<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 1800m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 110m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 4015 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4433 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 10s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 3000m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 40m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 5s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (torpedo) || 5000m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (torpedo) || 50m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (torpedo) || 40s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Torpedo range (T1) || 10,000m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Torpedo range (T2) || 12,000m<br />
|-<br />
|<br />
|-<br />
| [[File:Icon shield.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Shield Capacity (Shadow) || 5500 HP<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Radius (Shadow) || 2000m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Velocity (Shadow) || 60m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]] Fire rate (Shadow) || 3.5s<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Torpedo damage per shot (per fighter)">Torpedo Damage</span><br />
! <span style="cursor:help;" title="Cannon Optimal Range">Range</span><br />
! <span style="cursor:help;" title="Cannon Falloff Range">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Malleus I<br />
|316 {{icon|em damage|24px}}<br />
|2,527 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 8000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 576 m/s<br />
|{{icon|vel|24px}} 2,880 m/s <br />
|{{icon|orbit|24px}} 6,500 m<br />
|-<br />
|Malleus II<br />
|349 {{icon|em damage|24px}}<br />
|2,793 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 9600m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 600 m/s<br />
|{{icon|vel|24px}} 3,000 m/s <br />
|{{icon|orbit|24px}} 7,300 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Mantis I<br />
|349 {{icon|ki damage|24px}}<br />
|2,793 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 521 m/s<br />
|{{icon|vel|24px}} 2,605 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Mantis II<br />
|386 {{icon|ki damage|24px}}<br />
|3,087 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 543 m/s<br />
|{{icon|vel|24px}} 2,715 m/s <br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Cyclops I<br />
|366 {{icon|th damage|24px}}<br />
|2,926 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 494 m/s<br />
|{{icon|vel|24px}} 2,470 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Cyclops II<br />
|404 {{icon|th damage|24px}}<br />
|3,324 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 514 m/s<br />
|{{icon|vel|24px}} 2,570 m/s <br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Tyrfing I<br />
|299 {{icon|ex damage|24px}}<br />
|2,394 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 604 m/s<br />
|{{icon|vel|24px}} 3,020 m/s <br />
|{{icon|orbit|24px}} 7,000 m<br />
|-<br />
|Tyrfing II<br />
|331 {{icon|ex damage|24px}}<br />
|2,646 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 628 m/s<br />
|{{icon|vel|24px}} 3,140 m/s <br />
|{{icon|orbit|24px}} 7,400 m<br />
|-<br />
|Sansha<br />
|Shadow<br />
|200 {{icon|em damage|24px}}<br/>200 {{icon|th damage|24px}}<br />
|N/A<br />
|{{icon|range|24px}} 9600m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 543 m/s<br />
|{{icon|vel|24px}} 9,500 m/s <br />
|{{icon|orbit|24px}} 2,172 m<br />
|}<br />
<br />
=== Long Range Attack ===<br />
Long Range Attack fighters have faction specific long-range weaponary (i.e, beam cannon, railgun, and artillery), a [[Micro Jump Drive]] for range control, and are capable of launching unguided bombs (much like [[stealth bomber]]s but weaker). Fighter bombs have the same 30km range, 12s flight time, and 15km damage radius of regular bombs, and are ''immune'' to their given damage type (making it impossible for multiple matching bombs to destroy each other in flight). Usage of these bombs are disallowed in Low Security space. <br />
<br />
The weapons of long ranged fighters can be used against battleships, but their explosion radii leaves Light Attack Fighters as more efficient against smaller subcapital ships.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 6<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 2000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 3762 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4158 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 2s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 380m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 80m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 8s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]] Damage (bomb) || 640<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (bomb) || 400m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (bomb) || 60s<br />
|-<br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|range|22px}}Micro Jump Drive Range || 100km<br />
|-<br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|time|22px}}MJD Activation Time || 10s<br />
|- <br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|sig|22px}}MJD Signature Penalty || +150%<br />
|- <br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Falloff Range">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Ametat I<br />
|253 {{icon|em damage|24px}}<br />
|34 km {{icon|range|24px}}<br />
|8,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 555 m/s <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Ametat II<br />
|279 {{icon|em damage|24px}}<br />
|40.80 km {{icon|range|24px}}<br />
|8,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 578 m/s<br />
|{{icon|orbit|24px}} 36.60 km<br />
|-<br />
|rowspan=2|Caldari<br />
|Termite I<br />
|279 {{icon|ki damage|24px}}<br />
|30 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 502 m/s<br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Termite II<br />
|309 {{icon|ki damage|24px}}<br />
|36 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 523 m/s<br />
|{{icon|orbit|24px}} 36 km<br />
|-<br />
|rowspan=2|Gallente<br />
|Antaeus I<br />
|293 {{icon|th damage|24px}}<br />
|30 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 476 m/s<br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Antaeus II<br />
|323 {{icon|th damage|24px}}<br />
|36 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 495 m/s<br />
|{{icon|orbit|24px}} 36 km<br />
|-<br />
|rowspan=2|Minmatar<br />
|Gungnir I<br />
|239 {{icon|ex damage|24px}}<br />
|26 km {{icon|range|24px}}<br />
|16 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 582 m/s<br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Gungnir II<br />
|265 {{icon|ex damage|24px}}<br />
|31.20 km {{icon|range|24px}}<br />
|16 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 605 m/s<br />
|{{icon|orbit|24px}} 36 km<br />
|}<br />
<br />
== Support Fighters ==<br />
<br />
Support fighters are specialized fighters that each perform their own type of [[EWAR]]. They also each come with a Microwarpdrive, increasing their speed (and signature) by 500% for 20 seconds on a 60 second cooldown. However, they have no weapons. In addition, the Siren warp disruption fighters have an Afterburner ability in place of the Microwarpdrive ability, meaning they have a lower boost speed, but without the signature radius penalty. Support fighters require the {{sk|Support Fighters}} skill (5% increase in support fighter hit-points per level). Tech 2 support fighters requires Support Fighters IV.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 3<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 3000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 6800 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 7500 HP<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Energy Neut (per fighter)">Energy Neut</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Cenobite I<br />
|60 {{icon|energy neutralizer|24px}}<br />
|5,000 m {{icon|range|24px}}<br />
|2,500 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s<br />
|{{icon|orbit|24px}} 3,750<br />
|-<br />
|Cenobite II<br />
|80 {{icon|energy neutralizer|24px}}<br />
|10,000 m {{icon|range|24px}}<br />
|5,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 7,500<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Multispectral Jamming Strength (per fighter)">Jamming Strength</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Caldari<br />
|Scarab I<br />
|1.6 {{icon|ecm|24px}}<br />
|5,000 m {{icon|range|24px}}<br />
|5,625 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s<br />
|{{icon|orbit|24px}} 5,300 m<br />
|-<br />
|Scarab II<br />
|2.3 {{icon|ecm|24px}}<br />
|7,500 m {{icon|range|24px}}<br />
|8,400 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Warp Disrupt Strength (per fighter)">Warp Disruption</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (AB)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Gallente<br />
|Siren I<br />
|1 {{icon|warp disruptor|24px}}<br />
|8 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 2,145 m/s<br />
|{{icon|orbit|24px}} 4,000 m<br />
|-<br />
|Siren II<br />
|1 {{icon|warp disruptor|24px}}<br />
|16 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 2,604 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Web Velocity Reduction (per fighter)">Velocity Reduction</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Minmatar<br />
|Dromi I<br />
|10% {{icon|stasis webifier|24px}}<br />
|8 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s <br />
|{{icon|orbit|24px}} 4,000 m<br />
|-<br />
|Dromi II<br />
|15% {{icon|stasis webifier|24px}}<br />
|16 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{{expansion past|<br />
[https://www.eveonline.com/article/q0tauy/patch-notes-for-november-2019-release Beat around the Boosh expansion]<br />
<br />
Dromi I and Standup Dromi I web amount reduced to 10% (was 15%)<br />
<br />
Dromi II and Standup Dromi II web amount reduced to 15% (was 20%)<br />
}}<br />
<br />
== Fighter Improving Modules ==<br />
<br />
Many modules which improve Drones also improve Fighters. All modules in this list are subject to [[Stacking penalties]]<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| High slot modules<br />
<br />
|-<br />
|[[File:Icon fighter support unit.png|link=|]]<br />
|'''{{co|wheat|Fighter support unit}}''' improves the rate of fire, velocity, shield HP, and shield recharge rate of fighters by 5% for T1 variants, and 6% for T2 variants. Since these modules boost rate of fire rather than raw damage, they do not share stacking penalties with Drone Damage Amplifiers.<br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Medium slot modules<br />
<br />
|-<br />
|[[File:Icon drone navigation computer.png|link=|]]<br />
|'''{{co|wheat|Drone Navigation Computer}}''' increases fighter speed by 25% (30% for the Tech 2 variant).<br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Link}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. Can be loaded with scripts to either double the range bonus or the application bonus, at the cost of eliminating the other bonus. Long-ranged heavy fighters can benefit from the range bonus, and all fighters can benefit from the application bonus when engaging cruisers and smaller ships. Unlike all other fighter-enhancing modules, these need to be activated to provide their effects. <br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Low slot modules<br />
<br />
|-<br />
|[[File:Icon drone damage amplifier.png|link=|]]<br />
|'''{{co|wheat|Drone Damage Amplifier}}''' increases the damage your fighters deal by 15% (20.5% for the Tech 2 variant). <br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Enhancer}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. It's similar to the mid-slot Omnidirectional Tracking Link module, but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted, and is a passive module (i.e. it does not need to be activated and uses no capacitor energy). <br />
<br />
|}<br />
<br />
<br />
[[Category: Fitting]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Fighters&diff=174817Fighters2021-10-03T02:12:28Z<p>Arexand Oskold: /* Heavy Attack */ numbers, column titles,</p>
<hr />
<div>{{Weapon Systems Links}}<br />
Fighters are extremely powerful [[Drones]] equipped with cruiser, battleship, or dreadnought-grade weaponry, launched by [[carriers]], [[supercarriers]], [[Guristas]] capital ships, and Upwell Structures.<br />
<br />
== General Fighter Mechanics ==<br />
<br />
In order to use fighters you need to train {{sk|Fighters|icon=yes}} (5% damage bonus per level). There are 3 types of fighters: Light (Anti-Subcapital), Heavy (Anti-Capital), and Support (EWAR). Each has a Tech 1 and Tech 2 variant. Light fighters and heavy fighters are further split between the roles they perform. Each type of fighter has a squadron size that determines how many individual fighters make up a squadron, and each carrier or supercarrier is limited by how many launch tubes exist for squadrons. A squadron of fighters is controlled and targeted as a single entity in space, and will generate a Killmail if the last fighter in a squadron is destroyed. Fighters are a lot larger, in volume, than drones. The skill {{sk|Fighter Hangar Management|icon=Yes}} increases fighter hangar size by 5% per level.<br />
<br />
All fighters are capable of warping, and will pursue a target into warp - the only escape from fighters is to jump system or to dock. <br />
<br />
Fighters cannot receive remote assistance, such as repairs or shield boosting. However, they are vulnerable to [[ECM]], and with their weak sensor strengths, jamming fighters is a common strategy for reducing a carrier's damage potential.<br />
<br />
Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones. <br />
<br />
Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cooldown and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together.<br />
<br />
Fighters have thick, regenerating Shields, but no Armor and only 100 Structure HP. As a fighter squadron sustains damage, the rightmost segment of its health indicators will shift color from green to yellow to red to black. When a fighter squadron sustains damage equal to the Shield (and Structure) HP of one of its fighters, one fighter is destroyed and the squadron's damage is reduced accordingly. Tech I fighters have 0% resistance to all damage, however Tech II fighters' shields come with a 30% bonus to their faction's primary resistance, and a 15% bonus to their faction's secondary resistance.<br />
<br />
When Fighters are recalled to their carriers, they go through a short Refueling period before they can be launched again. The duration of this period is based on the number of fighters in the squadron. During this refueling period, their shields are restored and the ammunition for their secondary weapons is reloaded, and after refueling completes, new fighters can be loaded into a tube to replace any fighters which were destroyed.<br />
<br />
Like Drones, Fighters can also be Abandoned in space in case of emergency. Unlike Drones, there is no Drone Control Range which limits the range at which Fighters can engage targets. The only limit on a fighter's engagement range is the extremely long targeting range of the carriers which launch them.<br />
<br />
Fighters have Destroyer to Cruiser-sized signature radii of 88-120m. Combined with their high speeds, this makes fighters most effectively targeted by Small or Medium weapons and drones.<br />
<br />
All Fighters also have Standup versions which can be used by most Upwell Structures. Standup Fighters do not require training in Fighter skills, and can be used by any player with access to Take Control of a structure. Standup fighters have improved base stats over regular fighters (2x speed, 2.5x damage, better explosion velocity and radius, +50% shield HP, better ECM resistance, 2x cargohold volume) but are not affected by any modules or player skills. Standup Fighters can be changed and loaded while an Upwell structure is damaged or Reinforced.<br />
<br />
== Fighter Damage Mechanics ==<br />
<br />
Fighter weapons use a variation of [[Missile mechanics#Missile damage formula|Missile damage mechanics]]: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which obey the standard falloff curve of Turrets and Electronic Warfare modules.<br />
<br />
:<math> \displaystyle\rm\text{Total Damage} = \text{Base damage} \times {\it N} \times <br />
\min\left( 1, \frac{ Signature }{ Explosion\ radius }, \left(\frac{ Signature \times Explosion\ velocity }{ Explosion\ radius \times\ Velocity } \right)^{DRF} \right) \times <br />
0.5^{\LARGE \left(\frac{\max(0,\ Distance - Optimal )}{ Falloff } \right)^2} </math><br />
<br />
Where<br />
* Total Damage is the actual damage dealt, before resistances.<br />
* Base damage is the damage displayed in the fighters' Show Info window.<br />
* ''N'' is the number of fighters in the squadron.<br />
* Signature is signature radius of the target.<br />
* Velocity is velocity of the target.<br />
* Explosion radius and explosion velocity are values for the fighters' weapon.<br />
* Distance is the distance between the fighters and their target.<br />
* Optimal and Falloff are the values for the fighters' weapon.<br />
* DRF is the damage reduction factor. This is not visible either in-game, or in database statistics for fighters. In stead, it is calculated from two other values:<br />
<br />
:<math> \displaystyle\text{DRF} = \frac{ \ln \left( \text{Damage reduction} \right) }{ \ln \left( \text{Damage sensitivity} \right) } </math><br />
<br />
Where Damage Reduction is specific to the weapon the fighter is using, and Damage Sensitivity is always equal to 5.5. Because these values are constants, the resulting DRF values can be easily calculated.<br />
<br />
{| class="wikitable sortable"<br />
! Fighter type <br />
! Weapon<br />
! Damage Reduction<br />
! DRF<br />
|-<br />
| Space Superiority || Micro Missile || 2.0 || 0.406598<br />
|-<br />
| Light Attack || Cannons || 3.0 || 0.644443<br />
|-<br />
| Light Attack || Heavy Rockets || 5.0 || 0.944091<br />
|-<br />
| Heavy Attack || Cannnons || 5.5 || 1.0<br />
|-<br />
| Heavy Attack || Torpedoes || 5.5 || 1.0<br />
|-<br />
| Shadow || Cannons || 5.0 || 0.944091<br />
|-<br />
| Heavy Long-Range || Cannons || 5.0 || 0.944091<br />
|-<br />
|}<br />
<br />
A shorthand on the results of the range formula:<br />
* Within Optimal range, the weapons can deal full damage.<br />
* At Optimal+Falloff, the weapons deal 50% damage.<br />
* At Optimal+(Falloff x2), the weapons deal 6.25% damage.<br />
* Beyond Optimal+(Falloff x3), the weapons deal effectively no damage.<br />
<br />
These mechanics mean that fighter damage is very predictable, and can be effectively mitigated using Afterburners (but much less effectively mitigated using Microwarpdrives). However, the lack of a 'tracking' type attribute mean that the fighters' own high speed is ignored when considering their ability to deal damage. In practice, because of their flight speed, fighter damage tends to be dealt as "If the fighters are not in orbit range, they do not deal damage; If the fighters are in orbit around a target, they deal full damage." As such, this range calculation generally is only important for long-range heavy fighters.<br />
<br />
== Light Fighters ==<br />
Light fighters require the skill {{sk|Light Fighters|icon=yes}} (5% bonus in light fighter velocity per level). Tech 2 light fighters requires Light Fighters IV.<br />
<br />
=== Attack Fighters ===<br />
Attack fighters are general purpose attack craft, equipped with a faction-specific primary weapon (i.e., blaster cannon, pulse cannon, autocannon) with a short effective range. Their secondary weapon is a Heavy Rocket Salvo, effectively a single volley of battleship-grade torpedoes. Also, these fighters are equipped with a Microwarpdrive that increase base speed by 500%, at the cost of a 500% signature radius increase, with a 20-second duration and 60-second cooldown.<br />
<br />
Light attack fighters are effective against cruisers and battleships, but will struggle to effectively damage frigates and are not generally hard-hitting enough to engage capital ships.<br />
<br />
All damage values on this page are per-fighter, not per-squadron.<br />
<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 9<br />
|-<br />
| [[File:Icon volume.png|22px|link=]] Volume || 1000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]] Signature Radius || 110m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]] Shield Capacity (T1) || 2190 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]] Shield Capacity (T2) || 2420 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 5s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (cannon) || 185m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (cannon) || 105m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 5s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (rocket) || 400m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (rocket) || 70m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (rocket) || 14s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Rocket range || 10,000m<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Rocket Damage per shot (per fighter)">Rocket Damage</span><br />
! <span style="cursor:help;" title="Cannon Optimal Range">Range</span><br />
! <span style="cursor:help;" title="Cannon Falloff Range">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Templar I<br />
|65 {{icon|em damage|24px}}<br />
|119 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 8000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 833 m/s<br />
|{{icon|vel|24px}} 4,165 m/s <br />
|{{icon|orbit|24px}} 6,500 m<br />
|-<br />
|Templar II<br />
|72 {{icon|em damage|24px}}<br />
|131 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 9600m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 867 m/s<br />
|{{icon|vel|24px}} 4,335 m/s <br />
|{{icon|orbit|24px}} 7,300 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Dragonfly I<br />
|72 {{icon|ki damage|24px}}<br />
|131 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 753 m/s<br />
|{{icon|vel|24px}} 3,765 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Dragonfly II<br />
|79 {{icon|ki damage|24px}}<br />
|146 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 785 m/s<br />
|{{icon|vel|24px}} 3,925 m/s<br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Firbolg I<br />
|75 {{icon|th damage|24px}}<br />
|138 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 714 m/s<br />
|{{icon|vel|24px}} 3,570 m/s<br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Firbolg II<br />
|83 {{icon|th damage|24px}}<br />
|152 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 743 m/s<br />
|{{icon|vel|24px}} 3,715 m/s<br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Einherji I<br />
|62 {{icon|ex damage|24px}}<br />
|113 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 873 m/s<br />
|{{icon|vel|24px}} 4,365 m/s <br />
|{{icon|orbit|24px}} 7,000 m<br />
|-<br />
|Einherji II<br />
|68 {{icon|ex damage|24px}}<br />
|124 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 908 m/s<br />
|{{icon|vel|24px}} 4,540 m/s <br />
|{{icon|orbit|24px}} 7,400 m <br />
|}<br />
<br />
=== Space Superiority ===<br />
Space Superiority fighters are anti-drone and anti-fighter weapons. Their primary weapons, Micro Missile Swarm, are extremely efficient at killing hostile drones and fighters, however deal greatly reduced damage to real ships. Defensively, they can enact evasive manuevers that increase base speed by 200%, reduce signature radius by 80%, and increase all shield resists by 50%. Lastly, they can tackle hostile drones and fighters (but only drones and fighters), slowing them and disabling their warp drives.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 12<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 800m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 88m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 1600 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 1760 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 3s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius || 15m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity || 300m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate || 3.5s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon target range.png|22px|link=]] Range || 18,000m<br />
|-<br />
| [[File:Icon stasis webifier i.png|22px|link=]][[File:Icon target range.png|22px|link=]] Fighter Tackle range || 18,000m<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable drones" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot(per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (Evasive Manuevering)">Speed (AB)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Equite I<br />
|38 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1,000 m/s<br />
|{{icon|vel|24px}} 2,000 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Equite II<br />
|42 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1,090 m/s<br />
|{{icon|vel|24px}} 2,180 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Locust I<br />
|40 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 905 m/s<br />
|{{icon|vel|24px}} 1,810 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Locust II<br />
|44 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 941 m/s<br />
|{{icon|vel|24px}} 1,882 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Satyr I<br />
|42 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 857 m/s<br />
|{{icon|vel|24px}} 1,714 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Satyr II<br />
|46 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 892 m/s<br />
|{{icon|vel|24px}} 1,784 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Gram I<br />
|36 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1,048 m/s<br />
|{{icon|vel|24px}} 2,096 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Gram II<br />
|40 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1,090 m/s<br />
|{{icon|vel|24px}} 2,180 m/s <br />
|{{icon|orbit|24px}} 10,000 m<br />
|}<br />
<br />
== Heavy Fighters ==<br />
Heavy Fighters are anti-capital-ship fighters, and can only be used by supercarriers. Each race has its own heavy fighters, which follow the same damage and speed patterns as light fighters. <br />
<br />
Heavy fighters need the Heavy Fighters skill (5% damage increase per level), while Tech 2 heavy fighters requires the skill Heavy Fighters IV.<br />
<br />
=== Heavy Attack ===<br />
Heavy Attack fighters use a faction specific primary weapon (i.e., blaster, pulse laser, or autocannon), while their secondary weapon is a very high damage Torpedo Salvo. The large explosion radii of these weapons renders them only effective against capital ships. Additionally, they possess a Microwarpdrive that increases base speed by 500% and signature radius by 500%, with a 20-second duration and 60-second cooldown.<br />
<br />
There is also a [[Sansha's Nation|Sansha]] faction heavy fighter (the [[Shadow]]). The Shadow deals both EM and Thermal damage, significantly higher total damage than an ordinary T1 heavy fighter, and has better damage application than an ordinary heavy fighter, but does not have the secondary torpedo salvo.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 6<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 1800m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 110m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 4015 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4433 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 10s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 3000m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 40m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 5s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (torpedo) || 5000m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (torpedo) || 50m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (torpedo) || 40s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Torpedo range (T1) || 10,000m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Torpedo range (T2) || 12,000m<br />
|-<br />
|<br />
|-<br />
| [[File:Icon shield.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Shield Capacity (Shadow) || 5500 HP<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Radius (Shadow) || 2000m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Velocity (Shadow) || 60m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]] Fire rate (Shadow) || 3.5s<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Torpedo damage per shot (per fighter)">Torpedo Damage</span><br />
! <span style="cursor:help;" title="Cannon Optimal Range">Range</span><br />
! <span style="cursor:help;" title="Cannon Falloff Range">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Malleus I<br />
|316 {{icon|em damage|24px}}<br />
|2,527 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 8000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 576 m/s<br />
|{{icon|vel|24px}} 2,880 m/s <br />
|{{icon|orbit|24px}} 6,500 m<br />
|-<br />
|Malleus II<br />
|349 {{icon|em damage|24px}}<br />
|2,793 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 9600m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 600 m/s<br />
|{{icon|vel|24px}} 3,000 m/s <br />
|{{icon|orbit|24px}} 7,300 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Mantis I<br />
|349 {{icon|ki damage|24px}}<br />
|2,793 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 521 m/s<br />
|{{icon|vel|24px}} 2,605 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Mantis II<br />
|386 {{icon|ki damage|24px}}<br />
|3,087 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 543 m/s<br />
|{{icon|vel|24px}} 2,715 m/s <br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Cyclops I<br />
|366 {{icon|th damage|24px}}<br />
|2,926 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 494 m/s<br />
|{{icon|vel|24px}} 2,470 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Cyclops II<br />
|404 {{icon|th damage|24px}}<br />
|3,324 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 514 m/s<br />
|{{icon|vel|24px}} 2,570 m/s <br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Tyrfing I<br />
|299 {{icon|ex damage|24px}}<br />
|2,394 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 604 m/s<br />
|{{icon|vel|24px}} 3,020 m/s <br />
|{{icon|orbit|24px}} 7,000 m<br />
|-<br />
|Tyrfing II<br />
|331 {{icon|ex damage|24px}}<br />
|2,646 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 628 m/s<br />
|{{icon|vel|24px}} 3,140 m/s <br />
|{{icon|orbit|24px}} 7,400 m<br />
|-<br />
|Sansha<br />
|Shadow<br />
|200 {{icon|em damage|24px}}<br/>200 {{icon|th damage|24px}}<br />
|N/A<br />
|{{icon|range|24px}} 9600m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 543 m/s<br />
|{{icon|vel|24px}} 9,500 m/s <br />
|{{icon|orbit|24px}} 2,172 m<br />
|}<br />
<br />
=== Long Range Attack ===<br />
Long Range Attack fighters have faction specific long-range weaponary (i.e, beam cannon, railgun, and artillery), a [[Micro Jump Drive]] for range control, and are capable of launching unguided bombs (much like [[stealth bomber]]s but weaker). Fighter bombs have the same 30km range, 12s flight time, and 15km damage radius of regular bombs, and are ''immune'' to their given damage type (making it impossible for multiple matching bombs to destroy each other in flight). Usage of these bombs are disallowed in Low Security space. <br />
<br />
The weapons of long ranged fighters can be used against battleships, but their explosion radii leaves Light Attack Fighters as more efficient against smaller subcapital ships.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 6<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 2000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 3762 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4158 HP<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 380m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 80m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]] Damage (bomb) || 640<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (bomb) || 400m<br />
|-<br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|range|22px}}Micro Jump Drive Range || 100km<br />
|-<br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|time|22px}}MJD Activation Time || 10s<br />
|- <br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|sig|22px}}MJD Signature Penalty || +150%<br />
|- <br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per second (per fighter)">DPS</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Micro Jump Drive Distance">MJD Range</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Ametat I<br />
|253 {{icon|em damage|24px}}<br />
|34 km {{icon|range|24px}}<br />
|8,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 555 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Ametat II<br />
|279 {{icon|em damage|24px}}<br />
|40.80 km {{icon|range|24px}}<br />
|8,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 578 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36.60 km<br />
|-<br />
|rowspan=2|Caldari<br />
|Termite I<br />
|279 {{icon|ki damage|24px}}<br />
|30 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 502 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Termite II<br />
|309 {{icon|ki damage|24px}}<br />
|36 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 523 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36 km<br />
|-<br />
|rowspan=2|Gallente<br />
|Antaeus I<br />
|293 {{icon|th damage|24px}}<br />
|30 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 476 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Antaeus II<br />
|323 {{icon|th damage|24px}}<br />
|36 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 495 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36 km<br />
|-<br />
|rowspan=2|Minmatar<br />
|Gungnir I<br />
|239 {{icon|ex damage|24px}}<br />
|26 km {{icon|range|24px}}<br />
|16 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 582 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Gungnir II<br />
|265 {{icon|ex damage|24px}}<br />
|31.20 km {{icon|range|24px}}<br />
|16 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 605 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36 km<br />
|}<br />
<br />
== Support Fighters ==<br />
<br />
Support fighters are specialized fighters that each perform their own type of [[EWAR]]. They also each come with a Microwarpdrive, increasing their speed (and signature) by 500% for 20 seconds on a 60 second cooldown. However, they have no weapons. In addition, the Siren warp disruption fighters have an Afterburner ability in place of the Microwarpdrive ability, meaning they have a lower boost speed, but without the signature radius penalty. Support fighters require the {{sk|Support Fighters}} skill (5% increase in support fighter hit-points per level). Tech 2 support fighters requires Support Fighters IV.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 3<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 3000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 6800 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 7500 HP<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Energy Neut (per fighter)">Energy Neut</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Cenobite I<br />
|60 {{icon|energy neutralizer|24px}}<br />
|5,000 m {{icon|range|24px}}<br />
|2,500 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s<br />
|{{icon|orbit|24px}} 3,750<br />
|-<br />
|Cenobite II<br />
|80 {{icon|energy neutralizer|24px}}<br />
|10,000 m {{icon|range|24px}}<br />
|5,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 7,500<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Multispectral Jamming Strength (per fighter)">Jamming Strength</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Caldari<br />
|Scarab I<br />
|1.6 {{icon|ecm|24px}}<br />
|5,000 m {{icon|range|24px}}<br />
|5,625 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s<br />
|{{icon|orbit|24px}} 5,300 m<br />
|-<br />
|Scarab II<br />
|2.3 {{icon|ecm|24px}}<br />
|7,500 m {{icon|range|24px}}<br />
|8,400 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Warp Disrupt Strength (per fighter)">Warp Disruption</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (AB)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Gallente<br />
|Siren I<br />
|1 {{icon|warp disruptor|24px}}<br />
|8 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 2,145 m/s<br />
|{{icon|orbit|24px}} 4,000 m<br />
|-<br />
|Siren II<br />
|1 {{icon|warp disruptor|24px}}<br />
|16 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 2,604 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Web Velocity Reduction (per fighter)">Velocity Reduction</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Minmatar<br />
|Dromi I<br />
|10% {{icon|stasis webifier|24px}}<br />
|8 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s <br />
|{{icon|orbit|24px}} 4,000 m<br />
|-<br />
|Dromi II<br />
|15% {{icon|stasis webifier|24px}}<br />
|16 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{{expansion past|<br />
[https://www.eveonline.com/article/q0tauy/patch-notes-for-november-2019-release Beat around the Boosh expansion]<br />
<br />
Dromi I and Standup Dromi I web amount reduced to 10% (was 15%)<br />
<br />
Dromi II and Standup Dromi II web amount reduced to 15% (was 20%)<br />
}}<br />
<br />
== Fighter Improving Modules ==<br />
<br />
Many modules which improve Drones also improve Fighters. All modules in this list are subject to [[Stacking penalties]]<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| High slot modules<br />
<br />
|-<br />
|[[File:Icon fighter support unit.png|link=|]]<br />
|'''{{co|wheat|Fighter support unit}}''' improves the rate of fire, velocity, shield HP, and shield recharge rate of fighters by 5% for T1 variants, and 6% for T2 variants. Since these modules boost rate of fire rather than raw damage, they do not share stacking penalties with Drone Damage Amplifiers.<br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Medium slot modules<br />
<br />
|-<br />
|[[File:Icon drone navigation computer.png|link=|]]<br />
|'''{{co|wheat|Drone Navigation Computer}}''' increases fighter speed by 25% (30% for the Tech 2 variant).<br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Link}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. Can be loaded with scripts to either double the range bonus or the application bonus, at the cost of eliminating the other bonus. Long-ranged heavy fighters can benefit from the range bonus, and all fighters can benefit from the application bonus when engaging cruisers and smaller ships. Unlike all other fighter-enhancing modules, these need to be activated to provide their effects. <br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Low slot modules<br />
<br />
|-<br />
|[[File:Icon drone damage amplifier.png|link=|]]<br />
|'''{{co|wheat|Drone Damage Amplifier}}''' increases the damage your fighters deal by 15% (20.5% for the Tech 2 variant). <br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Enhancer}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. It's similar to the mid-slot Omnidirectional Tracking Link module, but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted, and is a passive module (i.e. it does not need to be activated and uses no capacitor energy). <br />
<br />
|}<br />
<br />
<br />
[[Category: Fitting]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Fighters&diff=174816Fighters2021-10-03T02:00:41Z<p>Arexand Oskold: /* Space Superiority */ Going down the page here. More useful numbers, fix column titles.</p>
<hr />
<div>{{Weapon Systems Links}}<br />
Fighters are extremely powerful [[Drones]] equipped with cruiser, battleship, or dreadnought-grade weaponry, launched by [[carriers]], [[supercarriers]], [[Guristas]] capital ships, and Upwell Structures.<br />
<br />
== General Fighter Mechanics ==<br />
<br />
In order to use fighters you need to train {{sk|Fighters|icon=yes}} (5% damage bonus per level). There are 3 types of fighters: Light (Anti-Subcapital), Heavy (Anti-Capital), and Support (EWAR). Each has a Tech 1 and Tech 2 variant. Light fighters and heavy fighters are further split between the roles they perform. Each type of fighter has a squadron size that determines how many individual fighters make up a squadron, and each carrier or supercarrier is limited by how many launch tubes exist for squadrons. A squadron of fighters is controlled and targeted as a single entity in space, and will generate a Killmail if the last fighter in a squadron is destroyed. Fighters are a lot larger, in volume, than drones. The skill {{sk|Fighter Hangar Management|icon=Yes}} increases fighter hangar size by 5% per level.<br />
<br />
All fighters are capable of warping, and will pursue a target into warp - the only escape from fighters is to jump system or to dock. <br />
<br />
Fighters cannot receive remote assistance, such as repairs or shield boosting. However, they are vulnerable to [[ECM]], and with their weak sensor strengths, jamming fighters is a common strategy for reducing a carrier's damage potential.<br />
<br />
Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones. <br />
<br />
Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cooldown and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together.<br />
<br />
Fighters have thick, regenerating Shields, but no Armor and only 100 Structure HP. As a fighter squadron sustains damage, the rightmost segment of its health indicators will shift color from green to yellow to red to black. When a fighter squadron sustains damage equal to the Shield (and Structure) HP of one of its fighters, one fighter is destroyed and the squadron's damage is reduced accordingly. Tech I fighters have 0% resistance to all damage, however Tech II fighters' shields come with a 30% bonus to their faction's primary resistance, and a 15% bonus to their faction's secondary resistance.<br />
<br />
When Fighters are recalled to their carriers, they go through a short Refueling period before they can be launched again. The duration of this period is based on the number of fighters in the squadron. During this refueling period, their shields are restored and the ammunition for their secondary weapons is reloaded, and after refueling completes, new fighters can be loaded into a tube to replace any fighters which were destroyed.<br />
<br />
Like Drones, Fighters can also be Abandoned in space in case of emergency. Unlike Drones, there is no Drone Control Range which limits the range at which Fighters can engage targets. The only limit on a fighter's engagement range is the extremely long targeting range of the carriers which launch them.<br />
<br />
Fighters have Destroyer to Cruiser-sized signature radii of 88-120m. Combined with their high speeds, this makes fighters most effectively targeted by Small or Medium weapons and drones.<br />
<br />
All Fighters also have Standup versions which can be used by most Upwell Structures. Standup Fighters do not require training in Fighter skills, and can be used by any player with access to Take Control of a structure. Standup fighters have improved base stats over regular fighters (2x speed, 2.5x damage, better explosion velocity and radius, +50% shield HP, better ECM resistance, 2x cargohold volume) but are not affected by any modules or player skills. Standup Fighters can be changed and loaded while an Upwell structure is damaged or Reinforced.<br />
<br />
== Fighter Damage Mechanics ==<br />
<br />
Fighter weapons use a variation of [[Missile mechanics#Missile damage formula|Missile damage mechanics]]: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which obey the standard falloff curve of Turrets and Electronic Warfare modules.<br />
<br />
:<math> \displaystyle\rm\text{Total Damage} = \text{Base damage} \times {\it N} \times <br />
\min\left( 1, \frac{ Signature }{ Explosion\ radius }, \left(\frac{ Signature \times Explosion\ velocity }{ Explosion\ radius \times\ Velocity } \right)^{DRF} \right) \times <br />
0.5^{\LARGE \left(\frac{\max(0,\ Distance - Optimal )}{ Falloff } \right)^2} </math><br />
<br />
Where<br />
* Total Damage is the actual damage dealt, before resistances.<br />
* Base damage is the damage displayed in the fighters' Show Info window.<br />
* ''N'' is the number of fighters in the squadron.<br />
* Signature is signature radius of the target.<br />
* Velocity is velocity of the target.<br />
* Explosion radius and explosion velocity are values for the fighters' weapon.<br />
* Distance is the distance between the fighters and their target.<br />
* Optimal and Falloff are the values for the fighters' weapon.<br />
* DRF is the damage reduction factor. This is not visible either in-game, or in database statistics for fighters. In stead, it is calculated from two other values:<br />
<br />
:<math> \displaystyle\text{DRF} = \frac{ \ln \left( \text{Damage reduction} \right) }{ \ln \left( \text{Damage sensitivity} \right) } </math><br />
<br />
Where Damage Reduction is specific to the weapon the fighter is using, and Damage Sensitivity is always equal to 5.5. Because these values are constants, the resulting DRF values can be easily calculated.<br />
<br />
{| class="wikitable sortable"<br />
! Fighter type <br />
! Weapon<br />
! Damage Reduction<br />
! DRF<br />
|-<br />
| Space Superiority || Micro Missile || 2.0 || 0.406598<br />
|-<br />
| Light Attack || Cannons || 3.0 || 0.644443<br />
|-<br />
| Light Attack || Heavy Rockets || 5.0 || 0.944091<br />
|-<br />
| Heavy Attack || Cannnons || 5.5 || 1.0<br />
|-<br />
| Heavy Attack || Torpedoes || 5.5 || 1.0<br />
|-<br />
| Shadow || Cannons || 5.0 || 0.944091<br />
|-<br />
| Heavy Long-Range || Cannons || 5.0 || 0.944091<br />
|-<br />
|}<br />
<br />
A shorthand on the results of the range formula:<br />
* Within Optimal range, the weapons can deal full damage.<br />
* At Optimal+Falloff, the weapons deal 50% damage.<br />
* At Optimal+(Falloff x2), the weapons deal 6.25% damage.<br />
* Beyond Optimal+(Falloff x3), the weapons deal effectively no damage.<br />
<br />
These mechanics mean that fighter damage is very predictable, and can be effectively mitigated using Afterburners (but much less effectively mitigated using Microwarpdrives). However, the lack of a 'tracking' type attribute mean that the fighters' own high speed is ignored when considering their ability to deal damage. In practice, because of their flight speed, fighter damage tends to be dealt as "If the fighters are not in orbit range, they do not deal damage; If the fighters are in orbit around a target, they deal full damage." As such, this range calculation generally is only important for long-range heavy fighters.<br />
<br />
== Light Fighters ==<br />
Light fighters require the skill {{sk|Light Fighters|icon=yes}} (5% bonus in light fighter velocity per level). Tech 2 light fighters requires Light Fighters IV.<br />
<br />
=== Attack Fighters ===<br />
Attack fighters are general purpose attack craft, equipped with a faction-specific primary weapon (i.e., blaster cannon, pulse cannon, autocannon) with a short effective range. Their secondary weapon is a Heavy Rocket Salvo, effectively a single volley of battleship-grade torpedoes. Also, these fighters are equipped with a Microwarpdrive that increase base speed by 500%, at the cost of a 500% signature radius increase, with a 20-second duration and 60-second cooldown.<br />
<br />
Light attack fighters are effective against cruisers and battleships, but will struggle to effectively damage frigates and are not generally hard-hitting enough to engage capital ships.<br />
<br />
All damage values on this page are per-fighter, not per-squadron.<br />
<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 9<br />
|-<br />
| [[File:Icon volume.png|22px|link=]] Volume || 1000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]] Signature Radius || 110m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]] Shield Capacity (T1) || 2190 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]] Shield Capacity (T2) || 2420 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 5s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (cannon) || 185m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (cannon) || 105m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 5s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (rocket) || 400m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (rocket) || 70m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (rocket) || 14s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Rocket range || 10,000m<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Rocket Damage per shot (per fighter)">Rocket Damage</span><br />
! <span style="cursor:help;" title="Cannon Optimal Range">Range</span><br />
! <span style="cursor:help;" title="Cannon Falloff Range">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Templar I<br />
|65 {{icon|em damage|24px}}<br />
|119 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 8000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 833 m/s<br />
|{{icon|vel|24px}} 4,165 m/s <br />
|{{icon|orbit|24px}} 6,500 m<br />
|-<br />
|Templar II<br />
|72 {{icon|em damage|24px}}<br />
|131 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 9600m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 867 m/s<br />
|{{icon|vel|24px}} 4,335 m/s <br />
|{{icon|orbit|24px}} 7,300 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Dragonfly I<br />
|72 {{icon|ki damage|24px}}<br />
|131 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 753 m/s<br />
|{{icon|vel|24px}} 3,765 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Dragonfly II<br />
|79 {{icon|ki damage|24px}}<br />
|146 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 785 m/s<br />
|{{icon|vel|24px}} 3,925 m/s<br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Firbolg I<br />
|75 {{icon|th damage|24px}}<br />
|138 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 714 m/s<br />
|{{icon|vel|24px}} 3,570 m/s<br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Firbolg II<br />
|83 {{icon|th damage|24px}}<br />
|152 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 743 m/s<br />
|{{icon|vel|24px}} 3,715 m/s<br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Einherji I<br />
|62 {{icon|ex damage|24px}}<br />
|113 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 873 m/s<br />
|{{icon|vel|24px}} 4,365 m/s <br />
|{{icon|orbit|24px}} 7,000 m<br />
|-<br />
|Einherji II<br />
|68 {{icon|ex damage|24px}}<br />
|124 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 908 m/s<br />
|{{icon|vel|24px}} 4,540 m/s <br />
|{{icon|orbit|24px}} 7,400 m <br />
|}<br />
<br />
=== Space Superiority ===<br />
Space Superiority fighters are anti-drone and anti-fighter weapons. Their primary weapons, Micro Missile Swarm, are extremely efficient at killing hostile drones and fighters, however deal greatly reduced damage to real ships. Defensively, they can enact evasive manuevers that increase base speed by 200%, reduce signature radius by 80%, and increase all shield resists by 50%. Lastly, they can tackle hostile drones and fighters (but only drones and fighters), slowing them and disabling their warp drives.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 12<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 800m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 88m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 1600 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 1760 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 3s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius || 15m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity || 300m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate || 3.5s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon target range.png|22px|link=]] Range || 18,000m<br />
|-<br />
| [[File:Icon stasis webifier i.png|22px|link=]][[File:Icon target range.png|22px|link=]] Fighter Tackle range || 18,000m<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable drones" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot(per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (Evasive Manuevering)">Speed (AB)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Equite I<br />
|38 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1,000 m/s<br />
|{{icon|vel|24px}} 2,000 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Equite II<br />
|42 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1,090 m/s<br />
|{{icon|vel|24px}} 2,180 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Locust I<br />
|40 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 905 m/s<br />
|{{icon|vel|24px}} 1,810 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Locust II<br />
|44 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 941 m/s<br />
|{{icon|vel|24px}} 1,882 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Satyr I<br />
|42 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 857 m/s<br />
|{{icon|vel|24px}} 1,714 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Satyr II<br />
|46 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 892 m/s<br />
|{{icon|vel|24px}} 1,784 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Gram I<br />
|36 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1,048 m/s<br />
|{{icon|vel|24px}} 2,096 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Gram II<br />
|40 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1,090 m/s<br />
|{{icon|vel|24px}} 2,180 m/s <br />
|{{icon|orbit|24px}} 10,000 m<br />
|}<br />
<br />
== Heavy Fighters ==<br />
Heavy Fighters are anti-capital-ship fighters, and can only be used by supercarriers. Each race has its own heavy fighters, which follow the same damage and speed patterns as light fighters. <br />
<br />
Heavy fighters need the Heavy Fighters skill (5% damage increase per level), while Tech 2 heavy fighters requires the skill Heavy Fighters IV.<br />
<br />
=== Heavy Attack ===<br />
Heavy Attack fighters use a faction specific primary weapon (i.e., blaster, pulse laser, or autocannon), while their secondary weapon is a very high damage Torpedo Salvo. The large explosion radii of these weapons renders them only effective against capital ships. Additionally, they possess a Microwarpdrive that increases base speed by 500% and signature radius by 500%, with a 20-second duration and 60-second cooldown.<br />
<br />
There is also a [[Sansha's Nation|Sansha]] faction heavy fighter (the [[Shadow]]). The Shadow deals both EM and Thermal damage, significantly higher total damage than an ordinary T1 heavy fighter, and has better damage application than an ordinary heavy fighter, but does not have the secondary torpedo salvo.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 6<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 1800m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 110m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 4015 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4433 HP<br />
|-<br />
| [[File:Icon shield.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Shield Capacity (Shadow) || 5500 HP<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 3000m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 40m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Radius (Shadow) || 2000m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Velocity (Shadow) || 60m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (torpedo) || 5000m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (torpedo) || 50m/s<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per second (per fighter)">DPS</span><br />
! <span style="cursor:help;" title="Damage per second (Torpedo Salvo) (per fighter)">Torpedo DPS</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Malleus I<br />
|316 {{icon|em damage|24px}}<br />
|2,527 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 576 m/s<br />
|{{icon|vel|24px}} 2,880 m/s <br />
|{{icon|orbit|24px}} 6,500 m<br />
|-<br />
|Malleus II<br />
|349 {{icon|em damage|24px}}<br />
|2,793 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 600 m/s<br />
|{{icon|vel|24px}} 3,000 m/s <br />
|{{icon|orbit|24px}} 7,300 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Mantis I<br />
|349 {{icon|ki damage|24px}}<br />
|2,793 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 521 m/s<br />
|{{icon|vel|24px}} 2,605 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Mantis II<br />
|386 {{icon|ki damage|24px}}<br />
|3,087 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 543 m/s<br />
|{{icon|vel|24px}} 2,715 m/s <br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Cyclops I<br />
|366 {{icon|th damage|24px}}<br />
|2,926 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 494 m/s<br />
|{{icon|vel|24px}} 2,470 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Cyclops II<br />
|404 {{icon|th damage|24px}}<br />
|3,324 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 514 m/s<br />
|{{icon|vel|24px}} 2,570 m/s <br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Tyrfing I<br />
|299 {{icon|ex damage|24px}}<br />
|2,394 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 604 m/s<br />
|{{icon|vel|24px}} 3,020 m/s <br />
|{{icon|orbit|24px}} 7,000 m<br />
|-<br />
|Tyrfing II<br />
|331 {{icon|ex damage|24px}}<br />
|2,646 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 628 m/s<br />
|{{icon|vel|24px}} 3,140 m/s <br />
|{{icon|orbit|24px}} 7,400 m<br />
|-<br />
|Sansha<br />
|Shadow<br />
|400 {{icon|em damage|24px}}{{icon|th damage|24px}}<br />
|N/A<br />
|{{icon|vel|24px}} 543 m/s<br />
|{{icon|vel|24px}} 9,500 m/s <br />
|{{icon|orbit|24px}} 2,172 m<br />
|}<br />
<br />
<br />
=== Long Range Attack ===<br />
Long Range Attack fighters have faction specific long-range weaponary (i.e, beam cannon, railgun, and artillery), a [[Micro Jump Drive]] for range control, and are capable of launching unguided bombs (much like [[stealth bomber]]s but weaker). Fighter bombs have the same 30km range, 12s flight time, and 15km damage radius of regular bombs, and are ''immune'' to their given damage type (making it impossible for multiple matching bombs to destroy each other in flight). Usage of these bombs are disallowed in Low Security space. <br />
<br />
The weapons of long ranged fighters can be used against battleships, but their explosion radii leaves Light Attack Fighters as more efficient against smaller subcapital ships.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 6<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 2000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 3762 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4158 HP<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 380m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 80m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]] Damage (bomb) || 640<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (bomb) || 400m<br />
|-<br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|range|22px}}Micro Jump Drive Range || 100km<br />
|-<br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|time|22px}}MJD Activation Time || 10s<br />
|- <br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|sig|22px}}MJD Signature Penalty || +150%<br />
|- <br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per second (per fighter)">DPS</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Micro Jump Drive Distance">MJD Range</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Ametat I<br />
|253 {{icon|em damage|24px}}<br />
|34 km {{icon|range|24px}}<br />
|8,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 555 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Ametat II<br />
|279 {{icon|em damage|24px}}<br />
|40.80 km {{icon|range|24px}}<br />
|8,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 578 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36.60 km<br />
|-<br />
|rowspan=2|Caldari<br />
|Termite I<br />
|279 {{icon|ki damage|24px}}<br />
|30 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 502 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Termite II<br />
|309 {{icon|ki damage|24px}}<br />
|36 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 523 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36 km<br />
|-<br />
|rowspan=2|Gallente<br />
|Antaeus I<br />
|293 {{icon|th damage|24px}}<br />
|30 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 476 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Antaeus II<br />
|323 {{icon|th damage|24px}}<br />
|36 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 495 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36 km<br />
|-<br />
|rowspan=2|Minmatar<br />
|Gungnir I<br />
|239 {{icon|ex damage|24px}}<br />
|26 km {{icon|range|24px}}<br />
|16 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 582 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Gungnir II<br />
|265 {{icon|ex damage|24px}}<br />
|31.20 km {{icon|range|24px}}<br />
|16 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 605 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36 km<br />
|}<br />
<br />
== Support Fighters ==<br />
<br />
Support fighters are specialized fighters that each perform their own type of [[EWAR]]. They also each come with a Microwarpdrive, increasing their speed (and signature) by 500% for 20 seconds on a 60 second cooldown. However, they have no weapons. In addition, the Siren warp disruption fighters have an Afterburner ability in place of the Microwarpdrive ability, meaning they have a lower boost speed, but without the signature radius penalty. Support fighters require the {{sk|Support Fighters}} skill (5% increase in support fighter hit-points per level). Tech 2 support fighters requires Support Fighters IV.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 3<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 3000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 6800 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 7500 HP<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Energy Neut (per fighter)">Energy Neut</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Cenobite I<br />
|60 {{icon|energy neutralizer|24px}}<br />
|5,000 m {{icon|range|24px}}<br />
|2,500 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s<br />
|{{icon|orbit|24px}} 3,750<br />
|-<br />
|Cenobite II<br />
|80 {{icon|energy neutralizer|24px}}<br />
|10,000 m {{icon|range|24px}}<br />
|5,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 7,500<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Multispectral Jamming Strength (per fighter)">Jamming Strength</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Caldari<br />
|Scarab I<br />
|1.6 {{icon|ecm|24px}}<br />
|5,000 m {{icon|range|24px}}<br />
|5,625 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s<br />
|{{icon|orbit|24px}} 5,300 m<br />
|-<br />
|Scarab II<br />
|2.3 {{icon|ecm|24px}}<br />
|7,500 m {{icon|range|24px}}<br />
|8,400 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Warp Disrupt Strength (per fighter)">Warp Disruption</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (AB)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Gallente<br />
|Siren I<br />
|1 {{icon|warp disruptor|24px}}<br />
|8 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 2,145 m/s<br />
|{{icon|orbit|24px}} 4,000 m<br />
|-<br />
|Siren II<br />
|1 {{icon|warp disruptor|24px}}<br />
|16 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 2,604 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Web Velocity Reduction (per fighter)">Velocity Reduction</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Minmatar<br />
|Dromi I<br />
|10% {{icon|stasis webifier|24px}}<br />
|8 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s <br />
|{{icon|orbit|24px}} 4,000 m<br />
|-<br />
|Dromi II<br />
|15% {{icon|stasis webifier|24px}}<br />
|16 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{{expansion past|<br />
[https://www.eveonline.com/article/q0tauy/patch-notes-for-november-2019-release Beat around the Boosh expansion]<br />
<br />
Dromi I and Standup Dromi I web amount reduced to 10% (was 15%)<br />
<br />
Dromi II and Standup Dromi II web amount reduced to 15% (was 20%)<br />
}}<br />
<br />
== Fighter Improving Modules ==<br />
<br />
Many modules which improve Drones also improve Fighters. All modules in this list are subject to [[Stacking penalties]]<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| High slot modules<br />
<br />
|-<br />
|[[File:Icon fighter support unit.png|link=|]]<br />
|'''{{co|wheat|Fighter support unit}}''' improves the rate of fire, velocity, shield HP, and shield recharge rate of fighters by 5% for T1 variants, and 6% for T2 variants. Since these modules boost rate of fire rather than raw damage, they do not share stacking penalties with Drone Damage Amplifiers.<br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Medium slot modules<br />
<br />
|-<br />
|[[File:Icon drone navigation computer.png|link=|]]<br />
|'''{{co|wheat|Drone Navigation Computer}}''' increases fighter speed by 25% (30% for the Tech 2 variant).<br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Link}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. Can be loaded with scripts to either double the range bonus or the application bonus, at the cost of eliminating the other bonus. Long-ranged heavy fighters can benefit from the range bonus, and all fighters can benefit from the application bonus when engaging cruisers and smaller ships. Unlike all other fighter-enhancing modules, these need to be activated to provide their effects. <br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Low slot modules<br />
<br />
|-<br />
|[[File:Icon drone damage amplifier.png|link=|]]<br />
|'''{{co|wheat|Drone Damage Amplifier}}''' increases the damage your fighters deal by 15% (20.5% for the Tech 2 variant). <br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Enhancer}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. It's similar to the mid-slot Omnidirectional Tracking Link module, but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted, and is a passive module (i.e. it does not need to be activated and uses no capacitor energy). <br />
<br />
|}<br />
<br />
<br />
[[Category: Fitting]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Fighters&diff=174815Fighters2021-10-03T01:57:49Z<p>Arexand Oskold: /* Attack Fighters */</p>
<hr />
<div>{{Weapon Systems Links}}<br />
Fighters are extremely powerful [[Drones]] equipped with cruiser, battleship, or dreadnought-grade weaponry, launched by [[carriers]], [[supercarriers]], [[Guristas]] capital ships, and Upwell Structures.<br />
<br />
== General Fighter Mechanics ==<br />
<br />
In order to use fighters you need to train {{sk|Fighters|icon=yes}} (5% damage bonus per level). There are 3 types of fighters: Light (Anti-Subcapital), Heavy (Anti-Capital), and Support (EWAR). Each has a Tech 1 and Tech 2 variant. Light fighters and heavy fighters are further split between the roles they perform. Each type of fighter has a squadron size that determines how many individual fighters make up a squadron, and each carrier or supercarrier is limited by how many launch tubes exist for squadrons. A squadron of fighters is controlled and targeted as a single entity in space, and will generate a Killmail if the last fighter in a squadron is destroyed. Fighters are a lot larger, in volume, than drones. The skill {{sk|Fighter Hangar Management|icon=Yes}} increases fighter hangar size by 5% per level.<br />
<br />
All fighters are capable of warping, and will pursue a target into warp - the only escape from fighters is to jump system or to dock. <br />
<br />
Fighters cannot receive remote assistance, such as repairs or shield boosting. However, they are vulnerable to [[ECM]], and with their weak sensor strengths, jamming fighters is a common strategy for reducing a carrier's damage potential.<br />
<br />
Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones. <br />
<br />
Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cooldown and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together.<br />
<br />
Fighters have thick, regenerating Shields, but no Armor and only 100 Structure HP. As a fighter squadron sustains damage, the rightmost segment of its health indicators will shift color from green to yellow to red to black. When a fighter squadron sustains damage equal to the Shield (and Structure) HP of one of its fighters, one fighter is destroyed and the squadron's damage is reduced accordingly. Tech I fighters have 0% resistance to all damage, however Tech II fighters' shields come with a 30% bonus to their faction's primary resistance, and a 15% bonus to their faction's secondary resistance.<br />
<br />
When Fighters are recalled to their carriers, they go through a short Refueling period before they can be launched again. The duration of this period is based on the number of fighters in the squadron. During this refueling period, their shields are restored and the ammunition for their secondary weapons is reloaded, and after refueling completes, new fighters can be loaded into a tube to replace any fighters which were destroyed.<br />
<br />
Like Drones, Fighters can also be Abandoned in space in case of emergency. Unlike Drones, there is no Drone Control Range which limits the range at which Fighters can engage targets. The only limit on a fighter's engagement range is the extremely long targeting range of the carriers which launch them.<br />
<br />
Fighters have Destroyer to Cruiser-sized signature radii of 88-120m. Combined with their high speeds, this makes fighters most effectively targeted by Small or Medium weapons and drones.<br />
<br />
All Fighters also have Standup versions which can be used by most Upwell Structures. Standup Fighters do not require training in Fighter skills, and can be used by any player with access to Take Control of a structure. Standup fighters have improved base stats over regular fighters (2x speed, 2.5x damage, better explosion velocity and radius, +50% shield HP, better ECM resistance, 2x cargohold volume) but are not affected by any modules or player skills. Standup Fighters can be changed and loaded while an Upwell structure is damaged or Reinforced.<br />
<br />
== Fighter Damage Mechanics ==<br />
<br />
Fighter weapons use a variation of [[Missile mechanics#Missile damage formula|Missile damage mechanics]]: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which obey the standard falloff curve of Turrets and Electronic Warfare modules.<br />
<br />
:<math> \displaystyle\rm\text{Total Damage} = \text{Base damage} \times {\it N} \times <br />
\min\left( 1, \frac{ Signature }{ Explosion\ radius }, \left(\frac{ Signature \times Explosion\ velocity }{ Explosion\ radius \times\ Velocity } \right)^{DRF} \right) \times <br />
0.5^{\LARGE \left(\frac{\max(0,\ Distance - Optimal )}{ Falloff } \right)^2} </math><br />
<br />
Where<br />
* Total Damage is the actual damage dealt, before resistances.<br />
* Base damage is the damage displayed in the fighters' Show Info window.<br />
* ''N'' is the number of fighters in the squadron.<br />
* Signature is signature radius of the target.<br />
* Velocity is velocity of the target.<br />
* Explosion radius and explosion velocity are values for the fighters' weapon.<br />
* Distance is the distance between the fighters and their target.<br />
* Optimal and Falloff are the values for the fighters' weapon.<br />
* DRF is the damage reduction factor. This is not visible either in-game, or in database statistics for fighters. In stead, it is calculated from two other values:<br />
<br />
:<math> \displaystyle\text{DRF} = \frac{ \ln \left( \text{Damage reduction} \right) }{ \ln \left( \text{Damage sensitivity} \right) } </math><br />
<br />
Where Damage Reduction is specific to the weapon the fighter is using, and Damage Sensitivity is always equal to 5.5. Because these values are constants, the resulting DRF values can be easily calculated.<br />
<br />
{| class="wikitable sortable"<br />
! Fighter type <br />
! Weapon<br />
! Damage Reduction<br />
! DRF<br />
|-<br />
| Space Superiority || Micro Missile || 2.0 || 0.406598<br />
|-<br />
| Light Attack || Cannons || 3.0 || 0.644443<br />
|-<br />
| Light Attack || Heavy Rockets || 5.0 || 0.944091<br />
|-<br />
| Heavy Attack || Cannnons || 5.5 || 1.0<br />
|-<br />
| Heavy Attack || Torpedoes || 5.5 || 1.0<br />
|-<br />
| Shadow || Cannons || 5.0 || 0.944091<br />
|-<br />
| Heavy Long-Range || Cannons || 5.0 || 0.944091<br />
|-<br />
|}<br />
<br />
A shorthand on the results of the range formula:<br />
* Within Optimal range, the weapons can deal full damage.<br />
* At Optimal+Falloff, the weapons deal 50% damage.<br />
* At Optimal+(Falloff x2), the weapons deal 6.25% damage.<br />
* Beyond Optimal+(Falloff x3), the weapons deal effectively no damage.<br />
<br />
These mechanics mean that fighter damage is very predictable, and can be effectively mitigated using Afterburners (but much less effectively mitigated using Microwarpdrives). However, the lack of a 'tracking' type attribute mean that the fighters' own high speed is ignored when considering their ability to deal damage. In practice, because of their flight speed, fighter damage tends to be dealt as "If the fighters are not in orbit range, they do not deal damage; If the fighters are in orbit around a target, they deal full damage." As such, this range calculation generally is only important for long-range heavy fighters.<br />
<br />
== Light Fighters ==<br />
Light fighters require the skill {{sk|Light Fighters|icon=yes}} (5% bonus in light fighter velocity per level). Tech 2 light fighters requires Light Fighters IV.<br />
<br />
=== Attack Fighters ===<br />
Attack fighters are general purpose attack craft, equipped with a faction-specific primary weapon (i.e., blaster cannon, pulse cannon, autocannon) with a short effective range. Their secondary weapon is a Heavy Rocket Salvo, effectively a single volley of battleship-grade torpedoes. Also, these fighters are equipped with a Microwarpdrive that increase base speed by 500%, at the cost of a 500% signature radius increase, with a 20-second duration and 60-second cooldown.<br />
<br />
Light attack fighters are effective against cruisers and battleships, but will struggle to effectively damage frigates and are not generally hard-hitting enough to engage capital ships.<br />
<br />
All damage values on this page are per-fighter, not per-squadron.<br />
<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 9<br />
|-<br />
| [[File:Icon volume.png|22px|link=]] Volume || 1000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]] Signature Radius || 110m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]] Shield Capacity (T1) || 2190 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]] Shield Capacity (T2) || 2420 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refueling time || 5s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (cannon) || 185m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (cannon) || 105m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 5s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (rocket) || 400m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (rocket) || 70m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (rocket) || 14s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Rocket range || 10,000m<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Rocket Damage per shot (per fighter)">Rocket Damage</span><br />
! <span style="cursor:help;" title="Cannon Optimal Range">Range</span><br />
! <span style="cursor:help;" title="Cannon Falloff Range">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Templar I<br />
|65 {{icon|em damage|24px}}<br />
|119 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 8000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 833 m/s<br />
|{{icon|vel|24px}} 4,165 m/s <br />
|{{icon|orbit|24px}} 6,500 m<br />
|-<br />
|Templar II<br />
|72 {{icon|em damage|24px}}<br />
|131 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 9600m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 867 m/s<br />
|{{icon|vel|24px}} 4,335 m/s <br />
|{{icon|orbit|24px}} 7,300 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Dragonfly I<br />
|72 {{icon|ki damage|24px}}<br />
|131 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 753 m/s<br />
|{{icon|vel|24px}} 3,765 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Dragonfly II<br />
|79 {{icon|ki damage|24px}}<br />
|146 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 785 m/s<br />
|{{icon|vel|24px}} 3,925 m/s<br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Firbolg I<br />
|75 {{icon|th damage|24px}}<br />
|138 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 714 m/s<br />
|{{icon|vel|24px}} 3,570 m/s<br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Firbolg II<br />
|83 {{icon|th damage|24px}}<br />
|152 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 743 m/s<br />
|{{icon|vel|24px}} 3,715 m/s<br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Einherji I<br />
|62 {{icon|ex damage|24px}}<br />
|113 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 873 m/s<br />
|{{icon|vel|24px}} 4,365 m/s <br />
|{{icon|orbit|24px}} 7,000 m<br />
|-<br />
|Einherji II<br />
|68 {{icon|ex damage|24px}}<br />
|124 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 908 m/s<br />
|{{icon|vel|24px}} 4,540 m/s <br />
|{{icon|orbit|24px}} 7,400 m <br />
|}<br />
<br />
=== Space Superiority ===<br />
Space Superiority fighters are anti-drone and anti-fighter weapons. Their primary weapons, Micro Missile Swarm, are extremely efficient at killing hostile drones and fighters, however deal greatly reduced damage to real ships. Defensively, they can enact evasive manuevers that increase base speed by 200%, reduce signature radius by 80%, and increase all shield resists by 50%. Lastly, they can tackle hostile drones and fighters (but only drones and fighters), slowing them and disabling their warp drives.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 12<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 800m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 88m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 1600 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 1760 HP<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius || 15m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity || 300m/s<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable drones" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per second (per fighter)">DPS</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (Evasive Manuevering)">Speed (AB)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Equite I<br />
|38 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1,000 m/s<br />
|{{icon|vel|24px}} 2,000 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Equite II<br />
|42 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1,090 m/s<br />
|{{icon|vel|24px}} 2,180 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Locust I<br />
|40 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 905 m/s<br />
|{{icon|vel|24px}} 1,810 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Locust II<br />
|44 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 941 m/s<br />
|{{icon|vel|24px}} 1,882 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Satyr I<br />
|42 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 857 m/s<br />
|{{icon|vel|24px}} 1,714 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Satyr II<br />
|46 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 892 m/s<br />
|{{icon|vel|24px}} 1,784 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Gram I<br />
|36 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1,048 m/s<br />
|{{icon|vel|24px}} 2,096 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Gram II<br />
|40 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1,090 m/s<br />
|{{icon|vel|24px}} 2,180 m/s <br />
|{{icon|orbit|24px}} 10,000 m<br />
|}<br />
<br />
== Heavy Fighters ==<br />
Heavy Fighters are anti-capital-ship fighters, and can only be used by supercarriers. Each race has its own heavy fighters, which follow the same damage and speed patterns as light fighters. <br />
<br />
Heavy fighters need the Heavy Fighters skill (5% damage increase per level), while Tech 2 heavy fighters requires the skill Heavy Fighters IV.<br />
<br />
=== Heavy Attack ===<br />
Heavy Attack fighters use a faction specific primary weapon (i.e., blaster, pulse laser, or autocannon), while their secondary weapon is a very high damage Torpedo Salvo. The large explosion radii of these weapons renders them only effective against capital ships. Additionally, they possess a Microwarpdrive that increases base speed by 500% and signature radius by 500%, with a 20-second duration and 60-second cooldown.<br />
<br />
There is also a [[Sansha's Nation|Sansha]] faction heavy fighter (the [[Shadow]]). The Shadow deals both EM and Thermal damage, significantly higher total damage than an ordinary T1 heavy fighter, and has better damage application than an ordinary heavy fighter, but does not have the secondary torpedo salvo.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 6<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 1800m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 110m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 4015 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4433 HP<br />
|-<br />
| [[File:Icon shield.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Shield Capacity (Shadow) || 5500 HP<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 3000m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 40m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Radius (Shadow) || 2000m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Velocity (Shadow) || 60m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (torpedo) || 5000m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (torpedo) || 50m/s<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per second (per fighter)">DPS</span><br />
! <span style="cursor:help;" title="Damage per second (Torpedo Salvo) (per fighter)">Torpedo DPS</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Malleus I<br />
|316 {{icon|em damage|24px}}<br />
|2,527 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 576 m/s<br />
|{{icon|vel|24px}} 2,880 m/s <br />
|{{icon|orbit|24px}} 6,500 m<br />
|-<br />
|Malleus II<br />
|349 {{icon|em damage|24px}}<br />
|2,793 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 600 m/s<br />
|{{icon|vel|24px}} 3,000 m/s <br />
|{{icon|orbit|24px}} 7,300 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Mantis I<br />
|349 {{icon|ki damage|24px}}<br />
|2,793 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 521 m/s<br />
|{{icon|vel|24px}} 2,605 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Mantis II<br />
|386 {{icon|ki damage|24px}}<br />
|3,087 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 543 m/s<br />
|{{icon|vel|24px}} 2,715 m/s <br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Cyclops I<br />
|366 {{icon|th damage|24px}}<br />
|2,926 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 494 m/s<br />
|{{icon|vel|24px}} 2,470 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Cyclops II<br />
|404 {{icon|th damage|24px}}<br />
|3,324 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 514 m/s<br />
|{{icon|vel|24px}} 2,570 m/s <br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Tyrfing I<br />
|299 {{icon|ex damage|24px}}<br />
|2,394 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 604 m/s<br />
|{{icon|vel|24px}} 3,020 m/s <br />
|{{icon|orbit|24px}} 7,000 m<br />
|-<br />
|Tyrfing II<br />
|331 {{icon|ex damage|24px}}<br />
|2,646 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 628 m/s<br />
|{{icon|vel|24px}} 3,140 m/s <br />
|{{icon|orbit|24px}} 7,400 m<br />
|-<br />
|Sansha<br />
|Shadow<br />
|400 {{icon|em damage|24px}}{{icon|th damage|24px}}<br />
|N/A<br />
|{{icon|vel|24px}} 543 m/s<br />
|{{icon|vel|24px}} 9,500 m/s <br />
|{{icon|orbit|24px}} 2,172 m<br />
|}<br />
<br />
<br />
=== Long Range Attack ===<br />
Long Range Attack fighters have faction specific long-range weaponary (i.e, beam cannon, railgun, and artillery), a [[Micro Jump Drive]] for range control, and are capable of launching unguided bombs (much like [[stealth bomber]]s but weaker). Fighter bombs have the same 30km range, 12s flight time, and 15km damage radius of regular bombs, and are ''immune'' to their given damage type (making it impossible for multiple matching bombs to destroy each other in flight). Usage of these bombs are disallowed in Low Security space. <br />
<br />
The weapons of long ranged fighters can be used against battleships, but their explosion radii leaves Light Attack Fighters as more efficient against smaller subcapital ships.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 6<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 2000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 3762 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4158 HP<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 380m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 80m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]] Damage (bomb) || 640<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (bomb) || 400m<br />
|-<br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|range|22px}}Micro Jump Drive Range || 100km<br />
|-<br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|time|22px}}MJD Activation Time || 10s<br />
|- <br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|sig|22px}}MJD Signature Penalty || +150%<br />
|- <br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per second (per fighter)">DPS</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Micro Jump Drive Distance">MJD Range</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Ametat I<br />
|253 {{icon|em damage|24px}}<br />
|34 km {{icon|range|24px}}<br />
|8,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 555 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Ametat II<br />
|279 {{icon|em damage|24px}}<br />
|40.80 km {{icon|range|24px}}<br />
|8,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 578 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36.60 km<br />
|-<br />
|rowspan=2|Caldari<br />
|Termite I<br />
|279 {{icon|ki damage|24px}}<br />
|30 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 502 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Termite II<br />
|309 {{icon|ki damage|24px}}<br />
|36 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 523 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36 km<br />
|-<br />
|rowspan=2|Gallente<br />
|Antaeus I<br />
|293 {{icon|th damage|24px}}<br />
|30 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 476 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Antaeus II<br />
|323 {{icon|th damage|24px}}<br />
|36 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 495 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36 km<br />
|-<br />
|rowspan=2|Minmatar<br />
|Gungnir I<br />
|239 {{icon|ex damage|24px}}<br />
|26 km {{icon|range|24px}}<br />
|16 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 582 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Gungnir II<br />
|265 {{icon|ex damage|24px}}<br />
|31.20 km {{icon|range|24px}}<br />
|16 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 605 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36 km<br />
|}<br />
<br />
== Support Fighters ==<br />
<br />
Support fighters are specialized fighters that each perform their own type of [[EWAR]]. They also each come with a Microwarpdrive, increasing their speed (and signature) by 500% for 20 seconds on a 60 second cooldown. However, they have no weapons. In addition, the Siren warp disruption fighters have an Afterburner ability in place of the Microwarpdrive ability, meaning they have a lower boost speed, but without the signature radius penalty. Support fighters require the {{sk|Support Fighters}} skill (5% increase in support fighter hit-points per level). Tech 2 support fighters requires Support Fighters IV.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 3<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 3000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 6800 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 7500 HP<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Energy Neut (per fighter)">Energy Neut</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Cenobite I<br />
|60 {{icon|energy neutralizer|24px}}<br />
|5,000 m {{icon|range|24px}}<br />
|2,500 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s<br />
|{{icon|orbit|24px}} 3,750<br />
|-<br />
|Cenobite II<br />
|80 {{icon|energy neutralizer|24px}}<br />
|10,000 m {{icon|range|24px}}<br />
|5,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 7,500<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Multispectral Jamming Strength (per fighter)">Jamming Strength</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Caldari<br />
|Scarab I<br />
|1.6 {{icon|ecm|24px}}<br />
|5,000 m {{icon|range|24px}}<br />
|5,625 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s<br />
|{{icon|orbit|24px}} 5,300 m<br />
|-<br />
|Scarab II<br />
|2.3 {{icon|ecm|24px}}<br />
|7,500 m {{icon|range|24px}}<br />
|8,400 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Warp Disrupt Strength (per fighter)">Warp Disruption</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (AB)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Gallente<br />
|Siren I<br />
|1 {{icon|warp disruptor|24px}}<br />
|8 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 2,145 m/s<br />
|{{icon|orbit|24px}} 4,000 m<br />
|-<br />
|Siren II<br />
|1 {{icon|warp disruptor|24px}}<br />
|16 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 2,604 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Web Velocity Reduction (per fighter)">Velocity Reduction</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Minmatar<br />
|Dromi I<br />
|10% {{icon|stasis webifier|24px}}<br />
|8 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s <br />
|{{icon|orbit|24px}} 4,000 m<br />
|-<br />
|Dromi II<br />
|15% {{icon|stasis webifier|24px}}<br />
|16 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{{expansion past|<br />
[https://www.eveonline.com/article/q0tauy/patch-notes-for-november-2019-release Beat around the Boosh expansion]<br />
<br />
Dromi I and Standup Dromi I web amount reduced to 10% (was 15%)<br />
<br />
Dromi II and Standup Dromi II web amount reduced to 15% (was 20%)<br />
}}<br />
<br />
== Fighter Improving Modules ==<br />
<br />
Many modules which improve Drones also improve Fighters. All modules in this list are subject to [[Stacking penalties]]<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| High slot modules<br />
<br />
|-<br />
|[[File:Icon fighter support unit.png|link=|]]<br />
|'''{{co|wheat|Fighter support unit}}''' improves the rate of fire, velocity, shield HP, and shield recharge rate of fighters by 5% for T1 variants, and 6% for T2 variants. Since these modules boost rate of fire rather than raw damage, they do not share stacking penalties with Drone Damage Amplifiers.<br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Medium slot modules<br />
<br />
|-<br />
|[[File:Icon drone navigation computer.png|link=|]]<br />
|'''{{co|wheat|Drone Navigation Computer}}''' increases fighter speed by 25% (30% for the Tech 2 variant).<br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Link}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. Can be loaded with scripts to either double the range bonus or the application bonus, at the cost of eliminating the other bonus. Long-ranged heavy fighters can benefit from the range bonus, and all fighters can benefit from the application bonus when engaging cruisers and smaller ships. Unlike all other fighter-enhancing modules, these need to be activated to provide their effects. <br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Low slot modules<br />
<br />
|-<br />
|[[File:Icon drone damage amplifier.png|link=|]]<br />
|'''{{co|wheat|Drone Damage Amplifier}}''' increases the damage your fighters deal by 15% (20.5% for the Tech 2 variant). <br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Enhancer}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. It's similar to the mid-slot Omnidirectional Tracking Link module, but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted, and is a passive module (i.e. it does not need to be activated and uses no capacitor energy). <br />
<br />
|}<br />
<br />
<br />
[[Category: Fitting]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Fighters&diff=174814Fighters2021-10-03T01:52:33Z<p>Arexand Oskold: /* Attack Fighters */ convert "DPS" to "Damage per shot" (because that's what the numbers were). Add a few more common numbers.</p>
<hr />
<div>{{Weapon Systems Links}}<br />
Fighters are extremely powerful [[Drones]] equipped with cruiser, battleship, or dreadnought-grade weaponry, launched by [[carriers]], [[supercarriers]], [[Guristas]] capital ships, and Upwell Structures.<br />
<br />
== General Fighter Mechanics ==<br />
<br />
In order to use fighters you need to train {{sk|Fighters|icon=yes}} (5% damage bonus per level). There are 3 types of fighters: Light (Anti-Subcapital), Heavy (Anti-Capital), and Support (EWAR). Each has a Tech 1 and Tech 2 variant. Light fighters and heavy fighters are further split between the roles they perform. Each type of fighter has a squadron size that determines how many individual fighters make up a squadron, and each carrier or supercarrier is limited by how many launch tubes exist for squadrons. A squadron of fighters is controlled and targeted as a single entity in space, and will generate a Killmail if the last fighter in a squadron is destroyed. Fighters are a lot larger, in volume, than drones. The skill {{sk|Fighter Hangar Management|icon=Yes}} increases fighter hangar size by 5% per level.<br />
<br />
All fighters are capable of warping, and will pursue a target into warp - the only escape from fighters is to jump system or to dock. <br />
<br />
Fighters cannot receive remote assistance, such as repairs or shield boosting. However, they are vulnerable to [[ECM]], and with their weak sensor strengths, jamming fighters is a common strategy for reducing a carrier's damage potential.<br />
<br />
Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones. <br />
<br />
Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cooldown and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together.<br />
<br />
Fighters have thick, regenerating Shields, but no Armor and only 100 Structure HP. As a fighter squadron sustains damage, the rightmost segment of its health indicators will shift color from green to yellow to red to black. When a fighter squadron sustains damage equal to the Shield (and Structure) HP of one of its fighters, one fighter is destroyed and the squadron's damage is reduced accordingly. Tech I fighters have 0% resistance to all damage, however Tech II fighters' shields come with a 30% bonus to their faction's primary resistance, and a 15% bonus to their faction's secondary resistance.<br />
<br />
When Fighters are recalled to their carriers, they go through a short Refueling period before they can be launched again. The duration of this period is based on the number of fighters in the squadron. During this refueling period, their shields are restored and the ammunition for their secondary weapons is reloaded, and after refueling completes, new fighters can be loaded into a tube to replace any fighters which were destroyed.<br />
<br />
Like Drones, Fighters can also be Abandoned in space in case of emergency. Unlike Drones, there is no Drone Control Range which limits the range at which Fighters can engage targets. The only limit on a fighter's engagement range is the extremely long targeting range of the carriers which launch them.<br />
<br />
Fighters have Destroyer to Cruiser-sized signature radii of 88-120m. Combined with their high speeds, this makes fighters most effectively targeted by Small or Medium weapons and drones.<br />
<br />
All Fighters also have Standup versions which can be used by most Upwell Structures. Standup Fighters do not require training in Fighter skills, and can be used by any player with access to Take Control of a structure. Standup fighters have improved base stats over regular fighters (2x speed, 2.5x damage, better explosion velocity and radius, +50% shield HP, better ECM resistance, 2x cargohold volume) but are not affected by any modules or player skills. Standup Fighters can be changed and loaded while an Upwell structure is damaged or Reinforced.<br />
<br />
== Fighter Damage Mechanics ==<br />
<br />
Fighter weapons use a variation of [[Missile mechanics#Missile damage formula|Missile damage mechanics]]: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which obey the standard falloff curve of Turrets and Electronic Warfare modules.<br />
<br />
:<math> \displaystyle\rm\text{Total Damage} = \text{Base damage} \times {\it N} \times <br />
\min\left( 1, \frac{ Signature }{ Explosion\ radius }, \left(\frac{ Signature \times Explosion\ velocity }{ Explosion\ radius \times\ Velocity } \right)^{DRF} \right) \times <br />
0.5^{\LARGE \left(\frac{\max(0,\ Distance - Optimal )}{ Falloff } \right)^2} </math><br />
<br />
Where<br />
* Total Damage is the actual damage dealt, before resistances.<br />
* Base damage is the damage displayed in the fighters' Show Info window.<br />
* ''N'' is the number of fighters in the squadron.<br />
* Signature is signature radius of the target.<br />
* Velocity is velocity of the target.<br />
* Explosion radius and explosion velocity are values for the fighters' weapon.<br />
* Distance is the distance between the fighters and their target.<br />
* Optimal and Falloff are the values for the fighters' weapon.<br />
* DRF is the damage reduction factor. This is not visible either in-game, or in database statistics for fighters. In stead, it is calculated from two other values:<br />
<br />
:<math> \displaystyle\text{DRF} = \frac{ \ln \left( \text{Damage reduction} \right) }{ \ln \left( \text{Damage sensitivity} \right) } </math><br />
<br />
Where Damage Reduction is specific to the weapon the fighter is using, and Damage Sensitivity is always equal to 5.5. Because these values are constants, the resulting DRF values can be easily calculated.<br />
<br />
{| class="wikitable sortable"<br />
! Fighter type <br />
! Weapon<br />
! Damage Reduction<br />
! DRF<br />
|-<br />
| Space Superiority || Micro Missile || 2.0 || 0.406598<br />
|-<br />
| Light Attack || Cannons || 3.0 || 0.644443<br />
|-<br />
| Light Attack || Heavy Rockets || 5.0 || 0.944091<br />
|-<br />
| Heavy Attack || Cannnons || 5.5 || 1.0<br />
|-<br />
| Heavy Attack || Torpedoes || 5.5 || 1.0<br />
|-<br />
| Shadow || Cannons || 5.0 || 0.944091<br />
|-<br />
| Heavy Long-Range || Cannons || 5.0 || 0.944091<br />
|-<br />
|}<br />
<br />
A shorthand on the results of the range formula:<br />
* Within Optimal range, the weapons can deal full damage.<br />
* At Optimal+Falloff, the weapons deal 50% damage.<br />
* At Optimal+(Falloff x2), the weapons deal 6.25% damage.<br />
* Beyond Optimal+(Falloff x3), the weapons deal effectively no damage.<br />
<br />
These mechanics mean that fighter damage is very predictable, and can be effectively mitigated using Afterburners (but much less effectively mitigated using Microwarpdrives). However, the lack of a 'tracking' type attribute mean that the fighters' own high speed is ignored when considering their ability to deal damage. In practice, because of their flight speed, fighter damage tends to be dealt as "If the fighters are not in orbit range, they do not deal damage; If the fighters are in orbit around a target, they deal full damage." As such, this range calculation generally is only important for long-range heavy fighters.<br />
<br />
== Light Fighters ==<br />
Light fighters require the skill {{sk|Light Fighters|icon=yes}} (5% bonus in light fighter velocity per level). Tech 2 light fighters requires Light Fighters IV.<br />
<br />
=== Attack Fighters ===<br />
Attack fighters are general purpose attack craft, equipped with a faction-specific primary weapon (i.e., blaster cannon, pulse cannon, autocannon) with a short effective range. Their secondary weapon is a Heavy Rocket Salvo, effectively a single volley of battleship-grade torpedoes. Also, these fighters are equipped with a Microwarpdrive that increase base speed by 500%, at the cost of a 500% signature radius increase, with a 20-second duration and 60-second cooldown.<br />
<br />
Light attack fighters are effective against cruisers and battleships, but will struggle to effectively damage frigates and are not generally hard-hitting enough to engage capital ships.<br />
<br />
All damage values on this page are per-fighter, not per-squadron.<br />
<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 9<br />
|-<br />
| [[File:Icon volume.png|22px|link=]] Volume || 1000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]] Signature Radius || 110m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]] Shield Capacity (T1) || 2190 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]] Shield Capacity (T2) || 2420 HP<br />
|-<br />
| [[File:Icon warp time.png|22px|link=]] Refuelling time || 5s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (cannon) || 185m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (cannon) || 105m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (cannon) || 5s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius (rocket) || 400m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity (rocket) || 70m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon turret volley.png|22px|link=]] Fire rate (rocket) || 14s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon target range.png|22px|link=]] Rocket range || 10,000m<br />
|-<br />
|}<br />
<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per shot (per fighter)">Damage</span><br />
! <span style="cursor:help;" title="Rocket Damage per shot (per fighter)">Rocket Damage</span><br />
! <span style="cursor:help;" title="Cannon Optimal Range">Range</span><br />
! <span style="cursor:help;" title="Cannon Falloff Range">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Templar I<br />
|65 {{icon|em damage|24px}}<br />
|119 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 8000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 833 m/s<br />
|{{icon|vel|24px}} 4,165 m/s <br />
|{{icon|orbit|24px}} 6,500 m<br />
|-<br />
|Templar II<br />
|72 {{icon|em damage|24px}}<br />
|131 {{icon|em damage|24px}}<br />
|{{icon|range|24px}} 9600m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 867 m/s<br />
|{{icon|vel|24px}} 4,335 m/s <br />
|{{icon|orbit|24px}} 7,300 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Dragonfly I<br />
|72 {{icon|ki damage|24px}}<br />
|131 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 753 m/s<br />
|{{icon|vel|24px}} 3,765 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Dragonfly II<br />
|79 {{icon|ki damage|24px}}<br />
|146 {{icon|ki damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 785 m/s<br />
|{{icon|vel|24px}} 3,925 m/s<br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Firbolg I<br />
|75 {{icon|th damage|24px}}<br />
|138 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 714 m/s<br />
|{{icon|vel|24px}} 3,570 m/s<br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Firbolg II<br />
|83 {{icon|th damage|24px}}<br />
|152 {{icon|th damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 5000m<br />
|{{icon|vel|24px}} 743 m/s<br />
|{{icon|vel|24px}} 3,715 m/s<br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Einherji I<br />
|62 {{icon|ex damage|24px}}<br />
|113 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4000m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 873 m/s<br />
|{{icon|vel|24px}} 4,365 m/s <br />
|{{icon|orbit|24px}} 7,000 m<br />
|-<br />
|Einherji II<br />
|68 {{icon|ex damage|24px}}<br />
|124 {{icon|ex damage|24px}}<br />
|{{icon|range|24px}} 4800m<br />
|{{icon|falloff|24px}} 10000m<br />
|{{icon|vel|24px}} 908 m/s<br />
|{{icon|vel|24px}} 4,540 m/s <br />
|{{icon|orbit|24px}} 7,400 m <br />
|}<br />
<br />
=== Space Superiority ===<br />
Space Superiority fighters are anti-drone and anti-fighter weapons. Their primary weapons, Micro Missile Swarm, are extremely efficient at killing hostile drones and fighters, however deal greatly reduced damage to real ships. Defensively, they can enact evasive manuevers that increase base speed by 200%, reduce signature radius by 80%, and increase all shield resists by 50%. Lastly, they can tackle hostile drones and fighters (but only drones and fighters), slowing them and disabling their warp drives.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 12<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 800m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 88m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 1600 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 1760 HP<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius || 15m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity || 300m/s<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable drones" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per second (per fighter)">DPS</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (Evasive Manuevering)">Speed (AB)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Equite I<br />
|38 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1,000 m/s<br />
|{{icon|vel|24px}} 2,000 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Equite II<br />
|42 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 1,090 m/s<br />
|{{icon|vel|24px}} 2,180 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Locust I<br />
|40 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 905 m/s<br />
|{{icon|vel|24px}} 1,810 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Locust II<br />
|44 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 941 m/s<br />
|{{icon|vel|24px}} 1,882 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Satyr I<br />
|42 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 857 m/s<br />
|{{icon|vel|24px}} 1,714 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Satyr II<br />
|46 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 892 m/s<br />
|{{icon|vel|24px}} 1,784 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Gram I<br />
|36 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1,048 m/s<br />
|{{icon|vel|24px}} 2,096 m/s<br />
|{{icon|orbit|24px}} 10,000 m<br />
|-<br />
|Gram II<br />
|40 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 1,090 m/s<br />
|{{icon|vel|24px}} 2,180 m/s <br />
|{{icon|orbit|24px}} 10,000 m<br />
|}<br />
<br />
== Heavy Fighters ==<br />
Heavy Fighters are anti-capital-ship fighters, and can only be used by supercarriers. Each race has its own heavy fighters, which follow the same damage and speed patterns as light fighters. <br />
<br />
Heavy fighters need the Heavy Fighters skill (5% damage increase per level), while Tech 2 heavy fighters requires the skill Heavy Fighters IV.<br />
<br />
=== Heavy Attack ===<br />
Heavy Attack fighters use a faction specific primary weapon (i.e., blaster, pulse laser, or autocannon), while their secondary weapon is a very high damage Torpedo Salvo. The large explosion radii of these weapons renders them only effective against capital ships. Additionally, they possess a Microwarpdrive that increases base speed by 500% and signature radius by 500%, with a 20-second duration and 60-second cooldown.<br />
<br />
There is also a [[Sansha's Nation|Sansha]] faction heavy fighter (the [[Shadow]]). The Shadow deals both EM and Thermal damage, significantly higher total damage than an ordinary T1 heavy fighter, and has better damage application than an ordinary heavy fighter, but does not have the secondary torpedo salvo.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 6<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 1800m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 110m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 4015 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4433 HP<br />
|-<br />
| [[File:Icon shield.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Shield Capacity (Shadow) || 5500 HP<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 3000m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 40m/s<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Radius (Shadow) || 2000m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Velocity (Shadow) || 60m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (torpedo) || 5000m<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (torpedo) || 50m/s<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per second (per fighter)">DPS</span><br />
! <span style="cursor:help;" title="Damage per second (Torpedo Salvo) (per fighter)">Torpedo DPS</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD on)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Malleus I<br />
|316 {{icon|em damage|24px}}<br />
|2,527 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 576 m/s<br />
|{{icon|vel|24px}} 2,880 m/s <br />
|{{icon|orbit|24px}} 6,500 m<br />
|-<br />
|Malleus II<br />
|349 {{icon|em damage|24px}}<br />
|2,793 {{icon|em damage|24px}}<br />
|{{icon|vel|24px}} 600 m/s<br />
|{{icon|vel|24px}} 3,000 m/s <br />
|{{icon|orbit|24px}} 7,300 m<br />
|-<br />
|rowspan=2|Caldari<br />
|Mantis I<br />
|349 {{icon|ki damage|24px}}<br />
|2,793 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 521 m/s<br />
|{{icon|vel|24px}} 2,605 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Mantis II<br />
|386 {{icon|ki damage|24px}}<br />
|3,087 {{icon|ki damage|24px}}<br />
|{{icon|vel|24px}} 543 m/s<br />
|{{icon|vel|24px}} 2,715 m/s <br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Gallente<br />
|Cyclops I<br />
|366 {{icon|th damage|24px}}<br />
|2,926 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 494 m/s<br />
|{{icon|vel|24px}} 2,470 m/s <br />
|{{icon|orbit|24px}} 4,500 m<br />
|-<br />
|Cyclops II<br />
|404 {{icon|th damage|24px}}<br />
|3,324 {{icon|th damage|24px}}<br />
|{{icon|vel|24px}} 514 m/s<br />
|{{icon|vel|24px}} 2,570 m/s <br />
|{{icon|orbit|24px}} 4,900 m<br />
|-<br />
|rowspan=2|Minmatar<br />
|Tyrfing I<br />
|299 {{icon|ex damage|24px}}<br />
|2,394 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 604 m/s<br />
|{{icon|vel|24px}} 3,020 m/s <br />
|{{icon|orbit|24px}} 7,000 m<br />
|-<br />
|Tyrfing II<br />
|331 {{icon|ex damage|24px}}<br />
|2,646 {{icon|ex damage|24px}}<br />
|{{icon|vel|24px}} 628 m/s<br />
|{{icon|vel|24px}} 3,140 m/s <br />
|{{icon|orbit|24px}} 7,400 m<br />
|-<br />
|Sansha<br />
|Shadow<br />
|400 {{icon|em damage|24px}}{{icon|th damage|24px}}<br />
|N/A<br />
|{{icon|vel|24px}} 543 m/s<br />
|{{icon|vel|24px}} 9,500 m/s <br />
|{{icon|orbit|24px}} 2,172 m<br />
|}<br />
<br />
<br />
=== Long Range Attack ===<br />
Long Range Attack fighters have faction specific long-range weaponary (i.e, beam cannon, railgun, and artillery), a [[Micro Jump Drive]] for range control, and are capable of launching unguided bombs (much like [[stealth bomber]]s but weaker). Fighter bombs have the same 30km range, 12s flight time, and 15km damage radius of regular bombs, and are ''immune'' to their given damage type (making it impossible for multiple matching bombs to destroy each other in flight). Usage of these bombs are disallowed in Low Security space. <br />
<br />
The weapons of long ranged fighters can be used against battleships, but their explosion radii leaves Light Attack Fighters as more efficient against smaller subcapital ships.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 6<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 2000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 3762 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4158 HP<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 380m<br />
|-<br />
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 80m/s<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]] Damage (bomb) || 640<br />
|-<br />
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (bomb) || 400m<br />
|-<br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|range|22px}}Micro Jump Drive Range || 100km<br />
|-<br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|time|22px}}MJD Activation Time || 10s<br />
|- <br />
| [[File:Icon micro jump drive.png|22px|link=]]{{icon|sig|22px}}MJD Signature Penalty || +150%<br />
|- <br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Damage per second (per fighter)">DPS</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Micro Jump Drive Distance">MJD Range</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Ametat I<br />
|253 {{icon|em damage|24px}}<br />
|34 km {{icon|range|24px}}<br />
|8,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 555 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Ametat II<br />
|279 {{icon|em damage|24px}}<br />
|40.80 km {{icon|range|24px}}<br />
|8,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 578 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36.60 km<br />
|-<br />
|rowspan=2|Caldari<br />
|Termite I<br />
|279 {{icon|ki damage|24px}}<br />
|30 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 502 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Termite II<br />
|309 {{icon|ki damage|24px}}<br />
|36 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 523 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36 km<br />
|-<br />
|rowspan=2|Gallente<br />
|Antaeus I<br />
|293 {{icon|th damage|24px}}<br />
|30 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 476 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Antaeus II<br />
|323 {{icon|th damage|24px}}<br />
|36 km {{icon|range|24px}}<br />
|12 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 495 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36 km<br />
|-<br />
|rowspan=2|Minmatar<br />
|Gungnir I<br />
|239 {{icon|ex damage|24px}}<br />
|26 km {{icon|range|24px}}<br />
|16 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 582 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 31.50 km<br />
|-<br />
|Gungnir II<br />
|265 {{icon|ex damage|24px}}<br />
|31.20 km {{icon|range|24px}}<br />
|16 km {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 605 m/s<br />
|{{icon|vel|24px}} 100 km <br />
|{{icon|orbit|24px}} 36 km<br />
|}<br />
<br />
== Support Fighters ==<br />
<br />
Support fighters are specialized fighters that each perform their own type of [[EWAR]]. They also each come with a Microwarpdrive, increasing their speed (and signature) by 500% for 20 seconds on a 60 second cooldown. However, they have no weapons. In addition, the Siren warp disruption fighters have an Afterburner ability in place of the Microwarpdrive ability, meaning they have a lower boost speed, but without the signature radius penalty. Support fighters require the {{sk|Support Fighters}} skill (5% increase in support fighter hit-points per level). Tech 2 support fighters requires Support Fighters IV.<br />
<br />
{| class="wikitable"<br />
| ! colspan="2" align="center" | General Stats <br />
|-<br />
| Squadron Size || 3<br />
|-<br />
| [[File:Icon volume.png|22px|link=]]Volume || 3000m<sup>3</sup><br />
|-<br />
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m<br />
|-<br />
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 6800 HP<br />
|-<br />
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 7500 HP<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Energy Neut (per fighter)">Energy Neut</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Amarr<br />
|Cenobite I<br />
|60 {{icon|energy neutralizer|24px}}<br />
|5,000 m {{icon|range|24px}}<br />
|2,500 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s<br />
|{{icon|orbit|24px}} 3,750<br />
|-<br />
|Cenobite II<br />
|80 {{icon|energy neutralizer|24px}}<br />
|10,000 m {{icon|range|24px}}<br />
|5,000 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 7,500<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Multispectral Jamming Strength (per fighter)">Jamming Strength</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Accuracy Falloff">Falloff</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Caldari<br />
|Scarab I<br />
|1.6 {{icon|ecm|24px}}<br />
|5,000 m {{icon|range|24px}}<br />
|5,625 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s<br />
|{{icon|orbit|24px}} 5,300 m<br />
|-<br />
|Scarab II<br />
|2.3 {{icon|ecm|24px}}<br />
|7,500 m {{icon|range|24px}}<br />
|8,400 m {{icon|falloff|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Warp Disrupt Strength (per fighter)">Warp Disruption</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (AB)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Gallente<br />
|Siren I<br />
|1 {{icon|warp disruptor|24px}}<br />
|8 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 2,145 m/s<br />
|{{icon|orbit|24px}} 4,000 m<br />
|-<br />
|Siren II<br />
|1 {{icon|warp disruptor|24px}}<br />
|16 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 2,604 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{| class="wikitable sortable fighters" <br />
! Faction<br />
! Fighter<br />
! <span style="cursor:help;" title="Web Velocity Reduction (per fighter)">Velocity Reduction</span><br />
! <span style="cursor:help;" title="Optimal Range">Optimal</span><br />
! <span style="cursor:help;" title="Speed (Base)">Speed (Base)</span><br />
! <span style="cursor:help;" title="Speed (MWD)">Speed (MWD)</span><br />
! <span style="cursor:help;" title="Orbiting distance">Orbit</span><br />
|-<br />
|rowspan=2|Minmatar<br />
|Dromi I<br />
|10% {{icon|stasis webifier|24px}}<br />
|8 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 715 m/s<br />
|{{icon|vel|24px}} 4,290 m/s <br />
|{{icon|orbit|24px}} 4,000 m<br />
|-<br />
|Dromi II<br />
|15% {{icon|stasis webifier|24px}}<br />
|16 km {{icon|range|24px}}<br />
|{{icon|vel|24px}} 744 m/s<br />
|{{icon|vel|24px}} 4,464 m/s<br />
|{{icon|orbit|24px}} 8,000 m<br />
|}<br />
<br />
{{expansion past|<br />
[https://www.eveonline.com/article/q0tauy/patch-notes-for-november-2019-release Beat around the Boosh expansion]<br />
<br />
Dromi I and Standup Dromi I web amount reduced to 10% (was 15%)<br />
<br />
Dromi II and Standup Dromi II web amount reduced to 15% (was 20%)<br />
}}<br />
<br />
== Fighter Improving Modules ==<br />
<br />
Many modules which improve Drones also improve Fighters. All modules in this list are subject to [[Stacking penalties]]<br />
<br />
{|class=wikitable style="width: 900px;background:#111111"<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| High slot modules<br />
<br />
|-<br />
|[[File:Icon fighter support unit.png|link=|]]<br />
|'''{{co|wheat|Fighter support unit}}''' improves the rate of fire, velocity, shield HP, and shield recharge rate of fighters by 5% for T1 variants, and 6% for T2 variants. Since these modules boost rate of fire rather than raw damage, they do not share stacking penalties with Drone Damage Amplifiers.<br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Medium slot modules<br />
<br />
|-<br />
|[[File:Icon drone navigation computer.png|link=|]]<br />
|'''{{co|wheat|Drone Navigation Computer}}''' increases fighter speed by 25% (30% for the Tech 2 variant).<br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Link}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. Can be loaded with scripts to either double the range bonus or the application bonus, at the cost of eliminating the other bonus. Long-ranged heavy fighters can benefit from the range bonus, and all fighters can benefit from the application bonus when engaging cruisers and smaller ships. Unlike all other fighter-enhancing modules, these need to be activated to provide their effects. <br />
<br />
|-<br />
|style="text-align:center;background:#222222" colspan = 2| Low slot modules<br />
<br />
|-<br />
|[[File:Icon drone damage amplifier.png|link=|]]<br />
|'''{{co|wheat|Drone Damage Amplifier}}''' increases the damage your fighters deal by 15% (20.5% for the Tech 2 variant). <br />
<br />
|-<br />
|[[File:Icon tracking enhancer.png|link=|]]<br />
|'''{{co|wheat|Omnidirectional Tracking Enhancer}}''' increases fighter weapon optimal and falloff ranges, increases weapon explosion velocity and decreases explosion radius. It's similar to the mid-slot Omnidirectional Tracking Link module, but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted, and is a passive module (i.e. it does not need to be activated and uses no capacitor energy). <br />
<br />
|}<br />
<br />
<br />
[[Category: Fitting]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Overheating&diff=174596Overheating2021-09-28T02:13:54Z<p>Arexand Oskold: /* Rack Heat Dissipation */ reword opening paragraph</p>
<hr />
<div>{{related class|Overheating 101}}<br />
'''Overheating''' (sometimes also called '''overloading''') a module allows you to get more output from it for a short time. As the name suggests, overheating isn't something you can do indefinitely. Eventually you will burn your module out, making it inoperable.<br />
<br />
However, if used with care or in an emergency, the benefit gained from an overheated module could be the difference between losing your ship and killing your enemy. Good pilots know when the risk is worth the possible reward.<br />
<br />
Overheating -- and knowing how and when to do it -- is a very important skill in small fleet and solo PvP.<br />
<br />
== Skills ==<br />
[[File:Overheating.jpg|350px|thumb|right|Overheating in action. The repper in the lowslots is not active but is primed to overheat when it is reactivated. The buttons for overheating the full mid and low racks have lit up because the pilot has overheated all the modules that can be overheated in these racks. The Damage Control in the second low slot is an example of a module which cannot be overheated. The red indicators between the capacitor and shield/armor/hull bars are the heat accumulated in the low/mid/high racks, and the red shown on the module icons is the overheat damage sustained by the module. (Note that, while this screenshot was taken in 2010, Overheat mechanics and their interface have not changed.)]]<br />
<br />
The skill required to be able to overheat your modules is called {{sk|Thermodynamics|mult=yes|price=yes}}. This skill reduced the heat damage from overheating by 5% per skill level. This is a starting skill for characters made after the September 2015 Vanguard update, but before the September 2019 update. (Older and newer characters will need to train the requisites and this skill on their own.)<br />
<br />
=== Support Skills ===<br />
<br />
* {{sk|Nanite Operation|mult=yes|price=yes}} - Requires {{sk|Mechanics|IV}} and provides a 5% reduction in Nanite Repair Paste consumption per level.<br />
* {{sk|Nanite Interfacing|mult=yes|price=yes}} - Requires {{sk|Mechanics|IV}}, {{sk|Nanite Operation|III}} and provides a 20% increase in damaged module repair amount per second.<br />
<br />
Additionally, [[Tactical Destroyers]] and [[Strategic Cruisers]] have skills which improve their ability to overheat modules.<br />
<br />
* (Racial) Tactical Destroyer - Provides 5% reduction to heat damage from overheating per level.<br />
* (Racial) Strategic Cruiser - Provides 5% reduction to heat damage from overheating, and 10% increase in damaged module repair amount per second, per level.<br />
* (Racial) Core Systems - Provides 5% reduction to heat damage from overheating per level, when the associated electronic warfare Subsystem is fitted.<br />
<br />
== Controlling Overheating ==<br />
<br />
You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way -- note, though, that it won't turn on or off until the next cycle begins. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default you can overheat by holding down shift and pressing the key(s) required to activate a module normally. A module which has been set to overheat (or stop overheating) on its next cycle will have the green overheat light flash, until the new cycle begins and the overheat begins or ends. A module primed to overheat will stay primed after warping, but not after jumping or docking.<br />
<br />
In some circumstances, you may need to overheat many modules as fast as possible. You can choose to overheat an entire rack (all the highslots, all the mid slots, or all the low slots) via the small buttons to the left of each rack.<br />
<br />
The effects of overheating vary depending on the module. Most weapons will generate more damage (in the region of 15%). Tackling modules like webifiers get more range (about 20%). Propulsion devices like [[Afterburner|Afterburners]] boost your speed even more (roughly 50% more). With such benefits, it is easy to see that overheating is very powerful in the right circumstances.<br />
<br />
There is also an option found by right-clicking the capacitor: "Lock Module Overheat State". When enabled, this blocks the ability to either overheat, or un-overheat (if they are already overheated), all modules. This can be used to prevent accidental overheating, however the inflexibility in it can just as easily cause other issues.<br />
<br />
Not all modules can be overheated. For example, cloaking devices can't be overheated, and no passive modules can be overheated.<br />
<br />
=== [[Wormhole_space#Red_Giant|Red Giants]] ===<br />
<br />
Wormhole space systems with the Red Giant effect have a significant impact on overheating modules. On the one hand, the system effect increases the magnitude of module overheat effects (listed below), however on the other hand, the system effect also increases the damage inflicted by modules when they overheat, reducing margin of error and causing modules to burn out faster. Overheating in Red Giant systems must be done much more selectively than in other regions of space.<br />
<br />
==Overheating Effects==<br />
<br />
{| border="1" class="sortable"<br />
|+Sortable by Module Type, Overheat Effect, and Percent Bonus<br />
!Module Type !! Overheat Effect !! Percent Bonus<br />
|-<br />
| Afterburner<br/>Microwarpdrive || Speed Bonus || 50%<br />
|-<br />
| Warp Disruptor<br/>Warp Scrambler || Range Bonus || 20%<br />
|-<br />
| Stasis Webifier || Range Bonus || 30%<br />
|-<br />
| Stasis Grappler || Optimal Range Bonus || 300%<br />
|-<br />
| ECM Jammer<br/>Burst Jammer<br/>Tracking Distruptor<br/>Guidance Distruptor<br/>Remote Sensor Dampener<br/>Target Painter|| Strength Bonus || 20%<br />
|-<br />
| Energy Neutralizer<br/>Energy Nosferatu || Duration Bonus || -15%<br />
|-<br />
| Armor Hardener<br/>Shield Hardener || Strength Bonus || 20%<br />
|-<br />
| Armor Repairer || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Shield Booster || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Hull Repairer || Duration Bonus || -15%<br />
|-<br />
| Remote Armor Repairer<br/>Remote Shield Booster<br/>Remote Cap Transmitter || Duration Bonus || -15%<br />
|-<br />
| Remote Sensor Booster<br/>Remote Tracking Computer || Strength Bonus || 15%<br />
|-<br />
| Short Range Turrets || Damage Bonus || 15%<br />
|-<br />
| Long Range Turrets || Duration Bonus || -15%<br />
|-<br />
| Missile Launchers || Duration Bonus || -15%<br />
|-<br />
| Tracking Computer<br/>Guidance Computer<br/>Omnidirectional Tracking Link<br/>Sensor Booster || Strength Bonus || 15%<br />
|-<br />
| Cap Booster || Duration Bonus || -20%<br />
|-<br />
|}<br />
<br />
'''Notes'''<br />
* Shield Boosters and Armor Repairers have multiple effects.<br />
* Weapon DPS bonuses aren't uniform: missile launchers and long-ranged turrets (artillery, beam lasers, railguns, and vorton projectors) fire faster, while short-ranged turrets (autocannons, pulse lasers, blasters, and disintegrators) get more raw damage-per-shot. Both ultimately result in more DPS, but it's worth noting that overheating won't give you a bigger alpha strike when you're using missiles or long-ranged turrets.<br />
<br />
== Heat ==<br />
<br />
Modules that are overheated generate heat. This heat builds up in the ship (separated by module racks), and causes damage other modules in the same rack. Heat damage is what limits the use of overheating and has to be balanced between the need for the extra boost, and the risk of losing the module.<br />
<br />
=== Rack Heat ===<br />
<br />
Module heat damage is handled on a rack-by-rack basis, with the High Power, Mid Power, and Low Power modules each being handled independent of each other. As overheated modules cycle, they build up heat within their racks. The three segmented bars in the center HUD, between the capacitor and hitpoint bars, are the heat indicators for the racks (in order left-to-right of low|mid|high). Rack heat generation occurs continuously while modules are overheating, at a rate based on the number of modules being overheated, the type of those modules, and the size of the ship overheating them. Larger ships generate rack heat more slowly than smaller ships.<br />
<br />
{| border="1"<br />
!Module Type !! Rack Heat Generation/second<br />
|-<br />
| Afterburner, Microwarpdrive || 4%<br />
|-<br />
| Most T2 modules || 2%<br />
|-<br />
| All other non-T2 Modules || 1%<br />
|-<br />
|}<br />
<br />
{| border="1" class="sortable"<br />
!Hull Size !! Rack Heat Generation Rate<br />
|-<br />
| Frigate, Interdictor, Command Destroyer<ref>Most T2 ships have the same heat generation as their T1 variants. T2 Destroyers are the exception.</ref> || 100%<br />
|-<br />
| Destroyer, Tactical Destroyer || 85%<br />
|-<br />
| Cruiser, Industrial, Mining Barge || 75%<br />
|-<br />
| Battlecruiser || 65%<br />
|-<br />
| Battleship || 50%<br />
|-<br />
| Carrier, Force Auxiliary || 40%<br />
|-<br />
| Dreadnought, Supercarrier, Orca, Rorqual || 35%<br />
|-<br />
| Titan || 25%<br />
|-<br />
|}<br />
<references/><br />
The values from these tables cannot be found in game. They must be found on outside sources. Module heat generation rates can be found on modules, under the attribute <code>heatAbsorbtionRateModifier</code>, and hull heat generation modifiers can be found on ship hulls, under the attribute <code>heatGenerationModifier</code>.<br />
<br />
The time required for a rack to reach a certain heat level (starting from '''0%''' rack heat) with a given set of overheated modules can be calculated with the following formula:<br />
H(t)=(heatCapacity/100)-e^(-t*heatGenerationMultiplier*sum(heatAbsorbtionRateModifier))<br />
:<math>\displaystyle \text{H(t)}= 1 - e ^ \left( \text{-t} \cdot \text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right) \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - H(t) \right)}}{\text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right)} </math><br />
where<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* t is the time in seconds<br />
* heatGenerationMultiplier is the "Rack Heat Generation Rate" from the above table based on hull size<br />
* sum(heatAbsorbtionRateModifier) is the sum of the "Rack Heat Generation/Second" (as a decimal) of all currently overheated modules in the rack<br />
<br />
So for example, if a frigate overheating a Warp Scrambler I, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.5}}{0.01} = \frac{0.693}{0.01} = 69.3 </math><br />
69.3 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.1}}{0.01} = \frac{2.303}{0.01} = 230.3 </math><br />
230.3 seconds to reach 90% rack heat<br />
<br />
Meanwhile, if a [[Catalyst]], with 8 Light Neutron Blaster II, were overheating its full gun rack, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.5}}{0.85 \cdot 0.16} = \frac{0.693}{0.136} = 5.1 </math><br />
5.1 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{.85 \cdot \text{sum} \left( 0.01 \cdot 8 \right)} = \frac{-\ln{0.1}}{0.85 \cdot 0.16} = \frac{2.303}{0.136} = 16.9 </math><br />
16.9 seconds to reach 90% rack heat<br />
<br />
This illustrates the speed at which large gun racks heat up and burn out, versus the much slower rate at which individual E-War or local repair modules will heat and burn.<br />
<br />
<br />
<br />
The time required to increase rack heat from a given level to a target level is found by calculating the time required to reach the higher level, and subtracting the time required to reach the lower level. So, for that frigate to increase from 50% rack heat to 90% rack heat, it would take (230.3 - 69.3) = 161 seconds.<br />
<br />
==== Rack Heat Dissipation ====<br />
<br />
When no modules in a rack are being overheated, the rack will dissipate stored heat, at a rate proportional to how hot the rack is. The rate of dissipation is:<br />
: <math>\displaystyle \text{Heat Dissipation per second} = (\text{Current Rack Heat %}) \cdot 1\text{%}</math><br />
For example, at 60% rack heat, the rack will lose heat at 0.6%/second. <br />
<br />
Unlike with heat generation, heat dissipation is constant across all sizes of ships. However, Rack Heat is '''not''' immediately removed when a ship is docked ''or Repaired'', it continues to dissipate at the normal rate; as a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired.<br />
<br />
The actual time required for a rack's heat to dissipate can be calculated using the following formula:<br />
:<math>\displaystyle \text{H(t)}= \text{H(0)} \cdot e ^ \left( \text{-t} \cdot \text{heatDissipationRate} \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{\text{H(0)}}{\text{H(t)}}}</math><br />
where<br />
* t is time in seconds<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* H(0) is the initial heat level<br />
* heatDissipationRate is 0.01 (on all ships)<br />
<br />
So, for example, the time required for a ship to drop from 90% rack heat to 50% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.9}{0.5}} = 100 \cdot 0.58778 = \text{58.8 seconds}</math><br />
and the time required to drop from 50% rack heat to 20% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.5}{0.2}} = 100 \cdot 0.91629 = \text{91.6 seconds}</math><br />
The logarithmic nature of this formula implies that actually reaching 0% rack heat is impossible, so at some low value (unknown but below 1%) the server simply rounds down to 0%. If we assume that low value is 0.5%, then the maximum possible heat dissipation time is<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{1.0}{0.005}} = 100 \cdot 5.2983 = \text{529.8 seconds}</math><br />
-Which is just less than 9 minutes.<br />
<br />
The following is a quick-reference table of heat dissipation times<br />
{| border="1"<br />
|-<br />
| Heat Level || 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 10% || 1% <br />
|-<br />
| Time to lose next 10% || 10.5s || 11.8s || 13.4s || 15.4s || 18.2s || 22.3s || 28.8s || 40.5s || 69.3s || 230s || -<br />
|-<br />
| Cumulative loss time from 90% || - || - || 11.8s || 25.2s || 40.6s || 58.8s || 81.1s || 109.9s || 150.4s || 219.7s || 449.7s<br />
|-<br />
|}<br />
<br />
=== Module Heat Damage ===<br />
<br />
Every time an overheated module's cycle ends, that module has a chance to deal Heat Damage (not to be confused with the Thermal Damage dealt by ship weapons) to itself and other modules on the same rack. The amount of damage a module will deal to other modules on an overheat cycle is visible in game in a module's Show Info window, under the name <code>Heat damage</code>. These values are generally higher for smaller-ship modules, lower for larger-ship modules, and somewhat proportionate to the modules' cycle times. (Faster-cycling modules generally have lower heat damage.) This Heat Damage value is the value which can be reduced by the skills listed at the top of this page. This is also the value which is increased by the negative system effect of [[Wormhole_space#Red_Giant|Red Giant Wormhole systems]]. Modules will not always deal heat damage to themselves or others on every cycle ending, but when they do deal heat damage they will always deal exactly their listed amount of damage. Modules which have sustained heat damage will start to show red outlines around their icons in the hotbar (more red indicating more heat damage). The red outline will flash when a module sustains further heat damage from additional overheat cycles.<br />
<br />
Module heat damage can be repaired in three ways:<br />
<br />
* Docking in a Starbase with a Repair Shop, or an Upwell Structure, and either bringing up the Repair Shop window from the starbase menu, or right-clicking on the damaged ship (or modules if they are unfitted) and selecting <code>Get Repair Quote</code>. Repairs in an NPC-owned station cost ISK.<br />
* Tethering to an Upwell Structure. While Tethered to an Upwell Structure, the Tether effect will repair module heat damage as well as the more visible shield/armor/hull/capacitor repairs it grants. However, this repair can be inconsistent at times, and either may not repair all damaged modules or may not repair them fully.<br />
* Consuming Nanite Repair Paste. Right-clicking the icon for a damaged, not-actively-cycling module in the hotbar will bring up a menu, containing the option <code>Repair</code> and a number in parentheses. That number is the amount of Nanite Repair Paste that will be consumed to perform the repairs. Selecting this option will begin to slowly repair the module (but will not immediately remove the Paste from cargohold) . <br />
** Paste used in repairs is removed from cargo when the repair completes. While a module is being repaired, the module cannot be activated, and no other modules on the ship can be overheated. <br />
** Repairs can be cancelled from the same right-click menu. Cancelling a repair before it is complete (including jumping a gate) will stop the repair at its current point, and remove repair paste from cargo based on how far the repair got. Jumping through a stargate will automatically cancel any repairs. <br />
** It is not possible to begin repairing a module if there is not enough paste in cargo to fully finish repairing it. <br />
** It ''is'' possible to repair a module while it is being Reloaded. This is a commonly recommended tactic for use on Ancillary repair modules and Rapid missile launchers: Overheat the modules while they are in use for their limited cycles, and then Repair the heat damage sustained during their long reload cycles.<br />
<br />
=== Module Burnout ===<br />
<br />
Every module has a certain amount of hitpoints (visible in its Show Info panel as <code>Structure Hitpoints</code>). In almost all cases, this value is 40HP, however for certain capital ship modules like Doomsday Weapons the value is in stead 99999HP or 999999HP (indicating that these modules effectively cannot be burned out by other modules' heat damage). If a module sustains heat damage exceeding its structure hitpoints, the module will 'burn out', and be forcibly set offline. A burned out module cannot be repaired with Nanite Repair Paste, and cannot be set online again or activated until it has been repaired. However, burned out modules are ''not'' destroyed or otherwise lost. Ideally, burned out modules should be repaired via a starbase or structure repair shop, however if a burned out module is partially repaired by being Tethered to an Upwell Structure, it can be brought online again while still in space. Burned out modules do not automatically re-online after being repaired; they must be manually reactivated.<br />
<br />
=== Module Heat Damage Odds ===<br />
<br />
As was mentioned, modules being overheated can, but may not always, deal heat damage to themselves and other modules. The odds of this happening is based on several factors:<br />
<br />
* The '''Rack Heat''' of the rack being overheated. As Rack Heat rises, the odds of heat damage instances occurring increases, and the odds of larger numbers of modules being damaged by one proc increases. In the past, this was erroneously believed to be a simple 1-4 multiplier on the number of modules that could be damaged at once, but in reality it acts as a percentage chance for a given module to receive heat damage, after the results of the other factors. (It is theoretically possible for every single module in a rack to be damaged by a single overheat cycle, however in practice this is highly unlikely.)<br />
* The '''placement of modules''' in the rack. Modules that are being overheated have the highest chance to deal heat damage instances to themselves and to immediately adjacent modules. Every additional module slot of distance away from an overheating module reduces the chances of that other module being damaged, to the point that modules on opposite ends of a rack have the lowest chances to damage each other. If a module is on the far end of a rack, or has only empty slots to one side of it, it may attempt to deal heat damage to the nonexistant modules off the end of the rack, which will result in the module itself erroneously flashing to indicate heat damage being dealt, and no heat damage actually being dealt in that direction. The result of this is that in a rack where only a small number of modules will be overheated, the best slots to place those modules is either on one far end (for one overheating module), opposite far ends (for two), or as evenly spaced across the rack as possible (for more); and the worst slots to place overheating modules in is either the center of the rack (causing it to damage all other modules in the rack) or adjacent to another to-be-overheated module (as they will damage and burn each other out). Note that these module placements apply to the fitting screen, not the hotbar; the placement of module buttons on the hotbar does not matter.<br />
* The number of '''Online''', versus '''Offline''' or '''Empty''', slots in the ship. The odds for any module to sustain overheat damage is based on the total number of Online modules on the ship, divided by the total number of high, mid, low, ''and rig'' slots on the ship. (Rigs do not count as online modules for this calculation.) This means that having one or more module slots on a ship empty, or one or more modules Offline, will reduce the chances of all modules on the ship sustaining heat damage. It also means that there is always a chance for an overheated module to not take damage on every heat cycle.<br />
* The '''ship''', and the hidden '''heatAttenuation''' value for the rack. Every ship hull has three hidden attributes (named <code>heatAttenuationHi</code>, <code>heatAttenuationLow</code>, and <code>heatAttenuationMid</code>). In general, the values of these attributes correspond to the number of slots in the rack, with the numbers being higher for racks with more slots; however there are a small number of ships which have received balance changes to their slot counts but not had their attenuation values changed. Higher values of these attributes represent greater chances for heat damage to spread across adjacent modules down the rack. The value of the attribute is a decimal chance for the heat to spread to each further module, meaning that the chance for a given module to receive heat damage is equal to the <code>heatAttenuation</code> factor, raised to the power of the distance (in slots) between the overheated module and the module being damaged.<br />
<br />
=== Heat Attenuation Values ===<br />
<br />
In most cases, the number of slots in a rack directly corresponds to that rack's <code>heatAttenuation</code> attribute<br />
<br />
{| border="1"<br />
!Slot count !! heatAttenuation<br />
|-<br />
| 1 || 0<br />
|-<br />
| 2 || 0.25<br />
|-<br />
| 3 || 0.5<br />
|-<br />
| 4 || 0.63<br />
|-<br />
| 5 || 0.707<br />
|-<br />
| 6 || 0.758<br />
|-<br />
| 7 || 0.794<br />
|-<br />
| 8 || 0.82<br />
|-<br />
|}<br />
<br />
=== The Master Overheat Damage Formula ===<br />
<br />
The odds for a given module to sustain overheat damage on a single cycle can be condensed into one formula:<br />
<br />
:<math>\displaystyle \text{Damage Chance}= \text{Rack Heat} \cdot \left( \frac{\text{Online Hi+Mid+Low Modules}}{\text{Total High+Mid+Low+Rig Slots}} \right) \cdot \text{heatAttenuation}^\mathrm{Distance}</math><br />
<br />
<br />
For example:<br />
* An [[Enyo]] (slots 5/3/4, 2 rigs), with 1 empty High slot, at 60% Rack Heat, overheating a Warp Scrambler in mid rack slot 1.<br />
<br />
Odds of damaging the Warp Scrambler itself:<br />
<br />
* Damage Chance = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 0]<br />
* Damage Chance = 0.6 * [11 / 14] * 1<br />
* Damage Chance = 0.6 * 0.786 * 1<br />
* Damage Chance = 0.471 = 47.1%<br />
<br />
Odds of damaging the modules in slots 2 and 3:<br />
* Slot 2 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 1]<br />
* Slot 2 = 0.471 * 0.5<br />
* Slot 2 = 0.236 = 23.6%<br />
<br />
* Slot 3 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 2]<br />
* Slot 3 = 0.471 * 0.25<br />
* Slot 3 = 0.118 = 11.8%<br />
<br />
=== Heat Sinking ===<br />
<br />
Not to be confused with the module which increases Energy Turret damage, Heat Sinking is the commonly discussed practice of including either empty slots or unused modules to absorb heat damage in a rack and increase the lifespan of other modules in the rack. As has been demonstrated by the above section, this can be an effective and valuable strategy, including one or more empty slots or offline modules in a rack of otherwise hot modules. This is most commonly done in a ship's high slots, as mid and low slots are generally seen as far too valuable to sacrifice, but as has also been demonstrated, there are both correct and incorrect ways to heat sink a rack. The correct way to heat sink a rack of modules (usually weapons) is to spread the weapons as far apart and as evenly as possible, and then evenly intersperse a set of either Offline modules or Empty slots in between the guns. (Don't give up a Turret or Launcher Hardpoint just to get a better heat sink though. You still want to have the full set.) The incorrect way to heat sink a rack is either to leave all of the modules lined up next to each other (as the fitting system will usually do by default), or to evenly intersperse additional Online modules across the rack.<br />
<br />
It is also possible in emergency combat situations to Offline non-essential modules in the heat of battle, to buy critical modules a little more overheat time. This is most commonly done with Microwarpdrives in fights with no way to escape a scram (however this is often more to remove the MWD's capacitor penalty than to use its slot for heating).<br />
<br />
== External links ==<br />
* [http://jestertrek.blogspot.com/2011/12/guide-overheating.html Jester's Trek: Guide to Overheating] (2011), and old page on general overheat mechanics<br />
* [https://www.youtube.com/watch?v=nvpi95zHl90&feature=youtu.be How does module spacing affect heat damage?], a guide video on module spacing in slots<br />
* [https://www.youtube.com/watch?v=7V3ueIUBr3U Turning down the heat (Overheating part 2)], a follow-up to the above video (also linked in the above text), on the effects of empty slots versus unused modules<br />
* [https://forums-archive.eveonline.com/message/344300/ The original EVE Forum thread] by Kadesh Priestess (2011), containing his research on overheat math<br />
* [https://www.youtube.com/watch?v=3B0c_D7XGSk Everything you need to know about heat] (2019), a complete guide video by Suitonia (which references both this article and Kadesh's thread, and can be viewed as 'this article, but in video form')<br />
<br />
[[Category:Game mechanics]]<br />
[[Category:Ships]]</div>Arexand Oskoldhttps://wiki.eveuniversity.org/index.php?title=Overheating&diff=174595Overheating2021-09-28T02:08:56Z<p>Arexand Oskold: /* Rack Heat Dissipation */ Add a quick-reference table for dissipation times</p>
<hr />
<div>{{related class|Overheating 101}}<br />
'''Overheating''' (sometimes also called '''overloading''') a module allows you to get more output from it for a short time. As the name suggests, overheating isn't something you can do indefinitely. Eventually you will burn your module out, making it inoperable.<br />
<br />
However, if used with care or in an emergency, the benefit gained from an overheated module could be the difference between losing your ship and killing your enemy. Good pilots know when the risk is worth the possible reward.<br />
<br />
Overheating -- and knowing how and when to do it -- is a very important skill in small fleet and solo PvP.<br />
<br />
== Skills ==<br />
[[File:Overheating.jpg|350px|thumb|right|Overheating in action. The repper in the lowslots is not active but is primed to overheat when it is reactivated. The buttons for overheating the full mid and low racks have lit up because the pilot has overheated all the modules that can be overheated in these racks. The Damage Control in the second low slot is an example of a module which cannot be overheated. The red indicators between the capacitor and shield/armor/hull bars are the heat accumulated in the low/mid/high racks, and the red shown on the module icons is the overheat damage sustained by the module. (Note that, while this screenshot was taken in 2010, Overheat mechanics and their interface have not changed.)]]<br />
<br />
The skill required to be able to overheat your modules is called {{sk|Thermodynamics|mult=yes|price=yes}}. This skill reduced the heat damage from overheating by 5% per skill level. This is a starting skill for characters made after the September 2015 Vanguard update, but before the September 2019 update. (Older and newer characters will need to train the requisites and this skill on their own.)<br />
<br />
=== Support Skills ===<br />
<br />
* {{sk|Nanite Operation|mult=yes|price=yes}} - Requires {{sk|Mechanics|IV}} and provides a 5% reduction in Nanite Repair Paste consumption per level.<br />
* {{sk|Nanite Interfacing|mult=yes|price=yes}} - Requires {{sk|Mechanics|IV}}, {{sk|Nanite Operation|III}} and provides a 20% increase in damaged module repair amount per second.<br />
<br />
Additionally, [[Tactical Destroyers]] and [[Strategic Cruisers]] have skills which improve their ability to overheat modules.<br />
<br />
* (Racial) Tactical Destroyer - Provides 5% reduction to heat damage from overheating per level.<br />
* (Racial) Strategic Cruiser - Provides 5% reduction to heat damage from overheating, and 10% increase in damaged module repair amount per second, per level.<br />
* (Racial) Core Systems - Provides 5% reduction to heat damage from overheating per level, when the associated electronic warfare Subsystem is fitted.<br />
<br />
== Controlling Overheating ==<br />
<br />
You can begin overheating a specific module by clicking the green light at the top of the module button. You can turn it off the same way -- note, though, that it won't turn on or off until the next cycle begins. Alternatively you can right click the module and choose to overheat it. You can also use a keyboard shortcut: by default you can overheat by holding down shift and pressing the key(s) required to activate a module normally. A module which has been set to overheat (or stop overheating) on its next cycle will have the green overheat light flash, until the new cycle begins and the overheat begins or ends. A module primed to overheat will stay primed after warping, but not after jumping or docking.<br />
<br />
In some circumstances, you may need to overheat many modules as fast as possible. You can choose to overheat an entire rack (all the highslots, all the mid slots, or all the low slots) via the small buttons to the left of each rack.<br />
<br />
The effects of overheating vary depending on the module. Most weapons will generate more damage (in the region of 15%). Tackling modules like webifiers get more range (about 20%). Propulsion devices like [[Afterburner|Afterburners]] boost your speed even more (roughly 50% more). With such benefits, it is easy to see that overheating is very powerful in the right circumstances.<br />
<br />
There is also an option found by right-clicking the capacitor: "Lock Module Overheat State". When enabled, this blocks the ability to either overheat, or un-overheat (if they are already overheated), all modules. This can be used to prevent accidental overheating, however the inflexibility in it can just as easily cause other issues.<br />
<br />
Not all modules can be overheated. For example, cloaking devices can't be overheated, and no passive modules can be overheated.<br />
<br />
=== [[Wormhole_space#Red_Giant|Red Giants]] ===<br />
<br />
Wormhole space systems with the Red Giant effect have a significant impact on overheating modules. On the one hand, the system effect increases the magnitude of module overheat effects (listed below), however on the other hand, the system effect also increases the damage inflicted by modules when they overheat, reducing margin of error and causing modules to burn out faster. Overheating in Red Giant systems must be done much more selectively than in other regions of space.<br />
<br />
==Overheating Effects==<br />
<br />
{| border="1" class="sortable"<br />
|+Sortable by Module Type, Overheat Effect, and Percent Bonus<br />
!Module Type !! Overheat Effect !! Percent Bonus<br />
|-<br />
| Afterburner<br/>Microwarpdrive || Speed Bonus || 50%<br />
|-<br />
| Warp Disruptor<br/>Warp Scrambler || Range Bonus || 20%<br />
|-<br />
| Stasis Webifier || Range Bonus || 30%<br />
|-<br />
| Stasis Grappler || Optimal Range Bonus || 300%<br />
|-<br />
| ECM Jammer<br/>Burst Jammer<br/>Tracking Distruptor<br/>Guidance Distruptor<br/>Remote Sensor Dampener<br/>Target Painter|| Strength Bonus || 20%<br />
|-<br />
| Energy Neutralizer<br/>Energy Nosferatu || Duration Bonus || -15%<br />
|-<br />
| Armor Hardener<br/>Shield Hardener || Strength Bonus || 20%<br />
|-<br />
| Armor Repairer || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Shield Booster || Duration Bonus<br/>Strength Bonus || -15%<br/>10%<br />
|-<br />
| Hull Repairer || Duration Bonus || -15%<br />
|-<br />
| Remote Armor Repairer<br/>Remote Shield Booster<br/>Remote Cap Transmitter || Duration Bonus || -15%<br />
|-<br />
| Remote Sensor Booster<br/>Remote Tracking Computer || Strength Bonus || 15%<br />
|-<br />
| Short Range Turrets || Damage Bonus || 15%<br />
|-<br />
| Long Range Turrets || Duration Bonus || -15%<br />
|-<br />
| Missile Launchers || Duration Bonus || -15%<br />
|-<br />
| Tracking Computer<br/>Guidance Computer<br/>Omnidirectional Tracking Link<br/>Sensor Booster || Strength Bonus || 15%<br />
|-<br />
| Cap Booster || Duration Bonus || -20%<br />
|-<br />
|}<br />
<br />
'''Notes'''<br />
* Shield Boosters and Armor Repairers have multiple effects.<br />
* Weapon DPS bonuses aren't uniform: missile launchers and long-ranged turrets (artillery, beam lasers, railguns, and vorton projectors) fire faster, while short-ranged turrets (autocannons, pulse lasers, blasters, and disintegrators) get more raw damage-per-shot. Both ultimately result in more DPS, but it's worth noting that overheating won't give you a bigger alpha strike when you're using missiles or long-ranged turrets.<br />
<br />
== Heat ==<br />
<br />
Modules that are overheated generate heat. This heat builds up in the ship (separated by module racks), and causes damage other modules in the same rack. Heat damage is what limits the use of overheating and has to be balanced between the need for the extra boost, and the risk of losing the module.<br />
<br />
=== Rack Heat ===<br />
<br />
Module heat damage is handled on a rack-by-rack basis, with the High Power, Mid Power, and Low Power modules each being handled independent of each other. As overheated modules cycle, they build up heat within their racks. The three segmented bars in the center HUD, between the capacitor and hitpoint bars, are the heat indicators for the racks (in order left-to-right of low|mid|high). Rack heat generation occurs continuously while modules are overheating, at a rate based on the number of modules being overheated, the type of those modules, and the size of the ship overheating them. Larger ships generate rack heat more slowly than smaller ships.<br />
<br />
{| border="1"<br />
!Module Type !! Rack Heat Generation/second<br />
|-<br />
| Afterburner, Microwarpdrive || 4%<br />
|-<br />
| Most T2 modules || 2%<br />
|-<br />
| All other non-T2 Modules || 1%<br />
|-<br />
|}<br />
<br />
{| border="1" class="sortable"<br />
!Hull Size !! Rack Heat Generation Rate<br />
|-<br />
| Frigate, Interdictor, Command Destroyer<ref>Most T2 ships have the same heat generation as their T1 variants. T2 Destroyers are the exception.</ref> || 100%<br />
|-<br />
| Destroyer, Tactical Destroyer || 85%<br />
|-<br />
| Cruiser, Industrial, Mining Barge || 75%<br />
|-<br />
| Battlecruiser || 65%<br />
|-<br />
| Battleship || 50%<br />
|-<br />
| Carrier, Force Auxiliary || 40%<br />
|-<br />
| Dreadnought, Supercarrier, Orca, Rorqual || 35%<br />
|-<br />
| Titan || 25%<br />
|-<br />
|}<br />
<references/><br />
The values from these tables cannot be found in game. They must be found on outside sources. Module heat generation rates can be found on modules, under the attribute <code>heatAbsorbtionRateModifier</code>, and hull heat generation modifiers can be found on ship hulls, under the attribute <code>heatGenerationModifier</code>.<br />
<br />
The time required for a rack to reach a certain heat level (starting from '''0%''' rack heat) with a given set of overheated modules can be calculated with the following formula:<br />
H(t)=(heatCapacity/100)-e^(-t*heatGenerationMultiplier*sum(heatAbsorbtionRateModifier))<br />
:<math>\displaystyle \text{H(t)}= 1 - e ^ \left( \text{-t} \cdot \text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right) \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - H(t) \right)}}{\text{heatGenerationMultiplier} \cdot \text{sum} \left( \text{heatAbsorbtionRateModifier} \right)} </math><br />
where<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* t is the time in seconds<br />
* heatGenerationMultiplier is the "Rack Heat Generation Rate" from the above table based on hull size<br />
* sum(heatAbsorbtionRateModifier) is the sum of the "Rack Heat Generation/Second" (as a decimal) of all currently overheated modules in the rack<br />
<br />
So for example, if a frigate overheating a Warp Scrambler I, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.5}}{0.01} = \frac{0.693}{0.01} = 69.3 </math><br />
69.3 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{1 \cdot \text{sum} \left( 0.01 \right)} = \frac{-\ln{0.1}}{0.01} = \frac{2.303}{0.01} = 230.3 </math><br />
230.3 seconds to reach 90% rack heat<br />
<br />
Meanwhile, if a [[Catalyst]], with 8 Light Neutron Blaster II, were overheating its full gun rack, it would take:<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.5 \right)}}{.85 \cdot \text{sum} \left( 0.02 \cdot 8 \right)} = \frac{-\ln{0.5}}{0.85 \cdot 0.16} = \frac{0.693}{0.136} = 5.1 </math><br />
5.1 seconds to reach 50% rack heat, and<br />
:<math>\displaystyle \text{t} = \frac{-\ln{\left(1 - 0.9 \right)}}{.85 \cdot \text{sum} \left( 0.01 \cdot 8 \right)} = \frac{-\ln{0.1}}{0.85 \cdot 0.16} = \frac{2.303}{0.136} = 16.9 </math><br />
16.9 seconds to reach 90% rack heat<br />
<br />
This illustrates the speed at which large gun racks heat up and burn out, versus the much slower rate at which individual E-War or local repair modules will heat and burn.<br />
<br />
<br />
<br />
The time required to increase rack heat from a given level to a target level is found by calculating the time required to reach the higher level, and subtracting the time required to reach the lower level. So, for that frigate to increase from 50% rack heat to 90% rack heat, it would take (230.3 - 69.3) = 161 seconds.<br />
<br />
==== Rack Heat Dissipation ====<br />
<br />
When no modules in a rack are being overheated, the rack will dissipate stored heat, at a rate proportional to how hot the rack is, via a very simple formula: Heat Dissipation per second = (Current Rack Heat %) * 1%. (For Example: at 60% rack heat, the rack will lose heat at 0.6%/second). However, Rack Heat is '''not''' immediately removed when a ship is docked ''or Repaired'', it continues to dissipate at the normal rate; as a result, if a ship is docked to repair heat damage and immediately undocked, its racks may still have heat left in them even if its modules have been repaired.<br />
<br />
The actual time required for a rack's heat to dissipate can be calculated using the following formula:<br />
:<math>\displaystyle \text{H(t)}= \text{H(0)} \cdot e ^ \left( \text{-t} \cdot \text{heatDissipationRate} \right)</math><br />
or, rearranged,<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{\text{H(0)}}{\text{H(t)}}}</math><br />
where<br />
* t is time in seconds<br />
* H(t) is the target heat level, as a decimal (for example, 90% = 0.9)<br />
* H(0) is the initial heat level<br />
* heatDissipationRate is 0.01 (on all ships)<br />
<br />
So, for example, the time required for a ship to drop from 90% rack heat to 50% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.9}{0.5}} = 100 \cdot 0.58778 = \text{58.8 seconds}</math><br />
and the time required to drop from 50% rack heat to 20% rack heat is equal to<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{0.5}{0.2}} = 100 \cdot 0.91629 = \text{91.6 seconds}</math><br />
The logarithmic nature of this formula implies that actually reaching 0% rack heat is impossible, so at some low value (unknown but below 1%) the server simply rounds down to 0%. If we assume that low value is 0.5%, then the maximum possible heat dissipation time is<br />
:<math>\displaystyle \text{t} = 100 \cdot \ln{\frac{1.0}{0.005}} = 100 \cdot 5.2983 = \text{529.8 seconds}</math><br />
-Which is just less than 9 minutes.<br />
<br />
The following is a quick-reference table of heat dissipation times<br />
{| border="1"<br />
|-<br />
| Heat Level || 100% || 90% || 80% || 70% || 60% || 50% || 40% || 30% || 20% || 10% || 1% <br />
|-<br />
| Time to lose next 10% || 10.5s || 11.8s || 13.4s || 15.4s || 18.2s || 22.3s || 28.8s || 40.5s || 69.3s || 230s || -<br />
|-<br />
| Cumulative loss time from 90% || - || - || 11.8s || 25.2s || 40.6s || 58.8s || 81.1s || 109.9s || 150.4s || 219.7s || 449.7s<br />
|-<br />
|}<br />
<br />
=== Module Heat Damage ===<br />
<br />
Every time an overheated module's cycle ends, that module has a chance to deal Heat Damage (not to be confused with the Thermal Damage dealt by ship weapons) to itself and other modules on the same rack. The amount of damage a module will deal to other modules on an overheat cycle is visible in game in a module's Show Info window, under the name <code>Heat damage</code>. These values are generally higher for smaller-ship modules, lower for larger-ship modules, and somewhat proportionate to the modules' cycle times. (Faster-cycling modules generally have lower heat damage.) This Heat Damage value is the value which can be reduced by the skills listed at the top of this page. This is also the value which is increased by the negative system effect of [[Wormhole_space#Red_Giant|Red Giant Wormhole systems]]. Modules will not always deal heat damage to themselves or others on every cycle ending, but when they do deal heat damage they will always deal exactly their listed amount of damage. Modules which have sustained heat damage will start to show red outlines around their icons in the hotbar (more red indicating more heat damage). The red outline will flash when a module sustains further heat damage from additional overheat cycles.<br />
<br />
Module heat damage can be repaired in three ways:<br />
<br />
* Docking in a Starbase with a Repair Shop, or an Upwell Structure, and either bringing up the Repair Shop window from the starbase menu, or right-clicking on the damaged ship (or modules if they are unfitted) and selecting <code>Get Repair Quote</code>. Repairs in an NPC-owned station cost ISK.<br />
* Tethering to an Upwell Structure. While Tethered to an Upwell Structure, the Tether effect will repair module heat damage as well as the more visible shield/armor/hull/capacitor repairs it grants. However, this repair can be inconsistent at times, and either may not repair all damaged modules or may not repair them fully.<br />
* Consuming Nanite Repair Paste. Right-clicking the icon for a damaged, not-actively-cycling module in the hotbar will bring up a menu, containing the option <code>Repair</code> and a number in parentheses. That number is the amount of Nanite Repair Paste that will be consumed to perform the repairs. Selecting this option will begin to slowly repair the module (but will not immediately remove the Paste from cargohold) . <br />
** Paste used in repairs is removed from cargo when the repair completes. While a module is being repaired, the module cannot be activated, and no other modules on the ship can be overheated. <br />
** Repairs can be cancelled from the same right-click menu. Cancelling a repair before it is complete (including jumping a gate) will stop the repair at its current point, and remove repair paste from cargo based on how far the repair got. Jumping through a stargate will automatically cancel any repairs. <br />
** It is not possible to begin repairing a module if there is not enough paste in cargo to fully finish repairing it. <br />
** It ''is'' possible to repair a module while it is being Reloaded. This is a commonly recommended tactic for use on Ancillary repair modules and Rapid missile launchers: Overheat the modules while they are in use for their limited cycles, and then Repair the heat damage sustained during their long reload cycles.<br />
<br />
=== Module Burnout ===<br />
<br />
Every module has a certain amount of hitpoints (visible in its Show Info panel as <code>Structure Hitpoints</code>). In almost all cases, this value is 40HP, however for certain capital ship modules like Doomsday Weapons the value is in stead 99999HP or 999999HP (indicating that these modules effectively cannot be burned out by other modules' heat damage). If a module sustains heat damage exceeding its structure hitpoints, the module will 'burn out', and be forcibly set offline. A burned out module cannot be repaired with Nanite Repair Paste, and cannot be set online again or activated until it has been repaired. However, burned out modules are ''not'' destroyed or otherwise lost. Ideally, burned out modules should be repaired via a starbase or structure repair shop, however if a burned out module is partially repaired by being Tethered to an Upwell Structure, it can be brought online again while still in space. Burned out modules do not automatically re-online after being repaired; they must be manually reactivated.<br />
<br />
=== Module Heat Damage Odds ===<br />
<br />
As was mentioned, modules being overheated can, but may not always, deal heat damage to themselves and other modules. The odds of this happening is based on several factors:<br />
<br />
* The '''Rack Heat''' of the rack being overheated. As Rack Heat rises, the odds of heat damage instances occurring increases, and the odds of larger numbers of modules being damaged by one proc increases. In the past, this was erroneously believed to be a simple 1-4 multiplier on the number of modules that could be damaged at once, but in reality it acts as a percentage chance for a given module to receive heat damage, after the results of the other factors. (It is theoretically possible for every single module in a rack to be damaged by a single overheat cycle, however in practice this is highly unlikely.)<br />
* The '''placement of modules''' in the rack. Modules that are being overheated have the highest chance to deal heat damage instances to themselves and to immediately adjacent modules. Every additional module slot of distance away from an overheating module reduces the chances of that other module being damaged, to the point that modules on opposite ends of a rack have the lowest chances to damage each other. If a module is on the far end of a rack, or has only empty slots to one side of it, it may attempt to deal heat damage to the nonexistant modules off the end of the rack, which will result in the module itself erroneously flashing to indicate heat damage being dealt, and no heat damage actually being dealt in that direction. The result of this is that in a rack where only a small number of modules will be overheated, the best slots to place those modules is either on one far end (for one overheating module), opposite far ends (for two), or as evenly spaced across the rack as possible (for more); and the worst slots to place overheating modules in is either the center of the rack (causing it to damage all other modules in the rack) or adjacent to another to-be-overheated module (as they will damage and burn each other out). Note that these module placements apply to the fitting screen, not the hotbar; the placement of module buttons on the hotbar does not matter.<br />
* The number of '''Online''', versus '''Offline''' or '''Empty''', slots in the ship. The odds for any module to sustain overheat damage is based on the total number of Online modules on the ship, divided by the total number of high, mid, low, ''and rig'' slots on the ship. (Rigs do not count as online modules for this calculation.) This means that having one or more module slots on a ship empty, or one or more modules Offline, will reduce the chances of all modules on the ship sustaining heat damage. It also means that there is always a chance for an overheated module to not take damage on every heat cycle.<br />
* The '''ship''', and the hidden '''heatAttenuation''' value for the rack. Every ship hull has three hidden attributes (named <code>heatAttenuationHi</code>, <code>heatAttenuationLow</code>, and <code>heatAttenuationMid</code>). In general, the values of these attributes correspond to the number of slots in the rack, with the numbers being higher for racks with more slots; however there are a small number of ships which have received balance changes to their slot counts but not had their attenuation values changed. Higher values of these attributes represent greater chances for heat damage to spread across adjacent modules down the rack. The value of the attribute is a decimal chance for the heat to spread to each further module, meaning that the chance for a given module to receive heat damage is equal to the <code>heatAttenuation</code> factor, raised to the power of the distance (in slots) between the overheated module and the module being damaged.<br />
<br />
=== Heat Attenuation Values ===<br />
<br />
In most cases, the number of slots in a rack directly corresponds to that rack's <code>heatAttenuation</code> attribute<br />
<br />
{| border="1"<br />
!Slot count !! heatAttenuation<br />
|-<br />
| 1 || 0<br />
|-<br />
| 2 || 0.25<br />
|-<br />
| 3 || 0.5<br />
|-<br />
| 4 || 0.63<br />
|-<br />
| 5 || 0.707<br />
|-<br />
| 6 || 0.758<br />
|-<br />
| 7 || 0.794<br />
|-<br />
| 8 || 0.82<br />
|-<br />
|}<br />
<br />
=== The Master Overheat Damage Formula ===<br />
<br />
The odds for a given module to sustain overheat damage on a single cycle can be condensed into one formula:<br />
<br />
:<math>\displaystyle \text{Damage Chance}= \text{Rack Heat} \cdot \left( \frac{\text{Online Hi+Mid+Low Modules}}{\text{Total High+Mid+Low+Rig Slots}} \right) \cdot \text{heatAttenuation}^\mathrm{Distance}</math><br />
<br />
<br />
For example:<br />
* An [[Enyo]] (slots 5/3/4, 2 rigs), with 1 empty High slot, at 60% Rack Heat, overheating a Warp Scrambler in mid rack slot 1.<br />
<br />
Odds of damaging the Warp Scrambler itself:<br />
<br />
* Damage Chance = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 0]<br />
* Damage Chance = 0.6 * [11 / 14] * 1<br />
* Damage Chance = 0.6 * 0.786 * 1<br />
* Damage Chance = 0.471 = 47.1%<br />
<br />
Odds of damaging the modules in slots 2 and 3:<br />
* Slot 2 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 1]<br />
* Slot 2 = 0.471 * 0.5<br />
* Slot 2 = 0.236 = 23.6%<br />
<br />
* Slot 3 = 0.6 * [4+3+4 / 5+3+4+2] * [0.5 ^ 2]<br />
* Slot 3 = 0.471 * 0.25<br />
* Slot 3 = 0.118 = 11.8%<br />
<br />
=== Heat Sinking ===<br />
<br />
Not to be confused with the module which increases Energy Turret damage, Heat Sinking is the commonly discussed practice of including either empty slots or unused modules to absorb heat damage in a rack and increase the lifespan of other modules in the rack. As has been demonstrated by the above section, this can be an effective and valuable strategy, including one or more empty slots or offline modules in a rack of otherwise hot modules. This is most commonly done in a ship's high slots, as mid and low slots are generally seen as far too valuable to sacrifice, but as has also been demonstrated, there are both correct and incorrect ways to heat sink a rack. The correct way to heat sink a rack of modules (usually weapons) is to spread the weapons as far apart and as evenly as possible, and then evenly intersperse a set of either Offline modules or Empty slots in between the guns. (Don't give up a Turret or Launcher Hardpoint just to get a better heat sink though. You still want to have the full set.) The incorrect way to heat sink a rack is either to leave all of the modules lined up next to each other (as the fitting system will usually do by default), or to evenly intersperse additional Online modules across the rack.<br />
<br />
It is also possible in emergency combat situations to Offline non-essential modules in the heat of battle, to buy critical modules a little more overheat time. This is most commonly done with Microwarpdrives in fights with no way to escape a scram (however this is often more to remove the MWD's capacitor penalty than to use its slot for heating).<br />
<br />
== External links ==<br />
* [http://jestertrek.blogspot.com/2011/12/guide-overheating.html Jester's Trek: Guide to Overheating] (2011), and old page on general overheat mechanics<br />
* [https://www.youtube.com/watch?v=nvpi95zHl90&feature=youtu.be How does module spacing affect heat damage?], a guide video on module spacing in slots<br />
* [https://www.youtube.com/watch?v=7V3ueIUBr3U Turning down the heat (Overheating part 2)], a follow-up to the above video (also linked in the above text), on the effects of empty slots versus unused modules<br />
* [https://forums-archive.eveonline.com/message/344300/ The original EVE Forum thread] by Kadesh Priestess (2011), containing his research on overheat math<br />
* [https://www.youtube.com/watch?v=3B0c_D7XGSk Everything you need to know about heat] (2019), a complete guide video by Suitonia (which references both this article and Kadesh's thread, and can be viewed as 'this article, but in video form')<br />
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[[Category:Game mechanics]]<br />
[[Category:Ships]]</div>Arexand Oskold