https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Thabink&feedformat=atomEVE University Wiki - User contributions [en]2024-03-28T16:50:35ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Scams_in_EVE_Online&diff=164066Scams in EVE Online2020-11-08T17:32:03Z<p>Thabink: Complete removal of margin trading scam (finally. CCP well overdue removing that skill imho)</p>
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<div>Scams come in all shapes, sizes, and flavors. This article will give you an overview of the most common types but is in no way a comprehensive guide to every scam you may see in EVE.<br />
<br />
To understand a scam you have to understand the target. Scammers aim for those who are greedy, hasty, and/or ignorant. 90% of scams can be avoided by double checking a contract inventory, or carefully thinking a situation through. And remember, if something seems too good to be true then it probably is! Turn anything suspicious down, and don't be afraid to ask for advice or information from people you trust.<br />
<br />
==Forbidden/bannable actions==<br />
Although CCP consider most scams as simply part of the game, some actions are explicitly forbidden:<br />
<br />
===Character sale fraud===<br />
If fraud is committed in the sale of a character through the [https://forums.eveonline.com/c/marketplace/character-bazaar character bazaar], you can petition and have everything reversed.<br />
<br />
===Impersonation===<br />
Impersonating another character or corporation is a bannable offense.<br />
<br />
===Griefing in rookie systems===<br />
CCP designate several systems as "rookie systems", consisting of the starter systems, the career agent systems, and Arnon. The canonical list can be found [https://support.eveonline.com/hc/en-us/articles/203209712-Rookie-Griefing here].<br />
{{quote|Attempting to abuse a new player’s lack of knowledge of the game and its mechanic for your personal gain or simply for their harm is prohibited in these solar systems.}}<br />
<br />
===Real-life assets===<br />
Scamming someone out of real life assets through an ingame scam is not permitted, since it's almost certainly against the law where you live. However, a grey area that might affect you is that encouraging someone through a chat session to buy a PLEX and then scamming it off them may be considered over the line and get your scam reversed. You can freely scam someone out of PLEX they already own, or that they buy without your encouragement.<br />
<br />
===PLEX for GOOD===<br />
Using a [http://web.archive.org/web/20160227201453/https://wiki.eveonline.com/en/wiki/PLEX_for_GOOD PLEX for GOOD] campaign to scam people out of ISK, items or PLEX is expicitly forbidden by CCP and will earn you a permanent ban.<br />
<br />
==Recourse==<br />
With the exception of the schemes listed above, CCP does not regard scamming as a petitionable offence. Like suicide ganking, scamming is one of New Eden's natural dangers, and it's up to players to protect themselves.<br />
<br />
==Chat and Market Scams==<br />
===Begging===<br />
This is the simplest scam around, where a player asks for ISK donations in popular channels (trade hub local, NPC corp chat, etc.), and tells a story about how they lost their ship, just started out or even lost all their belongings to a scammer!<br />
<br />
====What you see====<br />
The player will plead for help in the local trade hub, sometimes apologizing for having to "beg". Where the character is created for this purpose there is sometimes a tendency to use a female avatar and name to exploit sexuality. The language used will be purposefully naive and constructed to express little knowledge of the cruel harsh aspects of the game.<br />
<br />
====How it works====<br />
Sympathy for the unfortunate is the aspect of human nature that they are tapping into and hoping to trick the more altruistic players into donating funds, ships and equipment to help the new unfortunate victim of the harsh game mechanics. In its most basic aspects it is social engineering of the human trait to help others who are a victim of circumstance. Though it is of course possible that they're telling the truth (you could ask for the link to their combat log), if you observe the dialogue in the channel it will be too consistently touching the right buttons to be evident manipulation of sympathy responses.<br><br />
<br />
===ISK doubling===<br />
This is one of the most common scams in EVE and is very popular in all the main trade hubs with frequent adverts spammed in local. The adverts will generally indicate that they are super rich players who want to give back to the game.<br />
<br />
====What you see====<br />
Local chat in which the scammer offers to send you a great deal of ISK if you send them some first. They support their legitimacy with satisfied customer testimonials (often alts or co-conspirators) and wallet links. The wallet links are all faked and there are some popular sites that can set up a faked wallet API. <br />
<br />
====How it works====<br />
You'd really like to have more money, so you send them some money. They keep it, send you nothing, and block you. Some scammers may actually double your ISK as long as the amount is small to drum up business and try to get you to send more, but rest assured when you send a large enough amount, they'll keep it. Sometimes they'll have alts or buddies chat in local indicating they've won and it's legit.<br />
<br />
==Contract Scams==<br />
In EVE, contracts themselves are rock solid: you'll pay and receive what the contract terms specify. Where scams come in is mainly in having you make mistakes in thinking what the terms of a contract actually are. In particular, the title of a contract need not match what the actual terms are. Virtually <i>all</i> contracts being advertised in local in a trade hub fall into one of these scam categories. Always read the terms of your contract and verify they're what you want.<br />
<br />
===Double WTB contracts===<br />
It's a contract that looks like a buyer willing to pay over market prices for expensive items (often PLEX) but the contract is actually for multiples.<br />
<br />
====What you see====<br />
It's a contract to buy items that seems to offer above-market rates. They are often linked to in local chat.<br />
<br />
====How it works====<br />
This scam exploits the fact that a contract's title (nor local chat announcement) need not match its contents. The contract title says something like, "WTB PLEX for 890M ISK", when the going rate is 750M, for example. However, the terms of the contract actually state that the buyer will pay 890M ISK for ''two'' PLEX. These contracts are often linked to in local chat.<br />
<br />
If you want a failsafe, only ever keep a single copy of an expensive mod (or PLEX) on hand when selling to WTB contracts.<br />
<br />
===Combined WTS/WTB contracts===<br />
It's a contract that sells items for ISK ''and'' the item.<br />
<br />
====What you see====<br />
It looks like a contract to sell an item for below market rates e.g. "WTS PLEX for 400M". They are often linked to in local chat.<br />
<br />
====How it works====<br />
Again, this exploits the idea that a contract's title and its contents do not need to match. In our example, the actual contract sells the PLEX for 400M ''and'' one PLEX. So the seller gets 400M ''and'' their item back. This is not always easy to spot, as the item up for "sale" and the price you pay are next to each other at the top of the screen, but the item you give is further down the screen.<br />
<br />
===Fittings without ship===<br />
It's a contract that short-changes a buyer some important items.<br />
<br />
====What you see====<br />
You see a contract selling a ship (often a Hulk) for a seemingly very low price. It says that they're offering the ship and all the fittings, but the contract terms will only have the fittings.<br />
<br />
====How it works====<br />
You look at the contract terms, see a whole bunch of appropriate ship fittings (and maybe cheap cargo), and miss the absence of the actual ship in the terms.<br />
<br />
===Multiples of 1000===<br />
This scam can involve market buy orders or contracts. Simply, the scammer sets up a buy order/buy contract at 1/1000 the average price. It relies on people not noticing the difference between 121 thousand and 121 million.<br />
<br />
This scam can also be run with markets, especially in low population regions by offering ships or modules at 10x their price. For example if you're not careful and need a Rifter, you might accept the only sell order in the region as the average, while they're selling at 100m instead of 100k.<br />
<br />
This scam works can be assisted by someone announcing in local broadcasting the contract and announcing they are selling at the lower price when the contract is actually selling at the higher price.<br />
<br />
===Similar names===<br />
These are contracts offering terms with similar names to what you want, but not really.<br />
<br />
====What you see====<br />
The scammer will advertise a ship or module as its faction variant and rely on people not checking the actual item being offered. For example, someone might advertise a normal [[Raven]] as a [[Raven Navy Issue]]. Or they might advertise a faction variant that looks good but doesn't even exist. This can also work with modules with similar names such as a less powerful Pith C-Type in a contract advertised as an stronger A- or X-Type. In some extreme cases they could try to fool you with similar looking item names, like a unit of the element Carbon masquerading as the valuable [[Charon]] freighter, but those are much easier to spot as you often get a visual representation of the item along with the name.<br />
<br />
===The Three Ships===<br />
The "Three Ships" is a scam that tricks the victim into buying a overpriced ship because they just missed out on a good deal.<br />
<br />
====What you see====<br />
It's an announcement of a set of three sell contracts for ships, separated by a timer. The linked contract shows a desirable (often faction) ship being offered at a bargain price, but it's already gone. But the countdown timer is running and you might be able to scoop up one of the other two.<br />
<br />
====How it works====<br />
*The first two ship contracts offer the ship at a considerably lower price than market value. The person who clicks on it will see the extremely low price but find they are just too late. Actually, the contracts were taken by the scammer's alt before they were even linked.<br />
*The third ship is the sting. Having missed out on two ships, a player not wanting to miss out again will race to click on that one, not noting the additional zeros that reprice the ship e.g. from 20 million to 200 million.<br />
<br />
Never buy anything in a rush, and always read contracts carefully.<br />
<br />
===Courier contract ganking===<br />
It's a hauling contract where the intent is to kill the hauler and make them forfeit the collateral.<br />
<br />
====What you see====<br />
A courier contract that pays more per jump than average, like ten to thirty million for delivering on a route only five or ten jumps away. The collateral will be far higher than the item is worth. The route goes through low security space or a 0.5 system.<br />
<br />
====How it works====<br />
The courier route will take the hauler through a low-sec or 0.5 system. While they are in that system, the scammers will destroy the hauler, forcing them to forfeit the collateral. The scammers get the collateral, a kill, and possibly the cargo as well. The victim loses the collateral, their ship, and possibly their pod.<br />
<br />
====How to recognize the scam====<br />
The contract will:<br />
*be a only be available for a day;<br />
*specify a collateral number worth way more than the cargo;<br />
*be too big for a frigate but small enough to fit in an Industrial (more easily ganked) and not realistic for a Freighter for such a short haul;<br />
*have a delivery route will be through low-trafficked systems and at least one 0.5 or less system (so the odd industrial passing through can be easily passive cargo scanned)<br />
<br />
===No-access courier contracts===<br />
A courier contract with a delivery destination that the delivering pilot does not have access to.<br />
<br />
====What you see====<br />
A courier contract with a high collateral. These contracts also usually have high rewards for their length to entice unsuspecting players into accepting them, and the collateral is usually much more than the cargo is worth.<br />
<br />
====How it works====<br />
The contract owner will be part of a corporation or alliance that owns at least one structure, and that structure's access will generally be restricted to only members of that group. Because there is not currently a convenient method of verifying whether a pilot has access to a structure, a player who accepts this contract will be unable to complete the delivery, and the scammer will make a profit on the cost of the cargo due to the large collateral.<br />
<br />
Since October 2018 update all Upwell Structures have a drop box which anybody can use, regardless of access rights, to transfer items in space from their ship's cargoholds to the Upwell structure (but not back). This makes this kind of scam much harder to achieve if to a high-sec citadel (but not impossible).<br />
<br />
====How to recognize the scam====<br />
These courier scams can be difficult to spot due to the flexibility of structure placement. While more technologically-inclined players can use [https://esi.tech.ccp.is/latest/ ESI] to check if a pilot has access privileges, most players should assume that any unknown player-owned structure is inaccessible to them.<br />
<br />
As with courier ganking, no-access contracts can also be recognized by their unusually high reward payout and disproportionately high collateral for their cargo.<br />
<br />
===Manipulated Buy Orders===<br />
The contractor will advertise a contract for several copies of the same item at an inflated price but will put in buy order at en even slightly higher price. As soon as you buy the contract the scammer withdraw the buy orders.<br />
<br />
Note that since this is highly time-sensitive, requiring the scammer to constantly monitor the market and be ready to change or cancel the order at a moment's notice, it's very unlikely that people actually do these type of scams with normal buy orders.<br />
<br />
====What you see====<br />
A contract for several copy of an item. The market shows buy orders for this item at a higher price, potentially giving you net benefits if you take the contract and sell the items immediately on the market.<br />
<br />
====How it works ====<br />
Prices are example:<br />
*The scammer create a contract for 3 items for a total of 500 million ISK<br />
*The scammer also places 3 different buy orders for 200 million ISK each, making you think that you can buy and resell immediately for 100 million ISK profit<br />
*As soon as you accept the contract the scammer withdraw their buy orders, or they fail due to lack of ISK. If the actual market price is 100 million ISK, you have lost 200 million ISK.<br />
*Making 3 different buy orders makes it longer for you to resell all your items, the buy orders usually have .1 ISK difference so a lambda will usually try to sell the items one by one. Giving more time to the scammer to remove the other buy orders. Even if you manage to resell 1 of the item before the buy order is removed, you have lost 100 million ISK<br />
<br />
====How to recognise the scam====<br />
*Contract price suspiciously higher that current market buy order prices<br />
*For a given item, a couple of buy order prices with a much greater price than the others<br />
<br />
===BPC's as BPO's===<br />
The contract will contain a Blueprint Copy (BPC) at a price that is close to but better than the going rate for a Blueprint Original (BPO). The victim ends up paying more than a BPC is typically worth, because they compared the price to a BPO on market. <br />
<br />
====What you see====<br />
A blueprint, often of a type with very few existing contracts, that looks like a good deal when you click View Market Details from the contract window and find they are listed on the Market for a little bit more.<br />
<br />
====How it works====<br />
BPC's cannot be sold on the market, only un-researched (0/0) BPO's can. This scam relies on the victim clicking "view market orders" from the contract screen, which results in the BPO being displayed. Typically, a BPC is not worth as much as a BPO because of the limited runs, and the fact that anyone with a BPO can make an infinite number of BPC's from them.<br />
<br />
This scam primarily relies upon the player not understanding the difference between the two, or not recognizing that a BPC cannot be sold on the market.<br />
<br />
====How to recognise the scam====<br />
*BPC's have a light blue background on their icon, where BPO's have a dark blue background.<br />
*If the contract item has a limited number of runs, it is a BPC. BPO's have infinite runs.<br />
*Watch for comments that suggest it is below market price - these may be intended to make you check market price, and not notice it's a BPC.<br />
<br />
==Other Miscellaneous Scams==<br />
===Can flipping===<br />
Someone comes ongrid with you and outright steals your loot or ore from a can, temporarily flagging themselves as a [[timers#Suspect_Timer|suspect]], a valid target. Sometimes they do this for a quick, small profit, but more often they're hoping to provoke you into firing on them. If you fire on them, they will then be free to attack you, possibly after swapping to a new ship. After destroying you, which is highly likely as in almost all circumstances PvP-fitted ships will defeat PvE- or mining-fitted ships, they can also loot your wreck for added profit.<br />
<br />
The safest approach to take is to simply allow your goods to be stolen. Better to lose a bit of loot than an expensive mission ship. See the pages on [[Can_Flipping|canflipping]] and [[Ninja_Salvaging_and_Stealing|ninja salvaging and theft]] for more details.<br />
<br />
===Can Baiting===<br />
Related to can flipping, but simpler. A player will put out a can and name it something like "free items" with some modules or ammo inside. They'll wait for someone to take the items and then destroy them as a thief. Someone who really wants to donate items to you will abandon the can so that it's blue. If it's still yellow then it's too good to be true.<br />
<br />
CCP takes a dim view of can baiting in [https://support.eveonline.com/hc/en-us/articles/203209712-Rookie-Griefing rookie systems], but it's fair game anywhere else.<br />
<br />
===Suspect baiting===<br />
An experienced PvPer will give themselves a [[Timers#Suspect_Timer|Suspect Timer]] and then hang out in a weak ship close to a station. The suspect flag means they can be attacked in high security space without CONCORD intervention. The victim attacks the suspect, who then immediately docks his ship or gets a clone. That victim now has a 60 second [[Timers#Weapons Timer|Weapons Timer]], which means they cannot dock or use a stargate until that timer expires. The suspect then undocks in a PvP-fitted ship, and because they can attack their attacker without CONCORD intervention, then proceeds to do so and kills them.<br />
<br />
===Kill Right baiting===<br />
A player will use an alt to put a moderately priced [[Kill Rights|kill right]] on themselves (enough to turn a profit, while still being cheap enough to lure you in) and idle near a gate or station in a reasonably cheap but defenceless looking ship. Another variant is having the bait travel back and forth along a known trade route in order to be more like "live" bait. Other players can then buy the kill right, thereby flagging the baiting player as a suspect, then engage and destroy their ship without CONCORD intervention. The baiting player may have lost a cheap ship but they can collect the money from both the kill right and the insurance money. This can also be done with more costly ships, like freighters and 1 billion ISK kill rights, where the baiting player actually turns a huge profit (several hundred million ISK) on the kill right, but this depends on the individual insurance payout of the ship in question. Insurance itself is based on the minerals and parts required to build them and varies greatly between ship types. While this can be done entirely while beeing AFK, some players will still keep an eye on their "bait" and, as soon as they are being attacked, try to dock up or jump through a nearby stargate in the hopes to avoid losing the ship at all, thus increasing their profits.<br />
<br />
===Sale of intangibles===<br />
This is the epic tale of selling someone the Golden Gate bridge: someone's selling something that either has no worth, is not verifiable, or simply does not belong to them. For example selling a bookmark to a wormhole with any kind of assurance of what is or is not in there (in terms of sites to run as well as presence of a hostile corporation inside). Another example would be ransoming your ship and pod for the assurance that they'll let you go, then destroying you anyway.<br />
<br />
====Mining Permits====<br />
Some ingame groups claims "sovereignty" over all of high security space, and require that miners purchase a mining permit from them and conform to a standard of behavior, otherwise they will kill you. Just run from these people if you can.<br />
<br />
=====How it works=====<br />
This is a fairly standard protection racket form of the sale of intangibles, combined with piracy and various degrees of role playing. As with all of the scams of this type, it rests on there being no ingame mechanism to enforce the agreement. This is true of any sort of permit or ransom. Once you transfer ISK to someone it's gone.<br />
<br />
===Trade Window===<br />
This scam relies on timing, typically when you're selling something. Someone offers you a great price and asks you to trade it via the trade window instead of using a private contract, for some arbitrary reason like not having enough money for contract fees. The scammer will enter the amount of ISK in the window, and as soon as you drop the item, they'll change the ISK amount to "0" and quickly accept the trade. Normally any chance or alteration of amount of modules would invalidate previous acceptance of the trade, but if they time it right by changing the value right after you add items, but before you click "Accept", you might accidentally accept the 0 ISK offer without knowing it.<br />
<br />
To avoid this scam, never use the trade window when dealing with someone you don't trust when the item is of non-trivial value. Contract fees are nothing compared to losing an expensive item).<br />
<br />
===Trade Window: Fake ship name===<br />
The player renames their ship to a more expensive ship with a similar icon. For example, naming a Minmatar Shuttle "Leopard".<br />
<br />
To avoid this scam, right click the ship and press "Show info". The top right hand corner of the window will have the real ship name.<br />
<br />
===Ambush sale===<br />
In this scam an item is available in the market or contract for a great deal cheaper than the average. The catch is that you'll either have to go through low or null security space in order to collect the item. When you undock after picking it up, they'll ambush you. The scammer has a 50% chance of getting their item(s) back and pulling the scam again, along with any fittings your ship had.<br />
<br />
To avoid this scam, always check the route that will get you to an item. Checking the security status of the destination alone is not fool-proof as some high security systems have no direct route through high security space, but forces you to enter low or null security space at some point along the route.<br />
<br />
==Big Schemes==<br />
Some of EVE's richer players like to run banks, investment schemes or IPOs (initial public offering). Occasionally these are even legitimate, but generally they are not. Remember that there's rarely a compelling reason for anyone else to make ISK for you, and that unlike in real life there are no significant consequences for fraud in New Eden.<br />
<br />
===Banks===<br />
There are no ingame systems for administrating and controlling ingame banks. Even if banks in Eve are started with the best of intentions, that much ISK concentrated in one place is an irresistible temptation. Most banks in EVE have ended with someone walking off with the money. You can confidently expect that any banks which haven't died in this way yet will do at some point.<br />
<br />
===Ponzi scheme===<br />
Those running a [http://en.wikipedia.org/wiki/Ponzi_scheme Ponzi scheme] pretend that the money they receive is invested, and the profits are distributed to the investors via dividends. In reality however, the dividends paid to existing investors are being funded by the money from new investors and administrators pocket the rest. Once they've reached the desired amount of ISK that they're happy with, they simply take the money and run.<br />
<br />
===Corporate theft===<br />
Corporate theft is hard to avoid, because the person who intends to steal from you will wait as long as they need to in order to steal what they want. Corporate theft can work on many levels and as roles and trust grow, the opportunities to steal increase and could even evolve into alliance theft. It can't be emphasized enough that a person who's seriously looking to steal from a corporation or alliance, will not show their true intentions until it's too late.<br />
<br />
You can guard, or at least help mitigate, against such theft to some extent by spreading assets and not allowing a single person access to the majority of your assets -- or, even more simply, by never having any valuable assets in the first place. When it comes to being less vulnerable to corporate infiltrators removing players from your corporation or messing with roles, one thing you can do is to give all useful members a role. This gives you at least a day's warning by forcing the infiltrator hand a day in advance, as you need to remove roles from someone before kicking them.<br />
<br />
===Recruitment Scams===<br />
Reputable corporations usually don't ask for any kind of fees for joining. However, a fake corp or a real corp that's not actually interested in recruiting, can entice potential recruits into applying and then charge a fee for joining (only to kick them out shortly after). This can be seen as a variation on the "Sale of Intangibles" scam. As an extension, recruits might also be offered help transporting their assets to their new home via carrier or jump freighter. The scammers can charge an additional fee for this, and then take the recruits' assets as well. Another common thing is to offer the newly invited victim an "escort" or use of their jump network only to turn on them and destroy them. With friendly-fire turned on for your corporation, this can be done anywhere as CONCORD won't interfere.<br />
<br />
This scam can usually be spotted with some basic research on any corp you join. Particularly check their killboard for expensive in-corp kills.<br />
<br />
===Lotteries===<br />
It's "very" easy to fake a reputation and establish a lottery, so be cautious.<br />
<br />
[[Category:Getting Started]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Force_Auxiliaries&diff=135766Force Auxiliaries2018-06-07T14:47:18Z<p>Thabink: </p>
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<div>{{stub}}<br />
{{cleanup}}<br />
'''Force Auxiliaries''' (singular: "'''Force Auxiliary'''", sometimes abbreviated as "'''FAX'''") are [[capital ships|capital-sized]] [[Guide to Logistics|logistics]] and [[Command Bursts|fleet boosting]] ships. They are the most powerful logistics ships in the game, able to repair large amounts of shield or armor. Only Force Auxiliaries can fit triage modules, which immobilize the ship and prevent it from receiving remote repair, but which greatly increase its tank and ability to remote repair others.<br />
<br />
===Triage Module===<br />
The Triage Module has the following effects when activated:<br />
* -100% maximum velocity<br />
* Disables the use of electronic warfare modules<br />
* -75% capital remote logistics duration<br />
* 400% capital remote logistics amount bonus (<span style="color:yellow">Tech II: 450%</span>)<br />
* -50% armor repairer/shield booster duration<br />
* 100% armor repairer/shield booster amount bonus (<span style="color:yellow">Tech II: 120%</span>)<br />
* 200% capital remote logistics range bonus<br />
* 60% sensor dampener resistance bonus (<span style="color:yellow">Tech II: 70%</span>)<br />
* 80% remote assistance impedance<br />
* 900% scan resolution bonus<br />
* 100% remote repair impedance<br />
* -100% drone damage<br />
* +4 maximum locked targets bonus (<span style="color:yellow">Tech II: +5</span>)<br />
<br />
The triage module's cycle time is 5 minutes, and it requires 200 - (level of {{sk|Tactical Logistics Reconfiguration|icon=yes}} * 25) Strontium Clathrates ("stront"). While it's active the FAX can't warp, jump, or move in any way. Force Auxiliaries are at their most effective with a triage module active.<br />
<br />
* {{icon|amarr2|22|Amarr}}[[Apostle]]<br />
* {{icon|caldari2|22|Caldari}}[[Minokawa]]<br />
* {{icon|gallente2|22|Gallente}}[[Ninazu]]<br />
* {{icon|minmatar2|22|Minmatar}}[[Lif]]<br />
<br />
===History===<br />
The role of Force Auxiliaries was previously filled by the Carrier class of capital ships. In the Rhea expansion the role of carriers was split, with the Carrier class converted in to damage and support ships based around fighter squadrons, and the Force Auxiliary class was created with carriers' previous boni to remote repair, and the ability to equip the Triage module. This is a major reason why both Force Auxiliaries and Carriers share the same Spaceship Command skill.<br />
<br />
==See also==<br />
*[[Capital ships]]<br />
<br />
[[Category:Ships]]<br />
[[Category:Ship Database]]<br />
[[Category:Force Auxiliaries]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Revenant&diff=104631Revenant2017-01-06T00:28:19Z<p>Thabink: /* Summary */</p>
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| highs=6<br />
| mediums=7<br />
| lows=6<br />
| mass=1,600,000,000 kg<br />
| volume=62,000,000 m&#179;<br />
| cargohold=1,740 m&#179;<br />
| extrahold=5,000 m&#179;<br />
| extraholdtype=Fuel<br />
| extrahold2=2,500,000 m&#179;<br />
| extrahold2type=Ship Maintenance Bay<br />
| extrahold3=50,000 m&#179;<br />
| extrahold3type=Fleet Hangar<br />
| fighterbay=100,000 m&#179;<br />
| fightertubes=5<br />
| lightfightersquadlimit=3<br />
| supportfightersquadlimit=2<br />
| heavyfightersquadlimit=3<br />
| info=Do you know what you are, capsuleer? The truth will not comfort you.<br>You are a frightened child running headfirst towards oblivion.<br><br>And I?<br>I am the only one who tried to stop you.<br>I am the Messiah that you turned against.<br><br>You persecuted me, hunted my children.<br>Vowed to burn my Promised Land to ash.<br><br><br>Now I have returned, and I know you better than you know yourself.<br><br>I will vanquish your fear, and commute your flesh to dust.<br><br><i>- Sansha Kuvakei</i><br />
| bonuses=<b>Amarr Carrier bonuses (per skill level):</b><br>5% bonus to Fighter damage<br>5% bonus to Fighter weapon explosion radius and explosion velocity<br>+3 bonus to ship warp core strength<br><b>Caldari Carrier bonuses (per skill level):</b><br>5% bonus to Fighter damage<br>20% bonus to Afterburner velocity bonus<br>+3 bonus to ship warp core strength<br><b>Role Bonus:</b><br>&bull;&nbsp;Can fit Networked Sensor Array<br>&bull;&nbsp;Can fit Burst Projectors<br>&bull;&nbsp;Can use 3 Warfare Link modules simultaneously<br>&bull;&nbsp;Can launch Light, Support and Heavy Fighters<br>&bull;&nbsp;Can lock at extended ranges<br>400% bonus to Armor Plates and Shield Extenders<br>50% bonus to Remote Sensor Dampener resistance<br>50% bonus to Stasis effect resistance<br>50% increase to Remote Electronic Assistance impedance<br>5x penalty to Entosis Link duration<br><br />
| structurehp=405,000 HP<br />
| shieldhp=750,000 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=330,000 HP<br />
| armorem=50<br />
| armorexp=20<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=80 m/sec<br />
| inertia=0.035<br />
| warpspeed=1.5 AU/s<br />
| warptime=77.632 s<br />
| targetrange=5,800.00 km<br />
| sigradius=18,870 m<br />
| maxlockedtargets=14<br />
| sensortype=RADAR<br />
| sensorvalue=175 points<br />
| scanres=75 mm<br />
| reqskills=*{{RequiredSkill|Capital Ships|I}}<br />
**{{RequiredSkill|Advanced Spaceship Command|V}}<br />
***{{RequiredSkill|Spaceship Command|V}}<br />
*{{RequiredSkill|Amarr Carrier|I}}<br />
**{{RequiredSkill|Capital Ships|IV}}<br />
***{{RequiredSkill|Advanced Spaceship Command|V}}<br />
****{{RequiredSkill|Spaceship Command|V}}<br />
**{{RequiredSkill|Amarr Battleship|III}}<br />
***{{RequiredSkill|Spaceship Command|IV}}<br />
***{{RequiredSkill|Amarr Battlecruiser|III}}<br />
****{{RequiredSkill|Spaceship Command|III}}<br />
****{{RequiredSkill|Amarr Cruiser|III}}<br />
*****{{RequiredSkill|Spaceship Command|II}}<br />
*****{{RequiredSkill|Amarr Destroyer|III}}<br />
******{{RequiredSkill|Amarr Frigate|III}}<br />
*******{{RequiredSkill|Spaceship Command|I}}<br />
**{{RequiredSkill|Drone Interfacing|V}}<br />
***{{RequiredSkill|Drones|V}}<br />
**{{RequiredSkill|Jump Fuel Conservation|IV}}<br />
***{{RequiredSkill|Jump Drive Operation|III}}<br />
****{{RequiredSkill|Navigation|V}}<br />
****{{RequiredSkill|Warp Drive Operation|V}}<br />
*****{{RequiredSkill|Navigation|I}}<br />
****{{RequiredSkill|Science|V}}<br />
**{{RequiredSkill|Jump Drive Calibration|III}}<br />
***{{RequiredSkill|Jump Drive Operation|V}}<br />
****{{RequiredSkill|Navigation|V}}<br />
****{{RequiredSkill|Warp Drive Operation|V}}<br />
*****{{RequiredSkill|Navigation|I}}<br />
****{{RequiredSkill|Science|V}}<br />
*{{RequiredSkill|Caldari Carrier|I}}<br />
**{{RequiredSkill|Capital Ships|IV}}<br />
***{{RequiredSkill|Advanced Spaceship Command|V}}<br />
****{{RequiredSkill|Spaceship Command|V}}<br />
**{{RequiredSkill|Caldari Battleship|III}}<br />
***{{RequiredSkill|Spaceship Command|IV}}<br />
***{{RequiredSkill|Caldari Battlecruiser|III}}<br />
****{{RequiredSkill|Spaceship Command|III}}<br />
****{{RequiredSkill|Caldari Cruiser|III}}<br />
*****{{RequiredSkill|Spaceship Command|II}}<br />
*****{{RequiredSkill|Caldari Destroyer|III}}<br />
******{{RequiredSkill|Caldari Frigate|III}}<br />
*******{{RequiredSkill|Spaceship Command|I}}<br />
**{{RequiredSkill|Drone Interfacing|V}}<br />
***{{RequiredSkill|Drones|V}}<br />
**{{RequiredSkill|Jump Fuel Conservation|IV}}<br />
***{{RequiredSkill|Jump Drive Operation|III}}<br />
****{{RequiredSkill|Navigation|V}}<br />
****{{RequiredSkill|Warp Drive Operation|V}}<br />
*****{{RequiredSkill|Navigation|I}}<br />
****{{RequiredSkill|Science|V}}<br />
**{{RequiredSkill|Jump Drive Calibration|III}}<br />
***{{RequiredSkill|Jump Drive Operation|V}}<br />
****{{RequiredSkill|Navigation|V}}<br />
****{{RequiredSkill|Warp Drive Operation|V}}<br />
*****{{RequiredSkill|Navigation|I}}<br />
****{{RequiredSkill|Science|V}}<br />
<br />
| totaltraintime=151d 21h 53m 40s<br />
| externallinks=<br />
| highlights1=High Amount of Medium Slots<br />
| highlights2=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------------------------------------<br />
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-------------------------------------------------------------------------------------------><br />
<br />
==Summary==<br />
The Revenant is a Sansha's Nation supercarrier. It is only available from very rare BPC drops from Sansha's Nation motherships in incursions in low security space. It requires both Caldari and Amarr carrier skills to fly. With 7 mids and 4 lows the Revenant is designed to be a shield tanker.<br />
<br />
Due to the rarity of the blueprint and the effort required to construct them, Revenants are by far the scarcest type of supercapital ship, and rank highly among the rarest non-limited edition ships in the game. Throughout the history of New Eden, only [https://zkillboard.com/ship/3514/losses/ a few] Revenants have ever been destroyed - with the first being [http://www.eve-kill.net/?a=kill_detail&kll_id=18611012 killed by Black Legion] on the 8th of July 2013, and the sacrifice of a second being the focal point of a player event hosted on the 5th of September 2014. The third was killed by a Pandemic Legion drive-by Doomsday on the 1st of March 2015. The fourth Revenant was destroyed on the 8th of July 2015, and was piloted by an alt of TinkerHell of Cynosural Field Theory, who lost it to Snuffed Out.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Revenant for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
For more info on fittings, please go [[Revenant/Fittings|here]]<br />
<br />
==Tactics==<br />
''No sub-article about Revenant roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Revenant here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Ship Database]][[Category:Pirate Faction Ships]][[Category:Supercarriers]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Megathron&diff=79972Megathron2015-01-20T14:30:01Z<p>Thabink: /* Summary */</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 : 6/2/2014)<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=641<br />
| shipimg=Megathron.jpg<br />
| shipname=Megathron<br />
| caption=Megathron<br />
| class=Battleship<br />
| grouping=Standard Battleships<br />
| hulltype=Megathron Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| roles=unspecified<br />
| variations={{Ship|Megathron Federate Issue}},{{Ship|Megathron Navy Issue}},{{Ship|Vindicator}},{{Ship|Kronos}}<br />
| tech=<br />
| ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=15,500 MW<br />
| cpu=600 tf<br />
| capacitor=6,000 GJ<br />
| highs=7<br />
| turrets=7<br />
| launchers=0<br />
| mediums=4<br />
| lows=8<br />
| mass=98,400,000 kg<br />
| volume=486,000 m&#179;<br />
| cargohold=675 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=75 m&#179;<br />
| bandwidth=75 Mbit/sec<br />
| info=<b>Development</b><br>The Megathron has established itself as one of the most feared and respected battleships around. Since its first appearance almost two decades ago it has seen considerable service in the troublesome regions on the outskirts of the Federation, helping to expand and defend Gallentean influence there.<br />
| bonuses=<b>Gallente Battleship bonuses (per skill level):</b><br>5% bonus to Large Hybrid Turret rate of fire<br>7.5% bonus to Large Hybrid Turret tracking speed<br><br />
| structurehp=7,500 HP<br />
| shieldhp=6,300 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=6,500 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=35<br />
| armortherm=35<br />
| maxvelocity=122 m/sec<br />
| inertia=0.114<br />
| warpspeed=2 AU/s<br />
| warptime=15.55 s<br />
| targetrange=72.50 km<br />
| sigradius=380 m<br />
| maxlockedtargets=7<br />
| sensortype=Magnetometric<br />
| sensorvalue=21 points<br />
| scanres=95 mm<br />
| reqskills=*{{RequiredSkill|Gallente Battleship|I}}<br />
**{{RequiredSkill|Spaceship Command|IV}}<br />
**{{RequiredSkill|Gallente Battlecruiser|III}}<br />
***{{RequiredSkill|Spaceship Command|III}}<br />
***{{RequiredSkill|Gallente Cruiser|III}}<br />
****{{RequiredSkill|Spaceship Command|II}}<br />
****{{RequiredSkill|Gallente Destroyer|III}}<br />
*****{{RequiredSkill|Gallente Frigate|III}}<br />
******{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=3d 20h 55m 10s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Megathron Megathron on Eve Online Wiki]<br />
| highlights1=High Amount of High Slots<br />
| highlights2=High Amount of Low Slots<br />
| highlights3=<br />
| highlights4=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------------------------------------<br />
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-------------------------------------------------------------------------------------------><br />
<br />
==Summary==<br />
The Megathron is is a gun boat, specialising in large hybrid turrets. With its 4 mid slots and 8 lows the megathron is almost exclusively armor tanked. The Megathron is somewhat of a spiritual successor to the [[Brutix]] and [[Thorax]], favoring guns over drones. However, the Mega can fit a very thick tank and has the bandwidth and drone bay to field either a flight of 3 heavy drones or full flights of both light and medium drones to back up its destructive force, making it a powerful option for many different kinds of PvP and PvE action.<br />
<br />
==Skills==<br />
<br />
'''Gallente Battleship III/IV''': Get this before taking it into PVE, and at least IV before going into PVP.<br />
<br />
'''Large Hybrid Turret IV/V''': The primary training for a heavy Gallente DD. T2 Blaster Guns allow you to fire Null ammo, which will greatly increase damage projection whilst still keeping your dps high.<br />
<br />
'''Sharpshooter IV/V''' and '''Motion Prediction IV/V''': The two most important gunnery support skills, increasing optimal range and tracking speed. Both need to be maxed for T2 Rails and Blasters respectively.<br />
<br />
'''Surgical Strike IV''': Increasing DPS across the spectrum of all turreted weapons, whats not to like about this?<br />
<br />
==Fitting==<br />
{{ShipFitting|<br />
ship=Megathron|<br />
shipTypeID=641|<br />
fitName=Rail Sniper PvP|<br />
fitID=Rail-Sniper-PvP|<br />
high1name=425mm Railgun II|<br />
high1typeID=3090|<br />
high2name=425mm Railgun II|<br />
high2typeID=3090|<br />
high3name=425mm Railgun II|<br />
high3typeID=3090|<br />
high4name=425mm Railgun II|<br />
high4typeID=3090|<br />
high5name=425mm Railgun II|<br />
high5typeID=3090|<br />
high6name=425mm Railgun II|<br />
high6typeID=3090|<br />
high7name=425mm Railgun II|<br />
high7typeID=3090|<br />
mid1name=Prototype 100MN Microwarpdrive I|<br />
mid1typeID=5945|<br />
mid2name=F-90 Positional Sensor Subroutines|<br />
mid2typeID=6160|<br />
mid3name=F-90 Positional Sensor Subroutines|<br />
mid3typeID=6160|<br />
mid4name=Tracking Computer II|<br />
mid4typeID=1978|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Armor Explosive Hardener II|<br />
low2typeID=11646|<br />
low3name=Energized Adaptive Nano Membrane II|<br />
low3typeID=11269|<br />
low4name=Adaptive Nano Plating II|<br />
low4typeID=1306|<br />
low5name=1600mm Reinforced Steel Plates II|<br />
low5typeID=20353|<br />
low6name=1600mm Reinforced Steel Plates II|<br />
low6typeID=20353|<br />
low7name=Magnetic Field Stabilizer II|<br />
low7typeID=10190|<br />
low8name=Magnetic Field Stabilizer II|<br />
low8typeID=10190|<br />
drone1name=Warrior II x5|<br />
drone1typeID=2488|<br />
drone2name=Garde II x2|<br />
drone2typeID=28211|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Scan Resolution Script x2|<br />
charge1typeID=29011|<br />
charge2name=Optimal Range Script x1|<br />
charge2typeID=28999|<br />
charge3name=Federation Navy Antimatter Charge L x1680|<br />
charge3typeID=22993|<br />
charge4name=Federation Navy Thorium Charge L x1680|<br />
charge4typeID=22999|<br />
charge5name=Javelin L x1680|<br />
charge5typeID=12803|<br />
rig1name=Large Trimark Armor Pump I|<br />
rig1typeID=25894|<br />
rig2name=Large Trimark Armor Pump I|<br />
rig2typeID=25894|<br />
rig3name=Large Trimark Armor Pump I|<br />
rig3typeID=25894|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=641:3090;7:1978;1:5945;1:6160;2:1306;1:2048;1:10190;2:11269;1:11646;1:20353;2:25894;3:2488;5:12803;1680:22993;1680:22999;1680:28211;2:28999;1:29011;2:22993;1:28999;1:29011;1::|<br />
skills=|<br />
notes=}}{{ShipFitting|<br />
ship=Megathron|<br />
shipTypeID=641|<br />
fitName=L4 Missioning|<br />
fitID=L4-Missioning|<br />
high1name=425mm Railgun II|<br />
high1typeID=3090|<br />
high2name=425mm Railgun II|<br />
high2typeID=3090|<br />
high3name=425mm Railgun II|<br />
high3typeID=3090|<br />
high4name=425mm Railgun II|<br />
high4typeID=3090|<br />
high5name=425mm Railgun II|<br />
high5typeID=3090|<br />
high6name=425mm Railgun II|<br />
high6typeID=3090|<br />
high7name=Small Tractor Beam I|<br />
high7typeID=24348|<br />
high8name=open|<br />
mid1name=Cap Recharger II|<br />
mid1typeID=2032|<br />
mid2name=Cap Recharger II|<br />
mid2typeID=2032|<br />
mid3name=Sensor Booster II|<br />
mid3typeID=1952|<br />
mid4name=100MN Afterburner II|<br />
mid4typeID=12068|<br />
low1name=Large Armor Repairer II|<br />
low1typeID=3540|<br />
low2name=Reactive Armor Hardener|<br />
low2typeID=4403|<br />
low3name=Armor Thermic Hardener II|<br />
low3typeID=11648|<br />
low4name=Armor Kinetic Hardener II|<br />
low4typeID=11644|<br />
low5name=1600mm Reinforced Steel Plates II|<br />
low5typeID=20353|<br />
low6name=Magnetic Field Stabilizer II|<br />
low6typeID=10190|<br />
low7name=Magnetic Field Stabilizer II|<br />
low7typeID=10190|<br />
low8name=Magnetic Field Stabilizer II|<br />
low8typeID=10190|<br />
drone1name=Hobgoblin II x15|<br />
drone1typeID=2456|<br />
drone2name=open|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Targeting Range Script x1|<br />
charge1typeID=29009|<br />
charge2name=Antimatter Charge L x1|<br />
charge2typeID=238|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Large Capacitor Control Circuit I|<br />
rig1typeID=25948|<br />
rig2name=Large Capacitor Control Circuit I|<br />
rig2typeID=25948|<br />
rig3name=Large Capacitor Control Circuit II|<br />
rig3typeID=26374|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RET 1.1|<br />
shipDNA=641:3090;6:24348;1:1952;1:2032;2:12068;1:3540;1:4403;1:10190;3:11644;1:11648;1:20353;1:25948;2:26374;1:2456;15:238;1:29009;1::|<br />
skills=|<br />
notes=Recommended Ammo: Faction Antimatter, Javelin, Spike</li><li></li><li>Swap the Reinforced Steel Plates II for an additional Mag Field Stabilizer for more DPS and less tank as needed.}}{{ShipFitting|<br />
ship=Megathron|<br />
shipTypeID=641|<br />
fitName=Blaster PvP|<br />
fitID=Blaster-PvP|<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=Neutron Blaster Cannon II|<br />
high5typeID=3186|<br />
high6name=Neutron Blaster Cannon II|<br />
high6typeID=3186|<br />
high7name=Neutron Blaster Cannon II|<br />
high7typeID=3186|<br />
mid1name=Prototype 100MN Microwarpdrive I|<br />
mid1typeID=5945|<br />
mid2name=Faint Epsilon Warp Scrambler I|<br />
mid2typeID=5443|<br />
mid3name=Fleeting Propulsion Inhibitor I|<br />
mid3typeID=4027|<br />
mid4name=Fleeting Propulsion Inhibitor I|<br />
mid4typeID=4027|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Armor Explosive Hardener II|<br />
low2typeID=11646|<br />
low3name=Energized Adaptive Nano Membrane II|<br />
low3typeID=11269|<br />
low4name=Energized Adaptive Nano Membrane II|<br />
low4typeID=11269|<br />
low5name=1600mm Reinforced Steel Plates II|<br />
low5typeID=20353|<br />
low6name=1600mm Reinforced Steel Plates II|<br />
low6typeID=20353|<br />
low7name=Magnetic Field Stabilizer II|<br />
low7typeID=10190|<br />
low8name=Magnetic Field Stabilizer II|<br />
low8typeID=10190|<br />
drone1name=Warrior II x5|<br />
drone1typeID=2488|<br />
drone2name=Hammerhead II x5|<br />
drone2typeID=2185|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Federation Navy Antimatter Charge L x1|<br />
charge1typeID=22993|<br />
charge2name=Null L x1680|<br />
charge2typeID=12787|<br />
charge3name=Void L x1680|<br />
charge3typeID=12791|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Large Trimark Armor Pump I|<br />
rig1typeID=25894|<br />
rig2name=Large Trimark Armor Pump I|<br />
rig2typeID=25894|<br />
rig3name=Large Trimark Armor Pump I|<br />
rig3typeID=25894|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=641:3186;7:4027;2:5443;1:5945;1:2048;1:10190;2:11269;2:11646;1:20353;2:25894;3:2185;5:2488;5:12787;1680:12791;1680:22993;1680:22993;1::|<br />
skills=|<br />
notes=Does over 1000 DPS with antimatter without head, pushes nearly 1400 with void and heat.</li><li>Tank is 144k EHP with nearly 70% resists across the board.</li><li>If in a large fleet with plenty of tackle and webs, consider swapping one of the webs for a tracking computer with an optimal script to better apply your damage over range,}}{{ShipFitting|<br />
ship=Megathron|<br />
shipTypeID=641|<br />
fitName=CFC Rail Mega|<br />
fitID=CFC-Rail-Mega|<br />
high1name=425mm Railgun II|<br />
high1typeID=3090|<br />
high2name=425mm Railgun II|<br />
high2typeID=3090|<br />
high3name=425mm Railgun II|<br />
high3typeID=3090|<br />
high4name=425mm Railgun II|<br />
high4typeID=3090|<br />
high5name=425mm Railgun II|<br />
high5typeID=3090|<br />
high6name=425mm Railgun II|<br />
high6typeID=3090|<br />
high7name=425mm Railgun II|<br />
high7typeID=3090|<br />
mid1name=Prototype 100MN Microwarpdrive I|<br />
mid1typeID=5945|<br />
mid2name=Medium Electrochemical Capacitor Booster I|<br />
mid2typeID=4833|<br />
mid3name=F-90 Positional Sensor Subroutines|<br />
mid3typeID=6160|<br />
mid4name=Optical Tracking Computer I|<br />
mid4typeID=6173|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Armor Explosive Hardener II|<br />
low2typeID=11646|<br />
low3name=Armor Kinetic Hardener II|<br />
low3typeID=11644|<br />
low4name=Armor Thermic Hardener II|<br />
low4typeID=11648|<br />
low5name=Adaptive Nano Plating II|<br />
low5typeID=1306|<br />
low6name=1600mm Reinforced Steel Plates II|<br />
low6typeID=20353|<br />
low7name=1600mm Reinforced Steel Plates II|<br />
low7typeID=20353|<br />
low8name=Magnetic Field Stabilizer II|<br />
low8typeID=10190|<br />
drone1name=Warrior II x5|<br />
drone1typeID=2488|<br />
drone2name=Garde II x2|<br />
drone2typeID=28211|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Navy Cap Booster 400 x48|<br />
charge1typeID=32006|<br />
charge2name=Scan Resolution Script x1|<br />
charge2typeID=29011|<br />
charge3name=Tracking Speed Script x1|<br />
charge3typeID=29001|<br />
charge4name=Federation Navy Antimatter Charge L x1680|<br />
charge4typeID=22993|<br />
charge5name=Federation Navy Thorium Charge L x1680|<br />
charge5typeID=22999|<br />
rig1name=Large Anti-EM Pump I|<br />
rig1typeID=25736|<br />
rig2name=Large Trimark Armor Pump I|<br />
rig2typeID=25894|<br />
rig3name=Large Trimark Armor Pump I|<br />
rig3typeID=25894|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=641:3090;7:4833;1:5945;1:6160;1:6173;1:1306;1:2048;1:10190;1:11644;1:11646;1:11648;1:20353;2:25736;1:25894;2:2488;5:22993;1680:22999;1680:28211;2:32006;48:22993;1:29001;1:29011;1:32006;1::|<br />
skills=|<br />
notes=CFC Rail megathron used during the fountain war.</li><li>Requires a 2% CPU implant to fit.</li><li>Tank to gang ratio is heavily skewed towards tank in order to survive the high alpha of null blob warfare.}}{{ShipFitting<br />
| ship=Megathron<br />
| shipTypeID=641<br />
| fitName=PvP Blasterthron RR<br />
| fitID=PvP-Blasterthron-RR<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=Neutron Blaster Cannon II<br />
| high5typeID=3186<br />
| high6name=Neutron Blaster Cannon II<br />
| high6typeID=3186<br />
| high7name=Neutron Blaster Cannon II<br />
| high7typeID=3186<br />
| 1name=Large 'Solace' I Remote Bulwark Reconstruction<br />
| 1typeID=<br />
| mid1name=Prototype 100MN MicroWarpdrive I<br />
| mid1typeID=5945<br />
| mid2name=Heavy Electrochemical Capacitor Booster I<br />
| mid2typeID=5051<br />
| mid3name=Conjunctive Magnetometric ECCM Scanning Array I<br />
| mid3typeID=20236<br />
| mid4name=Faint Epsilon Warp Scrambler I<br />
| mid4typeID=5443<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=1600mm Reinforced Rolled Tungsten Plates I<br />
| low2typeID=11325<br />
| low3name=1600mm Reinforced Rolled Tungsten Plates I<br />
| low3typeID=11325<br />
| low4name=Adaptive Nano Plating II<br />
| low4typeID=1306<br />
| low5name=Energized Adaptive Nano Membrane II<br />
| low5typeID=11269<br />
| low6name=Magnetic Field Stabilizer II<br />
| low6typeID=10190<br />
| low7name=Magnetic Field Stabilizer II<br />
| low7typeID=10190<br />
| rig1name=Large Trimark Armor Pump I<br />
| rig1typeID=25894<br />
| rig2name=Large Trimark Armor Pump I<br />
| rig2typeID=25894<br />
| rig3name=Large Trimark Armor Pump I<br />
| rig3typeID=25894<br />
| drone1name=Ogre II x5<br />
| drone1typeID=2446<br />
| low8name=open<br />
| charge1name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| drone2name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills=Acceleration Control IV</li><li>Advanced Weapon Upgrades IV</li><li>Afterburner III</li><li>Armor Rigging III</li><li>Combat Drone Operation IV</li><li>Controlled Bursts IV</li><li>Drone Durability III</li><li>Drone Interfacing IV</li><li>Drone Navigation IV</li><li>Drone Sharpshooting IV</li><li>Drones V</li><li>Electronic Warfare IV</li><li>Electronic Warfare Drone Interfacing III</li><li>Electronics V</li><li>EM Armor Compensation IV</li><li>Energy Management IV</li><li>Energy Systems Operation IV</li><li>Engineering V</li><li>Evasive Maneuvering IV</li><li>Explosive Armor Compensation IV</li><li>Gallente Battleship IV </li><li>Gunnery V</li><li>Heavy Drone Operation V</li><li>High Speed Maneuvering IV</li><li>Hull Upgrades V</li><li>Jury Rigging III</li><li>Kinetic Armor Compensation IV</li><li>Large Blaster Specialization IV</li><li>Large Hybrid Turret V</li><li>Long Range Targeting IV</li><li>Mechanic V</li><li>Gallente Drone Specialization IV</li><li>Motion Prediction V</li><li>Nanite Interfacing III</li><li>Nanite Operation III</li><li>Navigation IV</li><li>Propulsion Jamming IV </li><li>Rapid Firing IV</li><li>Remote Armor Repair Systems IV</li><li>Repair Systems II</li><li>Science IV</li><li>Scout Drone Operation V</li><li>Sharpshooter IV</li><li>Shield Management IV</li><li>Signature Analysis IV</li><li>Spaceship Command IV</li><li>Surgical Strike IV</li><li>Targeting IV</li><li>Thermic Armor Compensation IV</li><li>Thermodynamics IV</li><li>Trajectory Analysis IV</li><li>Warp Drive Operation III</li><li>Weapon Upgrades V <br />
| showSKILLS=N<br />
| notes=Requires a 3% powergrid implant (slot 6) and a 3% turret cpu implant (slot 10). Without PG4 and KZA1000 implants or with insufficient powergrid skills, one or two of the blasters can be switched to ion. With Advanced Weapon Upgrades V, this fit requires a PG2 1% powergrid implant.</li><li>With recommended skills, this fitting has 113k EHP and 1007 DPS.<br />
| showNOTES=N<br />
| difficulty=1<br />
| warsop=A<br />
| warsopReason=<br />
| version=KRON 1.0<br />
| showTOC=Y<br />
| shipDNA=641:3186;7:;1:5945;1:5051;1:20236;1:5443;1:2048;1:11325;2:1306;1:11269;1:10190;2:25894;3:2446;5::<br />
}}<br />
<br />
==Tactics==<br />
Bringing the Megathron or any Battleship into PVP is something that has to be worked towards with both a large amount of Skill Points and actual long term game experience to bring the most out of the hull. Once you land into the battlespace, you must be sure of how you're going to move, (unless you have Basi Logi with cap transfer help or an ancilliary cap recharger), whether it be to anchor or move into range of the primary. Given how slow a BS moves and how long a typical engagement lasts, you will either be a useful contributor to the death of the primaries, or have been completely useless having been out of range for most of the time, or currently sitting in your POD lamenting the relatively expensive lossmail.<br />
<br />
Listen very carefully to the FC during travel or combat, a warp to the wrong gate/destination, due to a misheard command means lots of time wasted due to the slow warp speed of the Battleship. In hostile territory, doing this can be a death sentence.<br />
<br />
If you're MWD equipped, right click on the module, and turn auto-repeat off. This will force you to pay attention and manage your MWD to use it, potentially saving you vital cap energy. Do the same for any ancilliary rep/boost module. Actively and effectively managing the internal resources of your ship during combat is a skill that will also mean the difference between losing your ship and taking it through a battle successfully.<br />
<br />
In addition, the battleship is also the ship where, more so than any other ship you will fly in EVE, your battles are won and lost at the fitting screen before you even undock. Never undock the battleship without a plan and without knowing WHO you're going to fight/hunt. Fit and equip accordingly, preferably in a fleet with a specific doctrine.<br />
<br />
==Notes==<br />
This vessel qualifies for the University [[PYOS]] and [[BYOM]] programs.<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Standard Battleships]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Tornado&diff=79971Tornado2015-01-20T14:20:31Z<p>Thabink: /* Summary */</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 : 6/2/2014)<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=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=<b>Development</b><br>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 off of 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=2.5 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=[http://wiki.eveonline.com/en/wiki/Tornado Tornado on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------------------------------------<br />
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<br />
==Summary==<br />
The Tornado was made to do one thing and one thing only: blow the every loving crap out of anything that is unfortunately preoccupied with other threats. Like the other attack battlecruisers, this ship is all gank and no tank. This naturally leads many to fit it for 200km+ sniper combat, since even a couple of cruisers or small frigate wolfpack can tear it apart rather quickly. The Tornado is thus often fitted with 1400mm Artillery and used to deal massive alpha damage, in similar style to the [[Maelstrom]].<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Tornado for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
{{ShipFitting|<br />
ship=Tornado|<br />
shipTypeID=4310|<br />
fitName=Suicide Ganker|<br />
fitID=Suicide-Ganker|<br />
high1name=1400mm Gallium Cannon|<br />
high1typeID=9495|<br />
high2name=1400mm Gallium Cannon|<br />
high2typeID=9495|<br />
high3name=1400mm Gallium Cannon|<br />
high3typeID=9495|<br />
high4name=1400mm Gallium Cannon|<br />
high4typeID=9495|<br />
high5name=1400mm Gallium Cannon|<br />
high5typeID=9495|<br />
high6name=1400mm Gallium Cannon|<br />
high6typeID=9495|<br />
high7name=1400mm Gallium Cannon|<br />
high7typeID=9495|<br />
high8name=1400mm Gallium Cannon|<br />
high8typeID=9495|<br />
mid1name=Sensor Booster II|<br />
mid1typeID=1952|<br />
mid2name=Sensor Booster II|<br />
mid2typeID=1952|<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 />
low1name=Tracking Enhancer II|<br />
low1typeID=1999|<br />
low2name=Beta Reactor Control: Reaction Control I|<br />
low2typeID=8261|<br />
low3name=Counterbalanced Weapon Mounts I|<br />
low3typeID=5933|<br />
low4name=Counterbalanced Weapon Mounts I|<br />
low4typeID=5933|<br />
charge1name=Scan Resolution Script x3|<br />
charge1typeID=29011|<br />
charge2name=Tracking Speed Script x2|<br />
charge2typeID=29001|<br />
charge3name=Republic Fleet Phased Plasma L x16|<br />
charge3typeID=21918|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Projectile Collision Accelerator I|<br />
rig1typeID=31682|<br />
rig2name=Medium Projectile Collision Accelerator I|<br />
rig2typeID=31682|<br />
rig3name=open|<br />
difficulty=0|<br />
warsop=A|<br />
warsopReason=|<br />
version=RET 1.1|<br />
shipDNA=4310:9495;8:1952;3:1978;2:1999;1:5933;2:8261;1:31682;2:21918;16:29001;2:29011;3::|<br />
skills=|<br />
notes=Only carry enough ammo for 1-2 volleys. Your ship won't last longer.</li><li>The goal for the modules is being cheap, since you'll lose it all anyway.</li><li>Does 9669 volley damage with All V skills.</li><li>Change ammo type depending on the weakness of your target. Ship scanning and using EFT are your friends.</li><li>Send tackle in at 0, land the Tornadoes at 30km.}}{{ShipFitting|<br />
ship=Tornado|<br />
shipTypeID=4310|<br />
fitName= T2 Alpha Dog|<br />
fitID=T2-Alpha-Dog|<br />
high1name=1400mm Howitzer Artillery II|<br />
high1typeID=2961|<br />
high2name=1400mm Howitzer Artillery II|<br />
high2typeID=2961|<br />
high3name=1400mm Howitzer Artillery II|<br />
high3typeID=2961|<br />
high4name=1400mm Howitzer Artillery II|<br />
high4typeID=2961|<br />
high5name=1400mm Howitzer Artillery II|<br />
high5typeID=2961|<br />
high6name=1400mm Howitzer Artillery II|<br />
high6typeID=2961|<br />
high7name=1400mm Howitzer Artillery II|<br />
high7typeID=2961|<br />
high8name=1400mm Howitzer Artillery II|<br />
high8typeID=2961|<br />
mid1name=10MN Afterburner II|<br />
mid1typeID=12058|<br />
mid2name=Sensor Booster II|<br />
mid2typeID=1952|<br />
mid3name=Tracking Computer II|<br />
mid3typeID=1978|<br />
mid4name=Tracking Computer II|<br />
mid4typeID=1978|<br />
mid5name=Large Shield Extender II|<br />
mid5typeID=3841|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Gyrostabilizer II|<br />
low2typeID=519|<br />
low3name=Gyrostabilizer II|<br />
low3typeID=519|<br />
low4name=Gyrostabilizer II|<br />
low4typeID=519|<br />
charge1name=Scan Resolution Script x1|<br />
charge1typeID=29011|<br />
charge2name=Tracking Speed Script x1|<br />
charge2typeID=29001|<br />
charge3name=Republic Fleet EMP L x1|<br />
charge3typeID=21894|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Ionic Field Projector I|<br />
rig1typeID=31276|<br />
rig2name=Medium Ancillary Current Router I|<br />
rig2typeID=31360|<br />
rig3name=Medium Ancillary Current Router I|<br />
rig3typeID=31360|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=4310:2961;8:1952;1:1978;2:3841;1:12058;1:519;3:2048;1:31276;1:31360;2:21894;1:29001;1:29011;1::|<br />
skills=|<br />
notes=As defined by Korr'Tanas in http://forum.eveuniversity.org/viewtopic.php?f=83&t=67899}}<br />
<br />
==Tactics==<br />
''No sub-article about Tornado roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
This vessel qualifies for the University [[PYOS]] and [[BYOM]] programs.<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Standard Battlecruisers]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Talos&diff=79970Talos2015-01-20T14:19:31Z<p>Thabink: /* Summary */</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 : 6/2/2014)<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=4308<br />
| shipimg=Talos.jpg<br />
| shipname=Talos<br />
| caption=Talos<br />
| class=Attack Battlecruiser<br />
| grouping=Standard Battlecruisers<br />
| hulltype=Talos Class<br />
| faction=Gallente Federation<br />
| race=Gallente<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=1,100 MW<br />
| cpu=360 tf<br />
| capacitor=3,100 GJ<br />
| highs=8<br />
| turrets=8<br />
| launchers=0<br />
| mediums=4<br />
| lows=5<br />
| mass=15,552,000 kg<br />
| volume=270,000 m&#179;<br />
| cargohold=600 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=25 m&#179;<br />
| bandwidth=25 Mbit/sec<br />
| info=<b>Development</b><br>The Talos began in YC 110 as a R&D concept by ORE. Conceived as a patrol craft for mining operations in lawless space, the Talos would have been abandoned completely were it not adopted by the Black Eagles, a black-ops branch of the Gallente government. The Black Eagles stripped the Talos of non-essential systems and bolted on battleship-class weapons, creating a quick-strike craft ideal for guerilla action. <br><br>The Talos remained a military secret until YC 113, when it was introduced into wider circulation as a third tier battlecruiser. Today the Talos is manufactured by Duvolle Labs, who modified the original ORE designs to bring it in line with Gallente standards.<br />
| bonuses=<b>Gallente Battlecruiser bonuses (per skill level):</b><br>5% bonus to Large Hybrid Turret damage<br>7.5% bonus to Large Hybrid Turret tracking speed<br><b>Role Bonus:</b><br>95% reduction in Large Hybrid Turret powergrid requirement<br>50% reduction in Large Hybrid Turret CPU requirement<br>50% reduction in Large Hybrid Turret activation cost<br><br />
| structurehp=2,160 HP<br />
| shieldhp=1,750 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=1,890 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=35<br />
| armortherm=35<br />
| maxvelocity=220 m/sec<br />
| inertia=0.45<br />
| warpspeed=2.5 AU/s<br />
| warptime=9.7 s<br />
| targetrange=70.00 km<br />
| sigradius=220 m<br />
| maxlockedtargets=7<br />
| sensortype=Magnetometric<br />
| sensorvalue=20 points<br />
| scanres=210 mm<br />
| reqskills=*{{RequiredSkill|Gallente Battlecruiser|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Gallente Cruiser|III}}<br />
***{{RequiredSkill|Spaceship Command|II}}<br />
***{{RequiredSkill|Gallente Destroyer|III}}<br />
****{{RequiredSkill|Gallente Frigate|III}}<br />
*****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=1d 21h 16m 40s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Talos Talos on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
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<br />
==Summary==<br />
With a damage and a tracking bonus, the Talos focuses on blasters, providing very high DPS, but limited range. In short, it has the DPS of a Megathron and the tank of a Thorax. However with the range of heavy blasters and the second highest speed of the attack battlecruisers a shield-tanking Talos can be an effective kiter. A very good write-up can be found [http://www.evealtruist.com/2012/01/know-your-enemy-tier-3-battlecruisers.html here].<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Talos for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
{{ShipFitting|<br />
ship=Talos|<br />
shipTypeID=4308|<br />
fitName=Kil2s Solo PvP Talos|<br />
fitID=Kil2s-Solo-PvP-Talos|<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=Neutron Blaster Cannon II|<br />
high5typeID=3186|<br />
high6name=Neutron Blaster Cannon II|<br />
high6typeID=3186|<br />
high7name=Neutron Blaster Cannon II|<br />
high7typeID=3186|<br />
high8name=Neutron Blaster Cannon II|<br />
high8typeID=3186|<br />
mid1name=Experimental 10MN Microwarpdrive I|<br />
mid1typeID=5975|<br />
mid2name=Warp Disruptor II|<br />
mid2typeID=3244|<br />
mid3name=Large F-S9 Regolith Shield Induction|<br />
mid3typeID=8529|<br />
mid4name=Large F-S9 Regolith Shield Induction|<br />
mid4typeID=8529|<br />
low1name=Pseudoelectron Containment Field I|<br />
low1typeID=5837|<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 />
drone1name=Ogre II x1|<br />
drone1typeID=2446|<br />
drone2name=open|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Caldari Navy Antimatter Charge L x1|<br />
charge1typeID=21740|<br />
charge2name=Void L x1|<br />
charge2typeID=12791|<br />
charge3name=Null L x1|<br />
charge3typeID=12787|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Core Defense Field Extender I|<br />
rig1typeID=31790|<br />
rig2name=Medium Core Defense Field Extender I|<br />
rig2typeID=31790|<br />
rig3name=Medium Hybrid Burst Aerator I|<br />
rig3typeID=31528|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=PRE-RET 1.0|<br />
shipDNA=4308:3186;8:3244;1:5975;1:8529;2:1999;2:5837;1:10190;2:31528;1:31790;2:2446;1:12787;1:12791;1:21740;1::|<br />
skills=|<br />
notes=Your optimal range with full skills in this fit should be around 20k.</li><li>This fit is extremely susceptible to Tracking Disruption, and care should be taken when fighting enemies with TD.</li><li>The Talos' weak tank means literally any ship can kill you if they survive long enough. Be very careful of Frigate or Destroyers who try and tackle you.}}{{ShipFitting|<br />
ship=Talos|<br />
shipTypeID=4308|<br />
fitName=Ratting Talos|<br />
fitID=Ratting-Talos|<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=Experimental 10MN Microwarpdrive I|<br />
mid1typeID=5975|<br />
mid2name=Large F-S9 Regolith Shield Induction|<br />
mid2typeID=8529|<br />
mid3name=Thermic Dissipation Field II|<br />
mid3typeID=2303|<br />
mid4name=Kinetic Deflection Field II|<br />
mid4typeID=2299|<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=Damage Control II|<br />
low4typeID=2048|<br />
low5name=Tracking Enhancer II|<br />
low5typeID=1999|<br />
drone1name=Hobgoblin II x5|<br />
drone1typeID=2456|<br />
drone2name=open|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Antimatter Charge L x5000|<br />
charge1typeID=238|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Core Defense Field Extender I|<br />
rig1typeID=31790|<br />
rig2name=Medium Core Defense Field Extender I|<br />
rig2typeID=31790|<br />
rig3name=Medium Anti-EM Screen Reinforcer I|<br />
rig3typeID=31718|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RET 1.1|<br />
shipDNA=4308:7783;8:2299;1:2303;1:5975;1:8529;1:1999;1:2048;1:10190;3:31718;1:31790;2:2456;5:238;5000::|<br />
skills=|<br />
notes=Meta 4 blasters are expensive. Consider using lower meta guns, depending on your risk tolerance.</li><li>Use drones to kill scramming frigates that get too close, or pop them from range.</li><li>This can also run missions with logi support.}}{{ShipFitting|<br />
ship=Talos|<br />
shipTypeID=4308|<br />
fitName=POS bash 30km armor blasters|<br />
fitID=POS-bash-30km-armor-blasters|<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=Neutron Blaster Cannon II|<br />
high5typeID=3186|<br />
high6name=Neutron Blaster Cannon II|<br />
high6typeID=3186|<br />
high7name=Ion Blaster Cannon II|<br />
high7typeID=3154|<br />
high8name=Ion Blaster Cannon II|<br />
high8typeID=3154|<br />
mid1name=Experimental 10MN Microwarpdrive I|<br />
mid1typeID=5975|<br />
mid2name=Tracking Computer II|<br />
mid2typeID=1978|<br />
mid3name=Tracking Computer II|<br />
mid3typeID=1978|<br />
mid4name=Tracking Computer II|<br />
mid4typeID=1978|<br />
low1name=1600mm Reinforced Rolled Tungsten Plates I|<br />
low1typeID=11325|<br />
low2name=Energized Adaptive Nano Membrane II|<br />
low2typeID=11269|<br />
low3name=Adaptive Nano Plating II|<br />
low3typeID=1306|<br />
low4name=Damage Control II|<br />
low4typeID=2048|<br />
low5name=Magnetic Field Stabilizer II|<br />
low5typeID=10190|<br />
drone1name=Garde II x1|<br />
drone1typeID=28211|<br />
drone2name=open|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Optimal Range Script x1|<br />
charge1typeID=28999|<br />
charge2name=Null L x1|<br />
charge2typeID=12787|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Trimark Armor Pump II|<br />
rig1typeID=31059|<br />
rig2name=Medium Trimark Armor Pump II|<br />
rig2typeID=31059|<br />
rig3name=Medium Trimark Armor Pump II|<br />
rig3typeID=31059|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=4308:3154;2:3186;6:1978;3:5975;1:1306;1:2048;1:10190;1:11269;1:11325;1:31059;3:28211;1:12787;1:28999;1::|<br />
skills=|<br />
notes=}}{{ShipFitting|<br />
ship=Talos|<br />
shipTypeID=4308|<br />
fitName=POS Bash 30km armor|<br />
fitID=POS-Bash-30km-armor|<br />
high1name=350mm Railgun II|<br />
high1typeID=12356|<br />
high2name=350mm Railgun II|<br />
high2typeID=12356|<br />
high3name=350mm Railgun II|<br />
high3typeID=12356|<br />
high4name=350mm Railgun II|<br />
high4typeID=12356|<br />
high5name=350mm Railgun II|<br />
high5typeID=12356|<br />
high6name=350mm Railgun II|<br />
high6typeID=12356|<br />
high7name=350mm Railgun II|<br />
high7typeID=12356|<br />
high8name=350mm Railgun II|<br />
high8typeID=12356|<br />
mid1name=Experimental 10MN Microwarpdrive I|<br />
mid1typeID=5975|<br />
mid2name=Tracking Computer II|<br />
mid2typeID=1978|<br />
mid3name=Tracking Computer II|<br />
mid3typeID=1978|<br />
mid4name=Sensor Booster II|<br />
mid4typeID=1952|<br />
low1name=1600mm Reinforced Rolled Tungsten Plates I|<br />
low1typeID=11325|<br />
low2name=Energized Adaptive Nano Membrane II|<br />
low2typeID=11269|<br />
low3name=Adaptive Nano Plating II|<br />
low3typeID=1306|<br />
low4name=Damage Control II|<br />
low4typeID=2048|<br />
low5name=Magnetic Field Stabilizer II|<br />
low5typeID=10190|<br />
drone1name=Garde II x1|<br />
drone1typeID=28211|<br />
drone2name=open|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Optimal Range Script x1|<br />
charge1typeID=28999|<br />
charge2name=Targeting Range Script x1|<br />
charge2typeID=29009|<br />
charge3name=Spike L x1|<br />
charge3typeID=12807|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Trimark Armor Pump I|<br />
rig1typeID=31055|<br />
rig2name=Medium Trimark Armor Pump I|<br />
rig2typeID=31055|<br />
rig3name=Medium Trimark Armor Pump I|<br />
rig3typeID=31055|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=4308:12356;8:1952;1:1978;2:5975;1:1306;1:2048;1:10190;1:11269;1:11325;1:31055;3:28211;1:12807;1:28999;1:29009;1::|<br />
skills=|<br />
notes=If you lack CPU, you can downgrade the TCs or the DCU. </li><li>The T2 Garde is nice but T1 will do if you have T2 guns.}}{{ShipFitting|<br />
ship=Talos|<br />
shipTypeID=4308|<br />
fitName=POS bash armor close range T1 blasters|<br />
fitID=POS-bash-armor-close-range-T1-blasters|<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 Ion Particle Accelerator I|<br />
high8typeID=7827|<br />
mid1name=Experimental 10MN Microwarpdrive I|<br />
mid1typeID=5975|<br />
mid2name=Stasis Webifier II|<br />
mid2typeID=527|<br />
mid3name=Stasis Webifier II|<br />
mid3typeID=527|<br />
mid4name=Warp Scrambler II|<br />
mid4typeID=448|<br />
low1name=1600mm Reinforced Rolled Tungsten Plates I|<br />
low1typeID=11325|<br />
low2name=Energized Adaptive Nano Membrane II|<br />
low2typeID=11269|<br />
low3name=Energized Adaptive Nano Membrane II|<br />
low3typeID=11269|<br />
low4name=Damage Control II|<br />
low4typeID=2048|<br />
low5name=Magnetic Field Stabilizer II|<br />
low5typeID=10190|<br />
drone1name=Garde I x1|<br />
drone1typeID=23561|<br />
drone2name=open|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Antimatter Charge L x1|<br />
charge1typeID=238|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Trimark Armor Pump I|<br />
rig1typeID=31055|<br />
rig2name=Medium Trimark Armor Pump I|<br />
rig2typeID=31055|<br />
rig3name=Medium Trimark Armor Pump I|<br />
rig3typeID=31055|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=4308:7783;7:7827;1:448;1:527;2:5975;1:2048;1:10190;1:11269;2:11325;1:31055;3:23561;1:238;1::|<br />
skills=|<br />
notes=}}{{ShipFitting|<br />
ship=Talos|<br />
shipTypeID=4308|<br />
fitName=POS Bash 30km armor T1 guns|<br />
fitID=POS-Bash-30km-armor-T1-guns|<br />
high1name=425mm Prototype Gauss Gun|<br />
high1typeID=7447|<br />
high2name=425mm Prototype Gauss Gun|<br />
high2typeID=7447|<br />
high3name=425mm Prototype Gauss Gun|<br />
high3typeID=7447|<br />
high4name=425mm Prototype Gauss Gun|<br />
high4typeID=7447|<br />
high5name=350mm Prototype Gauss Gun|<br />
high5typeID=14286|<br />
high6name=350mm Prototype Gauss Gun|<br />
high6typeID=14286|<br />
high7name=350mm Prototype Gauss Gun|<br />
high7typeID=14286|<br />
high8name=350mm Prototype Gauss Gun|<br />
high8typeID=14286|<br />
mid1name=Experimental 10MN Microwarpdrive I|<br />
mid1typeID=5975|<br />
mid2name=Optical Tracking Computer I|<br />
mid2typeID=6173|<br />
mid3name=Optical Tracking Computer I|<br />
mid3typeID=6173|<br />
mid4name=Sensor Booster II|<br />
mid4typeID=1952|<br />
low1name=1600mm Reinforced Rolled Tungsten Plates I|<br />
low1typeID=11325|<br />
low2name=Energized Adaptive Nano Membrane II|<br />
low2typeID=11269|<br />
low3name=Energized Adaptive Nano Membrane II|<br />
low3typeID=11269|<br />
low4name=Damage Control II|<br />
low4typeID=2048|<br />
low5name=Magnetic Field Stabilizer II|<br />
low5typeID=10190|<br />
drone1name=Garde I x1|<br />
drone1typeID=23561|<br />
drone2name=open|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Optimal Range Script x1|<br />
charge1typeID=28999|<br />
charge2name=Targeting Range Script x1|<br />
charge2typeID=29009|<br />
charge3name=Antimatter Charge L x1|<br />
charge3typeID=238|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Trimark Armor Pump I|<br />
rig1typeID=31055|<br />
rig2name=Medium Trimark Armor Pump I|<br />
rig2typeID=31055|<br />
rig3name=Medium Trimark Armor Pump I|<br />
rig3typeID=31055|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=4308:7447;4:14286;4:1952;1:5975;1:6173;2:2048;1:10190;1:11269;2:11325;1:31055;3:23561;1:238;1:28999;1:29009;1::|<br />
skills=|<br />
notes=}}<br />
<br />
==Tactics==<br />
''No sub-article about Talos roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
This vessel qualifies for the University [[PYOS]] and [[BYOM]] programs.<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Standard Battlecruisers]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Naga&diff=79969Naga2015-01-20T14:18:44Z<p>Thabink: /* Summary */</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 : 6/1/2014)<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=4306<br />
| shipimg=Naga.jpg<br />
| shipname=Naga<br />
| caption=Naga<br />
| class=Attack Battlecruiser<br />
| grouping=Standard Battlecruisers<br />
| hulltype=Naga Class<br />
| faction=Caldari State<br />
| race=Caldari<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=875 MW<br />
| cpu=425 tf<br />
| capacitor=2,900 GJ<br />
| highs=8<br />
| turrets=8<br />
| launchers=0<br />
| mediums=6<br />
| lows=3<br />
| mass=15,000,000 kg<br />
| volume=252,000 m&#179;<br />
| cargohold=575 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=<b>Development</b><br>The Naga was designed in YC 109 by Corporate Police Force as an anti-Guristas ship, sacrificing the usual robust Caldari Navy standards in favor of supporting battleship-class weaponry. It was rejected by Hyasyoda management for being overspecialized.<br><br>The Naga design remained in the Hyasyoda archives, forgotten (save for a cameo in the Gallente holo-series <i>CPF Blue</i>). In YC 113 the Caldari Navy entertained contracts for a new tier of gunboat battlecruiser. Hyasyoda quickly submitted and won with the Naga, underbidding both Kaalakiota and Ishukone.<br><br>The Naga is effective in any campaign where fast, mobile firepower is required.<br />
| bonuses=<b>Caldari Battlecruiser bonuses (per skill level):</b><br>5% bonus to Large Hybrid Turret damage<br>10% bonus to Large Hybrid Turret optimal range<br><b>Role Bonus:</b><br>95% reduction in Large Hybrid Turret powergrid requirement<br>50% reduction in Large Hybrid Turret CPU requirement<br>50% reduction in Large Hybrid Turret activation cost<br><br />
| structurehp=1,755 HP<br />
| shieldhp=2,160 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=1,575 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=45<br />
| maxvelocity=195 m/sec<br />
| inertia=0.525<br />
| warpspeed=2.5 AU/s<br />
| warptime=10.92 s<br />
| targetrange=75.00 km<br />
| sigradius=215 m<br />
| maxlockedtargets=8<br />
| sensortype=Gravimetric<br />
| sensorvalue=21 points<br />
| scanres=200 mm<br />
| reqskills=*{{RequiredSkill|Caldari Battlecruiser|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Caldari Cruiser|III}}<br />
***{{RequiredSkill|Spaceship Command|II}}<br />
***{{RequiredSkill|Caldari Destroyer|III}}<br />
****{{RequiredSkill|Caldari Frigate|III}}<br />
*****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=1d 21h 16m 40s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Naga Naga on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
==Summary==<br />
The Naga is the Caldari Navy's entry in the "see who can fit the biggest stick on the smallest ship" competition, and it certainly makes an impression. As with the other attack battlecruisers, the Naga has a tissue paper tank, but reaps the benefits of Battleship-grade weaponry (of which range is the most important to the fragile ship). Of the four, the Naga is by far the easiest to fit for sniper combat due to the natural range of railguns coupled with the optimal range hull bonus.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Naga for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
{{ShipFitting|<br />
ship=Naga|<br />
shipTypeID=4306|<br />
fitName=PvE Fleet (non-agro member)|<br />
fitID=PvE-Fleet-(non-agro-member)|<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=Neutron Blaster Cannon II|<br />
high5typeID=3186|<br />
high6name=Neutron Blaster Cannon II|<br />
high6typeID=3186|<br />
high7name=Neutron Blaster Cannon II|<br />
high7typeID=3186|<br />
high8name=Neutron Blaster Cannon II|<br />
high8typeID=3186|<br />
mid1name=10MN Afterburner II|<br />
mid1typeID=12058|<br />
mid2name=Adaptive Invulnerability Field II|<br />
mid2typeID=2281|<br />
mid3name=Adaptive Invulnerability Field II|<br />
mid3typeID=2281|<br />
mid4name=Large Shield Extender II|<br />
mid4typeID=3841|<br />
mid5name=Large Shield Extender II|<br />
mid5typeID=3841|<br />
mid6name=Large Shield Extender II|<br />
mid6typeID=3841|<br />
low1name=Magnetic Field Stabilizer II|<br />
low1typeID=10190|<br />
low2name=Magnetic Field Stabilizer II|<br />
low2typeID=10190|<br />
low3name=Damage Control II|<br />
low3typeID=2048|<br />
rig1name=Medium Core Defense Field Extender I|<br />
rig1typeID=31790|<br />
rig2name=Medium Core Defense Field Extender I|<br />
rig2typeID=31790|<br />
rig3name=Medium Ancillary Current Router I|<br />
rig3typeID=31360|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=RET 1.1|<br />
shipDNA=4306:3186;8:2281;2:3841;3:12058;1:2048;1:10190;2:31360;1:31790;2::|<br />
skills=|<br />
notes=Meta 4 weapons or modules can be substituted if unable to mount Tech 2.</li><li>A T2 shield tank is a must as this ship is fragile even with a T2 tank.</li><li>The lack of drones makes handling Frigates difficult.</li><li>Best used in missions with groups where another ship can handle all aggression. With tanking support, this setup provides a high DPS damage dealer that can tear through Cruisers, Battlecruisers, and Battleships very quickly. </li><li>It is possible to quickly destroy Frigates if they are beyond orbiting range as well by using a Microwarp Drive and having a low Transversal Velocity (preferably below 100m/s).</li><li>Not recommended for use in solo PvE as a majority of missions will not be possible solo due to issues with targeting frigates.}}{{ShipFitting|<br />
ship=Naga|<br />
shipTypeID=4306|<br />
fitName=PvE Recharge Naga|<br />
fitID=PvE-Recharge-Naga|<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=Large Shield Extender II|<br />
mid1typeID=3841|<br />
mid2name=Large Shield Extender II|<br />
mid2typeID=3841|<br />
mid3name=Adaptive Invulnerability Field II|<br />
mid3typeID=2281|<br />
mid4name=EM Ward Field II|<br />
mid4typeID=2301|<br />
mid5name=Thermic Dissipation Field II|<br />
mid5typeID=2303|<br />
mid6name=10MN Afterburner II|<br />
mid6typeID=12058|<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 />
charge1name=Antimatter Charge L x1|<br />
charge1typeID=238|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Core Defense Field Purger I|<br />
rig1typeID=31802|<br />
rig2name=Medium Core Defense Field Purger I|<br />
rig2typeID=31802|<br />
rig3name=Medium Core Defense Field Purger I|<br />
rig3typeID=31802|<br />
difficulty=0|<br />
warsop=A|<br />
warsopReason=|<br />
version=RET 1.1|<br />
shipDNA=4306:7783;8:2281;1:2301;1:2303;1:3841;2:12058;1:2048;1:10190;2:31802;3:238;1::|<br />
skills=|<br />
notes=Doesn't tank a ton, but kills things really fast</li><li>Swap out EM/Therm hardeners for resists specific to the PvE you are running</li><li>3rd mag stab will add more dps once you are more comfortable in using it}} {{ShipFitting|<br />
ship=Naga|<br />
shipTypeID=4306|<br />
fitName=Uni Alpha T1|<br />
fitID=Uni-Alpha-T1|<br />
high1name=425mm Compressed Coil Gun I|<br />
high1typeID=7453|<br />
high2name=425mm Compressed Coil Gun I|<br />
high2typeID=7453|<br />
high3name=425mm Compressed Coil Gun I|<br />
high3typeID=7453|<br />
high4name=425mm Compressed Coil Gun I|<br />
high4typeID=7453|<br />
high5name=425mm Compressed Coil Gun I|<br />
high5typeID=7453|<br />
high6name=425mm Compressed Coil Gun I|<br />
high6typeID=7453|<br />
high7name=425mm Compressed Coil Gun I|<br />
high7typeID=7453|<br />
high8name=425mm Compressed Coil Gun I|<br />
high8typeID=7453|<br />
mid1name=Phased Weapon Navigation Array Generation Extron|<br />
mid1typeID=19814|<br />
mid2name=Tracking Computer II|<br />
mid2typeID=1978|<br />
mid3name=Tracking Computer II|<br />
mid3typeID=1978|<br />
mid4name=Adaptive Invulnerability Field II|<br />
mid4typeID=2281|<br />
mid5name=Large Shield Extender II|<br />
mid5typeID=3841|<br />
mid6name=Experimental 10MN Microwarpdrive I|<br />
mid6typeID=5975|<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 />
charge1name=Tracking Speed Script x2|<br />
charge1typeID=29001|<br />
charge2name=Federation Navy Antimatter Charge L x2000|<br />
charge2typeID=22993|<br />
charge3name=Federation Navy Lead Charge L x2000|<br />
charge3typeID=23001|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Ancillary Current Router I|<br />
rig1typeID=31360|<br />
rig2name=Medium Ionic Field Projector I|<br />
rig2typeID=31276|<br />
rig3name=Medium Hybrid Collision Accelerator I|<br />
rig3typeID=31540|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RET 1.1|<br />
shipDNA=4306:7453;8:1978;2:2281;1:3841;1:5975;1:19814;1:2048;1:10190;2:31276;1:31360;1:31540;1:22993;2000:29001;2::|<br />
skills=|<br />
notes=Meta 4 Tracking Computers can be substituted if you lack the skills for T2.</li><li>Meta 4 guns are too expensive to use on PvP fleets where you expect to lose your ship. Meta 3 guns are used here.</li><li>Your goal is to kite and snipe and under no circumstances get caught.}}<br />
<br />
==Tactics==<br />
''No sub-article about Naga roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
This vessel qualifies for the University [[PYOS]] and [[BYOM]] programs.<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Standard Battlecruisers]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Brutix&diff=79968Brutix2015-01-20T14:13:43Z<p>Thabink: /* Summary */ no more tiers.</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 : 6/2/2014)<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=16229<br />
| shipimg=Brutix.jpg<br />
| shipname=Brutix<br />
| caption=Brutix<br />
| class=Combat Battlecruiser<br />
| grouping=Standard Battlecruisers<br />
| hulltype=Brutix Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| roles=unspecified<br />
| variations={{Ship|Astarte}},{{Ship|Brutix Navy Issue}}<br />
| tech=<br />
| ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=1,125 MW<br />
| cpu=435 tf<br />
| capacitor=3,000 GJ<br />
| highs=7<br />
| turrets=6<br />
| launchers=0<br />
| mediums=4<br />
| lows=6<br />
| mass=12,500,000 kg<br />
| volume=270,000 m&#179;<br />
| cargohold=475 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=50 m&#179;<br />
| bandwidth=50 Mbit/sec<br />
| info=<b>Development</b><br>One of the most ferocious war vessels to ever spring from Gallente starship design, the Brutix is a behemoth in every sense of the word. When this hard-hitting monster appears, the battlefield takes notice.<br />
| bonuses=<b>Gallente Battlecruiser bonuses (per skill level):</b><br>10% bonus to Medium Hybrid Turret damage<br>7.5% bonus to Armor Repairer amount<br><b>Role Bonus:</b><br>&bull;&nbsp;Can fit Warfare Link modules<br><br />
| structurehp=4,750 HP<br />
| shieldhp=3,500 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=4,500 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=35<br />
| armortherm=35<br />
| maxvelocity=155 m/sec<br />
| inertia=0.704<br />
| warpspeed=2.5 AU/s<br />
| warptime=12.2 s<br />
| targetrange=55.00 km<br />
| sigradius=305 m<br />
| maxlockedtargets=7<br />
| sensortype=Magnetometric<br />
| sensorvalue=18 points<br />
| scanres=200 mm<br />
| reqskills=*{{RequiredSkill|Gallente Battlecruiser|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Gallente Cruiser|III}}<br />
***{{RequiredSkill|Spaceship Command|II}}<br />
***{{RequiredSkill|Gallente Destroyer|III}}<br />
****{{RequiredSkill|Gallente Frigate|III}}<br />
*****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=1d 21h 16m 40s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Brutix Brutix on Eve Online Wiki]<br />
| highlights1=Can Use Warfare Links<br />
| highlights2=High Amount of High Slots<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 Brutix is known as a very high DPS combat battlecruiser. In PvP it is normally blaster fit and shield tanked, making it maneuverable and able to do outstanding DPS if it can get in to range of its target. Unfortunately this is well known, leading many enemies to primary Brutixes before they can close. In PvE the Brutix is normally passed over in favor of its sister the [[Myrmidon]].<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Brutix for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
{{ShipFitting|<br />
ship=Brutix|<br />
shipTypeID=16229|<br />
fitName=PvP Shield|<br />
fitID=PvP-Shield|<br />
high1name=Heavy Ion Blaster II|<br />
high1typeID=3138|<br />
high2name=Heavy Ion Blaster II|<br />
high2typeID=3138|<br />
high3name=Heavy Ion Blaster II|<br />
high3typeID=3138|<br />
high4name=Heavy Ion Blaster II|<br />
high4typeID=3138|<br />
high5name=Heavy Ion Blaster II|<br />
high5typeID=3138|<br />
high6name=Heavy Ion Blaster II|<br />
high6typeID=3138|<br />
high7name=open|<br />
mid1name=Experimental 10MN Microwarpdrive I|<br />
mid1typeID=5975|<br />
mid2name=Adaptive Invulnerability Field II|<br />
mid2typeID=2281|<br />
mid3name=Large Shield Extender II|<br />
mid3typeID=3841|<br />
mid4name=Faint Epsilon Warp Scrambler I|<br />
mid4typeID=5443|<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=Tracking Enhancer II|<br />
low5typeID=1999|<br />
low6name=Tracking Enhancer II|<br />
low6typeID=1999|<br />
drone1name=Hammerhead II x5|<br />
drone1typeID=2185|<br />
drone2name=open|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Caldari Navy Antimatter Charge M x1|<br />
charge1typeID=23025|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Core Defense Field Extender I|<br />
rig1typeID=31790|<br />
rig2name=Medium Core Defense Field Extender I|<br />
rig2typeID=31790|<br />
rig3name=Medium Anti-EM Screen Reinforcer I|<br />
rig3typeID=31718|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version= RET 1.1|<br />
shipDNA=16229:3138;6:448;1:2281;1:3841;1:5975;1:1999;2:2048;1:10190;3:31718;1:31790;2:2185;5:23025;1::|<br />
skills=Acceleration Control III</li><li>Afterburner III</li><li>Gallente Battlecruiser IV</li><li>Combat Drone Operation IV</li><li>Controlled Bursts III</li><li>Drone Durability III</li><li>Drone Interfacing IV</li><li>Drone Navigation III</li><li>Drone Sharpshooting III</li><li>Drones V</li><li>Electronics IV</li><li>Energy Management IV</li><li>Energy Systems Operation IV</li><li>Engineering V</li><li>Evasive Maneuvering III</li><li>Gallente Cruiser III</li><li>Gallente Drone Specialization III</li><li>Gallente Frigate IV</li><li>Gunnery V</li><li>High Speed Maneuvering IV</li><li>Hull Upgrades IV</li><li>Jury Rigging III</li><li>Long Range Targeting III</li><li>Mechanic V</li><li>Medium Blaster Specialization IV</li><li>Medium Hybrid Turret V</li><li>Motion Prediction IV</li><li>Nanite Interfacing III</li><li>Nanite Operation III</li><li>Navigation IV</li><li>Propulsion Jamming III</li><li>Rapid Firing IV</li><li>Science IV</li><li>Scout Drone Operation V</li><li>Sharpshooter IV</li><li>Shield Management IV</li><li>Shield Rigging III</li><li>Shield Upgrades IV</li><li>Signature Analysis III</li><li>Small Blaster Specialization IV</li><li>Small Hybrid Turret V</li><li>Spaceship Command IV</li><li>Surgical Strike III</li><li>Tactical Shield Manipulation IV</li><li>Targeting IV</li><li>Thermodynamics IV</li><li>Trajectory Analysis III</li><li>Warp Drive Operation III</li><li>Weapon Upgrades IV|<br />
notes=This version deals around 691 DPS and has 50k EHP with recommended skills.}}{{ShipFitting|<br />
ship=Brutix|<br />
shipTypeID=16229|<br />
fitName=PvP Brawler MWD|<br />
fitID=PvP Brawler MWD|<br />
high1name=Heavy Electron Blaster II|<br />
high1typeID=3130|<br />
high2name=Heavy Electron Blaster II|<br />
high2typeID=3130|<br />
high3name=Heavy Electron Blaster II|<br />
high3typeID=3130|<br />
high4name=Heavy Electron Blaster II|<br />
high4typeID=3130|<br />
high5name=Heavy Electron Blaster II|<br />
high5typeID=3130|<br />
high6name=Heavy Electron Blaster II|<br />
high6typeID=3130|<br />
high7name=open|<br />
mid1name=Fleeting Propulsion Inhibitor I|<br />
mid1typeID=4027|<br />
mid2name=Fleeting Propulsion Inhibitor I|<br />
mid2typeID=4027|<br />
mid3name=Faint Epsilon Warp Scrambler I|<br />
mid3typeID=5443|<br />
mid4name=Experimental 10MN Microwarpdrive I|<br />
mid4typeID=5975|<br />
low1name=1600mm Reinforced Steel Plates II|<br />
low1typeID=20353|<br />
low2name=Energized Adaptive Nano Membrane II|<br />
low2typeID=11269|<br />
low3name=Magnetic Field Stabilizer II|<br />
low3typeID=10190|<br />
low4name=Energized Adaptive Nano Membrane II|<br />
low4typeID=11269|<br />
low5name=Damage Control II|<br />
low5typeID=2048|<br />
low6name=Armor Explosive Hardener II|<br />
low6typeID=11646|<br />
drone1name=Hammerhead II x5|<br />
drone1typeID=2185|<br />
drone2name=open|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Void M x1|<br />
charge1typeID=12789|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Trimark Armor Pump I|<br />
rig1typeID=31055|<br />
rig2name=Medium Trimark Armor Pump I|<br />
rig2typeID=31055|<br />
rig3name=Medium Trimark Armor Pump I|<br />
rig3typeID=31055|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=RET 1.1|<br />
shipDNA=16229:3130;6:448;1:527;2:5975;1:2048;1:10190;1:11269;2:11646;1:20353;1:31055;3:2185;5:12789;1::|<br />
skills=Acceleration Control IV</li><li>Afterburner III</li><li>Armor Rigging III</li><li>Gallente Battlecruiser IV</li><li>Combat Drone Operation IV</li><li>Controlled Bursts III</li><li>Drone Durability III</li><li>Drone Interfacing IV</li><li>Drone Navigation IV</li><li>Drone Sharpshooting IV</li><li>Drones V</li><li>EM Armor Compensation III</li><li>Electronic Warfare I</li><li>Energy Management IV</li><li>Energy Systems Operation IV</li><li>Engineering V</li><li>Evasive Maneuvering IV</li><li>Explosive Armor Compensation III</li><li>Gallente Cruiser III</li><li>Gallente Drone Specialization II</li><li>Gallente Frigate IV</li><li>Gunnery V</li><li>High Speed Maneuvering IV</li><li>Hull Upgrades V</li><li>Jury Rigging III</li><li>Kinetic Armor Compensation III</li><li>Mechanic V</li><li>Medium Blaster Specialization IV</li><li>Medium Hybrid Turret V</li><li>Motion Prediction IV</li><li>Nanite Interfacing III</li><li>Nanite Operation III</li><li>Navigation IV</li><li>Propulsion Jamming V</li><li>Rapid Firing IV</li><li>Science IV</li><li>Scout Drone Operation V</li><li>Sharpshooter IV</li><li>Shield Management III</li><li>Signature Analysis IV</li><li>Small Blaster Specialization IV</li><li>Small Hybrid Turret V</li><li>Spaceship Command IV</li><li>Surgical Strike III</li><li>Targeting IV</li><li>Thermic Armor Compensation III</li><li>Thermodynamics IV</li><li>Trajectory Analysis III</li><li>Warp Drive Operation III</li><li>Weapon Upgrades IV|<br />
notes=This fit gets 71k ehp in game with around 700 dps}}{{ShipFitting|<br />
ship=Brutix|<br />
shipTypeID=16229|<br />
fitName=PvP Brawler AB|<br />
fitID=PvP-Brawler-AB|<br />
high1name=Heavy Ion Blaster II|<br />
high1typeID=3138|<br />
high2name=Heavy Ion Blaster II|<br />
high2typeID=3138|<br />
high3name=Heavy Ion Blaster II|<br />
high3typeID=3138|<br />
high4name=Heavy Ion Blaster II|<br />
high4typeID=3138|<br />
high5name=Heavy Ion Blaster II|<br />
high5typeID=3138|<br />
high6name=Heavy Ion Blaster II|<br />
high6typeID=3138|<br />
high7name=open|<br />
mid1name=Fleeting Propulsion Inhibitor I|<br />
mid1typeID=4027|<br />
mid2name=Fleeting Propulsion Inhibitor I|<br />
mid2typeID=4027|<br />
mid3name=Faint Epsilon Warp Scrambler I|<br />
mid3typeID=5443|<br />
mid4name=Experimental 10MN Afterburner I|<br />
mid4typeID=6005|<br />
low1name=1600mm Reinforced Steel Plates II|<br />
low1typeID=20353|<br />
low2name=Energized Adaptive Nano Membrane II|<br />
low2typeID=11269|<br />
low3name=Magnetic Field Stabilizer II|<br />
low3typeID=10190|<br />
low4name=Energized Adaptive Nano Membrane II|<br />
low4typeID=11269|<br />
low5name=Damage Control II|<br />
low5typeID=2048|<br />
low6name=Armor Explosive Hardener II|<br />
low6typeID=11646|<br />
drone1name=Hammerhead II x5|<br />
drone1typeID=2185|<br />
drone2name=open|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Void M x1|<br />
charge1typeID=12789|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Trimark Armor Pump I|<br />
rig1typeID=31055|<br />
rig2name=Medium Trimark Armor Pump I|<br />
rig2typeID=31055|<br />
rig3name=Medium Trimark Armor Pump I|<br />
rig3typeID=31055|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=RET 1.1|<br />
shipDNA=16229:3138;6:448;1:527;2:6005;1:2048;1:10190;1:11269;2:11646;1:20353;1:31055;3:2185;5:12789;1::|<br />
skills=Acceleration Control IV</li><li>Afterburner III</li><li>Armor Rigging III</li><li>Gallente Battlecruiser IV</li><li>Combat Drone Operation IV</li><li>Controlled Bursts III</li><li>Drone Durability III</li><li>Drone Interfacing IV</li><li>Drone Navigation IV</li><li>Drone Sharpshooting IV</li><li>Drones V</li><li>EM Armor Compensation III</li><li>Electronic Warfare I</li><li>Energy Management IV</li><li>Energy Systems Operation IV</li><li>Engineering V</li><li>Evasive Maneuvering IV</li><li>Explosive Armor Compensation III</li><li>Gallente Cruiser III</li><li>Gallente Drone Specialization II</li><li>Gallente Frigate IV</li><li>Gunnery V</li><li>High Speed Maneuvering IV</li><li>Hull Upgrades V</li><li>Jury Rigging III</li><li>Kinetic Armor Compensation III</li><li>Mechanic V</li><li>Medium Blaster Specialization IV</li><li>Medium Hybrid Turret V</li><li>Motion Prediction IV</li><li>Nanite Interfacing III</li><li>Nanite Operation III</li><li>Navigation IV</li><li>Propulsion Jamming V</li><li>Rapid Firing IV</li><li>Science IV</li><li>Scout Drone Operation V</li><li>Sharpshooter IV</li><li>Shield Management III</li><li>Signature Analysis IV</li><li>Small Blaster Specialization IV</li><li>Small Hybrid Turret V</li><li>Spaceship Command IV</li><li>Surgical Strike III</li><li>Targeting IV</li><li>Thermic Armor Compensation III</li><li>Thermodynamics IV</li><li>Trajectory Analysis III</li><li>Warp Drive Operation III</li><li>Weapon Upgrades IV|<br />
notes=This fit gets 71k ehp in game with 750 dps. It gives up the micro-warp drive for after burner, but allows for ions to be fitted.}}{{ShipFitting|<br />
ship=Brutix|<br />
shipTypeID=16229|<br />
fitName=Heavy Armor DD|<br />
fitID=Heavy-Armor-DD|<br />
high1name=Heavy Electron Blaster II|<br />
high1typeID=3130|<br />
high2name=Heavy Electron Blaster II|<br />
high2typeID=3130|<br />
high3name=Heavy Electron Blaster II|<br />
high3typeID=3130|<br />
high4name=Heavy Electron Blaster II|<br />
high4typeID=3130|<br />
high5name=Heavy Electron Blaster II|<br />
high5typeID=3130|<br />
high6name=Heavy Electron Blaster II|<br />
high6typeID=3130|<br />
high7name=Medium Unstable Power Fluctuator I|<br />
high7typeID=16471|<br />
mid1name=Experimental 10MN Microwarpdrive I|<br />
mid1typeID=5975|<br />
mid2name=Warp Scrambler II|<br />
mid2typeID=448|<br />
mid3name=X5 Prototype Engine Enervator|<br />
mid3typeID=4025|<br />
mid4name=X5 Prototype Engine Enervator|<br />
mid4typeID=4025|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=1600mm Reinforced Steel Plates II|<br />
low2typeID=20353|<br />
low3name=Armor Explosive Hardener II|<br />
low3typeID=11646|<br />
low4name=Armor Kinetic Hardener II|<br />
low4typeID=11644|<br />
low5name=Armor Thermic Hardener II|<br />
low5typeID=11648|<br />
low6name=Magnetic Field Stabilizer II|<br />
low6typeID=10190|<br />
drone1name=Hammerhead II x5|<br />
drone1typeID=2185|<br />
drone2name=open|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Void M x1|<br />
charge1typeID=12789|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Trimark Armor Pump I|<br />
rig1typeID=31055|<br />
rig2name=Medium Trimark Armor Pump I|<br />
rig2typeID=31055|<br />
rig3name=Medium Anti-EM Pump I|<br />
rig3typeID=30999|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=16229:3130;6:16471;1:448;1:4025;2:5975;1:2048;1:10190;1:11644;1:11646;1:11648;1:20353;1:30999;1:31055;2:2185;5:12789;1::|<br />
skills=|<br />
notes=Requires PG implant, you can drop the neut if you don't have one}}{{ShipFitting|<br />
ship=Brutix|<br />
shipTypeID=16229|<br />
fitName=PvP - Active Tank Nano|<br />
fitID=PvP---Active-Tank-Nano|<br />
high1name=Heavy Ion Blaster II|<br />
high1typeID=3138|<br />
high2name=Heavy Ion Blaster II|<br />
high2typeID=3138|<br />
high3name=Heavy Ion Blaster II|<br />
high3typeID=3138|<br />
high4name=Small Unstable Power Fluctuator I|<br />
high4typeID=4475|<br />
high5name=Heavy Ion Blaster II|<br />
high5typeID=3138|<br />
high6name=Heavy Ion Blaster II|<br />
high6typeID=3138|<br />
high7name=Heavy Ion Blaster II|<br />
high7typeID=3138|<br />
mid1name=Stasis Webifier II|<br />
mid1typeID=527|<br />
mid2name=Medium Electrochemical Capacitor Booster I|<br />
mid2typeID=4833|<br />
mid3name=Warp Scrambler II|<br />
mid3typeID=448|<br />
mid4name=10MN Microwarpdrive II|<br />
mid4typeID=12076|<br />
low1name=Medium Ancillary Armor Repairer|<br />
low1typeID=33101|<br />
low2name=Energized Adaptive Nano Membrane II|<br />
low2typeID=11269|<br />
low3name=Damage Control II|<br />
low3typeID=2048|<br />
low4name=Reactive Armor Hardener|<br />
low4typeID=4403|<br />
low5name=Magnetic Field Stabilizer II|<br />
low5typeID=10190|<br />
low6name=Medium Armor Repairer II|<br />
low6typeID=3530|<br />
drone1name=Hammerhead II x5|<br />
drone1typeID=2185|<br />
drone2name=open|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Null M x1000|<br />
charge1typeID=12785|<br />
charge2name=Navy Cap Booster 800 x20|<br />
charge2typeID=32014|<br />
charge3name=Caldari Navy Antimatter Charge M x1000|<br />
charge3typeID=23025|<br />
charge4name=Void M x750|<br />
charge4typeID=12789|<br />
charge5name=Nanite Repair Paste x50|<br />
charge5typeID=28668|<br />
rig1name=Medium Auxiliary Nano Pump I|<br />
rig1typeID=31047|<br />
rig2name=Medium Auxiliary Nano Pump I|<br />
rig2typeID=31047|<br />
rig3name=Medium Nanobot Accelerator I|<br />
rig3typeID=31065|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.1|<br />
shipDNA=16229:3138;6:4475;1:448;1:527;1:4833;1:12076;1:2048;1:3530;1:4403;1:10190;1:11269;1:33101;1:31047;2:31065;1:2185;5:12785;1000:12789;750:23025;1127:28668;54:32014;10:23025;1:28668;1:32014;1::|<br />
skills=|<br />
notes=An active tank Brutix fit. Built for up close and personal fights. Very strong reps as long as the ship is not out of cap.</li><li>As fitted, with all skills at V and before boosts, this ship has 36.7 K EHP, flies at 1232 m/s (1751 m/s with MWD overheated) and align in 11.5 s (8.2 s with MWD off). The capacitor last for only 1 min 45 s even while using Navy Cap Boosters 800.</li><li>Can rep 617 EHP/s with both reps going at the same time.</li><li>Damage is 686 dps at 1.9 + 5 km with Caldari Navy Antimatter.</li><li>This ship is very susceptible to cap warfare and should try to avoid engaging in fights if neuting is likely}}{{ShipFitting<br />
| ship=Brutix<br />
| shipTypeID=16229<br />
| fitName=WHC Beginner Sites<br />
| fitID=WHC-Beginner-Sites<br />
| low1name=1600mm Reinforced Rolled Tungsten Plates I<br />
| low1typeID=11325<br />
| low2name=Energized Adaptive Nano Membrane II<br />
| low2typeID=11269<br />
| low3name=Energized Adaptive Nano Membrane II<br />
| low3typeID=11269<br />
| low4name=Damage Control II<br />
| low4typeID=2048<br />
| low5name=Magnetic Field Stabilizer II<br />
| low5typeID=10190<br />
| low6name=Magnetic Field Stabilizer II<br />
| low6typeID=10190<br />
| mid1name=Experimental 10MN Microwarpdrive I<br />
| mid1typeID=5975<br />
| mid2name=Phased Weapon Navigation Array Generation Extron<br />
| mid2typeID=19814<br />
| mid3name=Optical Tracking Computer I, Tracking Speed Script<br />
| mid3typeID=6173<br />
| charge1name=Tracking Speed Script x1<br />
| charge1typeID=29001<br />
| mid4name=Faint Epsilon Warp Scrambler I<br />
| mid4typeID=5443<br />
| high1name=200mm Prototype Gauss Gun, Antimatter Charge M<br />
| high1typeID=14278<br />
| charge2name=Antimatter Charge M x1<br />
| charge2typeID=230<br />
| high2name=200mm Prototype Gauss Gun, Antimatter Charge M<br />
| high2typeID=14278<br />
| high3name=200mm Prototype Gauss Gun, Antimatter Charge M<br />
| high3typeID=14278<br />
| high4name=200mm Prototype Gauss Gun, Antimatter Charge M<br />
| high4typeID=14278<br />
| high5name=200mm Prototype Gauss Gun, Antimatter Charge M<br />
| high5typeID=14278<br />
| high6name=200mm Prototype Gauss Gun, Antimatter Charge M<br />
| high6typeID=14278<br />
| high7name=Core Probe Launcher I, Core Scanner Probe I<br />
| high7typeID=17938<br />
| charge3name=Core Scanner Probe I x1<br />
| charge3typeID=30013<br />
| rig1name=Medium Trimark Armor Pump I<br />
| rig1typeID=31055<br />
| rig2name=Medium Trimark Armor Pump I<br />
| rig2typeID=31055<br />
| rig3name=Medium Ancillary Current Router I<br />
| rig3typeID=31360<br />
| drone1name=Hammerhead II x5<br />
| drone1typeID=2185<br />
| charge4name=open<br />
| charge5name=open<br />
| drone2name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=If you can't fit the MWD, downgrade to an AB but keep in mind that you'll spend a lot more time slowboating into range. </li><li>It's possible to get more powergrid by upgrading the ACR rig to a T2 version, but this is expensive. Consider a powergrid implant instead.</li><li>Rails instead of blasters for better damage application at longer ranges. Buffer fit for running sites in a fleet with logi support.\</li><li>Core probe launcher can be offlined or stored in the hold with a mobile depot.</li><li>Upgrade the scram, tracking computer, and MWD as skills permit.</li><li>A Brutix Navy Issue has much better buffer tank and is easier to fit for this role, consider upgrading when you have the ISK.</li><li>Don't forget drones! A significant portion of your DPS come from the Medium Combat Drones. If you can't fly Hammerhead II, consider replacing them with Federation Navy Hammerheads instead.</li><li>Scram because PvP happens.</li><br />
| showNOTES=N<br />
| difficulty=1<br />
| warsop=A<br />
| warsopReason=<br />
| version=PHOEBE 1.0<br />
| showTOC=Y<br />
| shipDNA=16229:11325;1:11269;2:2048;1:10190;2:5975;1:19814;1:6173;1:29001;1:5443;1:14278;6:230;1:17938;1:30013;1:31055;2:31360;1:2185;5::<br />
| fleetup=<br />
}}<br />
<br />
<br />
<!-- {{:Gallente Basic Ship and Skill Guide|Brutix}} --><br />
<br />
==Tactics==<br />
<br />
The Warp Speed changes of the Rubicon expansion has seen the roles of ships heavier than a Cruiser, if not diminish, then shift completely. Gone are the days of the roaming skirmishing Battleship and Battlecruiser, which could act as the heavy punch of a small gang/small fleet.<br />
<br />
The Brutix has a dual role of a heavy in your face blaster boat and a long range dps delivery platform with railguns, and is especially the go-to option for wormhole operations where you want as much DPS through a wormhole with as little tonnage wasted as possible, and where you don't have the skill or the wallet for a T3 Cruiser as yet. Properly fit, it can mount decent tank as well with little compromise for DPS.<br />
<br />
As a Blaster boat its very straightforward, warp to zero on the enemy, align out, shoot, call for reps when targeted or rep yourself if you dont have Logi. The Rail Brutix is where you have to watch out for the enemy getting under your guns, but you dont have the speed to kite properly without resorting to cap heavy, sig blooming MWD, and even then you're not fast enough to outrun a cruiser, nevermind a destroyer or frigate. Where the Rail Brutix does shine is front line wormhole space POS Bashing - your tank is big enough to rep consistently so you can stand up to POS guns with logi support, your range is high enough to hit the tower with good dps, and you can incapacitate POS modules handily in a fleet. You can also stand up to defenders should they launch a counter-attack.<br />
<br />
==Notes==<br />
This vessel qualifies for the University [[PYOS]] and [[BYOM]] programs.<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Standard Battlecruisers]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Lachesis&diff=79959Lachesis2015-01-19T10:45:02Z<p>Thabink: /* Summary */ no longer split weapons</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 : 1/18/2015)<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=11971<br />
| shipimg=Lachesis.jpg<br />
| shipname=Lachesis<br />
| caption=Lachesis<br />
| class=Combat Recon Ship<br />
| grouping=Recon Ships<br />
| hulltype=Celestis Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| variations={{Ship|Arazu}},{{Ship|Celestis}}<br />
| tech=2<br />
| ecmprio=3<br />
| powergrid=850 MW<br />
| cpu=450 tf<br />
| capacitor=1,315 GJ<br />
| highs=4<br />
| turrets=4<br />
| launchers=1<br />
| mediums=7<br />
| lows=4<br />
| mass=12,070,000 kg<br />
| volume=116,000 m&#179;<br />
| cargohold=320 m&#179;<br />
| dronebay=50 m&#179;<br />
| bandwidth=50 Mbit/sec<br />
| info=Name: Lachesis<br>Hull: Celestis<br>Role: Combat Recon Ship<br><br>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: Roden Shipyards<br><br>Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generally possess stronger armor. Their electronics capacity, however, tends to be weaker than that of their competitors'.<br />
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>10% bonus to Medium Hybrid Turret tracking<br>7.5% bonus to Remote Sensor Dampener effectiveness<br><b>Recon Ships bonuses (per skill level):</b><br>20% bonus to Warp Scrambler and Warp Disruptor optimal range<br>10% bonus to Medium Hybrid Turret optimal range<br><b>Role Bonus:</b><br>&bull;&nbsp;Cannot be detected by directional scanners<br><br />
| structurehp=1,120 HP<br />
| shieldhp=1,350 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=77.5<br />
| shieldtherm=50<br />
| armorhp=1,500 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=75.625<br />
| armortherm=59.375<br />
| maxvelocity=220 m/sec<br />
| inertia=0.56<br />
| warpspeed=3.3 AU/s<br />
| warptime=9.37 s<br />
| targetrange=140.00 km<br />
| sigradius=150 m<br />
| maxlockedtargets=10<br />
| sensortype=Magnetometric<br />
| sensorvalue=30 points<br />
| scanres=270 mm<br />
| reqskills=*{{RequiredSkill|Gallente Cruiser|V}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Gallente Destroyer|III}}<br />
***{{RequiredSkill|Gallente 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=[http://wiki.eveonline.com/en/wiki/Lachesis Lachesis on Eve Online Wiki]<br />
| highlights1=High Amount of Medium Slots<br />
| rigs_size=Medium<br />
| rigs_count=2<br />
| rigs_calibration=400<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
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<!-----------------------------------------------------------------------------------------<br />
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<br />
==Summary==<br />
The Lachesis is a T2 version of the [[Celestis]]. It retains the sensor damping bonus, but more importantly, it gains a large bonus to point range. The Lachesis is used in larger fleets as a long range heavy tackler, where its sensor damping bonus is ignored and its high number of mid slots allow it to field a strong shield tank.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Lachesis for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
{{ShipFitting|<br />
ship=Lachesis|<br />
shipTypeID=11971|<br />
fitName=Shield Kiting 2013|<br />
fitID=Shield-Kiting-2013|<br />
high1name=Rapid Light Missile Launcher II|<br />
high1typeID=1877|<br />
high2name=Rapid Light Missile Launcher II|<br />
high2typeID=1877|<br />
high3name=Rapid Light Missile Launcher II|<br />
high3typeID=1877|<br />
high4name=Medium YF-12a Smartbomb|<br />
high4typeID=9800|<br />
high5name=Small YF-12a Smartbomb|<br />
high5typeID=9784|<br />
mid1name=Large Shield Extender II|<br />
mid1typeID=3841|<br />
mid2name=Large Shield Extender II|<br />
mid2typeID=3841|<br />
mid3name=Adaptive Invulnerability Field II|<br />
mid3typeID=2281|<br />
mid4name=EM Ward Field II|<br />
mid4typeID=2301|<br />
mid5name=Experimental 10MN Microwarpdrive I|<br />
mid5typeID=5975|<br />
mid6name=Medium Electrochemical Capacitor Booster I|<br />
mid6typeID=4833|<br />
mid7name=Republic Fleet Warp Disruptor|<br />
mid7typeID=15891|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Nanofiber Internal Structure II|<br />
low2typeID=2605|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
drone1name=Vespa EC-600 x3|<br />
drone1typeID=23705|<br />
drone2name=Hornet EC-300 x2|<br />
drone2typeID=23707|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Navy Cap Booster 800 x1|<br />
charge1typeID=32014|<br />
charge2name=Inferno Fury Light Missile x1|<br />
charge2typeID=24499|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Anti-Thermal Screen Reinforcer II|<br />
rig1typeID=31760|<br />
rig2name=Medium Core Defense Field Extender I|<br />
rig2typeID=31790|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11971:1877;3:9784;1:9800;1:2281;1:2301;1:3841;2:4833;1:5975;1:15891;1:1236;1:2048;1:2605;1:31760;1:31790;1:23705;3:23707;2:24499;1:32014;1::|<br />
skills=|<br />
notes=Recons are squishy, don't overestimate them. Use them only in specific situations where your super-bonused system is effective.</li><li>This fit is no longer valid in Proteus}}<br />
<br />
<br />
<br />
{{ShipFitting|<br />
ship=Lachesis|<br />
shipTypeID=11971|<br />
fitName=Shield|<br />
fitID=Shield|<br />
high1name=250mm Railgun II|<br />
high1typeID=3082|<br />
high2name=250mm Railgun II|<br />
high2typeID=3082|<br />
high3name=250mm Railgun II|<br />
high3typeID=3082|<br />
high4name=Cynosural Field Generator I|<br />
high4typeID=21096|<br />
high5name=open|<br />
mid1name=Experimental 10MN Microwarpdrive I|<br />
mid1typeID=5975|<br />
mid2name=Large Shield Extender II|<br />
mid2typeID=3841|<br />
mid3name=Adaptive Invulnerability Field II|<br />
mid3typeID=2281|<br />
mid4name=EM Ward Amplifier II|<br />
mid4typeID=2553|<br />
mid5name=Warp Disruptor II|<br />
mid5typeID=3244|<br />
mid6name=Phased Muon Sensor Disruptor I|<br />
mid6typeID=5302|<br />
mid7name=Phased Muon Sensor Disruptor I|<br />
mid7typeID=5302|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Power Diagnostic System II|<br />
low2typeID=1541|<br />
low3name=Local Hull Conversion Nanofiber Structure I|<br />
low3typeID=5561|<br />
drone1name=Hammerhead II x4|<br />
drone1typeID=2185|<br />
drone2name=open|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Targeting Range Dampening Script x2|<br />
charge1typeID=29015|<br />
charge2name=Scan Resolution Dampening Script x2|<br />
charge2typeID=29013|<br />
charge3name=Caldari Navy Antimatter Charge M x1|<br />
charge3typeID=23025|<br />
charge4name=Caldari Navy Thorium Charge M x1|<br />
charge4typeID=23031|<br />
charge5name=Caldari Navy Iron Charge M x1|<br />
charge5typeID=23039|<br />
rig1name=Medium Ancillary Current Router I|<br />
rig1typeID=31360|<br />
rig2name=Medium Semiconductor Memory Cell I|<br />
rig2typeID=31408|<br />
difficulty=0|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=11971:3082;3:21096;1:2281;1:2553;1:3244;1:3841;1:5302;2:5975;1:1541;1:2048;1:5561;1:31360;1:31408;1:2185;4:23025;1:23031;1:23039;1:29013;2:29015;2::|<br />
skills=|<br />
notes=A basic shield fit. Can point at 48 km (57.6 km when overheated) and with two sensor dampeners will make most ships unable to target it at that range. </li><li>The cyno generator can be dropped and replaced with missile if more appropriate</li><li>With all skills at V and before fleet boosts, this ship has 24.3 K EHP, flies at 1688 m/s (2402 m/s with MWD on overheat) and align in 8.1 s (5.8 s with MWD off).</li><li>The capacitor will last 1 min 22 s.</li><li>Scan res is 337 mm, allowing to target a capsule in 7.7 s.</li><li>Damage is 256 dps at 18 + 15 km with Caldari Navy Antimatter, and is split about half and half between drones and turrets.}}{{ShipFitting|<br />
ship=Lachesis|<br />
shipTypeID=11971|<br />
fitName=Armor|<br />
fitID=Armor|<br />
high1name=Dual 150mm Railgun II|<br />
high1typeID=3106|<br />
high2name=Dual 150mm Railgun II|<br />
high2typeID=3106|<br />
high3name=Dual 150mm Railgun II|<br />
high3typeID=3106|<br />
high4name=Cynosural Field Generator I|<br />
high4typeID=21096|<br />
high5name=open|<br />
mid1name=Experimental 10MN Microwarpdrive I|<br />
mid1typeID=5975|<br />
mid2name=Warp Disruptor II|<br />
mid2typeID=3244|<br />
mid3name=Faint Epsilon Warp Scrambler I|<br />
mid3typeID=5443|<br />
mid4name=Phased Muon Sensor Disruptor I|<br />
mid4typeID=5302|<br />
mid5name=Phased Muon Sensor Disruptor I|<br />
mid5typeID=5302|<br />
mid6name=Sensor Booster II|<br />
mid6typeID=1952|<br />
mid7name=Sensor Booster II|<br />
mid7typeID=1952|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=1600mm Reinforced Steel Plates II|<br />
low2typeID=20353|<br />
low3name=Energized Adaptive Nano Membrane II|<br />
low3typeID=11269|<br />
drone1name=Hammerhead II x4|<br />
drone1typeID=2185|<br />
drone2name=open|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Targeting Range Dampening Script x2|<br />
charge1typeID=29015|<br />
charge2name=Scan Resolution Dampening Script x2|<br />
charge2typeID=29013|<br />
charge3name=Scan Resolution Script x2|<br />
charge3typeID=29011|<br />
charge4name=Caldari Navy Antimatter Charge M x1|<br />
charge4typeID=23025|<br />
charge5name=Caldari Navy Thorium Charge M x1|<br />
charge5typeID=23031|<br />
charge6name=Caldari Navy Iron Charge M x1|<br />
charge6typeID=23039|<br />
rig1name=Medium Targeting System Subcontroller I|<br />
rig1typeID=31324|<br />
rig2name=Medium Anti-Explosive Pump I|<br />
rig2typeID=31011|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=11971:3106;3:21096;1:1952;2:3244;1:5302;2:5443;1:5975;1:2048;1:11269;1:20353;1:31011;1:31324;1:2185;4:23025;1:23031;1:23039;1:29011;2:29013;2:29015;2::|<br />
skills=|<br />
notes=A basic armor fit. Same point range as the shield, but also has a scram (18 km range, 21.6 overheated). Higher EHP, significantly slower, much faster locking than the shield fit. </li><li>The cyno generator can be dropped and replaced with missile if more appropriate.</li><li>With all skills at V and before fleet boosts, this ship has 32.4 K EHP, flies at 1296 m/s (1831 m/s with MWD on overheat) and align in 11.2 s (8.4 s with MWD off).</li><li>The capacitor will last 1 min 6 s.</li><li>Scan res is 915 mm, allowing to target a capsule in 2.9 s.</li><li>Damage is 242 dps at 9 + 7.5 km with Caldari Navy Antimatter, and is split about half and half between drones and turrets.}}<br />
<br />
==Tactics==<br />
''No sub-article about Lachesis roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Lachesis here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Recon Ships]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=User:Thabink&diff=79886User:Thabink2015-01-15T16:13:28Z<p>Thabink: Blanked the page</p>
<hr />
<div></div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Overview&diff=79869Overview2015-01-15T11:19:31Z<p>Thabink: /* Commonly Known & Used Overview Packs */</p>
<hr />
<div><br />
<br />
{{uwc}} <br />
<br />
{{ important note box | The Recent EVE Online Updates "Hyperion" (Aug 26th) and "Phoebe" (Nov 4th) introduced changes to the Overview. The current Uni specific settings are under review and the current set-up outlined below is considered proper as of the "Rhea" update. Updating of this Guide is underway. }}<br />
<br />
<br />
The Overview Guide is a step-by-step guide, designed to teach new players how to set up their own overviews in EVE Online. <br />
<br />
The guide contains a full walk-through of how to set up a complete overview from start to finish, with the following presets: <br />
<br />
*PvP <br />
*PvP + Drones <br />
*PvP Travel <br />
*PvP Travel without neutrals <br />
*Missions <br />
*Mining <br />
*Looting <br />
*Pod Saver <br />
*Wormhole<br />
<br />
Setting up your overview is compulsory for Uni fleets. It is very important to have your overview set up properly. Your overview presets are your eyes in EVE Online. <br />
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<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div> <br />
<br />
= Getting Started =<br />
<br />
=== What is the "Overview"? ===<br />
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In EVE Online, the Overview is the only practical way to organize and view items in space. It is a customizable list of interactive items. It is one of the most important parts of EVE's interface, and will help you in PvP, missions, mining, traveling - practically every activity in EVE requires use of the Overview. It is vitally important that you set up your overview in a way that is not confusing, and will allow you to easily see whatever you want to see at any given time. The consequences of not setting up your overview properly could range from not being able to see a war target and subsequently getting destroyed, to firing on your own ally because he appeared as a hostile, to being destroyed by NPC pirates that didn’t even show up on your screen. The Overview can offer you a lot of flexibility with up to 5 Overview tabs and a potentially limitless number of presets that you create and/or import.<br />
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=== Newbie Tips ===<br />
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'''CTRL''' is the default keyboard shortcut to target a selected object. You can do this from the Overview by first selecting the object on your Overview and then simply press the '''CTRL''' key.<br />
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'''Freezing your Overview'''<br />
Hold down the '''CTRL''' key on your keyboard, and left click once with your mouse on an item in your overview to lock it. Holding down the control key will also freeze your overview in place, to prevent items from shuffling around based on the sorting order. This will help prevent you from locking the wrong targets by accident. When you are holding down the control key, all new items that appear on the overview will be added at the bottom of the list, and items that disappear from the grid will be shown in a faded text. Releasing the control key will re-sort your overview automatically. <br />
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Double click an item on your overview to approach it. <br />
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=== '''''<font color="yellow">IMPORTANT</font>''''' '''Review your Overview set-up''' ===<br />
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Pilots should routinely review their overview set-up to ensure it's current, especially when Updates have been released. On occasion new entities get added to the game. Also, some updates and patches may bring other changes to how the Overview works. <br />
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We will do our best to keep this guide current in a timely fashion.<br />
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<br><br />
<br />
=== Organizing your screen layout ===<br />
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[[Image:KVVAQ.jpg|thumb|center|Screen Layout Sample]] <br />
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Before you even touch the overview itself, however, you should organize the rest of your interface. EVE is a game of communication and numbers - your screen layout should reflect this. <br />
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# Undock and find a safe place to sit. You will be sitting out in space for around half an hour. Immediately outside of a dockable station and away from the station exit is a good place to do this. (See [[#Editing Overview Settings While Docked|Editing Overview Settings While Docked]] below, for instructions on editing your overview without leaving the station.) '''Alternatively, do this on an alternate character on the same account.''' The changes will carry across to all characters ''on that account on the same computer''. <font color="red">This is strongly advised for characters in E-UNI during wartime.</font> <br />
# Click the lines at the top left of the [[NeoCom]] panel --> ''Social'' --> ''Fleet''. Click the top left of the newly opened Fleet window and '''Form Fleet'''. You will see that you are now in a Fleet. You may need to reposition and resize the fleet window during fleet ops; sometimes you need it small and out of the way, other times you need to expand it to find pilots in the list. <br />
# Make your overview '''nice and big''' - it is your main source of information. You could have it running from top to bottom on the right side of my screen, with '''Selected Item window''' just above it, and the '''Drone Bay window''' just below it. <br />
# During a fleet, you’re going to need to have chat windows open. If the FC runs squad chats, then you'll want that and the fleet chat open at once. I like to keep them on the left side of the screen in separate windows.<br />
# Another window you should have separated is '''Local chat'''. Local is very important in ascertaining who is in system with you. A lot of players like to have it narrowed to the smallest width. You may want to remove portraits from the local chat to make chatter easier to read. The local window is often positioned either running down the left side of the screen between the [[NeoCom]] and the chat channels, or just to the right of the chat channels. The more height your local window has, the easier it is to spot potential hostiles in a system. <br />
# There is no six! (or is there..?)<br />
# You should also leave space for your watch list, but you can only get that when you have other people in your fleet. <br />
# Press escape and go to the '''General Settings tab'''. Under the '''Windows''' subheading, check '''Lock windows when pinned'''. This will ensure your overview and other windows don’t go anywhere. <br />
# Pin your overview and any other windows of your choice. This will allow you to see through them.<br />
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Remember that your interface should be set up the way it is most convenient for you - feel free to change your windows around once you work out what you want. <br />
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'''''Hint -''''' You can move your ship and modules display to the left and right by holding shift and clicking on your capacitor and dragging. You can even move it to the top of your screen: Click the white arrow below the speedometer, then "Align Top" at the bottom of the menu which appears. <br />
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'''''Another hint -''''' You can move your targeted objects around your screen as well. Notice that near the upper-left or upper-right corner of your targeted items (you will have to target something to see these), there is a very faint cross-hair. Click and drag that cross-hair around to change the location of your targets. <br />
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'''''Yet another hint -''''' You can change the position of your ship view to move it out of the center of the screen. Hit ESC, and under Display and Graphics, adjust the camera center as desired.<br />
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Now go to right click the 4-lined box on your '''Fleet tab''' and select '''Leave fleet''' . Your screen should be mostly set up for the next fleet op. Next time you go on an op, don’t forget to separate your squad and fleet chat windows and to add important fleetmates to your Watch List. <br />
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Now that we’ve gotten that down, let’s get onto the overview itself. <br />
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= The Overview Settings =<br />
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=== Viewing Overview Settings ===<br />
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To view all your overview settings, do the following: [[Image:Overview Settings Box.png|right|thumb|Accessing the Overview tab context menu.]] <br />
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# Click on '''the 4-lined box''' ([[File:Overview-FourLines9.gif]]) on your '''Overview window'''. <br />
# Click on '''Open overview settings'''.<br />
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You should now see your overview settings window, complete with six different tabs. <br />
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{{clear}}<br />
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==== Editing Overview Settings While Docked ====<br />
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[[Image:Overviewwhiledocked2.png|right|thumb|Enabling the ''Overview Settings'' shortcut key. (Note that the option has been renamed from ''Open Overview Settings'' to ''Overview Settings''.)]]<br />
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If you are docked, you can still view and alter your overview settings.<br />
*<font color="yellow">Note:</font> You cannot load a preset except when in space, which is done by right-clicking on the tab on the Overview itself.<br />
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To access your Overview Settings you can either add a shortcut or use a [[Slash Commands|slash command]].<br />
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===== Command =====<br />
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# Go into any chat window.<br />
# Type in: '''/open overview settings'''<br />
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===== Shortcut =====<br />
<br />
# Press ''Escape''.<br />
# Go to the ''Shortcuts'' tab.<br />
# Within the ''Shortcuts'' tab, go to the ''Window'' sub-tab.<br />
# Scroll down and you will find an ''Overview Settings'' option - set any keybind to this command. <br />
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Now you can use this keybind even when in a station, and you will open the ''Overview Settings'' window.<br />
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{{clear}}<br />
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'''NOTE - This guide will cover optimizing overview settings in the next chapter. For now, follow along in your own overview and learn.'''<br />
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=== The Overview Tabs ===<br />
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This tab allows you to set up to five different tabs, with five different overview and bracket profile presets. You will want to take advantage of this. This lets you easily switch between different loaded presets for different situations. Ultimately it's up to you want you want to name each tab. If you import an Overview profile be sure you review these so that you can rename them for your own preferences.<br />
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Brackets are the icons you see in space for an item, such as squares for players, circles for planets, etc. Brackets can be toggled to "Show all, Stop showing all" (this will default to loaded preset bracket settings), and "Hide all brackets." Besides the default brackets showing for the tab's preset brackets, there will be times you won't want any brackets, and times when you want them all. Brackets can impact your performance.<br />
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=== The Tab Presets ===<br />
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==== Types ====<br />
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The types tab is where you select what you want to see on your overview. You can use this tab to select specific things (entities) - if you’re a veldspar miner, you might only want veldspar asteroids and NPC rats. If you’re a PvPer, you might only want ships on your overview, or maybe even just specific types of ships. <br />
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*'''Asteroid:''' Pretty self explanatory - all your different types of asteroids. <br />
*'''Celestial:''' All your large celestial objects - planets, moons, wormholes, and so on. Also contains beacons (cynosural fields), biomass (corpses), stargates, wrecks and containers. <br />
*'''Charge:''' Contains bombs, which can now be deployed by stealth bombers, but only in 0.0 space. These are very dangerous - always good to have them on your overview. It also includes probes, which are usually good to have checked, as having them on overview makes seeing them on d-scan easier. <br />
*'''Deployable:''' Mobile warp disruptors, otherwise known as bubbles. These are the deployable type that get anchored in space. The other type are used by interdictors and heavy interdictors, and don’t show up on your overview. <br />
*'''Drone:''' All your various types of drones. Useful if you want to target drones of any kind, especially fighter drones. <br />
*'''Entity:''' Some of your mission rats (NPC enemies), as well as a few useless things like billboards. <br />
*'''NPC:''' CONCORD, some npc faction ships, and some rats. <br />
*'''Orbitals:''' Orbital infrastructure, such as customs office. <br />
*'''Planetary Interaction:''' Capsuler and Mercenary bases. Related to dust514. <br />
*'''Ship:''' Player-owned ships. Usually you’ll have all of these selected, unless you want to target specific types of ships. <br />
*'''Sovereignty Structures:''' Sovereignty related structures.<br />
*'''Station:''' Pretty self-explanatory. <br />
*'''Structure:''' POS structures and modules - you might use these if you were attacking one, or living in one.<br />
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There is a "Filter" text box which makes it easy to locate a specific things (entities) thus saving you from open and scrolling through the various sub-type categories.<br />
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==== States ====<br />
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In the States tab, you can further define what you want to see in the overview. Whilst the Types tab is pretty straightforward, some care has to be taken with the States tab.<br />
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States are selected by toggling one of three radio buttons, each one corresponding to the three conditions located on the right of the States window. <br />
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*'''<font color="green">Always show</font>''' (column on the left) - Entities with this state will always be shown regardless of the display setting of additional states they may have.<br />
*'''<font color="brown">Filter out</font>''' (column in the center)- Entities with this state will be filtered out unless they have additional states that are set to always show.<br />
*'''<font color="sky blue">Show by default</font>''' (column on the right) - Entities with this state will be shown unless they have additional states that are filtered out.<br />
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'''''IMPORTANT: States selection doesn't let you say what you want to see, rather it lets you say what you don’t want to see.''''' <br />
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''If a player has an attribute that you '''haven’t''' selected, they '''won’t show up on your overview'''.'' <br />
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'''Example:''' You want to see a war target, so you select '''Pilot is at war with your corporation/alliance'''. You would think this would give you war targets on your overview, but it’s a bit more complicated than that. <br />
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Suppose that player also has a bounty on him. Since you haven’t got bounty checked, he won’t show up. You need to select all the attributes that a war target could possibly have in order to see war targets. <br />
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Additionally, the States tab and the Types tab interact which often leads to problems and confusion for newer players. For example, if you are setting up a drone preset where all you want to see are drones and nothing else [i.e. no ships, no rats etc.], many newer players will deselect everything in Types except for Drones and then deselect everything in States thinking that those attributes deal only with showing pilots - which is what you don't want in your Drones preset. The problem with this is that you will not see your Drones in the Overview because Drones belong TO pilots; in order to see your own drones, you must select "pilot is in your alliance" in the States tab. If you want to see the drones of your enemies, then you will also have to select "pilot is at war with your corporation/alliance" etc. Feel free to test this out with your own drones, you will be pleasantly surprised. The same principle applies if you're mining with jetcans, if you only select "Cargo Container" under Celestial in Types and deselect everything in States, nobody's cans will show up in your overview because by deselecting everything in States, you are not allowing your Overview to show cans that belong to pilots - and since all cans invariably belong to a pilot, none will thus show. This same principle applies to other objects like wrecks etc. because the States tab doesn't just show pilots, but it shows what those pilots own. <br />
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This is the trick to the overview, and (apart from bugs) the most common reason why players can’t see all the things they want to see. <br />
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==== Save Button ====<br />
The '''Save''' button allows you to save the preset you current have in the selected tab. It opens a dialogue box that reads "Type in label for the preset". In the text field you can enter the name you want for the preset. The field will auto populate the current name of the preset, which makes for quicker updating and editing of a preset.<br />
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=== The Appearance Tab ===<br />
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==== Colortag ====<br />
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Colortags allow you to set which tags appear or do not appear, and which tags have priority. Setting colortags correctly is important because they dictate which state you see. For example, if you have '''Pilot has a bounty on him''' set higher than '''Pilot is at war with your corporation/alliance''', you will only see the black skull bounty colortag rather than the red star war target colortag. The consequences of this could obviously be very bad. <br />
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Also note that colortag settings also affect chat channels and brackets in space. Colortags can be set to blink; this is a good idea to make wartargets in local much more obvious, for example. <br />
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Another thing to remember is that changing these settings won’t dictate what you can and can’t see in your overview - you will still see all the things you dictated in the States tab. The only thing you’re changing here is how said things are displayed in your overview, in chat and in space. <br />
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The outlaw tag will not display for a pilot with -5 or lower security status in the local chat window. A pilot will only show as outlaw in local if he has gained that tag for reasons other than -5 or lower security status; such as a criminal or suspect flag, or if he is flagged for aggression against yourself, or flagged for theft against your corp. <br />
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==== Background ====<br />
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The Background tab allows you to change the background of items in your overview, as well as the background of icons in space. It doesn’t affect things in chat. <br />
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You can change the colour of the background of any pilot state. Generally, as backgrounds are quite distracting, many players keep them unchecked except for outlaws and war targets. In a situation where you want to be able to see neutrals or hostiles very clearly, such as in nullsec or wormhole space, it can be handy to keep all backgrounds checked. <br />
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You can also toggle flashing backgrounds. This is where the term “red flashy” comes from - players generally have war targets and outlaws set to a flashing red background. This is useful for highlighting certain pilots in your overview. <br />
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Like in the Colortags tab, backgrounds have priorities. If a pilot fulfills two or more criteria, the highest ranked one will take priority. <br />
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=== The Columns Tab ===<br />
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Columns let you select which columns you want to see in your overview. Some of them are pretty useless, so you obviously don’t want those columns cramping your style. <br />
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*'''Icon:''' This is the object’s icon, useful for quickly seeing the difference between a stargate and a station, or a war target and a corp member.<br />
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*'''Distance:''' The object’s distance from your ship.<br />
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*'''Name:''' The name of the object, be it a player name, the name of a station, or the name of a stargate or another item.<br />
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*'''Type:''' Shows what type of ship a pilot is flying, which is a very useful thing to know.<br />
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*'''Tag:''' The tag that a fleet commander (FC) has assigned to an object. Useful when primary and secondary targets are called, although an FC will usually just shout out the name over Mumble. Mostly used for shooting rats, where the FC wants pilots to destroy enemies in a certain order, but doesn’t want to have to call out each target.<br />
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*'''Corporation and Alliance:''' A pilot’s corporation and alliance.<br />
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*'''Faction and Militia:''' Used in Factional Warfare.<br />
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*'''Size:''' The object’s size in meters.<br />
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*'''Velocity:''' The object’s general velocity. Very useful in PvP to see enemy ship speeds to determine if they are kiting your fleet, or if they've been tackled by scrams and webs to slow them down, etc.<br />
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*'''Radial Velocity:''' How fast an object is traveling, and whether it is traveling towards or away from you.<br />
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*'''Transversal Velocity:''' How fast an object is traveling perpendicular to you. In theory useful for gunnery pilots in gauging whether a target can be hit or not, and potentially valuable for frigate and interceptor pilots trying to avoid being hit by guns. An object with a faster transversal velocity, at a specific distance, will be harder to hit, and vice versa.<br/>Angular velocity is usually much more useful as it translates directly into turret tracking, since it takes into consideration the distance to the object. Angular velocity is the most valuable tab for gunnery pilots.<br/>Transversal velocity could still be useful in trying to gauge how the angular velocity could change if the movement direction of the object changes. (e.g.: an object with low transversal velocity could quickly increase its angular velocity by changing its direction to be perpendicular to yours. But if its transversal velocity is already close to its velocity, then it's already moving perpendicular to you, and its angular velocity can only decrease)<br />
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*'''Angular Velocity:''' is an object’s speed relative to you, measured in radians per second. This means that angular velocity takes distance from a target into account, a very important factor when trying to hit something. Even if a ship has a high transversal velocity, it may still have a very low angular velocity because it is far away; meaning it might still be easy to hit. Basically, if the number in the angular velocity tab is lower than your tracking speed you can hit targets that are the right size for your guns. If the target's angular velocity is higher than your tracking speed, then you will miss targets that are the right size for your guns. See [[Turret Damage#Target_size|Target size]].<br />
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=== The Ships Tab ===<br />
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The Ships tab lets you customize what you see when you mouse over an object in space. It also lets you customize the order information is shown in, and the brackets used on either side of each bit of information. Again, some bits are useful, and some bits are not. Ship Name, for example, is rarely useful, whereas Ship Type is very useful. This information can be useful when you are looking at a battle while zoomed out, if you want to see all pertinent information when you mouse over different ships. <br />
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=== The Misc Tab ===<br />
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The Misc tab allows you to reset all of your overview settings and start from scratch. You will want to consider resetting all of your overview settings prior to importing a new overview profile. Be sure to export or save in-game your current settings prior to doing this. <br />
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It also has the option of moving objects that are mentioned in broadcasts to the top of an overview. This can be useful in fleet operations when the FC broadcasts an align command, or the like. The relevant stargate/object would then move to the top of the overview. <br />
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Brackets and target indications are set here as well.<br />
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The Import and Export Overview Settings buttons are used to save or import your saved profiles from your computer.<br />
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<font color="yellow">''' Changes due to Hyperion created this next Tab!'''</font><br />
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=== The History Tab ===<br />
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This tab lists the last 15 overview profiles you have loaded.<br />
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There is also a ‘restore’ button, which will restore your overview back to what it was before you loaded the last overview profile, which can be handy if some joker links you a bad overview profile. Please note that this history is only stored in your local settings for that user so we recommend storing profile links you want to keep around in more permanent places such as the in-game notepad or character bio. See [[Overview_Guide#Saving_and_sharing_your_Overview_Profile|"Saving and Sharing your Overview Profile"]] below for further details.<br />
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<br> The next section will show you how to set different presets and optimize your overview for different situations. <br />
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<br><br />
<br />
= Setting Up Your Overview =<br />
<br />
The following section will tell you how to set up your overview for EVE University fleets. Please follow the instructions carefully. <br />
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These instructions are illustrated in this video: http://www.youtube.com/watch?v=TY2scKcFnv4 - please note that with recent game updates this video may contain obsolete information.<br />
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=== Setting Up Columns ===<br />
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#In your overview settings, go to the '''Columns tab'''. <br />
#Make sure the following boxes are checked and in the following order: <br />
#*'''Icon''' <br />
#*'''Tag''' <br />
#*'''Distance''' <br />
#*'''Name''' <br />
#*'''Type''' <br />
#*'''Radial Velocity''' <br />
#*'''Angular Velocity'''<br />
#*'''Alliance''' <br />
#*'''Corporation''' ''(Corporation and alliance are useful to see who is around, especially in low security space.)''<br />
<br />
#Sort your overview by '''Distance''', so that the closest items are at the top. Normally, you want to know who's closest to you. In larger fleet fights, when a target is called, you may need to sort by '''Name''' or by '''Type'''. <br />
#Make sure your overview is wide enough to easily see the information in all these columns.<br />
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<br><br />
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=== Setting Up Ship Mouse-Overs ===<br />
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#Go to the '''Ships tab'''. <br />
#Make sure the following boxes are checked, and move them into the following order: ''(I find that this helps to separate all of the bracketed information, which can get confusing.)'' <br />
#*'''Ship Type''' <br />
#*'''Pilot name''' <br />
#*'''Corp Ticker''' <br />
#*'''Alliance Ticker''' <br />
#Select '''Hide corp ticker if pilot is in alliance''' at the top of the tab.<br />
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This removes irrelevant information - if you’re fighting against a Privateer, you want to know he’s in the Privateer Alliance, not which corp he’s in. <br />
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=== Setting up Broadcasted Entities ===<br />
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#Go to the '''Misc Tab'''. <br />
#Check '''Move entries with broadcasts to top'''.<br />
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=== Setting Up Colortags ===<br />
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#Go to the '''Appearance tab''', and then the '''Colortag tab'''. <br />
#Ensure '''Use small colortags''' is unchecked. ''Not checked by Default.'' <br />
#Change your colortags to be in the following order (you can drag and drop the order. Make sure you do this otherwise you may end up killing people who are in your corp but are flashy): <br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTag-StarRed9.gif|Red Star - At war with your corp/alliance]]</span> '''Pilot is at war with your corporation/ alliance''' (see #4)<br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTag-StarOrange9.gif|Orange Star - At war with your militia]] '''Pilot is at war with your militia ''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-FleetMember9.gif|Fleet Member]] '''Pilot is in your fleet''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-StarGreen9.gif|Green Star - Member of your corporation]] '''Pilot is in your corporation ''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-StarBlue9.gif|Blue Star - Member of your alliance]] '''Pilot is in your alliance ''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-PlusDarkBlue9.gif|Dark Blue Plus - Excellent standings from your alliance/corp/self]] '''Pilot has excellent standing ''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-PlusLightBlue9.gif|Light Blue Plus - Good standings from your alliance/corp/self]] '''Pilot has good standing ''' <br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTag-SkullOrange9.gif|Orange Skull - Pilot has security status below -5]] '''Pilot has security status below -5 ''' (see #7 in Backgrounds section)<br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTag-SkullRedBlack9.gif|Red Skull - Pilot is a criminal]] '''Pilot is a criminal '''<br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTag-SkullYellowBlack9.gif|Yellow Skull - Pilot is a suspect]] '''Pilot is a suspect '''<br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTag-SkullTurquoise9.gif|Turquoise Skull - Pilot has a limited engagement with you]] '''Pilot has a limited engagement with you ''' (see #5 in Backgrounds section)<br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-CrosshairOrange9.gif|Purchasable Kill Right]] '''Pilot has a kill right on him that you can activate '''<br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-MinusRed9.gif|Red Minus - Terrible standings from your alliance/corp/self]] '''Pilot has terrible standing ''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-MinusOrange9.gif|Orange Minus - Bad standings from your alliance/corp/self]] '''Pilot has bad standing''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-StarPurple9.gif|Purple Star - Member of your militia]] '''Pilot is in your militia or allied to your militia '''<br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-StarBlue9.gif|Blue Star - Member of your alliance]] '''Pilot is an ally in one or more of your wars ''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-SkullYellow9.gif|Yellow Skull - Pilot has a security status below zero]] '''Pilot has security status below 0''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-Neutral.gif|Neutral Standing]] '''Pilot has neutral standing''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-ChatBlue9.gif|Blue Chat Bubble]] '''Pilot (agent) is interactable''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTag-SkullBlack9.gif|Black Skull - Pilot has a bounty]] '''Pilot has bounty on him'''<br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTag-Neutral.gif|Neutral Standing]] '''Pilot has no standing''' (see notes) <br />
#It is recommended to set the "At war with your corp/alliance" colortag to Blink (right click and choose "Toggle Blink") so it blinks in Local which makes it easier to see in high-traffic systems.<br />
#All of these items should be checked, except for "Pilot has bounty on him" and "Pilot has no standing", which should be unchecked.<br />
<br />
If you really want to see who has a bounty, you can check "Pilot has bounty on him", but with the current free-for-all on bounties, this could severely clutter up your overview.<br />
<br />
#Right click on '''Pilot has security status below -5''' [[file:ColorTag-SkullRed9.gif|Red Skull]] and change the color to orange [[file:ColorTag-SkullOrange9.gif|Orange Skull]]. <br />
#Please double check your settings against the setting order above.<br />
<br />
Note: current policy is that war allies have no special standings. This may be changed sometime soon. Until then, war allies should be treated according to their standings, and not their war ally status.<br />
<br />
Pressing the '''Reset All''' button at the bottom of the Appearance tab resets only the Colortags/Backgrounds. <br />
<br />
<br><br />
<br />
{{#css:<br />
@keyframes flashy { <br />
50% { opacity: 0; }<br />
}<br />
<br />
@-webkit-keyframes flashy { <br />
50% { opacity: 0; }<br />
}<br />
<br />
@-moz-keyframes flashy { <br />
50% { opacity: 0; }<br />
}<br />
<br />
@-o-keyframes flashy { <br />
50% { opacity: 0; }<br />
}<br />
<br />
.flashy img {<br />
animation-name: flashy;<br />
animation-duration: .5s;<br />
animation-timing-function: linear;<br />
animation-iteration-count: infinite;<br />
animation-direction: alternate;<br />
<br />
-webkit-animation-name: flashy;<br />
-webkit-animation-duration: .5s;<br />
-webkit-animation-timing-function: linear;<br />
-webkit-animation-iteration-count: infinite;<br />
-webkit-animation-direction: alternate;<br />
<br />
-moz-animation-name: flashy;<br />
-moz-animation-duration: .5s;<br />
-moz-animation-timing-function: linear;<br />
-moz-animation-iteration-count: infinite;<br />
-moz-animation-direction: alternate;<br />
<br />
-o-animation-name: flashy;<br />
-o-animation-duration: .5s;<br />
-o-animation-timing-function: linear;<br />
-o-animation-iteration-count: infinite;<br />
-o-animation-direction: alternate;<br />
}<br />
<br />
}}=== Setting Up Backgrounds ===<br />
<br />
#Go into the '''Appearances tab''', then go to the '''Background tab'''. <br />
#Uncheck everything EXCEPT: <br />
#*'''Pilot is at war with your corporation/ alliance''' <br />
#*'''Pilot is at war with your militia'''<br />
#*'''Pilot has a limited engagement with you'''<br />
#*'''Pilot has a security status below -5'''<br />
#*'''Pilot is a criminal''' <br />
#*'''Pilot is a suspect''' <br />
#Change your backgrounds to be in the following order and with the following checks: <br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTagBG-Red.gif|Red Background]]</span> '''Pilot is at war with your corporation/ alliance ''' (blink on)<br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTagBG-Red.gif|Red Background]]</span> '''Pilot is at war with your militia ''' (blink on)<br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTagBG-Orange.gif|Orange Background]]</span> '''Pilot has a limited engagement with you ''' (blink on) (see #s 4 & 5)<br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-PurpleLight.gif|Light Purple Background]] '''Pilot is in your fleet''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-GreenDark.gif|Dark Green Background]] '''Pilot is in your corporation ''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-BlueDark.gif|Dark Blue Background]] '''Pilot is in your alliance ''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-BlueDark.gif|Dark Blue Background]] '''Pilot has excellent standing ''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-BlueLight.gif|Light Blue Background]] '''Pilot has good standing ''' <br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTagBG-Yellow.gif|Yellow Background]]</span> '''Pilot has a security status below -5 ''' (blink on) (see #s 6 & 7)<br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTagBG-Yellow.gif|Yellow Background]]</span> '''Pilot is criminal ''' (blink on) (see #s 6 & 7)<br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTagBG-Yellow.gif|Yellow Background]]</span> '''Pilot is a suspect ''' (blink on) (see #s 6 & 7)<br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-Orange.gif|Orange Background]] '''Pilot has a kill right on him that you can activate '''<br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-Red.gif|Red Background]] '''Pilot has terrible standing ''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-Orange.gif|Orange Background]] '''Pilot has bad standing''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-PurpleDark.gif|Dark Purple Background]] '''Pilot is in your militia or allied to your militia ''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-BlueDark.gif|Dark Blue Background]] '''Pilot is an ally in one or more of your wars '''<br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-Yellow.gif|Yellow Background]] '''Pilot has security status below 0''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-Grey.gif|Grey Background]] '''Pilot has neutral standing'''<br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-BlueLight.gif|Light Blue Background]] '''Pilot (agent) is interactable''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-Black.gif|Black Background]] '''Pilot has bounty on him'''<br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-Grey.gif|Grey Background]] '''Pilot has no standing''' <br />
#Right click on '''Pilot has a limited engagement with you''' and select '''Toggle blink'''. The item that is selected should now be blinking. <br />
#Right click on '''Pilot has a limited engagement with you''' [[file:ColorTagBG-Red.gif|Red Background]] and change the color to orange [[file:ColorTagBG-Orange.gif|Orange Background]].<br />
#Right click on '''Pilot has a security status below -5''', '''Pilot is criminal ''', and '''Pilot is a suspect ''' and select '''Toggle blink'''. The items that are selected should now be blinking. <br />
#Right click on '''Pilot has a security status below -5''' [[file:ColorTagBG-Red.gif|Red Background]], '''Pilot is criminal ''' [[file:ColorTagBG-Red.gif|Red Background]], and '''Pilot is a suspect ''' [[file:ColorTagBG-Yellow.gif|Yellow Background]] and change the color to yellow [[file:ColorTagBG-Yellow.gif|Yellow Background]].<br />
#Right click on '''Pilot is at war with your militia ''' [[file:ColorTagBG-Orange.gif|Orange Background]] and change the color to red [[file:ColorTagBG-Red.gif|Red Background]].<br />
Steps #5, #7, and #8 distinguish anyone you can legally attack from war targets, since allies can sometimes appear as low security status/criminals/suspects (formerly outlaws). With the above settings, orange flashy and red flashy can shoot at you, and orange flashy, yellow flashy and red flashy are shootable targets - you won’t get CONCORDed if you fire upon them.<br />
<br />
War targets, those in a limited engagement with you, those with security status below -5, criminals and suspects are the only types of players you can attack in high sec space. The above settings will remove the background from everything except the most important targets, allowing you to instantly see who to attack. <br />
<br />
Remember that the Uni may set the standing of an alliance or corporation to +5 or more, in which case a blue background will appear on a target even if it is flashy. In these cases the target should NOT be fired at (blue trumps flashy).<br />
<br />
<font color="yellow">'''Due to changes that occurred in Retribution, it is no longer proper to set backgrounds in the same order as colortags -- please double-check to make sure you have the backgrounds and colortags set in the orders listed above!'''</font><br />
<br />
You have now set up all your general overview settings. It is a good idea to now save a default EVE University overview. - we’ll move onto setting up individual presets now. <br />
<br />
<br><br />
<br />
=== Setting Up a PvP Preset ===<br />
<br />
#Go to your '''Tab Presets''' tab, and go to the '''States''' tab. <br />
#Make sure the following items' radio buttons are checked for "<font color="sky blue">Show by default</font>"(column on the right): <br />
#*'''Pilot has a kill right on him that you can activate'''<br />
#*'''Pilot has a limited engagement with you'''<br />
#*'''Pilot has a security status below 0'''<br />
#*'''Pilot has a security status below -5''' <br />
#*'''Pilot has bad standing''' <br />
#*'''Pilot has bounty on him''' <br />
#*'''Pilot has neutral standing''' <br />
#*'''Pilot has no standing''' <br />
#*'''Pilot has terrible standing''' <br />
#*'''Pilot is a criminal'''<br />
#*'''Pilot is a suspect'''<br />
#*'''Pilot is an ally in one or more of your wars''' <br />
#*'''Pilot is at war with your militia''' <br />
#*'''Pilot is in your militia or allied to your militia''' <br />
#*'''Wreck is already viewed''' <br />
#*'''Wreck is empty'''<br />
#Make sure that the following radio buttons are checked for "<font color="green">Always show</font>" (column on the left):<br />
#*'''Pilot is at war with your corporation/alliance'''<br />
#Make sure that the following radio buttons are checked for "<font color="brown">Filter out</font>" (column in the center):<br />
#*'''Pilot (agent) is interactable'''<br />
#*'''Pilot has excellent standing'''<br />
#*'''Pilot has good standing'''<br />
#*'''Pilot is in your alliance'''<br />
#*'''Pilot is in your corporation'''<br />
#*'''Pilot is in your fleet'''<br />
#Go to the '''Types tab'''. <br />
#Click '''Deselect all''' ''(at the bottom of the window)''. <br />
#'''Right click on the Ship folder and click Select all'''. ''Everything in the Ship folder is now selected.'' <br />
#'''Right click on the Charge folder and click Select all'''. ''Everything in the Charge folder is now selected.'' <br />
#Open the '''Celestial''' folder and select '''Beacon, Covert Beacon, Sun''' and '''Warp Gate'''. <br />
#Open the '''Drone''' folder and select '''Fighter Drone''' and '''Fighter Bomber'''. This is in case you end up in PvP against a carrier or super-carrier.<br />
#Open the '''NPC''' folder and select '''Pirate NPC'''. <br />
#Open the '''Entity''' folder and select the three items beginning with '''Asteroid Mordus''', the '''Destructible Sentry Gun''', and '''Roaming Sleepers Cruiser'''.<br />
#Follow the '''Saving a preset''' instructions below.<br />
<br />
This preset is for seeing basic things in PvP. Be very careful when you lock ships and activate modules, if you are not careful you could shoot neutral pilots and get your ship destroyed by CONCORD or gate guns. <br />
<br />
'''Please note that this preset shows people with bad (orange minus) and horrible standing (red minus). These people CANNOT be attacked in high sec space. Only attack people flashing red (war targets), yellow (outlaws/criminals/suspects) or orange (in a limited engagement) on your overview.''' <br />
<br />
<br><br />
<br />
=== Saving a Preset ===<br />
<br />
#In your '''Overview Settings''', in the '''Tab Presets''' tab , you should see '''"Preset in selected overview tab"''' with '''"(preset name) - not saved"''' just below with a '''Save''' button to the right. Please note that the save button is always available even once a preset is saved.<br />
#Click on the Save button and this will open a box with "Type in label for the preset".<br />
#Type in '''1 - PvP''' in the text entry field and click '''Okay'''. You have now saved these settings as a preset.<br />
#You can also save a preset from the Overview itself by right clicking on the Overview tab and selecting '''"Save Current Selection Type As..."'''<br />
<br />
<br><br />
<br />
=== Setting Up a PvP with Drones Preset ===<br />
<br />
#You can work from the saved preset '''"1 - PvP"''', or you can right click on an Overview tab and select "Load Preset to Tab" and select "1 - PvP". <br />
#In '''Tab Presets &gt; Types''', right click the Drone folder and select all. <br />
#Save the preset as '''1a - PvP + Drones'''.<br />
<br />
This preset is useful if you are being aggressed by drones and want to destroy them, or want to help out a fleetmate who is being attacked by drones. <br />
<br />
<br><br />
<br />
=== Setting Up a PvP Travel Preset ===<br />
<br />
#You can work from the saved preset '''"1 - PvP"''', or you can right click on an Overview tab and select "Load Preset to Tab" and select "1 - PvP". <br />
#Go into '''Celestial''' and check the following, in addition to the stuff you’ve already selected: <br />
#*'''Stargate''' <br />
#*'''Wormhole''' <br />
#Go into '''Deployable''' and select '''Mobile Warp Disruptor'''. <br />
#Go into '''Structure''' and select '''Jump Portal Array'''. <br />
#Save the preset as '''2 - PvP Travel'''.<br />
<br />
The PvP travel preset is designed as an all purpose travel mode. This is the preset that should be used by default on most PvP ops. <br />
<br />
Stations are not included because some systems have too many stations, which can clutter up the overview. Thus stations should be left unchecked. If you want to travel to a station, right click in empty space and just select the station from there. <br />
<br />
<br><br />
<br />
=== Setting Up a PvP Travel Without Neutrals Preset ===<br />
<br />
#You can work from the saved preset '''"2 - PvP Travel"''', or you can right click on an Overview tab and select "Load Preset to Tab" and select "2 - PvP Travel". <br />
#In '''Tab Presets &gt; States''', and check the following to "<font color="brown">Filter out</font>"<br />
#*'''Pilot has neutral standing'''<br />
#*'''Pilot has no standing'''<br />
#Save the preset as '''2a - PvP No Neut'''<br />
<br />
<font color="red">'''Warning'''</font> The '''Pilot has no standing''' state does not seem to function like other states. At the moment, some pilots with bad or horrible standings will not show up on the overview with this preset. <br />
<br />
This is a useful preset to have for those times when you have to make a shopping trip to a busy system like Jita, or an FC takes the fleet into a really busy system. This preset will eliminate neutral pilots from the overview, reducing lag. '''Don’t use this during fleet ops unless absolutely necessary - seeing neutrals is useful, and flying without them on your overview can be dangerous.''' <br />
<br />
Using this preset could prevent you from seeing neutral remote reppers that often need to be neuted, ecm jammed, and damped. It will also prevent you from seeing any pirates and other outlaws that have neutral status. <br />
<br />
<br><br />
<br />
=== Setting Up Missions, Exploration, and Mining Presets ===<br />
<br />
#For setting up a missioning preset, you can load the '''Default > General''' preset, then run some missions. Remove things you don’t really need to see as you go - you can do this by right clicking on the item in the overview, then selecting '''Remove *item* from overview'''. Eventually you will have a preset that will suit your needs. Below are some suggestions on how to configure the mission preset. <br />
#*In '''Tab Presets &gt; Types &gt; Celestial''', check '''Agents in Space'''. This is mainly used during COSMOS missions.<br />
#*Check '''Celestial > Large Collidable Object '''and''' Entity > Large Collidable Structure'''. Mission objectives will often show up as one of these. You may want to create a second mission preset without this if you find they clutter your overview.<br />
#*Check all three '''Entity > Asteroid Mordus Legion Commander [class]'''. These new NPCs were added in the Kronos expansion. Check the '''Roaming Sleepers Cruiser'''. This new NPC was added in the Rhea expansion.<br />
#*Check '''Entity > Scatter Container'''. Data and Relic sites show these as a diamond shape, even though the cans themselves no longer scatter their loot. Be sure that '''Mission Container''' and '''Spawn Container''' are also checked otherwise you may have difficulty in locating some mission objectives or other sources of loot.<br />
#*Right click the '''Charge''' folder and select all. This will help you see probes on d-scan. <br />
#*Open the '''Celestial''' folder, and check '''Wreck'''. Some people like to have wrecks on their mission presets, the choice is yours. Having wrecks on overview can clutter it up, and make it more difficult to see pilots warping in to your mission area such as ninja salvagers or ninja looters. You can also remove '''Cargo Container''' if you like, although there don't tend to be many of these cluttering the overview during missions, and the mission completion items are picked up from cans so it can be handy to see them without switching tabs. Check '''Sun''' if you want an easily identifiable celestial to align to. This can be handy if you are not sure you can fully tank the rats; just align to the sun, and if your tank is in danger of breaking, call back your drones and warp to the sun. Make sure there are no collidable objects on the align path. <br />
#*Open the '''Drone''' folder and check '''Combat Drone''' and '''Salvage Drone'''. This will let you see your own drones on the overview, which helps many pilots to remember to pull them into the drone bay after a mission instead of leaving them behind. If you mission in fleets you may want to uncheck drones. <br />
#*You can uncheck '''Station''' from the folder of the same name so that these don't clutter your overview. <br />
#*Go to '''Tab Presets &gt; States''' and check '''Pilot is in your fleet''' to "<font color="brown">Filter out</font>", unless you mission in remote repping fleets and want to see your fleetmates on the overview. Check '''Pilot is at war with your corporation/alliance''' and '''Pilot is at war with your militia''' to "<font color="green">Always show</font>".<br />
<br />
#Once you’re done creating a missions preset, save it as '''3 - Missions'''. If you never run missions, you obviously don’t need this preset. <br />
#If you don’t run missions, but like to go mining, you could create one called '''3 - Mining''' with just asteroids, belt rats, player ships and anything else you need. It’s up to you. <br />
#*The Uni standard overview provides a mining preset that is essentially the missions preset but with all asteroids, Asteroid Belt, Harvestable Cloud, and Mining Drones added.<br />
<br />
#In some missions the objectives have strange types, so you may want to load the '''Default > All''' preset. This can also help with cloaky ships who don't want to get within ~2000m of any objects.<br />
<br><br />
<br />
=== Creating a Looting Preset ===<br />
<br />
#You can work from the saved preset '''"2 - PvP Travel"''', or you can right click on an Overview tab and select "Load Preset to Tab" and select "2 - PvP Travel". <br />
#Go to '''Tab Presets &gt; States''' and check all states to "<font color="sky blue">Show by default</font>", except keep '''Pilot is in your fleet''' as "<font color="brown">Filter out</font>" and '''Pilot is at war with your corporation/alliance''' as "<font color="green">Always show</font>". <br />
#Go to '''Tab Presets &gt; Types''', expand the '''Celestial''' category, and check the following items: <br />
#*'''Biomass''' <br />
#*'''Cargo Container''' <br />
#*'''Wreck'''<br />
#For mission running and such you can go to '''Tab Presets &gt; Types''', and in '''Entity''' add:<br />
#*'''Mission Container'''<br />
#*'''Scatter Container'''<br />
#*'''Spawn Container'''<br />
#Save the preset as '''4 - Looting'''<br />
<br />
This is useful to loot the field after a PvP engagement. This preset is also useful after running a mission or combat site. It is necessary to have all states selected to see all wrecks (except the '''Pilot is in your fleet''' state). Having fleetmates checked will clutter up your overview with your own fleet's ships. <br />
<br />
<br><br />
<br />
=== Setting Up a Pod Saver Preset ===<br />
<br />
[http://www.youtube.com/watch?v=41dZ1rSXTV4&feature=related Please click here to see the YouTube video telling you how to set up the tab.] <br />
<br />
'''''Important!''''' The Pod Saver tab with your Pod Saver preset loaded is invaluable. Switch to it when your ship has been tackled and you know you have no chance of escape. Pick a planet or POCO and start spamming the '''<font color="yellow">"Warp to 0"</font> button to save your pod. Once you hit the planet or POCO, do not stop. Keep moving as you are probably being chased. Do not forget to switch Overviews to check, as the Pod Saver preset does not show enemies.<br />
<br />
<br> <br />
<br />
#You can work from the saved preset '''"1 - PvP"''', or you can right click on an Overview tab and select "Load Preset to Tab" and select "1 - PvP". <br />
#Go to '''Tab Presets &gt; Types''' and click '''Deselect All'''. <br />
#Go into '''Celestial''' and check '''Planet''' and '''Sun'''. (You may wish to omit Sun, see page discussion.)<br />
#Go into '''Orbitals''' and check '''Orbital Infrastructure'''. <br />
#Save the preset as '''5 - Pod Saver'''.<br />
<br />
This preset is used to get yourself out of tricky situations. <br />
<br />
<br> These are the times where you should switch to your Pod saver overview: <br />
<br />
*The FC calls an order to be prepared to save your pod, a "scatter" command, or just says to get out. <br />
*You’re being "yellow-boxed" (you see yellow reticles on your Overview on the ship icon that's targeted you) and you are in no position to take any fire. <br />
*You’re in danger of getting destroyed or know you’re about to get destroyed. <br />
*Your ship gets destroyed. You may be too late at this point.<br />
<br />
For further details please see our wiki guide on [[How to save your Pod]].<br />
<br />
<br><br />
<br />
=== Setting Up a Wormhole Preset ===<br />
<br />
#You can work from the saved preset '''"2 - PvP Travel"''', or you can right click on an Overview tab and select "Load Preset to Tab" and select "2 - PvP Travel". <br />
#Go to '''Filters &gt; States''' and check entries to "<font color="sky blue">Show by default</font>", except '''Pilot is in your fleet'''. If you do wormholes in a small remote repping gang, you may want to keep fleetmates on your overview as well. <br />
#Go to '''Filters &gt; Types''', open the '''Structure''' folder, and check '''Control Tower'''. <br />
#Open the '''Celestial''' folder, and check '''Force Field'''. <br />
#Save the settings as '''6 - Wormhole'''.<br />
<br />
This overview setting is pretty generalized, but you’ll need to tweak it every now and then. It's main purpose is as a PvP preset for when you're in a wormhole.<br />
<br />
'''Remember that wormholes are similar to 0.0 space.''' That means you can find anything inside, from capital ships, to bubbles, to bombs. '''Be extremely careful when entering wormhole space.''' <br />
<br />
If there are any sleepers you cannot see on the overview, you may need to show all brackets, right click the sleepers that aren't on the overview, add them to overview, and save the preset again. <br />
<br />
A wormhole POS without a force field could possibly have been abandoned. <br />
<br />
<br><br />
<br />
=== Creating a Fleet Members Preset ===<br />
<br />
#You can work from the saved preset '''"1 - PvP"''', or you can right click on an Overview tab and select "Load Preset to Tab" and select "1 - PvP". <br />
#Go to '''Filters &gt; States''' and check the following to "<font color="sky blue">Show by default</font>" the following ''(in addition to what was already selected)'': <br />
#*'''Pilot has excellent standing ''' <br />
#*'''Pilot has good standing ''' <br />
#*'''Pilot is in your alliance ''' <br />
#*'''Pilot is in your corporation ''' <br />
#*'''Pilot is in your Fleet ''' <br />
#Save the preset as '''7 - Fleetmates'''<br />
<br />
This is a preset that can be useful for fleet, wing and squad commanders to quickly see where their squad members are so as to do a headcount. It will also show anyone who is flying with the fleet, but isn’t actually in the fleet. Sometimes people disconnect and need a fleet re-invite - you can quickly see who needs one with this preset. It’s also useful for seeing what ship types you have in your fleet. <br />
<br />
Note that this preset will show all pilots in space, not just fleetmates. <br />
<br />
<br><br />
<br />
== Saving and sharing your Overview Profile ==<br />
<br />
With the "Hyperion" update saving your Overview Profile has become simpler and the ability to share it in-game has been added.<br />
<br />
=== Saving and retrieving the Profile to and from your computer ===<br />
<br />
This is the Export and Import Overview Settings feature.<br />
<br />
#Open your "Overview Settings".<br />
#Go to your "Misc Tab" and you will see two buttons "Import Overview Settings" and "Export Overview Settings". Alternatively you can right click on the Overview Settings mini menu at the top left corner of the window and you will see these two options (along with Delete).<br />
#Click on the "Export Overview Settings" button.<br />
#A pop-up window will appear. You will then select all of the presets you wish to export and you will give the file a name. There is a "Check All" selection box to make this easy.<br />
#*<font color="yellow">Note:</font> the default checked presets are the "General Overview Settings" and your currently loaded presets in your tabs (from 1 to 5, depending how many tabs you have enabled). <br />
#Click on the "Export" button and your Overview Profile will be exported to your computer.<br />
#The file is saved to the default location; for example on a PC, to "Documents / EVE / Overview" The folder will be created for you the first time you export a profile.<br />
#*The exported file is saved as a YAML file. This file can be copied/sent to another source for importing onto a different machine or your own storage.<br />
#By selecting "Import Overview Settings" you will then replace your existing Overview set-up with the .yaml file you select. Make sure you select the presets you wish to import. There is a "Check All" selection box to make it easy.<br />
#Prior to importing an Overview you should select from the Misc tab the "Reset All Overview Settings" so that your new import doesn't blend with your existing settings which can lead to confusion.<br />
<br />
=== Saving your Profile in-game ===<br />
<br />
#Open your "Overview Settings".<br />
#Locate the UI element at the top right called '''"Share"'''.<br />
#Click and drag this to any other text field in-game, such as your Notepad. This creates an Overview Profile link, which works like any other link. This will only include the tab presets that were actually in use in the overview at the time you do this. If you wish to save more than this then using the export feature covered above is the way to go.<br />
#*If you want to change the text of the link, you can click on the text next to the ‘Share’ element and modify it. <br />
#*It can be dragged to any text input field in the game, such as MotD, corp descriptions, corp bulletins, notepads, bios, etc., so it should be easy to share with the people you play with, as well as keeping a library of your favorite overview profiles.<br />
#*By placing the link in your Notepad you can then access your saved Overview Profile on the same character no matter if you have to re-install your game client, or install it on another machine, etc.<br />
#*The overview profile links are meant to replace your current overview with the linked settings. When accessing or sharing an overview profile, it will only include the tab presets that were actually in use in the overview of the player that created the profile. If you have specific needs, such as importing more tab presets or avoiding the override of global settings, importing and exporting is the way to go.<br />
<br />
<br><br />
<br />
[[Image:OverviewSharing2.gif]]<br />
<br />
=== Sharing your Overview Profile ===<br />
<br />
Sharing your Overview Profile is as simple as saving in-game.<br />
<br />
#Follow steps 1, 2, and 3 above in "Saving your Profile in-game".<br />
#Again, if you want to change the text of the link, you can click on the text next to the ‘Share’ element and modify it. Please note that only saved tab presets are included in the shared overview profiles.<br />
#*When you drop this element into chat, your client sends your overview settings to the server, which stores them. Then any time someone clicks the link, the overview settings are fetched from the server and loaded in the client for the player who clicked the link. No one ‘owns’ that overview profile on the server and anyone who has access to that link can load the overview.<br />
#The "History" tab in the Overview Settings will contain your last 15 loaded Overview Profiles and when you loaded them last. There is also a ‘restore’ button, which will restore your overview back to what it was before you loaded the last overview profile, which can be handy if some joker links you a bad overview profile. Please note that this history is only stored in your local settings for that user so we recommend storing profile links you want to keep around in more permanent places such as the in-game notepad or character bio.<br />
<br />
Loading an overview only means you are loading that overview profile at that time to your client, but after that you are free to make any changes to the overview without affecting the overview profile the link represents.<br />
<br />
The overview profile links are meant to replace your current overview with the linked settings. When sharing an overview profile, it will only include the tab presets that were actually in use in the overview of the player that created the profile. If you have specific needs, such as importing more tab presets or avoiding the override of global settings, [[Overview_Guide#Saving_the_Profile_to_your_computer|importing and exporting]] is the way to go.<br />
<br />
<br><br />
<br />
=== The E-UNI Standard Overview Profile Import ===<br />
<br />
This profile is offered to our new members as part of their application and in-take process. It is designed to provide a well-rounded Overview with the above built presets that is superior to the default overview. You can obtain this profile on [[Applying_to_EVE_University_(step_4)#Option_1_-_Download_the_Overview_pack|Step 4 of the Application wiki]]. Please note that this profile may be updated from time-to-time. Experienced members will have customized their profiles to suit their own needs and tastes.<br />
<br />
<br><br />
<br />
== Setting Up Bracket Presets ==<br />
<br />
Brackets are the little icons you see in space, depicting different objects. Sometimes having too many of them can cause lag, but they are often useful. <br />
<br />
There are occasions on which you might want your brackets to show different things than are on your overview. For example, bracket settings with drones selected, where my main overview settings do not show drones. This is because there are often swarms of drones about, which can quickly clog up one’s overview. <br />
<br />
One example of a time you might want to see drone brackets in space is in missions. You want to warp off, but you don’t know whether your drones are still out. If you have drone brackets set, you can easily see when your drones are no longer in space. Additionally, you can see when someone has drones attacking you in PvP. This can be very useful. <br />
<br />
Again, bear in mind that brackets can cause lag - use them at your own risk. <br />
<br />
To create a bracket setting: <br />
<br />
#Load the particular preset you want to create bracket settings for. For example, you might want drones on your wormhole setting, so you would load '''6 - Wormhole''' . <br />
#Add or remove items you do or don’t want to see in space (eg. drones). <br />
#Save the setting as something you’re going to recognize as a bracket setting. For example, you might save your setting as '''6 - Wormhole B''' .<br />
<br />
See the next section to see how to set assign bracket presets. <br />
<br />
<br> <br />
<br />
== Assigning the Tabs and Brackets ==<br />
<br />
''Note: Patch Notes for Crucible 1.5: Overview: New entries for the overview are now added immediately and do not have to wait for the next regular refresh.''<br />
<br />
<br />
#Go to the '''Overview tabs tab''' . <br />
#Under the '''Tab name''' column , enter the following five items: <br />
#*'''PvP''' <br />
#*'''PvP Travel''' <br />
#*'''Situational''', '''Missions''', '''Mining''' or '''Wormhole''' ''(choose whichever one you use)'' <br />
#*'''Fleet''' <br />
#*'''Pod Saver''' <br />
#Under the '''Overview profile column''' , assign each tab its respective overview profile, i.e. assign '''2 - PvP Travel''' to the '''PvP Travel tab''' and so on. <br />
#Under bracket profiles, do the same ( '''2 - PvP Travel''' to '''PvP Travel tab''' and so on), '''unless you want to set your bracket profiles to something different''' . If you have set up bracket profiles as per the previous section, assign them here (eg. assign '''6 - Wormhole B''' as a bracket profile for '''6 - Wormhole''' ). <br />
#Click '''Apply''' at the bottom of the window.<br />
<br />
You should now have five different tabs with five different overview presets. During war, you can switch the Missions/ Mining tab to the '''PvP Travel without neutrals''' configuration. This tab can be used if you need to fight in a trade hub that has a lot of neutrals cluttering the overview. However, be warned that you cannot see neutral remote reppers if you use this tab, so it is often preferable to fight with the pvp travel tab and sort by alliance name with the arrow pointing down (or corp name if the war targets are not in an alliance). <br />
<br />
<br><br />
<br />
== Using All Brackets ==<br />
<br />
EVE isn’t a very system-intensive game, and some people have computers that can easily handle the game on max settings. If your system can handle it, you can select '''show all brackets''' in the overview options for each tab. This will let you see friendly and hostile ship brackets on the field as well as neutrals and drones. Having all brackets turned on can help you identify an on-grid fleetmate to use as a warp-in. Many players fly with all brackets turned on, and it is recommended to do so if your system can handle it. Zooming out the camera with all brackets turned on will give you a good view of what's happening on the battlefield. <br />
<br />
You can press '''Option + Z ''' (for Mac) or '''ALT + Z''' (for PC) turn on all brackets. <br />
<br />
In very large fleet fights, it is inadvisable to have brackets turned on, as this will cause server-side lag when there are hundreds of players shooting at each other in the same system. Most nullsec corps will have instructions for their members on how to minimize lag during large encounters. <br />
<br />
<br><br />
<br />
== Using the Tag Column ==<br />
<br />
The Tag feature allows you to assign a number or letter to individual ships or objects in space which will be visible in the Tag column of the overview. The tag will remain assigned to the object until it is destroyed, you dock in a station, or enter a jump gate. This is useful for marking trigger ships during missions, marking trigger ships and kill order in wormhole sleeper sites, prioritizing PvP targets, marking NPC convoy ships for attack (see [http://www.eve-wiki.net/index.php?title=Guide:Attacking_Convoys EVE Wiki Attacking Convoys Guide] for more details), or any other activity for which you may need to quickly identify specifics objects for a fleet. Only a fleet member in a command position can mark tags. <br />
<br />
<br> <br />
<br />
== Tagging Process ==<br />
<br />
The Tag option is only available while you are a member of a fleet, and in a command role (i.e. FC, WC, or SC). If you are alone, you may simply form a fleet with yourself (your default role with be FC). <br />
<br />
To tag an object, simply right-click, select "Tag" from the context menu, and you will be given a choice of numbers or letters. Pick the number or letter you wish to use and you are done. <br />
<br />
<br><br />
<br />
= Advanced Tips =<br />
<br />
== Colour Tabs and Colour Brackets ==<br />
<br />
For faster clicking, overview tab colours can be changed following the procedures here: http://eveill.blogspot.com/2013/05/colorful-ui-settings.html<br />
<br>Additionally, this same link details procedures to change bracket text attributes (colour, size, bold) using the export/import feature and a text editor.<br />
<br />
<br><br />
<br />
== Distance ==<br />
<br />
It can be helpful to know conversions from AU to KM when using various overview presets and the directional scanner. You can keep a note with distance information in your notepad, to be able to quickly copy and paste into the d-scan range field. <br />
<br />
1 au = km 149 598 000<br> 3 au = km 448 794 000<br> 5 au = km 747 990 000<br> 7 au = km 1 047 186 000<br> 9 au = km 1 346 382 000<br> 11 au = km 1 645 578 000<br> 13 au = km 1 944 774 000<br> 14 au = km 2 094 372 000<br> 14.35 au = km 2 147 483 647<br> 32 au = km 4 787 136 000<br> 48 au = km 7 180 704 000 <br />
<br />
<br> <br />
<br />
== Variant Presets ==<br />
<br />
=== PvP Travel + Blues ===<br />
<br />
You can make a variant of the PvP Travel preset that also shows pilots in good standing to the Uni. Check '''Pilot is in your corporation''', '''Pilot is in your alliance''', '''Pilot has excellent standing''', '''Pilot has good standing'''. <br />
<br />
This can be helpful to see what kind of friendlies are flying around. This will not show fleetmates. Fleetmates that disconnect from the game will appear on your overview while they warp off, which makes noticing them easier. <br />
<br />
Adding blues to your overview will show criminally flagged blues, like pirates we have a non-aggression pact (NAP) with. If you show blues, you must be very careful to check icons of outlaws so that you do not shoot blue pirates. <br />
<br />
<br> <br />
<br />
=== PvP Travel + Planets ===<br />
<br />
Having the planets on overview can sometimes be useful. This can let you see which planets are in d-scan range (approx 14.35 AU). Sometimes used by lowsec PvP fleets to see where the ships on d-scan could be located. <br />
<br />
<br> <br />
<br />
=== PvP Travel + POS ===<br />
<br />
Its sometimes good to know if there are control towers in a system, especially in wormholes, and in lowsec when trying to find enemy ships. Control Tower can be found in the Filter &gt; Types tab in the Structures category. Control Towers are more commonly known as POS, or Starbase. <br />
<br />
<br> <br />
<br />
== Militia column ==<br />
<br />
The Militia column can be hidden in the right side of the screen if you don't need that information. It is mostly used by lowsec PvP fleets to identify Faction Warfare pilots, some of which are unlikely to aggress Uni fleets (although some FW corps will happily take a criminal flag to shoot down Uni targets of opportunity). <br />
<br />
<br><br />
<br />
= Additional Information =<br />
<br />
=== How to Check For War ===<br />
<br />
Click the Corporation button on your [[NeoCom|NeoCom]]. Select the Wars tab. Select the Our Wars subtab. <br />
<br />
To view the status of someone else's wars, if you are in a different corporation: <br />
<br />
As above, but choose the Other Wars subtab. Click the Select button at the bottom of the window. Enter the name of the corporation or alliance you're interested in. <br />
<br />
Note that a corporation which is a member of an alliance cannot be viewed by itself; you have to search for the alliance. The "EVE University" corporation is a member of the "Ivy League" alliance. <br />
<br />
The war list will tell you when each war began, whether it's live or in warmup ("Can Fight"), and when it was terminated ("Retracted") if in cooldown. The cooldown period will end 24h after the time listed for retraction. <br />
<br />
<font color="red">'''It is your responsibility to check for war. Check your mail notifications every day if you log in. If you're not sure if there is a war, or if it is live, check the [[NeoCom|NeoCom]].'''</font> <br />
<br />
<br> <br />
<br />
=== Feedback ===<br />
<br />
If you wish to give feedback or suggestions concerning this guide, EVE mail or send a private message on the EVE University forum to the [http://wiki.eveuniversity.org/Eve_University_Management#Wiki_Manager Wiki Manager]. <br />
<br />
<br> <br />
<br />
=== A Note on .xml Export File Requests <font color="yellow"> (Does not apply to .yaml importing or exporting) </font> ===<br />
<br />
* With the "Hyperion" release .xml is no longer the format in which Overviews are exported and imported. [http://community.eveonline.com/news/dev-blogs/sharing-is-caring/ CCP] for the time being will continue to let it be possible to import old .xml files, but that is something they want to remove so we encourage you to re-export those settings in a .yaml file. <font color="green">'''Note:'''</font>The YAML import/export works as intended across different machines and clients where the XML import/export had issues.<br />
<br />
Please don't ask, it's never going to happen. Okay, so some have decided to provide exported .xml files for import. There are some things you should be aware of with .xml file importing.<br />
<br />
<font color="red">'''Only using the export/import feature can lead you to shoot friendly pilots and other complications. Always go through the entire overview setup process when configuring a new account or a new computer.'''</font> <br />
<br />
The XML file only has part of the necessary configuration contained within it. This is problematic if you wish to replicate your overview setup between two computers, or two EVE instances on the same computer, because you have to do a lot of manual configuration after the XML file import anyway. Specifically, the Appearance and Column tabs are not exported when you export your overview settings.<br />
<br />
<br><br />
<br />
=== Overview XML manipulation ===<br />
<br />
Any XML exported overview can be edited to customize the appearance of the ship information in space. See: http://forum.eveuniversity.org/viewtopic.php?f=29&t=49396<br />
<br />
* the ship information is in the shipLabels section <br />
* if you want to add or remove line breaks look for: "&#10;"<br />
* the color format requires an alpha channel: 0x8080BF won't work, but 0xFF8080BF does<br />
<br />
<br><br />
<br />
=== Overview Bugs ===<br />
<br />
It can happen that blue pilots show up as neutral in some circumstances. This can be especially problematic in nullsec with NBSI (Not Blue, Shoot It) alliances. If the '''Corporation''' and '''Alliance''' columns in the overview are blank, it is likely a bug. Sometimes the Corporation or Alliance ticker name still display in the overview despite showing an incorrect standing colortag. Right-clicking the pilot in the overview and selecting '''show info''', then clicking the pilot's portrait will show the pilot info and the correct standing will be displayed in that window. <br />
<br />
It can happen that entire blue fleets show up as neutral in some circumstances (perhaps due to lag), while some of them still display Corporation or Alliance information in the overview columns. Being familiar with blue ticker names can be helpful, as well as doing a '''show info''' to verify. <br />
<br />
<br> <br />
<br />
= Overview Packs =<br />
Before you proceed : {{Color|wheat|It is highly recommended that you follow the guide to build your own overview pack above because it will help you understand how the Overview settings, which space object falls into what category and how the Overview in whole works.}} <br />
<br />
{{important note box| With the "Hyperion" release .yaml has replaced .xml as the format for exported Overview files. Please note that .xml imports will be supported for a limited time as per [http://community.eveonline.com/news/dev-blogs/sharing-is-caring/ CCP]}}<br />
<br />
Any Overview pack that you choose to download then upload to your client should undergo extensive double-checking and possible re-working of your Overview. There are known issues with uploading to a different client or computer. See above.<br />
<br />
Overview packs are '''pre-built set of overview profiles''' and on most cases, include their own set of settings, such as bracket display and labeling. This allow players to quickly import several overview profiles at once. There are also many other features which can be included on overview packs in comparison to your basic overview, depending on each of the overview packs currently available in public, two of the most common features most overview packs promoted are :<br />
*Customizing how the overview brackets are displayed, as explained in [http://forum.eveuniversity.org/viewtopic.php?f=29&t=49396 this] thread<br />
*Customizing how the overview tabs are displayed<br />
Bear in mind that overview packs are not official products made by CCP, they are custom-built, third party release. Until today, overview pack is not a sanctioned product nor it is considered an exploit, so it is fairly safe to use until CCP says otherwise.<br />
<br />
There are also several other advantages of using or releasing overview packs. One worth mentioning is that some overview packs were designed with a lot of careful considerations and many standards applied. This is especially important in some corporations, big alliances or coallitions. For instance, many of the overview packs may release set X profiles which is used on important scenarios and in turn used by many members of certain organizations; there are also the case of standardization across these profiles, while building your own overview can be good or better on some cases, using the same overview pack across many players at once enables you to follow and issue commands or intel with the knowledge that the other person who listen or giving those intel actually have the same overview setup as yours.<br />
<br />
== Commonly Known & Used Overview Packs ==<br />
Below are some of the widely known overview packs available. (Note: These Overview Packs are not to the EVE UNI standards and are for experienced players only)<br />
*[http://www.reddit.com/r/Eve/comments/2ltrls/sarashawa_overview_pack_v6_phoebe_update/ Sarashawa Overview Pack] (reddit post) a pvp-focused overview pack, fundamentally an update and expansion on Sarah's overview pack. Available ingame in "SaraShawa-Overview" channel.<br />
*[http://forums.ponywaffe.org/topic/1697-sarahs-overview-pack%e2%84%a2-rel-021/ Sarah's Overview Pack] (site) a pvp oriented overview pack with many pre-built overview profiles included built around the quick-switch design.<br />
*[http://eve-files.com/dl/254993 Blitz Kotare Overview Pack] (ddl) all round overview pack (outdated)<br />
*[http://community.eveonline.com/ingameboard.asp?a=topic&threadID=1324148 Louis deGuerre Overview Pack] (site) a fairly small and compact overview pack (outdated)<br />
*[https://dl.dropbox.com/u/4822323/aryth.xml Aryth's Overview Pack] (ddl) a pvp oriented overview pack (outdated)<br />
*[http://community.eveonline.com/ingameboard.asp?a=topic&threadID=1285028 Brother Benthor's Overview Pack] (site) an all round overview pack, with many profiles included (outdated)<br />
<br />
<br />
Please note that most of these are outdated and any upload you do to your game client may require extensive double-checking and re-working of your Overview.<br />
<br />
= Conclusion of the Guide =<br />
<br />
Congratulations! You’ve set up your overview. <br />
<br />
Don't hesitate to customize it to your liking once you understand how it works. <br />
<br />
<br> <br />
<br />
[[Category:Guides]] [[Category:PvE]] [[Category:PvP]] [[Category:User_Interface]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Scams&diff=76517Scams2014-10-21T16:31:22Z<p>Thabink: compress double redirect</p>
<hr />
<div>#redirect [[Scams in EVE Online]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Raptor&diff=76400Raptor2014-10-17T15:27:51Z<p>Thabink: /* Summary */</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 : 10/1/2014)<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=11178<br />
| shipimg=Raptor.png<br />
| shipname=Raptor<br />
| caption=Raptor<br />
| class=Interceptor<br />
| grouping=Interceptors<br />
| hulltype=Condor Class<br />
| faction=Caldari State<br />
| race=Caldari<br />
| roles=Fleet Interceptor<br />
| variations={{Ship|Crow}},{{Ship|Condor}}<br />
| tech=2<br />
| ecmprio=1<br />
| powergrid=38 MW<br />
| cpu=160 tf<br />
| capacitor=355 GJ<br />
| highs=3<br />
| turrets=3<br />
| launchers=1<br />
| mediums=4<br />
| lows=3<br />
| mass=1,050,000 kg<br />
| volume=18,000 m&#179;<br />
| cargohold=92 m&#179;<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=Name: Raptor<br>Hull: Condor Class<br>Role: Interceptor<br><br>Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets. <br><br>Developer: Lai Dai<br><br>Lai Dai ships favor a balanced mix of ship systems, making them very versatile but also less powerful when it comes to specific tactics.<br><br><br />
| bonuses=<b>Caldari Frigate bonuses (per skill level):</b><br>5% bonus to Small Hybrid Turret damage<br>10% bonus to Small Hybrid Turret optimal range<br><b>Interceptors bonuses (per skill level):</b><br>15% reduction in Microwarpdrive signature radius penalty<br>4% bonus to all shield resistances<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br>&bull;&nbsp;Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor<br><br />
| structurehp=425 HP<br />
| shieldhp=525 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=30<br />
| armorhp=350 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=55<br />
| maxvelocity=420 m/sec<br />
| inertia=3.4<br />
| warpspeed=8 AU/s<br />
| warptime=4.95 s<br />
| targetrange=27.50 km<br />
| sigradius=34 m<br />
| maxlockedtargets=5<br />
| sensortype=Gravimetric<br />
| sensorvalue=14 points<br />
| scanres=940 mm<br />
| reqskills=*{{RequiredSkill|Caldari Frigate|V}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Interceptors|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Evasive Maneuvering|V}}<br />
***{{RequiredSkill|Navigation|II}}<br />
<br />
| totaltraintime=23d 22h 40m 30s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Raptor Raptor on Eve Online Wiki]<br />
| highlights1=Fast Target Locking Time<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------------------------------------<br />
***************** ARTICLE SECTION :: ANYTHING BELOW IS SAFELY EDITABLE *******************<br />
-------------------------------------------------------------------------------------------><br />
<br />
==Summary==<br />
The Raptor is the Caldari combat interceptor. It is bonused for small hybrid damage and optimal and shield resists. When blaster fit its DPS is far below that of the [[Taranis]], but its 4 mids allow it more tackle modules, or to leverage its shield bonus with extra tank. The Raptor can also be rail fit, but its DPS isn't much higher than the [[Crow]] in this role, while the Crow also benefits from higher speed and a tackle range bonus.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Raptor for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
{{ShipFitting|<br />
ship=Raptor|<br />
shipTypeID=11178|<br />
fitName=Blaster Raptor|<br />
fitID=Blaster-Raptor|<br />
high1name=Light Ion Blaster II|<br />
high1typeID=3170|<br />
high2name=Light Ion Blaster II|<br />
high2typeID=3170|<br />
high3name=Light Ion Blaster II|<br />
high3typeID=3170|<br />
high4name=open|<br />
mid1name=Medium F-S9 Regolith Shield Induction|<br />
mid1typeID=8517|<br />
mid2name=Limited 1MN Microwarpdrive I|<br />
mid2typeID=5973|<br />
mid3name=Faint Epsilon Warp Scrambler I|<br />
mid3typeID=5443|<br />
low1name=Magnetic Field Stabilizer II|<br />
low1typeID=10190|<br />
low2name=Micro Auxiliary Power Core I|<br />
low2typeID=11563|<br />
low3name=Pseudoelectron Containment Field I|<br />
low3typeID=5837|<br />
charge1name=Void S x1|<br />
charge1typeID=12612|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Ancillary Current Router I|<br />
rig1typeID=31358|<br />
rig2name=Small Hybrid Burst Aerator I|<br />
rig2typeID=31526|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11178:3170;3:5443;1:5973;1:8517;1:5837;1:10190;1:11563;1:31358;1:31526;1:12612;1::|<br />
skills=|<br />
notes=A blaster Raptor for fast Rubicon Inty gangs. Those with very good fitting skills can upgrade the Ion blasters to Neutrons (this may require a tech II MAPC as well). </li><li>With all skills at V, this Raptor moves at 3808 m/s (5450 with heat) and aligns in 3 s with prop mod off. DPS with Void is just above 200. With the bonus, the optimal for Void is just above 2 km. This Raptor has 5.5 EHP, with a gaping EM hole (the damage rig could be swapped for an anti-EM for a loss of 15 dps).}}{{ShipFitting|<br />
ship=Raptor|<br />
shipTypeID=11178|<br />
fitName=Rail Kiter|<br />
fitID=Rail-Kiter|<br />
high1name=125mm Railgun II|<br />
high1typeID=10680|<br />
high2name=125mm Railgun II|<br />
high2typeID=10680|<br />
high3name=125mm Railgun II|<br />
high3typeID=10680|<br />
high4name=open|<br />
mid1name=DDO Photometry Tracking Disruptor I|<br />
mid1typeID=5322|<br />
mid2name=Limited 1MN Microwarpdrive I|<br />
mid2typeID=5973|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
low1name=Magnetic Field Stabilizer II|<br />
low1typeID=10190|<br />
low2name=Pseudoelectron Containment Field I|<br />
low2typeID=5837|<br />
low3name=Nanofiber Internal Structure II|<br />
low3typeID=2605|<br />
charge1name=Optimal Range Disruption Script x1|<br />
charge1typeID=29005|<br />
charge2name=Caldari Navy Antimatter Charge S x1|<br />
charge2typeID=23009|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Hybrid Burst Aerator I|<br />
rig1typeID=31526|<br />
rig2name=Small Polycarbon Engine Housing I|<br />
rig2typeID=31177|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11178:10680;3:3244;1:5322;1:5973;1:2605;1:5837;1:10190;1:31177;1:31526;1:23009;1:29005;1::|<br />
skills=|<br />
notes=A kiting rail Raptor for Rubicon Inty gangs. </li><li>With all skills at V, this Raptor moves at 4366 m/s (6247 with heat) and aligns in 2.3 s with prop mod off. DPS with faction ammo is around 125 (238 volley). The bonus extends the optimal range of the rails to 10 km (with 6.3 km falloff) using faction ammo. Like most inty kiters this Raptor is fragile, with 3k EHP. }}{{ShipFitting|<br />
ship=Raptor|<br />
shipTypeID=11178|<br />
fitName=Frood's Standard Raptor|<br />
fitID=Frood-s-Standard-Raptor|<br />
high1name=75mm Gatling Rail II|<br />
high1typeID=3098|<br />
high2name=75mm Gatling Rail II|<br />
high2typeID=3098|<br />
high3name=75mm Gatling Rail II|<br />
high3typeID=3098|<br />
high4name=open|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=Medium Shield Extender II|<br />
mid2typeID=3831|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Micro Auxiliary Power Core II|<br />
low2typeID=4254|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
charge1name=Caldari Navy Antimatter Charge S x1|<br />
charge1typeID=23009|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Ionic Field Projector I|<br />
rig1typeID=31274|<br />
rig2name=Small Polycarbon Engine Housing I|<br />
rig2typeID=31177|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=11178:3098;3:3244;1:3831;1:5973;1:1236;1:2048;1:4254;1:31177;1:31274;1:23009;1::|<br />
skills=|<br />
notes=Fit an anti-EM or auxiliary thrust rig instead of the Polycarbon and/or a Nanofiber or SigAmp instead of the Overdrive if you prefer.}}<br />
<br />
==Tactics==<br />
''No sub-article about Raptor roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Raptor here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Interceptors]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Malediction&diff=76399Malediction2014-10-17T15:20:04Z<p>Thabink: /* Summary */</p>
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* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=11186<br />
| shipimg=Malediction.jpg<br />
| shipname=Malediction<br />
| caption=Malediction<br />
| class=Interceptor<br />
| grouping=Interceptors<br />
| hulltype=Executioner Class<br />
| faction=Amarr Empire<br />
| race=Amarr<br />
| roles=Fleet Interceptor<br />
| variations={{Ship|Crusader}},{{Ship|Executioner}}<br />
| tech=2<br />
| ecmprio=1<br />
| powergrid=36 MW<br />
| cpu=150 tf<br />
| capacitor=355 GJ<br />
| highs=3<br />
| turrets=3<br />
| launchers=3<br />
| mediums=3<br />
| lows=4<br />
| mass=1,140,000 kg<br />
| volume=28,100 m&#179;<br />
| cargohold=98 m&#179;<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=Name: Malediction<br>Hull: Executioner Class<br>Role: Interceptor<br><br>Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.<br><br>Developer: Khanid Innovations <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><br><br />
| bonuses=<b>Amarr Frigate bonuses (per skill level):</b><br>5% bonus to Rocket Launcher rate of fire<br>4% bonus to all armor resistances<br><b>Interceptors bonuses (per skill level):</b><br>15% reduction in Microwarpdrive signature radius penalty<br>5% bonus to Warp Scrambler and Warp Disruptor optimal range<br><b>Role Bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost<br>&bull;&nbsp;Immune to Interdiction Sphere Launcher, Warp Disruption Field Generator and Mobile Small, Medium and Large Warp Disruptor<br><br />
| structurehp=425 HP<br />
| shieldhp=325 HP<br />
| shieldem=0<br />
| shieldexp=60<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=550 HP<br />
| armorem=50<br />
| armorexp=30<br />
| armorkin=25<br />
| armortherm=35<br />
| maxvelocity=470 m/sec<br />
| inertia=3.05<br />
| warpspeed=8 AU/s<br />
| warptime=4.82 s<br />
| targetrange=31.50 km<br />
| sigradius=33 m<br />
| maxlockedtargets=5<br />
| sensortype=RADAR<br />
| sensorvalue=12 points<br />
| scanres=900 mm<br />
| reqskills=*{{RequiredSkill|Amarr Frigate|V}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Interceptors|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Evasive Maneuvering|V}}<br />
***{{RequiredSkill|Navigation|II}}<br />
<br />
| totaltraintime=23d 22h 40m 30s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Malediction Malediction on Eve Online Wiki]<br />
| highlights1=Fast Target Locking Time<br />
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<br />
==Summary==<br />
The Amarr fleet interceptor has an interesting set of bonuses being the only fleet interceptor with a bonus to tank. Though the Malediction's 4 low slots and resist bonus might suggest an armor plated fit, this is usually a bad idea since an interceptor's main strength is its speed. The resist bonus does however work well with an armor repairer in some circumstances.<br />
<br />
The Malediction has 4 low slots and 3 mids, allowing it to fit the standard fleet tackler complement of either two tackle modules or a warp disruptor and a MSE in its mids. The Malediction has slightly above average grid, making fitting a MSE slightly easier. The Malediction's 4 low slots and slightly higher base speed than the Ares means the Malediction can support the best speed fit among the fleet interceptors.<br />
<br />
The Malediction's armor resist bonus means a small armour rep can give it a decent active armour tank and opens up options to use it as a brawling inty. The Malediction can fit LMLs and kite, though it lacks any damage bonus while doing so, but its four lows allow it to be speed and agility fit to be almost uncatchable.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Malediction for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
<br />
{{ShipFitting|<br />
ship=Malediction|<br />
shipTypeID=11186|<br />
fitName=Malediction general fit|<br />
fitID=Malediction-import-3|<br />
high1name=Light Missile Launcher II|<br />
high1typeID=2404|<br />
high2name=Light Missile Launcher II|<br />
high2typeID=2404|<br />
high3name=Light Missile Launcher II|<br />
high3typeID=2404|<br />
mid1name=Medium F-S9 Regolith Shield Induction|<br />
mid1typeID=8517|<br />
mid2name=Warp Disruptor II|<br />
mid2typeID=3244|<br />
mid3name=Limited 1MN Microwarpdrive I|<br />
mid3typeID=5973|<br />
low1name=Internal Force Field Array I|<br />
low1typeID=5839|<br />
low2name=Overdrive Injector System II|<br />
low2typeID=1236|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
low4name=Micro Auxiliary Power Core II|<br />
low4typeID=4254|<br />
charge1name=Caldari Navy Mjolnir Light Missile x1|<br />
charge1typeID=27387|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Auxiliary Thrusters I|<br />
rig1typeID=31105|<br />
rig2name=Small Polycarbon Engine Housing I|<br />
rig2typeID=31177|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11186:2404;3:3244;1:5973;1:8517;1:1236;2:4254;1:5839;1:31105;1:31177;1:27387;1::|<br />
skills=|<br />
notes=All-round fleet interceptor fitting for the Malediction.</li><li>Targeting range is 39 km.</li><li>Overdrives in the low slots and the rigs are up to personal preference.</li><li>Missile launchers can project up to 63 dps out to 42.2 km.</li><li>Velocity: 5203m/s</li><li> Tank: 5124EHP</li><li>4 s align time}}<br />
<br />
==Tactics==<br />
''No sub-article about Malediction roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Malediction here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Interceptors]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Rattlesnake&diff=74626Rattlesnake2014-08-04T14:52:49Z<p>Thabink: Undo revision 74598 by Bajo thellere (talk)</p>
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* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=17918<br />
| shipimg=Rattlesnake.jpg<br />
| shipname=Rattlesnake<br />
| caption=Rattlesnake<br />
| class=Battleship<br />
| grouping=Pirate Faction Ships<br />
| hulltype=Scorpion Class<br />
| faction=Guristas<br />
| race=Caldari<br />
| roles=Droneboat<br />
| variations={{Ship|Widow}},{{Ship|Scorpion Navy Issue}},{{Ship|Scorpion}}<br />
| tech=F<br />
| ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=10,000 MW<br />
| cpu=710 tf<br />
| capacitor=5,350 GJ<br />
| highs=6<br />
| turrets=0<br />
| launchers=5<br />
| mediums=7<br />
| lows=6<br />
| mass=99,300,000 kg<br />
| volume=486,000 m&#179;<br />
| cargohold=665 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=175 m&#179;<br />
| bandwidth=50 Mbit/sec<br />
| info=In the time-honored tradition of pirates everywhere, Korako ‘Rabbit' Kosakami shamelessly stole the idea of the Scorpion-class battleship and put his own spin on it. The result: the fearsome Rattlesnake, flagship of any large Gurista attack force. There are, of course, also those who claim things were the other way around; that the notorious silence surrounding the Scorpion's own origins is, in fact, an indication of its having been designed by Kosakami all along.<br />
| bonuses=<b>Gallente Battleship bonuses (per skill level):</b><br>10% bonus to kinetic and thermal missile damage<br><b>Caldari Battleship bonuses (per skill level):</b><br>4% bonus to all shield resistances<br><b>Role Bonus:</b><br>275% bonus to Sentry Drone and Heavy Drone damage and hitpoints<br><br />
| structurehp=9,960 HP<br />
| shieldhp=12,750 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=8,940 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=45<br />
| maxvelocity=94 m/sec<br />
| inertia=0.128<br />
| warpspeed=2 AU/s<br />
| warptime=17.62 s<br />
| targetrange=75.00 km<br />
| sigradius=450 m<br />
| maxlockedtargets=7<br />
| sensortype=Gravimetric<br />
| sensorvalue=30 points<br />
| scanres=100 mm<br />
| reqskills=*{{RequiredSkill|Caldari Battleship|I}}<br />
**{{RequiredSkill|Spaceship Command|IV}}<br />
**{{RequiredSkill|Caldari Battlecruiser|III}}<br />
***{{RequiredSkill|Spaceship Command|III}}<br />
***{{RequiredSkill|Caldari Cruiser|III}}<br />
****{{RequiredSkill|Spaceship Command|II}}<br />
****{{RequiredSkill|Caldari Destroyer|III}}<br />
*****{{RequiredSkill|Caldari Frigate|III}}<br />
******{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Gallente Battleship|I}}<br />
**{{RequiredSkill|Spaceship Command|IV}}<br />
**{{RequiredSkill|Gallente Battlecruiser|III}}<br />
***{{RequiredSkill|Spaceship Command|III}}<br />
***{{RequiredSkill|Gallente Cruiser|III}}<br />
****{{RequiredSkill|Spaceship Command|II}}<br />
****{{RequiredSkill|Gallente Destroyer|III}}<br />
*****{{RequiredSkill|Gallente Frigate|III}}<br />
******{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=6d 16h 41m 50s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Rattlesnake Rattlesnake on Eve Online Wiki]<br />
| highlights1=High Amount of Medium Slots<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
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==Summary==<br />
The Rattlesnake is a drone boat with excellent survivability due to its shield resist bonus. While it only has drone bandwidth for deployment of two sentry or heavy drones, the role bonus makes this equivalent to 7.5, which matches the [[Dominix]] at maximum skills. The drone bay is sufficient to carry several additional flights of drones of any size. The Rattlesnake does not have the [[Dominix]]'s drone tracking and range bonuses, but the 7.5 effective missile launchers combined with the drone damage leads to a very effective ship. The Rattlesnake has the best tank in its class by quite a margin, which makes it a popular level 4 mission runner and also a capable level 5 mission runner with maximum skills.<br />
<br />
==Skills==<br />
*'''[[Skills:Spaceship Command#Caldari Battleship|Caldari Battleship]]''' to at least IV to take advantage of the Shield Resistance Buff that comes with every extra level in the skill, and '''[[Skills:Spaceship Command#Gallente Battleship|Gallente Battleship]]''' to at least IV to take advantage of the missile damage buff that comes with every extra level in the skill.<br />
*Along with the requisite '''[[Skills:Engineering#Engineering|Engineering]]''' and '''[[Skills:Electronics#Electronics|Electronics]]''' skills required for adequately fitting most ships. '''[[Skills:Gunnery#Weapon Upgrades|Weapon upgrades]]''' and '''[[Skills:Gunnery#Advanced Weapon upgrades|Advanced Weapon Upgrades]]''' should be trained to V and IV respectively to help alleviate fitting problems.<br />
*'''[[Skills:Drones#Drones|Drones V]], [[Skills:Drones#Combat Drone Operation|Combat Drone Operation V]], [[Skills:Drones#Drone Interfacing|Drone Interfacing IV]], [[Skills:Drones#Drone Sharpshooting|Drone Sharpshooting IV]], [[Skills:Drones#Heavy Drone Operation|Heavy Drone Operation V]] ''' and '''[[Skills:Drones#Gallente Drone Specialization|Gallente Drone Specialization IV]]/[[Skills:Drones#Minmatar Drone Operation|Minmatar Drone Operation IV]]''' are all are important to field T2 Heavy and Sentry Drones in order to get as much DPS out of the 175m<sup>3</sup> drone bay as possible.<br />
*Due to the Rattlesnake's inherent bonus to shield resistances, '''[[Skills:Shields#Shield Operation|Shield Operation]], [[Skills:Shields#Shield Management|Shield Management]]''', and '''[[Skills:Shields#Tactical_Shield_Manipulation|Tactical Shield Manipulation]]''' should be trained to at least IV to improve shield capacity, recharge rate and impenetrability.<br />
*'''[[Skills:Shields#Shield_Upgrades|Shield Upgrades]]''' should be trained to IV to allow the use of T2 '''[[Shield_Tanking#Shield_Hardeners|Shield Hardeners]], [[Shield_Tanking#Dampening_Amplifiers_and_Basic_Dampening_Amplifiers|Resistance Amplifiers]], [[Shield_Tanking#Shield_Power_Relays|Shield Power Relays]], [[Shield_Tanking#Shield_Extenders|Shield Extenders]]''' and '''[[Shield_Tanking#Shield_Rechargers|Shield Rechargers]]'''.<br />
*'''[[Skills:Shields#EM Shield Compensation|EM Shield Compensation]], [[Skills:Shields#Thermic_Shield_Compensation|Thermic Shield Compensation]], [[Skills:Shields#Kinetic_Shield_Compensation|Kinetic Shield Compensation]],''' and '''[[Skills:Shields#Explosive_Shield_Compensation|Explosive Shield Compensation]]''' trained to level IV to further improve shield resistances.<br />
*Finally, '''[[Skills:Armor#Hull Upgrades|Hull Upgrades]]''' should be trained to level IV to allow use of the T2 '''[[Shield_Tanking#Damage_Control|Damage Control]]''' module.<br />
<br />
==Fitting==<br />
{{ShipFitting|<br />
ship=Rattlesnake|<br />
shipTypeID=17918|<br />
fitName=PvE brawler|<br />
fitID=PvE-brawler|<br />
high1name=Prototype 'Arbalest' Torpedo Launcher|<br />
high1typeID=8117|<br />
high2name=Prototype 'Arbalest' Torpedo Launcher|<br />
high2typeID=8117|<br />
high3name=Prototype 'Arbalest' Torpedo Launcher|<br />
high3typeID=8117|<br />
high4name=Prototype 'Arbalest' Torpedo Launcher|<br />
high4typeID=8117|<br />
high5name=open|<br />
high6name=open|<br />
mid1name=Large Shield Extender II|<br />
mid1typeID=3841|<br />
mid2name=Large Shield Extender II|<br />
mid2typeID=3841|<br />
mid3name=Adaptive Invulnerability Field II|<br />
mid3typeID=2281|<br />
mid4name=Adaptive Invulnerability Field II|<br />
mid4typeID=2281|<br />
mid5name=EM Ward Field II|<br />
mid5typeID=2301|<br />
mid6name=Shield Recharger II|<br />
mid6typeID=394|<br />
mid7name=100MN Afterburner I|<br />
mid7typeID=12066|<br />
low1name=Drone Damage Amplifier II|<br />
low1typeID=4405|<br />
low2name=Drone Damage Amplifier II|<br />
low2typeID=4405|<br />
low3name=Drone Damage Amplifier II|<br />
low3typeID=4405|<br />
low4name=Damage Control II|<br />
low4typeID=2048|<br />
low5name=Shield Power Relay II|<br />
low5typeID=1422|<br />
low6name=Shield Power Relay II|<br />
low6typeID=1422|<br />
drone1name=Ogre I x5|<br />
drone1typeID=2444|<br />
drone2name=Garde I x5|<br />
drone2typeID=23561|<br />
drone3name=Hammerhead II x5|<br />
drone3typeID=2185|<br />
drone4name=Hobgoblin II x5|<br />
drone4typeID=2456|<br />
drone5name=Warrior II x5|<br />
drone5typeID=2488|<br />
drone6name=Heavy Armor Maintenance Bot I x1|<br />
drone6typeID=23523|<br />
drone7name=Medium Armor Maintenance Bot I x2|<br />
drone7typeID=23709|<br />
drone8name=Light Armor Maintenance Bot I x1|<br />
drone8typeID=23711|<br />
charge1name=Mjolnir Torpedo x1001|<br />
charge1typeID=2506|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Large Core Defense Field Extender I|<br />
rig1typeID=26088|<br />
rig2name=Large Core Defense Field Purger I|<br />
rig2typeID=26084|<br />
rig3name=Large Core Defense Field Purger I|<br />
rig3typeID=26084|<br />
difficulty=1|<br />
warsop=G|<br />
warsopReason=Prate faction ship.|<br />
version=ODY 1.1|<br />
shipDNA=17918:8117;4:394;1:2281;2:2301;1:3841;2:12066;1:1422;2:2048;1:4405;3:26084;2:26088;1:2185;5:2444;5:2456;5:2488;5:23523;1:23561;5:23709;2:23711;1:2506;1001::|<br />
skills=|<br />
notes=Massive passive shield tank, combined with strong dps at medium to short ranges (<30 km), but slow speed.</li><li>Free high slots can be used for drone link amplifiers to help with sniping, one energy vampire and destabilizer each for cap warfare, or with one remote shield transporter and one energy transfer array for use in gangs.</li><li>Use the AB to get into torpedo/heavy drone range or sentry drones to draw enemy ships while not worrying about incoming damage.</li><li>Upgrade to T2 launchers and drones when skills permit.}}{{ShipFitting|<br />
ship=Rattlesnake|<br />
shipTypeID=17918|<br />
fitName=PvE Sniper Tech II|<br />
fitID=PvE-Sniper-Tech-II|<br />
high1name='Arbalest' Cruise Launcher I|<br />
high1typeID=16519|<br />
high2name='Arbalest' Cruise Launcher I|<br />
high2typeID=16519|<br />
high3name='Arbalest' Cruise Launcher I|<br />
high3typeID=16519|<br />
high4name='Arbalest' Cruise Launcher I|<br />
high4typeID=16519|<br />
high5name=Drone Link Augmentor II|<br />
high5typeID=24427|<br />
high6name=Drone Link Augmentor II|<br />
high6typeID=24427|<br />
mid1name=Adaptive Invulnerability Field II|<br />
mid1typeID=2281|<br />
mid2name=Adaptive Invulnerability Field II|<br />
mid2typeID=2281|<br />
mid3name=Sensor Booster II|<br />
mid3typeID=1952|<br />
mid4name=Large Micro Jump Drive|<br />
mid4typeID=4383|<br />
mid5name=Phased Weapon Navigation Array Generation Extron|<br />
mid5typeID=19814|<br />
mid6name=Omnidirectional Tracking Link II|<br />
mid6typeID=24438|<br />
mid7name=Omnidirectional Tracking Link II|<br />
mid7typeID=24438|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Signal Amplifier II|<br />
low2typeID=1987|<br />
low3name=Drone Damage Amplifier II|<br />
low3typeID=4405|<br />
low4name=Drone Damage Amplifier II|<br />
low4typeID=4405|<br />
low5name=Caldari Navy Ballistic Control System|<br />
low5typeID=15681|<br />
low6name=Caldari Navy Ballistic Control System|<br />
low6typeID=15681|<br />
drone1name=Warrior II x5|<br />
drone1typeID=2488|<br />
drone2name=Bouncer II x5|<br />
drone2typeID=28215|<br />
drone3name=Warden II x5|<br />
drone3typeID=28209|<br />
drone4name=Garde II x5|<br />
drone4typeID=28211|<br />
drone5name=open|<br />
charge1name=Targeting Range Script x1|<br />
charge1typeID=29009|<br />
charge2name=Nova Cruise Missile x2000|<br />
charge2typeID=205|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Large Sentry Damage Augmentor I|<br />
rig1typeID=25920|<br />
rig2name=Large Drone Scope Chip I|<br />
rig2typeID=25912|<br />
rig3name=Large Drone Control Range Augmentor I|<br />
rig3typeID=25908|<br />
difficulty=2|<br />
warsop=N|<br />
warsopReason=Pirate Faction Ship|<br />
version=ODY 1.0|<br />
shipDNA=17918:16519;4:24427;2:1952;1:2281;2:4383;1:19814;1:24438;2:1987;1:2048;1:4405;2:15681;2:25908;1:25912;1:25920;1:2488;5:28209;5:28211;5:28215;5:205;2000:29009;1::|<br />
skills=Caldari Battleship IV</li><li>Gallente Battleship IV</li><li>Weapon Upgrades V</li><li>Advanced Weapon Upgrades IV</li><li>Drones V</li><li>Combat Drone Operation V</li><li>Drone Interfacing IV</li><li>Drone Sharpshooting IV</li><li>Sentry Drone Interfacing IV</li><li>Gallente Drone Specialization IV</li><li>Minmatar Drone Specialization IV</li><li>Caldari Drone Specialization IV</li><li>Shield Operation IV</li><li>Shield Management IV</li><li>Tactical Shield Manipulation IV </li><li>Shield Upgrades IV</li><li>EM Shield Compensation IV</li><li>Thermic Shield Compensation IV</li><li>Kinetic Shield Compensation IV</li><li>Explosive Shield Compensation IV</li><li>Hull Upgrades IV|<br />
notes=Use the LMJD to move 100 km away from enemies. Deploy Warden sentries and pop enemy ships up to 120 km away. Use Bouncers and Gardes at medium and shorter ranges, respectively.</li><li>Use missiles to draw aggro from more distant groups. Change missile type based on optimum damage type desired.}}<br />
<br />
==Tactics==<br />
''No sub-article about Rattlesnake roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Rattlesnake here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Pirate Faction Ships]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Electronic_Countermeasures&diff=74528Electronic Countermeasures2014-07-31T15:11:03Z<p>Thabink: pretty sure this has been updated several times since... !!RETRIBUTION!!</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:PvP]]<br />
This is a detailed guide to the effective use of ECM, the Caldari specialization in electronic warfare. Refer to the University's [[EWar 101 Guide]] for the very basics necessary to function as a rookie ECM pilot.<br />
<br />
You should read this guide if:<br />
* You are flying Caldari ships (other race's ships offer little to no bonuses to ECM)<br />
* You love to annoy enemies<br />
* You want to fly with groups of people<br />
* You want to use ECM drones or Counter ECM (ECCM)<br />
* You are just curious about the mechanics of ECM<br />
<br />
<br />
== What is ECM? ==<br />
<br />
ECM stands for Electronic Counter Measures and is often referred to as jamming. ECM modules give a chance to cause the targeted ship to lose any targets it has locked already, and loses the ability to target anything new for 20 seconds. During combat this means the affected ship cannot shoot or use any targeted modules on you or any of your fleet mates. This almost completely eliminates their ability to perform [[DD]] and [[EWar_101_Guide|EWar]] against your fleet or their [[Guide_to_Logistics|Logistic]] ability supporting their own fleet. Your target will still be able to use modules which don't require a target such as [[Smart Bomb|Smartbombs]] or other area effect weapons, and they may also use [[Missiles#Auto-targeting%20Missiles|FoF missiles]]; however, because those untargeted modules have niche use, ECM is generally regarded as the most effective Electronic Warfare technique.<br />
<br />
== Who should use ECM? ==<br />
<br />
ECM is the preferred EWAR technique for pilots training in Caldari ships.<br />
<br />
There are 8 Caldari ships which give specific bonuses to ECM:<br />
=== Tech 1 ships ===<br />
* [[Griffin]] (Caldari frigate): <br />
**Caldari Frigate Skill Bonus<br />
*** 15% bonus to ECM Target Jammer strength <br />
*** - 10% bonus to ECM Target Jammers' capacitor need per level. (You need less capacitor)<br />
<br />
<br />
* [[Blackbird]] (Caldari cruiser): <br />
**Caldari Cruiser Skill Bonus <br />
*** 15% bonus to ECM Target Jammer strength per level<br />
*** 12.5% bonus to ECM Target Jammer optimal range and falloff per level.<br />
<br />
<br />
* [[Scorpion]] (Caldari battleship): * Please note that the Navy Issue Scorpion has no bonuses towards ECM <br />
**Caldari Battleship Skill Bonus<br />
*** 15% bonus to ECM Target Jammer strength per level<br />
*** 25% bonus to ECM Target Jammer optimal and falloff range per level<br />
*** 20% Bonus to ECM Burst Range per level<br />
<br />
=== Tech 2 ships ===<br />
* [[Kitsune]] (Caldari Electronic Attack Frigate): <br />
**Caldari Frigate Skill Bonus<br />
***20% bonus to ECM target jammer strength and 10% reduction in ECM target jammers' capacitor need per level<br />
**Electronic Attack Ships Skill Bonus<br />
***12.5% bonus to ECM target jammer optimal range and 5% bonus to capacitor capacity per level<br />
<br />
<br />
* [[Rook]] (Caldari Recon ship):<br />
**Caldari Cruiser Skill Bonus<br />
***10% Bonus to ECM Target Jammer capacitor use per level<br />
**Recon Ships Skill Bonus: <br />
***30% Bonus to ECM Target Jammer strength per level<br />
<br />
<br />
* [[Falcon]] (Caldari Recon ship):<br />
**Caldari Cruiser Skill Bonus <br />
***10% Bonus to ECM Target Jammer capacitor use per level<br />
**Recon Ships Skill Bonus <br />
***30% bonus to ECM Target Jammer strength per level<br />
<br />
<br />
* [[Widow]] (Caldari Black ops): <br />
**Black Ops Skill Bonus<br />
***30% bonus to ECM target jammer strength<br />
<br />
<br />
=== Tech 3 ships ===<br />
* [[Tengu]] (Caldari Strategic cruiser):<br />
**Obfuscation Manifold subsystem<br />
***12.5% bonus to ECM target jammer optimal range per level.<br />
**Rifling Launcher Pattern subsystem<br />
***10% bonus to ECM target jammer strength per level<br />
<br />
== ECM Modules ==<br />
<br />
There are 3 main types of ECM modules: <br />
<br />
*ECM Multispectral Jammers - These modules are reasonably effective on all targets with a high capacitor cost. These modules have a significantly lower range and strength than racial jammers. <br />
*ECM Racial Jammers - These modules are more effective against a single race's ships, and much less effective than a Multispectral against the other three. They have a longer range, greater strength and lower capacitor cost than multispectral jammer modules. However, they do need to be appropriately targeted.<br />
*ECM Burst Jammers - These modules will cause all ships within a certain range of your ship to be jammed. You do not need to be targeting anyone to use a Burst module. Burst modules consume a high amount of capacitor and are generally only used on Battleships. '''REMEMBER: The ECM burst modules will get you concorded when used in high sec and they will also jam your fellow fleet members if used in close proximity. These modules should only be used outside of high sec, and when you know what you are doing!!!'''<br />
<br />
Low slots: <br />
<br />
*Signal Distortion Amplifiers - These low slot modules increase the strength and range of your jammers<br />
<br />
Rigs: <br />
<br />
(Tech 1 Rigs on Frigates, Destroyers and Cruisers are optional.) <br />
<br />
*Particle Dispersion Augmentors - These rigs increase the strength of your jammers by +10%.<br />
<br />
*Particle Dispersion Projectors - These rigs increase the range of your jammers by 20%.<br />
<br />
Drones: <br />
<br />
ECM drones are useful for any pilot but are unaffected by any ECM skills/ship bonuses. <br />
<br />
*Hornet EC-300 - Light drone - Has a strength of 1 for all sensor types <br />
*Vespa EC-600 - Medium drone - Has a strength of 1.5 for all sensor types <br />
*Wasp EC-900 - Heavy drone - Has a strength of 2 for all sensor types<br />
<br />
<br> It is tough to choose between fitting several multispectral jammers or a variety of race specific jammers. If you know the type of fight you are heading towards you can make a tactical decision (or the fleet commander might make this decision before you head out). <br />
<br />
*The practice of fitting one of each racial ECM is known as fitting a '''rainbow''' configuration. Most UNI fleet commanders expect you to fit a rainbow configuration, and if you are ever in doubt about what kind of jammers to fit, you should go with a rainbow configuration. <br />
*If you plan on fighting and jamming multiple ships then you should fit '''racial jammers'''. This will allow you as the ECM pilot to target a few different ships and have a high chance of locking them all down (i.e. jamming them). <br />
*If you plan on fighting individual ships (or very small gangs), and don't know what type of ship you will be fighting ahead of time then ECM will be more effective with '''multispectral jammers''' since you could activate more than one on a single target and have a higher chance of locking them down. <br />
*If you have intelligence about the ships being flown by your enemy you can have your pilots fit multiple jammers which match the race type of your target ship(s). It can be useful to carry a spare set of one of each of the four racial jammers in an ECM ship's hold, for refitting on the fly.<br />
<br />
== Using your ECM Modules ==<br />
<br />
The race-specific modules are not named in a way that makes it obvious what race of ships they're effective against. I have compiled a series of images to help you make a quick decision when in the heat of battle. Remember that each race's ship's all have the same colour background in the portrait image you see when you have them targeted.<br />
<br />
* Amarr - Radar (yellow-coloured jammers)<br />
* Caldari - Gravimetric (blue-coloured jammers)<br />
* Gallente - Magnetometric (green-coloured jammers)<br />
* Minmatar - Ladar (red-coloured jammers)<br />
<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Your Target Ship<br />
! Which Racial Jammer To Use<br />
|-<br />
| [[Image:Amarr Ship Colour.jpg|150px|center]] Amarr (Radar)<br />
| [[Image:Amarr Jammer Colour.jpg|150px|center]] White Noise Generator<br />
|-<br />
| [[Image:Caldari Ship Colour.jpg|150px|center]] Caldari (Gravimetric)<br />
| [[Image:Caldari Jammer Colour.jpg|150px|center]] Spatial Destablizer<br />
|-<br />
| [[Image:Gallente Ship Colour.jpg|150px|center]] Gallente (Magnetometric)<br />
| [[Image:Gallente Jammer Colour.jpg|150px|center]] Ion Field Projector<br />
|-<br />
| [[Image:Minmatar Ship Colour.jpg|150px|center]] Minmatar (Ladar)<br />
| [[Image:Minmatar Jammer Colour.jpg|150px|center]] Phase Inverter<br />
|}<br />
<br />
If you can remember these colour match ups then you will remember exactly which module to activate on a ship you are targeting. If you don't think you will remember this you could use Multispectral ECM modules so you never have to remember.<br />
<br />
<br />
When you have successfully jammed your target, you will see a gray circle surrounding the jammer that acquired the jam (shown below the locked ship). Hovering over this will tell you how long until the jam ends. The circle will slowly disappear as the jam ticks down. See the image below.<br />
<br />
[[Image:JammedPostRetribution.jpg]]<br />
<br />
In this case, the Ladar jam was successful but the Radar and Magnetometric were not.<br />
<br />
== Skills to improve ECM ==<br />
<br />
*[[Skills:Spaceship_Command#Caldari_Cruiser|Caldari Cruiser]] - Skills for the specific types of ship you are flying will give you the greatest improvement in ECM effectiveness. 15% bonus to ECM Target Jammer strength per level. +12.5% bonus to ECM Target Jammer optimal range and falloff per level. Requires spaceship command III and Caldari Frigate IV.<br />
<br />
*[[Skills:Targeting#Long Range_Targeting|Long Range Targeting]] - 5% Bonus to targeting range per skill level. Requires CPU Management Level 2.<br />
<br />
*[[Skills:Electronics#Frequency_Modulation|Frequency Modulation]] - Increases the falloff distance (this will be explained later) of your ECM modules by 10% per level. Requires CPU Management Level 3 and Electronics Warfare Level 2. <br />
<br />
*[[Skills:Electronics#Long_Distance_Jamming|Long Distance Jamming]] - Increases the optimal range of your ECM modules by 10% per level. Requires CPU Management Level 4 and Electronics Warfare Level 3. <br />
<br />
*[[Skills:Rigging#Electronic_Superiority_Rigging|Electronic Superiority Rigging]] - This will allow you to use the ECM rigs. (See section on ECM modules). Requires Jury rigging Level 3 and Mechanics Level 3. <br />
<br />
*[[Skills:Electronics#Signal_Dispersion|Signal Dispersion]] - Increases your jam strength by 5% per level. This skill requires CPU Management 5 and Electronic Warfare Level 4. If you have decided that you really enjoy being an EWAR pilot this is a great skill to work towards, but it certainly isn't required to have fun flying ECM in fleets.<br />
<br />
== Fitting Fleet Blackbirds ==<br />
The Blackbird cruiser is the most common ECM ship in University fleets, though new ECM pilots often begin with the Griffin (you can find a Griffin fitting suggestion in the corporation fittings section of your saved fittings). This section discusses fitting a blackbird for fleet use step-by-step.<br />
<br />
=== Jammers ===<br />
An ECM fit is nothing without at least some jammers, and almost any Blackbird will fit at least 4 jammers, allowing a rainbow fit, taking up 4 mids.<br />
<br />
=== Tank ===<br />
This is where the first decision lies. Normally a blackbird will fit either a 1600mm armor plate in a low or a Large Shield Extender in a mid. If you're not doing that then your blackbird will likely be short lived unless you're very very careful with it. The shield tank gives more speed and manoeuvrability while the armor plate gives slightly more survivability. A Damage Control will give considerable extra buffer, but isn't essential.<br />
<br />
=== Propulsion Module ===<br />
Most PvP ships will include either an afterburner or microwarpdrive to give you some control over range to the enemy or to close short distances quickly (such as burning to a gate). In null security space a MWD is recommended. Fitting an afterburner gives some damage mitigation and gives more fitting options down the line. If you chose a 1600mm plate as your tank then you will need an EG-601 1% power grid implant to fit a MWD. This implant is around 1m ISK, so is quite affordable.<br />
<br />
=== Remaining Low Slots ===<br />
Depending on your tank decisions, you will have 1-3 low slots left. These should be filled up with meta 4 'Hypnos' Signal Distortion Amplifiers.<br />
<br />
=== Remaining Mid Slots ===<br />
Depending on your tank decisions you will have 0-1 mid slots left. A last mid can be filled with an extra jammer, a sensor booster for lock range and speed, or ECCM if you think you'll be fighting enemy jammers.<br />
<br />
=== Rigs ===<br />
The most effective rigs for a blackbird are generally Electronic Superiority rigs. The downside of these rigs is that they reduce your shield capacity, which can be a serious blow if you opted for a LSE as your buffer tank. The 3 electronics superiority rigs of most interest are Particle Dispersion Projectors, Particle Dispersion Augmentors and Ionic Field Projectors. Particle Dispersion Projectors increase the range of your jammers, Ionic Field Projectors increase your targeting range, which can easily fall under your jammers' optimal with projector rigs, and Particle Dispersion Augmentors increase jammer strength. A mix of Dispersion Projectors and Ionic Field Projectors is generally recommended to maximize range, and also because they're cheap.<br />
<br />
If you're shield fit and don't want to compromise your tank then Low Friction Nozzle Joints can be fitted to improve align time or shield resist rigs to improve tank. Both of these are also cheap.<br />
<br />
=== High Slots ===<br />
High slots are filled up after whatever you can fit with your remaining CPU and powergrid, and preferably without using capacitor so as not to give problems running your jammers. A shield fit can fit Heavy Missile Launchers to add some DPS at a range comparable to your jammers, while rapid light missile launchers will give some defence against frigates. A 1600mm plate fit will be very low on powergrid so will be limited to small weapons. Other options are energy neutralizers for defence against tacklers, Auto Targeting Systems for extra locked targets, salvagers and remote armor repair systems to clean up after combat, or an expanded probe launcher if your fleet is lacking a prober.<br />
<br />
Keep in mind that your main role as an ECM pilot is to disable enemy ships through the use of your jamming modules. You will not be expected to significantly contribute to the overall DPS of the fleet. A cloak is not recommended because it reduces your scan resolution, which will make you lock (and therefore jam) new threats slower.<br />
<br />
=== Fitting Examples ===<br />
Refer to the fitting examples on the ship pages [[Griffin]] and [[Blackbird]]<br />
<br />
Click on the SKILLS & NOTES tab for comments on each fit.<br />
<br />
=== Notes on Modules ===<br />
* You will want to carry one or two spares of each kind of jammer in your hold for quick refits if your fleet gets intelligence about the enemy's ships.<br />
* Consider the overall price of your ship when choosing module quality. Spending 10m on jammers for your 4m Blackbird isn't very cost effective. However, fitting 10m of jammers on a 60m Scorpion is much more sensible. Conversely, refusing to spend an extra 100k to make your 4m blackbird better is equally unwise.<br />
* Meta 4 Signal Distortion Amplifiers have identical performance to Tech 2 but are cheaper and are very cost effective.<br />
* Meta 4 Green and Yellow jammers have identical performance to Tech 2 and are cheaper and overheat better and are very cost effective.<br />
* Meta 4 and Tech 2 Red and Blue jammers are roughly the same price and both quite expensive. Meta 3 on the other hand are a ''lot'' cheaper than either and are a good compromise on price.<br />
* Particle Dispersion Projector and Ionic Field Projector rigs are cheap and very cost effective. Particle Dispersion Augmentor rigs are considerably more expensive.<br />
<br />
== How does ECM work? ==<br />
Every ship in the game has a base sensor strength and this sensor is always of a known type (Gravimetric, Ladar, Radar, Magenetometric). Your chance to jam a target is based on this equation:<br />
<br />
<br />
Chance to Jam = ( Your ECM Strength / Target's Sensor Strength ) * 100%<br />
<br />
And if you use multiple jammers:<br />
<br />
Chance to Jam = (1 -(1 - Your ECM Strength / Target's Sensor Strength ) ^ The number of jammers of this strength)*100%<br />
<br />
Note that when calculating the chance to jam a single target using a rainbow fit, the above formula must be modified, considering that a rainbow fit will have different jam strengths, per racial jammer, dependent on the target race type. As an example, jamming a ladar sensor ship:<br />
<br />
Chance to Jam = (1 -(1 - Ladar Jammer Strength / Target's Sensor Strength ) x (1 - Ladar Jam Strength on non Ladar Jammers / Target's Sensor Strength )^3 ) x 100%<br />
<br />
(the little ^ symbol means "to the power of")<br />
<br />
So let's use that equation in an example:<br />
<br />
=== Scenario 1 ===<br />
<br />
Say your fleet is flying around and you come across a scary Caldari Raven. You throw on your sensor booster and get a target lock on him really fast. You are lucky (or unlucky!!) that this Raven is within 50km and inside your optimal range of your ECM modules. You see the Raven start to get a target lock on you (and you begin to sweat a little) <br />
<br />
You make a quick decision: <br />
<br />
{| border="1" class="wikitable"<br />
|-<br />
| [[Image:Caldari Raven.jpg|center|150px|Caldari Raven.jpg]] Caldari <br />
| [[Image:Caldari Jammer Colour.jpg|center|150px|Caldari Jammer Colour.jpg]] Gravimetric jammer<br />
|}<br />
<br />
<br> What are your chances that you won't get turned into a fine mist? <br />
<br />
Let's assume that the Raven has no modules active that increase his sensor strength and therefore has 22 points of Gravimetric sensor strength. <br />
<br />
Let's assume you are flying the Blackbird above with 2 Signal Distortion Amplifiers and no skills to increase your jamming strength; you also only have Caldari Cruisers II (you are a noob) and you have all Tech 1 Meta 0 jammers. <br />
<br />
First let's calculate your jammer strength: <br />
<br />
The "ECM - Spatial Destabilizer I" has a Gravimetric strength of 3 <br />
<br />
This will be improved by the Blackbird's ship bonuses and by the Signal Distortion Amplifiers. <br />
<br />
*Caldari Cruiser II -&gt; 30% ECM jammer strength for a Blackbird which will add&nbsp;: 0.9 strength <br />
*Signal Distortion Amplifier I (2 of them means one will have the [[Stacking_penalties|stacking penalty]] (87% effective)) -&gt; 9.35% ECM jammer strength&nbsp;: 0.28 strength<br />
<br />
So in total we will have 4.18 jammer strength (uh oh) <br />
<br />
Chance to jam = (4.18 / 22) * 100% <br />
<br />
Chance to jam = ~ 19% <br />
<br />
So you have a small chance to survive and you will probably be turned into goo! Oh well.. for the fun of it let us work out the chance of the NON-racial jammers on him (hey, every little bit helps right?) <br />
<br />
Lets assume you have 1 of each racial jammer. Their jamming strength when miss matched with the target is 1. With our modifiers that gives us a strength of 1.39 jamming strength <br />
<br />
Chance to jam = (1.39/22) * 100% <br />
<br />
Chance to jam = ~ 6% <br />
<br />
If you activate all you get ~32% (please check my maths) <br />
<br />
So that is pretty bad, but it is still something!<br />
<br />
=== Scenario 2 ===<br />
<br />
Now lets assume we run into the same Raven but this time we are rolling with 4 Multispectral jammers. We get him targeted and we throw all of our jammers at once.<br />
<br />
Ok, the Meta 1 Multispectral has a jammer strength of: 2<br />
With all of our bonuses the strength comes up to: 2.78<br />
<br />
Chance to Jam = (1 -(1 - 2.78 / 22 ) ^ 4)*100%<br />
<br />
Chance to Jam = ~ 42%<br />
<br />
or ~13% per module<br />
<br />
Ok this is a little better...<br />
<br />
=== Scenario 3 ===<br />
<br />
Ok now let's assume we were going to hunt a known target, a Raven! We are so sure this is the only thing we will run into that we put 4 racial jammers on our Blackbird and let out an evil giggle.<br />
<br />
We found above that using a racial jammer gives us a gravimetric strength of 4.18 (per module)<br />
<br />
Chance to Jam = (1 -(1 - 4.18 / 22 ) ^ 4)*100%<br />
<br />
Chance to Jam = ~ 57%<br />
<br />
So you can see you have an advantage when you know your target type and fit appropriately. But this advantage isn't that great and most of the time you can fit rainbow (one of each racial) or multispectrals.<br />
<br />
=== Scenario 4 ===<br />
<br />
Ok let's assume you have a little bit of money and can afford to use Meta 4 jamming modules (BZ-5 Neutralizing Spatial Destablizer ECM) and you can fit two Medium Particle Dispersion Augmentors. Let's also assume that you have spent ~5-6 days training up Caldari Cruiser skill to IV and you have spent 2 weeks training Signal Dispersion to level 4 (requires CPU Management 5 and Electronic Warfare. This may take 2-3 weeks to acquire).<br />
<br />
let's assume you fit a rainbow fit (one of each racial jammer) and you came up against the same Raven.<br />
<br />
Your new shiny racial jammer has a base strength of 3.6 (not that much better than meta 0)<br />
<br />
*Caldari Cruiser IV -> 60% (and 40% range)<br />
*Signal Dispersion IV -> 20%<br />
*Signal Distortion Amplifier II x 2 -> 18.7%<br />
*Medium Particle Dispersion Augmentor x2 -> 18.7% (10% for first, 8.7% for second)<br />
<br />
This leads to a large 8.98 strength jam. (using EFT to find this number)<br />
<br />
Chance to jam = ( 8.98 / 22 ) * 100% = 40% with a single module<br />
<br />
You can do the maths to work out how well 4x multispecs would work in this setup.<br />
<br />
=== Summary of scenarios ===<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
! Scenario<br />
! Modules fitted<br />
! Chance of jamming<br />
! Optimal range of fit (Cruisers II)<br />
! Capacitor usage<br />
! Advantages<br />
! Disadvantages<br />
|-<br />
| 1<br />
| Single Racial module (tech 1)<br />
| 32% (19% with single module)<br />
| 38km with 35km Falloff<br />
| 2.4GJ/sec per module (9.6GJ/sec)<br />
| Cheap! Long range<br />
| Low chance to jam<br />
|-<br />
| 2 <br />
| 4 Multi spectral modules (tech 1)<br />
| 42%<br />
| 26km with 23km Falloff<br />
| 3.6GJ/sec per module (14.4GJ/sec)<br />
| Cheap and High chance to jam single target<br />
| Very low range. Within range of most weapons<br />
|-<br />
| 3 <br />
| 4 Racial modules (tech 1)<br />
| 57%<br />
| 38km with 35km Falloff<br />
| 2.4GJ/sec per module (9.6GJ/sec)<br />
| High chance to jam the right type<br />
| Not versatile, only effective against single race<br />
|-<br />
| 4 <br />
| High quality Racial with rigs (tech 1 meta 4)<br />
| 40% (single module)<br />
| 70-80km with 70-80k Falloff<br />
| 2.4GJ/sec (single module)<br />
| High chance to jam at low cap cost<br />
| Expensive(*), requires high skills<br />
|-<br />
|}<br />
<br />
(*) Note: With meta 3 modules this fit is almost as powerful but a lot cheaper.<br />
<br />
== Falloff and Optimal range ==<br />
<br />
Remember to set your orbit range correctly with regards to the types of ECM modules you are using:<br />
* Multispectral modules have an optimal around 18km to 40km depending on skills with a falloff of 20-30km<br />
* Racial modules have an optimal around 40km -> 50km depending on skills with a falloff of 40-50km <br />
<br />
The Blackbird, Scorpion and Kitsune (but not the Griffin, Rook and Falcon) have bonuses to ECM range based on your ship command skill which will modify these values. Tech 2 or Meta 4 jammers fitted in a Blackbird fitted with two T2 or Meta 4 Signal Distortion Amplifiers and piloted by a character with Frequency Modulation, Long Range Jamming and Caldari Cruiser all at level IV will have an optimal of 75km and a falloff of 70km.<br />
<br />
The above scenarios are correct when your target is between you and your optimal range. When your target is past this optimal range it affects the chance that you will jam them. This works much in the same way weapon's fall off ranges work.<br />
<br />
* When your target is at optimal you will get the percentages found in the scenarios above.<br />
* When your target is at optimal + falloff you have a 50% chance to have the above chances<br />
* When your target is at optimal + 2 x falloff you have a 0% chance of jamming them<br />
<br />
Here is an example:<br />
let's assume your ECM module has a 50km range and has a 40km falloff. When your target is within optimal range you have a 20% chance to jam them per cycle of your modules.<br />
* If your target is 50km away you will have a 20% chance to jam them<br />
* If your target is 90km away (50km + 40km) you will now have 10% chance to jam them (50% of 20%)<br />
* If your target is 130km away (50km + 40km + 40km) you now have a 0% chance to jam them<br />
<br />
Without any skills in targeting a Black Bird has a 75km targeting range and 112.5km with a targeting script in your sensor booster. So the rule of thumb for a new player should be: '''If you can target them, try to jam them!!'''<br />
<br />
== Countering ECM ==<br />
Now you should understand exactly what ECM is and how it works within Eve. How is it countered? In order to make it harder for ECM modules to jam you you simply need to increase your sensor strength. You can do this in a variety of ways:<br />
<br />
* Get a bigger ship. Bigger, more powerful ships have naturally larger sensor strength: e.g a Merlin (frigate) has a sensor strength of 11 while a Raven (battleship) has a sensor strength of 22.<br />
* ECCM modules (mid slot) - These active modules can be used to increase the strength of a specific type of sensor (Gravimetric, Radar, Ladar, Magnetometric) by a percentage (80% from a Tech 1 Meta 0 ECCM module). Since they give a percentage bonus, they give larger ships much bigger bonuses than smaller ships. When activated they use a little bit of capacitor and make a distinctive mottled visual effect appear around the ship running them in space.<br />
* Sensor Backup Arrays (low slot) - These modules are similar to ECCM modules but use low slots and give smaller bonuses (40% from a Tech 1 Meta 0 SBA).<br />
* ECCM Projectors - These allow other people to remotely project ECCM support on to your ship. A Tech 1 Meta 0 ECCM Projector increases your sensor strength by 100%.<br />
* Gravimetric / Magnetometric / Radar / Ladar Sensor Compensation skills - Increase sensor strength by 4% per level of their respective sensor types.<br />
<br />
Often, however, the most effective way to counter ECM is to destroy the ECM ship(s) or hurt them enough that they're forced to warp out. The Griffin, Blackbird, Kitsune and Falcon tend to be only barely tanked if they're tanked at all, while the Rook and the Scorpion can mount tanks, but usually still have unimpressive defences for ships of their respective sizes. ECM pilots tend consequently to be fairly jittery, so even if you can't actually kill them, if you can demonstrate the ability to hurt them they often run away.<br />
<br />
A long-ranged, high-alpha ship such as a Muninn, Tempest or Maelstrom fitted with artillery can deal an intimidating amount of damage in one volley, which is good for this. In battles which are being fought at long range anyway, damage-dealers fitted with long-range missiles are often tasked with this kind of 'anti-support' fire because by the time their missiles travel to the primary target it would be dead anyway, and volleys of heavy or cruise missiles can also persuade ECM ships to run away.<br />
<br />
Drones can also be an effective option. ECM ships often have trouble defending themselves against drones: drones keep fighting even if their parent ship is jammed and, although a single drone is easily jammed, the coordination and time required to lock onto and jam a full flight -- assuming the ECM pilot even has five jammers -- are considerable. Griffins and Kitsunes mount small weapons which can hurt drones, but usually can't tank the drones for long enough; a Blackbird fitted with Assault Missile Launchers (not Heavy Assault, Assault) and a large plate or shield extender might be able to destroy drones, but the pilot would still be distracted.<br />
<br />
== Flying ECM: Basics ==<br />
<br />
Although flying an ECM ship can involve tough targeting decisions and complex jammer micromanagement (see below!), when you start out you can make things fairly simple for yourself. Assuming you're not flying a large, tanked ship (the Scorpion) or a ship with a covops cloak (the Falcon) -- in which case you should know what you're doing anyway -- you need to:<br />
* be near the edge of your optimal range<br />
* fight aligned<br />
* run away if you're being shot<br />
* help your fleetmates escape tackle if retreating<br />
<br />
On most ECM ships ECM's long optimal range is one of the things that keeps you out of trouble, so you should try to warp to targets at your optimal range, ''not'' at zero. (Sometimes you will have to fight at short range -- if the enemy jump into an [[Gatecamps|offensive gatecamp]], for example.)<br />
<br />
Your best way of staying alive is to warp out, and to be able to warp out quick enough if something starts attacking you you should be pre-aligned. When you arrive on-grid where a fight's happening, or when a fight starts where you are, you should quickly select a convenient celestial object (planets are good) and align to it. <br />
<br />
Then, if you find yourself being targeted or if the FC orders the fleet to scatter, you can get out quickly by warping to the celestial you're aligned to. If the fight's still going on, you can then warp back in (warp at your optimal range to one of your fleetmates who was in the middle of things) and carry on jamming. Be careful when choosing an object to align to, however. If the enemy is between you and the celestial you are aligned to, your course will take you towards the fight, and your range advantage will be negated. If you align to an object in the opposite direction of the enemy, you risk straying out of your optimal range, and decreasing the likelihood of successfully jamming your opponent. Whenever possible, pick a celestial which, when aligned to, will put you on a course perpendicular to that of your foe, assuming you're near your optimal range, and the enemy isn't burning directly towards you. This will ensure that you don't rapidly get out of range, or wander into the midst of the battle.<br />
<br />
If your fleet is losing the engagement and the FC calls for a retreat take a moment to see if any of your fleetmates are tackled by the opposing fleet. If so, and their ship is more expensive than yours, a valuable tactic is to jam the ships which have points on that ship. If it's not obvious which ships to jam ask the pilot in Mumble to call out the ships with points on him. If you think you can jam out the tackle tell your fleetmate to align out (he should be already) and spam their warp-to buttom as you jam the tackle. Call out any succesful jams so your fleetmate can see if they're free to warp off.<br />
<br />
With more experience you may notice situations where it might be worth staying around until you die to get a crucial jam in, but that's something you have to make a call on yourself. In uni fleets warping out to save your ship is absolutely fine.<br />
<br />
== Flying ECM: Targets ==<br />
<br />
Unless you only have one or two enemies, judging which enemy you should try to jam is an important decision. Your Fleet Commander may tell you to jam a particular target or even appoint an ewar target caller, in which case you should obviously follow their orders. However, most FCs, most of the time, will not issue specific orders for their ECM ships, leaving the decision to you.<br />
<br />
Often, particularly when you're in a large fleet, the primary target called by the FC for the damage-dealers is not the best ship to jam, since hopefully it will die soon anyway. Instead you should quickly look at what the enemy have and find some good targets for ECM.<br />
<br />
If there are other ECM pilots in your fleet it can be useful to coordinate with them so that you don't waste time jamming the same target several times over. In a small fleet you might report your jams textually in the fleet chat channel, or even over Mumble if the FC is running the fleet with an open Mumble channel. In a large fleet you could try setting up a separate ewar chat channel for ewar pilots.<br />
<br />
Here are some ships that often make good ECM targets.<br />
<br />
==== Logistics ships ====<br />
<br />
[[Cruiser#Logistics|Logistics ships]] are T1/T2 cruisers and T1 Frigates which can rapidly repair their allies' shields or armor. They have high sensor strengths, so they aren't the easiest ships to jam, but if you do jam one it won't be able to heal the rest of the enemy gang for twenty seconds. Some gangs depend mostly on their logistics ship(s) for their tank, so this can be a battle-changing move.<br />
<br />
The T1 logistics frigates are the [[Inquisitor]] (Amarr), [[Bantam]] (Caldari), [[Navitas]] (Gallente), and [[Burst]] (Minmatar).<br />
<br />
The T1 logistics cruisers are the [[Augoror]] (Amarr), [[Osprey]] (Caldari), [[Exequror]] (Gallente), and [[Scythe]] (Minmatar).<br />
<br />
The T2 logistics cruisers are the [[Guardian]] (Amarr), [[Basilisk]] (Caldari), [[Oneiros]] (Gallente) and [[Scimitar]] (Minmatar).<br />
<br />
==== RR battleships ====<br />
<br />
A remote-repping battleship gang is a group of battleships which tank by repairing each other with repairers in their spare high slots (a tactic also referred to as [[Spider Tanking|spider tanking]]). This means that, much like logistics ships, they're vulnerable to jamming. Note that RR battleship fits often include an ECCM module precisely because of this weakness, so don't expect them to be easily jammed.<br />
<br />
The Gallente [http://wiki.eveonline.com/en/wiki/Dominix Dominix] is a particularly high priority ECM target in an enemy RR battleship fleet: it usually does damage using drones, which means all or most of its highslots can be dedicated to remote repairers.<br />
<br />
==== Ewar ====<br />
<br />
If the enemy have their own ewar ships it can be useful to jam them. This goes especially for enemy ECM ships. Equally, of course, electronic warfare ships and especially ECM ships have high sensor strengths for their hull size.<br />
<br />
==== Damage dealers ====<br />
<br />
If you don't see any stand-out targets, like logistics ships, jamming enemy damage-dealers is probably a safe decision. This usually means [[Battleship|battleships]] and [[Battlecruiser|battlecruisers]] but the enemy might field a fast-moving gang of smaller ships. The T2 cruiser-sized [[Cruiser#Heavy Assault Cruisers|heavy assault cruisers]] and frigate-sized [[Frigate#Assault Frigates|assault frigates]] are noteworthy smaller damage-dealers, and they don't have very high sensor strengths.<br />
<br />
If you're flying a Blackbird, Scorpion or Kitsune you will have a long enough range that you will be one of the few ships in the fleet that might be able to counter enemy snipers. With good ECM range skills, the Blackbird and Kitsune should have a decent chance to jam sniper HACs, and the Scorpion should have a decent chance to jam sniper battleships. (This is where a Targeting Range script can come in useful if you fitted a Sensor Booster.)<br />
<br />
== Flying ECM: Advanced tactics ==<br />
<br />
=== Never activate all of your ECM modules on a target at the same time ===<br />
If you have some time (you are not about to die) you can gain a large advantage if you do not active all of your ECM modules on a target.<br />
<br />
Let's assume there are two targets attacking you and your friends. Immediately you target both of them and decide you will turn on two multispectral jammers for each (four in total). One of the targets gets lucky and avoids both of the jams and the other target gets jammed from your first ECM module. The lucky enemy (that didn't get jammed) then happily targets you and blows you up! Ouch.<br />
<br />
Now that is an unpleasant scenario we might have avoided.<br />
<br />
This time we decide to turn on one module per target.<br />
Target 1 is lucky and doesnt get jammed.<br />
Target 2 is unlucky and we jam them.<br />
<br />
At this point we have 2 more modules to work with.<br />
We attempt to jam target number 1 with another module and he is AGAIN lucky (just like in the first example)<br />
We finally turn a third module onto target 1 and this time we jam him and live to fight another day!<br />
<br />
You can see with this example that it is in your best interest to use as little number of jammers on your targets until you get an actual jam. Remember that the activation time of ECM modules is 20 seconds, which is the same length of time that the jam will last.<br />
<br />
If you want to you can turn the auto-repeat on your jammers off. This is one of the options in the menu you get when you right-click the jammer's button on your HUD when you're in space. With auto-repeat off your jammers will deactivate after every cycle, saving you the trouble of deactivating them yourself if their target is already jammed by another jammer.<br />
<br />
=== Jamming and aggression ===<br />
<br />
Sometimes it is unwise to jam someone who is trying to play docking games with you. To win at docking games you sometimes need to rely on the fact that when your target shoots something he starts a so-called [[Timers#Aggression Timer .28AT.29|aggression timer]] and cannot dock for 60 seconds, hopefully giving you time to kill him. If you happen to get a jam off on a person playing docking games he has twenty seconds during which he cannot target anyone and thus gets closer to being able to dock. You generally want someone playing docking games to be trying to shoot someone.<br />
<br />
Aggression timers also prevent pilots from jumping through stargates, and so the same principle applies if you want to keep someone aggressed on one side of a stargate.<br />
<br />
=== Overheating ===<br />
<br />
Like many other modules, ECM jammers can be [[Overloading|overheated]]. Overheating an ECM jammer increases its jamming strength. This can be very useful but, as with ECM in general, since it only increases your chance to jam, it's still a gamble: overheated jammers can fail to jam their targets, and when that happens you still have the heat damage from overheating. And, just like any other module that can be overheated, if you overheat too much you'll burn your jammers out. You may find it useful to persuade a fellow unista to be your practice dummy, letting you practice overheating and get a feel for how long you can heat your jammers before you do it in battle.<br />
<br />
If in doubt, don't overheat. Better to miss a few jams than to miss ''all'' the jams after the first minute because you burned your midslots out. Once you're confident with overheating, though, it can be a useful tool.<br />
<br />
== ECM Resources ==<br />
<br />
http://www.eveuniversity.org/audio_classes/Drillock%20-%20Jamming%20with%20Apocrypha.mp3 ECM 101] Audio from an Eve University class; more introductory than this ECM Guide. Copy the link and open in an out-of-game browser.<br />
<br />
[http://forum.eveuniversity.org/viewtopic.php?f=44&t=42533&p=379261 How I do ECM] Suggestions from Eion Xis, an experienced ECM pilot, with discussion.<br />
<br />
[http://forum.eveuniversity.org/viewtopic.php?f=44&t=45093 EWAR at a gate] Discussion of the use of ECM near stations and gates. Read the entire thread, not just the first post.<br />
<br />
[http://docs.google.com/document/d/1lmulCWzEalVg3P53OonshWNhEx28CZZgpTWM56NE_l4/edit?hl=en&authkey=CJik4e4I&pli=1# Mumble EWAR token setup] Essential for Eve University EWAR pilots. Useless for anyone else.<br />
[[Category:WikiContest]]<br />
<br />
[http://i.imgur.com/5HeWU.jpg Broski Enterprises Guide to ECM]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Gila&diff=74274Gila2014-07-23T15:28:41Z<p>Thabink: /* Summary */</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 : 6/3/2014)<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 />
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| shipid=17715<br />
| shipimg=Gila.png<br />
| shipname=Gila<br />
| caption=Gila<br />
| class=Cruiser<br />
| grouping=Pirate Faction Ships<br />
| hulltype=Moa Class<br />
| faction=Guristas<br />
| race=Caldari<br />
| roles=Droneboat<br />
| variations={{Ship|Onyx}},{{Ship|Eagle}},{{Ship|Moa}}<br />
| tech=F<br />
| ecmprio=0 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=670 MW<br />
| cpu=400 tf<br />
| capacitor=1,400 GJ<br />
| highs=5<br />
| turrets=0<br />
| launchers=4<br />
| mediums=6<br />
| lows=4<br />
| mass=9,600,000 kg<br />
| volume=101,000 m&#179;<br />
| cargohold=440 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=100 m&#179;<br />
| bandwidth=20 Mbit/sec<br />
| info=Taking what he had learned from his days in the Caldari Navy, Korako ‘The Rabbit' Kosakami, Gurista leader, decided that he would rub salt in the State's wounds by souping up their designs and making strikes against his former masters in ships whose layout was obviously stolen from them. To this end the Gila, bastard twin of the Moa, has served him well.<br />
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>10% bonus to kinetic and thermal missile damage<br><b>Caldari Cruiser bonuses (per skill level):</b><br>4% bonus to all shield resistances<br><b>Role Bonus:</b><br>500% bonus to Medium Combat Drone damage and hitpoints<br><br />
| structurehp=2,490 HP<br />
| shieldhp=3,200 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=2,200 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=45<br />
| maxvelocity=195 m/sec<br />
| inertia=0.66<br />
| warpspeed=3 AU/s<br />
| warptime=8.78 s<br />
| targetrange=58.00 km<br />
| sigradius=145 m<br />
| maxlockedtargets=7<br />
| sensortype=Gravimetric<br />
| sensorvalue=22 points<br />
| scanres=285 mm<br />
| reqskills=*{{RequiredSkill|Caldari Cruiser|II}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Caldari Destroyer|III}}<br />
***{{RequiredSkill|Caldari Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Gallente Cruiser|II}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Gallente Destroyer|III}}<br />
***{{RequiredSkill|Gallente Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=1d 20h 12m 10s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Gila Gila on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------------------------------------<br />
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<br />
==Summary==<br />
The Gila is a cruiser with the ability to field two medium drones that do the damage of 12, with a large enough drone bay to carry extra flights and replacements. Only the [[Ishtar]] can match its drone power at cruiser size. With its bonus to shield resistances and a respectable 6 mid slots it can fit a very impressive shield tank for its size.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Gila for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
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high3name=Medium Diminishing Power System Drain I|<br />
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mid6name=Warp Disruptor II|<br />
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drone1name='Augmented' Hammerhead x2|<br />
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drone3name=Infiltrator II x2|<br />
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charge1name=Caldari Navy Inferno Light Missile x4560|<br />
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rig2typeID=31797|<br />
rig3name=Medium Core Defense Field Extender II|<br />
rig3typeID=31797|<br />
difficulty=1|<br />
warsop=G|<br />
warsopReason=Pirate faction ship.|<br />
version=KRO 1.0|<br />
shipDNA=17715:25709;3:2281;1:2301;1:2303;1:3841;2:6005;1:1541;1:2048;1:4405;2:31790;1:31802;2:2185;5:2444;5:2456;5:2488;5:23561;5:20306;1000::|<br />
skills=|<br />
notes=}}<br />
<br />
{{ShipFitting|<br />
ship=Gila|<br />
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fitName=PvE brawler|<br />
fitID=PvE-brawler|<br />
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high2name=Upgraded 'Malkuth' Heavy Assault Missile Launcher I|<br />
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mid4name=Large Shield Extender II|<br />
mid4typeID=3841|<br />
mid5name=Large Shield Extender II|<br />
mid5typeID=3841|<br />
mid6name=Experimental 10MN Afterburner I|<br />
mid6typeID=6005|<br />
low1name=Drone Damage Amplifier II|<br />
low1typeID=4405|<br />
low2name=Drone Damage Amplifier II|<br />
low2typeID=4405|<br />
low3name=Damage Control II|<br />
low3typeID=2048|<br />
low4name=Power Diagnostic System II|<br />
low4typeID=1541|<br />
drone1name=Ogre I x5|<br />
drone1typeID=2444|<br />
drone2name=Garde I x5|<br />
drone2typeID=23561|<br />
drone3name=Hammerhead II x5|<br />
drone3typeID=2185|<br />
drone4name=Hobgoblin II x5|<br />
drone4typeID=2456|<br />
drone5name=Warrior II x5|<br />
drone5typeID=2488|<br />
charge1name=Mjolnir Heavy Assault Missile x1000|<br />
charge1typeID=20306|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Core Defense Field Purger I|<br />
rig1typeID=31802|<br />
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rig3name=Medium Core Defense Field Extender I|<br />
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difficulty=1|<br />
warsop=G|<br />
warsopReason=Pirate faction ship.|<br />
version=ODY 1.0|<br />
shipDNA=17715:25709;3:2281;1:2301;1:2303;1:3841;2:6005;1:1541;1:2048;1:4405;2:31790;1:31802;2:2185;5:2444;5:2456;5:2488;5:23561;5:20306;1000::|<br />
skills=|<br />
notes=PvE brawler fit with a passive shield tank.</li><li>Select racial drones according to the damage type the enemy is most vulnerable to.</li><li>Use sentry drones to draw aggro of distant ships or to shoot ships which orbit outside of brawling range.</li><li>Use armor maintenance bots to repair damaged drones.</li><li>HAM launchers draw aggro and increase overall dps. Select missiles according to enemy vulnerabilities.</li><li>Keep the AB active to further mitigate incoming damage.</li><li>When cap stable without the Power Diagnostic System II, then fit a Shield Power Relay II in its place for more EHP.}}{{ShipFitting|<br />
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mid5name=EM Ward Field II|<br />
mid5typeID=2301|<br />
mid6name=Omnidirectional Tracking Link II|<br />
mid6typeID=24438|<br />
low1name=Drone Damage Amplifier II|<br />
low1typeID=4405|<br />
low2name=Drone Damage Amplifier II|<br />
low2typeID=4405|<br />
low3name=Drone Damage Amplifier II|<br />
low3typeID=4405|<br />
low4name=Damage Control II|<br />
low4typeID=2048|<br />
drone1name=Hammerhead II x5|<br />
drone1typeID=2185|<br />
drone2name=Ogre II x5|<br />
drone2typeID=2446|<br />
drone3name=Warrior II x5|<br />
drone3typeID=2488|<br />
drone4name=Garde II x5|<br />
drone4typeID=28211|<br />
drone5name=open|<br />
rig1name=Medium Anti-Thermal Screen Reinforcer II|<br />
rig1typeID=31760|<br />
rig2name=Medium Core Defense Field Extender II|<br />
rig2typeID=31796|<br />
rig3name=Medium Core Defense Field Extender II|<br />
rig3typeID=31796|<br />
difficulty=0|<br />
warsop=G|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=17715:2281;1:2301;1:3841;2:5975;1:24438;1:2048;1:4405;3:31760;1:31796;2:2185;5:2446;5:2488;5:28211;5::|<br />
skills=|<br />
notes=Comedy highs}}<br />
{{ShipFitting|<br />
ship=Gila|<br />
shipTypeID=17715|<br />
fitName=poor mans ishtar|<br />
fitID=poor-mans-ishtar|<br />
high1name=Medium Remote Armor Repairer II|<br />
high1typeID=26913|<br />
high2name=Core Probe Launcher II|<br />
high2typeID=4258|<br />
high3name=Salvager II|<br />
high3typeID=30836|<br />
high4name=Salvager II|<br />
high4typeID=30836|<br />
high5name=Salvager II|<br />
high5typeID=30836|<br />
mid1name=Large Shield Extender II|<br />
mid1typeID=3841|<br />
mid2name=Large Shield Extender II|<br />
mid2typeID=3841|<br />
mid3name=Large Shield Extender II|<br />
mid3typeID=3841|<br />
mid4name=Large Shield Extender II|<br />
mid4typeID=3841|<br />
mid5name=Pithum A-Type Thermic Dissipation Amplifier|<br />
mid5typeID=19227|<br />
mid6name=Pithum C-Type EM Ward Amplifier|<br />
mid6typeID=19215|<br />
low1name=Shield Power Relay II|<br />
low1typeID=1422|<br />
low2name=Shield Power Relay II|<br />
low2typeID=1422|<br />
low3name=Drone Damage Amplifier II|<br />
low3typeID=4405|<br />
low4name=Drone Damage Amplifier II|<br />
low4typeID=4405|<br />
drone1name=Warrior II x7|<br />
drone1typeID=2488|<br />
drone2name=Vespa EC-600 x5|<br />
drone2typeID=23705|<br />
drone3name=Garde II x8|<br />
drone3typeID=28211|<br />
drone4name=Hammerhead I x5|<br />
drone4typeID=2183|<br />
drone5name=open|<br />
charge1name=Sisters Core Scanner Probe x8|<br />
charge1typeID=30488|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Core Defense Field Purger II|<br />
rig1typeID=31812|<br />
rig2name=Medium Core Defense Field Purger II|<br />
rig2typeID=31812|<br />
rig3name=Medium Core Defense Field Purger II|<br />
rig3typeID=31812|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=17715:4258;1:26913;1:30836;3:3841;4:19215;1:19227;1:1422;2:4405;2:31812;3:2183;5:2488;7:23705;5:28211;8:30488;8::|<br />
skills=|<br />
notes=Able to do relic sites in a C5 wormhole! <li> </li>Fit & walkthrough by Zaqq:<li> </li>http://youtu.be/TTQDOsDd6SU</li><li></li><li>NOTE: Zainou 'Gypsy' Electronics EE-606 implant may be needed for enough CPU to complete the fit.}}{{ShipFitting<br />
| ship=Gila<br />
| shipTypeID=17715<br />
| fitName=Gila Kronos<br />
| fitID=Gila-Kronos<br />
| low1name=Drone Damage Amplifier II<br />
| low1typeID=4405<br />
| low2name=Drone Damage Amplifier II<br />
| low2typeID=4405<br />
| low3name=Drone Damage Amplifier II<br />
| low3typeID=4405<br />
| low4name=Damage Control II<br />
| low4typeID=2048<br />
| mid1name=EM Ward Field II<br />
| mid1typeID=2301<br />
| mid2name=Adaptive Invulnerability Field II<br />
| mid2typeID=2281<br />
| mid3name=Thermic Dissipation Field II<br />
| mid3typeID=2303<br />
| mid4name=Experimental 10MN Afterburner I<br />
| mid4typeID=6005<br />
| mid5name=Large Shield Extender II<br />
| mid5typeID=3841<br />
| mid6name=Large Shield Extender II<br />
| mid6typeID=3841<br />
| high1name=Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Mjolnir Heavy Assault Missile<br />
| high1typeID=25707<br />
| charge1name=Caldari Navy Mjolnir Heavy Assault Missile<br />
| charge1typeID=27419<br />
| high2name=Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Mjolnir Heavy Assault Missile<br />
| high2typeID=25707<br />
| high3name=Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Mjolnir Heavy Assault Missile<br />
| high3typeID=25707<br />
| high4name=Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Mjolnir Heavy Assault Missile<br />
| high4typeID=25707<br />
| rig1name=Medium Core Defense Field Purger I<br />
| rig1typeID=31802<br />
| rig2name=Medium Core Defense Field Purger I<br />
| rig2typeID=31802<br />
| rig3name=Medium Core Defense Field Extender I<br />
| rig3typeID=31790<br />
| drone1name=Hammerhead II x2<br />
| drone1typeID=2185<br />
| high5name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| drone2name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=<br />
| showNOTES=N<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=KRO 1.0<br />
| showTOC=Y<br />
| shipDNA=17715:4405;1:2048;1:2301;1:2281;1:2303;1:6005;1:3841;1:25707;1:27419;1:31802;1:31790;1:2185;2::<br />
}}<br />
<br />
==Tactics==<br />
''No sub-article about Gila roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
The Gila (pronounced HEE-lah) is a large reptile native to the Southwestern United States and north Mexico. It's best known for it's bead-like hide, poisonous spittle, and incredibly tenacious bite.<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Pirate Faction Ships]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Harpy&diff=74209Harpy2014-07-22T12:56:58Z<p>Thabink: /* Summary */</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 : 6/1/2014)<br />
-------------------------------------------------------------<br />
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* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=11381<br />
| shipimg=Harpy.jpg<br />
| shipname=Harpy<br />
| caption=Harpy<br />
| class=Assault Frigate<br />
| grouping=Assault Frigates<br />
| hulltype=Merlin Class<br />
| faction=Caldari State<br />
| race=Caldari<br />
| roles=unspecified<br />
| variations={{Ship|Hawk}},{{Ship|Worm}},{{Ship|Merlin}}<br />
| tech=2<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=50 MW<br />
| cpu=185 tf<br />
| capacitor=343.75 GJ<br />
| highs=5<br />
| turrets=4<br />
| launchers=1<br />
| mediums=4<br />
| lows=3<br />
| mass=1,155,000 kg<br />
| volume=16,500 m&#179;<br />
| cargohold=165 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=Name: Harpy<br>Hull: Merlin Class<br>Role: Assault Frigate<br><br>Already possessing a reputation despite its limited initial circulation, the Harpy is a powerful railgun platform with long range capability and strong defensive systems. Formidable both one-on-one and as a support ship, it was referred to as the "little Moa" by the pilots who participated in its safety and performance testing.<br><br>Developer: Ishukone<br><br>Ishukone created the Harpy as a long-range support frigate for defense of Ishukone holdings as well as increased muscle and visibility in the constantly shifting game of cold war the Caldari megacorps' police forces play amongst themselves.<br><br />
| bonuses=<b>Caldari Frigate bonuses (per skill level):</b><br>10% bonus to Small Hybrid Turret optimal range<br>4% bonus to all shield resistances<br><b>Assault Frigates bonuses (per skill level):</b><br>10% bonus to Small Hybrid Turret optimal range<br>5% bonus to Small Hybrid Turret damage<br><b>Role Bonus:</b><br>50% reduction in Microwarpdrive signature radius penalty<br><br />
| structurehp=534 HP<br />
| shieldhp=1,079 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=70<br />
| shieldtherm=80<br />
| armorhp=457 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=62.5<br />
| armortherm=86.25<br />
| maxvelocity=264 m/sec<br />
| inertia=3.633<br />
| warpspeed=5.5 AU/s<br />
| warptime=5.82 s<br />
| targetrange=50.00 km<br />
| sigradius=37 m<br />
| maxlockedtargets=6<br />
| sensortype=Gravimetric<br />
| sensorvalue=15 points<br />
| scanres=500 mm<br />
| reqskills=*{{RequiredSkill|Caldari Frigate|V}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Assault Frigates|I}}<br />
**{{RequiredSkill|Spaceship Command|III}}<br />
**{{RequiredSkill|Power Grid Management|V}}<br />
**{{RequiredSkill|Mechanics|V}}<br />
<br />
| totaltraintime=23d 21h 53m 20s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Harpy Harpy on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------------------------------------<br />
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<br />
==Summary==<br />
The Harpy's dual bonus to optimal range of hybrids multiply together to give a whopping 125% increase in optimal range, which combined with the innate long range of railguns allows the Harpy to shoot out to 100k with T2 rails and ammunition, which is a ludicrous range for a frigate. On the down side when rail fit it doesn't do a lot of damage even against frigates, so any enemy it fires upon will likely be able to warp away before being destroyed.<br />
<br />
The Harpy can also be blaster fit for short range high DPS, and by doing so it can apply damage at longer range than other blaster assault frigates (see [[Ishkur]] or [[Enyo]]). Although the Harpy cannot put out as much DPS as the [[Enyo]] just by looking at the numbers, it can much more easily apply its full damage to opponents thanks to its 4 mid slots, making the prop/scram/web combo (for range dictation) possible with an additional shield tanking mod.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Harpy for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
<br />
{{ShipFitting|<br />
ship=Harpy|<br />
shipTypeID=11381|<br />
fitName=Dual ASB Blarpy|<br />
fitID=Dual-ASB-Blarpy|<br />
high1name=Light Ion Blaster II|<br />
high1typeID=3170|<br />
high2name=Light Ion Blaster II|<br />
high2typeID=3170|<br />
high3name=Light Ion Blaster II|<br />
high3typeID=3170|<br />
high4name=Light Ion Blaster II|<br />
high4typeID=3170|<br />
high5name=Small Nosferatu II|<br />
high5typeID=13001|<br />
mid1name=Small Ancillary Shield Booster|<br />
mid1typeID=32774|<br />
mid2name=Small Ancillary Shield Booster|<br />
mid2typeID=32774|<br />
mid3name=J5b Phased Prototype Warp Scrambler I|<br />
mid3typeID=5439|<br />
mid4name=Limited 1MN Microwarpdrive I|<br />
mid4typeID=5973|<br />
low1name=Internal Force Field Array I|<br />
low1typeID=5839|<br />
low2name=Magnetic Field Stabilizer II|<br />
low2typeID=10190|<br />
low3name=Magnetic Field Stabilizer II|<br />
low3typeID=10190|<br />
charge1name=Cap Booster 25 x1|<br />
charge1typeID=263|<br />
charge2name=Void S x1|<br />
charge2typeID=12612|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Anti-EM Screen Reinforcer I|<br />
rig1typeID=31716|<br />
rig2name=Small Core Defense Field Extender I|<br />
rig2typeID=31788|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=11381:3170;4:13001;1:5445;1:5973;1:32774;2:5839;1:10190;2:31716;1:31788;1:263;1:12612;1::|<br />
skills=|<br />
notes=Tank tested against a T2 firing drake, whilst sat still.</li><li>With all skills at V and before boost the damage is 294 dps with Void at 3.2 + 1.3 km, 8.5 K EHP, 53.5/86.7/80.1/66.8 resists, flies at 2200 m/s (3100 m/s overheated) and align in 5.6 s with MWD on (3.9 s off).</li><li>EFT does not show clearly the effect of the double ASB. They can be used together for a massive boost for a short time, or alternatively can be used in sequence, leaving only a short time where both are recharging. Keep moving and this thing is a MEAN beast against frigates and cruisers and a cunning bait ship against bigger ships!}}{{ShipFitting|<br />
ship=Harpy|<br />
shipTypeID=11381|<br />
fitName=Fast Tackle|<br />
fitID=Fast-Tackle|<br />
high1name=Light Neutron Blaster II|<br />
high1typeID=3178|<br />
high2name=Light Neutron Blaster II|<br />
high2typeID=3178|<br />
high3name=Light Neutron Blaster II|<br />
high3typeID=3178|<br />
high4name=Light Neutron Blaster II|<br />
high4typeID=3178|<br />
high5name=open|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=Faint Epsilon Warp Scrambler I|<br />
mid2typeID=5443|<br />
mid3name=X5 Prototype Engine Enervator|<br />
mid3typeID=4025|<br />
mid4name=Small Shield Extender II|<br />
mid4typeID=380|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Magnetic Field Stabilizer II|<br />
low2typeID=10190|<br />
low3name=Nanofiber Internal Structure II|<br />
low3typeID=2605|<br />
charge1name=Void S x4|<br />
charge1typeID=12612|<br />
charge2name=Caldari Navy Lead Charge S x4|<br />
charge2typeID=23017|<br />
charge3name=Null S x4|<br />
charge3typeID=12614|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Polycarbon Engine Housing I|<br />
rig1typeID=31177|<br />
rig2name=Small Hybrid Collision Accelerator I|<br />
rig2typeID=31538|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=11381:3178;4:380;1:4025;1:5443;1:5973;1:2048;1:2605;1:10190;1:31177;1:31538;1:12612;4:12614;4:23017;4::|<br />
skills=|<br />
notes=Designed to work as a fast tackle with a reasonable tank. DPS is not the highest priority here, speed and agility is.</li><li>This fit requires reasonable skills, but most Tech II modules can be replaced with a Meta version. There will be some loss of performance, but the ship will still work.</li><li>The scram (Faint Epsilon Warp Scrambler I) can be replaced by a point (any of the warp disruptor)</li><li>The small shield extender could also be replaced by a second web or a point.</li><li>As fitted, with all skills at V and before any boost, this ship has 6.7 K EHP, flies at 2520 m/s (3600 m/s overheated) and align in 4.4 s with MWD on (3 s off)</li><li>Damage varies between 285 dps at 3.8 + 1.6 km with Void and 200 dps at 7.1 + 4.4 km with Null</li><li>The cap will run out in 5 min 45, essentially cap stable for PvP fights}}<br />
<br />
==Tactics==<br />
''No sub-article about Harpy roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Harpy here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Assault Frigates]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Gila&diff=74208Gila2014-07-22T12:52:01Z<p>Thabink: /* Summary */ Since the Ishtar is a heavy/sentry boat and Gila uses mediums, a straight up comparison isn't really valid any more.</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 : 6/3/2014)<br />
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* leave/misstype any tags required. please follow the same<br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
| shipid=17715<br />
| shipimg=Gila.png<br />
| shipname=Gila<br />
| caption=Gila<br />
| class=Cruiser<br />
| grouping=Pirate Faction Ships<br />
| hulltype=Moa Class<br />
| faction=Guristas<br />
| race=Caldari<br />
| roles=Droneboat<br />
| variations={{Ship|Onyx}},{{Ship|Eagle}},{{Ship|Moa}}<br />
| tech=F<br />
| ecmprio=0 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=670 MW<br />
| cpu=400 tf<br />
| capacitor=1,400 GJ<br />
| highs=5<br />
| turrets=0<br />
| launchers=4<br />
| mediums=6<br />
| lows=4<br />
| mass=9,600,000 kg<br />
| volume=101,000 m&#179;<br />
| cargohold=440 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=100 m&#179;<br />
| bandwidth=20 Mbit/sec<br />
| info=Taking what he had learned from his days in the Caldari Navy, Korako ‘The Rabbit' Kosakami, Gurista leader, decided that he would rub salt in the State's wounds by souping up their designs and making strikes against his former masters in ships whose layout was obviously stolen from them. To this end the Gila, bastard twin of the Moa, has served him well.<br />
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>10% bonus to kinetic and thermal missile damage<br><b>Caldari Cruiser bonuses (per skill level):</b><br>4% bonus to all shield resistances<br><b>Role Bonus:</b><br>500% bonus to Medium Combat Drone damage and hitpoints<br><br />
| structurehp=2,490 HP<br />
| shieldhp=3,200 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=2,200 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=45<br />
| maxvelocity=195 m/sec<br />
| inertia=0.66<br />
| warpspeed=3 AU/s<br />
| warptime=8.78 s<br />
| targetrange=58.00 km<br />
| sigradius=145 m<br />
| maxlockedtargets=7<br />
| sensortype=Gravimetric<br />
| sensorvalue=22 points<br />
| scanres=285 mm<br />
| reqskills=*{{RequiredSkill|Caldari Cruiser|II}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Caldari Destroyer|III}}<br />
***{{RequiredSkill|Caldari Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Gallente Cruiser|II}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Gallente Destroyer|III}}<br />
***{{RequiredSkill|Gallente Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=1d 20h 12m 10s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Gila Gila on Eve Online Wiki]<br />
| highlights1=<br />
| highlights2=<br />
| highlights3=<br />
| highlights4=<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
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<br />
==Summary==<br />
The Gila is a cruiser with the ability to field two medium drones that do the damage of 12, with a large drone bay to carry extra flights and replacements. Only the [[Ishtar]] can match its drone power at cruiser size. With its bonus to shield resistances and a respectable 6 mid slots it can fit a very impressive shield tank for its size.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Gila for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
{{ShipFitting|<br />
ship=Gila|<br />
shipTypeID=17715|<br />
fitName=1v1 PvP Drone Boat|<br />
fitID=1v1 PvP|<br />
high1name=Prototype 'Arbalest' Rapid Light Missile Launcher|<br />
high1typeID=8027|<br />
high2name=Prototype 'Arbalest' Rapid Light Missile Launcher|<br />
high2typeID=8027|<br />
high3name=Medium Diminishing Power System Drain I|<br />
high3typeID=16511|<br />
high4name=Prototype 'Arbalest' Rapid Light Missile Launcher|<br />
high4typeID=8027|<br />
high5name=Prototype 'Arbalest' Rapid Light Missile Launcher|<br />
high5typeID=8027|<br />
mid1name=10MN Afterburner II|<br />
mid1typeID=12058|<br />
mid2name=Large Shield Extender II|<br />
mid2typeID=3839|<br />
mid3name=Large Shield Extender II|<br />
mid3typeID=3839|<br />
mid4name=Adaptive Invulnerability Field II|<br />
mid4typeID=2281|<br />
mid5name=Adaptive Invulnerability Field II|<br />
mid5typeID=2281|<br />
mid6name=Warp Disruptor II|<br />
mid6typeID=3244|<br />
low1name=Drone Damage Amplifier II|<br />
low1typeID=4405|<br />
low2name=Drone Damage Amplifier II|<br />
low2typeID=4405|<br />
low3name=Drone Damage Amplifier II|<br />
low3typeID=4405|<br />
low4name=Damage Control II|<br />
low4typeID=2048|<br />
drone1name='Augmented' Hammerhead x2|<br />
drone1typeID=28272|<br />
drone2name=Hammerhead II x2|<br />
drone2typeID=2185|<br />
drone3name=Infiltrator II x2|<br />
drone3typeID=2175|<br />
drone4name=Vespa II x2|<br />
drone4typeID=21638|<br />
drone5name=Valkyrie II x2|<br />
drone5typeID=21640|<br />
charge1name=Caldari Navy Inferno Light Missile x4560|<br />
charge1typeID=20306|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Core Defense Field Extender II|<br />
rig1typeID=31797|<br />
rig2name=Medium Core Defense Field Extender II|<br />
rig2typeID=31797|<br />
rig3name=Medium Core Defense Field Extender II|<br />
rig3typeID=31797|<br />
difficulty=1|<br />
warsop=G|<br />
warsopReason=Pirate faction ship.|<br />
version=KRO 1.0|<br />
shipDNA=17715:25709;3:2281;1:2301;1:2303;1:3841;2:6005;1:1541;1:2048;1:4405;2:31790;1:31802;2:2185;5:2444;5:2456;5:2488;5:23561;5:20306;1000::|<br />
skills=|<br />
notes=}}<br />
<br />
{{ShipFitting|<br />
ship=Gila|<br />
shipTypeID=17715|<br />
fitName=PvE brawler|<br />
fitID=PvE-brawler|<br />
high1name=Upgraded 'Malkuth' Heavy Assault Missile Launcher I|<br />
high1typeID=25709|<br />
high2name=Upgraded 'Malkuth' Heavy Assault Missile Launcher I|<br />
high2typeID=25709|<br />
high3name=Upgraded 'Malkuth' Heavy Assault Missile Launcher I|<br />
high3typeID=25709|<br />
high4name=open|<br />
high5name=open|<br />
mid1name=EM Ward Field II|<br />
mid1typeID=2301|<br />
mid2name=Adaptive Invulnerability Field II|<br />
mid2typeID=2281|<br />
mid3name=Thermic Dissipation Field II|<br />
mid3typeID=2303|<br />
mid4name=Large Shield Extender II|<br />
mid4typeID=3841|<br />
mid5name=Large Shield Extender II|<br />
mid5typeID=3841|<br />
mid6name=Experimental 10MN Afterburner I|<br />
mid6typeID=6005|<br />
low1name=Drone Damage Amplifier II|<br />
low1typeID=4405|<br />
low2name=Drone Damage Amplifier II|<br />
low2typeID=4405|<br />
low3name=Damage Control II|<br />
low3typeID=2048|<br />
low4name=Power Diagnostic System II|<br />
low4typeID=1541|<br />
drone1name=Ogre I x5|<br />
drone1typeID=2444|<br />
drone2name=Garde I x5|<br />
drone2typeID=23561|<br />
drone3name=Hammerhead II x5|<br />
drone3typeID=2185|<br />
drone4name=Hobgoblin II x5|<br />
drone4typeID=2456|<br />
drone5name=Warrior II x5|<br />
drone5typeID=2488|<br />
charge1name=Mjolnir Heavy Assault Missile x1000|<br />
charge1typeID=20306|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Core Defense Field Purger I|<br />
rig1typeID=31802|<br />
rig2name=Medium Core Defense Field Purger I|<br />
rig2typeID=31802|<br />
rig3name=Medium Core Defense Field Extender I|<br />
rig3typeID=31790|<br />
difficulty=1|<br />
warsop=G|<br />
warsopReason=Pirate faction ship.|<br />
version=ODY 1.0|<br />
shipDNA=17715:25709;3:2281;1:2301;1:2303;1:3841;2:6005;1:1541;1:2048;1:4405;2:31790;1:31802;2:2185;5:2444;5:2456;5:2488;5:23561;5:20306;1000::|<br />
skills=|<br />
notes=PvE brawler fit with a passive shield tank.</li><li>Select racial drones according to the damage type the enemy is most vulnerable to.</li><li>Use sentry drones to draw aggro of distant ships or to shoot ships which orbit outside of brawling range.</li><li>Use armor maintenance bots to repair damaged drones.</li><li>HAM launchers draw aggro and increase overall dps. Select missiles according to enemy vulnerabilities.</li><li>Keep the AB active to further mitigate incoming damage.</li><li>When cap stable without the Power Diagnostic System II, then fit a Shield Power Relay II in its place for more EHP.}}{{ShipFitting|<br />
ship=Gila|<br />
shipTypeID=17715|<br />
fitName=PvP|<br />
fitID=PvP|<br />
high1name=open|<br />
high2name=open|<br />
high3name=open|<br />
high4name=open|<br />
high5name=open|<br />
mid1name=Experimental 10MN Microwarpdrive I|<br />
mid1typeID=5975|<br />
mid2name=Large Shield Extender II|<br />
mid2typeID=3841|<br />
mid3name=Large Shield Extender II|<br />
mid3typeID=3841|<br />
mid4name=Adaptive Invulnerability Field II|<br />
mid4typeID=2281|<br />
mid5name=EM Ward Field II|<br />
mid5typeID=2301|<br />
mid6name=Omnidirectional Tracking Link II|<br />
mid6typeID=24438|<br />
low1name=Drone Damage Amplifier II|<br />
low1typeID=4405|<br />
low2name=Drone Damage Amplifier II|<br />
low2typeID=4405|<br />
low3name=Drone Damage Amplifier II|<br />
low3typeID=4405|<br />
low4name=Damage Control II|<br />
low4typeID=2048|<br />
drone1name=Hammerhead II x5|<br />
drone1typeID=2185|<br />
drone2name=Ogre II x5|<br />
drone2typeID=2446|<br />
drone3name=Warrior II x5|<br />
drone3typeID=2488|<br />
drone4name=Garde II x5|<br />
drone4typeID=28211|<br />
drone5name=open|<br />
rig1name=Medium Anti-Thermal Screen Reinforcer II|<br />
rig1typeID=31760|<br />
rig2name=Medium Core Defense Field Extender II|<br />
rig2typeID=31796|<br />
rig3name=Medium Core Defense Field Extender II|<br />
rig3typeID=31796|<br />
difficulty=0|<br />
warsop=G|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=17715:2281;1:2301;1:3841;2:5975;1:24438;1:2048;1:4405;3:31760;1:31796;2:2185;5:2446;5:2488;5:28211;5::|<br />
skills=|<br />
notes=Comedy highs}}<br />
{{ShipFitting|<br />
ship=Gila|<br />
shipTypeID=17715|<br />
fitName=poor mans ishtar|<br />
fitID=poor-mans-ishtar|<br />
high1name=Medium Remote Armor Repairer II|<br />
high1typeID=26913|<br />
high2name=Core Probe Launcher II|<br />
high2typeID=4258|<br />
high3name=Salvager II|<br />
high3typeID=30836|<br />
high4name=Salvager II|<br />
high4typeID=30836|<br />
high5name=Salvager II|<br />
high5typeID=30836|<br />
mid1name=Large Shield Extender II|<br />
mid1typeID=3841|<br />
mid2name=Large Shield Extender II|<br />
mid2typeID=3841|<br />
mid3name=Large Shield Extender II|<br />
mid3typeID=3841|<br />
mid4name=Large Shield Extender II|<br />
mid4typeID=3841|<br />
mid5name=Pithum A-Type Thermic Dissipation Amplifier|<br />
mid5typeID=19227|<br />
mid6name=Pithum C-Type EM Ward Amplifier|<br />
mid6typeID=19215|<br />
low1name=Shield Power Relay II|<br />
low1typeID=1422|<br />
low2name=Shield Power Relay II|<br />
low2typeID=1422|<br />
low3name=Drone Damage Amplifier II|<br />
low3typeID=4405|<br />
low4name=Drone Damage Amplifier II|<br />
low4typeID=4405|<br />
drone1name=Warrior II x7|<br />
drone1typeID=2488|<br />
drone2name=Vespa EC-600 x5|<br />
drone2typeID=23705|<br />
drone3name=Garde II x8|<br />
drone3typeID=28211|<br />
drone4name=Hammerhead I x5|<br />
drone4typeID=2183|<br />
drone5name=open|<br />
charge1name=Sisters Core Scanner Probe x8|<br />
charge1typeID=30488|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Core Defense Field Purger II|<br />
rig1typeID=31812|<br />
rig2name=Medium Core Defense Field Purger II|<br />
rig2typeID=31812|<br />
rig3name=Medium Core Defense Field Purger II|<br />
rig3typeID=31812|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=17715:4258;1:26913;1:30836;3:3841;4:19215;1:19227;1:1422;2:4405;2:31812;3:2183;5:2488;7:23705;5:28211;8:30488;8::|<br />
skills=|<br />
notes=Able to do relic sites in a C5 wormhole! <li> </li>Fit & walkthrough by Zaqq:<li> </li>http://youtu.be/TTQDOsDd6SU</li><li></li><li>NOTE: Zainou 'Gypsy' Electronics EE-606 implant may be needed for enough CPU to complete the fit.}}{{ShipFitting<br />
| ship=Gila<br />
| shipTypeID=17715<br />
| fitName=Gila Kronos<br />
| fitID=Gila-Kronos<br />
| low1name=Drone Damage Amplifier II<br />
| low1typeID=4405<br />
| low2name=Drone Damage Amplifier II<br />
| low2typeID=4405<br />
| low3name=Drone Damage Amplifier II<br />
| low3typeID=4405<br />
| low4name=Damage Control II<br />
| low4typeID=2048<br />
| mid1name=EM Ward Field II<br />
| mid1typeID=2301<br />
| mid2name=Adaptive Invulnerability Field II<br />
| mid2typeID=2281<br />
| mid3name=Thermic Dissipation Field II<br />
| mid3typeID=2303<br />
| mid4name=Experimental 10MN Afterburner I<br />
| mid4typeID=6005<br />
| mid5name=Large Shield Extender II<br />
| mid5typeID=3841<br />
| mid6name=Large Shield Extender II<br />
| mid6typeID=3841<br />
| high1name=Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Mjolnir Heavy Assault Missile<br />
| high1typeID=25707<br />
| charge1name=Caldari Navy Mjolnir Heavy Assault Missile<br />
| charge1typeID=27419<br />
| high2name=Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Mjolnir Heavy Assault Missile<br />
| high2typeID=25707<br />
| high3name=Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Mjolnir Heavy Assault Missile<br />
| high3typeID=25707<br />
| high4name=Prototype 'Arbalest' Heavy Assault Missile Launcher I, Caldari Navy Mjolnir Heavy Assault Missile<br />
| high4typeID=25707<br />
| rig1name=Medium Core Defense Field Purger I<br />
| rig1typeID=31802<br />
| rig2name=Medium Core Defense Field Purger I<br />
| rig2typeID=31802<br />
| rig3name=Medium Core Defense Field Extender I<br />
| rig3typeID=31790<br />
| drone1name=Hammerhead II x2<br />
| drone1typeID=2185<br />
| high5name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| drone2name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=<br />
| showNOTES=N<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=KRO 1.0<br />
| showTOC=Y<br />
| shipDNA=17715:4405;1:2048;1:2301;1:2281;1:2303;1:6005;1:3841;1:25707;1:27419;1:31802;1:31790;1:2185;2::<br />
}}<br />
<br />
==Tactics==<br />
''No sub-article about Gila roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
The Gila (pronounced HEE-lah) is a large reptile native to the Southwestern United States and north Mexico. It's best known for it's bead-like hide, poisonous spittle, and incredibly tenacious bite.<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Pirate Faction Ships]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Orthrus&diff=74108Orthrus2014-07-21T11:48:18Z<p>Thabink: /* Summary */ 100%+200% = 300%.</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 : 6/2/2014)<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=33818<br />
| shipimg=Orthrus.png<br />
| shipname=Orthrus<br />
| caption=Orthrus<br />
| class=Cruiser<br />
| grouping=Pirate Faction Ships<br />
| hulltype=Orthrus Class<br />
| faction=Mordu's Legion<br />
| race=Caldari<br />
| roles=unspecified<br />
| variations=<i>none</i><br />
| tech=F<br />
| ecmprio=2 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=900 MW<br />
| cpu=460 tf<br />
| capacitor=1,550 GJ<br />
| highs=6<br />
| turrets=0<br />
| launchers=5<br />
| mediums=5<br />
| lows=4<br />
| mass=9,362,000 kg<br />
| volume=101,000 m&#179;<br />
| cargohold=380 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=25 m&#179;<br />
| bandwidth=25 Mbit/sec<br />
| info=<b>Development</b><br>In YC 116, Mordu’s Legion intelligence reported to command that the Guristas pirates were developing new and advanced strike craft capabilities using unknown technologies. In response to these reports, Mordu’s Legion accelerated a program of ship development that was itself a response to trends in capsuleer tactics and warfare. The crash development and manufacturing effort resulted in a new family of fast strike ships integrated with one another to provide tactical flexibility and firepower across ship class lines.<br><br>The Orthrus is at the core of the Legion’s new strike formations and provides the mercenary pilots with superior projection of high damage missiles while executing rapid attack maneuvers.<br />
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>10% bonus to warp scrambler and warp disruptor maximum range<br><b>Caldari Cruiser bonuses (per skill level):</b><br>20% bonus to missile damage<br><b>Role Bonus:</b><br>200% bonus to missile velocity<br>50% penalty to missile flight time<br><br />
| structurehp=2,100 HP<br />
| shieldhp=2,950 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=2,280 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=45<br />
| maxvelocity=245 m/sec<br />
| inertia=0.48<br />
| warpspeed=3 AU/s<br />
| warptime=6.23 s<br />
| targetrange=50.00 km<br />
| sigradius=120 m<br />
| maxlockedtargets=7<br />
| sensortype=Gravimetric<br />
| sensorvalue=21 points<br />
| scanres=300 mm<br />
| reqskills=*{{RequiredSkill|Caldari Cruiser|II}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Caldari Destroyer|III}}<br />
***{{RequiredSkill|Caldari Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Gallente Cruiser|II}}<br />
**{{RequiredSkill|Spaceship Command|II}}<br />
**{{RequiredSkill|Gallente Destroyer|III}}<br />
***{{RequiredSkill|Gallente Frigate|III}}<br />
****{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=1d 20h 12m 10s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Orthrus Orthrus on Eve Online Wiki]<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 Orthrus is the faction cruiser for [[Mordu's Legion]], introduced in Kronos. It is primarily focused on [[Missile Launchers|missiles]], however it also features a 25 m3 drone bay, and 25 mbps bandwidth, enabling it to fit a full flight of light drones. It can also function as a heavy tackler, with a 50% bonus to tackle range at Gallente Cruiser V. It also deals double (!) missile damage at Caldari Cruiser V, and its role bonus causes its missiles to fly at triple speed, enabling them to catch extremely fast frigates, such as [[Dramiel|Dramiels]]. The Orthrus was designed as a fast skirmishing cruiser, thus many are fitting the Orthrus with Light Missile Launchers or Rapid Light Missile Launchers, although some are taking advantage of the excellent missile damage bonus from Caldari Cruiser V and fitting Heavy Missile Launchers for large amounts of alpha damage.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Orthrus for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
<br />
{{ShipFitting<br />
| ship=Orthrus<br />
| shipTypeID=33818<br />
| fitName=Orthrus<br />
| fitID=Orthrus<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Nanofiber Internal Structure II<br />
| low2typeID=2605<br />
| low3name=Ballistic Control System II<br />
| low3typeID=22291<br />
| low4name=Ballistic Control System II<br />
| low4typeID=22291<br />
| mid1name=10MN Microwarpdrive II<br />
| mid1typeID=12076<br />
| mid2name=Warp Scrambler II<br />
| mid2typeID=448<br />
| mid3name=Warp Disruptor II<br />
| mid3typeID=3244<br />
| mid4name=Large Shield Extender II<br />
| mid4typeID=3841<br />
| mid5name=Large Shield Extender II<br />
| mid5typeID=3841<br />
| high1name=Rapid Light Missile Launcher II, Scourge Fury Light Missile<br />
| high1typeID=1877<br />
| charge1name=Scourge Fury Light Missile x1<br />
| charge1typeID=24495<br />
| high2name=Rapid Light Missile Launcher II, Scourge Fury Light Missile<br />
| high2typeID=1877<br />
| high3name=Rapid Light Missile Launcher II, Scourge Fury Light Missile<br />
| high3typeID=1877<br />
| high4name=Medium Energy Neutralizer II<br />
| high4typeID=12267<br />
| high5name=Rapid Light Missile Launcher II, Scourge Fury Light Missile<br />
| high5typeID=1877<br />
| high6name=Rapid Light Missile Launcher II, Scourge Fury Light Missile<br />
| high6typeID=1877<br />
| rig1name=Medium Warhead Flare Catalyst I<br />
| rig1typeID=31634<br />
| rig2name=Medium Polycarbon Engine Housing I<br />
| rig2typeID=31179<br />
| rig3name=Medium Warhead Calefaction Catalyst I<br />
| rig3typeID=31622<br />
| drone1name=Hobgoblin II x5<br />
| drone1typeID=2456<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| drone2name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills=Pyfa exported plan for "All 0"</li><li>===============================================================================</li><li></li><li>-------------------------------------------------------------------------------</li><li>Skills required for Hobgoblin II:</li><li> Light Drone Operation: 5</li><li> Drones: 3</li><li> Gallente Drone Specialization: 1</li><li> Drones: 5</li><li> Drones: 1</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Orthrus:</li><li> Caldari Cruiser: 2</li><li> Caldari Destroyer: 3</li><li> Caldari Frigate: 3</li><li> Spaceship Command: 1</li><li> Spaceship Command: 2</li><li> Gallente Cruiser: 2</li><li> Gallente Destroyer: 3</li><li> Gallente Frigate: 3</li><li> Spaceship Command: 1</li><li> Spaceship Command: 2</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Damage Control II:</li><li> Hull Upgrades: 4</li><li> Mechanics: 1</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Large Shield Extender II:</li><li> Shield Upgrades: 4</li><li> Science: 1</li><li> Power Grid Management: 2</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Medium Warhead Calefaction Catalyst I:</li><li> Launcher Rigging: 1</li><li> Jury Rigging: 3</li><li> Mechanics: 3</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Warp Scrambler II:</li><li> Propulsion Jamming: 2</li><li> CPU Management: 3</li><li> Navigation: 2</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Medium Polycarbon Engine Housing I:</li><li> Astronautics Rigging: 1</li><li> Jury Rigging: 3</li><li> Mechanics: 3</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Warp Disruptor II:</li><li> Propulsion Jamming: 2</li><li> CPU Management: 3</li><li> Navigation: 2</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Nanofiber Internal Structure II:</li><li> Hull Upgrades: 2</li><li> Mechanics: 1</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Scourge Fury Light Missile:</li><li> Light Missiles: 5</li><li> Missile Launcher Operation: 2</li><li> Light Missile Specialization: 1</li><li> Missile Launcher Operation: 1</li><li> Light Missiles: 5</li><li> Missile Launcher Operation: 2</li><li> Missile Launcher Operation: 5</li><li>-------------------------------------------------------------------------------</li><li>Skills required for 10MN Microwarpdrive II:</li><li> High Speed Maneuvering: 4</li><li> Afterburner: 3</li><li> Navigation: 1</li><li> Navigation: 3</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Medium Warhead Flare Catalyst I:</li><li> Launcher Rigging: 1</li><li> Jury Rigging: 3</li><li> Mechanics: 3</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Ballistic Control System II:</li><li> Weapon Upgrades: 4</li><li> Gunnery: 2</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Rapid Light Missile Launcher II:</li><li> Missile Launcher Operation: 3</li><li> Light Missile Specialization: 1</li><li> Missile Launcher Operation: 1</li><li> Light Missiles: 5</li><li> Missile Launcher Operation: 2</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Medium Unstable Power Fluctuator I:</li><li> Capacitor Emission Systems: 2</li><li> Science: 2</li><li> Power Grid Management: 3</li><li>-------------------------------------------------------------------------------</li><li><br />
| showSKILLS=N<br />
| notes=With all level 5:</li><li>- 26.1k ehp</li><li>- 384 dps (No Drones)</li><li>- 483 dps (Hobgoblin IIs)</li><li>- 351 m/s (no mwd)</li><li>- 2643 m/s (with mwd)</li><li>- cap stable without mwd and neut</li><li>- 1:10 with mwd and neut</li><li></li><li>Can swap scram for a medium ancillary shield booster.<br />
| showNOTES=N<br />
| difficulty=1<br />
| warsop=S<br />
| warsopReason=Requires Sophomore title or higher.<br />
| version=KRON 1.0<br />
| showTOC=Y<br />
| shipDNA=33818:2048;1:2605;1:22291;2:12076;1:448;1:3244;1:3841;2:1877;5:24495;1:12267;1:31634;1:31179;1:31622;1:2456;5::<br />
}}<br />
<br />
==Tactics==<br />
''No sub-article about Orthrus roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Orthrus here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Pirate Faction Ships]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Garmur&diff=74106Garmur2014-07-21T11:40:35Z<p>Thabink: Undo revision 74002 by Carson dauber (talk) 200% *bonus* = 300% velocity, divided by 2 = 150% normal range.</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 : 6/2/2014)<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=33816<br />
| shipimg=Garmur.png<br />
| shipname=Garmur<br />
| caption=Garmur<br />
| class=Frigate<br />
| grouping=Pirate Faction Ships<br />
| hulltype=Garmur Class<br />
| faction=Mordu's Legion<br />
| race=Caldari<br />
| roles=unspecified<br />
| variations=<i>none</i><br />
| tech=F<br />
| ecmprio=0 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=38 MW<br />
| cpu=178 tf<br />
| capacitor=400 GJ<br />
| highs=3<br />
| turrets=0<br />
| launchers=3<br />
| mediums=4<br />
| lows=3<br />
| mass=987,000 kg<br />
| volume=27,289 m&#179;<br />
| cargohold=130 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=<b>Development</b><br>In YC 116, Mordu’s Legion intelligence reported to command that the Guristas pirates were developing new and advanced strike craft capabilities using unknown technologies. In response to these reports, Mordu’s Legion accelerated a program of ship development that was itself a response to trends in capsuleer tactics and warfare. The crash development and manufacturing effort resulted in a new family of fast strike ships integrated with one another to provide tactical flexibility and firepower across ship class lines.<br><br>The Garmur takes up the small craft spot in the Legion’s new strike formations and represents a fast-moving attack frigate with superior missile delivery capabilities.<br />
| bonuses=<b>Gallente Frigate bonuses (per skill level):</b><br>10% bonus to warp scrambler and warp disruptor maximum range<br><b>Caldari Frigate bonuses (per skill level):</b><br>25% bonus to missile damage<br><b>Role Bonus:</b><br>200% bonus to missile velocity<br>50% penalty to missile flight time<br><br />
| structurehp=560 HP<br />
| shieldhp=680 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=590 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=45<br />
| maxvelocity=415 m/sec<br />
| inertia=3.2<br />
| warpspeed=5 AU/s<br />
| warptime=4.38 s<br />
| targetrange=28.00 km<br />
| sigradius=32 m<br />
| maxlockedtargets=5<br />
| sensortype=Gravimetric<br />
| sensorvalue=13 points<br />
| scanres=650 mm<br />
| reqskills=*{{RequiredSkill|Caldari Frigate|III}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Gallente Frigate|III}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=17h 55m 0s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Garmur Garmur on Eve Online Wiki]<br />
| highlights1=Fast Locking Time<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 Garmur is the Mordus Legion frigate added in the Kronos expansion. It is high speed dedicated missile ship, with a large bonus to warp disruptor and scrambler range, making it an excellent kiting ship. Its modifiers to missile velocity and flight time combine to give it 50% more missile range. This means it can quite effectively "rocket kite" by firing precision rockets up to 20km, as well as a more conventional light missile kiting strategy.<br />
<br />
The high speed and warp disruptor range bonus on the Garmur makes it a good skirmish scout and initial tackler in fleets, competing with interceptors for the job. The main downside is of course the extra expense, given the role doesn't have a very high life expectancy, and it is also missing the significant MWD signature bonus that interceptors get.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Dramiel for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
<br />
{{ShipFitting<br />
| ship=Garmur<br />
| shipTypeID=33816<br />
| fitName=Garmur<br />
| fitID=Garmur<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Ballistic Control System II<br />
| low2typeID=22291<br />
| low3name=Nanofiber Internal Structure II<br />
| low3typeID=2605<br />
| mid1name=Limited 1MN Microwarpdrive I<br />
| mid1typeID=5973<br />
| mid2name=Faint Epsilon Warp Scrambler I<br />
| mid2typeID=5443<br />
| mid3name=Fleeting Propulsion Inhibitor I<br />
| mid3typeID=4027<br />
| mid4name=Small F-S9 Regolith Shield Induction<br />
| mid4typeID=8521<br />
| high1name=Light Missile Launcher II, Scourge Fury Light Missile<br />
| high1typeID=2404<br />
| charge1name=Scourge Fury Light Missile x1<br />
| charge1typeID=24495<br />
| high2name=Light Missile Launcher II, Scourge Fury Light Missile<br />
| high2typeID=2404<br />
| high3name=Light Missile Launcher II, Scourge Fury Light Missile<br />
| high3typeID=2404<br />
| rig1name=Small Warhead Flare Catalyst I<br />
| rig1typeID=31632<br />
| rig2name=Small Polycarbon Engine Housing I<br />
| rig2typeID=31177<br />
| rig3name=Small Warhead Calefaction Catalyst I<br />
| rig3typeID=31620<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| drone1name=open<br />
| drone2name=open<br />
| drone3name=open<br />
| drone4name=open<br />
| drone5name=open<br />
| skills=Pyfa exported plan for "All 0"</li><li>===============================================================================</li><li></li><li>-------------------------------------------------------------------------------</li><li>Skills required for Garmur:</li><li> Gallente Frigate: 3</li><li> Spaceship Command: 1</li><li> Caldari Frigate: 3</li><li> Spaceship Command: 1</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Fleeting Propulsion Inhibitor I:</li><li> Propulsion Jamming: 1</li><li> CPU Management: 3</li><li> Navigation: 2</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Small Polycarbon Engine Housing I:</li><li> Astronautics Rigging: 1</li><li> Jury Rigging: 3</li><li> Mechanics: 3</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Damage Control II:</li><li> Hull Upgrades: 4</li><li> Mechanics: 1</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Small Warhead Calefaction Catalyst I:</li><li> Launcher Rigging: 1</li><li> Jury Rigging: 3</li><li> Mechanics: 3</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Faint Epsilon Warp Scrambler I:</li><li> Propulsion Jamming: 1</li><li> CPU Management: 3</li><li> Navigation: 2</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Light Missile Launcher II:</li><li> Missile Launcher Operation: 3</li><li> Light Missile Specialization: 1</li><li> Missile Launcher Operation: 1</li><li> Light Missiles: 5</li><li> Missile Launcher Operation: 2</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Small F-S9 Regolith Shield Induction:</li><li> Shield Upgrades: 1</li><li> Science: 1</li><li> Power Grid Management: 2</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Nanofiber Internal Structure II:</li><li> Hull Upgrades: 2</li><li> Mechanics: 1</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Scourge Fury Light Missile:</li><li> Light Missiles: 5</li><li> Missile Launcher Operation: 2</li><li> Light Missile Specialization: 1</li><li> Missile Launcher Operation: 1</li><li> Light Missiles: 5</li><li> Missile Launcher Operation: 2</li><li> Missile Launcher Operation: 5</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Small Warhead Flare Catalyst I:</li><li> Launcher Rigging: 1</li><li> Jury Rigging: 3</li><li> Mechanics: 3</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Ballistic Control System II:</li><li> Weapon Upgrades: 4</li><li> Gunnery: 2</li><li>-------------------------------------------------------------------------------</li><li>Skills required for Limited 1MN Microwarpdrive I:</li><li> High Speed Maneuvering: 1</li><li> Afterburner: 3</li><li> Navigation: 1</li><li> Navigation: 3</li><li>-------------------------------------------------------------------------------<br />
| showSKILLS=N<br />
| notes=With all level 5:</li><li>- 4.4k ehp</li><li>- 170 dps</li><li>- 595 m/s (no mwd)</li><li>- 4344 m/s (with mwd)</li><li>- cap stable at 57.4%<br />
| showNOTES=N<br />
| difficulty=1<br />
| warsop=S<br />
| warsopReason=Requires Sophomore title or higher.<br />
| version=KRON 1.0<br />
| showTOC=Y<br />
| shipDNA=33816:2048;1:22291;1:2605;1:5973;1:5443;1:4027;1:8521;1:2404;3:24495;1:31632;1:31177;1:31620;1::<br />
}}<br />
<br />
==Tactics==<br />
''No sub-article about Garmur roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Garmur here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Pirate Faction Ships]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Overview&diff=74100Overview2014-07-20T21:25:55Z<p>Thabink: /* Commonly Known & Used Overview Packs */</p>
<hr />
<div>{{uwc}} <br />
<br />
The Overview Guide is a step-by-step guide, designed to teach new players how to set up their own overviews in EVE Online. <br />
<br />
The guide contains a full walk-through of how to set up a complete overview from start to finish, with the following presets: <br />
<br />
*PvP <br />
*PvP + Drones <br />
*PvP Travel <br />
*PvP Travel without neutrals <br />
*Missions <br />
*Mining <br />
*Looting <br />
*Pod Saver <br />
*Wormhole<br />
<br />
Setting up your overview is compulsory for Uni fleets. It is very important to have your overview set up properly. Your overview presets are your eyes in EVE Online. <br />
<br />
<br> <br />
<br />
<div style="float:right; font-size:80%; line-height:125%; list-style-type:none; text-indent:0in; margin-left:0px; padding:0.5em;">__TOC__</div> <br />
<br />
= Getting Started =<br />
<br />
=== What is the overview? ===<br />
<br />
In EVE Online, the overview is the only practical way to organize and view items in space. It is a customizable list of interactive items. It is one of the most important parts of EVE's interface, and will help you in PvP, missions, mining, traveling - practically every activity in EVE requires use of the overview. It is vitally important that you set up your overview in a way that is not confusing, and will allow you to easily see whatever you want to see at any given time. The consequences of not setting up your overview properly could range from not being able to see a war target and subsequently getting destroyed, to firing on your own ally because he appeared as a hostile, to being destroyed by NPC pirates that didn’t even show up on your screen. <br />
<br />
<br> <br />
<br />
=== Newbie Tips ===<br />
<br />
Hold down the '''Control''' key on your keyboard, and left click once with your mouse on an item in your overview to lock it. Holding down the control key will also freeze your overview in place, to prevent items from shuffling around based on the sorting order. This will help prevent you from locking the wrong targets by accident. When you are holding down the control key, all new items that appear on the overview will be added at the bottom of the list, and items that disappear from the grid will be shown in a faded text. Releasing the control key will re-sort your overview automatically. <br />
<br />
Double click an item on your overview to approach it. <br />
<br />
<br> <br />
<br />
=== Organizing your screen layout ===<br />
<br />
[[Image:KVVAQ.jpg|thumb|Screen Layout Sample]] <br />
<br />
Before you even touch the overview itself, however, you should organize the rest of your interface. EVE is a game of communication and numbers - your screen layout should reflect this. <br />
<br />
# Undock and find a safe place to sit. You will be sitting out in space for around half an hour. Immediately outside of a dockable station and away from the station exit is a good place to do this. (See [[#Editing Overview Settings While Docked|Editing Overview Settings While Docked]] below, for instructions on editing your overview without leaving the station.) '''Alternatively, do this on an alternate character on the same account.''' The changes will carry across to all characters ''on that account on the same computer''. <font color="red">This is required for characters in E-UNI during wartime.</font> <br />
# Click the lines at the top left of the [[NeoCom]] panel --> ''Social'' --> ''Fleet''. Click the top left of the newly opened Fleet window and '''Form Fleet'''. You will see that you are now in a Fleet. You may need to reposition and resize the fleet window during fleet ops; sometimes you need it small and out of the way, other times you need to expand it to find pilots in the list. <br />
# Make your overview '''nice and big''' - it is your main source of information. You could have it running from top to bottom on the right side of my screen, with '''Selected Item window''' just above it, and the '''Drone Bay window''' just below it. <br />
# During a fleet, you’re going to need to have chat windows open. If the FC runs squad chats, then you'll want that and the fleet chat open at once. I like to keep them on the left side of the screen in separate windows.<br />
# Another window you should have separated is '''Local chat'''. Local is very important in ascertaining who is in system with you. A lot of players like to have it narrowed to the smallest width. You may want to remove portraits from the local chat to make chatter easier to read. The local window is often positioned either running down the left side of the screen between the [[NeoCom]] and the chat channels, or just to the right of the chat channels. The more height your local window has, the easier it is to spot potential hostiles in a system. <br />
# There is no six! (or is there..?)<br />
# You should also leave space for your watch list, but you can only get that when you have other people in your fleet. <br />
# Press escape and go to the '''General Settings tab'''. Under the '''Windows''' subheading, check '''Lock windows when pinned'''. This will ensure your overview and other windows don’t go anywhere. <br />
# Pin your overview and any other windows of your choice. This will allow you to see through them.<br />
<br />
Remember that your interface should be set up the way it is most convenient for you - feel free to change your windows around once you work out what you want. <br />
<br />
'''''Hint -''''' You can move your ship and modules display to the left and right by holding shift and clicking on your capacitor and dragging. You can even move it to the top of your screen: Click the white arrow below the speedometer, then "Align Top" at the bottom of the menu which appears. <br />
<br />
'''''Another hint -''''' You can move your targeted objects around your screen as well. Notice that near the upper-left or upper-right corner of your targeted items (you will have to target something to see these), there is a very faint cross-hair. Click and drag that cross-hair around to change the location of your targets. <br />
<br />
'''''Yet another hint -''''' You can change the position of your ship view to move it out of the center of the screen. Hit ESC, and under Display and Graphics, adjust the camera center as desired.<br />
<br />
Now go to right click the 4-lined box on your '''Fleet tab''' and select '''Leave fleet''' . Your screen should be mostly set up for the next fleet op. Next time you go on an op, don’t forget to separate your squad and fleet chat windows and to add important fleetmates to your Watch List. <br />
<br />
Now that we’ve gotten that down, let’s get onto the overview itself. <br />
<br />
<br><br />
<br />
= The Overview Settings =<br />
<br />
=== Viewing Overview Settings ===<br />
<br />
To view all your overview settings, do the following: [[Image:Overview Settings Box.png|right|thumb|Accessing the Overview tab context menu.]] <br />
<br />
# Click on '''the 4-lined box''' ([[File:Overview-FourLines9.gif]]) on your '''Overview tab'''. <br />
# Click on '''Open overview settings'''.<br />
<br />
You should now see your overview settings window, complete with six different tabs. <br />
<br />
{{clear}}<br />
<br />
==== Editing Overview Settings While Docked ====<br />
<br />
[[Image:Overviewwhiledocked2.png|right|thumb|Enabling the ''Overview Settings'' shortcut key. (Note that the option has been renamed from ''Open Overview Settings'' to ''Overview Settings''.)]]<br />
<br />
If you are docked, you can still view and alter your overview settings, but you need to set up a shortcut to do so: <br />
<br />
# Press ''Escape''.<br />
# Go to the ''Shortcuts'' tab.<br />
# Within the ''Shortcuts'' tab, go to the ''Window'' sub-tab.<br />
# Scroll down and you will find an ''Overview Settings'' option - set any keybind to this command. <br />
<br />
This keybind is equivalent to typing the [[Slash Commands|slash command]] /open_overview_settings<br />
<br />
Now you can use this keybind even when in a station, and you will open the ''Overview Settings'' window.<br />
<br />
{{clear}}<br />
<br />
'''NOTE - This guide will cover optimizing overview settings in the next chapter. For now, follow along in your own overview and learn.'''<br />
<br />
=== The Filters Tab ===<br />
<br />
==== Types ====<br />
<br />
The types tab is where you select what you want to see on your overview. You can use this tab to select specific things - if you’re a veldspar miner, you might only want veldspar asteroids and NPC rats. If you’re a PvPer, you might only want ships on your overview, or maybe even just specific types of ships. <br />
<br />
*'''Asteroid:''' Pretty self explanatory - all your different types of asteroids. <br />
*'''Celestial:''' All your large celestial objects - planets, moons, wormholes, and so on. Also contains beacons (cynosural fields), biomass (corpses), stargates and wrecks. <br />
*'''Charge:''' Contains bombs, which can now be deployed by stealth bombers, but only in 0.0 space. These are very dangerous - always good to have them on your overview. It also includes probes, which are usually good to have checked, as having them on overview makes seeing them on d-scan easier. <br />
*'''Deployable:''' Mobile warp disruptors, otherwise known as bubbles. These are the deployable type that get anchored in space. The other type are used by interdictors and heavy interdictors, and don’t show up on your overview. <br />
*'''Drone:''' All your various types of drones. Useful if you want to target drones of any kind, especially fighter drones. <br />
*'''Entity:''' Some of your mission rats (NPC enemies), as well as a few useless things like billboards. <br />
*'''NPC:''' CONCORD, some npc faction ships, and some rats. <br />
*'''Orbitals:''' Orbital infrastructure, such as customs office. <br />
*'''Planetary Interaction:''' Capsuler and Mercenary bases. Related to dust514. <br />
*'''Ship:''' Player-owned ships. Usually you’ll have all of these selected, unless you want to target specific types of ships. <br />
*'''Sovereignty Structures:''' Sovereignty related structures.<br />
*'''Station:''' Pretty self-explanatory. <br />
*'''Structure:''' POS structures and modules - you might use these if you were attacking one, or living in one.<br />
<br />
<br><br />
<br />
==== States ====<br />
<br />
In the States tab, you can further define what you want to see in the overview. Whilst the Types tab is pretty straightforward, some care has to be taken with the States tab. <br />
<br />
'''IMPORTANT:''' States doesn’t let you say what you want to see, rather it lets you say what you don’t want to see. <br />
<br />
''If a player has an attribute that you '''haven’t''' selected, they '''won’t show up on your overview'''.'' <br />
<br />
'''Example:''' You want to see a war target, so you select '''Pilot is at war with your corporation/alliance'''. You would think this would give you war targets on your overview, but it’s a bit more complicated than that. <br />
<br />
Suppose that player also has a bounty on him. Since you haven’t got bounty checked, he won’t show up. You need to select all the attributes that a war target could possibly have in order to see war targets. <br />
<br />
Additionally, the States tab and the Types tab interact which often leads to problems and confusion for newer players. For example, if you are setting up a drone preset where all you want to see are drones and nothing else [i.e. no ships, no rats etc.], many newer players will deselect everything in Types except for Drones and then deselect everything in States thinking that those attributes deal only with showing pilots - which is what you don't want in your Drones preset. The problem with this is that you will not see your Drones in the Overview because Drones belong TO pilots; in order to see your own drones, you must select "pilot is in your alliance" in the States tab. If you want to see the drones of your enemies, then you will also have to select "pilot is at war with your corporation/alliance" etc. Feel free to test this out with your own drones, you will be pleasantly surprised. The same principle applies if you're mining with jetcans, if you only select "Cargo Container" under Celestial in Types and deselect everything in States, nobody's cans will show up in your overview because by deselecting everything in States, you are not allowing your Overview to show cans that belong to pilots - and since all cans invariably belong to a pilot, none will thus show. This same principle applies to other objects like wrecks etc. because the States tab doesn't just show pilots, but it shows what those pilots own. <br />
<br />
This is the trick to the overview, and (apart from bugs) the most common reason why players can’t see all the things they want to see. <br />
<br />
<br> <br />
<br />
=== The Appearance Tab ===<br />
<br />
==== Colortag ====<br />
<br />
Colortags allow you to set which tags appear or do not appear, and which tags have priority. Setting colortags correctly is important because they dictate which state you see. For example, if you have '''Pilot has a bounty on him''' set higher than '''Pilot is at war with your corporation/alliance''', you will only see the black skull bounty colortag rather than the red star war target colortag. The consequences of this could obviously be very bad. <br />
<br />
Also note that colortag settings also affect chat channels and brackets in space. Colortags can be set to blink; this is a good idea to make wartargets in local much more obvious, for example. <br />
<br />
Another thing to remember is that changing these settings won’t dictate what you can and can’t see in your overview - you will still see all the things you dictated in the States tab. The only thing you’re changing here is how said things are displayed in your overview, in chat and in space. <br />
<br />
The outlaw tag will not display for a pilot with -5 or lower security status in the local chat window. A pilot will only show as outlaw in local if he has gained that tag for reasons other than -5 or lower security status; such as a criminal or suspect flag, or if he is flagged for aggression against yourself, or flagged for theft against your corp. <br />
<br />
<br><br />
<br />
==== Background ====<br />
<br />
The Background tab allows you to change the background of items in your overview, as well as the background of icons in space. It doesn’t affect things in chat. <br />
<br />
You can change the colour of the background of any pilot state. Generally, as backgrounds are quite distracting, many players keep them unchecked except for outlaws and war targets. In a situation where you want to be able to see neutrals or hostiles very clearly, such as in nullsec or wormhole space, it can be handy to keep all backgrounds checked. <br />
<br />
You can also toggle flashing backgrounds. This is where the term “red flashy” comes from - players generally have war targets and outlaws set to a flashing red background. This is useful for highlighting certain pilots in your overview. <br />
<br />
Like in the Colortags tab, backgrounds have priorities. If a pilot fulfills two or more criteria, the highest ranked one will take priority. <br />
<br />
<br> <br />
<br />
==== EWAR ====<br />
<br />
The EWAR lets you modify which electronic warfare notifications are shown on the overview. These notifications show up on the right side of the overview line belonging to the ship (or drone, or POS module, etc.) using the module. These should all be checked. <br />
<br />
<br> <br />
<br />
=== The Columns Tab ===<br />
<br />
Columns let you select which columns you want to see in your overview. Some of them are pretty useless, so you obviously don’t want those columns cramping your style. <br />
<br />
*'''Icon:''' This is the object’s icon, useful for quickly seeing the difference between a stargate and a station, or a war target and a corp member.<br />
<br />
*'''Distance:''' The object’s distance from your ship.<br />
<br />
*'''Name:''' The name of the object, be it a player name, the name of a station, or the name of a stargate or another item.<br />
<br />
*'''Type:''' Shows what type of ship a pilot is flying, which is a very useful thing to know.<br />
<br />
*'''Tag:''' The tag that a fleet commander (FC) has assigned to an object. Useful when primary and secondary targets are called, although an FC will usually just shout out the name over Mumble. Mostly used for shooting rats, where the FC wants pilots to destroy enemies in a certain order, but doesn’t want to have to call out each target.<br />
<br />
*'''Corporation and Alliance:''' A pilot’s corporation and alliance.<br />
<br />
*'''Faction and Militia:''' Used in Factional Warfare.<br />
<br />
*'''Size:''' The object’s size in meters.<br />
<br />
*'''Velocity:''' The object’s general velocity. Very useful in PvP to see enemy ship speeds to determine if they are kiting your fleet, or if they've been tackled by scrams and webs to slow them down, etc.<br />
<br />
*'''Radial Velocity:''' How fast an object is traveling, and whether it is traveling towards or away from you.<br />
<br />
*'''Transversal Velocity:''' How fast an object is traveling perpendicular to you. In theory useful for gunnery pilots in gauging whether a target can be hit or not, and potentially valuable for frigate and interceptor pilots trying to avoid being hit by guns. An object with a faster transversal velocity, at a specific distance, will be harder to hit, and vice versa.<br/>Angular velocity is usually much more useful as it translates directly into turret tracking, since it takes into consideration the distance to the object. Angular velocity is the most valuable tab for gunnery pilots.<br/>Transversal velocity could still be useful in trying to gauge how the angular velocity could change if the movement direction of the object changes. (e.g.: an object with low transversal velocity could quickly increase its angular velocity by changing its direction to be perpendicular to yours. But if its transversal velocity is already close to its velocity, then it's already moving perpendicular to you, and its angular velocity can only decrease)<br />
<br />
*'''Angular Velocity:''' is an object’s speed relative to you, measured in radians per second. This means that angular velocity takes distance from a target into account, a very important factor when trying to hit something. Even if a ship has a high transversal velocity, it may still have a very low angular velocity because it is far away; meaning it might still be easy to hit. Basically, if the number in the angular velocity tab is lower than your tracking speed you can hit targets that are the right size for your guns. If the target's angular velocity is higher than your tracking speed, then you will miss targets that are the right size for your guns. See [[Turret Damage#Target_size|Target size]].<br />
<br />
<br><br />
<br />
=== The Ships Tab ===<br />
<br />
The Ships tab lets you customize what you see when you mouse over an object in space. It also lets you customize the order information is shown in, and the brackets used on either side of each bit of information. Again, some bits are useful, and some bits are not. Ship Name, for example, is rarely useful, whereas Ship Type is very useful. This information can be useful when you are looking at a battle while zoomed out, if you want to see all pertinent information when you mouse over different ships. <br />
<br />
<br> <br />
<br />
=== The Misc Tab ===<br />
<br />
The Misc tab allows you to reset all of your overview settings and start from scratch. It also has the option of moving objects that are mentioned in broadcasts to the top of an overview. This can be useful in fleet operations when the FC broadcasts an align command, or the like. The relevant stargate would then move to the top of the overview. <br />
<br />
<br> <br />
<br />
=== The Overview Tabs Tab ===<br />
<br />
This tab allows you to set up to five different tabs, with five different overview and bracket profile presets. This lets you easily switch between different profiles for different situations. Brackets are the icons you see in space for an item, such as squares for players, circles for planets, etc.. <br />
<br />
<br> The next section will show you how to set different presets and optimize your overview for different situations. <br />
<br />
<br> <br />
<br />
= Setting Up Your Overview =<br />
<br />
The following section will tell you how to set up your overview for EVE University fleets. Please follow the instructions carefully. <br />
<br />
These instructions are illustrated in this video: http://www.youtube.com/watch?v=TY2scKcFnv4<br />
<br />
<br> <br />
<br />
=== Setting Up Columns ===<br />
<br />
#In your overview settings, go to the '''Columns tab'''. <br />
#Make sure the following boxes are checked and in the following order: <br />
#*'''Icon''' <br />
#*'''Tag''' <br />
#*'''Distance''' <br />
#*'''Name''' <br />
#*'''Type''' <br />
#*'''Radial Velocity''' <br />
#*'''Angular Velocity'''<br />
#*'''Alliance''' <br />
#*'''Corporation''' ''(Corporation and alliance are useful to see who is around, especially in low security space.)''<br />
<br />
#Sort your overview by '''Distance''', so that the closest items are at the top. Normally, you want to know who's closest to you. In larger fleet fights, when a target is called, you may need to sort by '''Name''' or by '''Type'''. <br />
#Make sure your overview is wide enough to easily see the information in all these columns.<br />
<br />
<br><br />
<br />
=== Setting Up Ship Mouse-Overs ===<br />
<br />
#Go to the '''Ships tab'''. <br />
#Make sure the following boxes are checked, and move them into the following order: ''(I find that this helps to separate all of the bracketed information, which can get confusing.)'' <br />
#*'''Ship Type''' <br />
#*'''Pilot name''' <br />
#*'''Corp Ticker''' <br />
#*'''Alliance Ticker''' <br />
#Select '''Hide corp ticker if pilot is in alliance''' at the top of the tab.<br />
<br />
This removes irrelevant information - if you’re fighting against a Privateer, you want to know he’s in the Privateer Alliance, not which corp he’s in. <br />
<br />
<br> <br />
<br />
=== Setting up Broadcasted Entities ===<br />
<br />
#Go to the '''Misc Tab'''. <br />
#Check '''Move entries with broadcasts to top'''.<br />
<br />
<br><br />
<br />
=== Setting Up Colortags <font color="yellow">(Second update for Retribution)</font> ===<br />
<br />
#Go to the '''Appearance tab''', and then the '''Colortag tab'''. <br />
#Ensure '''Use small colortags''' is unchecked. ''Not checked by Default.'' <br />
#Change your colortags to be in the following order: <br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTag-StarRed9.gif|Red Star - At war with your corp/alliance]]</span> '''Pilot is at war with your corporation/ alliance''' (see #4)<br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-StarOrange9.gif|Orange Star - At war with your militia]] '''Pilot is at war with your militia ''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-FleetMember9.gif|Fleet Member]] '''Pilot is in your fleet''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-StarGreen9.gif|Green Star - Member of your corporation]] '''Pilot is in your corporation ''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-StarBlue9.gif|Blue Star - Member of your alliance]] '''Pilot is in your alliance ''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-PlusDarkBlue9.gif|Dark Blue Plus - Excellent standings from your alliance/corp/self]] '''Pilot has excellent standing ''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-PlusLightBlue9.gif|Light Blue Plus - Good standings from your alliance/corp/self]] '''Pilot has good standing ''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-SkullOrange9.gif|Orange Skull - Pilot has security status below -5]] '''Pilot has security status below -5 ''' (see #7 in Backgrounds section)<br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-SkullRedBlack9.gif|Red Skull - Pilot is a criminal]] '''Pilot is a criminal '''<br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-SkullYellowBlack9.gif|Yellow Skull - Pilot is a suspect]] '''Pilot is a suspect '''<br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-SkullTurquoise9.gif|Turquoise Skull - Pilot has a limited engagement with you]] '''Pilot has a limited engagement with you ''' (see #5 in Backgrounds section)<br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-CrosshairOrange9.gif|Purchasable Kill Right]] '''Pilot has a kill right on him that you can activate '''<br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-MinusRed9.gif|Red Minus - Terrible standings from your alliance/corp/self]] '''Pilot has terrible standing ''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-MinusOrange9.gif|Orange Minus - Bad standings from your alliance/corp/self]] '''Pilot has bad standing''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-StarPurple9.gif|Purple Star - Member of your militia]] '''Pilot is in your militia or allied to your militia '''<br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-StarBlue9.gif|Blue Star - Member of your alliance]] '''Pilot is an ally in one or more of your wars ''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-SkullYellow9.gif|Yellow Skull - Pilot has a security status below zero]] '''Pilot has security status below 0''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-Neutral.gif|Neutral Standing]] '''Pilot has neutral standing''' <br />
#*[[file:Overview-BoxChecked9.gif]] [[file:ColorTag-ChatBlue9.gif|Blue Chat Bubble]] '''Pilot (agent) is interactable''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTag-SkullBlack9.gif|Black Skull - Pilot has a bounty]] '''Pilot has bounty on him'''<br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTag-Neutral.gif|Neutral Standing]] '''Pilot has no standing''' (see notes) <br />
#It is recommended to set the "At war with your corp/alliance" colortag to Blink (right click and choose "Toggle Blink") so it blinks in Local which makes it easier to see in high-traffic systems.<br />
#All of these items should be checked, except for "Pilot has bounty on him" and "Pilot has no standing", which should be unchecked.<br />
<br />
If you really want to see who has a bounty, you can check "Pilot has bounty on him", but with the current free-for-all on bounties, this could severely clutter up your overview.<br />
<br />
#Right click on '''Pilot has security status below -5''' [[file:ColorTag-SkullRed9.gif|Red Skull]] and change the color to orange [[file:ColorTag-SkullOrange9.gif|Orange Skull]]. <br />
#Please double check your settings against the setting order above.<br />
<br />
Note: current policy is that war allies have no special standings. This may be changed sometime soon. Until then, war allies should be treated according to their standings, and not their war ally status.<br />
<br />
<font color="magenta">If you do not see '''''pilot has no standing''''' or '''''pilot is an ally in one or more of your wars''''' in your colortag settings</font> Pressing the '''Reset All''' button at the bottom of the appearance tab will add that item to colortag and background. Despite the name, this button resets only the colortags/backgrounds. <br />
<br />
<br><br />
<br />
{{#css:<br />
@keyframes flashy { <br />
50% { opacity: 0; }<br />
}<br />
<br />
@-webkit-keyframes flashy { <br />
50% { opacity: 0; }<br />
}<br />
<br />
@-moz-keyframes flashy { <br />
50% { opacity: 0; }<br />
}<br />
<br />
@-o-keyframes flashy { <br />
50% { opacity: 0; }<br />
}<br />
<br />
.flashy img {<br />
animation-name: flashy;<br />
animation-duration: .5s;<br />
animation-timing-function: linear;<br />
animation-iteration-count: infinite;<br />
animation-direction: alternate;<br />
<br />
-webkit-animation-name: flashy;<br />
-webkit-animation-duration: .5s;<br />
-webkit-animation-timing-function: linear;<br />
-webkit-animation-iteration-count: infinite;<br />
-webkit-animation-direction: alternate;<br />
<br />
-moz-animation-name: flashy;<br />
-moz-animation-duration: .5s;<br />
-moz-animation-timing-function: linear;<br />
-moz-animation-iteration-count: infinite;<br />
-moz-animation-direction: alternate;<br />
<br />
-o-animation-name: flashy;<br />
-o-animation-duration: .5s;<br />
-o-animation-timing-function: linear;<br />
-o-animation-iteration-count: infinite;<br />
-o-animation-direction: alternate;<br />
}<br />
<br />
}}=== Setting Up Backgrounds <font color="yellow">(Second update for Retribution)</font> ===<br />
<br />
#Go into the '''Appearances tab''', then go to the '''Background tab'''. <br />
#Uncheck everything EXCEPT: <br />
#*'''Pilot is at war with your corporation/ alliance''' <br />
#*'''Pilot is at war with your militia'''<br />
#*'''Pilot has a limited engagement with you'''<br />
#*'''Pilot has a security status below -5'''<br />
#*'''Pilot is a criminal''' <br />
#*'''Pilot is a suspect''' <br />
#Change your backgrounds to be in the following order and with the following checks: <br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTagBG-Red.gif|Red Background]]</span> '''Pilot is at war with your corporation/ alliance ''' (blink on)<br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTagBG-Red.gif|Red Background]]</span> '''Pilot is at war with your militia ''' (blink on)<br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTagBG-Orange.gif|Orange Background]]</span> '''Pilot has a limited engagement with you ''' (blink on) (see #s 4 & 5)<br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-PurpleLight.gif|Light Purple Background]] '''Pilot is in your fleet''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-GreenDark.gif|Dark Green Background]] '''Pilot is in your corporation ''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-BlueDark.gif|Dark Blue Background]] '''Pilot is in your alliance ''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-BlueDark.gif|Dark Blue Background]] '''Pilot has excellent standing ''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-BlueLight.gif|Light Blue Background]] '''Pilot has good standing ''' <br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTagBG-Yellow.gif|Yellow Background]]</span> '''Pilot has a security status below -5 ''' (blink on) (see #s 6 & 7)<br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTagBG-Yellow.gif|Yellow Background]]</span> '''Pilot is criminal ''' (blink on) (see #s 6 & 7)<br />
#*[[file:Overview-BoxChecked9.gif]] <span class="flashy">[[file:ColorTagBG-Yellow.gif|Yellow Background]]</span> '''Pilot is a suspect ''' (blink on) (see #s 6 & 7)<br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-Orange.gif|Orange Background]] '''Pilot has a kill right on him that you can activate '''<br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-Red.gif|Red Background]] '''Pilot has terrible standing ''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-Orange.gif|Orange Background]] '''Pilot has bad standing''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-PurpleDark.gif|Dark Purple Background]] '''Pilot is in your militia or allied to your militia ''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-BlueDark.gif|Dark Blue Background]] '''Pilot is an ally in one or more of your wars '''<br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-Yellow.gif|Yellow Background]] '''Pilot has security status below 0''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-Grey.gif|Grey Background]] '''Pilot has neutral standing'''<br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-BlueLight.gif|Light Blue Background]] '''Pilot (agent) is interactable''' <br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-Black.gif|Black Background]] '''Pilot has bounty on him'''<br />
#*[[file:Overview-BoxUnChecked9.gif]] [[file:ColorTagBG-Grey.gif|Grey Background]] '''Pilot has no standing''' <br />
#Right click on '''Pilot has a limited engagement with you''' and select '''Toggle blink'''. The item that is selected should now be blinking. <br />
#Right click on '''Pilot has a limited engagement with you''' [[file:ColorTagBG-Red.gif|Red Background]] and change the color to orange [[file:ColorTagBG-Orange.gif|Orange Background]].<br />
#Right click on '''Pilot has a security status below -5''', '''Pilot is criminal ''', and '''Pilot is a suspect ''' and select '''Toggle blink'''. The items that are selected should now be blinking. <br />
#Right click on '''Pilot has a security status below -5''' [[file:ColorTagBG-Red.gif|Red Background]], '''Pilot is criminal ''' [[file:ColorTagBG-Red.gif|Red Background]], and '''Pilot is a suspect ''' [[file:ColorTagBG-Yellow.gif|Yellow Background]] and change the color to yellow [[file:ColorTagBG-Yellow.gif|Yellow Background]].<br />
#Right click on '''Pilot is at war with your militia ''' [[file:ColorTagBG-Orange.gif|Orange Background]] and change the color to red [[file:ColorTagBG-Red.gif|Red Background]].<br />
Steps #5, #7, and #8 distinguish anyone you can legally attack from war targets, since allies can sometimes appear as low security status/criminals/suspects (formerly outlaws). With the above settings, orange flashy and red flashy can shoot at you, and orange flashy, yellow flashy and red flashy are shootable targets - you won’t get CONCORDed if you fire upon them.<br />
<br />
War targets, those in a limited engagement with you, those with security status below -5, criminals and suspects are the only types of players you can attack in high sec space. The above settings will remove the background from everything except the most important targets, allowing you to instantly see who to attack. <br />
<br />
Remember that the Uni may set the standing of an alliance or corporation to +5 or more, in which case a blue background will appear on a target even if it is flashy. In these cases the target should NOT be fired at (blue trumps flashy).<br />
<br />
<font color="yellow">'''Due to changes in Retribution, it is no longer proper to set backgrounds in the same order as colortags -- please double-check to make sure you have the backgrounds and colortags set in the orders listed above!'''</font><br />
<br />
You have now set up all your general overview settings. It is a good idea to now save a default EVE University overview. - we’ll move onto setting up individual presets now. <br />
<br />
<br><br />
<br />
=== Setting Up a PvP Preset <font color="yellow">(Updated for Retribution)</font> ===<br />
<br />
#Go to your '''Filters''' tab, and go to the '''States''' tab. <br />
#Make sure the following items are checked: <br />
#*'''Pilot has a kill right on him that you can activate'''<br />
#*'''Pilot has a limited engagement with you'''<br />
#*'''Pilot has a security status below 0'''<br />
#*'''Pilot has a security status below -5''' <br />
#*'''Pilot has bad standing''' <br />
#*'''Pilot has bounty on him''' <br />
#*'''Pilot has neutral standing''' <br />
#*'''Pilot has no standing''' <br />
#*'''Pilot has terrible standing''' <br />
#*'''Pilot is a criminal'''<br />
#*'''Pilot is a suspect'''<br />
#*'''Pilot is an ally in one or more of your wars''' <br />
#*'''Pilot is at war with your corporation/alliance''' <br />
#*'''Pilot is at war with your militia''' <br />
#*'''Pilot is in your militia or allied to your militia''' <br />
#*'''Wreck is already viewed''' <br />
#*'''Wreck is empty''' <br />
#Make sure that the following are unchecked<br />
#*'''Pilot (agent) is interactable'''<br />
#*'''Pilot has excellent standing'''<br />
#*'''Pilot has good standing'''<br />
#*'''Pilot is in your alliance'''<br />
#*'''Pilot is in your corporation'''<br />
#*'''Pilot is in your fleet'''<br />
#Go to the '''Types tab'''. <br />
#Click '''Deselect all''' ''(at the bottom of the window)''. <br />
#'''Right click on the Ship folder and click Select all'''. ''Everything in the Ship folder is now selected.'' <br />
#'''Right click on the Charge folder and click Select all'''. ''Everything in the Charge folder is now selected.'' <br />
#Open the '''Celestial''' folder and select '''Beacon, Covert Beacon, Sun''' and '''Warp Gate'''. <br />
#Open the '''Drone''' folder and select '''Fighter Drone''' and '''Fighter Bomber'''. <br />
#Open the '''NPC''' folder and select '''Pirate NPC'''. <br />
#Open the '''Entity''' folder and select the three items beginning with '''Asteroid Mordus''' and '''Destructible Sentry Gun'''.<br />
#Follow the '''Saving a preset''' instructions below.<br />
<br />
This preset is for seeing basic things in PvP. Be very careful when you lock ships and activate modules, if you are not careful you could shoot neutral pilots and get your ship destroyed by CONCORD or gate guns. <br />
<br />
'''Please note that this preset shows people with bad (orange minus) and horrible standing (red minus). These people CANNOT be attacked in high sec space. Only attack people flashing red (war targets), yellow (outlaws/criminals/suspects) or orange (in a limited engagement) on your overview.''' <br />
<br />
<br><br />
<br />
=== Saving a Preset ===<br />
<br />
#In your overview settings, in the '''Filters''' tab , you should see '''Presets: not saved''', and a 4-lined box next to it. Right click the '''4-lined box''' next to '''Overview Settings''' header. You can also find the same 4-lined box in your actual overview, on the tab that says '''Overview (not saved)'''. Clicking on this will do the same thing. <br />
#Once you have clicked on the box, select '''Save current type selection as…''' <br />
#Type in '''1 - PvP''' and click '''OK'''. You have now saved these settings as a preset.<br />
<br />
<br> <br />
<br />
=== Setting Up a PvP with Drones Preset ===<br />
<br />
#Click the '''4-lined box''' and select '''Load 1 - PvP'''. <br />
#In '''Filters &gt; Types''', right click the Drone folder and select all. <br />
#Save the preset as '''1a - PvP + Drones'''.<br />
<br />
This preset is useful if you are being aggressed by drones and want to destroy them, or want to help out a fleetmate who is being attacked by drones. <br />
<br />
<br> <br />
<br />
=== Setting Up a PvP Travel Preset ===<br />
<br />
#Click the '''4-lined box''' and select '''Load 1 - PvP'''. <br />
#Go into '''Celestial''' and check the following, in addition to the stuff you’ve already selected: <br />
#*'''Stargate''' <br />
#*'''Wormhole''' <br />
#Go into '''Deployable''' and select '''Mobile Warp Disruptor'''. <br />
#Go into '''Structure''' and select '''Jump Portal Array'''. <br />
#Save the preset as '''2 - PvP Travel'''.<br />
<br />
The PvP travel preset is designed as an all purpose travel mode. This is the preset that should be used by default on most PvP ops. <br />
<br />
Stations are not included because some systems have too many stations, which can clutter up the overview. Thus stations should be left unchecked. If you want to travel to a station, right click in empty space and just select the station from there. <br />
<br />
<br> <br />
<br />
=== Setting Up a PvP Travel Without Neutrals Preset ===<br />
<br />
#Click the '''4-lined box''' and select '''Load 2 - PvP Travel''' <br />
#In '''Filters &gt; States''', uncheck '''Pilot has neutral standing''' and '''Pilot has no standing''' <br />
#Save the preset as '''2a - PvP No Neut'''<br />
<br />
<font color="red">'''Warning'''</font> The '''Pilot has no standing''' state does not seem to function like other states. At the moment, some pilots with bad or horrible standings will not show up on the overview with this preset. <br />
<br />
This is a useful preset to have for those times when you have to make a shopping trip to a busy system like Jita, or an FC takes the fleet into a really busy system. This preset will eliminate neutral pilots from the overview, reducing lag. '''Don’t use this during fleet ops unless absolutely necessary - seeing neutrals is useful, and flying without them on your overview can be dangerous.''' <br />
<br />
Using this preset could prevent you from seeing neutral remote reppers that often need to be neuted, ecm jammed, and damped. It will also prevent you from seeing any pirates and other outlaws that have neutral status. <br />
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<br> <br />
<br />
=== Setting Up a Missions and Exploration Preset ===<br />
<br />
For setting up a missioning preset, you can load the '''Default > General''' preset, then run some missions. Remove things you don’t really need to see as you go - you can do this by right clicking on the item in the overview, then selecting '''Remove *item* from overview'''. Eventually you will have a preset that will suit your needs. Below are some suggestions on how to configure the mission preset. <br />
<br />
In '''Filters &gt; Types &gt; Celestial''', check '''Agents in Space'''. This is mainly used during COSMOS missions.<br />
<br />
Check '''Celestial > Large Collidable Object '''and''' Entity > Large Collidable Structure'''. Mission objectives will often show up as one of these.<br />
<br />
Check all three '''Entity > Asteroid Mordus Legion Commander [class]'''. These new NPCs were added in the Kronos expansion.<br />
<br />
Check '''Entity > Scatter Container'''. Data and Relic sites show these as a diamond shape, even though the cans themselves no longer scatter their loot.<br />
<br />
Right click the '''Charge''' folder and select all. This will help you see probes on d-scan. <br />
<br />
Open the '''Celestial''' folder, and check '''Wreck'''. Some people like to have wrecks on their mission presets, the choice is yours. Having wrecks on overview can clutter it up, and make it more difficult to see pilots warping in to your mission area such as ninja salvagers or ninja looters. You can also remove '''Cargo Container''' if you like, although there don't tend to be many of these cluttering the overview during missions, and the mission completion items are picked up from cans so it can be handy to see them without switching tabs. Check '''Sun''' if you want an easily identifiable celestial to align to. This can be handy if you are not sure you can fully tank the rats; just align to the sun, and if your tank is in danger of breaking, call back your drones and warp to the sun. Make sure there are no collidable objects on the align path. <br />
<br />
Open the '''Drone''' folder and check '''Combat Drone'''. This will let you see your own drones on the overview, which helps many pilots to remember to pull them into the drone bay after a mission instead of leaving them behind. If you mission in fleets you may want to uncheck combat drones. <br />
<br />
You can uncheck '''Station''' from the folder of the same name so that these don't clutter your overview. <br />
<br />
Go to '''Filter &gt; States''' and uncheck '''Pilot is in your fleet'''. Unless you mission in remote repping fleets and want to see your fleetmates on the overview. <br />
<br />
Once you’re done creating a missions preset, save it as '''3 - Missions'''. If you never run missions, you obviously don’t need this preset. If you don’t run missions, but like to go mining, you could create one called '''3 - Mining''' with just asteroids, belt rats, player ships and anything else you need. It’s up to you. <br />
<br />
In some missions the objectives have strange types, so you may want to load the '''Default > All''' preset. This can also help with cloaky ships who don't want to get within ~2000m of any objects.<br />
<br><br />
<br />
=== Creating a Looting Preset ===<br />
<br />
#Click the '''4-lined box''' and select '''Load 2 - PvP Travel'''. <br />
#Go to '''Filters &gt; States''' and select all states by checking every checkbox, except keep '''Pilot is in your fleet''' unchecked. <br />
#Go to '''Filters &gt; Types''', expand the '''Celestial''' category, and check the following items: <br />
#*'''Biomass''' <br />
#*'''Cargo Container''' <br />
#*'''Wreck''' <br />
#Save the preset as '''4 - Looting'''<br />
<br />
This is useful to loot the field after a PvP engagement. It is necessary to have all states selected to see all wrecks (except the '''Pilot is in your fleet''' state). Having fleetmates checked will clutter up your overview with your own fleet's ships. <br />
<br />
<br> <br />
<br />
=== Setting Up a Pod Saver Preset ===<br />
<br />
[http://www.youtube.com/watch?v=41dZ1rSXTV4&feature=related Please click here to see the YouTube video telling you how to set up the tab.] <br />
<br />
'''''Important!''''' The Pod Saver tab is invaluable - switch to it when your ship has been tackled and you know you have no chance of escape. Pick a planet and start spamming the warp button to save your pod. Once you hit the planet, do not stop - keep moving as you are probably being chased. Do not forget to switch overviews to check, as Pod Saver does not show enemies.<br />
<br />
<br> <br />
<br />
#Click the '''4-lined box''' and select '''Load 1 - PvP'''. <br />
#Go to '''Filters &gt; Types''' and click '''Deselect All'''. <br />
#Go into '''Celestial''' and check '''Planet''' and '''Sun'''. (You may wish to omit Sun, see page discussion.)<br />
#Go into '''Orbitals''' and check '''Orbital Infrastructure'''. <br />
#Save the preset as '''5 - Pod Saver'''.<br />
<br />
This preset is used to get yourself out of tricky situations. <br />
<br />
<br> These are the times where you should switch to your Pod saver overview: <br />
<br />
*The FC calls a scatter or just says to get out. <br />
*You’re being targeted (you see yellow reticules on your overview) and you are in no position to take any fire. <br />
*You’re in danger of getting destroyed or know you’re about to get destroyed. <br />
*Your ship gets destroyed.<br />
<br />
<br> In any of these cases, do the following: <br />
<br />
#Click on your '''Pod saver''' tab. <br />
#Choose a random planet and click on it. <br />
#In the '''Selected item''' window, start spamming the '''Warp to 0 m''' button (just keep on clicking it). <br />
#*If you’re not warp scrambled, you will warp to a planet. In that case, either meet up with the fleet again or dock at a safe station. Listen for instructions by your FC. If you don't have instructions from your FC immediately upon coming out of warp, do NOT sit at a planet and wait, this can get you killed. Warp to a station to dock, or keep warping between planets at 30 to 70 km range, and try to make midsafe bookmarks between planets, then warp to those instead of warping between planets. <br />
#*If you ARE warp scrambled, you’re not going anywhere. You should, however, keep on spamming the Warp to 0 m button. This is because when your ship is destroyed, you will appear in your pod. If you’re spamming that button, your pod will warp out as quickly as possible (usually almost instantly) and save both your clone and any implants you’re carrying. If you do this correctly, you should never lose your pod. <br />
#Switch back to your '''PvP''' or '''PvP travel''' tab before you drop out of warp, so you can see any enemies on the other side.<br />
<br />
<br> When your ship is destroyed, a session change is initiated through you going from your ship to a pod. This can cause lag, and if you’re already spamming the Warp to 0 m button BEFORE this happens, your pod will usually warp out despite any lag that may occur (a chain of commands was built up before you got destroyed by the spamming). However, be warned that in rare cases of extreme lag you may not warp out. The session change timer is 20 seconds long and will prevent you from docking in a station or jumping through a stargate for that duration. <br />
<br />
You can diminish lag by disabling your Mail and Notification notifications such as Blink [[NeoCom|NeoCom]] etc. This will reduce the delay between when you get killed and end up in your pod. Otherwise your client waits for the mail (insurance) to arrive and this might be the time they need to lock you. <br />
<br />
The reason we use planets is because there usually isn’t anything dangerous at planets. Enemies could be waiting at stargates or stations, and big enemy POSes could be sitting near moons, so we warp to planets. However, some pirates and war targets will chase Uni members when they see them warping out to planets. For this reason, you should never sit still after coming out of warp at a planet. As explained above, keep warping between planets at 30 to 70 km range until you get new orders. If your ship was destroyed, you may want to dock up and get a rookie ship. <br />
<br />
Also, you could have an aggression timer. Aggression timers stop you from docking or jumping through a gate for exactly 60 seconds after the timer begins. When the timer reaches 13m 59s (shown in-game when the timer says 13 minutes at the top left of your screen) you can dock up or jump. If you mouseover the aggression timer, it will show the seconds. <br />
<br />
<br><br />
<br />
=== Setting Up a Wormhole Preset ===<br />
<br />
#Click the '''4-lined box''' and select '''Load 2 - PvP Travel''' . <br />
#Go to '''Filters &gt; States''' and check all the boxes, except '''Pilot is in your fleet'''. If you do wormholes in a small remote repping gang, you may want to keep fleetmates on your overview as well. <br />
#Go to '''Filters &gt; Types''', open the '''Structure''' folder, and check '''Control Tower'''. <br />
#Open the '''Celestial''' folder, and check '''Force Field'''. <br />
#Save the settings as '''6 - Wormhole'''.<br />
<br />
This overview setting is pretty generalized, but you’ll need to tweak it every now and then. <br />
<br />
'''Remember that wormholes are 0.0 space.''' That means you can find anything inside, from capital ships, to bubbles, to bombs. '''Be extremely careful when entering wormhole space.''' <br />
<br />
If there are any sleepers you cannot see on the overview, you may need to show all brackets, right click the sleepers that aren't on the overview, add them to overview, and save the preset again. <br />
<br />
A wormhole POS without a force field could possibly have been abandoned. <br />
<br />
<br><br />
<br />
=== Creating a Fleet Members Preset <font color="yellow">(Updated for Retribution)</font> ===<br />
<br />
#Click the '''4-lined box''' and select '''Load 1 - PvP'''. <br />
#Go to '''Filters &gt; States''' and select the following ''(in addition to what was already selected)'': <br />
#*'''Pilot has excellent standing ''' <br />
#*'''Pilot has good standing ''' <br />
#*'''Pilot is in your alliance ''' <br />
#*'''Pilot is in your corporation ''' <br />
#*'''Pilot is in your Fleet ''' <br />
#Save the preset as '''7 - Fleetmates'''<br />
<br />
This is a preset that can be useful for fleet, wing and squad commanders to quickly see where their squad members are so as to do a headcount. It will also show anyone who is flying with the fleet, but isn’t actually in the fleet. Sometimes people disconnect and need a fleet re-invite - you can quickly see who needs one with this preset. It’s also useful for seeing what ship types you have in your fleet. <br />
<br />
Note that this preset will show all pilots in space, not just fleetmates. <br />
<br />
<br><br />
<br />
== Setting Up Bracket Presets ==<br />
<br />
Brackets are the little icons you see in space, depicting different objects. Sometimes having too many of them can cause lag, but they are often useful. <br />
<br />
There are occasions on which you might want your brackets to show different things than are on your overview. For example, bracket settings with drones selected, where my main overview settings do not show drones. This is because there are often swarms of drones about, which can quickly clog up one’s overview. <br />
<br />
One example of a time you might want to see drone brackets in space is in missions. You want to warp off, but you don’t know whether your drones are still out. If you have drone brackets set, you can easily see when your drones are no longer in space. Additionally, you can see when someone has drones attacking you in PvP. This can be very useful. <br />
<br />
Again, bear in mind that brackets can cause lag - use them at your own risk. <br />
<br />
To create a bracket setting: <br />
<br />
#Load the particular preset you want to create bracket settings for. For example, you might want drones on your wormhole setting, so you would load '''6 - Wormhole''' . <br />
#Add or remove items you do or don’t want to see in space (eg. drones). <br />
#Save the setting as something you’re going to recognize as a bracket setting. For example, you might save your setting as '''6 - Wormhole B''' .<br />
<br />
See the next section to see how to set assign bracket presets. <br />
<br />
<br> <br />
<br />
== Assigning the Tabs and Brackets ==<br />
<br />
''Note: Patch Notes for Crucible 1.5: Overview: New entries for the overview are now added immediately and do not have to wait for the next regular refresh.''<br />
<br />
<br />
#Go to the '''Overview tabs tab''' . <br />
#Under the '''Tab name''' column , enter the following five items: <br />
#*'''PvP Travel''' <br />
#*'''PvP Drones''' <br />
#*'''Missions''', '''Mining''' or '''Wormhole''' ''(choose whichever one you use)'' <br />
#*'''Looting''' <br />
#*'''Pod Saver''' <br />
#Under the '''Overview profile column''' , assign each tab its respective overview profile, i.e. assign '''2 - PvP Travel''' to the '''PvP Travel tab''' and so on. <br />
#Under bracket profiles, do the same ( '''2 - PvP Travel''' to '''PvP Travel tab''' and so on), '''unless you want to set your bracket profiles to something different''' . If you have set up bracket profiles as per the previous section, assign them here (eg. assign '''6 - Wormhole B''' as a bracket profile for '''6 - Wormhole''' ). <br />
#Click '''Apply''' at the bottom of the window.<br />
<br />
You should now have five different tabs with five different overview presets. During war, you can switch the Missions/ Mining tab to the '''PvP Travel without neutrals''' configuration. This tab can be used if you need to fight in a trade hub that has a lot of neutrals cluttering the overview. However, be warned that you cannot see neutral remote reppers if you use this tab, so it is often preferable to fight with the pvp travel tab and sort by alliance name with the arrow pointing down (or corp name if the war targets are not in an alliance). <br />
<br />
<br><br />
<br />
== Using All Brackets ==<br />
<br />
EVE isn’t a very system-intensive game, and some people have computers that can easily handle the game on max settings. If your system can handle it, you can select '''show all brackets''' in the overview options for each tab. This will let you see friendly and hostile ship brackets on the field as well as neutrals and drones. Having all brackets turned on can help you identify an on-grid fleetmate to use as a warp-in. Many players fly with all brackets turned on, and it is recommended to do so if your system can handle it. Zooming out the camera with all brackets turned on will give you a good view of what's happening on the battlefield. <br />
<br />
You can press '''Option + Z ''' (for Mac) or '''ALT + Z''' (for PC) turn on all brackets. <br />
<br />
In very large fleet fights, it is inadvisable to have brackets turned on, as this will cause server-side lag when there are hundreds of players shooting at each other in the same system. Most nullsec corps will have instructions for their members on how to minimize lag during large encounters. <br />
<br />
<br><br />
<br />
== Using the Tag Column ==<br />
<br />
The Tag feature allows you to assign a number or letter to individual ships or objects in space which will be visible in the Tag column of the overview. The tag will remain assigned to the object until it is destroyed, you dock in a station, or enter a jump gate. This is useful for marking trigger ships during missions, marking trigger ships and kill order in wormhole sleeper sites, prioritizing PvP targets, marking NPC convoy ships for attack (see [http://www.eve-wiki.net/index.php?title=Guide:Attacking_Convoys EVE Wiki Attacking Convoys Guide] for more details), or any other activity for which you may need to quickly identify specifics objects for a fleet. Only a fleet member in a command position can mark tags. <br />
<br />
<br> <br />
<br />
== Tagging Process ==<br />
<br />
The Tag option is only available while you are a member of a fleet, and in a command role (i.e. FC, WC, or SC). If you are alone, you may simply form a fleet with yourself (your default role with be FC). <br />
<br />
To tag an object, simply right-click, select "Tag" from the context menu, and you will be given a choice of numbers or letters. Pick the number or letter you wish to use and you are done. <br />
<br />
<br><br />
<br />
= Advanced Tips =<br />
<br />
== Colour Tabs and Colour Brackets ==<br />
<br />
For faster clicking, overview tab colours can be changed following the procedures here: http://eveill.blogspot.com/2013/05/colorful-ui-settings.html<br />
<br>Additionally, this same link details procedures to change bracket text attributes (colour, size, bold) using the export/import feature and a text editor.<br />
<br />
<br><br />
<br />
== Distance ==<br />
<br />
It can be helpful to know conversions from AU to KM when using various overview presets and the directional scanner. You can keep a note with distance information in your notepad, to be able to quickly copy and paste into the d-scan range field. <br />
<br />
1 au = km 149 598 000<br> 3 au = km 448 794 000<br> 5 au = km 747 990 000<br> 7 au = km 1 047 186 000<br> 9 au = km 1 346 382 000<br> 11 au = km 1 645 578 000<br> 13 au = km 1 944 774 000<br> 14 au = km 2 094 372 000<br> 14.35 au = km 2 147 483 647<br> 32 au = km 4 787 136 000<br> 48 au = km 7 180 704 000 <br />
<br />
<br> <br />
<br />
== Variant Presets ==<br />
<br />
=== PvP Travel + Blues ===<br />
<br />
You can make a variant of the PvP Travel preset that also shows pilots in good standing to the Uni. Check '''Pilot is in your corporation''', '''Pilot is in your alliance''', '''Pilot has excellent standing''', '''Pilot has good standing'''. <br />
<br />
This can be helpful to see what kind of friendlies are flying around. This will not show fleetmates. Fleetmates that disconnect from the game will appear on your overview while they warp off, which makes noticing them easier. <br />
<br />
Adding blues to your overview will show criminally flagged blues, like pirates we have a non-aggression pact (NAP) with. If you show blues, you must be very careful to check icons of outlaws so that you do not shoot blue pirates. <br />
<br />
<br> <br />
<br />
=== PvP Travel + Planets ===<br />
<br />
Having the planets on overview can sometimes be useful. This can let you see which planets are in d-scan range (approx 14.35 AU). Sometimes used by lowsec PvP fleets to see where the ships on d-scan could be located. <br />
<br />
<br> <br />
<br />
=== PvP Travel + POS ===<br />
<br />
Its sometimes good to know if there are control towers in a system, especially in wormholes, and in lowsec when trying to find enemy ships. Control Tower can be found in the Filter &gt; Types tab in the Structures category. Control Towers are more commonly known as POS, or Starbase. <br />
<br />
<br> <br />
<br />
== Militia column ==<br />
<br />
The Militia column can be hidden in the right side of the screen if you don't need that information. It is mostly used by lowsec PvP fleets to identify Faction Warfare pilots, some of which are unlikely to aggress Uni fleets (although some FW corps will happily take a criminal flag to shoot down Uni targets of opportunity). <br />
<br />
<br><br />
<br />
= Additional Information =<br />
<br />
=== How to Check For War ===<br />
<br />
Click the Corporation button on your [[NeoCom|NeoCom]]. Select the Wars tab. Select the Our Wars subtab. <br />
<br />
To view the status of someone else's wars, if you are in a different corporation: <br />
<br />
As above, but choose the Other Wars subtab. Click the Select button at the bottom of the window. Enter the name of the corporation or alliance you're interested in. <br />
<br />
Note that a corporation which is a member of an alliance cannot be viewed by itself; you have to search for the alliance. The "EVE University" corporation is a member of the "Ivy League" alliance. <br />
<br />
The war list will tell you when each war began, whether it's live or in warmup ("Can Fight"), and when it was terminated ("Retracted") if in cooldown. The cooldown period will end 24h after the time listed for retraction. <br />
<br />
<font color="red">'''It is your responsibility to check for war. Check your mail notifications every day if you log in. If you're not sure if there is a war, or if it is live, check the [[NeoCom|NeoCom]].'''</font> <br />
<br />
<br> <br />
<br />
=== Feedback ===<br />
<br />
If you wish to give feedback or suggestions concerning this guide, EVE mail or send a private message on the EVE University forum to the [http://wiki.eveuniversity.org/Eve_University_Management#Wiki_Manager Wiki Manager]. <br />
<br />
<br> <br />
<br />
=== A Note on .xml Export File Requests ===<br />
<br />
Please don't ask, it's never going to happen. <br />
<br />
<font color="red">'''Only using the export/import feature can lead you to shoot friendly pilots and other complications. Always go through the entire overview setup process when configuring a new account or a new computer.'''</font> <br />
<br />
The XML file only has part of the necessary configuration contained within it. This is problematic if you wish to replicate your overview setup between two computers, or two EVE instances on the same computer, because you have to do a lot of manual configuration after the XML file import anyway. Specifically, the Appearance and Column tabs are not exported when you export your overview settings.<br />
<br />
<br><br />
<br />
=== Overview XML manipulation ===<br />
<br />
Any XML exported overview can be edited to customize the appearance of the ship information in space. See: http://forum.eveuniversity.org/viewtopic.php?f=29&t=49396<br />
<br />
* the ship information is in the shipLabels section <br />
* if you want to add or remove line breaks look for: "&#10;"<br />
* the color format requires an alpha channel: 0x8080BF won't work, but 0xFF8080BF does<br />
<br />
<br><br />
<br />
=== Overview Bugs ===<br />
<br />
It can happen that blue pilots show up as neutral in some circumstances. This can be especially problematic in nullsec with NBSI (Not Blue, Shoot It) alliances. If the '''Corporation''' and '''Alliance''' columns in the overview are blank, it is likely a bug. Sometimes the Corporation or Alliance ticker name still display in the overview despite showing an incorrect standing colortag. Right-clicking the pilot in the overview and selecting '''show info''', then clicking the pilot's portrait will show the pilot info and the correct standing will be displayed in that window. <br />
<br />
It can happen that entire blue fleets show up as neutral in some circumstances (perhaps due to lag), while some of them still display Corporation or Alliance information in the overview columns. Being familiar with blue ticker names can be helpful, as well as doing a '''show info''' to verify. <br />
<br />
<br> <br />
<br />
= Overview Packs =<br />
Before you proceed : {{Color|wheat|It is highly recommended that you follow the guide to build your own overview pack above because it will help you understand how the Overview settings, which space object falls into what category and how the Overview in whole works.}} <br />
<br />
Any Overview pack that you choose to download then upload to your client should undergo extensive double-checking and possible re-working of your Overview. There are known issues with uploading to a different client or computer. See above.<br />
<br />
Overview packs are '''pre-built set of overview profiles''' and on most cases, include their own set of settings, such as bracket display and labeling. This allow players to quickly import several overview profiles at once. There are also many other features which can be included on overview packs in comparison to your basic overview, depending on each of the overview packs currently available in public, two of the most common features most overview packs promoted are :<br />
*Customizing how the overview brackets are displayed, as explained in [http://forum.eveuniversity.org/viewtopic.php?f=29&t=49396 this] thread<br />
*Customizing how the overview tabs are displayed<br />
Bear in mind that overview packs are not official products made by CCP, they are custom-built, third party release. Until today, overview pack is not a sanctioned product nor it is considered an exploit, so it is fairly safe to use until CCP says otherwise.<br />
<br />
There are also several other advantages of using or releasing overview packs. One worth mentioning is that some overview packs were designed with a lot of careful considerations and many standards applied. This is especially important in some corporations, big alliances or coallitions. For instance, many of the overview packs may release set X profiles which is used on important scenarios and in turn used by many members of certain organizations; there are also the case of standardization across these profiles, while building your own overview can be good or better on some cases, using the same overview pack across many players at once enables you to follow and issue commands or intel with the knowledge that the other person who listen or giving those intel actually have the same overview setup as yours.<br />
<br />
== Commonly Known & Used Overview Packs ==<br />
Below are some of the widely known overview packs available. (Note: These Overview Packs are not to the EVE UNI standards and are for experienced players only)<br />
*[http://www.reddit.com/r/Eve/comments/21jpd6/sarashawa_overview_pack/ Sarashawa Overview Pack] (reddit post) a pvp oriented overview pack... fundamentally an update of Sarah's overview pack.<br />
*[http://forums.ponywaffe.org/topic/1697-sarahs-overview-pack%e2%84%a2-rel-021/ Sarah's Overview Pack] (site) a pvp oriented overview pack with many pre-built overview profiles included built around the quick-switch design<br />
*[http://eve-files.com/dl/254993 Blitz Kotare Overview Pack] (ddl) all round overview pack (outdated)<br />
*[http://community.eveonline.com/ingameboard.asp?a=topic&threadID=1324148 Louis deGuerre Overview Pack] (site) a fairly small and compact overview pack (outdated)<br />
*[https://dl.dropbox.com/u/4822323/aryth.xml Aryth's Overview Pack] (ddl) a pvp oriented overview pack (outdated)<br />
*[http://community.eveonline.com/ingameboard.asp?a=topic&threadID=1285028 Brother Benthor's Overview Pack] (site) an all round overview pack, with many profiles included (outdated)<br />
*[https://www.dropbox.com/s/l3iusaen2jae46x/EveUniOverview2.xml Eve Uni's Overview Pack] (ddl) Based on the Uni Overview guide (outdated)<br />
<br />
Please note that most of these are outdated and any upload you do to your game client may require extensive double-checking and re-working of your Overview.<br />
<br />
= Conclusion of the Guide =<br />
<br />
Congratulations! You’ve set up your overview. <br />
<br />
Don't hesitate to customize it to your liking once you understand how it works. <br />
<br />
<br> <br />
<br />
[[Category:Guides]] [[Category:PvE]] [[Category:PvP]] [[Category:User_Interface]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Garmur&diff=73366Garmur2014-07-04T09:47:21Z<p>Thabink: /* Summary */</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 : 6/2/2014)<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=33816<br />
| shipimg=Garmur.png<br />
| shipname=Garmur<br />
| caption=Garmur<br />
| class=Frigate<br />
| grouping=Pirate Faction Ships<br />
| hulltype=Garmur Class<br />
| faction=Mordu's Legion<br />
| race=Caldari<br />
| roles=unspecified<br />
| variations=<i>none</i><br />
| tech=F<br />
| ecmprio=0 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=38 MW<br />
| cpu=178 tf<br />
| capacitor=400 GJ<br />
| highs=3<br />
| turrets=0<br />
| launchers=3<br />
| mediums=4<br />
| lows=3<br />
| mass=987,000 kg<br />
| volume=27,289 m&#179;<br />
| cargohold=130 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=<b>Development</b><br>In YC 116, Mordu’s Legion intelligence reported to command that the Guristas pirates were developing new and advanced strike craft capabilities using unknown technologies. In response to these reports, Mordu’s Legion accelerated a program of ship development that was itself a response to trends in capsuleer tactics and warfare. The crash development and manufacturing effort resulted in a new family of fast strike ships integrated with one another to provide tactical flexibility and firepower across ship class lines.<br><br>The Garmur takes up the small craft spot in the Legion’s new strike formations and represents a fast-moving attack frigate with superior missile delivery capabilities.<br />
| bonuses=<b>Gallente Frigate bonuses (per skill level):</b><br>10% bonus to warp scrambler and warp disruptor maximum range<br><b>Caldari Frigate bonuses (per skill level):</b><br>25% bonus to missile damage<br><b>Role Bonus:</b><br>200% bonus to missile velocity<br>50% penalty to missile flight time<br><br />
| structurehp=560 HP<br />
| shieldhp=680 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=590 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=45<br />
| maxvelocity=415 m/sec<br />
| inertia=3.2<br />
| warpspeed=5 AU/s<br />
| warptime=4.38 s<br />
| targetrange=28.00 km<br />
| sigradius=32 m<br />
| maxlockedtargets=5<br />
| sensortype=Gravimetric<br />
| sensorvalue=13 points<br />
| scanres=650 mm<br />
| reqskills=*{{RequiredSkill|Caldari Frigate|III}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
*{{RequiredSkill|Gallente Frigate|III}}<br />
**{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=17h 55m 0s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Garmur Garmur on Eve Online Wiki]<br />
| highlights1=Fast Locking Time<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 Garmur is the Mordus Legion frigate added in the Kronos expansion. It is high speed dedicated missile ship, with a large bonus to warp disruptor and scrambler range, making it an excellent kiting ship. Its modifiers to missile velocity and flight time combine to give it 50% more missile range. This means it can quite effectively "rocket kite" by firing precision rockets up to 20km, as well as a more conventional light missile kiting strategy.<br />
<br />
The high speed and warp disruptor range bonus on the Garmur makes it a good skirmish scout and initial tackler in fleets, competing with interceptors for the job. The main downside is of course the extra expense, given the role doesn't have a very high life expectancy, and it is also missing the significant MWD signature bonus that interceptors get.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Dramiel for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
''You can add fittings for the Garmur here.''<br />
<br />
==Tactics==<br />
''No sub-article about Garmur roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Garmur here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Pirate Faction Ships]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Algos&diff=69371Algos2014-05-08T09:50:03Z<p>Thabink: /* Summary */ It's not the first gallente drone boat, players who want to try a drone boat will start with the Tristan.</p>
<hr />
<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<br />
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* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)<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 />
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<br />
|shipid=32872<br />
|shipimg=Algos.jpg<br />
|shipname=Algos<br />
|caption=Algos<br />
|class=Destroyer<br />
|grouping=Standard Destroyers<br />
|hulltype=Algos Class<br />
|faction=Gallente Federation<br />
|race=Gallente<br />
|roles=Droneboat<br />
|variations=none<br />
<br />
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
<br />
|powergrid=55 MW<br />
|cpu=160 tf<br />
|capacitor=550 GJ<br />
|highs=6<br />
|turrets=5<br />
|launchers=0<br />
|mediums=3<br />
|lows=3<br />
<br />
|mass=1,600,000 kg<br />
|volume=55,000 m&#179;<br />
|cargohold=350 m&#179;<br />
<br />
|dronebay=60 m&#179;<br />
|bandwidth=35 Mbit/sec<br />
<br />
|info=The Algos, as is wont with the Gallente, relies on swiftness of action - preferably at a respectable distance - to accomplish its goals. In this it reflects well-honed Gallente values, which include taking independent action without taking forever to wait for a committee decision, and also doing so, if at all possible, in a fashion that allows for a nice, safe buffer for immediate retreat; because theory is one thing, and practice is sometimes quite another.<br />
<br />
As such, the Algos focuses on being able to hit its targets in rapid-fire fashion, with guns that fire fast and drones that race through space with destruction in mind.<br />
<br />
|bonuses=<b>Traits:</b><br><b>Gallente Destroyer skill bonus per level:</b><br>10% bonus to drone damage and hitpoints per level<br>10% bonus to small hybrid turret tracking per level<br><br><b>Role bonus:</b><br>25% bonus to drone microwarpdrive speed<br />
<br />
|structurehp=950 HP<br />
|shieldhp=800 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20<br />
|armorhp=850 HP |armorem=50 |armorexp=10 |armorkin=35 |armortherm=35<br />
<br />
|maxvelocity=245 m/s<br />
|inertia=2.85<br />
|warpspeed=4.5 AU/s<br />
|warptime=4.46 s<br />
<br />
|targetrange=42 km<br />
|sigradius=72 m<br />
|maxlockedtargets=7<br />
|sensortype=Magnetometric<br />
|sensorvalue=11 points<br />
|scanres=500 mm<br />
<br />
|reqskills=*Gallente Destroyer I<small>16m</small><br />
**Gallente Frigate III<small>8h 53m</small><br />
***Spaceship Command I<small>8m</small><br />
|totaltraintime=9h 18m<br />
<br />
|forumlinks=<br />
|wikireferences=<br />
|externallinks=[http://wiki.eveonline.com/en/wiki/Algos Algos on Eve Online Wiki]<br />
<br />
|highlights1=High Amount of High Slots<br />
|highlights2=<br />
|highlights3=<br />
|highlights4=<br />
<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------------------------------------<br />
***************** ARTICLE SECTION :: ANYTHING BELOW IS SAFELY EDITABLE *******************<br />
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<br />
==Summary==<br />
The Algos is the Gallente destroyer added in the [http://www.eveonline.com/retribution/ Retribution] expansion. It is the second step on the Gallente drone boat path, between the [[Tristan]] and [[Vexor]]. It is slightly bulkier than the [[Catalyst]], and since it is capable of fitting a full flight of salvage drones in addition to a rack of railguns, the Algos is an excellent choice for L1 mission running. Unlike larger ships (i.e. the [[Vexor]]), the Algos is designed to be flown with very low skill points; with that in mind, it is the only drone ship where Drones V is not an absolute necessity - although it should still be a top priority for new Gallente pilots. The Algos is a versatile destroyer, capable of running either rails or blasters while pushing through a respectable amount of DPS.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Algos for a specific or its common role(s) can be written here.''<br />
<br />
==Fittings==<br />
{{ShipFitting|<br />
ship=Algos|<br />
shipTypeID=32872|<br />
fitName=PvE Shield|<br />
fitID=PvE-Shield|<br />
high1name=75mm Compressed Coil Gun I|<br />
high1typeID=7253|<br />
high2name=75mm Compressed Coil Gun I|<br />
high2typeID=7253|<br />
high3name=75mm Compressed Coil Gun I|<br />
high3typeID=7253|<br />
high4name=75mm Compressed Coil Gun I|<br />
high4typeID=7253|<br />
high5name=75mm Compressed Coil Gun I|<br />
high5typeID=7253|<br />
high6name=Small 'Arup' Remote Bulwark Reconstruction|<br />
high6typeID=16437|<br />
mid1name=Experimental 1MN Afterburner I|<br />
mid1typeID=6003|<br />
mid2name=Medium Azeotropic Ward Salubrity I|<br />
mid2typeID=8433|<br />
mid3name=Limited Adaptive Invulnerability Field I|<br />
mid3typeID=9632|<br />
low1name=Drone Damage Amplifier I|<br />
low1typeID=4393|<br />
low2name=Drone Damage Amplifier I|<br />
low2typeID=4393|<br />
low3name=Micro Auxiliary Power Core I|<br />
low3typeID=11563|<br />
drone1name=Hobgoblin I x5|<br />
drone1typeID=2454|<br />
drone2name=Hammerhead I x2|<br />
drone2typeID=2183|<br />
drone3name=Salvage Drone I x3|<br />
drone3typeID=32787|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Antimatter Charge S x1|<br />
charge1typeID=222|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=open|<br />
rig2name=open|<br />
rig3name=open|<br />
difficulty=0|<br />
warsop=A|<br />
warsopReason=|<br />
version=RET 1.0|<br />
shipDNA=32872:7253;5:16437;1:578;1:6003;1:8433;1:4393;2:11563;1:2183;2:2454;5:32787;3:222;1::|<br />
skills=Acceleration Control I</li><li>Afterburner II</li><li>Controlled Bursts II</li><li>Destroyers II-III</li><li>Drones III-IV</li><li>Energy Grid Upgrades II</li><li>Capacitor Management II</li><li>Capacitor Systems Operation II</li><li>Power Grid Management III-IV</li><li>Evasive Maneuvering I</li><li>Gallente Frigate III</li><li>Gunnery III</li><li>Mechanics III</li><li>Motion Prediction II</li><li>Rapid Firing II</li><li>Sharpshooter II</li><li>Shield Management II</li><li>Shield Upgrades I</li><li>Small Hybrid Turret III</li><li>Tactical Shield Manipulation I</li><li>Target Management II</li><li>Weapon Upgrades II|<br />
notes=Fit three Small Core Defense Field Purger I rigs if you can afford it (requires Mechanics III, Jury Rigging III and Shield Rigging I).</li><li>Train up Weapon Upgrades IV as soon as possible so you can use Drone Damage Amplifier II (essential for drone boats).</li><li>Although the fitting might be tight, try swapping the blasters for railguns if you're having trouble tanking tougher missions.}}{{ShipFitting|<br />
ship=Algos|<br />
shipTypeID=32872|<br />
fitName=Armor Algos|<br />
fitID=Armor-Algos|<br />
high1name=Light Electron Blaster II|<br />
high1typeID=3162|<br />
high2name=Light Electron Blaster II|<br />
high2typeID=3162|<br />
high3name=Light Electron Blaster II|<br />
high3typeID=3162|<br />
high4name=Light Electron Blaster II|<br />
high4typeID=3162|<br />
high5name=Light Electron Blaster II|<br />
high5typeID=3162|<br />
high6name=open|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=X5 Prototype Engine Enervator|<br />
mid2typeID=4025|<br />
mid3name=J5b Phased Prototype Warp Scrambler I|<br />
mid3typeID=5439|<br />
low1name=400mm Reinforced Rolled Tungsten Plates I|<br />
low1typeID=11309|<br />
low2name=Damage Control II|<br />
low2typeID=2048|<br />
low3name=Drone Damage Amplifier II|<br />
low3typeID=4405|<br />
drone1name=Hobgoblin II x5|<br />
drone1typeID=2456|<br />
drone2name=Warrior II x3|<br />
drone2typeID=2488|<br />
drone3name=Valkyrie II x2|<br />
drone3typeID=21640|<br />
drone4name=open|<br />
drone5name=open|<br />
rig1name=Small Anti-Explosive Pump I|<br />
rig1typeID=31009|<br />
rig2name=Small Anti-Kinetic Pump I|<br />
rig2typeID=31021|<br />
rig3name=Small Anti-Thermic Pump I|<br />
rig3typeID=31033|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=32872:3162;5:4025;1:5439;1:5973;1:2048;1:4405;1:11309;1:31009;1:31021;1:31033;1:2456;5:2488;3:21640;2::|<br />
skills=|<br />
notes=10k EHP, 391 dps w/ Void. Main damage flight is 3x Hobgoblin II, 2x Valkyrie II - the Valks are plenty fast with the hull bonus. The DDA2 can be switched for an EANM for more tank but dps is likely more desirable than slightly more ehp in a destroyer.}}{{ShipFitting|<br />
ship=Algos|<br />
shipTypeID=32872|<br />
fitName=Wolfpack Algos|<br />
fitID=Wolfpack-Algos|<br />
high1name=125mm Railgun II|<br />
high1typeID=10680|<br />
high2name=125mm Railgun II|<br />
high2typeID=10680|<br />
high3name=125mm Railgun II|<br />
high3typeID=10680|<br />
high4name=125mm Railgun II|<br />
high4typeID=10680|<br />
high5name=125mm Railgun II|<br />
high5typeID=10680|<br />
high6name=open|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=Low Frequency Sensor Suppressor I|<br />
mid2typeID=5299|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=200mm Reinforced Rolled Tungsten Plates I|<br />
low2typeID=11349|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
drone1name=Hobgoblin II x5|<br />
drone1typeID=2456|<br />
drone2name=Hornet EC-300 x5|<br />
drone2typeID=23707|<br />
drone3name=Hobgoblin II x2|<br />
drone3typeID=2456|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Targeting Range Dampening Script x1|<br />
charge1typeID=29015|<br />
charge2name=Caldari Navy Iridium Charge S x1|<br />
charge2typeID=23019|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Anti-Explosive Pump I|<br />
rig1typeID=31009|<br />
rig2name=Small Trimark Armor Pump I|<br />
rig2typeID=30987|<br />
rig3name=Small Hybrid Locus Coordinator I|<br />
rig3typeID=31562|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=32872:10680;5:3244;1:5299;1:5973;1:1236;1:2048;1:11349;1:30987;1:31009;1:31562;1:2456;7:23707;5:23019;1:29015;1::|<br />
skills=|<br />
notes=Don't fly this solo, make sure you have tackle support</li><li>Pull range and damp as necessary to mitigate damage</li><li>With all skills at V this fit has 8373 EHP and flies at 1658 m/s</li><li>220 dps with Caldari Navy Iridium at 19 + 6.3 km and Hobgoblin II. The drones contribute 148 dps</li><li>Bring some faction Antimatter, Spike & Javelin (T2).}}<br />
<br />
==Tactics==<br />
"Warp to 20" - this is the Algos' pilot motto. Take the official description of this destroyer to heart and fly it that way. You might have more EHP and tank than a frigate but you are still not a brawler and not as nimble as a frigate. In PVE and PVP your damage is best done at range where you can tactically evaluate the situation and direct your drones to where they are most needed and manage your ship's propulsion mods and defense mods as necessary.<br />
<br />
PVP: Fit a Microwarpdrive, Cap Boosters or anything that will keep your cap topped off in combat. If you happen to be squad/wing/fleet warped right on top of the enemy - turn and burn away, set your drones to do their thing on the Primary and make sure they are set to Passive mode. This means they will not agress anything that you don't purposefully tell them to. (This applies to PVE as well). Keeping your situational awareness as a droneboat pilot is doubly as important as for a gunboat pilot; he won't lose his primary dps if the FC orders a fast retreat and you're forced to leave your drones behind. If the fight looks to be heading to a withdrawal, pull the drones and fall back on what guns you have. That being said, it's always wise to keep extra flights of drones in your hold, unfortunately, you can't simply drag them from there into your drone bay while in space. (WHY CCP, WHY? The gunboats can reload from their hold, so why not ''us?'' Hmmm!?) But this will give you the ability to quickly dock up when your squad/fleet passes through a system with stations and 'reload'. <br />
<br />
Guns on the Algos should always be 75mm rails as the higher calibers take too much power and cpu from your total pool, which is needed for CPU hungry Drone Damage Amplifiers. Use Iron S as your ammo for long range work and Antimatter S for short. Invest in the Faction ammo variants (Caldari Navy is best so grind those Loyalty Points for the Caldari Business Tribunal) as soon as you can.<br />
<br />
PVE: Level 1 missions are a breeze with the Algos. Level 2 are more of a challenge, but still possible once you have experience and EVE Survival website opened on your ingame browser and start fitting for specific missions. Level 3, you will need to fleet up with big friends - these are meant for Cruisers and Cruiser gangs. If you are at this point, leave the Algos behind and graduate to the Vexor.<br />
<br />
==Notes==<br />
*This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS]], and [[BYOM]].<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Standard Destroyers]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Interceptors&diff=68115Interceptors2014-04-17T11:00:55Z<p>Thabink: /* Mid slots */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:PvP]]<br />
{{uwc}}<br />
<br />
Interceptors (often called "inties" or "'ceptors") are a class of Tech 2 frigate. They are Eve's fastest ships, and they have attributes and bonuses which make them supremely effective tacklers, or dangerous high-speed damage-dealers. Inties are often one of the first classes of T2 ships that pilots train, and they're often helpful in Eve University's fleets where they are normally used to do basic tackle well.<br />
<br />
This page won't make you a good interceptor pilot -- only practice can do that -- but it does cover a lot of information that's useful for new interceptor pilots.<br />
<br />
Terminology note: "Point" and "Long Point" usually mean a Warp Disruptor, while "Scram" (and sometimes "Short Point") refers to a Warp Scrambler.<br />
<br />
==Overview==<br />
<br />
There are two types of interceptor: interceptors designed purely for tackling ("tackle" or "fleet" inties), and interceptors designed for combat ("gank", "damage", "damage-dealing" or "combat" inties). Each of the four races has one interceptor of each type. For simplicity's sake this guide will refer to the two types as '''fleet''' and '''combat''' interceptors, but different players will use different terminology. Due to Eve University's general "Combined Arms" large fleet style, fleet inties are more useful in a normal E-Uni fleet.<br />
<br />
All interceptors, of both kinds, share certain characteristics:<br />
<br />
* They all have an "''80% reduction in Propulsion Jamming systems activation cost''" role bonus, letting inty pilots permanently run warp disruptors/scramblers and webifires much more easily.<br />
* They all have a "''15% reduction in MicroWarpdrive [[signature|signature radius]] penalty''" for each level their pilot has in the {{sk|Interceptors}} skill, dramatically reducing the signature bloom effect caused by having a MWD on.<br />
** Most ships have to use MWDs in short bursts only, because the bloom makes them much more vulnerable to large guns and missiles. This crucial bonus lets interceptors run their MWDs permanently but still keep (relatively) small sig radii. <br />
* They all have very high base velocities.<br />
* They all have very high base scan resolution, letting them lock on to targets rapidly.<br />
* They all have immunity to non-targeted interdiction, wich means they can warp while inside a warp disruption bubble, but can't warp while being tackled by a warp disruptor or scrambler like other ships. <br />
* Inties are tied with the [[Frigate#Covert_Ops_Frigate|covops frigates]] for '''fastest base warp speed''' in Eve, 8.0 AU/s<br />
<br />
===Fleet Inties===<br />
Fleet inties are so called because they are a great help to a fleet (especially in high- and lowsec where bubbles can't be used to pin the enemy down) but, being more or less pure tacklers, they aren't so good solo.<br />
<br />
* Their defining feature is a 5% '''bonus to warp scrambler and warp disruptor range''' per level in the Interceptor skill<br />
<br />
Fleet inties move fast, catch people quickly and can hold a point on someone while orbiting them at high speed and beyond 20km range -- for example, with Interceptor trained to level IV the range of a T2 disruptor on a fleet inty will be over 28km (and over 34km if you overheat). The rest of the fleet inty's bonuses, tied to the racial frigate skill (which will have been trained to 5), are weapon- or tank-related.<br />
<br />
The four races' fleet inties, together with their racial frigate skill bonuses, are:<br />
<br />
* The Amarr [[Malediction]]: 5% bonuses to rocket damage and armor resistances per level<br />
* The Caldari [[Crow]]: 10% bonus to Kinetic Missile damage and 10% bonus to Missile Velocity<br />
* The Gallente [[Ares]]: 5% bonus to hybrid damage and 7.5% bonus to hybrid tracking per level<br />
* The Minmatar [[Stiletto]]: 5% bonus to projectile damage and 7.5% bonus to projectile tracking per level; notable for being the only inty with 4 midslots<br />
<br />
All four of these are useful. The Stiletto and Crow's fourth midslot gives them more utility, while the Malediction and Ares' extra low allows them more speed.<br />
<br />
===Combat Inties===<br />
Although the name implies so, combat interceptors are not that well suited to ''actual fighting'' as in being ''general damage dealers''. While they can be popular solo ships, usually going toe-to-toe with other frigates, or can actually contribute some DPS in/to ''frigate-only'' fleets, their overall damage output is not comparable to anything beyond the frigate size class, nor do they tank much better than the default T1 frigates. <br />
In fleet environments, they are more useful to land fast scrams on target or take on single other frigates, although dedicated anti-frig cruisers can often be better suited for that role. For applying tackle via Warp Disruptors, Fleet Interceptors are usually better suited.<br />
<br />
* Combat inties have '''more combat-orientated slot layouts''', usually more lowslots at the expense of midslots<br />
* Combat inties have '''more powergrid''' than the fleet inties, making it easier to fit weapons<br />
* Combat inties have '''an extra combat-related bonus''' tied to the Interceptors skill, instead of the fleet inties' tackling range bonus<br />
<br />
The four combat inties, together with their racial frigate skill bonuses, are:<br />
<br />
* The Amarr [[Crusader]]: 10% less laser cap use, 5% bonus to laser damage, 7.5% bonus to laser tracking per level<br />
* The Caldari [[Raptor]]: 5% bonus to Small Hybrid Turret Damage, 10% bonus to Small Hybrid Turret optimal range<br />
* The Gallente [[Taranis]]: 10% bonus to hybrid damage, 7.5% bonus to hybrid tracking per level<br />
* The Minmatar [[Claw]]: 10% bonus to projectile damage, 7.5% bonus to projectile tracking per level<br />
<br />
The Taranis's hefty damage bonus -- applied to the already face-meltingly high DPS potential of blasters -- has made it a very popular dogfighter. The other three all have their proponents, however, and they're all deadly in the right hands.<br />
<br />
==Skills==<br />
===Necessary Skills===<br />
Training to fly the Interceptor hull will probably take the most amount of time, particularly Evasive Maneuvering 5 and Racial Frigate 5.<br />
*{{sk|Interceptors|I}} is required to fly interceptors, although having at least level 4 is strongly recommended for the interceptor skill bonuses.<br />
Most of these modules are relatively quick to train for. T2 modules ''often'' (not always) give a significant advantage over T1 and so are recommended in most cases.<br />
*{{sk|Propulsion Jamming|II}} is necessary for Tech 2 points, and level 4 allows T2 webs.<br />
*{{sk|High Speed Maneuvering}} Helps your cap life tremendously. Level 4 is recommended, a T2 MWD is usually not a good idea on an interceptor.<br />
*{{sk|Hull Upgrades|II}} is required for T2 Nanofibre Internal Structures and Overdrive Injectors.<br />
*{{sk|Thermodynamics}} Allows overheating of modules: vital in tight situations to give an extra boost of speed or point range. {{sk|Nanite Operation}} is required for Nanite Paste, used to repair heat damage.<br />
<br />
===Support Skills===<br />
*Basic fitting skills like {{sk|Hull Upgrades}}, {{sk|Electronics Upgrades}}, {{sk|Energy Grid Upgrades}}, and {{sk|Power Grid Management}} should be at level 5.<br />
<br />
*{{sk|Navigation}} 5% bonus to sub-warp speed per level. Level 5 is recommended.<br />
*{{sk|Acceleration Control}} 5% bonus to afterburner and MWD speed per level. Level 4 is recommended.<br />
*{{sk|Spaceship Command}} 2% to ship agility per level. Level 5 is recommended.<br />
<br />
*{{sk|Signature Analysis}} 5% scan resolution per level; getting this to level 5 will greatly boost your target locking speed.<br />
*{{sk|Long Range Targeting|V}} will help make sure you can actually target out to the same range that you can point. A signal amplifier module or ionic field projector rig is still often required to match overheated point range.<br />
<br />
*{{sk|Capacitor Management|IV}} and {{sk|Capacitor Systems Operation|IV}} in these skills will help cap stability greatly, although you can fit a capacitor power relay module or capacitor control rig to cope with low cap skills.<br />
<br />
*{{sk|Astronautics Rigging}} for navigation rigs.<br />
*{{sk|Electronic Superiority Rigging}} for rigs that improve targeting speed and range.<br />
<br />
*{{sk|Shield Upgrades|IV}} will allow Medium Shield Extender IIs to be fitted, a common midslot module.<br />
<br />
T2 small weapon skills will be useful for combat inties, as Tech 2 ammo generally allows much more range control and damage.<br />
<br />
==Fitting==<br />
===Fitting Fleet Interceptors===<br />
As for most support ships, the basic rule for fitting interceptors is: Fit for your role. Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used.<br />
<br />
While one could also use fleet inties for close range scram role, often there would be better ships for that role, and you better know what you're doing. This part of the guide focuses on long range point inties.<br />
<br />
====Priority considerations====<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram instead; if you have four mid slots you can add a scram as extra.<br />
* MWD<br />
*: For combat interceptors, the Afterburner could be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your incoming damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
====Mid slots====<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto and Crow, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all. Especially against staggered neuts, you will often get only limited value from a cap booster.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
====Low slots====<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
====Rig slots====<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
====High slots====<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
===Fitting Combat Interceptors===<br />
Update pending<br />
<br />
==Flying Interceptors==<br />
Generally, inty pilots want to keep speed and angular velocity high as these are the main form of tank. <br />
===Fleet Interceptors===<br />
Fleet interceptors are generally flown as a special tackler, often staying a couple of jumps ahead or behind the main fleet to hold enemies in place until the fleet arrives, or providing mini-warpin* points and mobile safespots during a battle. Depending on the fleet style, they can 'scout and skirmish', roaming around to find targets, often holding them in place for 10 or 15 minutes while the rest of the fleet arrives; sit at gatecamps and a put a fast point on anything flashy coming through; or get initial tackle and then hold valuable non-primary targets during a longer engagement until the fleet is ready to DD them.<br />
<br />
Inties should approach targets at an angle to maximize traversal while spiraling in. Once in place, the inty should orbit at around 15-25km in order to stay out of web/scram/neut range while keeping angular velocity up. Battleships can fit large neuts that can reach out to 25.2km, so these should be kept at a distance, while faster cruisers should be orbited at a smaller range so they don't escape. Orbit speed should be around 4-5km/s, so if the target launches drones, they will generally end up getting kited by the inty and be fairly easy to track and pick off. Note that, depending on skills and ships, the range at which the inty orbits will not necessarily be what the pilot has set in the UI. Pilots should check their actual orbit distances so they know what to choose in order to orbit at the correct range. <br />
<br />
Fleet interceptors should generally avoid faster targets like frigates and speedfit cruisers: these have a good chance of breaking the inty's orbit and applying a scram or web. Some enemies, like the Privateers, specialize in kiting and picking off smaller tacklers and running before the fleet arrives: these should just be avoided unless a warpin for the whole fleet can be generated.<br />
<br />
In some circumstances, such as a planned long gatecamp, ships will be asked to fit remote sensor boosters to assist inties in grabbing targets quickly. This will generally be up to the fleet commander to organize, although you should know how many boosters can be assigned to you and still be useful (ie, before lag and reaction time become the dominant factor in how fast you can lock a target). An interceptor should also be the first to de-agress and jump back through a gate if the targets seem to be trying to jump back, chase after targets that break through the camp, or picket the other side of a gate during a fight- giving intel on what is coming through.<br />
<br />
<nowiki>*</nowiki> Providing mini-warp points ("tactical miniwarps"): An inty may be sent 150km+ from the rest of the fleet so that other ships can warp out to it if necessary -- to reduce incoming damage or break target locks without having to bounce all the way to a planet or station.<br />
===Combat Interceptors===<br />
A combat interceptor's job is to establish dominance of the frigates on the battlefield, including the enemy's tackle/interceptors, by counter-tackling and killing them. Combat interceptors are also better at tackling MWD-fit cruisers and battlecruisers than fleet interceptors - they have a scram to shut off the MWD so the fleet can catch up; and a bit more tank so that they can survive while the fleet finishes it off. Combat interceptors fly like assault frigates in many ways. They will often have their own important targets independent of the fleet's primary.<br />
<br />
== Ships and Fitting ==<br />
<br />
This section will list some standard fits for different interceptors. As mentioned above, these can be modified depending on personal preference. <br />
<br />
<br />
===Standard Fleet Interceptor Fittings===<br />
<br />
<br />
====Ares====<br />
<br />
<br />
{{ShipFitting|<br />
ship=Ares|<br />
shipTypeID=11202|<br />
fitName=Fast and Agile|<br />
fitID=fast-tackle-import-1|<br />
high1name=125mm Gatling AutoCannon II|<br />
high1typeID=2873|<br />
high2name=125mm Gatling AutoCannon II|<br />
high2typeID=2873|<br />
high3name=125mm Gatling AutoCannon II|<br />
high3typeID=2873|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=Medium F-S9 Regolith Shield Induction|<br />
mid2typeID=8517|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Overdrive Injector System II|<br />
low2typeID=1236|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
low4name=Overdrive Injector System II|<br />
low4typeID=1236|<br />
charge1name=EMP S x1|<br />
charge1typeID=185|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Polycarbon Engine Housing I|<br />
rig1typeID=31177|<br />
rig2name=Small Core Defense Field Extender I|<br />
rig2typeID=31788|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11202:2873;3:3244;1:5973;1:8517;1:1236;3:2048;1:31177;1:31788;1:185;1::|<br />
skills=|<br />
notes=5257 m/s</li><li>5629 EHP</li><li>3.5 sec aligne time</li><li>Guns for Drone Defense/Killmail whoring hit to 8.7 km within falloff for a maximum dps of 60.}}<br />
<br />
==== Crow ====<br />
<br />
<br />
{{ShipFitting|<br />
ship=Crow|<br />
shipTypeID=11176|<br />
fitName=Dual Tackle|<br />
fitID=Dual-Tackle|<br />
high1name=Rocket Launcher II|<br />
high1typeID=10631|<br />
high2name=Rocket Launcher II|<br />
high2typeID=10631|<br />
high3name=Rocket Launcher II|<br />
high3typeID=10631|<br />
mid1name=Faint Epsilon Warp Scrambler I|<br />
mid1typeID=5443|<br />
mid2name=Medium F-S9 Regolith Shield Induction|<br />
mid2typeID=8517|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
mid4name=Limited 1MN Microwarpdrive I|<br />
mid4typeID=5973|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Overdrive Injector System II|<br />
low2typeID=1236|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
charge1name=Mjolnir Rocket x1|<br />
charge1typeID=2512|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Ancillary Current Router II|<br />
rig1typeID=31364|<br />
rig2name=Small Polycarbon Engine Housing I|<br />
rig2typeID=31177|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11176:10631;3:3244;1:5443;1:5973;1:8517;1:1236;2:2048;1:31177;1:31364;1:2512;1::|<br />
skills=|<br />
notes=4833 m/s</li><li>4.1 sec align time</li><li>4830 EHP</li><li>}}<br />
<br />
<br />
{{ShipFitting|<br />
ship=Crow|<br />
shipTypeID=11176|<br />
fitName=Crow Tracking Disruptor|<br />
fitID=Crow-anti-missiles|<br />
high1name=Light Missile Launcher II|<br />
high1typeID=2404|<br />
high2name=Light Missile Launcher II|<br />
high2typeID=2404|<br />
high3name=Light Missile Launcher II|<br />
high3typeID=2404|<br />
mid1name=Medium F-S9 Regolith Shield Induction|<br />
mid1typeID=8517|<br />
mid2name=Balmer Series Tracking Disruptor I|<br />
mid2typeID=5320|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
mid4name=Limited 1MN Microwarpdrive I|<br />
mid4typeID=5973|<br />
low1name=Nanofiber Internal Structure II|<br />
low1typeID=2605|<br />
low2name=Overdrive Injector System II|<br />
low2typeID=1236|<br />
low3name=Micro Auxiliary Power Core II|<br />
low3typeID=4254|<br />
charge1name=Optimal Range Disruption Script x1|<br />
charge1typeID=29005|<br />
charge2name=Mjolnir Light Missile x1|<br />
charge2typeID=212|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Auxiliary Thrusters II|<br />
rig1typeID=31111|<br />
rig2name=Small Polycarbon Engine Housing II|<br />
rig2typeID=31183|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11176:2404;3:3244;1:5320;1:5973;1:8517;1:1236;1:2605;1:4254;1:31111;1:31183;1:212;1:29005;1::|<br />
skills=|<br />
notes=4890 m/s</li><li>3.5 sec align time</li><li>3528 EHP</li><li>}}<br />
<br />
<br />
<br />
==== Malediction ====<br />
<br />
{{ShipFitting|<br />
ship=Malediction|<br />
shipTypeID=11186|<br />
fitName=Malediction|<br />
fitID=Malediction with Missiles|<br />
high1name=Light Missile Launcher II|<br />
high1typeID=2404|<br />
high2name=Light Missile Launcher II|<br />
high2typeID=2404|<br />
high3name=Light Missile Launcher II|<br />
high3typeID=2404|<br />
mid1name=Medium F-S9 Regolith Shield Induction|<br />
mid1typeID=8517|<br />
mid2name=Warp Disruptor II|<br />
mid2typeID=3244|<br />
mid3name=Limited 1MN Microwarpdrive I|<br />
mid3typeID=5973|<br />
low1name=Internal Force Field Array I|<br />
low1typeID=5839|<br />
low2name=Overdrive Injector System II|<br />
low2typeID=1236|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
low4name=Micro Auxiliary Power Core II|<br />
low4typeID=4254|<br />
charge1name=Mjolnir Light Missile x1|<br />
charge1typeID=212|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Auxiliary Thrusters I|<br />
rig1typeID=31105|<br />
rig2name=Small Polycarbon Engine Housing I|<br />
rig2typeID=31177|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11186:2404;3:3244;1:5973;1:8517;1:1236;2:4254;1:5839;1:31105;1:31177;1:212;1::|<br />
skills=|<br />
notes=5203 m/s</li><li>4 sec align time</li><li>5124 EHP</li><li>Light Missiles project 63 dps up to 42 km</li><li>}}<br />
<br />
==== Stiletto ====<br />
<br />
<br />
{{ShipFitting|<br />
ship=Stiletto|<br />
shipTypeID=11198|<br />
fitName=active|<br />
fitID=active|<br />
high1name=125mm Gatling AutoCannon II|<br />
high1typeID=2873|<br />
high2name=125mm Gatling AutoCannon II|<br />
high2typeID=2873|<br />
high3name=open|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=Warp Disruptor II|<br />
mid2typeID=3244|<br />
mid3name=Medium Ancillary Shield Booster|<br />
mid3typeID=32772|<br />
mid4name=Medium F-S9 Regolith Shield Induction|<br />
mid4typeID=8517|<br />
low1name=Internal Force Field Array I|<br />
low1typeID=5839|<br />
low2name=Micro Auxiliary Power Core II|<br />
low2typeID=4254|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
charge1name=Cap Booster 50 x1|<br />
charge1typeID=264|<br />
charge2name=EMP S x1|<br />
charge2typeID=185|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Polycarbon Engine Housing I|<br />
rig1typeID=31177|<br />
rig2name=Small Auxiliary Thrusters I|<br />
rig2typeID=31105|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11198:2873;2:3244;1:5973;1:8517;1:32772;1:1236;1:4254;1:5839;1:31105;1:31177;1:185;1:264;1::|<br />
skills=|<br />
notes=4807 m/s</li><li>4s align time</li><li>4918 raw EHP (and some active repping)</li><li>50 dps for anit-drone defense}}<br />
<br />
===Standard Combat Interceptor Fittings===<br />
<br />
Update Pending<br />
<br />
<br />
Some discussion of these above fits, and variations, is available at [http://forum.eveuniversity.org//viewtopic.php?f=129&t=27229 glepp's class thread].<br />
<br />
Audio recording of glepp's practical class is available at [http://eve-files.com/dl/226655 Tackling 201: Fleet Interceptors].<br />
<br />
==Countering Interceptors==<br />
Various modules and tactics can be used to kill interceptors or drive them away. When in a ship with speeds similar to the inty then some [[Advanced Piloting Techniques|piloting techniques]] or [http://www.eve-tribune.com/index.php?no=2_40&page=6 maneuvers] can be used to break the inty's orbit and bring them into web or scram range. Cruisers and destroyers fit for tracking and killing frigates can also be effective. While most guns will have tracking problems against inties, missile systems can still be effective even though the inty's speed and small sig radius will mitigate much of the damage. Missiles can slowly eat through an inty's buffer if they don't have any repair or recharge ability on their armor or shields.<br />
<br />
Some ships, like combat interceptors and Dramiels have the speed and tracking to keep up with an interceptor, and should be avoided. Other frigate hulls and destroyers should be avoided by fleet interceptors as they are generally cheap, so not worthwhile to tackle, and have a decent chance of killing the interceptor. Afterburner-fit assault frigates may be worth chasing. Vagabonds and Cynabals are very dangerous to interceptors since they have heavy weaponry with good tracking but can move at around 4km/s, which severly cuts down on the amount of transversal that an interceptor can create.<br />
<br />
===Drones===<br />
Drones are a common defence against all small ships, interceptors included. The Minmatar [http://wiki.eveonline.com/en/wiki/Warrior_II Warrior II] light drones are the nimblest and fastest drones, often matching interceptor speeds, and so are the most common choice.<br />
<br />
However, interceptors go so very fast that even Warriors are likely to still spend time fruitlessly chasing them around. Furthermore, it is possible to tank an interceptor against drones so that it can soak up a lot of fire from Warriors.<br />
<br />
Inty pilots can also fit weapons specifically to shoot drones. The smallest, fastest-tracking turrets, combined with the tracking bonuses that several fleet inties get, perform quite well against drones.<br />
<br />
Ships with large dronebays and bonuses to drone hitpoints and damage, like the [http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] and [http://wiki.eveonline.com/en/wiki/Vexor Vexor] have much more problematic drones (and if you do manage to kill them, they probably have more).<br />
<br />
===Counter-Tackle===<br />
Webs (especially two at once) to directly cut an inty's speed or a warp scrambler to shut down its MWD are both excellent ways to slow down an inty and make it vulnerable. The problem is of course that webs and scrams have short ranges, and good inty pilots stay beyond web/scram range at all times.<br />
<br />
Apart from other inties, there are a few ships that are particularly effective at webbing. The Minmatar [http://wiki.eveonline.com/en/wiki/Huginn Huginn] and [http://wiki.eveonline.com/en/wiki/Rapier Rapier] recon ships both have bonuses to web range. They can push a normal T2 web out to 40km range before heat (overheating the web and/or fitting a faction web can produce considerably longer ranges). Both ships are consequently very dangerous to interceptors, and a good countermeasure.<br />
<br />
A few other, rarer ships also have web bonuses but these are mostly to strength rather than range, so an inty that stays away from the range of normal webs shouldn't be troubled by them. Note, however, that the Blood Raider [http://wiki.eveonline.com/en/wiki/Bhaalgorn Bhaalgorn] battleship has a web range bonus which can push the optimal of a T2 web out to 20km before heat.<br />
<br />
The Gallente recons, the [http://wiki.eveonline.com/en/wiki/Lachesis Lachesis] and [http://wiki.eveonline.com/en/wiki/Arazu Arazu] have bonuses to warp scrambler and warp disruptor range. They are most commonly fitted with disruptors, to point the enemy from a long way away, but they can be fitted with warp scramblers. This is less of a threat than the Minmatar recons' webs, but their bonuses can still put a T2 scram's range out to 18km before heat, so they should be treated with a bit of care.<br />
<br />
The Caldari and Amarr recon also have range bonuses to ECM and neuts respectively, both of which can also heavily counter an interceptor, and should be avoided. Range damping a fleet inty can be an efficient use of a sensor damp; it will essentially nullify the fleet inty's bonus point range, forcing it to orbit much closer to hold tackle, making its job considerably more difficult and dangerous.<br />
<br />
===Energy Neutralizers===<br />
A few cycles from a medium energy neutralizer or just one cycle from a large neut can remove all of an interceptor's capacitor, shutting down its MWD and point and leaving it dead in the water. <br />
<br />
Medium neuts have similar ranges to scrams and webs, and so are not dangerous to a competent inty pilot unless they're mounted on a ship which has range bonuses for them. The Amarr combat recon, the [[Curse]], does have such a range bonus, and it can neut at nearly 40km if the pilot has good skills. (Being based on the Arbitrator hull, it also has drone bonuses, making it a nightmare target for an interceptor to tackle!)<br />
<br />
T2 large neuts have 25km range. Fleet inties must therefore maintain a very careful orbit, further than 25km but near enough to be within warp disruptor range, when pointing a battleship which they know or suspect has one or more energy neutralisers fitted. Neuts are particularly common on the [[Dominix]], the [[Scorpion]], in solo/small gang fits for the [[Typhoon]] and [[Tempest]], and on the previously mentioned Bhaalgorn (which has bonuses to neut strength, though not to their range). The [[Armageddon]] was changed to a drone/neut boat as well and now can reach out to >37km when mounting heavy neuts.</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Interceptors&diff=68114Interceptors2014-04-17T10:59:22Z<p>Thabink: /* Priority considerations */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:PvP]]<br />
{{uwc}}<br />
<br />
Interceptors (often called "inties" or "'ceptors") are a class of Tech 2 frigate. They are Eve's fastest ships, and they have attributes and bonuses which make them supremely effective tacklers, or dangerous high-speed damage-dealers. Inties are often one of the first classes of T2 ships that pilots train, and they're often helpful in Eve University's fleets where they are normally used to do basic tackle well.<br />
<br />
This page won't make you a good interceptor pilot -- only practice can do that -- but it does cover a lot of information that's useful for new interceptor pilots.<br />
<br />
Terminology note: "Point" and "Long Point" usually mean a Warp Disruptor, while "Scram" (and sometimes "Short Point") refers to a Warp Scrambler.<br />
<br />
==Overview==<br />
<br />
There are two types of interceptor: interceptors designed purely for tackling ("tackle" or "fleet" inties), and interceptors designed for combat ("gank", "damage", "damage-dealing" or "combat" inties). Each of the four races has one interceptor of each type. For simplicity's sake this guide will refer to the two types as '''fleet''' and '''combat''' interceptors, but different players will use different terminology. Due to Eve University's general "Combined Arms" large fleet style, fleet inties are more useful in a normal E-Uni fleet.<br />
<br />
All interceptors, of both kinds, share certain characteristics:<br />
<br />
* They all have an "''80% reduction in Propulsion Jamming systems activation cost''" role bonus, letting inty pilots permanently run warp disruptors/scramblers and webifires much more easily.<br />
* They all have a "''15% reduction in MicroWarpdrive [[signature|signature radius]] penalty''" for each level their pilot has in the {{sk|Interceptors}} skill, dramatically reducing the signature bloom effect caused by having a MWD on.<br />
** Most ships have to use MWDs in short bursts only, because the bloom makes them much more vulnerable to large guns and missiles. This crucial bonus lets interceptors run their MWDs permanently but still keep (relatively) small sig radii. <br />
* They all have very high base velocities.<br />
* They all have very high base scan resolution, letting them lock on to targets rapidly.<br />
* They all have immunity to non-targeted interdiction, wich means they can warp while inside a warp disruption bubble, but can't warp while being tackled by a warp disruptor or scrambler like other ships. <br />
* Inties are tied with the [[Frigate#Covert_Ops_Frigate|covops frigates]] for '''fastest base warp speed''' in Eve, 8.0 AU/s<br />
<br />
===Fleet Inties===<br />
Fleet inties are so called because they are a great help to a fleet (especially in high- and lowsec where bubbles can't be used to pin the enemy down) but, being more or less pure tacklers, they aren't so good solo.<br />
<br />
* Their defining feature is a 5% '''bonus to warp scrambler and warp disruptor range''' per level in the Interceptor skill<br />
<br />
Fleet inties move fast, catch people quickly and can hold a point on someone while orbiting them at high speed and beyond 20km range -- for example, with Interceptor trained to level IV the range of a T2 disruptor on a fleet inty will be over 28km (and over 34km if you overheat). The rest of the fleet inty's bonuses, tied to the racial frigate skill (which will have been trained to 5), are weapon- or tank-related.<br />
<br />
The four races' fleet inties, together with their racial frigate skill bonuses, are:<br />
<br />
* The Amarr [[Malediction]]: 5% bonuses to rocket damage and armor resistances per level<br />
* The Caldari [[Crow]]: 10% bonus to Kinetic Missile damage and 10% bonus to Missile Velocity<br />
* The Gallente [[Ares]]: 5% bonus to hybrid damage and 7.5% bonus to hybrid tracking per level<br />
* The Minmatar [[Stiletto]]: 5% bonus to projectile damage and 7.5% bonus to projectile tracking per level; notable for being the only inty with 4 midslots<br />
<br />
All four of these are useful. The Stiletto and Crow's fourth midslot gives them more utility, while the Malediction and Ares' extra low allows them more speed.<br />
<br />
===Combat Inties===<br />
Although the name implies so, combat interceptors are not that well suited to ''actual fighting'' as in being ''general damage dealers''. While they can be popular solo ships, usually going toe-to-toe with other frigates, or can actually contribute some DPS in/to ''frigate-only'' fleets, their overall damage output is not comparable to anything beyond the frigate size class, nor do they tank much better than the default T1 frigates. <br />
In fleet environments, they are more useful to land fast scrams on target or take on single other frigates, although dedicated anti-frig cruisers can often be better suited for that role. For applying tackle via Warp Disruptors, Fleet Interceptors are usually better suited.<br />
<br />
* Combat inties have '''more combat-orientated slot layouts''', usually more lowslots at the expense of midslots<br />
* Combat inties have '''more powergrid''' than the fleet inties, making it easier to fit weapons<br />
* Combat inties have '''an extra combat-related bonus''' tied to the Interceptors skill, instead of the fleet inties' tackling range bonus<br />
<br />
The four combat inties, together with their racial frigate skill bonuses, are:<br />
<br />
* The Amarr [[Crusader]]: 10% less laser cap use, 5% bonus to laser damage, 7.5% bonus to laser tracking per level<br />
* The Caldari [[Raptor]]: 5% bonus to Small Hybrid Turret Damage, 10% bonus to Small Hybrid Turret optimal range<br />
* The Gallente [[Taranis]]: 10% bonus to hybrid damage, 7.5% bonus to hybrid tracking per level<br />
* The Minmatar [[Claw]]: 10% bonus to projectile damage, 7.5% bonus to projectile tracking per level<br />
<br />
The Taranis's hefty damage bonus -- applied to the already face-meltingly high DPS potential of blasters -- has made it a very popular dogfighter. The other three all have their proponents, however, and they're all deadly in the right hands.<br />
<br />
==Skills==<br />
===Necessary Skills===<br />
Training to fly the Interceptor hull will probably take the most amount of time, particularly Evasive Maneuvering 5 and Racial Frigate 5.<br />
*{{sk|Interceptors|I}} is required to fly interceptors, although having at least level 4 is strongly recommended for the interceptor skill bonuses.<br />
Most of these modules are relatively quick to train for. T2 modules ''often'' (not always) give a significant advantage over T1 and so are recommended in most cases.<br />
*{{sk|Propulsion Jamming|II}} is necessary for Tech 2 points, and level 4 allows T2 webs.<br />
*{{sk|High Speed Maneuvering}} Helps your cap life tremendously. Level 4 is recommended, a T2 MWD is usually not a good idea on an interceptor.<br />
*{{sk|Hull Upgrades|II}} is required for T2 Nanofibre Internal Structures and Overdrive Injectors.<br />
*{{sk|Thermodynamics}} Allows overheating of modules: vital in tight situations to give an extra boost of speed or point range. {{sk|Nanite Operation}} is required for Nanite Paste, used to repair heat damage.<br />
<br />
===Support Skills===<br />
*Basic fitting skills like {{sk|Hull Upgrades}}, {{sk|Electronics Upgrades}}, {{sk|Energy Grid Upgrades}}, and {{sk|Power Grid Management}} should be at level 5.<br />
<br />
*{{sk|Navigation}} 5% bonus to sub-warp speed per level. Level 5 is recommended.<br />
*{{sk|Acceleration Control}} 5% bonus to afterburner and MWD speed per level. Level 4 is recommended.<br />
*{{sk|Spaceship Command}} 2% to ship agility per level. Level 5 is recommended.<br />
<br />
*{{sk|Signature Analysis}} 5% scan resolution per level; getting this to level 5 will greatly boost your target locking speed.<br />
*{{sk|Long Range Targeting|V}} will help make sure you can actually target out to the same range that you can point. A signal amplifier module or ionic field projector rig is still often required to match overheated point range.<br />
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*{{sk|Capacitor Management|IV}} and {{sk|Capacitor Systems Operation|IV}} in these skills will help cap stability greatly, although you can fit a capacitor power relay module or capacitor control rig to cope with low cap skills.<br />
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*{{sk|Astronautics Rigging}} for navigation rigs.<br />
*{{sk|Electronic Superiority Rigging}} for rigs that improve targeting speed and range.<br />
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*{{sk|Shield Upgrades|IV}} will allow Medium Shield Extender IIs to be fitted, a common midslot module.<br />
<br />
T2 small weapon skills will be useful for combat inties, as Tech 2 ammo generally allows much more range control and damage.<br />
<br />
==Fitting==<br />
===Fitting Fleet Interceptors===<br />
As for most support ships, the basic rule for fitting interceptors is: Fit for your role. Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used.<br />
<br />
While one could also use fleet inties for close range scram role, often there would be better ships for that role, and you better know what you're doing. This part of the guide focuses on long range point inties.<br />
<br />
====Priority considerations====<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram instead; if you have four mid slots you can add a scram as extra.<br />
* MWD<br />
*: For combat interceptors, the Afterburner could be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your incoming damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
====Mid slots====<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all. Especially against staggered neuts, you will often get only limited value from a cap booster.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
====Low slots====<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
====Rig slots====<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
====High slots====<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
===Fitting Combat Interceptors===<br />
Update pending<br />
<br />
==Flying Interceptors==<br />
Generally, inty pilots want to keep speed and angular velocity high as these are the main form of tank. <br />
===Fleet Interceptors===<br />
Fleet interceptors are generally flown as a special tackler, often staying a couple of jumps ahead or behind the main fleet to hold enemies in place until the fleet arrives, or providing mini-warpin* points and mobile safespots during a battle. Depending on the fleet style, they can 'scout and skirmish', roaming around to find targets, often holding them in place for 10 or 15 minutes while the rest of the fleet arrives; sit at gatecamps and a put a fast point on anything flashy coming through; or get initial tackle and then hold valuable non-primary targets during a longer engagement until the fleet is ready to DD them.<br />
<br />
Inties should approach targets at an angle to maximize traversal while spiraling in. Once in place, the inty should orbit at around 15-25km in order to stay out of web/scram/neut range while keeping angular velocity up. Battleships can fit large neuts that can reach out to 25.2km, so these should be kept at a distance, while faster cruisers should be orbited at a smaller range so they don't escape. Orbit speed should be around 4-5km/s, so if the target launches drones, they will generally end up getting kited by the inty and be fairly easy to track and pick off. Note that, depending on skills and ships, the range at which the inty orbits will not necessarily be what the pilot has set in the UI. Pilots should check their actual orbit distances so they know what to choose in order to orbit at the correct range. <br />
<br />
Fleet interceptors should generally avoid faster targets like frigates and speedfit cruisers: these have a good chance of breaking the inty's orbit and applying a scram or web. Some enemies, like the Privateers, specialize in kiting and picking off smaller tacklers and running before the fleet arrives: these should just be avoided unless a warpin for the whole fleet can be generated.<br />
<br />
In some circumstances, such as a planned long gatecamp, ships will be asked to fit remote sensor boosters to assist inties in grabbing targets quickly. This will generally be up to the fleet commander to organize, although you should know how many boosters can be assigned to you and still be useful (ie, before lag and reaction time become the dominant factor in how fast you can lock a target). An interceptor should also be the first to de-agress and jump back through a gate if the targets seem to be trying to jump back, chase after targets that break through the camp, or picket the other side of a gate during a fight- giving intel on what is coming through.<br />
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<nowiki>*</nowiki> Providing mini-warp points ("tactical miniwarps"): An inty may be sent 150km+ from the rest of the fleet so that other ships can warp out to it if necessary -- to reduce incoming damage or break target locks without having to bounce all the way to a planet or station.<br />
===Combat Interceptors===<br />
A combat interceptor's job is to establish dominance of the frigates on the battlefield, including the enemy's tackle/interceptors, by counter-tackling and killing them. Combat interceptors are also better at tackling MWD-fit cruisers and battlecruisers than fleet interceptors - they have a scram to shut off the MWD so the fleet can catch up; and a bit more tank so that they can survive while the fleet finishes it off. Combat interceptors fly like assault frigates in many ways. They will often have their own important targets independent of the fleet's primary.<br />
<br />
== Ships and Fitting ==<br />
<br />
This section will list some standard fits for different interceptors. As mentioned above, these can be modified depending on personal preference. <br />
<br />
<br />
===Standard Fleet Interceptor Fittings===<br />
<br />
<br />
====Ares====<br />
<br />
<br />
{{ShipFitting|<br />
ship=Ares|<br />
shipTypeID=11202|<br />
fitName=Fast and Agile|<br />
fitID=fast-tackle-import-1|<br />
high1name=125mm Gatling AutoCannon II|<br />
high1typeID=2873|<br />
high2name=125mm Gatling AutoCannon II|<br />
high2typeID=2873|<br />
high3name=125mm Gatling AutoCannon II|<br />
high3typeID=2873|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=Medium F-S9 Regolith Shield Induction|<br />
mid2typeID=8517|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Overdrive Injector System II|<br />
low2typeID=1236|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
low4name=Overdrive Injector System II|<br />
low4typeID=1236|<br />
charge1name=EMP S x1|<br />
charge1typeID=185|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Polycarbon Engine Housing I|<br />
rig1typeID=31177|<br />
rig2name=Small Core Defense Field Extender I|<br />
rig2typeID=31788|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11202:2873;3:3244;1:5973;1:8517;1:1236;3:2048;1:31177;1:31788;1:185;1::|<br />
skills=|<br />
notes=5257 m/s</li><li>5629 EHP</li><li>3.5 sec aligne time</li><li>Guns for Drone Defense/Killmail whoring hit to 8.7 km within falloff for a maximum dps of 60.}}<br />
<br />
==== Crow ====<br />
<br />
<br />
{{ShipFitting|<br />
ship=Crow|<br />
shipTypeID=11176|<br />
fitName=Dual Tackle|<br />
fitID=Dual-Tackle|<br />
high1name=Rocket Launcher II|<br />
high1typeID=10631|<br />
high2name=Rocket Launcher II|<br />
high2typeID=10631|<br />
high3name=Rocket Launcher II|<br />
high3typeID=10631|<br />
mid1name=Faint Epsilon Warp Scrambler I|<br />
mid1typeID=5443|<br />
mid2name=Medium F-S9 Regolith Shield Induction|<br />
mid2typeID=8517|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
mid4name=Limited 1MN Microwarpdrive I|<br />
mid4typeID=5973|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Overdrive Injector System II|<br />
low2typeID=1236|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
charge1name=Mjolnir Rocket x1|<br />
charge1typeID=2512|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Ancillary Current Router II|<br />
rig1typeID=31364|<br />
rig2name=Small Polycarbon Engine Housing I|<br />
rig2typeID=31177|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11176:10631;3:3244;1:5443;1:5973;1:8517;1:1236;2:2048;1:31177;1:31364;1:2512;1::|<br />
skills=|<br />
notes=4833 m/s</li><li>4.1 sec align time</li><li>4830 EHP</li><li>}}<br />
<br />
<br />
{{ShipFitting|<br />
ship=Crow|<br />
shipTypeID=11176|<br />
fitName=Crow Tracking Disruptor|<br />
fitID=Crow-anti-missiles|<br />
high1name=Light Missile Launcher II|<br />
high1typeID=2404|<br />
high2name=Light Missile Launcher II|<br />
high2typeID=2404|<br />
high3name=Light Missile Launcher II|<br />
high3typeID=2404|<br />
mid1name=Medium F-S9 Regolith Shield Induction|<br />
mid1typeID=8517|<br />
mid2name=Balmer Series Tracking Disruptor I|<br />
mid2typeID=5320|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
mid4name=Limited 1MN Microwarpdrive I|<br />
mid4typeID=5973|<br />
low1name=Nanofiber Internal Structure II|<br />
low1typeID=2605|<br />
low2name=Overdrive Injector System II|<br />
low2typeID=1236|<br />
low3name=Micro Auxiliary Power Core II|<br />
low3typeID=4254|<br />
charge1name=Optimal Range Disruption Script x1|<br />
charge1typeID=29005|<br />
charge2name=Mjolnir Light Missile x1|<br />
charge2typeID=212|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Auxiliary Thrusters II|<br />
rig1typeID=31111|<br />
rig2name=Small Polycarbon Engine Housing II|<br />
rig2typeID=31183|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11176:2404;3:3244;1:5320;1:5973;1:8517;1:1236;1:2605;1:4254;1:31111;1:31183;1:212;1:29005;1::|<br />
skills=|<br />
notes=4890 m/s</li><li>3.5 sec align time</li><li>3528 EHP</li><li>}}<br />
<br />
<br />
<br />
==== Malediction ====<br />
<br />
{{ShipFitting|<br />
ship=Malediction|<br />
shipTypeID=11186|<br />
fitName=Malediction|<br />
fitID=Malediction with Missiles|<br />
high1name=Light Missile Launcher II|<br />
high1typeID=2404|<br />
high2name=Light Missile Launcher II|<br />
high2typeID=2404|<br />
high3name=Light Missile Launcher II|<br />
high3typeID=2404|<br />
mid1name=Medium F-S9 Regolith Shield Induction|<br />
mid1typeID=8517|<br />
mid2name=Warp Disruptor II|<br />
mid2typeID=3244|<br />
mid3name=Limited 1MN Microwarpdrive I|<br />
mid3typeID=5973|<br />
low1name=Internal Force Field Array I|<br />
low1typeID=5839|<br />
low2name=Overdrive Injector System II|<br />
low2typeID=1236|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
low4name=Micro Auxiliary Power Core II|<br />
low4typeID=4254|<br />
charge1name=Mjolnir Light Missile x1|<br />
charge1typeID=212|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Auxiliary Thrusters I|<br />
rig1typeID=31105|<br />
rig2name=Small Polycarbon Engine Housing I|<br />
rig2typeID=31177|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11186:2404;3:3244;1:5973;1:8517;1:1236;2:4254;1:5839;1:31105;1:31177;1:212;1::|<br />
skills=|<br />
notes=5203 m/s</li><li>4 sec align time</li><li>5124 EHP</li><li>Light Missiles project 63 dps up to 42 km</li><li>}}<br />
<br />
==== Stiletto ====<br />
<br />
<br />
{{ShipFitting|<br />
ship=Stiletto|<br />
shipTypeID=11198|<br />
fitName=active|<br />
fitID=active|<br />
high1name=125mm Gatling AutoCannon II|<br />
high1typeID=2873|<br />
high2name=125mm Gatling AutoCannon II|<br />
high2typeID=2873|<br />
high3name=open|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=Warp Disruptor II|<br />
mid2typeID=3244|<br />
mid3name=Medium Ancillary Shield Booster|<br />
mid3typeID=32772|<br />
mid4name=Medium F-S9 Regolith Shield Induction|<br />
mid4typeID=8517|<br />
low1name=Internal Force Field Array I|<br />
low1typeID=5839|<br />
low2name=Micro Auxiliary Power Core II|<br />
low2typeID=4254|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
charge1name=Cap Booster 50 x1|<br />
charge1typeID=264|<br />
charge2name=EMP S x1|<br />
charge2typeID=185|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Polycarbon Engine Housing I|<br />
rig1typeID=31177|<br />
rig2name=Small Auxiliary Thrusters I|<br />
rig2typeID=31105|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11198:2873;2:3244;1:5973;1:8517;1:32772;1:1236;1:4254;1:5839;1:31105;1:31177;1:185;1:264;1::|<br />
skills=|<br />
notes=4807 m/s</li><li>4s align time</li><li>4918 raw EHP (and some active repping)</li><li>50 dps for anit-drone defense}}<br />
<br />
===Standard Combat Interceptor Fittings===<br />
<br />
Update Pending<br />
<br />
<br />
Some discussion of these above fits, and variations, is available at [http://forum.eveuniversity.org//viewtopic.php?f=129&t=27229 glepp's class thread].<br />
<br />
Audio recording of glepp's practical class is available at [http://eve-files.com/dl/226655 Tackling 201: Fleet Interceptors].<br />
<br />
==Countering Interceptors==<br />
Various modules and tactics can be used to kill interceptors or drive them away. When in a ship with speeds similar to the inty then some [[Advanced Piloting Techniques|piloting techniques]] or [http://www.eve-tribune.com/index.php?no=2_40&page=6 maneuvers] can be used to break the inty's orbit and bring them into web or scram range. Cruisers and destroyers fit for tracking and killing frigates can also be effective. While most guns will have tracking problems against inties, missile systems can still be effective even though the inty's speed and small sig radius will mitigate much of the damage. Missiles can slowly eat through an inty's buffer if they don't have any repair or recharge ability on their armor or shields.<br />
<br />
Some ships, like combat interceptors and Dramiels have the speed and tracking to keep up with an interceptor, and should be avoided. Other frigate hulls and destroyers should be avoided by fleet interceptors as they are generally cheap, so not worthwhile to tackle, and have a decent chance of killing the interceptor. Afterburner-fit assault frigates may be worth chasing. Vagabonds and Cynabals are very dangerous to interceptors since they have heavy weaponry with good tracking but can move at around 4km/s, which severly cuts down on the amount of transversal that an interceptor can create.<br />
<br />
===Drones===<br />
Drones are a common defence against all small ships, interceptors included. The Minmatar [http://wiki.eveonline.com/en/wiki/Warrior_II Warrior II] light drones are the nimblest and fastest drones, often matching interceptor speeds, and so are the most common choice.<br />
<br />
However, interceptors go so very fast that even Warriors are likely to still spend time fruitlessly chasing them around. Furthermore, it is possible to tank an interceptor against drones so that it can soak up a lot of fire from Warriors.<br />
<br />
Inty pilots can also fit weapons specifically to shoot drones. The smallest, fastest-tracking turrets, combined with the tracking bonuses that several fleet inties get, perform quite well against drones.<br />
<br />
Ships with large dronebays and bonuses to drone hitpoints and damage, like the [http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] and [http://wiki.eveonline.com/en/wiki/Vexor Vexor] have much more problematic drones (and if you do manage to kill them, they probably have more).<br />
<br />
===Counter-Tackle===<br />
Webs (especially two at once) to directly cut an inty's speed or a warp scrambler to shut down its MWD are both excellent ways to slow down an inty and make it vulnerable. The problem is of course that webs and scrams have short ranges, and good inty pilots stay beyond web/scram range at all times.<br />
<br />
Apart from other inties, there are a few ships that are particularly effective at webbing. The Minmatar [http://wiki.eveonline.com/en/wiki/Huginn Huginn] and [http://wiki.eveonline.com/en/wiki/Rapier Rapier] recon ships both have bonuses to web range. They can push a normal T2 web out to 40km range before heat (overheating the web and/or fitting a faction web can produce considerably longer ranges). Both ships are consequently very dangerous to interceptors, and a good countermeasure.<br />
<br />
A few other, rarer ships also have web bonuses but these are mostly to strength rather than range, so an inty that stays away from the range of normal webs shouldn't be troubled by them. Note, however, that the Blood Raider [http://wiki.eveonline.com/en/wiki/Bhaalgorn Bhaalgorn] battleship has a web range bonus which can push the optimal of a T2 web out to 20km before heat.<br />
<br />
The Gallente recons, the [http://wiki.eveonline.com/en/wiki/Lachesis Lachesis] and [http://wiki.eveonline.com/en/wiki/Arazu Arazu] have bonuses to warp scrambler and warp disruptor range. They are most commonly fitted with disruptors, to point the enemy from a long way away, but they can be fitted with warp scramblers. This is less of a threat than the Minmatar recons' webs, but their bonuses can still put a T2 scram's range out to 18km before heat, so they should be treated with a bit of care.<br />
<br />
The Caldari and Amarr recon also have range bonuses to ECM and neuts respectively, both of which can also heavily counter an interceptor, and should be avoided. Range damping a fleet inty can be an efficient use of a sensor damp; it will essentially nullify the fleet inty's bonus point range, forcing it to orbit much closer to hold tackle, making its job considerably more difficult and dangerous.<br />
<br />
===Energy Neutralizers===<br />
A few cycles from a medium energy neutralizer or just one cycle from a large neut can remove all of an interceptor's capacitor, shutting down its MWD and point and leaving it dead in the water. <br />
<br />
Medium neuts have similar ranges to scrams and webs, and so are not dangerous to a competent inty pilot unless they're mounted on a ship which has range bonuses for them. The Amarr combat recon, the [[Curse]], does have such a range bonus, and it can neut at nearly 40km if the pilot has good skills. (Being based on the Arbitrator hull, it also has drone bonuses, making it a nightmare target for an interceptor to tackle!)<br />
<br />
T2 large neuts have 25km range. Fleet inties must therefore maintain a very careful orbit, further than 25km but near enough to be within warp disruptor range, when pointing a battleship which they know or suspect has one or more energy neutralisers fitted. Neuts are particularly common on the [[Dominix]], the [[Scorpion]], in solo/small gang fits for the [[Typhoon]] and [[Tempest]], and on the previously mentioned Bhaalgorn (which has bonuses to neut strength, though not to their range). The [[Armageddon]] was changed to a drone/neut boat as well and now can reach out to >37km when mounting heavy neuts.</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Interceptors&diff=68113Interceptors2014-04-17T10:54:51Z<p>Thabink: /* Overview */ warp speed of fleet and combat are now the same.</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:PvP]]<br />
{{uwc}}<br />
<br />
Interceptors (often called "inties" or "'ceptors") are a class of Tech 2 frigate. They are Eve's fastest ships, and they have attributes and bonuses which make them supremely effective tacklers, or dangerous high-speed damage-dealers. Inties are often one of the first classes of T2 ships that pilots train, and they're often helpful in Eve University's fleets where they are normally used to do basic tackle well.<br />
<br />
This page won't make you a good interceptor pilot -- only practice can do that -- but it does cover a lot of information that's useful for new interceptor pilots.<br />
<br />
Terminology note: "Point" and "Long Point" usually mean a Warp Disruptor, while "Scram" (and sometimes "Short Point") refers to a Warp Scrambler.<br />
<br />
==Overview==<br />
<br />
There are two types of interceptor: interceptors designed purely for tackling ("tackle" or "fleet" inties), and interceptors designed for combat ("gank", "damage", "damage-dealing" or "combat" inties). Each of the four races has one interceptor of each type. For simplicity's sake this guide will refer to the two types as '''fleet''' and '''combat''' interceptors, but different players will use different terminology. Due to Eve University's general "Combined Arms" large fleet style, fleet inties are more useful in a normal E-Uni fleet.<br />
<br />
All interceptors, of both kinds, share certain characteristics:<br />
<br />
* They all have an "''80% reduction in Propulsion Jamming systems activation cost''" role bonus, letting inty pilots permanently run warp disruptors/scramblers and webifires much more easily.<br />
* They all have a "''15% reduction in MicroWarpdrive [[signature|signature radius]] penalty''" for each level their pilot has in the {{sk|Interceptors}} skill, dramatically reducing the signature bloom effect caused by having a MWD on.<br />
** Most ships have to use MWDs in short bursts only, because the bloom makes them much more vulnerable to large guns and missiles. This crucial bonus lets interceptors run their MWDs permanently but still keep (relatively) small sig radii. <br />
* They all have very high base velocities.<br />
* They all have very high base scan resolution, letting them lock on to targets rapidly.<br />
* They all have immunity to non-targeted interdiction, wich means they can warp while inside a warp disruption bubble, but can't warp while being tackled by a warp disruptor or scrambler like other ships. <br />
* Inties are tied with the [[Frigate#Covert_Ops_Frigate|covops frigates]] for '''fastest base warp speed''' in Eve, 8.0 AU/s<br />
<br />
===Fleet Inties===<br />
Fleet inties are so called because they are a great help to a fleet (especially in high- and lowsec where bubbles can't be used to pin the enemy down) but, being more or less pure tacklers, they aren't so good solo.<br />
<br />
* Their defining feature is a 5% '''bonus to warp scrambler and warp disruptor range''' per level in the Interceptor skill<br />
<br />
Fleet inties move fast, catch people quickly and can hold a point on someone while orbiting them at high speed and beyond 20km range -- for example, with Interceptor trained to level IV the range of a T2 disruptor on a fleet inty will be over 28km (and over 34km if you overheat). The rest of the fleet inty's bonuses, tied to the racial frigate skill (which will have been trained to 5), are weapon- or tank-related.<br />
<br />
The four races' fleet inties, together with their racial frigate skill bonuses, are:<br />
<br />
* The Amarr [[Malediction]]: 5% bonuses to rocket damage and armor resistances per level<br />
* The Caldari [[Crow]]: 10% bonus to Kinetic Missile damage and 10% bonus to Missile Velocity<br />
* The Gallente [[Ares]]: 5% bonus to hybrid damage and 7.5% bonus to hybrid tracking per level<br />
* The Minmatar [[Stiletto]]: 5% bonus to projectile damage and 7.5% bonus to projectile tracking per level; notable for being the only inty with 4 midslots<br />
<br />
All four of these are useful. The Stiletto and Crow's fourth midslot gives them more utility, while the Malediction and Ares' extra low allows them more speed.<br />
<br />
===Combat Inties===<br />
Although the name implies so, combat interceptors are not that well suited to ''actual fighting'' as in being ''general damage dealers''. While they can be popular solo ships, usually going toe-to-toe with other frigates, or can actually contribute some DPS in/to ''frigate-only'' fleets, their overall damage output is not comparable to anything beyond the frigate size class, nor do they tank much better than the default T1 frigates. <br />
In fleet environments, they are more useful to land fast scrams on target or take on single other frigates, although dedicated anti-frig cruisers can often be better suited for that role. For applying tackle via Warp Disruptors, Fleet Interceptors are usually better suited.<br />
<br />
* Combat inties have '''more combat-orientated slot layouts''', usually more lowslots at the expense of midslots<br />
* Combat inties have '''more powergrid''' than the fleet inties, making it easier to fit weapons<br />
* Combat inties have '''an extra combat-related bonus''' tied to the Interceptors skill, instead of the fleet inties' tackling range bonus<br />
<br />
The four combat inties, together with their racial frigate skill bonuses, are:<br />
<br />
* The Amarr [[Crusader]]: 10% less laser cap use, 5% bonus to laser damage, 7.5% bonus to laser tracking per level<br />
* The Caldari [[Raptor]]: 5% bonus to Small Hybrid Turret Damage, 10% bonus to Small Hybrid Turret optimal range<br />
* The Gallente [[Taranis]]: 10% bonus to hybrid damage, 7.5% bonus to hybrid tracking per level<br />
* The Minmatar [[Claw]]: 10% bonus to projectile damage, 7.5% bonus to projectile tracking per level<br />
<br />
The Taranis's hefty damage bonus -- applied to the already face-meltingly high DPS potential of blasters -- has made it a very popular dogfighter. The other three all have their proponents, however, and they're all deadly in the right hands.<br />
<br />
==Skills==<br />
===Necessary Skills===<br />
Training to fly the Interceptor hull will probably take the most amount of time, particularly Evasive Maneuvering 5 and Racial Frigate 5.<br />
*{{sk|Interceptors|I}} is required to fly interceptors, although having at least level 4 is strongly recommended for the interceptor skill bonuses.<br />
Most of these modules are relatively quick to train for. T2 modules ''often'' (not always) give a significant advantage over T1 and so are recommended in most cases.<br />
*{{sk|Propulsion Jamming|II}} is necessary for Tech 2 points, and level 4 allows T2 webs.<br />
*{{sk|High Speed Maneuvering}} Helps your cap life tremendously. Level 4 is recommended, a T2 MWD is usually not a good idea on an interceptor.<br />
*{{sk|Hull Upgrades|II}} is required for T2 Nanofibre Internal Structures and Overdrive Injectors.<br />
*{{sk|Thermodynamics}} Allows overheating of modules: vital in tight situations to give an extra boost of speed or point range. {{sk|Nanite Operation}} is required for Nanite Paste, used to repair heat damage.<br />
<br />
===Support Skills===<br />
*Basic fitting skills like {{sk|Hull Upgrades}}, {{sk|Electronics Upgrades}}, {{sk|Energy Grid Upgrades}}, and {{sk|Power Grid Management}} should be at level 5.<br />
<br />
*{{sk|Navigation}} 5% bonus to sub-warp speed per level. Level 5 is recommended.<br />
*{{sk|Acceleration Control}} 5% bonus to afterburner and MWD speed per level. Level 4 is recommended.<br />
*{{sk|Spaceship Command}} 2% to ship agility per level. Level 5 is recommended.<br />
<br />
*{{sk|Signature Analysis}} 5% scan resolution per level; getting this to level 5 will greatly boost your target locking speed.<br />
*{{sk|Long Range Targeting|V}} will help make sure you can actually target out to the same range that you can point. A signal amplifier module or ionic field projector rig is still often required to match overheated point range.<br />
<br />
*{{sk|Capacitor Management|IV}} and {{sk|Capacitor Systems Operation|IV}} in these skills will help cap stability greatly, although you can fit a capacitor power relay module or capacitor control rig to cope with low cap skills.<br />
<br />
*{{sk|Astronautics Rigging}} for navigation rigs.<br />
*{{sk|Electronic Superiority Rigging}} for rigs that improve targeting speed and range.<br />
<br />
*{{sk|Shield Upgrades|IV}} will allow Medium Shield Extender IIs to be fitted, a common midslot module.<br />
<br />
T2 small weapon skills will be useful for combat inties, as Tech 2 ammo generally allows much more range control and damage.<br />
<br />
==Fitting==<br />
===Fitting Fleet Interceptors===<br />
As for most support ships, the basic rule for fitting interceptors is: Fit for your role. Basically you want to have a fast (MWD+speed/agility), yet resilient (tank) platform for your long range point. Mods/rigs to adapt your locking range to overheated point range will also be used.<br />
<br />
While one could also use fleet inties for close range scram role, often there would be better ships for that role, and you better know what you're doing. This part of the guide focuses on long range point inties.<br />
<br />
====Priority considerations====<br />
* Long range point (T2)<br />
*: The meta 4 points still only have a 20km range, so we ''need'' T2 (which gives 24km pointing range). Don't fit a scram unless you have a slot to spare on your Stiletto.<br />
* MWD<br />
*: For combat interceptors, the Afterburner could be an option, but not so for the fleet inty. We want to orbit at range and keep a point. AB is just too slow for that job. Go for the best meta version of the 1MN MWD (currently the meta 2 "Limited 1MN Microwarpdrive I"), as you will keep it running most of the time and thus the higher cap usage of the T2 module would neutralize its lower overall cap penalty. Also, meta MWD will overheat slightly longer.<br />
* Targeting range of over 36km <br />
*: You must ensure that you can target beyond your overheated point range, or there is very little use for your tackle mod. Note that most interceptors have a native targeting range below 36km even with all skills at V.<br />
* Tank<br />
*: Yes, speed is not your only defense, rather a way to mitigate ''some'' of your incoming damage. Way too many interceptors die young to having no tank. Without a tank, all it takes is one volley from a hurricane and you're debris. With a DCII and a MSE, you can live (almost) forever, or at least have some time to GTFO. Highly recommended.<br />
* Cap stability<br />
*: You want to be cap stable. If you cap out, you lose point or your speed, meaning you lose your target or die. Either is bad. If your skills aren't up to it, fit a cap mod in the lows or mids. Stiletto is the hardest to get cap stable.<br />
* Speed<br />
*: Speed is life. You want to go fast, but remember the stacking penalty. Having more than three mods/rigs that affect your speed (overdrives, nanos, polycarbs and aux thrusters) gives very little benefit over having three.<br />
* Defense against incoming fire<br />
*: When you tackle something, chances are it will try to kill you. Some guns will be able to track you (especially when accompanied by Tracking Enhancers), although many fits won't, and missiles and drones can hurt. With the nerf to Defender missiles a while ago (they used to fit into Rocket Launchers before, and also were able to one-shot enemy missiles - not like that anymore) you can't shoot down missiles any longer, so the only incoming fire you can reduce actively is drones. Autocannons with Barrage ammo or rocket launchers will do that job effectively (albeit slowly - you have anemic DPS), and will not use up your valuable cap. Against the remaining DPS, you will have to rely on the agility and tank mentioned above - they will mitigate a good chunk of the damage.<br />
<br />
====Mid slots====<br />
When fitting a tackle ship, fit the midslots first, they are most important. <br />
* The first thing you fit is a T2 warp disruptor, no exceptions, no excuses. Read above.<br />
* Secondly, you chuck in an MWD. See above, again - currently the best meta MWD is called "Limited 1MN Microwarpdrive I".<br />
* Medium Shield Extender<br />
*: This buffer module gives you some leeway to screw up and a little time to kill drones/catch some fire. Having a shield extender will also let you hold targets in more dangerous situations and it allows you to regen your tank without docking for repairs. Does not slow you down like an armor buffer would (even an active armor tank would slow you down as you could dedicate fewer slots to speed/agility, plus you would lack buffer against alpha damage, obviously).<br />
<br />
* For the fourth midslot on the Stiletto, there's a few options, let's go over them here:<br />
** Sensor Booster<br />
**: Outside of catching frigates in empire, I recommend against fitting a Sensor Booster. It needs cap, and can often make you cap out, and there's many other options to pick from instead (yes, it has its occasional use, but as mentioned, there are modules you will profit from more often).<br />
** Cap booster/cap recharger<br />
**: If you find yourself getting into neut range of enemy BS often, you could fit a cap booster. If your skills aren’t sufficient to make you cap stable, consider a cap recharger. However, I would rather stay out of neut range and not use/need it at all. Especially against staggered neuts, you will often get only limited value from a cap booster.<br />
** Warp Scrambler/Stasis webifier (for the brave)<br />
**: Sometimes, you want to stop that hurricane or vaga from running, and the point just won't do it. Go for a scram (or a web if you want to catch 100MN AB beasts), but do it at your own peril. Remember that your primary job is to point the target, and the scram/web is completely optional, often best left to the fast assault frigates. If you fit a scram/web, really consider it an "emergency" measure and nothing you want to try using regularly.<br />
** Track/EWAR<br />
**: Some sort of ewar mod can help both you and your fleetmates survive longer against a dangerous opponent. Often a worthwhile consideration, but bear in mind that they need cap. They also often lose their value in "defense enhancement" when facing more than one opponent.<br />
** Medium Ancillary Shield Booster<br />
**: Even after the "nerf" that cut its effectiveness by 30%, the MASB can still be a valid choice for the 4th slot. It even offers more overall EHP than a Medium Shield Extender mod, but relying on a MASB without a MSE would give you no buffer against "that unlucky hit". It can still be a good tool to regenerate the EHP gained from your shield buffer module, thus adding some staying power on the field. ''Note:'' Always use Navy Cap Booster 50 charges!<br />
<br />
====Low slots====<br />
First of all, you must understand that speed is not everything. Far too many interceptors die young with nothing but nanofibers and overdrives in the lows. This is a common misunderstanding sadly carried over from before the nano-nerf. For your interceptor to do its job, it needs more than speed. <br />
* Fit a Damage Control<br />
*:A Damage Control II is the most effective tanking mod for a frigate in the game, and for the Gallente interceptors, with their added structural integrity, it's vital. On an Ares, a DCII will double your EHP and survivability.<br />
* Fitting mod<br />
*: If you're shield tanked, you'll often need a Micro Auxiliary Power Core (MAPC) to fit your shield mod. <br />
* Cap stability<br />
*:If your skills don't make you cap stable, fit a cap power relay, but that really should be something you need to work on skills wise.<br />
* Speed/agility mods<br />
*: Go for a balance between mods that enhance both agility/speed and pure speed bonus - that mainly means using Nanofiber Internal Structure/Overdrive Injectors in the low slots. Balance with Polycarbon Engine Housings/Auxiliary Thrusters in the rig slots.<br />
*: Beware of the stacking penalty of having more than three speed/agility mods and rigs.<br />
* Signal Amplifier<br />
*: You can fit one of those to increase your locking range up to the desired distance instead of the Ionic Field Projector rig - it is a matter of preference and priority if you satisfy that locking range requirement from your low slots or your rig slots.<br />
<br />
====Rig slots====<br />
* Locking range<br />
*:It's very common to fit a targeting range mod, namely the Ionic Field Projector I. This increases your targeting range, on most inties enough to ensure you can target beyond 36km.<br />
* Speed/agility<br />
*:Go for a balance between mods that enhance your agility and pure speed bonus - that mainly means using Polycarbon Engine Housings/Auxiliary Thrusters. Balance with Nanofiber Internal Structure/Overdrive Injectors in the low slots.<br />
* Tank<br />
*: Some people use shield resist rigs to enhance their tank. Kinetic and explosive damage would be two very common damage types against interceptors (Barrage, Warrior drones, Drake missiles).<br />
<br />
====High slots====<br />
Your job is not killing the enemy, but finding hostiles/keeping them in place. Thus, your guns do not need to be able to kill the enemy at the range you are keeping a point on him. So the only thing you would need guns for is for shooting down drones. Bear in mind that you don’t want your guns to cap you out. <br />
<br />
* Armament<br />
*:''Auto Cannons'' and ''Rockets'' work well, and don't use cap either. ACs also have the advantage of pretty low fitting requirements. Don't worry too much about "bonussed weapon systems", DPSing is not your job.<br />
*: As drones cycle their MWD and move in and out of range, you want an effective range of at least 5km. You'll need decent tracking to be able to hit them (T2 ACs with Barrage perform that job well).<br />
* Nosferatu<br />
*:A NOS is recommended against most of the time, as in order to use it you will have to move in very close, which often means death for an interceptor. If you go the "scram in the Stiletto's 4th slot" route, it might be a viable option, but operating in 5km range to an enemy is still pretty dangerous.<br />
*Core Probe Launcher<br />
*: This can be a good idea when hunting in sov space. A core probe lets you scan down those sites that the ship scanner can not 100% detect on its own. Works surprisingly well, but is far from being a priority module.<br />
<br />
===Fitting Combat Interceptors===<br />
Update pending<br />
<br />
==Flying Interceptors==<br />
Generally, inty pilots want to keep speed and angular velocity high as these are the main form of tank. <br />
===Fleet Interceptors===<br />
Fleet interceptors are generally flown as a special tackler, often staying a couple of jumps ahead or behind the main fleet to hold enemies in place until the fleet arrives, or providing mini-warpin* points and mobile safespots during a battle. Depending on the fleet style, they can 'scout and skirmish', roaming around to find targets, often holding them in place for 10 or 15 minutes while the rest of the fleet arrives; sit at gatecamps and a put a fast point on anything flashy coming through; or get initial tackle and then hold valuable non-primary targets during a longer engagement until the fleet is ready to DD them.<br />
<br />
Inties should approach targets at an angle to maximize traversal while spiraling in. Once in place, the inty should orbit at around 15-25km in order to stay out of web/scram/neut range while keeping angular velocity up. Battleships can fit large neuts that can reach out to 25.2km, so these should be kept at a distance, while faster cruisers should be orbited at a smaller range so they don't escape. Orbit speed should be around 4-5km/s, so if the target launches drones, they will generally end up getting kited by the inty and be fairly easy to track and pick off. Note that, depending on skills and ships, the range at which the inty orbits will not necessarily be what the pilot has set in the UI. Pilots should check their actual orbit distances so they know what to choose in order to orbit at the correct range. <br />
<br />
Fleet interceptors should generally avoid faster targets like frigates and speedfit cruisers: these have a good chance of breaking the inty's orbit and applying a scram or web. Some enemies, like the Privateers, specialize in kiting and picking off smaller tacklers and running before the fleet arrives: these should just be avoided unless a warpin for the whole fleet can be generated.<br />
<br />
In some circumstances, such as a planned long gatecamp, ships will be asked to fit remote sensor boosters to assist inties in grabbing targets quickly. This will generally be up to the fleet commander to organize, although you should know how many boosters can be assigned to you and still be useful (ie, before lag and reaction time become the dominant factor in how fast you can lock a target). An interceptor should also be the first to de-agress and jump back through a gate if the targets seem to be trying to jump back, chase after targets that break through the camp, or picket the other side of a gate during a fight- giving intel on what is coming through.<br />
<br />
<nowiki>*</nowiki> Providing mini-warp points ("tactical miniwarps"): An inty may be sent 150km+ from the rest of the fleet so that other ships can warp out to it if necessary -- to reduce incoming damage or break target locks without having to bounce all the way to a planet or station.<br />
===Combat Interceptors===<br />
A combat interceptor's job is to establish dominance of the frigates on the battlefield, including the enemy's tackle/interceptors, by counter-tackling and killing them. Combat interceptors are also better at tackling MWD-fit cruisers and battlecruisers than fleet interceptors - they have a scram to shut off the MWD so the fleet can catch up; and a bit more tank so that they can survive while the fleet finishes it off. Combat interceptors fly like assault frigates in many ways. They will often have their own important targets independent of the fleet's primary.<br />
<br />
== Ships and Fitting ==<br />
<br />
This section will list some standard fits for different interceptors. As mentioned above, these can be modified depending on personal preference. <br />
<br />
<br />
===Standard Fleet Interceptor Fittings===<br />
<br />
<br />
====Ares====<br />
<br />
<br />
{{ShipFitting|<br />
ship=Ares|<br />
shipTypeID=11202|<br />
fitName=Fast and Agile|<br />
fitID=fast-tackle-import-1|<br />
high1name=125mm Gatling AutoCannon II|<br />
high1typeID=2873|<br />
high2name=125mm Gatling AutoCannon II|<br />
high2typeID=2873|<br />
high3name=125mm Gatling AutoCannon II|<br />
high3typeID=2873|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=Medium F-S9 Regolith Shield Induction|<br />
mid2typeID=8517|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Overdrive Injector System II|<br />
low2typeID=1236|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
low4name=Overdrive Injector System II|<br />
low4typeID=1236|<br />
charge1name=EMP S x1|<br />
charge1typeID=185|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Polycarbon Engine Housing I|<br />
rig1typeID=31177|<br />
rig2name=Small Core Defense Field Extender I|<br />
rig2typeID=31788|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11202:2873;3:3244;1:5973;1:8517;1:1236;3:2048;1:31177;1:31788;1:185;1::|<br />
skills=|<br />
notes=5257 m/s</li><li>5629 EHP</li><li>3.5 sec aligne time</li><li>Guns for Drone Defense/Killmail whoring hit to 8.7 km within falloff for a maximum dps of 60.}}<br />
<br />
==== Crow ====<br />
<br />
<br />
{{ShipFitting|<br />
ship=Crow|<br />
shipTypeID=11176|<br />
fitName=Dual Tackle|<br />
fitID=Dual-Tackle|<br />
high1name=Rocket Launcher II|<br />
high1typeID=10631|<br />
high2name=Rocket Launcher II|<br />
high2typeID=10631|<br />
high3name=Rocket Launcher II|<br />
high3typeID=10631|<br />
mid1name=Faint Epsilon Warp Scrambler I|<br />
mid1typeID=5443|<br />
mid2name=Medium F-S9 Regolith Shield Induction|<br />
mid2typeID=8517|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
mid4name=Limited 1MN Microwarpdrive I|<br />
mid4typeID=5973|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Overdrive Injector System II|<br />
low2typeID=1236|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
charge1name=Mjolnir Rocket x1|<br />
charge1typeID=2512|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Ancillary Current Router II|<br />
rig1typeID=31364|<br />
rig2name=Small Polycarbon Engine Housing I|<br />
rig2typeID=31177|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11176:10631;3:3244;1:5443;1:5973;1:8517;1:1236;2:2048;1:31177;1:31364;1:2512;1::|<br />
skills=|<br />
notes=4833 m/s</li><li>4.1 sec align time</li><li>4830 EHP</li><li>}}<br />
<br />
<br />
{{ShipFitting|<br />
ship=Crow|<br />
shipTypeID=11176|<br />
fitName=Crow Tracking Disruptor|<br />
fitID=Crow-anti-missiles|<br />
high1name=Light Missile Launcher II|<br />
high1typeID=2404|<br />
high2name=Light Missile Launcher II|<br />
high2typeID=2404|<br />
high3name=Light Missile Launcher II|<br />
high3typeID=2404|<br />
mid1name=Medium F-S9 Regolith Shield Induction|<br />
mid1typeID=8517|<br />
mid2name=Balmer Series Tracking Disruptor I|<br />
mid2typeID=5320|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
mid4name=Limited 1MN Microwarpdrive I|<br />
mid4typeID=5973|<br />
low1name=Nanofiber Internal Structure II|<br />
low1typeID=2605|<br />
low2name=Overdrive Injector System II|<br />
low2typeID=1236|<br />
low3name=Micro Auxiliary Power Core II|<br />
low3typeID=4254|<br />
charge1name=Optimal Range Disruption Script x1|<br />
charge1typeID=29005|<br />
charge2name=Mjolnir Light Missile x1|<br />
charge2typeID=212|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Auxiliary Thrusters II|<br />
rig1typeID=31111|<br />
rig2name=Small Polycarbon Engine Housing II|<br />
rig2typeID=31183|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11176:2404;3:3244;1:5320;1:5973;1:8517;1:1236;1:2605;1:4254;1:31111;1:31183;1:212;1:29005;1::|<br />
skills=|<br />
notes=4890 m/s</li><li>3.5 sec align time</li><li>3528 EHP</li><li>}}<br />
<br />
<br />
<br />
==== Malediction ====<br />
<br />
{{ShipFitting|<br />
ship=Malediction|<br />
shipTypeID=11186|<br />
fitName=Malediction|<br />
fitID=Malediction with Missiles|<br />
high1name=Light Missile Launcher II|<br />
high1typeID=2404|<br />
high2name=Light Missile Launcher II|<br />
high2typeID=2404|<br />
high3name=Light Missile Launcher II|<br />
high3typeID=2404|<br />
mid1name=Medium F-S9 Regolith Shield Induction|<br />
mid1typeID=8517|<br />
mid2name=Warp Disruptor II|<br />
mid2typeID=3244|<br />
mid3name=Limited 1MN Microwarpdrive I|<br />
mid3typeID=5973|<br />
low1name=Internal Force Field Array I|<br />
low1typeID=5839|<br />
low2name=Overdrive Injector System II|<br />
low2typeID=1236|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
low4name=Micro Auxiliary Power Core II|<br />
low4typeID=4254|<br />
charge1name=Mjolnir Light Missile x1|<br />
charge1typeID=212|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Auxiliary Thrusters I|<br />
rig1typeID=31105|<br />
rig2name=Small Polycarbon Engine Housing I|<br />
rig2typeID=31177|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11186:2404;3:3244;1:5973;1:8517;1:1236;2:4254;1:5839;1:31105;1:31177;1:212;1::|<br />
skills=|<br />
notes=5203 m/s</li><li>4 sec align time</li><li>5124 EHP</li><li>Light Missiles project 63 dps up to 42 km</li><li>}}<br />
<br />
==== Stiletto ====<br />
<br />
<br />
{{ShipFitting|<br />
ship=Stiletto|<br />
shipTypeID=11198|<br />
fitName=active|<br />
fitID=active|<br />
high1name=125mm Gatling AutoCannon II|<br />
high1typeID=2873|<br />
high2name=125mm Gatling AutoCannon II|<br />
high2typeID=2873|<br />
high3name=open|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=Warp Disruptor II|<br />
mid2typeID=3244|<br />
mid3name=Medium Ancillary Shield Booster|<br />
mid3typeID=32772|<br />
mid4name=Medium F-S9 Regolith Shield Induction|<br />
mid4typeID=8517|<br />
low1name=Internal Force Field Array I|<br />
low1typeID=5839|<br />
low2name=Micro Auxiliary Power Core II|<br />
low2typeID=4254|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
charge1name=Cap Booster 50 x1|<br />
charge1typeID=264|<br />
charge2name=EMP S x1|<br />
charge2typeID=185|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Polycarbon Engine Housing I|<br />
rig1typeID=31177|<br />
rig2name=Small Auxiliary Thrusters I|<br />
rig2typeID=31105|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11198:2873;2:3244;1:5973;1:8517;1:32772;1:1236;1:4254;1:5839;1:31105;1:31177;1:185;1:264;1::|<br />
skills=|<br />
notes=4807 m/s</li><li>4s align time</li><li>4918 raw EHP (and some active repping)</li><li>50 dps for anit-drone defense}}<br />
<br />
===Standard Combat Interceptor Fittings===<br />
<br />
Update Pending<br />
<br />
<br />
Some discussion of these above fits, and variations, is available at [http://forum.eveuniversity.org//viewtopic.php?f=129&t=27229 glepp's class thread].<br />
<br />
Audio recording of glepp's practical class is available at [http://eve-files.com/dl/226655 Tackling 201: Fleet Interceptors].<br />
<br />
==Countering Interceptors==<br />
Various modules and tactics can be used to kill interceptors or drive them away. When in a ship with speeds similar to the inty then some [[Advanced Piloting Techniques|piloting techniques]] or [http://www.eve-tribune.com/index.php?no=2_40&page=6 maneuvers] can be used to break the inty's orbit and bring them into web or scram range. Cruisers and destroyers fit for tracking and killing frigates can also be effective. While most guns will have tracking problems against inties, missile systems can still be effective even though the inty's speed and small sig radius will mitigate much of the damage. Missiles can slowly eat through an inty's buffer if they don't have any repair or recharge ability on their armor or shields.<br />
<br />
Some ships, like combat interceptors and Dramiels have the speed and tracking to keep up with an interceptor, and should be avoided. Other frigate hulls and destroyers should be avoided by fleet interceptors as they are generally cheap, so not worthwhile to tackle, and have a decent chance of killing the interceptor. Afterburner-fit assault frigates may be worth chasing. Vagabonds and Cynabals are very dangerous to interceptors since they have heavy weaponry with good tracking but can move at around 4km/s, which severly cuts down on the amount of transversal that an interceptor can create.<br />
<br />
===Drones===<br />
Drones are a common defence against all small ships, interceptors included. The Minmatar [http://wiki.eveonline.com/en/wiki/Warrior_II Warrior II] light drones are the nimblest and fastest drones, often matching interceptor speeds, and so are the most common choice.<br />
<br />
However, interceptors go so very fast that even Warriors are likely to still spend time fruitlessly chasing them around. Furthermore, it is possible to tank an interceptor against drones so that it can soak up a lot of fire from Warriors.<br />
<br />
Inty pilots can also fit weapons specifically to shoot drones. The smallest, fastest-tracking turrets, combined with the tracking bonuses that several fleet inties get, perform quite well against drones.<br />
<br />
Ships with large dronebays and bonuses to drone hitpoints and damage, like the [http://wiki.eveonline.com/en/wiki/Arbitrator Arbitrator] and [http://wiki.eveonline.com/en/wiki/Vexor Vexor] have much more problematic drones (and if you do manage to kill them, they probably have more).<br />
<br />
===Counter-Tackle===<br />
Webs (especially two at once) to directly cut an inty's speed or a warp scrambler to shut down its MWD are both excellent ways to slow down an inty and make it vulnerable. The problem is of course that webs and scrams have short ranges, and good inty pilots stay beyond web/scram range at all times.<br />
<br />
Apart from other inties, there are a few ships that are particularly effective at webbing. The Minmatar [http://wiki.eveonline.com/en/wiki/Huginn Huginn] and [http://wiki.eveonline.com/en/wiki/Rapier Rapier] recon ships both have bonuses to web range. They can push a normal T2 web out to 40km range before heat (overheating the web and/or fitting a faction web can produce considerably longer ranges). Both ships are consequently very dangerous to interceptors, and a good countermeasure.<br />
<br />
A few other, rarer ships also have web bonuses but these are mostly to strength rather than range, so an inty that stays away from the range of normal webs shouldn't be troubled by them. Note, however, that the Blood Raider [http://wiki.eveonline.com/en/wiki/Bhaalgorn Bhaalgorn] battleship has a web range bonus which can push the optimal of a T2 web out to 20km before heat.<br />
<br />
The Gallente recons, the [http://wiki.eveonline.com/en/wiki/Lachesis Lachesis] and [http://wiki.eveonline.com/en/wiki/Arazu Arazu] have bonuses to warp scrambler and warp disruptor range. They are most commonly fitted with disruptors, to point the enemy from a long way away, but they can be fitted with warp scramblers. This is less of a threat than the Minmatar recons' webs, but their bonuses can still put a T2 scram's range out to 18km before heat, so they should be treated with a bit of care.<br />
<br />
The Caldari and Amarr recon also have range bonuses to ECM and neuts respectively, both of which can also heavily counter an interceptor, and should be avoided. Range damping a fleet inty can be an efficient use of a sensor damp; it will essentially nullify the fleet inty's bonus point range, forcing it to orbit much closer to hold tackle, making its job considerably more difficult and dangerous.<br />
<br />
===Energy Neutralizers===<br />
A few cycles from a medium energy neutralizer or just one cycle from a large neut can remove all of an interceptor's capacitor, shutting down its MWD and point and leaving it dead in the water. <br />
<br />
Medium neuts have similar ranges to scrams and webs, and so are not dangerous to a competent inty pilot unless they're mounted on a ship which has range bonuses for them. The Amarr combat recon, the [[Curse]], does have such a range bonus, and it can neut at nearly 40km if the pilot has good skills. (Being based on the Arbitrator hull, it also has drone bonuses, making it a nightmare target for an interceptor to tackle!)<br />
<br />
T2 large neuts have 25km range. Fleet inties must therefore maintain a very careful orbit, further than 25km but near enough to be within warp disruptor range, when pointing a battleship which they know or suspect has one or more energy neutralisers fitted. Neuts are particularly common on the [[Dominix]], the [[Scorpion]], in solo/small gang fits for the [[Typhoon]] and [[Tempest]], and on the previously mentioned Bhaalgorn (which has bonuses to neut strength, though not to their range). The [[Armageddon]] was changed to a drone/neut boat as well and now can reach out to >37km when mounting heavy neuts.</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Frigates&diff=68112Frigates2014-04-17T10:49:16Z<p>Thabink: /* Interceptors */ rubicon update</p>
<hr />
<div>Frigates are the smallest and fastest ships in Eve. New pilots begin by flying frigates, and the Tech 1 frigates only cost a few hundred thousand ISK. Don't be fooled by the low cost of frigates and the fact that they're used by novice pilots, though: frigates can play an important role in battle, and in numbers or with skilled pilots even Tech 1 frigates can be deadly.<br />
<br />
There are a number of classes of Tech 2 frigates, which have advanced abilities and are also much more focused on a particular role: tackling interceptors, cloaking and scanning covert ops frigates, surprise-attack stealth bombers, electronic attack frigates for electronic warfare, and assault frigates, which are designed purely to deal and survive damage.<br />
<br />
== Rookie Ships ==<br />
Little more than slower, armed shuttles, rookie ships (or "noobships") are the basic frigates that new pilots start with. You can acquire a new noobship (together with a civilian weapon, a civilian mining laser and one unit of Tritanium) for free by docking your pod in a station where you don't already have any ships. On their own these are not much use for anything other than basic errand-running. Eve University has, however, been known to field fleets composed entirely of noobships, more for their comedy value than for their effectiveness in battle.<br />
<br />
All four rookie ships can carry at least one light drone in their dronebay. The Gallente Velator can carry two.<br />
<br />
* [[Impairor]] (Amarr)<br />
* [[Ibis]] (Caldari)<br />
* [[Velator]] (Gallente)<br />
* [[Reaper]] (Minmatar)<br />
<br />
== Shuttles ==<br />
Shuttles are a cheap and fast way to travel between systems. They are cheap to construct and buy off the market and they move fast for their price, thus making them an excellent choice for travel. While shuttles have been known to be used as scout or survey ships, their most common use is to travel to pick up other, more expensive ships. They have very limited cargo space and cannot fit any modules. Note that you can fly any race's shuttle.<br />
<br />
* [[Amarr Shuttle]]<br />
* [[Caldari Shuttle]]<br />
* [[Gallente Shuttle]]<br />
* [[Minmatar Shuttle]]<br />
<br />
= T1 Frigates =<br />
Besides shuttles and rookie ships, each race has around six frigates which can be (unofficially) sorted by their roles. One is a logistics frigate, which has bonuses to tools that help repair other ships, but is very weak in combat. Then there are two damage-dealing frigates, one which uses gun turrets to fight (although the Gallente have two turret frigates) and one which has bonuses for missile launchers (the Gallente don't have a frigate with missile bonuses, though the Tristan can fit missile launchers). One further combat frigate uses [[EWar 101 Guide|electronic warfare]]. Each race's frigate lineup is completed by an unusually fast and nimble scouting/courier frigate (which can sometimes be a cheap alternative to a shuttle), and an exploration frigate with a bonus which helps it to use probes to scan for PvE exploration sites or PvP enemies.<br />
<br />
In fleet PvP Tech 1 frigates are generally used for tackling or electronic warfare, two roles in which they can have a significant impact. Tech 1 frigates are also flown for solo PvP: their speed and small size helps solo pilots to pick their targets, and their low cost makes them comfortably expendable.<br />
<br />
In PvE the more combat-focused frigates are used to complete Level 1 missions, though once new pilots are a little wealthier and better-trained they often begin to use [[Destroyer|destroyers]] instead.<br />
<br />
Along with that, the Retribution patch has added a Mining Frigate, replacing the old race specific mining frigates with a more focused one any race can use. The old Mining frigates have become new logistics frigates, or in the case of the Tormentor, a new damage frigate<br />
<br />
=== Electronic Warfare ===<br />
Electronic Warfare frigates all have bonusses to [[EW]] modules, such as the [http://wiki.eveonline.com/wiki/Target_Painter_I Target Painter], [[EWar_101_Guide|ECM]] modules, [http://wiki.eveonline.com/wiki/Remote_Sensor_Dampener_I Remote Sensor Damper] and [http://wiki.eveonline.com/wiki/Tracking_Disruptor_I Tracking Disruptor]. In a small pack, and with some support ships to deal damage, they can be formidable.<br />
* [[Crucifier]] Tracking Disruption, nice ewar support. Little to no tank/damage so dies fast.<br />
* [[Griffin]] ECM. Nasty, high-priority target. Little to no tank/damage so dies fast if you can lock and hit it. <br />
* [[Maulus]] Damps, decent ewar support. Little to no tank/damage so dies fast.<br />
* [[Vigil]] Target Painter. Offensive ewar. Good support against small targets, but next to useless against BC/BS sized hulls.<br />
<br />
=== Exploration ===<br />
Geared toward exploration and scanning, the 'Exploration' class of T1 Frigates all have bonuses to aid in scanning. Fitted with a Core Probe launcher, they can make a good cheap alternative to the Tech 2 [[Covert Ops]] variants.<br />
* [[Magnate]]<br />
* [[Heron]]<br />
* [[Imicus]]<br />
* [[Probe]]<br />
<br />
=== Fast Frigates ===<br />
[[Fast Frigate|Fast Frigates]], sometimes refered to as 'Tackler Frigates' (and to CCP as 'Attack Frigates'), are built to align and reach their top speed quickly. Although their base speed, agility, and scan resolution would seem to make them good all-round PvP ships, their lack of slots and low fittings make them worse for that role compared to some other frigates. These ships have received significant [http://http://community.eveonline.com/updates/patchnotes.asp?newpatchlogID=73093 buffs in Inferno 1.2], with the stated aim of making them into T1 versions of Interceptors. They are still somewhat fragile compared to the 'standard' tackle frigates, but they are capable of higher speeds and many of the slot issues have been addressed. <br />
* [[Executioner]]<br />
* [[Condor]]<br />
* [[Atron]]<br />
* [[Slasher]]<br />
<br />
=== Damage Dealer ===<br />
Damage Dealer frigates are typically split into two sub categories, Launcher and Turret, as they have slightly different focuses. In general, they tend to have the ability to take a little more damage than their counterparts and deal out a little more damage in return, but they are little match for a larger ship when alone. <br />
<br />
==== Launcher ====<br />
* [[Kestrel]] Good Level 1 mission runner, kites well.<br />
* [[Breacher]]<br />
==== Turret ====<br />
* [[Punisher]] Heavily tanked, good dps (for a frigate). Pulses give it a nice range variation. Slower. 2 mid slots make it a poor tackler. <br />
* [[Tormentor]] 10% bonus to Small Energy Turret capacitor use and 5% Small Energy Turret damage per skill level.<br />
* [[Merlin]] Four midslots. Can mount big tank, or full tackle plus a sensor booster for fast lock-ons.<br />
* [[Incursus]] Nice DPS when close up with blasters but short range. Can mount a strong active armor tank<br />
* [[Tristan]] Can field a full set of five light scout drones.<br />
* [[Rifter]] High DPS, fast and effective frigate. Primary role as tackle or frigate DPS. Buffer tanked usually.<br />
<br />
=== Logistics Frigates === <br />
With the retribution patch, several of the mining frigates have been reworked into other niches, now these frigates have bonuses to logistics kits, a 10% boost per level to one type of Logistics systems, and a 500% range boost to that system.<br />
* [[Inquisitor]] Bonus to Remote Armor Repair Systems<br />
* [[Bantam]] Bonus to Shield Transporter boosters<br />
* [[Navitas]] Bonus to Remote Armor Repair Systems<br />
* [[Burst]] Bonus to Shield Transporter boosters<br />
<br />
=== Mining Frigate ===<br />
* [[Venture]] A new mining frigate introduced in Retribution expansion, requiring its own skill (x2 training time multiplier).<br />
<br />
= Tech 2 Frigates =<br />
<br />
== Electronic Attack Frigates ==<br />
These are basically frigate-sized version of the combat [[Cruiser#Recon Ships|recon ships]], but their proportion of usefulness to cost varies from ship to ship. Each race's electronic attack frigate is based on the hull of that race's Tech 1 electronic warfare frigate.<br />
<br />
* Amarr [[Sentinel]]: Bonuses for energy neutralizers and tracking disruptors, and a good dronebay (for a frigate). Can be used for solo pvp.<br />
* Caldari [[Kitsune]]: Long range, powerful ECM jamming.<br />
* Gallente [[Keres]]: Bonuses for sensor dampening and for the range of warp scramblers and warp disruptors.<br />
* Minmatar [[Hyena]]: Bonuses for target painting and for the range of stasis webifiers.<br />
<br />
== Interceptors ==<br />
<br />
Interceptors ("'ceptors", "inties") are the primary tacklers everywhere but nullsec (where [[Destroyer#Interdictors|interdictors]] and [[Cruiser#Heavy Interdiction Cruisers|HICs]] take over). They have the highest base [[scan resolution]] of any ship class. While their main purpose is tackling, many interceptors can also be fitted to be effective combat ships. Their firepower and tank will be low compared to other ships, but they have the advantage of very high speed (even when combat fitted) and awesome agility. All interceptors ignore the effects of warp disruption bubbles (but will still be affected by targeted warp disruption such as Warp Disruptor modules).<br />
<br />
Each race has two interceptors, one designed purely for tackling, with a bonus to the range of tackling modules, and the other designed more for damage-dealing. Both interceptors are based on the hull of the race's Tech 1 fast courier/scouting frigate. For more information about using interceptors see the [[Interceptors Guide]].<br />
<br />
=== Tackler Interceptor ===<br />
*[[Malediction]]: Amarr tackle interceptor.<br />
*[[Crow]]: Caldari tackle interceptor. <br />
*[[Ares]]: Gallente tackle interceptor. <br />
*[[Stiletto]]: Minmatar Tackle Interceptor.<br />
<br />
=== Damage Dealer Interceptor ===<br />
*[[Crusader]]: Damage-dealing interceptor. Commonly kites enemies from beyond web range, firing Tech 2 small pulse lasers loaded with Scorch crystals.<br />
*[[Raptor]]: Hybrid turret damage dealer.<br />
*[[Taranis]]: Slowest interceptor, great DPS, one of the best dogfighting frigates. <br />
*[[Claw]]: Fastest interceptor, decent dogfighter.<br />
<br />
== Covert Ops ==<br />
The Covert Ops class is split into two sub classes, which have significantly different roles, both of which have the ability to warp while cloaked.<br />
<br />
=== Covert Ops Frigate ===<br />
Cov-ops frigates can warp while cloaked, and have several uses. As scouts they can stealthily gather intelligence and use their scanning bonus to probe out enemy targets. They can watch enemy targets while in cloak and provide a warp coordinate for a much larger gang of heavy hitting ships in an organized surprise attack. In exploration they can use the same scanning bonus to probe down PvE exploration sites. Due to their extreme fragility, cov-ops frigates should not generally be used in a tackling role, and are typically invisible at all times.<br />
In E-Uni Covert Ops are mainly used as a forward scout or rear scout. For more information for using a Covert Ops and Scouting: [[Scouting]].<br />
<br />
* [[Anathema]] (Amarr)<br />
* [[Buzzard]] (Caldari)<br />
* [[Helios]] (Gallente)<br />
* [[Cheetah]] (Minmatar)<br />
<br />
=== Stealth Bombers ===<br />
Stealth bombers are very specialised ships which can warp cloaked and don't have a sensor recalibration delay preventing them from locking targets after decloaking. They can fit torpedo launchers and bomb launchers (although [[Bombs|bombs]] -- devastating area-effect weapons -- can only be used in [[0.0|nullsec]]). Stealth bombers put out extraordinary [[alpha]] damage and die very fast if anyone manages to put some damage on them, so will typically fire a single salvo then recloak. They are the bane of large ships, especially in nullsec. In groups and flown well, stealth bombers can take down a capital ship.<br />
<br />
Each race's stealth bomber is based on the hull of that race's missile frigate (the Gallente Nemesis is based on the Tristan hull) and has a damage bonus for bombs and torpedoes which do its race's associated [[NPC Damage Types|damage type]].<br />
* [[Purifier]] (Amarr)<br />
* [[Manticore]] (Caldari)<br />
* [[Nemesis]] (Gallente)<br />
* [[Hound]] (Minmatar)<br />
<br />
For discussion about fitting and flying these ships in the University, see this wiki's dedicated [[Stealth_Bomber|stealth bomber]] page.<br />
<br />
== Assault Frigates == <br />
Assault frigates have good tanks and usually high DPS. If you get tackled by an assault frigate, you're generally not going anywhere: they're a pain to get rid of when properly fitted. Their disadvantage compared to interceptors is that they're slower, and often sacrifice their MWD and fit an afterburner instead to survive longer after tackling a target. Some assault frigates make decent tacklers, and they can provide decent damage in a fleet of small ships. If the fleet has larger damage-dealing ships assault frigates can lack a role, though they may still be a good defence against other small targets.<br />
<br />
In PvE assault frigates can take on missions and combat sites which would normally be too difficult for a frigate-sized ship.<br />
<br />
Both assault frigates of each race are based on the hull of that race's primary Tech 1 combat frigate (the Punisher, Merlin, Incursus or Rifter), and again are split into two sub classes, those with damage dealing bonuses, and those with tanking bonuses.<br />
<br />
=== Tanking Assault ===<br />
* [[Vengeance]] Uses rockets. Tough ship with three midslots.<br />
* [[Hawk]] Uses missile launchers. Strong solo and small gang PvP ship, helpful in PvE.<br />
* [[Ishkur]] Drone boat. Superb. Potentially 50m3 drone bay.<br />
* [[Jaguar]] Projectile turrets. Decent DPS, fastest assault frigate. Four midslots, usually shield tanked, sometimes successful solo.<br />
<br />
=== Damage Dealer Assault ===<br />
* [[Retribution]] Uses lasers. High DPS, however (like the Punisher on which it is based) it has only two mid slots, precluding the prop/scram/web trinity.<br />
* [[Harpy]] Uses hybrid turrets. Commonly fit with railguns as a mini-sniper.<br />
* [[Enyo]] Uses hybrid turrets. Commonly fit with blasters for face-melting point-blank DPS.<br />
* [[Wolf]] Uses projectile turrets. Very high DPS.<br />
<br />
= Faction, Rare and Unique =<br />
<br />
== Faction Frigates ==<br />
<br />
* [[Imperial Navy Slicer]] Commonly used to kill other frigates with MWD-kiting and extremely long-ranged small lasers.<br />
* [[Caldari Navy Hookbill]] A strong counter to many turret based frigates in solo PvP, using webs to dictate range.<br />
* [[Cruor]]<br />
* [[Daredevil]] Potentially very high DPS.<br />
* [[Dramiel]] High DPS and fantastic speed and agility help the Dramiel kill things and then get out of trouble; good solo or as a (very expensive) small-gang tackler.<br />
* [[Federation Navy Comet]]<br />
* [[Republic Fleet Firetail]]<br />
* [[Succubus]]<br />
* [[Worm]] Very like an Ishkur (see above) with an extra midslot and a potentially very large shield buffer tank.<br />
<br />
== Rare and Unique Frigates ==<br />
<br />
* [[Freki]]<br />
* [[Gold Magnate]] No longer exists after its destruction in 2004.<br />
* [[Mimir]]<br />
* [[Silver Magnate]]<br />
<br />
== Rare and Unique Shuttles ==<br />
* [[Apotheosis]] Awarded to every character on the 5th anniversary of Eve.<br />
* [[Goru's Shuttle]]<br />
* [[Guristas Shuttle]]<br />
* [[Interbus Shuttle]] A rare shuttle awarded with every new account created via the retail release of Eve.<br />
* [[Zephyr]] One presented to every active account, Christmas 2009.<br />
* [[Echelon]] One presented to every active account, Christmas 2010.<br />
* [[Leopard]] One presented to every active account, Christmas 2013.<br />
<br />
[[category:ships]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=User_talk:Hellbento/Fleet_PvP_Skill_Training_Guide&diff=67389User talk:Hellbento/Fleet PvP Skill Training Guide2014-04-01T13:13:32Z<p>Thabink: /* "Ownership" */</p>
<hr />
<div>I am building this page as there does not appear to be a guide at the moment to how to get started training into PvP, and I think it would be a good thing to have.<br />
Feel free to put stuff in here, I want to keep the discussion of most things fairly brief and link to more in depth explainations, to provide a starting point for newbros on what roles there are in PvP and how to start training into them.<br />
<br />
== "Ownership" ==<br />
<br />
Having a name of a pilot in a page name means others probably won't edit it. It also leads to everyone and their dog creating their own guide which is confusing. Once this is complete, is there any reason not to merge with similar pages and move to something with a general title (eg [[Intro to PvP]] or similar)? --[[User:Terra infector adoudel|Terra infector adoudel]] ([[User talk:Terra infector adoudel|talk]]) 18:09, 31 March 2014 (UTC)<br />
<br />
Absolutely not, I put my name in it initially to indicate I was starting to work on building it...It's in Hellbento's Sandbox, not my page, wanted to make it clearer to those who find it that it is not a finished guide, and not sanctioned by anyone else at this stage. I WANT other people to review it, improve it and edit it, or even just give me feedback. Just wanted to make it clear this is something I started off my own back not something the uni has sanctioned.<br />
:If you want to sandbox something, you can create it in your user space, such as [[User:Hellbento/Fleet PvP Training Guide]]. If you want to retain editorial control over the guide, you can keep it in your user space. Once it's in the main namespace it's free for all. [[User:Thabink|Thabink]] ([[User talk:Thabink|talk]]) 13:13, 1 April 2014 (UTC)</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Talk:EVE_University_Rules&diff=66682Talk:EVE University Rules2014-03-20T11:11:23Z<p>Thabink: /* W-Space out of date */ new section</p>
<hr />
<div>ROE addition- Outlaws in hisec?<br />
Today, someone asked about outlaws in hisec, and there is no explicit ROE for that. People keep asking, (they think they can catch pods) so might as well stick it in. Also, it should probably include an overview note in there, saying that good/high-standing MUST be higher than outlaw status, so people don't wind up podding an ally. [[User:Smoogle|Smoogle]] 08:09, 8 October 2009 (UTC)<br />
<br />
== Claimable NullSec ==<br />
<br />
In the section regarding Claimable NullSec, I recommend adding the following blurb:<br />
<br />
"While not required, it is recommended that all members add the following regions to their avoidance list to help avoid accidents where an autopilot route goes through Claimable NullSec:<br />
<br />
* Cache<br />
* Catch<br />
* Cloud Ring<br />
* Delve<br />
* Etherium Reach<br />
* Fountain<br />
* Geminate<br />
* Pure Blind<br />
* Querious<br />
* Scalding Pass<br />
* Tribute<br />
* Vale of the Silent<br />
<br />
To add an entire region to your Autopilot's Avoidance list, go to NeoCom > Map > WORLD MAP CONTROL PANEL > SEARCH. For each region, one at a time, type the name of the region into the search field and press the SEARCH button. When the region shows up as a search result, right-click the result and select AVOID REGION. Repeat for each region."<br />
<br />
--[[User:Seamus donohue|Seamus donohue]] 06:47, 11 January 2010 (UTC)<br />
<br />
Seamus, is that list comprehensive? Are all those regions the entirety of 0.0 space? Do they include any non-0.0?<br />
<br />
Thanks...<br />
<br />
[[User:Callin vandylx|Callin vandylx]] 20:54, 12 January 2010 (UTC)<br />
<br />
It would be worth making that list and the instructions into a "Using the Autopilot Avoidance" page though, then we can link it.<br />
[[User:Kelduum revaan|Kelduum revaan]] 13:00, 13 January 2010 (UTC)<br />
<br />
I believe Kelduum is correct: the list I provided should be the list of all player-sovereign space that borders the regions Unistas are allowed in. It's not a complete list of all regions of player-sovereign space (that is, Claimable NullSec), but if you put all those regions on the Avoidance List, then all other player-sovereign space becomes unreachable. As long as the Autopilot is set to obey the avoidance list, you won't be given a course through player-sovereign space.<br />
<br />
I'll get around to making an article on Avoidance when I get a chance.<br />
<br />
--[[User:Seamus donohue|Seamus donohue]] 23:21, 15 January 2010 (UTC)<br />
<br />
[[Using the Autopilot Avoidance|Done]].<br />
<br />
--[[User:Seamus donohue|Seamus donohue]] 07:36, 27 January 2010 (UTC)<br />
<br />
== Proposal for a Preface or Epilogue ==<br />
<br />
Through the University's history, members have observed the sometimes harsh realities of policy enforcement actions. Policy enforcement actions are not the only venue for these member observations. Positions are often clarified through discussions in places that include in-game chat, the University forums, and private messaging facilities. Member responses to these communications and actions may include frustration due to a perceived lack of understanding or recourse and anger for perceived disrespect. A member who pursues personal satisfaction for these situations to address their negative perceptions may find instead that they're experiencing further resentment. They discover that the University is not a democracy. Members may find that, due to negative feelings or the desire for a situation more personally compatible, their only recourse for satisfaction is leaving the University.<br />
<br />
It is important to understand that these dynamics are to be expected. Regardless of how it happens, the vast majority of University members outgrow this organization and leave. This is not a defect -- it is the University fulfilling its mission.<br />
<br />
Policy action and reinforcement, at its best, does not come from being jaded or egotistical. It comes from the experience of what is necessary to keep the University intact and successful. Espionage, intrigue and interpersonal dramas are not merely a by-product of social structures within Eve Online, as they may be in other MMO games. Instead, they are an encouraged feature. In this environment, the University's goal of maintaining an open and agreeable corporation is effectively equivalent to swimming upstream. The University aims to provide an environment of learning and camaraderie. Boundaries are necessary to maintain the environment the University provides, and those boundaries may be enforced with ruthless efficiency and unwavering resolve. Execution of these policies has nothing to do with bringing you down, stifling your creativity or ruining your fun. It has everything to do with the University continuing to be available for transforming the new and inexperienced into competent and streetwise citizens of New Eden.<br />
<br />
-<br />
<br />
I like this, but I would suggest that it should be pithier. Parts of the first paragraph, for example, read to me like a letter from local government ('policy enforcement actions', 'sometimes harsh', 'negative perceptions', 'a situation more personally compatible', 'recourse for satisfaction'). --[[User:Uryence|Uryence]] 21:56, 21 February 2010 (UTC)<br />
<br />
== Communication Policy - Hostile Parties ==<br />
<br />
Might want to specify what an hostile party is. People with low standings often wander into the E-Uni channel and I'm not sure if I should communicate with them or not at all. I also have had people telling me it's OK to communicate with certain individuals.<br />
<br />
There really needs to be a clear rule about this. Make it specific if need be.<br />
<br />
[[User:Jenna sol|Jenna sol]] 23:29, 24 March 2010 (UTC)<br />
<br />
== Proposal - Fleet Class Outside Uni (After "Mixed Membership Fleets") ==<br />
<br />
You may fly in fleets as part of E-Uni approved classes offered outside of the E-Uni without dropping corp. Please remember that in any of these fleets our Rules of Engagement and allowable areas are still in effect, and take precedence at all times over commands from your class FC. In some instances, E-Uni might provide representatives who can assist with clarifications during the fleet portion of the class. Please maintain the standard E-Uni overview even if an external class recommends their own settings.<br />
<br />
== W-Space out of date ==<br />
<br />
The W-space section still says you need to proceed immediately from Claimable Null to "authorised space". Since you can now freely travel in Claimable Null, this bit can be deleted. [[User:Thabink|Thabink]] ([[User talk:Thabink|talk]]) 11:11, 20 March 2014 (UTC)</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Dragoon&diff=66621Dragoon2014-03-19T11:22:23Z<p>Thabink: /* Summary */</p>
<hr />
<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 02.21.2013)<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 />
<br />
|shipid=16236<br />
|shipimg=Dragoon.jpg<br />
|shipname=Dragoon<br />
|caption=Dragoon<br />
|class=Destroyer<br />
|grouping=Standard Destroyers<br />
|hulltype=Dragoon Class<br />
|faction=Amarr Empire<br />
|race=Amarr<br />
|roles=Droneboat<br />
|variations=none<br />
<br />
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
<br />
|powergrid=58 MW<br />
|cpu=150 tf<br />
|capacitor=600 GJ<br />
|highs=6<br />
|turrets=3<br />
|launchers=3<br />
|mediums=2<br />
|lows=4<br />
<br />
|mass=1,700,000 kg<br />
|volume=47,000 m&#179;<br />
|cargohold=300 m&#179;<br />
<br />
|dronebay=75 m&#179;<br />
|bandwidth=25 Mbit/sec<br />
<br />
|info=The Dragoon follows old religious tenets - ones thought rather dark by the majority of the cluster, but found perfectly normal by Amarr minds - that to exist as God's chosen people means fulfilling a very definite and often forceful role. This includes not only imposing the will of God, often through the time-honored methods of mindless proxies, but also profiting, even being nourished, off the energies of others.<br />
<br />
As such, the Dragoon focuses on sending out a mass of drones, ones capable not only of swiftly hunting down their targets but also of inflicting tons of damage once contact is made. Moreover, the Dragoon is able to drain the target's energy in the meanwhile, all with the aim of leaving it little more than a trembling husk.<br />
<br />
|bonuses=<b>Traits:</b><br><b>Amarr Destroyer skill bonus per level:</b><br>10% to drone damage and hitpoints<br>20% bonus to energy vampire and energy neutralizer transfer range<br><br><b>Role bonus:</b><br>25% to drone microwarpdrive speed<br />
<br />
|structurehp=850 HP<br />
|shieldhp=750 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20<br />
|armorhp=950 HP |armorem=50 |armorexp=20 |armorkin=25 |armortherm=35<br />
<br />
|maxvelocity=240 m/s<br />
|inertia=2.87<br />
|warpspeed=4.5 AU/s<br />
|warptime=<br />
<br />
|targetrange=39 km<br />
|sigradius=66 m<br />
|maxlockedtargets=6<br />
|sensortype=RADAR<br />
|sensorvalue=10 points<br />
|scanres=525 mm<br />
<br />
|reqskills=*Amarr Destroyers I<small>16m</small><br />
**Amarr Frigate III<small>8h 53m</small><br />
***Spaceship Command I<small>8m</small><br />
|totaltraintime=9h 17m<br />
<br />
|forumlinks=<br />
|wikireferences=<br />
|externallinks=<br />
<br />
|highlights1=<br />
|highlights2=<br />
|highlights3=<br />
|highlights4=<br />
<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------------------------------------<br />
***************** ARTICLE SECTION :: ANYTHING BELOW IS SAFELY EDITABLE *******************<br />
-------------------------------------------------------------------------------------------><br />
<br />
==Summary==<br />
The Dragoon is an [[Amarr]] destroyer with bonuses towards drones and energy neutralizer range. Like its cousins, the [[Sentinel]] and [[Curse]], the Dragoon is designed to cap out the enemy, rendering them helpless while the drones do the work. However, as the ship has no bonuses to neutralizer ''amount'', the Dragoon will have trouble capping out ships bigger than itself, so should not attempt to take on anything larger than a frigate or destroyer, and is best against enemies that use hybrids and lasers.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Dragoon for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
{{ShipFitting|<br />
ship=Dragoon|<br />
shipTypeID=32874|<br />
fitName=T2 EWAR|<br />
fitID=T2-EWAR|<br />
high1name=Gatling Pulse Laser II|<br />
high1typeID=3017|<br />
high2name=Gatling Pulse Laser II|<br />
high2typeID=3017|<br />
high3name=Gatling Pulse Laser II|<br />
high3typeID=3017|<br />
high4name=Small Unstable Power Fluctuator I|<br />
high4typeID=4475|<br />
high5name=Small Unstable Power Fluctuator I|<br />
high5typeID=4475|<br />
high6name=Small Unstable Power Fluctuator I|<br />
high6typeID=4475|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=Faint Epsilon Warp Scrambler I|<br />
mid2typeID=5443|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Adaptive Nano Plating I|<br />
low2typeID=1304|<br />
low3name=200mm Reinforced Steel Plates II|<br />
low3typeID=20347|<br />
low4name=Drone Damage Amplifier II|<br />
low4typeID=4405|<br />
drone1name=Hobgoblin II x5|<br />
drone1typeID=2456|<br />
drone2name=Warrior II x5|<br />
drone2typeID=2488|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Scorch S x3|<br />
charge1typeID=12563|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Trimark Armor Pump I|<br />
rig1typeID=30987|<br />
rig2name=Small Trimark Armor Pump I|<br />
rig2typeID=30987|<br />
rig3name=Small Ancillary Current Router I|<br />
rig3typeID=31358|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=RET 1.0|<br />
shipDNA=32874:3017;3:4475;3:5443;1:5973;1:1304;1:2048;1:4405;1:20347;1:30987;2:31358;1:2456;5:2488;5:12563;3::|<br />
skills=|<br />
notes=This fit can be downgraded to meta modules accordingly.</li><li>Meta 4 neuts are just as effective as Small Energy Neutralizer IIs, are cheaper and use less powergrid.}}<br />
<br />
==Tactics==<br />
''No sub-article about Dragoon roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
This vessel qualifies for the University [[Ship Replacement Program]], [[PYOS Ship Production|PYOS]], and [[BYOM Ship Production|BYOM]].<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Standard Destroyers]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Naglfar&diff=66620Naglfar2014-03-19T11:18:44Z<p>Thabink: /* Summary */</p>
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* format below and edit only the values (after the = sign).<br />
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<br />
|shipid=19722<br />
|shipimg=Naglfar.jpg<br />
|shipname=Naglfar<br />
|caption=Naglfar<br />
|class=Dreadnought<br />
|grouping=Dreadnoughts<br />
|hulltype=Naglfar Class<br />
|faction=Minmatar Republic<br />
|race=Minmatar<br />
|roles=unspecified<br />
|variations=none<br />
<br />
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
<br />
|powergrid=416,000 MW<br />
|cpu=670 tf<br />
|capacitor=47,500 GJ<br />
|highs=3<br />
|turrets=2<br />
|launchers=0<br />
|mediums=6<br />
|lows=6<br />
<br />
|mass=1,127,500,000 kg<br />
|volume=15,500,000 m&#179;<br />
|cargohold=2,900 m&#179;<br />
<br />
|dronebay=0 m&#179;<br />
|bandwidth=0 Mbit/sec<br />
<br />
|info=The Naglfar is based on a Matari design believed to date back to the earliest annals of antiquity. While the exact evolution of memes informing its figure is unclear, the same distinctive vertical monolith form has shown up time and time again in the wind-scattered remnants of Matari legend.<br><br>Boasting an impressive versatility in firepower options, the Naglfar is capable of holding its own against opponents of all sizes and shapes. While its defenses don't go to extremes as herculean as those of its counterparts, the uniformity of resilience - coupled with the sheer amount of devastation it can dish out - make this beast an invaluable addition to any fleet.<br />
<br />
|bonuses=<b>Gallente Dreadnought Skill Bonus:</b><br>5% bonus to Capital Projectile damage per level<br>5% bonus to Capital Projectile rate of fire per level<br><b>Role Bonus:</b><br>50% bonus to Capital Projectile damage<br />
<br />
|structurehp=171,875 HP<br />
|shieldhp=171,875 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20<br />
|armorhp=171,875 HP |armorem=60 |armorexp=10 |armorkin=25 |armortherm=35<br />
<br />
|maxvelocity=85 m/s<br />
|inertia=0.046<br />
|warpspeed=1.5 AU/s<br />
|warptime=71.12 s<br />
<br />
|targetrange=92.5 km<br />
|sigradius=2,860 m<br />
|maxlockedtargets=7<br />
|sensortype=LADAR<br />
|sensorvalue=39 points<br />
|scanres=60 mm<br />
<br />
|reqskills=*Capital Ships I<small>1h 56m</small><br />
**Advanced Spaceship Command V<small>29d 15h 6m</small><br />
*Minmatar Dreadnought I<small>1h 40m</small><br />
**Minmatar Battleship V<small>47d 9h 46m</small><br />
**Capital Ships I<small>1h 56m</small><br />
*Jump Drive Operation I<small>41m</small><br />
**Science V<small>5d 22h 13m</small><br />
**Navigation V<small>5d 22h 13m</small><br />
**Warp Drive Operation V<small>5d 22h 13m</small><br />
|totaltraintime=95d 1h 48m<br />
<br />
|forumlinks=<br />
|wikireferences=<br />
|externallinks=[http://wiki.eveonline.com/en/wiki/Naglfar Naglfar on Eve Online Wiki]<br><br />
<br />
|highlights1=<br />
|highlights2=<br />
|highlights3=<br />
|highlights4=<br />
<br />
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<br />
==Summary==<br />
The Naglfar is the Minmatar dreadnought. Previously it had split weapons, making it very unpopular, however it has since been redesigned as a pure projectile turret ship, but some of the stigma still remains. While the Naglfar only has two turrets, each weapon has a 50% damage bonus that gives it functionally identical damage to other dreads. On the plus side, it's the tallest ship in the game!<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Naglfar for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
''No tagged fittings for Naglfar.''<br />
<br />
==Tactics==<br />
''No sub-article about Naglfar roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Naglfar here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Dreadnoughts]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Avatar&diff=66619Avatar2014-03-19T11:13:46Z<p>Thabink: /* Summary */</p>
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<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<br />
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* leave/misstype any tags required. please follow the same <br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
<br />
|shipid=11567<br />
|shipimg=Avatar.jpg<br />
|shipname=Avatar<br />
|caption=Avatar<br />
|class=Titan<br />
|grouping=Titans<br />
|hulltype=Avatar Class<br />
|faction=Amarr Empire<br />
|race=Amarr<br />
|roles=unspecified<br />
|variations=none<br />
<br />
|ecmprio=0 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
<br />
|powergrid=1,250,000 MW<br />
|cpu=815 tf<br />
|capacitor=112,500 GJ<br />
|highs=8<br />
|turrets=6<br />
|launchers=0<br />
|mediums=5<br />
|lows=8<br />
<br />
|mass=2,278,125,000 kg<br />
|volume=155,000,000 m&#179;<br />
|cargohold=11,250 m&#179;<br />
<br />
|dronebay=0 m&#179;<br />
|bandwidth=0 Mbit/sec<br />
<br />
|info=Casting his sight on his realm, the Lord witnessed<br>The cascade of evil, the torrents of war.<br>Burning with wrath, He stepped <br>down from the Heavens<br>To judge the unworthy,<br>To redeem the pure.<br><br><i>-The Scriptures, Revelation Verses 2:12</i><br />
<br />
|bonuses=<b>Amarr Titan Skill Bonuses:</b><br>100% bonus to Capital Energy Turret damage per level<br>7.5% bonus to gang members' capacitor recharge rate per level<br>99% reduction in CPU need for Warfare Link modules<br>Can fit Judgement Super Weapon<br>Can fit Jump Portal Generator<br>Can fit Clone Vat Bay<br>Can fit 1 additional Warfare Link module per level<br>Immune to all forms of Electronic Warfare<br />
<br />
|structurehp=600,000 HP<br />
|shieldhp=464,000 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20<br />
|armorhp=1,120,000 HP |armorem=50 |armorexp=20 |armorkin=25 |armortherm=35<br />
<br />
|maxvelocity=60 m/s<br />
|inertia=0.037<br />
|warpspeed=1.37 AU/s<br />
|warptime=116.85 s<br />
<br />
|targetrange=250 km<br />
|sigradius=15,760 m<br />
|maxlockedtargets=3<br />
|sensortype=RADAR<br />
|sensorvalue=200 points<br />
|scanres=45 mm<br />
<br />
|reqskills=*Capital Ships V<small>82d 23h 6m</small><br />
**Advanced Spaceship Command V<small>29d 15h 6m</small><br />
*Amarr Titan I<small>2h 13m</small><br />
**Amarr Battleship V<small>47d 9h 46m</small><br />
**Leadership V<small>6d 3h 7m</small><br />
**Capital Ships V<small>82d 23h 6m</small><br />
*Jump Drive Operation I<small>41m</small><br />
**Science V<small>5d 22h 13m</small><br />
**Navigation V<small>5d 22h 13m</small><br />
**Warp Drive Operation V<small>5d 22h 13m</small><br />
|totaltraintime=266d 23h 49m<br />
<br />
|forumlinks=<br />
|wikireferences=<br />
|externallinks=[http://wiki.eveonline.com/en/wiki/Avatar Avatar on Eve Online Wiki]<br><br />
<br />
|highlights1=High Amount of High Slots<br />
|highlights2=High Amount of Low Slots<br />
|highlights3=Has Large Cargohold<br />
|highlights4=<br />
<br />
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<br />
==Summary==<br />
The Avatar is the Amarr Titan. The Avatar is a popular choice for Titan pilots due to it having 8 low slots, allowing it to fit the heaviest armor tank in its class.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Avatar for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
''No tagged fittings for Avatar.''<br />
<br />
==Tactics==<br />
''No sub-article about Avatar roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Avatar here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Titans]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Revelation&diff=66618Revelation2014-03-19T11:07:16Z<p>Thabink: /* Summary */</p>
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<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
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* leave/misstype any tags required. please follow the same <br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
<br />
|shipid=19720<br />
|shipimg=Revelation.jpg<br />
|shipname=Revelation<br />
|caption=Revelation<br />
|class=Dreadnought<br />
|grouping=Dreadnoughts<br />
|hulltype=Revelation Class<br />
|faction=Amarr Empire<br />
|race=Amarr<br />
|roles=unspecified<br />
|variations=none<br />
<br />
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
<br />
|powergrid=650,000 MW<br />
|cpu=650 tf<br />
|capacitor=57,375 GJ<br />
|highs=4<br />
|turrets=3<br />
|launchers=0<br />
|mediums=4<br />
|lows=8<br />
<br />
|mass=1,237,500,000 kg<br />
|volume=18,500,000 m&#179;<br />
|cargohold=2,175 m&#179;<br />
<br />
|dronebay=0 m&#179;<br />
|bandwidth=0 Mbit/sec<br />
<br />
|info=The Revelation represents the pinnacle of Amarrian military technology. Maintaining their proud tradition of producing the strongest armor plating to be found anywhere, the Empire's engineers outdid themselves in creating what is arguably the most resilient dreadnought in existence.<br><br>Added to that, the Revelation's ability to fire capital beams makes its position on the battlefield a unique one. When extended sieges are the order of the day, this is the ship you call in.<br />
<br />
|bonuses=<b>Amarr Dreadnought Skill Bonus:</b><br>10% reduction in Capital Energy Turret capacitor use and 5% bonus to Capital Energy Turret rate of fire per skill level<br />
<br />
|structurehp=203,125 HP<br />
|shieldhp=140,625 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20<br />
|armorhp=203,125 HP |armorem=50 |armorexp=20 |armorkin=25 |armortherm=35<br />
<br />
|maxvelocity=65 m/s<br />
|inertia=0.046<br />
|warpspeed=1.5 AU/s<br />
|warptime=78.06 s<br />
<br />
|targetrange=97 km<br />
|sigradius=2,975 m<br />
|maxlockedtargets=7<br />
|sensortype=RADAR<br />
|sensorvalue=41 points<br />
|scanres=55 mm<br />
<br />
|reqskills=*Capital Ships I<small>1h 56m</small><br />
**Advanced Spaceship Command V<small>29d 15h 6m</small><br />
*Amarr Dreadnought I<small>1h 40m</small><br />
**Amarr Battleship V<small>47d 9h 46m</small><br />
**Capital Ships I<small>1h 56m</small><br />
*Jump Drive Operation I<small>41m</small><br />
**Science V<small>5d 22h 13m</small><br />
**Navigation V<small>5d 22h 13m</small><br />
**Warp Drive Operation V<small>5d 22h 13m</small><br />
|totaltraintime=95d 1h 48m<br />
<br />
|forumlinks=<br />
|wikireferences=<br />
|externallinks=[http://wiki.eveonline.com/en/wiki/Revelation Revelation on Eve Online Wiki]<br><br />
<br />
|highlights1=High Amount of Low Slots<br />
|highlights2=<br />
|highlights3=<br />
|highlights4=<br />
<br />
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<br />
==Summary==<br />
The Revelation is the Amarr Dreadnought-class capital ship and is designed for dealing damage to structures and other capitals. The Revelation is a popular ship in its class due to the convenience of not using ammunition.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Revelation for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
''No tagged fittings for Revelation.''<br />
<br />
==Tactics==<br />
''No sub-article about Revelation roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Revelation here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Dreadnoughts]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Moros&diff=66617Moros2014-03-19T11:04:53Z<p>Thabink: /* Summary */</p>
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<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
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<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)<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 />
<br />
|shipid=19724<br />
|shipimg=Moros.jpg<br />
|shipname=Moros<br />
|caption=Moros<br />
|class=Dreadnought<br />
|grouping=Dreadnoughts<br />
|hulltype=Moros Class<br />
|faction=Gallente Federation<br />
|race=Gallente<br />
|roles=unspecified<br />
|variations=none<br />
<br />
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
<br />
|powergrid=575,000 MW<br />
|cpu=750 tf<br />
|capacitor=52,500 GJ<br />
|highs=4<br />
|turrets=3<br />
|launchers=0<br />
|mediums=5<br />
|lows=7<br />
<br />
|mass=1,292,500,000 kg<br />
|volume=17,550,000 m&#179;<br />
|cargohold=2,550 m&#179;<br />
<br />
|dronebay=0 m&#179;<br />
|bandwidth=0 Mbit/sec<br />
<br />
|info=Of all the dreadnoughts currently in existence, the imposing Moros possesses a tremendous capacity to fend off garguantuan hostiles while still posing a valid threat to any and all larger-scale threats on the battlefield. By virtue of its protean array of point defense capabilities, and its terrifying ability to unleash rapid and thoroughly devastating amounts of destruction on the battlefield, the Moros is single-handedly capable of turning the tide in a fleet battle.<br />
<br />
|bonuses=<b>Gallente Dreadnought Skill Bonus:</b><br>5% bonus to Capital Hybrid Turret damage per level<br>5% bonus to Capital Hybrid Turret rate of fire per level<br />
<br />
|structurehp=218,750 HP<br />
|shieldhp=156,250 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20<br />
|armorhp=187,500 HP |armorem=50 |armorexp=10 |armorkin=35 |armortherm=35<br />
<br />
|maxvelocity=70 m/s<br />
|inertia=0.046<br />
|warpspeed=1.5 AU/s<br />
|warptime=81.53 s<br />
<br />
|targetrange=105 km<br />
|sigradius=3,045 m<br />
|maxlockedtargets=7<br />
|sensortype=Magnetometric<br />
|sensorvalue=44 points<br />
|scanres=50 mm<br />
<br />
|reqskills=*Gallente Dreadnought I<small>1h 40m</small><br />
**Capital Ships III<small>2d 14h 12m</small><br />
***Adv Spaceship Command V<small>29d 15h 6m</small><br />
**Gallente Battleship III<small>1d 11h 33m</small><br />
***Gallente BattleCruiser III<small>1d 2h 40m</small><br />
**Tactical Weapon Reconfiguration I<small>1h 6m</small><br />
*Jump Drive Operation I<small>41m</small><br />
**Science V<small>5d 22h 13m</small><br />
**Navigation V<small>5d 22h 13m</small><br />
**Warp Drive Operation V<small>5d 22h 13m</small><br />
|totaltraintime=89d 14h 39m<br />
<br />
|forumlinks=<br />
|wikireferences=<br />
|externallinks=[http://wiki.eveonline.com/en/wiki/Moros Moros on Eve Online Wiki]<br><br />
<br />
|highlights1=High Amount of Low Slots<br />
|highlights2=<br />
|highlights3=<br />
|highlights4=<br />
<br />
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<br />
==Summary==<br />
The Moros is the Gallente Dreadnought. It ''used'' to be referred to as the most versatile dreadnought until it had its drone bay stripped, leaving it run-of-the-mill. As with the other dreadnoughts, the Moros is best suited for combat with other capitals and large, stationary targets (i.e. PoS's).<br />
<br />
While the Moros is not as versatile as it once was, it is still a popular dreadnought because of its high damage output with capital blasters.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Moros for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
<br />
{{ShipFitting|<br />
ship=Moros|<br />
shipTypeID=19724|<br />
fitName=Wormholes|<br />
fitID=wh|<br />
high1name=Ion Siege Blaster Cannon I|<br />
high1typeID=20450|<br />
high2name=Ion Siege Blaster Cannon I|<br />
high2typeID=20450|<br />
high3name=Ion Siege Blaster Cannon I|<br />
high3typeID=20450|<br />
high4name=Siege Module I|<br />
high4typeID=20280|<br />
mid1name=Tracking Computer II|<br />
mid1typeID=1978|<br />
mid2name=Tracking Computer II|<br />
mid2typeID=1978|<br />
mid3name=Tracking Computer II|<br />
mid3typeID=1978|<br />
mid4name=Sensor Booster II|<br />
mid4typeID=1952|<br />
mid5name=Sensor Booster II|<br />
mid5typeID=1952|<br />
low1name=Capital Armor Repairer I|<br />
low1typeID=20701|<br />
low2name=Reactive Armor Hardener|<br />
low2typeID=4403|<br />
low3name=Imperial Navy Energized Adaptive Nano Membrane|<br />
low3typeID=15729|<br />
low4name=Imperial Navy Energized Adaptive Nano Membrane|<br />
low4typeID=15729|<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 />
charge1name=Tracking Speed Script x1|<br />
charge1typeID=29001|<br />
charge2name=Scan Resolution Script x1|<br />
charge2typeID=29011|<br />
charge3name=Guristas Antimatter Charge XL x1|<br />
charge3typeID=21368|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Capital Semiconductor Memory Cell I|<br />
rig1typeID=31410|<br />
rig2name=Capital Semiconductor Memory Cell I|<br />
rig2typeID=31410|<br />
rig3name=Capital Trimark Armor Pump I|<br />
rig3typeID=30993|<br />
difficulty=1|<br />
warsop=N|<br />
warsopReason=Capital|<br />
version=ODY 1.0|<br />
shipDNA=19724:20280;1:20450;3:1952;2:1978;3:4403;1:10190;3:15729;2:20701;1:30993;1:31410;2:21368;1:29001;1:29011;1::|<br />
skills=Dreadnought 4</li><li>Tactical weapons reconfiguration 3</li><li>Capital Hybrids 4</li><li>Capital repair systems 4</li><li>Excellent Gunnery, Tanking and Capacitor skills|<br />
notes=}}<br />
<br />
==Tactics==<br />
''No sub-article about Moros roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
In Greek mythology, Moros was the personification of impending doom and son of the primordial deities [[Nyx]] and [[Erebus]].<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Dreadnoughts]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Talk:Tech_3_Cruiser&diff=66449Talk:Tech 3 Cruiser2014-03-14T13:22:16Z<p>Thabink: </p>
<hr />
<div>This seems like a very intelligent redirect rather than just editing every link to tech 3 crusier. Hellbento 11-03-2014.<br />
:There was only one of them, but meh. [[User:Thabink|Thabink]] ([[User talk:Thabink|talk]]) 13:22, 14 March 2014 (UTC)</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Wormhole_space&diff=66448Wormhole space2014-03-14T13:21:35Z<p>Thabink: </p>
<hr />
<div>{{Wormhole Links}}Wormhole Space, also know as the Anoikis Galaxy, is a collection semi-charted systems full of opportunity and danger. The discovery of [[Sleepers]], an ancient Artificial Intelligence that dwells within Wormhole Space, led to groundbreaking new technology which in turn enabled the creation of [[Strategic Cruisers]]. Wormhole Space(W-Space) is lawless and has no CONCORD presence, Empire oversight or Sovereign Alliances.<br />
<br />
==Wormhole Space Characteristics==<br />
Wormhole Space has roughly 2500 known systems, each classified as one of six levels. These are commonly referred to as C1, C2, C3, C4, C5 or C6. They represent how entrenched the Sleeper occupation is and how strong the system effects (see below) can be.<br />
<br />
Wormhole Space has no Stargates or Stations. Anybody choosing to live in W-Space must do so out of a [[Player Owned Starbase]] and accept that [[Wormholes]] will be their sole means of interstellar transport.<br />
<br />
Visually W-Space is surrounded with cloud-like nebulae, partially blocking vision into the reaches of space. It is believed that Anoikis resides in a dense Nebula, which in turn provides necessary physical criteria for the abundant resources which are considered rare or non-existent in New Eden.<br />
<br />
Local chat in W-Space is different from K-Space. You or any other players will only show up in channel if you're actually chatting. Otherwise they simply won't show up. Therefore to see who's in system you need to use scouts and [[Directional_Scanner_Guide|D-Scan]]. Even then a cloaky ship won't be noticeable until it decloaks or logs off.<br />
<br />
===Exploration Sites and Cosmic Anomalies===<br />
Exploration sites in W-Space are different from K-Space. They are inhabited by [[Sleepers]], which provide the materials to build Tech 3 Ships ([[Strategic Cruiser]]). Bringing a [[Dreadnought]] or [[Carrier]] into anomalies, radar or magnetometric sites will spawn additional battleships in Class 5 and 6 W-Space systems. These spawns called [[Capital Escalations]] drop decent amounts of loot, allowing you to make ISK without completely finishing the site. Only two Capital Escalations can be triggered per capital type, totalling at four. All sites despawn three downtimes after they've been activated (initiated warp to). If a site isn't completed it will despawn on the fourth downtime after its activation. Escalation waves will regenerate after every downtime so it's possible to keep on farming a site for days.<br />
<br />
Ore sites are anomalies that contain asteroids which can be mined. In higher class Wormholes the sites can contain enough ore to keep a dozen Hulks busy for days. An ore site can contain every known ore and is lightly guarded.<br />
<br />
===Cosmic Signatures===<br />
<br />
Cosmic Signatures need to be probed down. They come in 5 types:<br />
<br />
*Gas - These Sites will contain gas clouds, which can be harvested through a Gas Harvester. The gas is needed for [[Tech_3_Production|Tech 3 production]] and is lightly guarded. See [[Gas in W-space]] for more details on this.<br />
*Data - Data Sites will contain locked containers, containing items like datacores, which can be unlocked through [[Hacking]]. Sometimes there will be a Talocan ship wreck, which can be salvaged and will drop ancient hull sections for Tech 3 Ships. The sites are heavily guarded and can be escalated by capitals, unlike their K-Space counterparts.<br />
*Relic - Those sites will contain ancient relics in containers, which have to be opened through [[Archaeology]]. Ancient relics are needed to generate T3 blueprints through [http://wiki.eveonline.com/wiki/Reverse_Engineering reverse engineering]. Relic Sites are heavily guarded and can be escalated by capitals unlike their K-Space counterparts.<br />
*Wormhole - Not guarded by [[Sleepers]], though it may be guarded by players. Unknown sites always indicate a Wormhole location, said wormhole will not spawn in its destination system until a player warps to it. While it is by no means a guarantee, avoiding warping to wormhole signatures significantly reduces the chance that you will find yourself sharing the system with other players. It is worth noting that if a wormhole is opened towards you (your side is K162) the connection has been certainly established on both sides.<br />
<br />
===Other Activities===<br />
====Production====<br />
W-Space has a structural advantage only in one area of production. This is unsurprisingly [[Tech_3_Production|Tech 3 production]]. All the materials required for [[Strategic Cruiser]] (T3) hulls and subsystems originate from W-Space, giving W-Space a slight logistical advantage. It is also impossible to run a full T3 production line in systems with security status more than 0.3, further increasing this advantage.<br />
<br />
For more information about Tech 3 Cruiser Production, you may start with the [[Tech 3 Manufacturing 101]] syllabus.<br />
<br />
In addition to T3 production, processes that aren't allowed in highsec space can be found in W-Space POSes. The most notable is [[Messing_With_Your_Head#Better_living_through_chemistry:_Intro_to_booster_drugs|Drug Manufacturing]], utilizing the often short travel times to trade hubs -assuming you aren't unlucky- to import the necessary materials and exporting or locally selling the manufactured end-goods.<br />
<br />
==Anoikis Systems==<br />
===Statics===<br />
Statics are a system variable. Each system will have a static (two for C2s), which will always have the same wormhole ID and lead you to the same class of W-Space system as the previous one. When a static wormhole collapses a new static wormhole will spawn immediately, taking you to the same class of W-Space or K-Space.<br />
<br />
====Class 1 Systems====<br />
C1 systems are not very popular for harvesting or site running purposes. They are excellent for beginners. They're relatively safe, easy to run and require a low amount of skillpoints. A battlecruiser can solo the sites and a small cruiser gang will easily run the sites efficiently.<br />
<br />
C1 systems have a niche role of being used by small Tech 3 Manufacturing Corporations. Some of these corporations will build one or two carriers which will make them very hard to evict due to POS reinforcement mechanics.<br />
{{WHSystem<br />
|name=[http://wiki.eveonline.com/en/wiki/List_of_All_W-Space_Systems#Class_1_Wormhole_Systems_.5BRegions_1-3.5D_.28Total:_348_Systems.29 Class 1 Systems]<br />
|image=Class 2 System.jpg<br />
|maxmass=20,000 t<br />
|minmass=20,000 t<br />
|maxhull=Battlecruiser<br />
|minhull=Battlecruiser<br />
|escalations=None<br />
|number=348<br />
|statics={{co|red||Nullsec}} ('''Z060''')<br>{{co|yellow||Lowsec}} ('''J224''')<br>{{co|green||Hisec}} ('''N110''')<br />
|anosites=[[Perimeter Ambush Point]]<br>[[Perimeter Camp]]<br>[[Phase Catalyst Node]]<br>[[The Line]]<br />
|grasites=[[Average Frontier Deposit|Average F.D.]]<br>[[Unexceptional Frontier Deposit|Unexceptional F.D.]]<br>[[Uncommon Core Deposit|Uncommon C.D.]]<br>[[Ordinary Perimeter Deposit|Ordinary P.D.]]<br>[[Common Perimeter Deposit|Common P.D.]]<br>[[Exceptional Core Deposit|Exceptional C.D.]]<br>[[Infrequent Core Deposit|Infrequent C.D.]]<br>[[Unusual Core Deposit|Unusual C.D.]]<br>[[Rarified Core Deposit|Rarified C.D.]]<br>[[Isolated Core Deposit|Isolated C.D.]]<br />
|ladsites=[[Barren Perimeter Reservoir|Barren P.R.]]<br>[[Minor Perimeter Reservoir|Minor P.R.]]<br>[[Ordinary Perimeter Reservoir|Ordinary P.R]]<br>[[Sizable Perimeter Reservoir|Sizeable P.R.]]<br>[[Token Perimeter Reservoir|Token P.R.]]<br>[[Bountiful Frontier Reservoir|Bountiful F.R.]]<br>[[Vast Frontier Reservoir|Vast F.R.]]<br>[[Instrumental Core Reservoir|Instrumental C.R.]]<br>[[Vital Core Reservoir|Vital C.R.]]<br />
|magsites=[[Forgotten Perimeter Coronation Platform]]<br>[[Forgotten Perimeter Power Array]]<br />
|radsites=[[Unsecured Perimeter Amplifier]]<br>[[Unsecured Perimeter Information Center]]<br />
}}<br />
<br />
====Class 2 Systems====<br />
C2 wormhole systems have a special role in low-class Wormhole Space systems. They offer slightly more ISK than C1's and can be soloed by low skillpoint Battlecruiser pilots. Their special property is that they come with two statics. These statics provide guaranteed access to K-Space and W-Space.<br />
{{WHSystem<br />
|name=[http://wiki.eveonline.com/en/wiki/List_of_All_W-Space_Systems#Class_2_Wormhole_Systems_.5BRegions_4-8.5D_.28Total:_525_Systems.29 Class 2 Systems]<br />
|image=Class 2 System.jpg<br />
|maxmass=300,000 t<br />
|minmass=20,000 t<br />
|maxhull=Orca<br />
|minhull=Battlecruiser<br />
|escalations=None<br />
|number=525<br />
|statics={{co|green||Hisec}} ('''B274''') & {{co|#00BFFF||C1}} ('''Z647''')<br>{{co|green||Hisec}} ('''B274''') & {{co|#00BFFF||C3}} ('''O477''')<br>{{co|green||Hisec}} ('''B274''') & {{co|#00BFFF||C4}} ('''Y683''')<br>{{co|yellow||Lowsec}} ('''A239''') & {{co|#00BFFF||C2}} ('''D382''')<br>{{co|red||Nullsec}} ('''E545''') & {{co|#00BFFF||C5}} ('''N062''')<br>{{co|red||Nullsec}} ('''E545''') & {{co|#00BFFF||C6}} ('''R474''')<br />
|anosites=[[Perimeter Checkpoint]]<br>[[Perimeter Hangar]]<br>[[The Ruins of Enclave Cohort 27]]<br>[[Sleeper Data Sanctuary]]<br />
|grasites=[[Average Frontier Deposit|Average F.D.]]<br>[[Unexceptional Frontier Deposit|Unexceptional F.D.]]<br>[[Uncommon Core Deposit|Uncommon C.D.]]<br>[[Ordinary Perimeter Deposit|Ordinary P.D.]]<br>[[Common Perimeter Deposit|Common P.D.]]<br>[[Exceptional Core Deposit|Exceptional C.D.]]<br>[[Infrequent Core Deposit|Infrequent C.D.]]<br>[[Unusual Core Deposit|Unusual C.D.]]<br>[[Rarified Core Deposit|Rarified C.D.]]<br>[[Isolated Core Deposit|Isolated C.D.]]<br />
|ladsites=[[Barren Perimeter Reservoir|Barren P.R.]]<br>[[Minor Perimeter Reservoir|Minor P.R.]]<br>[[Ordinary Perimeter Reservoir|Ordinary P.R]]<br>[[Sizable Perimeter Reservoir|Sizeable P.R.]]<br>[[Token Perimeter Reservoir|Token P.R.]]<br>[[Bountiful Frontier Reservoir|Bountiful F.R.]]<br>[[Vast Frontier Reservoir|Vast F.R.]]<br>[[Instrumental Core Reservoir|Instrumental C.R.]]<br>[[Vital Core Reservoir|Vital C.R.]]<br />
|magsites=[[Forgotten Perimeter Gateway]]<br>[[Forgotten Perimeter Habitation Coils]]<br />
|radsites=[[Unsecured Perimeter Comms Relay]]<br>[[Unsecured Perimeter Transponder Farm]]<br />
}}<br />
<br />
====Class 3 Systems====<br />
C3 Systems are excellent for beginner wormhole corporations. They come with a K-Space statics of any kind, allowing you to pick your environment. C3's also offer good ISK for their difficulty, a battlecruiser gang with local rep or a little Tech 1 logi support will burn through the sites.<br />
{{WHSystem<br />
|name=[http://wiki.eveonline.com/en/wiki/List_of_All_W-Space_Systems#Class_3_Wormhole_Systems_.5BRegions_9-15.5D_.28Total:_495_Systems.29 Class 3 Systems]<br />
|image=Class 3 System.jpg<br />
|maxmass=300,000 t<br />
|minmass=300,000 t<br />
|maxhull=Orca<br />
|minhull=Orca<br />
|escalations=None<br />
|number=495<br />
|statics={{co|green||Hisec}} ('''D845''')<br>{{co|yellow||Lowsec}} ('''U210''')<br>{{co|red||Nullsec}} ('''K346''')<br />
|anosites=[[Fortification Frontier Stronghold]]<br>[[Outpost Frontier Stronghold]]<br>[[Solar Cell]]<br>[[The Oruze Construct]]<br />
|grasites=[[Average Frontier Deposit|Average F.D.]]<br>[[Unexceptional Frontier Deposit|Unexceptional F.D.]]<br>[[Uncommon Core Deposit|Uncommon C.D.]]<br>[[Ordinary Perimeter Deposit|Ordinary P.D.]]<br>[[Common Perimeter Deposit|Common P.D.]]<br>[[Exceptional Core Deposit|Exceptional C.D.]]<br>[[Infrequent Core Deposit|Infrequent C.D.]]<br>[[Unusual Core Deposit|Unusual C.D.]]<br>[[Rarified Core Deposit|Rarified C.D.]]<br>[[Isolated Core Deposit|Isolated C.D.]]<br />
|ladsites=[[Barren Perimeter Reservoir|Barren P.R.]]<br>[[Minor Perimeter Reservoir|Minor P.R.]]<br>[[Ordinary Perimeter Reservoir|Ordinary P.R]]<br>[[Sizable Perimeter Reservoir|Sizeable P.R.]]<br>[[Token Perimeter Reservoir|Token P.R.]]<br>[[Bountiful Frontier Reservoir|Bountiful F.R.]]<br>[[Vast Frontier Reservoir|Vast F.R.]]<br>[[Instrumental Core Reservoir|Instrumental C.R.]]<br>[[Vital Core Reservoir|Vital C.R.]]<br />
|magsites=[[Forgotten Frontier Quarantine Outpost]]<br>[[Forgotten Frontier Recursive Depot]]<br />
|radsites=[[Unsecured Frontier Database]]<br>[[Unsecured Frontier Receiver]]<br />
}}<br />
<br />
====Class 4 Systems====<br />
C4 Systems are not very loved. They represent the step between being a small W-Space corporation to being a hardcore one. A step most corporations or players jump over. C4's provide little more ISK than a C3 but require quite a bit more effort. C4's, much like their older brothers don't have statics to K-Space, but unlike any other class, they never have any incoming wormholes from K-space either. This means at least a two-jump chain to reach K-Space. It is worth noting however, that C4 residents like the space they live in mainly because C4's are lower maintenance both on the capital and active player front. C4's also grant access to frequent PvP.<br />
{{WHSystem<br />
|name=[http://wiki.eveonline.com/en/wiki/List_of_All_W-Space_Systems#Class_4_Wormhole_Systems_.5BRegions_16-23.5D_.28Total:_505_Systems.29 Class 4 Systems]<br />
|image=Class 3 System.jpg<br />
|maxmass=300,000 t<br />
|minmass=300,000 t<br />
|maxhull=Orca<br />
|minhull=Orca<br />
|escalations=None<br />
|number=505<br />
|statics={{co|#00BFFF||C1}} ('''P060''')<br>{{co|#00BFFF||C2}} ('''N766''')<br>{{co|#00BFFF||C3}} ('''C247''')<br>{{co|#00BFFF||C4}} ('''X877''')<br>{{co|#00BFFF||C5}} ('''H900''')<br>{{co|#00BFFF||C6}} ('''U574''')<br />
|anosites=[[Frontier Barracks]]<br>[[Frontier Command Post]]<br>[[Integrated Terminus]]<br>[[Sleeper Information Sanctum]]<br />
|grasites=[[Average Frontier Deposit|Average F.D.]]<br>[[Unexceptional Frontier Deposit|Unexceptional F.D.]]<br>[[Uncommon Core Deposit|Uncommon C.D.]]<br>[[Ordinary Perimeter Deposit|Ordinary P.D.]]<br>[[Common Perimeter Deposit|Common P.D.]]<br>[[Exceptional Core Deposit|Exceptional C.D.]]<br>[[Infrequent Core Deposit|Infrequent C.D.]]<br>[[Unusual Core Deposit|Unusual C.D.]]<br>[[Rarified Core Deposit|Rarified C.D.]]<br>[[Isolated Core Deposit|Isolated C.D.]]<br />
|ladsites=[[Barren Perimeter Reservoir|Barren P.R.]]<br>[[Minor Perimeter Reservoir|Minor P.R.]]<br>[[Ordinary Perimeter Reservoir|Ordinary P.R]]<br>[[Sizable Perimeter Reservoir|Sizeable P.R.]]<br>[[Token Perimeter Reservoir|Token P.R.]]<br>[[Bountiful Frontier Reservoir|Bountiful F.R.]]<br>[[Vast Frontier Reservoir|Vast F.R.]]<br>[[Instrumental Core Reservoir|Instrumental C.R.]]<br>[[Vital Core Reservoir|Vital C.R.]]<br />
|magsites=[[Forgotten Frontier Conversion Module]]<br>[[Forgotten Frontier Evacuation Center]]<br />
|radsites=[[Unsecured Frontier Digital Nexus]]<br>[[Unsecured Frontier Trinary Hub]]<br />
}}<br />
<br />
====Class 5 Systems====<br />
C5 systems are the premium choice for most hardcore wormhole corporations. The sites have [[Wormhole Exploration Sites#Class 5|Capital Escalations]] and provide good income for any well organized group. C5's are highly connectible to other C5's, giving the nickname "The C5 Highway" to such connections and chains.<br />
{{WHSystem<br />
|name=[http://wiki.eveonline.com/en/wiki/List_of_All_W-Space_Systems#Class_5_Wormhole_Systems_.5BRegions_24-29.5D_.28Total:_512_Systems.29 Class 5 Systems]<br />
|image=Class 5 System.jpg<br />
|maxmass=1,350,000 t<br />
|minmass=300,000 t<br />
|maxhull=Dreadnought<br />
|minhull=Orca<br />
|escalations={{co|green||Yes}}<br />
|number=512<br />
|statics={{co|#00BFFF||C1}} ('''Y790''')<br>{{co|#00BFFF||C2}} ('''D394''')<br>{{co|#00BFFF||C3}} ('''M267''')<br>{{co|#00BFFF||C4}} ('''E175''')<br>{{co|#00BFFF||C5}} ('''H296''')<br>{{co|#00BFFF||C6}} ('''V753''')<br />
|anosites=[[Core Garrison]]<br>[[Core Stronghold]]<br>[[Oruze Osobnyk]]<br>[[Quarantine Area]]<br />
|grasites=[[Average Frontier Deposit|Average F.D.]]<br>[[Unexceptional Frontier Deposit|Unexceptional F.D.]]<br>[[Uncommon Core Deposit|Uncommon C.D.]]<br>[[Ordinary Perimeter Deposit|Ordinary P.D.]]<br>[[Common Perimeter Deposit|Common P.D.]]<br>[[Exceptional Core Deposit|Exceptional C.D.]]<br>[[Infrequent Core Deposit|Infrequent C.D.]]<br>[[Unusual Core Deposit|Unusual C.D.]]<br>[[Rarified Core Deposit|Rarified C.D.]]<br>[[Isolated Core Deposit|Isolated C.D.]]<br />
|ladsites=[[Barren Perimeter Reservoir|Barren P.R.]]<br>[[Minor Perimeter Reservoir|Minor P.R.]]<br>[[Ordinary Perimeter Reservoir|Ordinary P.R]]<br>[[Sizable Perimeter Reservoir|Sizeable P.R.]]<br>[[Token Perimeter Reservoir|Token P.R.]]<br>[[Bountiful Frontier Reservoir|Bountiful F.R.]]<br>[[Vast Frontier Reservoir|Vast F.R.]]<br>[[Instrumental Core Reservoir|Instrumental C.R.]]<br>[[Vital Core Reservoir|Vital C.R.]]<br />
|magsites=[[Forgotten Core Data Field]]<br>[[Forgotten Core Information Pen]]<br />
|radsites=[[Unsecured Frontier Enclave Relay]]<br>[[Unsecured Frontier Server Bank]]<br />
}}<br />
<br />
====Class 6 Systems====<br />
The hardest system to tame of them all, C6 wormholes represent the pinnacle of wormhole life. In truth, there is much debate between C5 and C6 residents on the merits and drawbacks of C6 wormholes. The sites have [[Wormhole Exploration Sites#Class 5|Capital Escalations]] like C5 sites and they spawn more frequently.<br />
{{WHSystem<br />
|name=[http://wiki.eveonline.com/en/wiki/List_of_All_W-Space_Systems#Class_6_Wormhole_Systems_.5BRegion_30.5D_.28Total:_113_Systems.29 Class 6 Systems]<br />
|image=Class 3 System.jpg<br />
|maxmass=1,350,000 t<br />
|minmass=300,000 t<br />
|maxhull=Dreadnought<br />
|minhull=Orca<br />
|escalations={{co|green||Yes}}<br />
|number=113<br />
|statics={{co|#00BFFF||C1}} ('''Q317''')<br>{{co|#00BFFF||C2}} ('''G024''')<br>{{co|#00BFFF||C3}} ('''L477''')<br>{{co|#00BFFF||C4}} ('''Z457''')<br>{{co|#00BFFF||C5}} ('''V911''')<br>{{co|#00BFFF||C6}} ('''W237''')<br />
|anosites=[[Core Citadel]]<br>[[Core Bastion]]<br>[[Strange Energy Readings]]<br>[[The Mirror]]<br />
|grasites=[[Average Frontier Deposit|Average F.D.]]<br>[[Unexceptional Frontier Deposit|Unexceptional F.D.]]<br>[[Uncommon Core Deposit|Uncommon C.D.]]<br>[[Ordinary Perimeter Deposit|Ordinary P.D.]]<br>[[Common Perimeter Deposit|Common P.D.]]<br>[[Exceptional Core Deposit|Exceptional C.D.]]<br>[[Infrequent Core Deposit|Infrequent C.D.]]<br>[[Unusual Core Deposit|Unusual C.D.]]<br>[[Rarified Core Deposit|Rarified C.D.]]<br>[[Isolated Core Deposit|Isolated C.D.]]<br />
|ladsites=[[Barren Perimeter Reservoir|Barren P.R.]]<br>[[Minor Perimeter Reservoir|Minor P.R.]]<br>[[Ordinary Perimeter Reservoir|Ordinary P.R]]<br>[[Sizable Perimeter Reservoir|Sizeable P.R.]]<br>[[Token Perimeter Reservoir|Token P.R.]]<br>[[Bountiful Frontier Reservoir|Bountiful F.R.]]<br>[[Vast Frontier Reservoir|Vast F.R.]]<br>[[Instrumental Core Reservoir|Instrumental C.R.]]<br>[[Vital Core Reservoir|Vital C.R.]]<br />
|magsites=[[Forgotten Core Assembly Hall]]<br>[[Forgotten Core Circuitry Disassembler]]<br />
|radsites=[[Unsecured Core Backup Array]]<br>[[Unsecured Core Emergence]]<br />
}}<br />
<br />
==System Effects==<br />
Certain W-Space systems have effects that change the nature of your ship's statistics and/or modules. These phenomena only effect capsuleer ships, so Sleepers or structures won't be effected. The only in-game ways of telling what type of system you're in are the visual markers on the horizon or checking your fitting window for statistics changes, such as armor resists in a Wolf-Rayet. Generally players use third-party websites to check systems for effects.<br />
<br />
====Pulsar====<br />
Pulsar systems are very powerful when utilized correctly. They provide bonuses to shield amount and capacitor regeneration, effectively doubling the your shield hitpoints and halving your capacitor regeneration in C6s. Armor ships will suffer a resistance debuff, and should be used carefully or not at all.<br />
{| class="wikitable" style="text-align:center;"<br />
| rowspan="6" style="padding:0px;" | [[File:WH_Pulsar.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:#0A2A0A;"<br />
|'''Shield Capacity'''<br />
|&#43;25%<br />
|&#43;44%<br />
|&#43;55%<br />
|&#43;68%<br />
|&#43;85%<br />
|&#43;100%<br />
|- style="background:#3B0B0B;"<br />
|'''Armor Resists''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|- style="background:#0A2A0A;"<br />
|'''Capacitor Recharge Time''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|- style="background:#0A2A0A;"<br />
|'''Targeting Range''' <br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|- style="background:#3B0B0B;"<br />
|'''Signature Radius''' <br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
====Black Hole====<br />
Black Hole systems are unloved. While some extreme doctrines may work, the nerf to effective damage of all types and align times discourage most players to run sites or settle these systems. The velocity bonus however opens the possibility of reaching amazing speeds.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
| rowspan="7" style="padding:0px;" | [[File:WH_Black_Hole.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 />
|'''Missile Velocity''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|- style="background:#0A2A0A;"<br />
|'''Ship Velocity'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100<br />
|- style="background:#3B0B0B;"<br />
|'''Drone Control Range''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|- style="background:#3B0B0B;"<br />
|'''Inertia'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|- style="background:#3B0B0B;"<br />
|'''Lock Range'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|- style="background:#3B0B0B;"<br />
|'''Falloff'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
====Cataclysmic Variable====<br />
Cataclysmic Variable systems basically increase the logistics capabilities of your fleet. Self-repping won't be as viable, which might be a problem for triaging Carriers or sieging Dreadnoughts. These systems also have a bonus to capacitor amount. Don't let the capacitor recharge debuff fool you, your recharge amount stays the same so your cap stability won't be affected.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
| rowspan="7" style="padding:0px;" | [[File:WH_Cataclysmic_Variable.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 />
|'''Local Armor Repair Amount''' <br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|- style="background:#0A2A0A;"<br />
|'''Remote Armor Repair Amount'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|- style="background:#3B0B0B;"<br />
|'''Local Shield Repair Amount'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|- style="background:#0A2A0A;"<br />
|'''Remote Shield Transfer Amount''' <br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|- style="background:#0A2A0A;"<br />
|'''Capacitor Capacity'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|- style="background:#3B0B0B;"<br />
|'''Capacitor Recharge Time'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
====Magnetar====<br />
While Magnetars suffer from similar damage application reductions as black holes, they come with a massive straight-out damage bonus. Magnetars are generally liked. Running sites in them is faster.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
| rowspan="7" style="padding:0px;" | [[File:WH_Magnetar.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:#0A2A0A;"<br />
|'''Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|- style="background:#3B0B0B;"<br />
|'''Missile AOE Velocity'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|- style="background:#3B0B0B;"<br />
|'''Drone Velocity'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|- style="background:#3B0B0B;"<br />
|'''Targeting Range'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|- style="background:#3B0B0B;"<br />
|'''Tracking Speed'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
====Red Giant====<br />
Red Giants are very specialized. They're not sought after, not because they're bad but because they don't have much to offer. The bonus to smartbomb range and damage can be useful, especially when camping holes. The overheating bonus will allow your overheated modules to be even more effective, but they will burn out quicker.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
| rowspan="5" 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 />
|&#43;10% <br />
|&#43;19% <br />
|&#43;27% <br />
|&#43;34% <br />
|&#43;41% <br />
|&#43;50%<br />
|- style="background:#0A2A0A;"<br />
|'''Overload Bonus'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|- style="background:#0A2A0A;"<br />
|'''Smart Bomb Range'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|- style="background:#0A2A0A;"<br />
|'''Smart Bomb Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|}<br />
<br />
====Wolf Rayet====<br />
Wolf Rayets are partially opposite to Pulsars. The obvious differences are the bonus to armor resists and the debuff to shield resists. There is also a bonus to signature radius which further enforces the armor doctrine fleets. The small gun damage bonus is largely ignored but opens interesting possibilities for gangs consisting of smaller sized ships.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
| rowspan="5" style="padding:0px;" | [[File:WH_Wolf_Rayet.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:#0A2A0A;"<br />
|'''Armor Resist''' <br />
|&#43;10% <br />
|&#43;19% <br />
|&#43;27% <br />
|&#43;34% <br />
|&#43;41% <br />
|&#43;50%<br />
|- style="background:#3B0B0B;"<br />
|'''Shield Resist'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|- style="background:#0A2A0A;"<br />
|'''Small Weapon Damage'''<br />
|&#43;25% <br />
|&#43;44% <br />
|&#43;55% <br />
|&#43;68% <br />
|&#43;85% <br />
|&#43;100%<br />
|- style="background:#0A2A0A;"<br />
|'''Signature Radius'''<br />
|&#45;10% <br />
|&#45;19% <br />
|&#45;27% <br />
|&#45;34% <br />
|&#45;41% <br />
|&#45;50%<br />
|}<br />
<br />
==Misc==<br />
*Everybody loves Tech 3 Ships in W-Space because they provide the best efficiency/mass ratio which is important when jumping wormholes.<br />
*An "eviction" is the act of an entity kicking another out of their home system. You might think of it as a SOV war, only in a single system instead of numerous regions.<br />
*[[SuperCap|Supercapitals]] don't fit through wormholes. Don't try it.<br />
*[[EVE University]] has its own [[Wormhole Campus]]!</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Manticore&diff=65869Manticore2014-03-07T11:24:30Z<p>Thabink: /* Summary */</p>
<hr />
<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)<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 />
<br />
|shipid=12032<br />
|shipimg=Manticore.jpg<br />
|shipname=Manticore<br />
|caption=Manticore<br />
|class=Stealth Bomber<br />
|grouping=Covert Ops<br />
|hulltype=Kestrel Class<br />
|faction=Caldari State<br />
|race=Caldari<br />
|roles=unspecified<br />
|variations={{Ship|Kestrel}}<br />
|tech=2<br />
<br />
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
<br />
|powergrid=38 MW<br />
|cpu=328 tf<br />
|capacitor=268.8 GJ<br />
|highs=5<br />
|turrets=2<br />
|launchers=3<br />
|mediums=4<br />
|lows=2<br />
<br />
|mass=1,466,000 kg<br />
|volume=28,100 m&#179;<br />
|cargohold=185 m&#179;<br />
<br />
|dronebay=0 m&#179;<br />
|bandwidth=0 Mbit/sec<br />
<br />
|info=Specifically engineered to fire torpedoes, stealth bombers represent the next generation in covert ops craft. The bombers are designed for sneak attacks on large vessels with powerful missile guidance technology enabling the torpedoes to strike faster and from a longer distance. <br><br>Developer: Lai Dai<br><br>Lai Dai have always favored a balanced approach to their mix of on-board systems, leading to a line-up of versatile ships.<br />
<br />
|bonuses=<b>Caldari Frigate Skill Bonus:</b><br>10% bonus to torpedo explosion velocity and flight time per level<br>20% bonus to torpedo missile velocity per level<br><b>Covert Ops Skill Bonus:</b><br>5% bonus to bomb kinetic damage per level<br>15% bonus to torpedo kinetic damage per level<br><b>Role Bonus:</b><br>-99.65% reduction in Torpedo Launcher powergrid needs<br>-50% reduction in Cloak CPU Use<br>-100% targeting delay after decloaking<br><b>Notes:</b> Can fit covert ops cloaks, covert cynosural field generators and bomb launchers. Cloak reactivation delay reduced to 15 seconds.<br />
<br />
|structurehp=338 HP<br />
|shieldhp=316 HP |shieldem=0 |shieldexp=50 |shieldkin=48 |shieldtherm=40<br />
|armorhp=288 HP |armorem=50 |armorexp=10 |armorkin=34 |armortherm=59<br />
<br />
|maxvelocity=256 m/s<br />
|inertia=3.878<br />
|warpspeed=5.5 AU/s<br />
|warptime=7.88 s<br />
<br />
|targetrange=70 km<br />
|sigradius=39 m<br />
|maxlockedtargets=6<br />
|sensortype=Gravimetric<br />
|sensorvalue=20 points<br />
|scanres=375 mm<br />
<br />
|reqskills=*Caldari Frigate V<small>11d 20h 26m</small><br />
**Spaceship Command I<small>8m</small><br />
*Covert Ops I<small>33m</small><br />
**Spaceship Command III<small>4h 26m</small><br />
**Electronics Upgrades V<small>11d 20h 26m</small><br />
***CPU Management II<small>47m</small><br />
***Power Grid Management II<small>47m</small><br />
|totaltraintime=23d 23h 27m<br />
<br />
|forumlinks=<br />
|wikireferences=<br />
|externallinks=[http://wiki.eveonline.com/en/wiki/Manticore Manticore on Eve Online Wiki]<br><br />
<br />
|highlights1=<br />
|highlights2=<br />
|highlights3=<br />
|highlights4=<br />
<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------------------------------------<br />
***************** ARTICLE SECTION :: ANYTHING BELOW IS SAFELY EDITABLE *******************<br />
-------------------------------------------------------------------------------------------><br />
<br />
==Summary==<br />
The Manticore is the Caldari Stealth Bomber. Its unique selling point is its high CPU, which means that, unlike the Nemesis, it can comfortably populate its 4 mid slots. This makes the Manticore arguably the best solo torpedo bomber, since it can use its mids to fit EWAR modules to prevent a target from fighting back.<br />
<br />
==Skills==<br />
While the skills above will allow you to 'fly' the Manticore it is pointless to fly a Stealth Bomber without a covert ops cloaking device ([[Skills:Electronic_Systems#Cloaking|Cloaking]] IV), or torpedo launchers ([[Skills:Missiles#Torpedoes|Torpedoes]] I).<br />
<br />
Required to function as a Stealth Bomber:<br />
*[[Skills:Electronic_Systems#Cloaking|Cloaking]] IV<br />
*[[Skills:Missiles#Torpedoes|Torpedoes]] I<br />
<br />
Suggested Skills:<br />
*[[Skills:Navigation#Navigation|Navigation]] III<br />
*[[Skills:Navigation#Acceleration_Control|Acceleration Control]] III<br />
*[[Skills:Navigation#Warp_Drive_Operation|Warp Drive Operation]] III<br />
*[[Skills:Spaceship_Command#Spaceship_Command|Spaceship Command]] IV<br />
*[[Skills:Navigation#Evasive_Maneuvering|Evasive Maneuvering]] III<br />
*[[Skills:Engineering#CPU_Management|CPU Management]] V<br />
*[[Skills:Engineering#Power_Grid_Management|Power Grid Management]] V<br />
*[[Skills:Engineering#Capacitor_Management|Capacitor Management]] III<br />
*[[Skills:Electronic_Systems#Target_Painting|Target Painting]] II<br />
*[[Skills:Electronic_Systems#Electronic_Warfare|Electronic Warfare]] II<br />
*[[Skills:Electronic_Systems#Sensor_Linking|Sensor Linking]] II<br />
*[[Skills:Targeting#Long_Range_Targeting|Long Range Targeting]] III<br />
*[[Skills:Targeting#Signature_Analysis|Signature Analysis]] III<br />
*[[Skills:Targeting#Target_Management|Target Management]] III<br />
*[[Skills:Shields#Shield_Management|Shield Management]] III<br />
*[[Skills:Shields#Shield_Operation|Shield Operation]] III<br />
*[[Skills:Engineering#Energy_Grid_Upgrades|Energy Grid Upgrades]] III<br />
*[[Skills:Rigging#Launcher_Rigging|Launcher Rigging]] II<br />
*[[Skills:Rigging#Astronautics_Rigging|Astronautics Rigging]] II<br />
*[[Skills:Rigging#Jury_Rigging|Jury Rigging]] III<br />
*[[Skills:Armor#Mechanics|Mechanics]] IV<br />
<br />
In addition, you will want to get missile launcher skills as high as possible, as well as Bomb Launching skills. These skills include: <br><br />
*[[Skills:Missiles#Missile_Bombardment|Missile Bombardment]] IV<br />
*[[Skills:Missiles#Missile_Projection|Missile Projection]] III<br />
*[[Skills:Missiles#Rapid_Launch|Rapid Launch]] III<br />
*[[Skills:Missiles#Target_Navigation_Prediction|Target Navigation Prediction]] III<br />
*[[Skills:Missiles#Warhead_Upgrades|Warhead Upgrades]] III<br />
*[[Skills:Missiles#Bomb_Deployment_2|Bomb Deployment]] I<br />
*[[Skills:Spaceship_Command#Covert_Ops|Covert Ops]] IV<br />
<br />
==Fitting==<br />
{{ShipFitting|<br />
ship=Manticore|<br />
shipTypeID=12032|<br />
fitName=T1 DPS|<br />
fitID=T1-DPS|<br />
high1name=Prototype 'Arbalest' Torpedo Launcher|<br />
high1typeID=8117|<br />
high2name=Prototype 'Arbalest' Torpedo Launcher|<br />
high2typeID=8117|<br />
high3name=Prototype 'Arbalest' Torpedo Launcher|<br />
high3typeID=8117|<br />
high4name=Covert Ops Cloaking Device II|<br />
high4typeID=11578|<br />
high5name=open|<br />
mid1name=Phased Weapon Navigation Array Generation Extron|<br />
mid1typeID=19814|<br />
mid2name=Limited 1MN Afterburner I|<br />
mid2typeID=6001|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
mid4name=Phased Muon Sensor Disruptor I|<br />
mid4typeID=5302|<br />
low1name=Ballistic Control System II|<br />
low1typeID=22291|<br />
low2name=Ballistic Control System II|<br />
low2typeID=22291|<br />
charge1name=Targeting Range Dampening Script x1|<br />
charge1typeID=29015|<br />
charge2name=Caldari Navy Scourge Torpedo x1|<br />
charge2typeID=27339|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Processor Overclocking Unit I|<br />
rig1typeID=26929|<br />
rig2name=Small Warhead Rigor Catalyst I|<br />
rig2typeID=31644|<br />
difficulty=0|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=12032:8117;3:11578;1:3244;1:5302;1:6001;1:19814;1:22291;2:26929;1:31644;1:27339;1:29015;1::|<br />
skills=|<br />
notes=}}<!--<br />
--><br />
{{ShipFitting|<br />
ship=Manticore|<br />
shipTypeID=12032|<br />
fitName=T1 MSE|<br />
fitID=T1-MSE|<br />
high1name=Prototype 'Arbalest' Torpedo Launcher|<br />
high1typeID=8117|<br />
high2name=Prototype 'Arbalest' Torpedo Launcher|<br />
high2typeID=8117|<br />
high3name=Prototype 'Arbalest' Torpedo Launcher|<br />
high3typeID=8117|<br />
high4name=Covert Ops Cloaking Device II|<br />
high4typeID=11578|<br />
high5name=open|<br />
mid1name=Phased Weapon Navigation Array Generation Extron|<br />
mid1typeID=19814|<br />
mid2name=Limited 1MN Afterburner I|<br />
mid2typeID=6001|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
mid4name=Medium Azeotropic Ward Salubrity I|<br />
mid4typeID=8433|<br />
low1name=Ballistic Control System II|<br />
low1typeID=22291|<br />
low2name=Ballistic Control System II|<br />
low2typeID=22291|<br />
charge1name=Caldari Navy Scourge Torpedo x1|<br />
charge1typeID=27339|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Ancillary Current Router I|<br />
rig1typeID=31358|<br />
rig2name=Small Ancillary Current Router I|<br />
rig2typeID=31358|<br />
difficulty=0|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=12032:8117;3:11578;1:3244;1:6001;1:8433;1:19814;1:22291;2:31358;2:27339;1::|<br />
skills=|<br />
notes=}}<!--<br />
--><br />
{{ShipFitting|<br />
ship=Manticore|<br />
shipTypeID=12032|<br />
fitName=T1 MSE+Bomb|<br />
fitID=T1-MSE-Bomb|<br />
high1name=Bomb Launcher I|<br />
high1typeID=27914|<br />
high2name=Prototype 'Arbalest' Torpedo Launcher|<br />
high2typeID=8117|<br />
high3name=Prototype 'Arbalest' Torpedo Launcher|<br />
high3typeID=8117|<br />
high4name=Prototype 'Arbalest' Torpedo Launcher|<br />
high4typeID=8117|<br />
high5name=Covert Ops Cloaking Device II|<br />
high5typeID=11578|<br />
mid1name=Phased Weapon Navigation Array Generation Extron|<br />
mid1typeID=19814|<br />
mid2name=Medium Azeotropic Ward Salubrity I|<br />
mid2typeID=8433|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
mid4name=Limited 1MN Afterburner I|<br />
mid4typeID=6001|<br />
low1name=Navy Micro Auxiliary Power Core|<br />
low1typeID=31936|<br />
low2name=Ballistic Control System II|<br />
low2typeID=22291|<br />
charge1name=Concussion Bomb x1|<br />
charge1typeID=27920|<br />
charge2name=Caldari Navy Scourge Torpedo x1|<br />
charge2typeID=27339|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Polycarbon Engine Housing I|<br />
rig1typeID=31177|<br />
rig2name=Small Targeting System Subcontroller I|<br />
rig2typeID=31322|<br />
difficulty=0|<br />
warsop=S|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=12032:8117;3:11578;1:27914;1:3244;1:6001;1:8433;1:19814;1:22291;1:31936;1:31177;1:31322;1:27339;1:27920;1::|<br />
skills=|<br />
notes=}}<!--<br />
--><br />
{{ShipFitting|<br />
ship=Manticore|<br />
shipTypeID=12032|<br />
fitName=T2 DPS|<br />
fitID=T2-DPS|<br />
high1name=Torpedo Launcher II|<br />
high1typeID=2420|<br />
high2name=Torpedo Launcher II|<br />
high2typeID=2420|<br />
high3name=Torpedo Launcher II|<br />
high3typeID=2420|<br />
high4name=Covert Ops Cloaking Device II|<br />
high4typeID=11578|<br />
high5name=open|<br />
mid1name=Phased Weapon Navigation Array Generation Extron|<br />
mid1typeID=19814|<br />
mid2name=Phased Weapon Navigation Array Generation Extron|<br />
mid2typeID=19814|<br />
mid3name=Limited 1MN Afterburner I|<br />
mid3typeID=6001|<br />
mid4name=Warp Disruptor II|<br />
mid4typeID=3244|<br />
low1name=Ballistic Control System II|<br />
low1typeID=22291|<br />
low2name=Ballistic Control System II|<br />
low2typeID=22291|<br />
charge1name=Scourge Rage Torpedo x1|<br />
charge1typeID=24523|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Processor Overclocking Unit I|<br />
rig1typeID=26929|<br />
rig2name=Small Warhead Rigor Catalyst I|<br />
rig2typeID=31644|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=12032:2420;3:11578;1:3244;1:6001;1:19814;2:22291;2:26929;1:31644;1:24523;1::|<br />
skills=|<br />
notes=}}<!--<br />
--><br />
{{ShipFitting|<br />
ship=Manticore|<br />
shipTypeID=12032|<br />
fitName=T2 MSE+Bomb|<br />
fitID=T2-MSE-Bomb|<br />
high1name=Bomb Launcher I|<br />
high1typeID=27914|<br />
high2name=Torpedo Launcher II|<br />
high2typeID=2420|<br />
high3name=Torpedo Launcher II|<br />
high3typeID=2420|<br />
high4name=Torpedo Launcher II|<br />
high4typeID=2420|<br />
high5name=Covert Ops Cloaking Device II|<br />
high5typeID=11578|<br />
mid1name=Phased Weapon Navigation Array Generation Extron|<br />
mid1typeID=19814|<br />
mid2name=Medium Azeotropic Ward Salubrity I|<br />
mid2typeID=8433|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
mid4name=Limited 1MN Afterburner I|<br />
mid4typeID=6001|<br />
low1name=Navy Micro Auxiliary Power Core|<br />
low1typeID=31936|<br />
low2name=Co-Processor II|<br />
low2typeID=3888|<br />
charge1name=Concussion Bomb x1|<br />
charge1typeID=27920|<br />
charge2name=Scourge Rage Torpedo x1|<br />
charge2typeID=24523|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Warhead Calefaction Catalyst I|<br />
rig1typeID=31620|<br />
rig2name=Small Warhead Rigor Catalyst I|<br />
rig2typeID=31644|<br />
difficulty=1|<br />
warsop=S|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=12032:2420;3:11578;1:27914;1:3244;1:6001;1:8433;1:19814;1:3888;1:31936;1:31620;1:31644;1:24523;1:27920;1::|<br />
skills=|<br />
notes=}}<!--<br />
--><br />
{{ShipFitting|<br />
ship=Manticore|<br />
shipTypeID=12032|<br />
fitName=T2 MSE|<br />
fitID=T2-MSE|<br />
high1name=Torpedo Launcher II|<br />
high1typeID=2420|<br />
high2name=Torpedo Launcher II|<br />
high2typeID=2420|<br />
high3name=Torpedo Launcher II|<br />
high3typeID=2420|<br />
high4name=Covert Ops Cloaking Device II|<br />
high4typeID=11578|<br />
high5name=open|<br />
mid1name=Phased Weapon Navigation Array Generation Extron|<br />
mid1typeID=19814|<br />
mid2name=Limited 1MN Afterburner I|<br />
mid2typeID=6001|<br />
mid3name=Warp Disruptor II|<br />
mid3typeID=3244|<br />
mid4name=Medium Shield Extender II|<br />
mid4typeID=3831|<br />
low1name=Micro Auxiliary Power Core I|<br />
low1typeID=11563|<br />
low2name=Ballistic Control System II|<br />
low2typeID=22291|<br />
charge1name=Scourge Rage Torpedo x1|<br />
charge1typeID=27339|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Processor Overclocking Unit I|<br />
rig1typeID=26929|<br />
rig2name=Small Warhead Rigor Catalyst I|<br />
rig2typeID=31644|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=12032:2420;3:11578;1:3244;1:3831;1:6001;1:19814;1:11563;1:22291;1:26929;1:31644;1:27339;1::|<br />
skills=|<br />
notes=}}<br />
<br />
==Tactics==<br />
[http://wiki.eveuniversity.org/Stealth_Bomber E-Uni Stealth Bomber Guide]<br />
<br />
==Notes==<br />
''You can write additional notes for Manticore here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Covert Ops]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Stealth_Bombers&diff=65868Stealth Bombers2014-03-07T11:16:43Z<p>Thabink: /* Purifier */</p>
<hr />
<div><br />
Stealth bombers are powerful, expensive (for their size) and extremely fragile weapons. Since they are T2 frigates, they are often one of the earliest T2 ships that new pilots can fly. This page discusses the available bombers and suggests ''possible'' fits for use in Eve University fleets.<br />
<br />
==Which Bomber?==<br />
[[Image:Purifier.jpg|thumb|The Amarr Purifier]]<br />
Each race has one stealth bomber.<br />
<br />
The Purifier and the Hound are arguably better at using [[Bombs|bombs]] (they have a 3L-3M-5H slot layout), while the Manticore and the Nemesis are perhaps better torpedo platforms (with a 2L-4M-5H slot layout). You might think that the bombers with three lows would be better torpedo bombers because they could fit three Ballistic Control Systems, but you'll be hard pressed to find an effective fit with 120 CPU to spare for BCS IIs. Additionally, the Manticore and Nemesis can fit one more utility/EWar/etc module in their mids -- the ability to, for example, sensor damp the enemy may allow them to stay on the field for longer. <br />
<br />
Other than the slot layout and preferred damage type there are few major differences between the bombers. The Nemesis is bonused for thermal damage, which is the least often resisted damage type in pvp. The Purifier is has a significantly larger cargo bay than the others, which allows it to carry 3 bombs. The Manticore has the highest CPU, making for easier fitting, and the Hound is the most agile.<br />
<br />
==UniBombers==<br />
<br />
The [[UniBombers|UniBombers]] are a group of unistas who share a collective interest in leaning more about flying stealth bombers. UniBombers go on regular stealth bomber roams around low/nulsec, and occasionally venture into high sec to chase after wartargets.<br />
<br />
== Stealth Bomber Fitting ==<br />
[[Image:Manticore.jpg|thumb|The Caldari Manticore]]<br />
All stealth bombers get a 15% bonus to racial (Amarr/EM, Gallente/Thermal, Caldari/Kinetic, Minmatar/Explosive) torpedo, as well as 5% bonus to racial bomb damage per level of Covert-Ops trained. In addition, they get a flat 100% bonus to torpedo velocity, and a 50% bonus to explosion velocity and torpedo flight time. Lastly they receive a flat role bonus of a -99.65% reduction in Torpedo Launcher powergrid needs, -50% reduction in Cloak CPU Use, and -100% targeting delay after decloaking. These last three skills are largely to ensure the ship can equip battleship size missile launchers, and that the covert-ops cloak is used exclusively on covert-ops ships.<br />
<br />
In fitting a bomber it is ideal to maximize potential damage. This is done largely with the use of target painters, and ballistic control systems. These greatly increase the DPS torpedoes do to non-battleship size targets. Newer players will have trouble fitting three launchers as well as a bomb launcher without perfect fitting skills. The purifier in particular is difficult to fit. <br />
<br />
A standard general fitting is as follows:<br />
<br />
'''Highs''': <br><br />
3 Prototype 'Arbalest' Torpedo Launcher<br><br />
1 Covert Ops Cloaking Device<br><br><br />
1 Bomb Launcher '''**'''<br><br />
'''Mids''':<br><br />
1 Target Painter<br><br />
1 Propulsion Module<br><br />
1 Remote Sensor Dampener<br><br><br />
'''Lows''':<br><br />
2 Ballistic Control Systems<br><br />
1 Low module of your choice.<br><br><br />
<br />
'''**''' The Bomb Launcher is largely very difficult to fit in addition to the three 'Arbalest' launchers. It is often found that bombers have to alter the standard fit to include 1 bomb launcher and less torpedo damage modules, or they fit for only torpedo damage. <br />
<br />
The choice of what meta level module to fit for the mid and low slots is largely user choice, however it is recommended that you fit the highest (up to meta 5/Tech II) module that you can. If CPU usage is a problem with the Arbalest launchers, the meta 1 variants (Malkuth) offer less performance but less CPU usage. Alternatively, if the DPS difference is smaller, altering the rigs used on the bomber may allow for better fits.<br />
<br />
The sensor dampner is used to increase the bomber's lifespan. Dampners are used to reduce enemy ships targetting range and scan resolution. It is recommended that all ships carry both scripts in their hull so switching can be done on the fly. However in multiple bomber gangs it is usually advised to run the targeting range script. <br />
<br />
All bombers should be carrying Faction torpedoes, these are usually the Caldari Navy variants. <br />
<br />
=== Alternative Low-Modules ===<br />
The remaining low slot should be filled with a module of the player's choice, however it should still play to the strengths of the ship. This means that the final low should be a nano-fiber internal structure, or perhaps an overdrive injector system. Alternatively to agility mods, a Damage Control or Adaptive Nano Plating if possible to fit can work as well. <br />
<br />
=== Modules that are Not Recommended ===<br />
Often it is suggested that fittings equip sensor boosters, or tracking disruptors. While these can be beneficial, they are also very situational. Tracking disruptors are flat out useless against enemy missile ships (for now). Thus limiting the types of engagements one can be useful in. Sensor boosters, while good in locking quickly, is somewhat counter-productive to the whole idea behind bombers. Targeting anything that can warp off quickly, or has a small signature radius means torpedo damage is going to be negligible. Meanwhile bombs require no locking to fire, and are thus preferred for engaging smaller targets. <br />
<br />
Additionally, it is sometimes suggested bombers fit shield extenders to increase their survivability. This is not recommended as shield modules generally increase signature radius, and thus make the bomber easier to lock and easier to hit. This runs counter to the idea and tactics employed with the bomber. The argument for survivability also is largely irrelevant. The bomber is a glass cannon, trying to increase survivability plays to the ships weaknesses instead of it's strengths. Bombers are ideally fit for speed and as much damage-per-second as possible. In this same fashion, Inertia Stabilizers also increase signature radius and should not be used.<br />
<br />
=== Rigs ===<br />
The choice of rigs used on the bomber is largely player preference. The most often used, the Warhead Calefaction Catalyst boosts torpedo damage, however other modules increase missile range (useful for staying outside targeting range {thanks to your sensor damps}) and velocity, or firing rate and thus DPS. Alternatively, there are rigs to decrease explosion radius (increased damage versus smaller sized ships) and explosion velocity (increased damage to faster moving ships). Most of the different missile launcher rigs are useful in someway on the stealth bomber. It largely depends on individual flying preferences and styles. The downside to these rigs is that they also increase the CPU usage of each launcher, making fitting even more difficult.<br />
<br />
Astronautic rigs are also widely used, these are useful in increasing ship agility and speed. These are useful in situations in which the bomber needs to align quickly and warp off grid. These situations are frequent with bombers and thus having a short align time is a must. The downside of these rigs is that they reduce armor amount, and thus make the bomber that much more fragile. Suggested astronautic rigs are: Low Friction Nozzle Joints and Poly-Carbon Engine Housing.<br />
<br />
Since the introduction of the Processor Overclocking Unit rigs with the Inferno expansion these are useful on stealth bombers as well. Processor Overclocking Unit rigs increase the CPU output of your ship at the cost of a slower regeneration rate of the shields. Stealth bomber fits still remain tight but with these rigs it is possible to mount tech 2 Torpedo launchers alongside the other standard modules including the Bomb Launcher.<br />
<br />
The Bomber uses small sized rigs.<br />
<br />
== Racial Bomber Differences ==<br />
[[File:Hound.jpg|thumb|The Minmatar Hound]]<br />
<br />
=== Hound ===<br />
The [[Hound]] is the Minmatar Stealth Bomber. It gets a bonus to explosive damage and uses Nova torpedoes. With the exception of the torpedo type, the fit is the same as the Purifier, though pilots may find it a touch easier to squeeze everything on due to a slight difference in CPU. It features a 5-3-3 layout, composing of three mid slots, and three low slots. It also has the fastest align time and highest scan resolution out of all of the bombers. <br />
<br />
=== Manticore ===<br />
The [[Manticore]] is the Caldari Stealth Bomber. It has the advantages of having ample CPU space and a slightly more ideal slot layout (5-4-2). It gets a bonus to kinetic damage, and uses Scourge torpedoes.<br />
<br />
=== Nemesis ===<br />
The [[Nemesis]] is the Gallente Stealth Bomber. It shares the Manticore's slot layout. It has a bit less CPU, so it can't quite fit the same range of modules in its midslots. Pilots who wish to fit Tech 2 versions of the mid slot modules will find it difficult to fit as well. The Nemesis gets a bonus to thermal damage and uses Inferno torpedoes.<br />
<br />
=== Purifier ===<br />
The [[Purifier]] is the Amarr Stealth Bomber. It shares the same slot layout as the Hound (5-3-3). It has the least CPU of any of the Stealth Bombers, which makes fitting tight and not quite as varied as the other races. It gets a bonus to EM damage and uses Mjolnir torpedoes. Its major distinguishing feature is a considerably larger cargo bay, allowing it to carry an extra bomb in cargo.<br />
<br />
== Recommended, Suggested, & Required Skills ==<br />
[[File:Nemesis.jpg|thumb|The Gallente Nemesis]]<br />
=== Required Skills ===<br />
All bombers have the following skill requirements to operate:<br />
*Racial Frigate V<br />
*Spaceship Command III<br />
*Covert Ops I<br />
*CPU Management II<br />
*Power Grid Management II<br />
*Electronics Upgrades V<br />
<br />
However, it is not recommended, and downright stupid, to fly a bomber in a PVP setting without a covert ops cloaking device, and Torpedo Launchers. The use of these modules, require the skills:<br />
<br />
*Cloaking IV<br />
*Torpedoes I<br />
*Missile Launcher Operation IV<br />
*Heavy Missiles III<br />
*Light Missiles III<br />
<br />
=== Suggested Skills ===<br />
<br />
Aside from these basic required skills, it is suggested that you have the following skills. These skills are designed to push the strengths of the bomber and minimize it's chance of being destroyed. Many are simply fitting skills, that ease the use of more powerful modules.<br />
<br />
*Navigation III<br />
*Acceleration Control III<br />
*Warp Drive Operation III<br />
*Spaceships Command IV<br />
*Evasive Maneuvering III<br />
*CPU Management V<br />
*Power Grid Management V<br />
*Target Painting II<br />
*Electronic Warfare II<br />
*Sensor Linking II<br />
*Long Range Targeting III<br />
*Signature Analysis III<br />
*Target Management III<br />
*Shield Management III<br />
*Shield Operation III<br />
*Capacitor Management III<br />
*Energy Upgrades III<br />
*Launcher Rigging II<br />
*Astronautic Rigging II<br />
*Jury Rigging III<br />
*Mechanics IV<br />
<br />
In addition, you will want to get missile launcher skills as high as possible, as well as Bomb Launching skills. These skills include: <br><br />
*Missile Bombardment IV<br />
*Missile Projection III<br />
*Rapid Launch III<br />
*Target Navigation Prediction III<br />
*Warhead Upgrades III<br />
*Bomb Deployment I<br />
*Covert Ops IV<br />
<br />
<br />
Presented from an export from EVEMon from a blank Caldari character:(No implants, etc.)<br />
<br />
'''Skill plan for Manticore StealthBomber'''<br />
<br />
*Skill Name (Time to complete; approximage cost of skill book)<br />
**Caldari Frigate III (7 hours, 19 minutes, 2 seconds<br />
**Caldari Frigate IV (1 day, 17 hours, 23 minutes, 40 seconds)<br />
**Caldari Frigate V (9 days, 18 hours, 9 minutes, 40 seconds)<br />
**Electronics Upgrades I (16 minutes, 40 seconds; 100,000 ISK)<br />
**Electronics Upgrades II (1 hour, 17 minutes, 38 seconds)<br />
**Electronics Upgrades III (7 hours, 19 minutes, 2 seconds)<br />
**Electronics Upgrades IV (1 day, 17 hours, 23 minutes, 40 seconds)<br />
**Electronics Upgrades V (9 days, 18 hours, 9 minutes, 40 seconds)<br />
**Covert Ops I (33 minutes, 20 seconds; 4,000,000 ISK)<br />
**CPU Management IV (20 hours, 41 minutes, 50 seconds)<br />
**Cloaking I (50 minutes; 3,500,000 ISK)<br />
**Cloaking II (3 hours, 52 minutes, 52 seconds)<br />
**Cloaking III (21 hours, 57 minutes, 8 seconds)<br />
**Cloaking IV (5 days, 4 hours, 11 minutes)<br />
**Missile Launcher Operation I (8 minutes, 20 seconds; 20,000 ISK)<br />
**Missile Launcher Operation II (38 minutes, 50 seconds)<br />
**Missile Launcher Operation III (3 hours, 39 minutes, 30 seconds)<br />
**Missile Launcher Operation IV (20 hours, 41 minutes, 50 seconds)<br />
**Light Missiles I (16 minutes, 40 seconds; 20,000 ISK)<br />
**Light Missiles II (1 hour, 17 minutes, 38 seconds)<br />
**Light Missiles III (7 hours, 19 minutes, 2 seconds)<br />
**Heavy Missiles I (25 minutes; 100,000 ISK)<br />
**Heavy Missiles II (1 hour, 56 minutes, 26 seconds)<br />
**Heavy Missiles III (10 hours, 58 minutes, 34 seconds)<br />
**Torpedoes I (33 minutes, 20 seconds; 400,000 ISK)<br />
**Torpedoes II (2 hours, 35 minutes, 14 seconds)<br />
**Torpedoes III (14 hours, 38 minutes, 6 seconds)<br />
**Torpedoes IV (3 days, 10 hours, 47 minutes, 20 seconds)<br />
**Acceleration Control I (33 minutes, 20 seconds; 40,000 ISK)<br />
**Acceleration Control II (2 hours, 35 minutes, 14 seconds)<br />
**Acceleration Control III (14 hours, 38 minutes, 6 seconds)<br />
**Warp Drive Operation I (8 minutes, 20 seconds; 30,000 ISK)<br />
**Warp Drive Operation II (38 minutes, 50 seconds)<br />
**Warp Drive Operation III (3 hours, 39 minutes, 30 seconds)<br />
**Spaceship Command IV (20 hours, 41 minutes, 50 seconds)<br />
**Evasive Maneuvering I (16 minutes, 40 seconds; 25,000 ISK)<br />
**Evasive Maneuvering II (1 hour, 17 minutes, 38 seconds)<br />
**Evasive Maneuvering III (7 hours, 19 minutes, 2 seconds)<br />
**CPU Management V (4 days, 21 hours, 4 minutes, 50 seconds)<br />
**Power Grid Management IV (20 hours, 41 minutes, 50 seconds)<br />
**Power Grid Management V (4 days, 21 hours, 4 minutes, 50 seconds)<br />
**Target Painting I (25 minutes; 90,000 ISK)<br />
**Target Painting II (1 hour, 56 minutes, 26 seconds)<br />
**Electronic Warfare I (16 minutes, 40 seconds; 120,000 ISK)<br />
**Electronic Warfare II (1 hour, 17 minutes, 38 seconds)<br />
**Sensor Linking I (25 minutes; 100,000 ISK)<br />
**Sensor Linking II (1 hour, 56 minutes, 26 seconds)<br />
**Long Range Targeting I (16 minutes, 40 seconds; 88,000 ISK)<br />
**Long Range Targeting II (1 hour, 17 minutes, 38 seconds)<br />
**Long Range Targeting III (7 hours, 19 minutes, 2 seconds)<br />
**Signature Analysis I (8 minutes, 20 seconds; 75,000 ISK)<br />
**Signature Analysis II (38 minutes, 50 seconds)<br />
**Signature Analysis III (3 hours, 39 minutes, 30 seconds)<br />
**Target Management I (8 minutes, 20 seconds; 100,000 ISK)<br />
**Target Management II (38 minutes, 50 seconds)<br />
**Target Management III (3 hours, 39 minutes, 30 seconds)<br />
**Shield Management I (25 minutes; 170,000 ISK)<br />
**Shield Management II (1 hour, 56 minutes, 26 seconds)<br />
**Shield Management III (10 hours, 58 minutes, 34 seconds)<br />
**Shield Operation III (3 hours, 39 minutes, 30 seconds)<br />
**Capacitor Management I (25 minutes; 170,000 ISK)<br />
**Capacitor Management II (1 hour, 56 minutes, 26 seconds)<br />
**Capacitor Management III (10 hours, 58 minutes, 34 seconds)<br />
**Energy Grid Upgrades I (16 minutes, 40 seconds; 79,000 ISK)<br />
**Energy Grid Upgrades II (1 hour, 17 minutes, 38 seconds)<br />
**Energy Grid Upgrades III (7 hours, 19 minutes, 2 seconds)<br />
**Mechanics III (3 hours, 39 minutes, 30 seconds)<br />
**Jury Rigging I (16 minutes, 40 seconds; 60,000 ISK)<br />
**Jury Rigging II (1 hour, 17 minutes, 38 seconds)<br />
**Jury Rigging III (7 hours, 19 minutes, 2 seconds)<br />
**Launcher Rigging I (25 minutes; 100,000 ISK)<br />
**Launcher Rigging II (1 hour, 56 minutes, 26 seconds)<br />
**Astronautics Rigging I (25 minutes; 20,000 ISK)<br />
**Astronautics Rigging II (1 hour, 56 minutes, 26 seconds)<br />
**Mechanics IV (20 hours, 41 minutes, 50 seconds)<br />
**Missile Bombardment I (16 minutes, 40 seconds; 80,000 ISK)<br />
**Missile Bombardment II (1 hour, 17 minutes, 38 seconds)<br />
**Missile Bombardment III (7 hours, 19 minutes, 2 seconds)<br />
**Missile Bombardment IV (1 day, 17 hours, 23 minutes, 40 seconds)<br />
**Missile Projection I (33 minutes, 20 seconds; 100,000 ISK)<br />
**Missile Projection II (2 hours, 35 minutes, 14 seconds)<br />
**Missile Projection III (14 hours, 38 minutes, 6 seconds)<br />
**Rapid Launch I (16 minutes, 40 seconds; 40,000 ISK)<br />
**Rapid Launch II (1 hour, 17 minutes, 38 seconds)<br />
**Rapid Launch III (7 hours, 19 minutes, 2 seconds)<br />
**Target Navigation Prediction I (16 minutes, 40 seconds; 60,000 ISK)<br />
**Target Navigation Prediction II (1 hour, 17 minutes, 38 seconds)<br />
**Target Navigation Prediction III (7 hours, 19 minutes, 2 seconds)<br />
**Warhead Upgrades I (41 minutes, 40 seconds; 1,000,000 ISK)<br />
**Warhead Upgrades II (3 hours, 14 minutes, 4 seconds)<br />
**Warhead Upgrades III (18 hours, 17 minutes, 36 seconds)<br />
**Bomb Deployment I (33 minutes, 20 seconds; 8,000,000 ISK)<br />
**Covert Ops II (2 hours, 35 minutes, 14 seconds)<br />
**Covert Ops III (14 hours, 38 minutes, 6 seconds)<br />
**Covert Ops IV (3 days, 10 hours, 47 minutes, 20 seconds)<br />
<br />
'''34 unique skills, 95 skill levels; Total time: 62 days, 15 hours, 52 minutes, 54 seconds; Cost: 18,687,000''' N.B. Skill costs are based on CCP's database and are indicative only<br />
<br />
=== Recommended Skills ===<br />
<br />
The Recommended skill plan essentially pushes the previous listed skills as high as possible. You want to maximize the ship's DPS by getting all the missile support skills to IV or V. As well as the Covert Ops skill itself to V, however it is a very long train at around 18 Days. Additionally, you want to maximize the ships agility and speed, by pumping navigation skills as high as possible, as well as the fitting and tanking skills found in Electronics, Engineering, and Mechanic. Lastly, you will want to get Bomb Deployment to IV for the ability to use the Void and Lockbreaker Bombs.<br />
<br />
== The Different roles of Stealth Bombers ==<br />
<br />
===Black Ops Gang===<br />
Bombers can be very effective in gangs of all cloaky ships. Usually a recon will find and tackle a good target and then call in the rest of the gang, either from the neighbouring system, wormhole or by lighting a cyno for a black ops battleship's covert jump portal. In this role bombers tend to be optimised for torpedoes rather than bombing.<br />
<br />
===Bombing Wing===<br />
A large fleet can be accompanied by a force of bombers. The bomber force acts mostly independently of the main fleet, often with their own FC and as a separate in-game fleet. The bomber wing will try to get bombing runs in on the enemy fleet to destroy, soften up or simply distract them as support for the main fleet. Bombers in this role will be bomb fit.<br />
<br />
====Bombing Squadron====<br />
In general usage a Bombing Squadron is composed of 7 bombers. It is required that all bombers in the squadron have the same type of bomb. Ideally, the squadron is homogenous as far as type of bomber hull.<br />
<br />
===Fleet DD===<br />
A bomber attached to a fleet that's not part of a bombing wing (either because there are too few bombers or you are fighting in high or low sec where bombs aren't available) can deal damage with torpedoes. In this role a bomber acts a little like an EWAR ship, warping in at range, fighting aligned at maximum range and warping out when targeted. If left alone a bomber's torpedoes will do impressive damage to battlecruiser and battleship sized targets, however if a bomber is frequently targeted its continual warping out and in will reduce its DPS considerably compared to a more durable battleship or battlecruiser. Bombers can be used in frigate gangs to bring a "big punch" for use against large targets, but this is rare. Remember, you're made of glass, so don't decloak until:<br />
*You're in position at range.<br />
*You're aligned out.<br />
*You're ready to fire, at a ship you can properly damage with torpedoes.<br />
*There's nothing around that can tackle you (hint: Lachesis or interceptors).<br />
<br />
===Ersatz Scout===<br />
While not as capable in this role as a covert ops frigate, a bomber is still quite adept at evading gate camps and enemy fleets, providing intel and getting warp-ins on enemy ships hanging at tacticals. A bomber attached to a fleet that is not part of a bombing wing may well be asked to perform some or all of these roles.<br />
<br />
=== Fitting Exceptions ===<br />
*Probe Launcher<br />
**A bomber may be requested to fit an expanded probe launcher to find further targets in the system. The extreme CPU requirements of this module require it to be kept offline or to use a modified fit that will seriously reduce the bomber's effectiveness at its main role. As such, if the fleet needs a prober a covert ops ship is very much preferred.<br />
*Warp Disruptor<br />
**If you do not have recon ships during Black ops operations then you may also need to have your Manticore or Nemesis fit a Point to the ship and act as a tackle. This should only be used as a last resort because their fragility means a bomber usually cannot hold a tackled target for long.<br />
<br />
== Tips ==<br />
<br />
=== The Five "R's" ===<br />
<br />
Bombing runs are the ultimate purpose of Stealth Bombers. To throw bombs at some unsuspecting group of ships defines the concept of gank. However, if in the throwing of bombs you find yourself on the wrong side of the killmail you may be forgetting the Five "R's".<br />
<br />
*RUN AWAY: As soon as your bomb is released, warp away. With few exceptions the Stealth Bomber never remains on grid post bomb release. Uncloak - Bombs Away! - '''RUN AWAY'''!"<br />
*REMOVE YOURSELF: After running way you will likely be heading in warp to a pre-planned escape point. Upon landing at that escape point, '''REMOVE YOURSELF''' from the place you just landed. Other members of your squadron may be landing there in short order and SB's in close proximity post-attack are a mistake. Your aim is to be at least 2,500 meters away from your landing point so decloaking is less likely to happen.<br />
*RELOAD: As soon as practical after launching your bomb '''RELOAD''' your bomb launcher. Many escape points are far enough away that you ought to be able to complete a 10 second reload prior to landing. A fully loaded stealth bomber has more utility than a half empty launcher. Plus, it frees up space in cargo for more bombs or even loot if your run was wildly successful.<br />
*RECLOAK: An SB that is not cloaked is a glass pigeon waiting to get popped. '''RECLOAK''' as soon as you have reloaded.<br />
*RESET: After reaching your escape point the bomber leader may have you '''RESET''' at an observation point. Being ready to go on command or even anticipating the reset may give your squadron the opportunity to restrike a target... Be ready, immediately.<br />
<br />
=== Pre-Fleet ===<br />
*Bookmarks Bookmarks Bookmarks BOOKMARKS!<br />
*More BOOKMARKS!<br />
*Tactical bookmarks, that is, bookmarks on a gate or station that sit 250-350KM away from the gate are your life blood and savior in bombers. They allow you to warp into a gate at range, to check the gate for any potential targets, without the worry of being decloaked by anyone. Additionally, they provide a great bounce spot if you need to warp out of an engagement. Warping 200km out is a much faster way to break a lock and cloak back up than to warp out to a near by celestial. Additionally, tactical bookmarks will save your ship countless times in null security space where bubbles abound on gates and stations.<br />
*Know the optimal range of your launchers, and what range you need to warp in at. Also remember that at your optimal, it may take up to 10-12 seconds for the first volley to hit the target. It is not uncommon to have up to 3 volleys in space before the first shot lands.<br />
<br />
=== Basic Fleet Tactics ===<br />
*Make sure your SC and FC know they have a/some bombers. Do this '''before the fleet undocks'''. Check that they're happy to have bombers along, and find out if they want to use you in a specific way.<br />
*Do your best to travel just behind/in-front of the fleet (sort of a -1 or -0.5). Showing up after the battle is in full swing for a surgical strike is where bombers really shine. Your goal isn't to be the first thing they see, but the last.<br />
*After landing at the battle grid, double click in space in a direction perpendicular to the direction you approached from before realigning. This will keep fleetmates who show up a few moments after you from decloaking you if they come in on the same line.<br />
*Be on the field as close to the beginning of the battle as possible, in comfortable range (around 40-50km) and aligned to a celestial. Decloak after the battle starts and targets are otherwise occupied. Attack whatever ship your FC calls primary. '''Only decloak if you are ready to lock and attack immediately.'''<br />
*Once you get a lock, activate all of your modules and wait for impact.<br />
*You cannot recloak immediately; generally firing around 2 salvos while getting ready to either recloak or warp out is ideal. However if there is an abundance of ewar on the field you may consider staying to unleash the pain.<br />
*When your second salvo launches, recloak and wait for your launcher cycle to finish. You can cloak while your modules are active; they will automatically shut off.<br />
*Decloak and repeat. Your torpedoes '''will NOT hit''' if you recloak within 3 seconds of them hitting the target.<br />
<br />
=== Ships to Watch Out For ===<br />
*Interceptors/Fast Tackle: They can close the 50km gap between you and the battle in a matter of seconds. They '''will''' do this, and they '''will''' kill you. Keep your overview sorted by range, and when you see someone moving up the list quickly, it's time to bounce, cloak, and then return to the fray from a different angle.<br />
*Snipers: Keep an eye out for ships that are often fit for range, such as the Tornado, Naga, Oracle, Apocalypse, or Zealot. They only have to hit you once, and your sensor dampener will not be effective enough against them to keep you safe from their attack.<br />
*Drones: A target's drones will continue to attack you after they have been jammed and their locks on you will prevent you from cloaking. Even after the target has been destroyed its drones can keep you locked and prevent you from cloaking. The point here is to not get locked. '''At all.'''<br />
* HAC's / Factional Cruisers: [[Vagabond]], [[Dramiel]]s, [[Cynabal]]s, are frigate killers. These ships have speed, distance, Drones, and a punch. If these are on the field then keep cloaked until they are destroyed, or watch them like a hawk for signs they are coming for you.<br />
<br />
=== Rookie Mistakes ===<br />
New Stealth Bomber pilots will probably do one or two of these at least once.<br />
*Warp to 0 on a battle.<br />
*Linger on a gate an end up getting smartbombed.<br />
*Forget to prealign before decloaking.<br />
*Get decloaked by a fleetmate who warped past them because they did not immediately start moving upon landing at the battle site.<br />
*Get locked by an enemy and tell themselves "I'm good for another salvo."<br />
<br />
=== Targets ===<br />
*You will be most effective against larger targets like battlecruisers and battleships. At no point should a bomber ever consider engaging any cruiser or frigate by itself. Cynabals and Dramiels are bomber eating machines.<br />
*Target painters will help against cruiser hulls, but what you really want is for them to activate their MWD<br />
*Frigate hulls can shrug off a lot of torpedoes. You can whore on the mail if you really must, but if you haven't yet uncloaked and there's some intel value in not revealing your presence to anything in d-scan range, you may want to consider holding off.<br />
<br />
==See Also==<br />
*[[Cloaking]]<br />
*[[Covert Ships Skillset]]<br />
*[[Hound]]<br />
*[[Manticore]]<br />
*[[Nemesis]]<br />
*[[Purifier]]<br />
*[[UniBombers]]<br />
<br />
==External links==<br />
* [http://amerrylifeandashortone.blogspot.com/2010/08/stealth-bomber-guide.html Hallan Turrek's stealth bomber guide] discusses these ships from a non-University perspective.<br />
* [http://themittani.com/features/bomber-piloting-basics More recent guide by Lioso]<br />
<br />
[[Category:Guides]]<br />
[[Category:PvP]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Malediction&diff=65275Malediction2014-02-25T12:47:12Z<p>Thabink: Undo revision 64976 by Rex adragoon (talk) Uh, what's wrong with this line? It's not untrue.</p>
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|faction=Amarr Empire<br />
|race=Amarr<br />
|roles=Fleet Interceptor<br />
|variations={{Ship|Executioner}}, {{Ship|Crusader}}<br />
|tech=2<br />
<br />
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
<br />
|powergrid=35 MW<br />
|cpu=150 tf<br />
|capacitor=355 GJ<br />
|highs=3<br />
|turrets=3<br />
|launchers=3<br />
|mediums=3<br />
|lows=4<br />
<br />
|mass=999,000 kg<br />
|volume=28,100 m&#179;<br />
|cargohold=98 m&#179;<br />
<br />
|dronebay=0 m&#179;<br />
|bandwidth=0 Mbit/sec<br />
<br />
|info=Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.<br><br>Developer: Khanid Innovations <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 />
<br />
|bonuses=<b>Amarr Frigate Skill Bonus:</b><br>5% bonus to Rocket and Light Missile rate of fire per level and 4% bonus to armor resistances per level<br><b>Interceptor Skill Bonus:</b><br>15% reduction in MicroWarpdrive signature radius penalty and 5% bonus to Warp Scrambler and Warp Disruptor range per level<br><b>Role bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost, immunity to non-targeted interdiction<br />
<br />
|structurehp=425 HP<br />
|shieldhp=325 HP |shieldem=0 |shieldexp=60 |shieldkin=40 |shieldtherm=20<br />
|armorhp=550 HP |armorem=50 |armorexp=30 |armorkin=25 |armortherm=35<br />
<br />
|maxvelocity=435 m/s<br />
|inertia=3.1<br />
|warpspeed=8 AU/s<br />
|warptime=4.29 s<br />
<br />
|targetrange=31.5 km<br />
|sigradius=33 m<br />
|maxlockedtargets=5<br />
|sensortype=RADAR<br />
|sensorvalue=12 points<br />
|scanres=900 mm<br />
<br />
|reqskills=*Amarr Frigate V<small>11d 20h 26m</small><br />
**Spaceship Command I<small>8m</small><br />
*Interceptors I<small>33m</small><br />
**Spaceship Command III<small>4h 26m</small><br />
**Evasive Maneuvering V<small>11d 20h 26m</small><br />
***Navigation II<small>47m</small><br />
|totaltraintime=23d 22h 40m<br />
<br />
|forumlinks=<br />
|wikireferences=<br />
|externallinks=[http://wiki.eveonline.com/en/wiki/Malediction Malediction on Eve Online Wiki]<br><br />
<br />
|highlights1=Fast Target Locking Time<br />
|highlights2=<br />
|highlights3=<br />
|highlights4=<br />
<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
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<br />
==Summary==<br />
The Amarr fleet interceptor has an interesting set of bonuses being the only fleet interceptor with a bonus to tank. Though the Malediction's 4 low slots and resist bonus might suggest an armor plated fit, this is usually a bad idea since an interceptor's main strength is its speed. The resist bonus does however work well with an armor repairer in some circumstances.<br />
<br />
The Malediction has 4 low slots and 3 mids, allowing it to fit the standard fleet tackler complement of either two tackle modules or a warp disruptor and a MSE in its mids. The Malediction has slightly above average grid, making fitting a MSE slightly easier. The Malediction's 4 low slots and slightly higher base speed than the Ares means the Malediction can support the best speed fit among the fleet interceptors.<br />
<br />
The Malediction's armor resist bonus means a small armour rep can give it a decent active armour tank and opens up options to use it as a brawling inty. In Rubicon 1.0 the Malediction's previously rocket-only bonus has been broadened to light missiles as well, making an LML kiting fit very viable, where the armor bonus can be put to use with an armor repairer, or its four lows allow it to be speed and agility fit to be almost uncatchable.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Malediction for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
<br />
{{ShipFitting|<br />
ship=Malediction|<br />
shipTypeID=11186|<br />
fitName=Malediction general fit|<br />
fitID=Malediction-import-3|<br />
high1name=Light Missile Launcher II|<br />
high1typeID=2404|<br />
high2name=Light Missile Launcher II|<br />
high2typeID=2404|<br />
high3name=Light Missile Launcher II|<br />
high3typeID=2404|<br />
mid1name=Medium F-S9 Regolith Shield Induction|<br />
mid1typeID=8517|<br />
mid2name=Warp Disruptor II|<br />
mid2typeID=3244|<br />
mid3name=Limited 1MN Microwarpdrive I|<br />
mid3typeID=5973|<br />
low1name=Internal Force Field Array I|<br />
low1typeID=5839|<br />
low2name=Overdrive Injector System II|<br />
low2typeID=1236|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
low4name=Micro Auxiliary Power Core II|<br />
low4typeID=4254|<br />
charge1name=Caldari Navy Mjolnir Light Missile x1|<br />
charge1typeID=27387|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Auxiliary Thrusters I|<br />
rig1typeID=31105|<br />
rig2name=Small Polycarbon Engine Housing I|<br />
rig2typeID=31177|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11186:2404;3:3244;1:5973;1:8517;1:1236;2:4254;1:5839;1:31105;1:31177;1:27387;1::|<br />
skills=|<br />
notes=All-round fleet interceptor fitting for the Malediction.</li><li>Targeting range is 39 km.</li><li>Overdrives in the low slots and the rigs are up to personal preference.</li><li>Missile launchers can project up to 63 dps out to 42.2 km.</li><li>Velocity: 5203m/s</li><li> Tank: 5124EHP</li><li>4 s align time}}<br />
<br />
==Tactics==<br />
''No sub-article about Malediction roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Malediction here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Interceptors]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Caldari_Navy_Hookbill&diff=65274Caldari Navy Hookbill2014-02-25T12:44:46Z<p>Thabink: Undo revision 65173 by Dominik isu (talk) redundant. This is what "unprecedented range control" means.</p>
<hr />
<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)<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 />
<br />
|shipid=17619<br />
|shipimg=Caldari Navy Hookbill.jpg<br />
|shipname=Caldari Navy Hookbill<br />
|caption=Caldari Navy Hookbill<br />
|class=Frigate<br />
|grouping=Faction Frigates<br />
|hulltype=Hookbill Class<br />
|faction=Caldari State<br />
|race=Caldari<br />
|roles=unspecified<br />
|variations=none<br />
|tech=F<br />
<br />
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
<br />
|powergrid=37 MW<br />
|cpu=165 tf<br />
|capacitor=300 GJ<br />
|highs=3<br />
|turrets=0<br />
|launchers=3<br />
|mediums=5<br />
|lows=2<br />
<br />
|mass=1,081,000 kg<br />
|volume=16,500 m&#179;<br />
|cargohold=140 m&#179;<br />
<br />
|dronebay=0 m&#179;<br />
|bandwidth=0 Mbit/sec<br />
<br />
|info=Long struggling with a reputation for being the ugly duckling of the Caldari ship repertoire, the Hookbill recently got a new lease on life, being upgraded from a routine patrol vessel into a fleet-standard frigate. With the advancements brought on by the upgrade, the time is nigh for this little slugger to prove itself on battlefields throughout Caldari space and beyond.<br />
<br />
|bonuses=<b>Caldari Frigate skill bonus per level:</b><br>20% bonus to Kinetic missile damage<br>10% bonus to EM, Explosive and Thermal missile damage<br>10% bonus to Missile velocity<br />
<br />
|structurehp=600 HP<br />
|shieldhp=725 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20<br />
|armorhp=550 HP |armorem=50 |armorexp=10 |armorkin=25 |armortherm=45<br />
<br />
|maxvelocity=360 m/s<br />
|inertia=3.3<br />
|warpspeed=5 AU/s<br />
|warptime=4.49 s<br />
<br />
|targetrange=45 km<br />
|sigradius=40 m<br />
|maxlockedtargets=5<br />
|sensortype=Gravimetric<br />
|sensorvalue=13 points<br />
|scanres=600 mm<br />
<br />
|reqskills=*Caldari Frigate II<small>1h 34m 18s</small><br />
**Spaceship Command I<small>8m 20s</small><br />
|totaltraintime=0d 1h 42m 38s<br />
<br />
|forumlinks=<br />
|wikireferences=<br />
|externallinks=[http://wiki.eveonline.com/en/wiki/Caldari%20Navy%20Hookbill Caldari Navy Hookbill on Eve Online Wiki]<br><br />
<br />
|highlights1=<br />
|highlights2=<br />
|highlights3=<br />
|highlights4=<br />
<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------------------------------------<br />
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-------------------------------------------------------------------------------------------><br />
<br />
==Summary==<br />
The Hookbill is the Caldari Navy faction frigate. It has 3 launcher slots and bonuses to missile velocity and (mainly) kinetic damage. While it is possible for the Hookbill to fit light missile launchers, most are fitted with rockets and take advantage of the velocity bonus to push their range out to near 14km. The Hookbill's main distinguishing feature is its 5 mid slots, allowing it to fit a range of shield tank and tackle modules, which can make it an effective, if somewhat expensive, tackler or give it unprecedented range control while soloing.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Caldari Navy Hookbill for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
{{ShipFitting|<br />
ship=Caldari Navy Hookbill|<br />
shipTypeID=17619|<br />
fitName=Annoying Kiter|<br />
fitID=Annoying-Kiter|<br />
high1name=Light Missile Launcher II|<br />
high1typeID=2404|<br />
high2name=Light Missile Launcher II|<br />
high2typeID=2404|<br />
high3name=Light Missile Launcher II|<br />
high3typeID=2404|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=Warp Disruptor II|<br />
mid2typeID=3244|<br />
mid3name=Phased Muon Sensor Disruptor I|<br />
mid3typeID=5302|<br />
mid4name=Phased Muon Sensor Disruptor I|<br />
mid4typeID=5302|<br />
mid5name=Phased Muon Sensor Disruptor I|<br />
mid5typeID=5302|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Co-Processor II|<br />
low2typeID=3888|<br />
charge1name=Targeting Range Dampening Script x3|<br />
charge1typeID=29015|<br />
charge2name=Scan Resolution Dampening Script x3|<br />
charge2typeID=29013|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Processor Overclocking Unit I|<br />
rig1typeID=26929|<br />
rig2name=Small Polycarbon Engine Housing I|<br />
rig2typeID=31177|<br />
rig3name=Small Polycarbon Engine Housing I|<br />
rig3typeID=31177|<br />
difficulty=0|<br />
warsop=S|<br />
warsopReason=Faction hull|<br />
version=RUBI 1.0|<br />
shipDNA=17619:2404;3:3244;1:5302;3:5973;1:2048;1:3888;1:26929;1:31177;2:29013;3:29015;3::|<br />
skills=|<br />
notes=While other mids are possible, damps are best</li><li>Normally use targeting range scripts}}<!--<br />
<br />
-->{{ShipFitting|<br />
ship=Caldari Navy Hookbill|<br />
shipTypeID=17619|<br />
fitName=Megaweb|<br />
fitID=Megaweb|<br />
high1name=Rocket Launcher II|<br />
high1typeID=10631|<br />
high2name=Rocket Launcher II|<br />
high2typeID=10631|<br />
high3name=Rocket Launcher II|<br />
high3typeID=10631|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=Faint Epsilon Warp Scrambler I|<br />
mid2typeID=5443|<br />
mid3name=Fleeting Propulsion Inhibitor I|<br />
mid3typeID=4027|<br />
mid4name=Fleeting Propulsion Inhibitor I|<br />
mid4typeID=4027|<br />
mid5name=Medium Shield Extender II|<br />
mid5typeID=3831|<br />
low1name=Pseudoelectron Containment Field I|<br />
low1typeID=5837|<br />
low2name=Micro Auxiliary Power Core I|<br />
low2typeID=11563|<br />
rig1name=Small Anti-EM Screen Reinforcer I|<br />
rig1typeID=31716|<br />
rig2name=Small Anti-EM Screen Reinforcer I|<br />
rig2typeID=31716|<br />
rig3name=Small Anti-Thermal Screen Reinforcer I|<br />
rig3typeID=31752|<br />
difficulty=0|<br />
warsop=S|<br />
warsopReason=Faction hull|<br />
version=RUBI 1.0|<br />
shipDNA=17619:10631;3:3831;1:4027;2:5443;1:5973;1:5837;1:11563;1:31716;2:31752;1::|<br />
skills=|<br />
notes=}}<br />
<br />
==Tactics==<br />
Because the Hookbill has five mid slots, it is one of the only frigates that can viably fit double webs. This can give the Hookbill outstanding range dictation, and allow it to deploy nearly its full DPS consistantly, as rocket damage varies inversely with target velocity. Double webbing allows the Hookbill to stop almost anything in its tracks, and it can even keep a Dramiel within killing range, something few ships are capable of.<br />
<br />
==Notes==<br />
''You can write additional notes for Caldari Navy Hookbill here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Faction Frigates]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Malediction&diff=65273Malediction2014-02-25T12:43:19Z<p>Thabink: /* Summary */</p>
<hr />
<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)<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 />
<br />
|shipid=11186<br />
|shipimg=Malediction.jpg<br />
|shipname=Malediction<br />
|caption=Malediction<br />
|class=Interceptor<br />
|grouping=Interceptors<br />
|hulltype=Executioner Class<br />
|faction=Amarr Empire<br />
|race=Amarr<br />
|roles=Fleet Interceptor<br />
|variations={{Ship|Executioner}}, {{Ship|Crusader}}<br />
|tech=2<br />
<br />
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
<br />
|powergrid=35 MW<br />
|cpu=150 tf<br />
|capacitor=355 GJ<br />
|highs=3<br />
|turrets=3<br />
|launchers=3<br />
|mediums=3<br />
|lows=4<br />
<br />
|mass=999,000 kg<br />
|volume=28,100 m&#179;<br />
|cargohold=98 m&#179;<br />
<br />
|dronebay=0 m&#179;<br />
|bandwidth=0 Mbit/sec<br />
<br />
|info=Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.<br><br>Developer: Khanid Innovations <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 />
<br />
|bonuses=<b>Amarr Frigate Skill Bonus:</b><br>5% bonus to Rocket and Light Missile rate of fire per level and 4% bonus to armor resistances per level<br><b>Interceptor Skill Bonus:</b><br>15% reduction in MicroWarpdrive signature radius penalty and 5% bonus to Warp Scrambler and Warp Disruptor range per level<br><b>Role bonus:</b><br>80% reduction in Propulsion Jamming systems activation cost, immunity to non-targeted interdiction<br />
<br />
|structurehp=425 HP<br />
|shieldhp=325 HP |shieldem=0 |shieldexp=60 |shieldkin=40 |shieldtherm=20<br />
|armorhp=550 HP |armorem=50 |armorexp=30 |armorkin=25 |armortherm=35<br />
<br />
|maxvelocity=435 m/s<br />
|inertia=3.1<br />
|warpspeed=8 AU/s<br />
|warptime=4.29 s<br />
<br />
|targetrange=31.5 km<br />
|sigradius=33 m<br />
|maxlockedtargets=5<br />
|sensortype=RADAR<br />
|sensorvalue=12 points<br />
|scanres=900 mm<br />
<br />
|reqskills=*Amarr Frigate V<small>11d 20h 26m</small><br />
**Spaceship Command I<small>8m</small><br />
*Interceptors I<small>33m</small><br />
**Spaceship Command III<small>4h 26m</small><br />
**Evasive Maneuvering V<small>11d 20h 26m</small><br />
***Navigation II<small>47m</small><br />
|totaltraintime=23d 22h 40m<br />
<br />
|forumlinks=<br />
|wikireferences=<br />
|externallinks=[http://wiki.eveonline.com/en/wiki/Malediction Malediction on Eve Online Wiki]<br><br />
<br />
|highlights1=Fast Target Locking Time<br />
|highlights2=<br />
|highlights3=<br />
|highlights4=<br />
<br />
}}</onlyinclude> <!-- Template marker : DON'T EDIT LINE --><br />
<br />
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<br />
==Summary==<br />
Though the Malediction's 4 low slots and resist bonus might suggest an armor plated fit, this is usually a bad idea since an interceptor's main strength is its speed. The resist bonus does however work well with an armor repairer in some circumstances.<br />
<br />
The Malediction has 4 low slots and 3 mids, allowing it to fit the standard fleet tackler complement of either two tackle modules or a warp disruptor and a MSE in its mids. The Malediction has slightly above average grid, making fitting a MSE slightly easier. The Malediction's 4 low slots and slightly higher base speed than the Ares means the Malediction can support the best speed fit among the fleet interceptors.<br />
<br />
The Malediction's armor resist bonus means a small armour rep can give it a decent active armour tank and opens up options to use it as a brawling inty. In Rubicon 1.0 the Malediction's previously rocket-only bonus has been broadened to light missiles as well, making an LML kiting fit very viable, where the armor bonus can be put to use with an armor repairer, or its four lows allow it to be speed and agility fit to be almost uncatchable.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Malediction for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
<br />
{{ShipFitting|<br />
ship=Malediction|<br />
shipTypeID=11186|<br />
fitName=Malediction general fit|<br />
fitID=Malediction-import-3|<br />
high1name=Light Missile Launcher II|<br />
high1typeID=2404|<br />
high2name=Light Missile Launcher II|<br />
high2typeID=2404|<br />
high3name=Light Missile Launcher II|<br />
high3typeID=2404|<br />
mid1name=Medium F-S9 Regolith Shield Induction|<br />
mid1typeID=8517|<br />
mid2name=Warp Disruptor II|<br />
mid2typeID=3244|<br />
mid3name=Limited 1MN Microwarpdrive I|<br />
mid3typeID=5973|<br />
low1name=Internal Force Field Array I|<br />
low1typeID=5839|<br />
low2name=Overdrive Injector System II|<br />
low2typeID=1236|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
low4name=Micro Auxiliary Power Core II|<br />
low4typeID=4254|<br />
charge1name=Caldari Navy Mjolnir Light Missile x1|<br />
charge1typeID=27387|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Auxiliary Thrusters I|<br />
rig1typeID=31105|<br />
rig2name=Small Polycarbon Engine Housing I|<br />
rig2typeID=31177|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11186:2404;3:3244;1:5973;1:8517;1:1236;2:4254;1:5839;1:31105;1:31177;1:27387;1::|<br />
skills=|<br />
notes=All-round fleet interceptor fitting for the Malediction.</li><li>Targeting range is 39 km.</li><li>Overdrives in the low slots and the rigs are up to personal preference.</li><li>Missile launchers can project up to 63 dps out to 42.2 km.</li><li>Velocity: 5203m/s</li><li> Tank: 5124EHP</li><li>4 s align time}}<br />
<br />
==Tactics==<br />
''No sub-article about Malediction roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Malediction here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Interceptors]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Retribution&diff=65272Retribution2014-02-25T12:27:17Z<p>Thabink: /* Summary */</p>
<hr />
<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)<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 />
<br />
|shipid=11393<br />
|shipimg=Retribution.jpg<br />
|shipname=Retribution<br />
|caption=Retribution<br />
|class=Assault Frigate<br />
|grouping=Assault Frigates<br />
|hulltype=Punisher Class<br />
|faction=Amarr Empire<br />
|race=Amarr<br />
|roles=unspecified<br />
|variations={{Ship|Punisher}}, {{Ship|Vengeance}}<br />
|tech=2<br />
<br />
|ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
<br />
|powergrid=56 MW<br />
|cpu=140 tf<br />
|capacitor=437.5 GJ<br />
|highs=5<br />
|turrets=4<br />
|launchers=0<br />
|mediums=2<br />
|lows=5<br />
<br />
|mass=1,171,000 kg<br />
|volume=28,600 m&#179;<br />
|cargohold=135 m&#179;<br />
<br />
|dronebay=0 m&#179;<br />
|bandwidth=0 Mbit/sec<br />
<br />
|info=The Retribution is an homage to the glory days of the Empire, informed by classical Amarrian design philosophy: if it's strong, sturdy and packs a punch, it's ready for action. What this powerhouse lacks in speed and maneuverability it more than makes up for with its wide range of firepower possibilities and superb defensive ability.<br><br>Developer: Carthum Conglomerate<br><br>Carthum ships are the very embodiment of the Amarrian warfare philosophy. Possessing sturdy armor and advanced weapon system they provide a nice mix of offence and defence.<br />
<br />
|bonuses=<b>Amarr Frigate Skill Bonus:</b><br>10% bonus to Small Energy Turret Cap Use per level<br>7.5% bonus to Small Energy Turret tracking speed per level<br><b>Assault Frigates Skill Bonus:</b><br>10% bonus to Small Energy Turret Optimal Range per level<br>5% bonus to Small Energy Turret Damage per level<br><b>Role bonus:</b><br>50% reduction in MicroWarpdrive signature radius penalty<br />
<br />
|structurehp=1,019 HP<br />
|shieldhp=316 HP |shieldem=0 |shieldexp=88 |shieldkin=70 |shieldtherm=20<br />
|armorhp=1,219 HP |armorem=50 |armorexp=80 |armorkin=63 |armortherm=35<br />
<br />
|maxvelocity=278 m/s<br />
|inertia=4.128<br />
|warpspeed=5.5 AU/s<br />
|warptime=6.7 s<br />
<br />
|targetrange=40 km<br />
|sigradius=35 m<br />
|maxlockedtargets=5<br />
|sensortype=RADAR<br />
|sensorvalue=12 points<br />
|scanres=650 mm<br />
<br />
|reqskills=*Amarr Frigate V<small>11d 20h 26m</small><br />
**Spaceship Command I<small>8m</small><br />
*Assault Frigates I<small>33m</small><br />
**Spaceship Command III<small>4h 26m</small><br />
**Mechanics V<small>5d 22h 13m</small><br />
**Power Grid Management V<small>5d 22h 13m</small><br />
|totaltraintime=23d 21h 53m<br />
<br />
|forumlinks=<br />
|wikireferences=<br />
|externallinks=[http://wiki.eveonline.com/en/wiki/Retribution Retribution on Eve Online Wiki]<br><br />
<br />
|highlights1=<br />
|highlights2=<br />
|highlights3=<br />
|highlights4=<br />
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<br />
==Summary==<br />
This damage dealing Assault Frigate is a DPS monster within the frigate class. It is a popular PvE frigate. Furthermore, its tracking bonuses allow for the Conflagration crystal to be used effectively. With optimal fitting and navigation skills this assault frigate has the ability to be top damage on KMs next to cruisers. Its low sig radius and its multiple low slots allow it to be fitted for multiple roles. High gank no tank, bait ship, heavy tackle, and self repping solo PvP frigate. Its main drawback is its lack of mid slots, limiting its ability to tackle enemies.<br />
<br />
If you intend to use this ship for prolonged PVE activities such as combat site running, be aware that the Retribution has a very limited cargo bay. Plus the fact that the advanced combat crystals (T2 crystals) have an expectant life of around 1000 shots before shattering, some of that precious cargo space is shared by spared sets of combat crystals, further limiting its ability to perform deep space operations.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Retribution for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
<br />
{{ShipFitting|<br />
ship=Retribution|<br />
shipTypeID=11393|<br />
fitName=Gank|<br />
fitID=Gank|<br />
high1name=Small Focused Pulse Laser II|<br />
high1typeID=3041|<br />
high2name=Small Focused Pulse Laser II|<br />
high2typeID=3041|<br />
high3name=Small Focused Pulse Laser II|<br />
high3typeID=3041|<br />
high4name=Small Focused Pulse Laser II|<br />
high4typeID=3041|<br />
high5name=open|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=J5b Phased Prototype Warp Scrambler I|<br />
mid2typeID=5439|<br />
low1name=Adaptive Nano Plating II|<br />
low1typeID=1306|<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=Nanofiber Internal Structure II|<br />
low5typeID=2605|<br />
charge1name=Conflagration S x4|<br />
charge1typeID=12565|<br />
charge2name=Scorch S x4|<br />
charge2typeID=12563|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Processor Overclocking Unit I|<br />
rig1typeID=26929|<br />
rig2name=Small Processor Overclocking Unit I|<br />
rig2typeID=26929|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=11393:3041;4:5403;1:5973;1:1306;1:2364;3:2605;1:26929;2:12563;4:12565;4::|<br />
skills=|<br />
notes=Maximum damage, high speed, little tank</li><li>As fitted, with all skills at V and before boost, this ship has 6.1 K EHP, flies at 2513 m/s (3579 m/s with MWD overheated), align in 5.4 s with MWD on (3.8 s with MWD off)</li><li>Damage varies between 288 dps at 5.6 + 2.5 km with Conflagration and 205 dps at 17 + 2.5 km with Scorch</li><li>The scram can be replaced by a point or a web to taste}}{{ShipFitting|<br />
ship=Retribution|<br />
shipTypeID=11393|<br />
fitName=Balanced|<br />
fitID=Balanced|<br />
high1name=Small Focused Pulse Laser II|<br />
high1typeID=3041|<br />
high2name=Small Focused Pulse Laser II|<br />
high2typeID=3041|<br />
high3name=Small Focused Pulse Laser II|<br />
high3typeID=3041|<br />
high4name=Small Focused Pulse Laser II|<br />
high4typeID=3041|<br />
high5name=open|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=J5b Phased Prototype Warp Scrambler I|<br />
mid2typeID=5439|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Heat Sink II|<br />
low2typeID=2364|<br />
low3name=100mm Reinforced Steel Plates II|<br />
low3typeID=20345|<br />
low4name=Local Hull Conversion Nanofiber Structure I|<br />
low4typeID=5561|<br />
low5name=Adaptive Nano Plating II|<br />
low5typeID=1306|<br />
charge1name=Conflagration S x4|<br />
charge1typeID=12565|<br />
charge2name=Scorch S x4|<br />
charge2typeID=12563|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Energy Burst Aerator I|<br />
rig1typeID=31442|<br />
rig2name=Small Energy Collision Accelerator I|<br />
rig2typeID=31454|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=11393:3041;4:5439;1:5973;1:1306;1:2048;1:2364;1:5561;1:20345;1:31442;1:31454;1:12563;4:12565;4::|<br />
skills=|<br />
notes=A balanced fit, high speed with good tank</li><li>As fitted, with all skills at V and before boost, this ship has 9.9 K EHP, flies at 2466 m/s (3510 m/s with MWD overheated), align in 5.5 s with MWD on (3.9 s with MWD off)</li><li>Damage varies between 254 dps at 5.6 + 2.5 km with Conflagration and 182 dps at 17 + 2.5 km with Scorch</li><li>The scram can be replaced by a point or a web to taste}}{{ShipFitting|<br />
ship=Retribution|<br />
shipTypeID=11393|<br />
fitName=Tank|<br />
fitID=Tank|<br />
high1name=Small Focused Pulse Laser II|<br />
high1typeID=3041|<br />
high2name=Small Focused Pulse Laser II|<br />
high2typeID=3041|<br />
high3name=Small Focused Pulse Laser II|<br />
high3typeID=3041|<br />
high4name=Small Focused Pulse Laser II|<br />
high4typeID=3041|<br />
high5name=open|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=J5b Phased Prototype Warp Scrambler I|<br />
mid2typeID=5439|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Adaptive Nano Plating II|<br />
low2typeID=1306|<br />
low3name=Adaptive Nano Plating II|<br />
low3typeID=1306|<br />
low4name=Heat Sink II|<br />
low4typeID=2364|<br />
low5name=200mm Reinforced Rolled Tungsten Plates I|<br />
low5typeID=11349|<br />
charge1name=Conflagration S x4|<br />
charge1typeID=12565|<br />
charge2name=Scorch S x4|<br />
charge2typeID=12563|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Trimark Armor Pump I|<br />
rig1typeID=30987|<br />
rig2name=Small Trimark Armor Pump I|<br />
rig2typeID=30987|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=11393:3041;4:5439;1:5973;1:1306;2:2048;1:2364;1:11349;1:30987;2:12563;4:12565;4::|<br />
skills=|<br />
notes=Maximum tank, lower speed and damage</li><li>As fitted, with all skills at V and before boost, this ship has 15.7 K EHP, flies at 2000 m/s (2850 m/s with MWD overheated), align in 6.8 s with MWD on (4.8 s with MWD off)</li><li>Damage varies between 214 dps at 5.6 + 2.5 km with Conflagration and 153 dps at 17 + 2.5 km with Scorch</li><li>The scram can be replaced by a point or a web to taste}}<br />
<br />
==Tactics==<br />
The Retribution while only having two mid slots allows for it to be used in a multitude of fittings and roles. Not only is it effective for PvE, it can be highly effective for PvP. Fitting skills are a must for this ship. You can fit a single armor repper in its lows, a heat sink, and some armor tank. With Small Energy Light Pulse Lasers II in the highs, Meta 4 Nosferatu. It can maintain significant DPS while allowing it to self rep at the same time. This ship is great for fleets as a heavy tackle. Also, highly reccomend not loading Imperial Navy Multifrequency in the ships turrets. Instead use the Conflaguration crystals because of the ships tracking bonus. Finally, fitting this ship up is difficult so highly reccomend using EFT before buying modules.<br />
<br />
==Notes==<br />
This can be quite a difficult ship to fly and fit, however when done well it is deadly. Its large mass make keeping targets in optimum range difficult, however within this bracket the dps is deadly, having a Microwarpdrive is a neccessity. The addition of an extra Mid slot allows the retribution to also fit a stasis web which is very useful when fitting fast frigates, however without good fitting skills it is hard to fit effectivly with both a Microwarpdrive and Stasis Webifier.<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Assault Frigates]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Sentinel&diff=64929Sentinel2014-02-18T11:18:04Z<p>Thabink: /* Tactics */</p>
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<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
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<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)<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 />
<br />
|shipid=11190<br />
|shipimg=Sentinel.jpg<br />
|shipname=Sentinel<br />
|caption=Sentinel<br />
|class=Electronic Attack Ship<br />
|grouping=Electronic Attack Frigates<br />
|hulltype=Crucifier Class<br />
|faction=Amarr Empire<br />
|race=Amarr<br />
|roles=unspecified<br />
|variations={{Ship|Crucifier}}<br />
|tech=2<br />
<br />
|ecmprio=4 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
<br />
|powergrid=40 MW<br />
|cpu=195 tf<br />
|capacitor=415 GJ<br />
|highs=3<br />
|turrets=2<br />
|launchers=0<br />
|mediums=4<br />
|lows=3<br />
<br />
|mass=1,223,200 kg<br />
|volume=28,100 m&#179;<br />
|cargohold=165 m&#179;<br />
<br />
|dronebay=60 m&#179;<br />
|bandwidth=20 Mbit/sec<br />
<br />
|info=Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet’s electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.<br><br>Developer: Viziam<br><br>Viziam ships are quite possibly the most durable ships money can buy. Their armor is second to none and that, combined with superior shields, makes them hard nuts to crack. Of course this does mean they are rather slow and possess somewhat more limited weapons and electronics options.<br />
<br />
|bonuses=<b>Amarr Frigate Skill Bonus:</b><br>20% bonus to energy vampire and energy neutralizer transfer amount per level and 7.5% bonus to effectiveness of tracking disruptors per level<br><b>Electronic Attack Ships Skill Bonus:</b><br>80% bonus to energy vampire and energy neutralizer range per level, 5% reduction in capacitor recharge time per level<br />
<br />
|structurehp=375 HP<br />
|shieldhp=300 HP |shieldem=0 |shieldexp=75 |shieldkin=55 |shieldtherm=20<br />
|armorhp=425 HP |armorem=50 |armorexp=60 |armorkin=44 |armortherm=35<br />
<br />
|maxvelocity=340 m/s<br />
|inertia=4.25<br />
|warpspeed=5.5 AU/s<br />
|warptime=6.55 s<br />
<br />
|targetrange=64 km<br />
|sigradius=53 m<br />
|maxlockedtargets=7<br />
|sensortype=RADAR<br />
|sensorvalue=21 points<br />
|scanres=575 mm<br />
<br />
|reqskills=*Amarr Frigate V<small>11d 20h 26m</small><br />
**Spaceship Command I<small>8m</small><br />
*Electronic Attack Ships I<small>33m</small><br />
**Spaceship Command III<small>4h 26m</small><br />
**Long Range Targeting V<small>10d 20h 26m</small><br />
***CPU Management II<small>47m</small><br />
|totaltraintime=23d 22h 40m<br />
<br />
|forumlinks=<br />
|wikireferences=<br />
|externallinks=[http://wiki.eveonline.com/en/wiki/Sentinel Sentinel on Eve Online Wiki]<br><br />
<br />
|highlights1=<br />
|highlights2=<br />
|highlights3=<br />
|highlights4=<br />
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<br />
==Summary==<br />
''Note: All Electronic Attack Ships will be modified with Rubicon expansion. The information below will no longer be valid after the release of Rubicon.''<br />
<br />
The Sentinel is sometimes known as the 'mini-[[Curse]]'. Like the Curse is gets a bonus to energy neutraliser and nosferatu amount, and a massive bonus to range, allowing it to use small neuts out to 25-30k. Its other bonuses are 5% per level to TDs (the other factor in common with its Amarr Recon counterparts), and the EAS bonus to capacitor (which is particularly good on this hull, since neutralisers are quite cap hungry themselves).<br />
<br />
The Sentinel is missing any sort of drone bonus and this means that, since the highs are usually dedicated to cap warfare mods, the damage output is low at best. Again in Amarr drone boat fashion the drone bay is huge (60 m3 - surpassed only by the Astero), but this is balanced by only a 20 Mbit/sec bandwidth. The total then is 3 flights of 4 light drones (most fits are 2 flights of damage and 1 of ECM).<br />
<br />
When you add ~20km small neuts, the damage mitigation of bonused TDs, and the ability to bring EWAR drones without sacrificing flexibilty you get an extremely versatile package. This leads to a reputation as a solopwnmobile, able to bring most enemy frigates and some cruisers to their knees by draining them of capacitor.<br />
<br />
The Sentinel is useful solo and in small gangs, but is less useful in larger fleets where chances are most targets will be dead from damage before neuting them has much effect. The Sentinel makes a poor dedicated tracking disruption platform, since the Crucifier is superior at this role at a fraction of the price.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Sentinel for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
<br />
{{ShipFitting|<br />
ship=Sentinel|<br />
shipTypeID=11190|<br />
fitName=Rubicon tentative|<br />
fitID=Rubicon-tentative|<br />
high1name=Small Nosferatu II|<br />
high1typeID=13001|<br />
high2name=Small Energy Neutralizer II|<br />
high2typeID=13003|<br />
high3name=Small Energy Neutralizer II|<br />
high3typeID=13003|<br />
mid1name=Experimental 1MN Afterburner I|<br />
mid1typeID=6003|<br />
mid2name=Balmer Series Tracking Disruptor I|<br />
mid2typeID=5320|<br />
mid3name=Balmer Series Tracking Disruptor I|<br />
mid3typeID=5320|<br />
mid4name=Balmer Series Tracking Disruptor I|<br />
mid4typeID=5320|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Energized Adaptive Nano Membrane II|<br />
low2typeID=11269|<br />
low3name=100mm Reinforced Steel Plates II|<br />
low3typeID=20345|<br />
drone1name=Warrior II x4|<br />
drone1typeID=2488|<br />
drone2name=Hobgoblin II x4|<br />
drone2typeID=2456|<br />
drone3name=Hornet EC-300 x4|<br />
drone3typeID=23707|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Tracking Speed Disruption Script x3|<br />
charge1typeID=29007|<br />
charge2name=Optimal Range Disruption Script x3|<br />
charge2typeID=29005|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Anti-Thermic Pump I|<br />
rig1typeID=31033|<br />
rig2name=Small Semiconductor Memory Cell I|<br />
rig2typeID=31406|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUB 1.0|<br />
shipDNA=11190:13001;1:13003;2:5320;3:6003;1:2048;1:11269;1:20345;1:31033;1:31406;1:2456;4:2488;4:23707;4:29005;3:29007;3::|<br />
skills=|<br />
notes=A tentative fit for the Rubicon expansion</li><li>With all skills at V and before boosts, this ship should have about 4.9 K EHP, fly close to 1000 m/s (1300 m/s with AB overheated) and align in 6.5 s (4.5 s with AB off). The capacitor is stable.</li><li>Should be able to leach about 42 GJ/s at 38 km.</li><li>Damage is 79 dps from the drones.</li><li>Without using scripts, each Tracking disruptor reduces optimal, falloff and tracking by about 33%.}}<br />
<br />
==Tactics==<br />
The Sentinel is a slow starter. Typically it's fit with a warp disruptor and kites at 20k+, sicking its drones on the target while neuting it. If the target has drones, you may want to target them with your own drones instead of their ship. Initially it may seem like the Sentinel is trading damage poorly, but once the target's capacitor is empty the tide will turn. The first thing to go will be the prop mod and next their tackle, which will allow the Sentinel perfect range control (if the Sentinel was caught and scrammed or webbed, if it survives to this point it can pull range again). If the target had an active tank, it will stop working, and any guns that use capacitor will only fire sporadically. At this point the Sentinel has the advantage. If the target is still effectively dealing damage with capless weapons like missiles or drones, the Sentinel can disengage. If the target can't effectively deal damage any more then simply orbit at 25km and finish them at leisure.<br />
<br />
A target with a nos may make the fight slightly trickier, since clever syncing of nos with tackle mod can keep it running longer, but any prop mod will definitely shut down and eventually the scram will break under your neuting pressure. A target with a capacitor booster is more of a threat, since the cap they can inject may let them keep their modules running long enough to kill you. Technically capacitor batteries would help against a Sentinel, since they reflect some of the neuting effect back, but they're rarely seen in PvP, since a cap booster is more useful for similar fitting cost.<br />
<br />
==Notes==<br />
For more information about capacitor warfare and other capacitor warfare using ships see the [[Capacitor Warfare Guide]].<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Electronic Attack Frigates]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Sentinel&diff=64928Sentinel2014-02-18T10:48:35Z<p>Thabink: /* Summary */</p>
<hr />
<div><onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --><br />
<br />
<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)<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 />
<br />
|shipid=11190<br />
|shipimg=Sentinel.jpg<br />
|shipname=Sentinel<br />
|caption=Sentinel<br />
|class=Electronic Attack Ship<br />
|grouping=Electronic Attack Frigates<br />
|hulltype=Crucifier Class<br />
|faction=Amarr Empire<br />
|race=Amarr<br />
|roles=unspecified<br />
|variations={{Ship|Crucifier}}<br />
|tech=2<br />
<br />
|ecmprio=4 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
<br />
|powergrid=40 MW<br />
|cpu=195 tf<br />
|capacitor=415 GJ<br />
|highs=3<br />
|turrets=2<br />
|launchers=0<br />
|mediums=4<br />
|lows=3<br />
<br />
|mass=1,223,200 kg<br />
|volume=28,100 m&#179;<br />
|cargohold=165 m&#179;<br />
<br />
|dronebay=60 m&#179;<br />
|bandwidth=20 Mbit/sec<br />
<br />
|info=Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet’s electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.<br><br>Developer: Viziam<br><br>Viziam ships are quite possibly the most durable ships money can buy. Their armor is second to none and that, combined with superior shields, makes them hard nuts to crack. Of course this does mean they are rather slow and possess somewhat more limited weapons and electronics options.<br />
<br />
|bonuses=<b>Amarr Frigate Skill Bonus:</b><br>20% bonus to energy vampire and energy neutralizer transfer amount per level and 7.5% bonus to effectiveness of tracking disruptors per level<br><b>Electronic Attack Ships Skill Bonus:</b><br>80% bonus to energy vampire and energy neutralizer range per level, 5% reduction in capacitor recharge time per level<br />
<br />
|structurehp=375 HP<br />
|shieldhp=300 HP |shieldem=0 |shieldexp=75 |shieldkin=55 |shieldtherm=20<br />
|armorhp=425 HP |armorem=50 |armorexp=60 |armorkin=44 |armortherm=35<br />
<br />
|maxvelocity=340 m/s<br />
|inertia=4.25<br />
|warpspeed=5.5 AU/s<br />
|warptime=6.55 s<br />
<br />
|targetrange=64 km<br />
|sigradius=53 m<br />
|maxlockedtargets=7<br />
|sensortype=RADAR<br />
|sensorvalue=21 points<br />
|scanres=575 mm<br />
<br />
|reqskills=*Amarr Frigate V<small>11d 20h 26m</small><br />
**Spaceship Command I<small>8m</small><br />
*Electronic Attack Ships I<small>33m</small><br />
**Spaceship Command III<small>4h 26m</small><br />
**Long Range Targeting V<small>10d 20h 26m</small><br />
***CPU Management II<small>47m</small><br />
|totaltraintime=23d 22h 40m<br />
<br />
|forumlinks=<br />
|wikireferences=<br />
|externallinks=[http://wiki.eveonline.com/en/wiki/Sentinel Sentinel on Eve Online Wiki]<br><br />
<br />
|highlights1=<br />
|highlights2=<br />
|highlights3=<br />
|highlights4=<br />
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<br />
==Summary==<br />
''Note: All Electronic Attack Ships will be modified with Rubicon expansion. The information below will no longer be valid after the release of Rubicon.''<br />
<br />
The Sentinel is sometimes known as the 'mini-[[Curse]]'. Like the Curse is gets a bonus to energy neutraliser and nosferatu amount, and a massive bonus to range, allowing it to use small neuts out to 25-30k. Its other bonuses are 5% per level to TDs (the other factor in common with its Amarr Recon counterparts), and the EAS bonus to capacitor (which is particularly good on this hull, since neutralisers are quite cap hungry themselves).<br />
<br />
The Sentinel is missing any sort of drone bonus and this means that, since the highs are usually dedicated to cap warfare mods, the damage output is low at best. Again in Amarr drone boat fashion the drone bay is huge (60 m3 - surpassed only by the Astero), but this is balanced by only a 20 Mbit/sec bandwidth. The total then is 3 flights of 4 light drones (most fits are 2 flights of damage and 1 of ECM).<br />
<br />
When you add ~20km small neuts, the damage mitigation of bonused TDs, and the ability to bring EWAR drones without sacrificing flexibilty you get an extremely versatile package. This leads to a reputation as a solopwnmobile, able to bring most enemy frigates and some cruisers to their knees by draining them of capacitor.<br />
<br />
The Sentinel is useful solo and in small gangs, but is less useful in larger fleets where chances are most targets will be dead from damage before neuting them has much effect. The Sentinel makes a poor dedicated tracking disruption platform, since the Crucifier is superior at this role at a fraction of the price.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Sentinel for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
<br />
{{ShipFitting|<br />
ship=Sentinel|<br />
shipTypeID=11190|<br />
fitName=Rubicon tentative|<br />
fitID=Rubicon-tentative|<br />
high1name=Small Nosferatu II|<br />
high1typeID=13001|<br />
high2name=Small Energy Neutralizer II|<br />
high2typeID=13003|<br />
high3name=Small Energy Neutralizer II|<br />
high3typeID=13003|<br />
mid1name=Experimental 1MN Afterburner I|<br />
mid1typeID=6003|<br />
mid2name=Balmer Series Tracking Disruptor I|<br />
mid2typeID=5320|<br />
mid3name=Balmer Series Tracking Disruptor I|<br />
mid3typeID=5320|<br />
mid4name=Balmer Series Tracking Disruptor I|<br />
mid4typeID=5320|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=Energized Adaptive Nano Membrane II|<br />
low2typeID=11269|<br />
low3name=100mm Reinforced Steel Plates II|<br />
low3typeID=20345|<br />
drone1name=Warrior II x4|<br />
drone1typeID=2488|<br />
drone2name=Hobgoblin II x4|<br />
drone2typeID=2456|<br />
drone3name=Hornet EC-300 x4|<br />
drone3typeID=23707|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Tracking Speed Disruption Script x3|<br />
charge1typeID=29007|<br />
charge2name=Optimal Range Disruption Script x3|<br />
charge2typeID=29005|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Anti-Thermic Pump I|<br />
rig1typeID=31033|<br />
rig2name=Small Semiconductor Memory Cell I|<br />
rig2typeID=31406|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUB 1.0|<br />
shipDNA=11190:13001;1:13003;2:5320;3:6003;1:2048;1:11269;1:20345;1:31033;1:31406;1:2456;4:2488;4:23707;4:29005;3:29007;3::|<br />
skills=|<br />
notes=A tentative fit for the Rubicon expansion</li><li>With all skills at V and before boosts, this ship should have about 4.9 K EHP, fly close to 1000 m/s (1300 m/s with AB overheated) and align in 6.5 s (4.5 s with AB off). The capacitor is stable.</li><li>Should be able to leach about 42 GJ/s at 38 km.</li><li>Damage is 79 dps from the drones.</li><li>Without using scripts, each Tracking disruptor reduces optimal, falloff and tracking by about 33%.}}<br />
<br />
==Tactics==<br />
''No sub-article about Sentinel roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
For more information about capacitor warfare and other capacitor warfare using ships see the [[Capacitor Warfare Guide]].<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Electronic Attack Frigates]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Hyena&diff=64891Hyena2014-02-17T17:10:35Z<p>Thabink: /* Summary */</p>
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* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)<br />
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* leave/misstype any tags required. please follow the same <br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
<br />
|shipid=11387<br />
|shipimg=Hyena.jpg<br />
|shipname=Hyena<br />
|caption=Hyena<br />
|class=Electronic Attack Ship<br />
|grouping=Electronic Attack Frigates<br />
|hulltype=Vigil Class<br />
|faction=Minmatar Republic<br />
|race=Minmatar<br />
|roles=unspecified<br />
|variations={{Ship|Vigil}}<br />
|tech=2<br />
<br />
|ecmprio=4 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
<br />
|powergrid=36 MW<br />
|cpu=145 tf<br />
|capacitor=355 GJ<br />
|highs=3<br />
|turrets=2<br />
|launchers=2<br />
|mediums=4<br />
|lows=3<br />
<br />
|mass=1,191,300 kg<br />
|volume=17,400 m&#179;<br />
|cargohold=150 m&#179;<br />
<br />
|dronebay=0 m&#179;<br />
|bandwidth=0 Mbit/sec<br />
<br />
|info=Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet’s electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.<br><br>Developer: Core Complexion<br><br>Core Complexion’s ships are unusual in that they favor electronics and defense over the “lots of guns” approach traditionally favored by the Minmatar.<br />
<br />
|bonuses=<b>Minmatar Frigate Skill Bonus:</b><br>10% bonus to optimal range of target painters per level and 10% bonus to effectiveness of target painters per level<br><b>Electronic Attack Ships Skill Bonus:</b><br>40% bonus to stasis webifier range and 3% reduction in signature radius per level<br />
<br />
|structurehp=325 HP<br />
|shieldhp=375 HP |shieldem=50 |shieldexp=50 |shieldkin=40 |shieldtherm=40<br />
|armorhp=375 HP |armorem=80 |armorexp=10 |armorkin=25 |armortherm=51<br />
<br />
|maxvelocity=375 m/s<br />
|inertia=3.93<br />
|warpspeed=5.5 AU/s<br />
|warptime=5.9 s<br />
<br />
|targetrange=65 km<br />
|sigradius=51 m<br />
|maxlockedtargets=7<br />
|sensortype=LADAR<br />
|sensorvalue=21 points<br />
|scanres=600 mm<br />
<br />
|reqskills=*Minmatar Frigate V<small>11d 20h 26m</small><br />
**Spaceship Command I<small>8m</small><br />
*Electronic Attack Ships I<small>33m</small><br />
**Spaceship Command III<small>4h 26m</small><br />
**Long Range Targeting V<small>10d 20h 26m</small><br />
***CPU Management II<small>47m</small><br />
|totaltraintime=23d 22h 40m<br />
<br />
|forumlinks=<br />
|wikireferences=<br />
|externallinks=[http://wiki.eveonline.com/en/wiki/Hyena Hyena on EVE Online Wiki]<br><br />
<br />
|highlights1=<br />
|highlights2=<br />
|highlights3=<br />
|highlights4=<br />
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<br />
==Summary==<br />
The Hyena is the Minmatar Electronic Attack Frigate, and a T2 variant on the [[Vigil]]. It retains the Vigil's target painting bonuses, even slightly upgrading its effectiveness bonus. Most significantly it gets a large bonus to the range of stasis webs.<br />
<br />
The Hyena is short on mid slots, meaning it usually needs to choose between being a target painting platform and webbing platform or it will be sub-par at both. As a TP platform the Hyena has a minor advantage over the Vigil due to its slightly higher TP effectiveness bonus, but the difference is small and the Hyena is considerably more expensive for the benefit. The usual use for the Hyena is as a webbing platform. Prior to Rubicon the Hyena had a short effective range on its webs even with the bonus, making it very vulnerable to attack by any target it webbed. Post-Rubicon with reasonable skills the Hyena can overheat its webs to reach 33km, allowing it to tackle kiting cruisers without being insta-killed by them, and making it a valuable addition to any gate camp to quickly web ships that try to burn back to the gate.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Hyena for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
<br />
{{ShipFitting|<br />
ship=Hyena|<br />
shipTypeID=11387|<br />
fitName=Balanced|<br />
fitID=Balanced|<br />
high1name=open|<br />
high2name=open|<br />
high3name=open|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=Warp Disruptor II|<br />
mid2typeID=3244|<br />
mid3name=Fleeting Propulsion Inhibitor I|<br />
mid3typeID=4027|<br />
mid4name=Fleeting Propulsion Inhibitor I|<br />
mid4typeID=4027|<br />
low1name=200mm Reinforced Steel Plates II|<br />
low1typeID=20347|<br />
low2name=Energized Adaptive Nano Membrane II|<br />
low2typeID=11269|<br />
low3name=Damage Control II|<br />
low3typeID=2048|<br />
rig1name=Small Anti-Explosive Pump I|<br />
rig1typeID=31009|<br />
rig2name=Small Processor Overclocking Unit I|<br />
rig2typeID=26929|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11387:3244;1:4027;2:5973;1:2048;1:11269;1:20347;1:26929;1:31009;1::|<br />
skills=|<br />
notes=A balanced fit, a compromise between tank, speed and scan resolution</li><li>With all skills at V and before boosts, this ship has 5.6 K EHP, flies at 2760 m/s (3917 m/s with MWD overheated) and align in 6.6 s (4.8 s with MWD off)</li><li>Can web at 30 km (36 km when overheated)</li><li>With a scan resolution of 750 mm, can target a frigate in 2.8 s.}}{{ShipFitting|<br />
ship=Hyena|<br />
shipTypeID=11387|<br />
fitName=Jester - Shiny|<br />
fitID=Jester---Shiny|<br />
high1name=open|<br />
high2name=open|<br />
high3name=open|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=Warp Disruptor II|<br />
mid2typeID=3244|<br />
mid3name=Fleeting Propulsion Inhibitor I|<br />
mid3typeID=4027|<br />
mid4name=X5 Prototype Engine Enervator|<br />
mid4typeID=4025|<br />
low1name=Internal Force Field Array I|<br />
low1typeID=5839|<br />
low2name=Energized Adaptive Nano Membrane II|<br />
low2typeID=11269|<br />
low3name=400mm Reinforced Rolled Tungsten Plates I|<br />
low3typeID=11309|<br />
rig1name=Small Ancillary Current Router II|<br />
rig1typeID=31364|<br />
rig2name=Small Targeting System Subcontroller II|<br />
rig2typeID=31328|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11387:3244;1:4025;1:4027;1:5973;1:5839;1:11269;1:11309;1:31328;1:31364;1::|<br />
skills=|<br />
notes=Jester's fit of the week for December 18, 2013, see http://jestertrek.blogspot.ca/2013/12/fit-of-week-gate-camp-hyena.html. As often with Jester's fits, this is a shiny ship, with a cost of more than 60 M ISK.</li><li>With all skills at V and before boosts, this ship has 6.6 K EHP, flies at 2785 m/s (3943 m/s with MWD overheated) and align in 7 s (5.1 s with MWD off)</li><li>Can web at 30 km (36 km when overheated)</li><li>With a scan resolution of 937 mm, can target a frigate in 2.2 s.}}{{ShipFitting|<br />
ship=Hyena|<br />
shipTypeID=11387|<br />
fitName=Tank - slow|<br />
fitID=Tank---slow|<br />
high1name=open|<br />
high2name=open|<br />
high3name=open|<br />
mid1name=Sensor Booster II|<br />
mid1typeID=1952|<br />
mid2name=Warp Disruptor II|<br />
mid2typeID=3244|<br />
mid3name=Fleeting Propulsion Inhibitor I|<br />
mid3typeID=4027|<br />
mid4name=Fleeting Propulsion Inhibitor I|<br />
mid4typeID=4027|<br />
low1name=400mm Reinforced Steel Plates II|<br />
low1typeID=20349|<br />
low2name=Energized Adaptive Nano Membrane II|<br />
low2typeID=11269|<br />
low3name=Damage Control II|<br />
low3typeID=2048|<br />
charge1name=Scan Resolution Script x1|<br />
charge1typeID=29011|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Anti-Explosive Pump I|<br />
rig1typeID=31009|<br />
rig2name=Small Processor Overclocking Unit I|<br />
rig2typeID=26929|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=11387:1952;1:3244;1:4027;2:2048;1:11269;1:20349;1:26929;1:31009;1:29011;1::|<br />
skills=|<br />
notes=Biggest tank, fast locking, but no prop mod.</li><li>With all skills at V and before boosts, this ship has 7.9 K EHP, flies at 445 m/s and align in 5.4 s</li><li>Can web at 30 km (36 km when overheated)</li><li>With a scan resolution of 1200 mm, can target a frigate in 1.7 s.}}<br />
<br />
==Tactics==<br />
''No sub-article about Hyena roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
''You can write additional notes for Hyena here.''<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Electronic Attack Frigates]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Keres&diff=64888Keres2014-02-17T16:51:54Z<p>Thabink: /* Summary */</p>
<hr />
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<!-----------------------------------------------------------<br />
* SHIP ATTRIBUTES SECTION (last update : 10.08.2011)<br />
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* leave/misstype any tags required. please follow the same <br />
* format below and edit only the values (after the = sign).<br />
-------------------------------------------------------------><br />
<br />
|shipid=11174<br />
|shipimg=Keres.jpg<br />
|shipname=Keres<br />
|caption=Keres<br />
|class=Electronic Attack Ship<br />
|grouping=Electronic Attack Frigates<br />
|hulltype=Maulus Class<br />
|faction=Gallente Federation<br />
|race=Gallente<br />
|roles=unspecified<br />
|variations={{Ship|Maulus}}<br />
|tech=2<br />
<br />
|ecmprio=4 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
<br />
|powergrid=33 MW<br />
|cpu=205 tf<br />
|capacitor=375 GJ<br />
|highs=2<br />
|turrets=2<br />
|launchers=0<br />
|mediums=5<br />
|lows=3<br />
<br />
|mass=1,204,500 kg<br />
|volume=23,000 m&#179;<br />
|cargohold=175 m&#179;<br />
<br />
|dronebay=10 m&#179;<br />
|bandwidth=10 Mbit/sec<br />
<br />
|info=Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet’s electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.<br><br>Developer: Duvolle Labs <br><br>Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden’s foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.<br />
<br />
|bonuses=<b>Gallente Frigate Skill Bonus:</b><br>7.5% bonus to remote sensor dampener effectiveness and 10% reduction in remote sensor dampener capacitor need per level<br><b>Electronic Attack Ships Skill Bonus:</b><br>15% bonus to warp disruptor range and 10% reduction in warp disruptor capacitor need per level<br />
<br />
|structurehp=425 HP<br />
|shieldhp=325 HP |shieldem=0 |shieldexp=50 |shieldkin=70 |shieldtherm=40<br />
|armorhp=400 HP |armorem=50 |armorexp=10 |armorkin=68 |armortherm=51<br />
<br />
|maxvelocity=350 m/s<br />
|inertia=4.1<br />
|warpspeed=5.5 AU/s<br />
|warptime=6.22 s<br />
<br />
|targetrange=64.5 km<br />
|sigradius=55 m<br />
|maxlockedtargets=7<br />
|sensortype=Magnetometric<br />
|sensorvalue=23 points<br />
|scanres=550 mm<br />
<br />
|reqskills=*Gallente Frigate V<small>11d 20h 26m</small><br />
**Spaceship Command I<small>8m</small><br />
*Electronic Attack Ships I<small>33m</small><br />
**Spaceship Command III<small>4h 26m</small><br />
**Long Range Targeting V<small>10d 20h 26m</small><br />
***CPU Management II<small>47m</small><br />
|totaltraintime=23d 22h 40m<br />
<br />
|forumlinks=<br />
|wikireferences=<br />
|externallinks=[http://wiki.eveonline.com/en/wiki/Keres Keres on Eve Online Wiki]<br><br />
<br />
|highlights1=<br />
|highlights2=<br />
|highlights3=<br />
|highlights4=<br />
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<br />
==Summary==<br />
The Keres is a T2 version of the [[Maulus]], but rather than just being a straight upgrade, it has an extra bonus to warp disruptor range, allowing it to point enemies from 40k or more when overheated. The warp disruptor range bonus also affects warp scramblers.<br />
<br />
The Keres can be flown in a few ways. One is to combine the warp disruptor range with sensor damps to push the enemy's lock range down below the Keres' point range, allowing it to tackle a target while leaving them unable to do much about it. This is a strong tactic to use when soloing or when skirmishing for a fleet.<br />
<br />
Another way is pure tackle, packing the Keres with warp disruptors and scramblers to allow it to hold point and scram on several targets, possibly with some tank. This is a particularly effective setup to support a gate camp.<br />
<br />
The Keres can be flown primarily as a damping platform, but it doesn't really outshine the Maulus and Celestis much in this role. Versus the Maulus it essentially only gains an extra mid slot and slightly better tank at a considerable increase in price. The Celestis is simply superior at damping, and still cheaper despite being a cruiser, though the Keres beats it in mobility.<br />
<br />
==Skills==<br />
''Recommended skills to pilot Keres for a specific or it's common role(s).''<br />
<br />
<br />
Skills:<br />
* Gallente Frigate gives a bonus to dampener effectiveness and reduces activation cost<br />
* Electronic Attack Ships give a bonus to Warp Scrambler and Disruptor range (40+ Km) and reduces activation cost<br />
* Frequency Modulation increases falloff on all Ewar modules, skill to IV or V<br />
* Long Distance Jamming increases optimal on all Ewar modules, skill to IV or V<br />
* Signal Suppression increases effectiveness on Sensor Damps, skill to V.<br />
<br />
Good to have<br />
* Sensor Linking reduces capacitor need.<br />
* Propulsion Jamming reduces capacitor need.<br />
<br />
==Fitting==<br />
<br />
{{ShipFitting|<br />
ship=Keres|<br />
shipTypeID=11174|<br />
fitName=Updated Rubicon|<br />
fitID=Updated-Rubicon|<br />
high1name=Drone Link Augmentor I|<br />
high1typeID=23527|<br />
high2name=Small 'Notos' Explosive Charge I|<br />
high2typeID=9744|<br />
mid1name=1MN Microwarpdrive II|<br />
mid1typeID=440|<br />
mid2name=Faint Epsilon Warp Scrambler I|<br />
mid2typeID=5443|<br />
mid3name=Phased Muon Sensor Disruptor I|<br />
mid3typeID=5302|<br />
mid4name=Phased Muon Sensor Disruptor I|<br />
mid4typeID=5302|<br />
mid5name=Phased Muon Sensor Disruptor I|<br />
mid5typeID=5302|<br />
low1name=Damage Control II|<br />
low1typeID=2048|<br />
low2name=200mm Reinforced Nanofiber Plates I|<br />
low2typeID=11349|<br />
low3name=Overdrive Injector System II|<br />
low3typeID=1236|<br />
drone1name=Hornet EC-300 x1|<br />
drone1typeID=23707|<br />
drone2name=Hornet EC-300 x1|<br />
drone2typeID=23707|<br />
drone3name=open|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Targeting Range Dampening Script x2|<br />
charge1typeID=29015|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Anti-Explosive Pump I|<br />
rig1typeID=31009|<br />
rig2name=Small Particle Dispersion Projector I|<br />
rig2typeID=31298|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUB 1.0|<br />
shipDNA=11174:3098;2:3244;1:5302;2:5443;1:5973;1:2048;1:11269;1:20347;1:31009;1:31406;1:2456;2:23023;1:29015;1::|<br />
skills=|<br />
notes=An all dampening for the Rubicon expansion</li><li>With all skills at V and before boosts, this ship should have about 4050.0 K EHP, fly close to 2881 m/s (3200 m/s with MWD overheated) and align in 6.5 s (4.5 s with MWD off). The capacitor should be close to stable with the Smartbomb or MWD.</li><li>Should be able when overheated to point at 56 km. </li><li>Each Damp will reduce the target's targeting range by 58%}}<br />
<br />
==Tactics==<br />
''Keres roles or piloting tactics.''<br />
<br />
<br />
Guidance for using Dampeners<br />
* Reject fleet warps and warp in at your optimal, which can be to either the Disruptor Point or Dampener range<br />
<br />
* Warp in a few seconds after the fleet, as the targets will have already chosen their primaries and the FC will have identified your targets.<br />
<br />
* Unless ordered to by the FC, do not target the primary, your frequent targets will be support, Logistics or other Ewar<br />
<br />
* Be prepared to bounce repeatedly to avoid damage, this effectively keeps a target preoccupied with you and essentially off the field.<br />
<br />
<br />
Combat tips<br />
* Use a fit that provides a defense against drones <br />
<br />
* Use Dampeners on Snipers, which removes them from the field.<br />
<br />
* Use Scripts on some of the dampener modules, which reduces the stacking penalties<br />
<br />
==Notes==<br />
<br />
<br />
<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Electronic Attack Frigates]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Scams_in_EVE_Online&diff=64148Scams in EVE Online2014-01-30T11:53:28Z<p>Thabink: /* Rookie Systems */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Getting Started]]<br />
<br />
Scams come in all shapes, sizes, and flavors. This article will give you an overview of the most common types but is in no way a comprehensive guide to every scam you may see in EVE.<br />
<br />
To understand a scam you have to understand the target. Scammers aim for those who are greedy, hasty, and/or ignorant. 90% of scams can be avoided by double checking a contract inventory, or carefully thinking a situation through.<br />
<br />
Remember: if something seems too good to be true, it probably is! Turn anything suspicious down, and don't be afraid to ask for advice or information (Do Rifter Fleet Issues really exist? (No.)) from people you trust.<br />
<br />
==Forbidden/Bannable Schemes==<br />
Although CCP regards most scams as simply part of the game, there are some tricks which they explicitly forbid:<br><br />
===Character sale fraud===<br />
If fraud is committed in the sale of a character through the [https://forums.eveonline.com/default.aspx?g=topics&f=277 character bazaar] you can petition and have everything reversed.<br />
<br />
===Impersonation===<br />
Impersonating another character or corporation is a bannable offense. Point finale.<br><br />
<br />
===Rookie Systems===<br />
CCP designate several systems as "rookie systems", consisting of the starter systems, the career agent systems, and Arnon. The canonical list is [https://wiki.eveonline.com/en/wiki/Rookie_Systems here].<br />
:"Attempting to abuse a new player’s lack of knowledge of the game and its mechanic for your personal gain or simply for their harm is prohibited in these solar systems."<br />
<br />
===Real Life Assets===<br />
It shouldn't really need stating, but scamming someone out of real life assets through an in-game scam is not permitted, since it's almost certainly against the law where you live. However, a grey area that might affect you is that encouraging someone through a chat session to buy a PLEX and then scamming it off them may be considered over the line and get your scam reversed. You can freely scam someone out of PLEX they already own, or that they buy without your encouragement.<br />
<br />
==Recourse==<br />
With the exception of the schemes listed above, CCP does not regard scamming as a petitionable offence. Like suicide ganking, scamming is one of New Eden's natural dangers, and it's up to players to protect themselves.<br />
<br />
Once you've been scammed all you can do is set negative standings to the scammer and hope you catch them at a disadvantage one day in lowsec or nullsec.<br />
<br />
==Chat and Market Scams==<br />
===Begging===<br />
This is the simplest scam around where a player asks for ISK donations in popular channels (trade hub local, NPC corp chat, etc.), and tell a story about how they lost their ship.<br />
====What you see====<br />
The player will plead for help in the local trade hub, sometimes apologizing for having to 'beg'. Where the character is created for this purpose there is sometimes a tendency to use a female avatar and name to exploit sexuality. The language used will be purposefully naive and constructed to express little knowledge of the cruel harsh aspects of the game.<br />
====How it works====<br />
Sympathy for the unfortunate is the aspect of human nature that they are tapping into and hoping to trick the more altruistic players into donating funds, ships and equipment to help the new unfortunate victim of the harsh game mechanics. In its most basic aspects it is social engineering of the human trait to help others who are a victim of circumstance. Though it is of course possible that they're telling the truth (you could ask for the link to their combat log), if you observe the dialogue in the channel it will be too consistently touching the right buttons to be evident manipulation of sympathy responses.<br><br />
<br><br />
<br />
===ISK doubling===<br />
This is one of the most common scams in Eve and is very popular in all the main trade hubs with frequent adverts spammed in local. The adverts will generally indicate that they are super rich players who want to give back to the game.<br />
====What you see====<br />
Local chat in which the scammer offers to send you a great deal of ISK if you send them some first. They support their legitimacy with satified customer testimonials (often alts or co-conspirators) and wallet links.<br />
<br />
====How it works====<br />
You'd really like to have more money, so you send them some money. They keep it, send you nothing, and block you. Some scammers may actually double your ISK as long as the amount is small to drum up business and try to get you to send more, but rest assured when you send a large enough amount, they'll keep it.<br />
<br />
===The Margin Trading Scam===<br />
''The Margin Trading Scam'' exploits the mechanic where a character with the Margin Trading skill can place buy orders and only place a portion of the ISK in escrow. If they then transfer all of their ISK away, the order will fail when someone tries to sell to it, essentially allowing them to make a ''fake'' buy order. It is also known as ''The Drunken Buy Order'' because it is often announced in local that a player must have been drunk when they placed a buy order. There are a couple of variations, but they both depend on margin buy orders failing and/or upon the victim not knowing the true value of the item they're trading.<br />
====What you see====<br />
The scammer announces in a chat channel (usually local) that a player must have been drunk when they put up their buy order and invites you to check it out with a link to the item being sold. They lament the fact that they can't afford to fill the buy order. Following the link, players will see a buy order offering a great deal more than the sell price of the item. If the player can act fast and deliver the items in the order before anyone else, they stand to multiply their ISK invested.<br />
<br />
====How it works====<br />
All numbers are examples.<br />
#The scammer buys up all of an uncommon item in a region, say for 1B ISK each.<br />
#They make a bunch of sale orders to sell them for around 2B ISK each.<br />
#They put up a few buy orders for 500M ISK each.<br />
#They put up a margin drunken buy order offering 5B ISK each with a minimum number, say 5.<br />
#They transfer most of the money away from their drunken buy alt.<br />
This is how they hope the victim will respond:<br />
#The victim sees the opportunity to buy items for 2B ISK and immediately sell them for 5B ISK each.<br />
# Scam 1: They buy enough items at 2B ISK to fulfill the buy order. This is above market value and the scammer has already made money.<br />
#The victim submits a sell order for the 5 items. However, the buy order was on margin, and the drunken buyer does not have the cash to pay for it, so it fails. <br />
#Scam 2: The sale will then revert to the next best buy order, which is for 500M each. 500M kinda looks like 5B if you're in a hurry, so if the victim clicks OK, the scammer buys the items at below market value.<br />
<br />
====How to recognize the scam====<br />
*Someone using chat to offer strangers the opportunity to make a lot of money.<br />
*Look for buy orders with minimum volumes. Multiple sell orders can fill a single buy order, so there's no good reason for them.<br />
*The buy order is for a low-volume item that you're not familiar with.<br />
*If EVE-Central has any others on record, they're far away and way cheaper.<br />
<br />
This is one of the trickiest scams, since so far as you can tell from the market interface it's all genuine - there's no sure way to tell that a listed buy order is fake. If the scammer has been lazy then inspection of the sell orders can tip you off that they were all placed by the same person, such as identical expiration dates, but a decent scammer will add some jitter to make it look real. Your best defence is not to trade expensive items that you're not familiar with the value of. If you're still tempted to trade an unfamiliar item then look it up on Eve Central to see what the price is in other regions.<br><br><br />
<br />
==Contract Scams==<br />
===The Three Ships===<br />
The Three Ships is a scam that tricks the victim into buying a overpriced ship because they just missed out on a good deal.<br />
====What you see====<br />
It's an announcement of a set of three sell contracts for ships, separated by a timer. The linked contract shows a desirable (often faction) ship being offered at a bargain price, but it's already gone. But the countdown timer is running and you might be able to scoop up one of the other two.<br />
====How it works====<br />
*The first two ship contracts offer the ship at a considerably lower price than market value. The person who clicks on it will see the extremely low price but find they are just too late. Actually, the contracts were taken by the scammer's alt before they were even linked.<br />
*The third ship is the sting. Having missed out on two ships, a player not wanting to miss out again will race to click on that one, not noting the additional zeros that reprice the ship e.g. from 20 million to 200 million.<br />
<br />
Never buy anything in a rush, and always read contracts carefully.<br><br />
<br><br />
<br />
===Courier Contract Ganking===<br />
It's a hauling contract where the intent is to kill the hauler and make them forfeit the collateral.<br />
====What you see====<br />
A Courier Contract that pays more per jump than average, like ten to thirty million for delivering on a route only five or ten jumps away. The collateral will be far higher than the item is worth. The route goes through low-sec or a 0.5 system.<br />
<br />
====How it works====<br />
The courier route will take the hauler through a low-sec or 0.5 system. While they are in that system, the scammers will destroy the hauler, forcing them to forfeit the collateral. The scammers get the collateral, a kill, and possibly the cargo as well. The victim loses the collateral, their ship, and possibly their pod.<br />
====How to recognize the scam====<br />
The contract will:<br />
*be a only be available for a day;<br />
*specify a collateral number worth way more than the cargo;<br />
*be too big for a frigate but small enough to fit in an Industrial (more easily ganked) and not realistic for a Freighter for such a short haul;<br />
*have a delivery route will be through low-trafficked systems and at least one 0.5 or less system (so the odd industrial passing through can be easily passive cargo scanned) <br />
<br><br />
<br />
===Double WTB contracts===<br />
It's a contract that looks like a buyer willing to pay over market prices for expensive items (often PLEX) but the contract is actually for multiples.<br />
====What you see====<br />
It's a contract to buy items that seems to offer above-market rates. They are often linked to in local chat.<br />
<br />
====How it works====<br />
This scam exploits the fact that a contract's title need not match its contents. The contract title says something like, "WTB PLEX for 890M ISK," when the going rate is 750M, for example. However, the terms of the contract actual state that the buyer will pay 890M ISK for ''two'' PLEX. These contracts are often linked to in local chat.<br />
<br />
Always take time to verify what a contract is asking for, and if you want a failsafe: only ever keep a single copy of an expensive mod (or PLEX) on hand when selling to WTB contracts.<br><br />
<br><br />
===Combined WTS/WTB contracts===<br />
It's a contract that sells items for ISK ''and'' the item.<br />
====What you see====<br />
It looks like a contract to sell an item for below market rates e.g. "WTS PLEX for 400M." They are often linked to in local chat.<br />
<br />
====How it works====<br />
Again, this exploits the idea that a contract's title and its contents do not need to match. In our example, the actual contract sells the PLEX for 400M ''and'' one PLEX. So the seller gets 400M ''and'' their item back. This is not always easy to spot, as the item up for "sale" and the price you pay are next to each other at the top of the screen, but the item you give is further down the screen.<br />
<br />
Always take time to verify what a contract is asking for.<br><br><br />
<br />
==Other Miscellaneous Scams==<br />
<br />
===[[Can_Flipping|Can flipping]]===<br />
Someone enters your mission space or ratting/mining belt and outright steals your loot or ore from a can, temporarily flagging themselves to you as a valid target. Sometimes they do this for a quick, small profit, but more often they're hoping to provoke you into firing on them. If you fire on them, they will then be free to attack you, possibly after swapping to a new ship. After destroying you (in almost all circumstances PvP-fitted ships will defeat PvE/mining-fitted ships) they can loot your wreck.<br><br />
<br />
The safest approach to take is to simply allow your goods to be stolen. Better to lose a bit of loot than an expensive mission ship. See the pages on [[Can_Flipping|canflipping]] and [[Ninja_Salvaging_and_Stealing|ninja salvaging and theft]] for more details.<br><br />
<br><br />
===Can Baiting===<br />
Related to can flipping, but simpler. A player will put out a can and name it something like "free items" with some modules or ammo inside. They'll wait for someone to take the items and then destroy them as a thief. Someone who really wants to donate items to you will abandon the can so that it's blue. If it's still yellow then it's too good to be true. More sophisticated versions of this scheme are to fleet with someone for missions or incursions and give an item to you such as lyavite ore or your share of the loot, and then their friends pounce and destroy you.<br />
<br />
CCP takes a dim view of can baiting in [https://wiki.eveonline.com/en/wiki/Rookie_Systems rookie systems], but it's fair game anywhere else.<br><br />
<br><br />
===Sale of intangibles===<br />
This is the epic tale of selling someone the Golden Gate bridge: someone's selling something that either has no worth, is not verifiable, or simply does not belong to them. For example selling a bookmark to a wormhole with any kind of assurance of what is or is not in there (in terms of sites to run as well as presence of a hostile corporation inside). Another example would be ransoming your ship and pod for the assurance that they'll let you go, then destroying you anyway.<br><br />
<br><br />
===Trade Window===<br />
This scam is purely a timing thing. This typically happens when you're selling something. Someone offers you a great price and asks you to trade it via the trade window instead of using a private contract. (They might claim to not have enough money for contract fees.) The scammer will enter the amount of isk in the window, and as soon as you drop the item, they'll 0-out the amount of money and quickly accept the trade. (They have to pull this scam in between the time you drop your item in the trade window and when you hit accept.)<br><br />
<br />
To avoid this scam, never use the trade window when dealing with someone you don't trust when the item is of non-trivial value. (Contract fees are nothing compared to losing an expensive item).<br><br />
<br><br />
===Trade Window: Fake ship name===<br />
The player renames their ship to a more expensive ship with a similar icon. EX: They rename a Minmatar Shuttle "Leopard".<br><br />
<br />
To avoid this scam, right click the ship and press "show info". The top right hand corner of the window will have the real ship name<br><br />
<br><br />
===Ambush sale===<br />
In this scam an item is available in the market or contract for a great deal cheaper than the average. The catch is that you'll either have to lowsec or nullsec in order to collect the item. When you undock after picking it up, bang. The scammer has a 50% chance of getting his item back and pulling the scam again, along with any fittings your ship had.<br />
<br />
To avoid this scam, always check the route that will get you to an item. (Checking the sec status of the destination alone is not fool-proof as some highsec systems require traversal of low or null sec.)<br><br />
<br><br />
===Fittings without ship===<br />
This is a very common scam. Usually a scammer will link a contract selling a ship (often a Hulk) for a seemingly very low price. They'll say that they're offering the ship and all the fittings, while in fact the contract will only have the fittings. This relies on people not properly checking the items in the contract.<br><br />
<br><br />
===Multiples of 1000===<br />
This scam can involve market buy orders or contracts. Simply, the scammer sets up a buy order at 1000th the average price. It relies on people not noticing the difference between 121 thousand and 121 million.<br />
<br />
This scam can also be run with markets, especially in less populace regions by offering ships or modules at 10x their price. For example if you're not careful and need a rifter, you might accept the only sell order in the region as the average, while they're selling at 100m instead of 100k.<br />
<br />
This scam works can be assisted by someone announcing in local broadcasting the contract and announcing they are selling at the lower price when the contract is actually selling at the higher price.<br><br />
<br><br />
===Similar names===<br />
This is yet another contract scam where a scammer will advertise a ship or module as its faction variant (sometimes a faction variant that doesn't even exist!) and rely on people not checking the actual item being offered. (Someone might, for example, advertise a normal Raven as a Raven Navy Issue.) This can also work with modules with similar names such as a Pith C-Type in a contract advertised as an A- or X-Type. (A unit of the element Carbon masquerading as the valuable [[Charon]] freighter is a good -- and amusing -- example.)<br />
<br />
==Big Schemes==<br />
Some of Eve's richer players like to run banks, investment schemes or IPOs. Occasionally these are even legitimate! Generally, however, they are not -- remember that there's rarely a compelling reason for anyone else to make ISK for you, and that unlike in real life there are no significant consequences for fraud in New Eden.<br><br />
<br><br />
===Banks===<br />
There are no in-game systems for administrating and controlling in-game banks. Even if banks in Eve are started with the best of intentions, that much ISK concentrated in one place is an irresistable temptation. Most banks in Eve have ended with someone walking off with the money. You can confidently expect that any banks which haven't died in this way yet will do at some point.<br><br />
<br><br />
===[http://en.wikipedia.org/wiki/Ponzi_scheme Ponzi scheme]===<br />
Those running a Ponzi scheme pretend that the money they receive is invested, and the profits are distributed to the investors via dividends. Actually, however, the dividends paid to existing investors are being funded by the money from new investors, and the administrators are pocketing the rest. When they've reached an amount of ISK in the fund that they're happy with, they simply take the money and run.<br />
<br />
In 2009 Bernie Madoff was sentenced to 150 years in prison for stealing billions of dollars in a real-life Ponzi scheme. If Madoff was an Eve character, his player would simply have transferred the ISK to an alt and biomassed him.<br><br />
<br><br />
===Corp theft===<br />
Corporate (and alliance) theft is hard to avoid, because the person who intends to steal from you will wait as long as they need to in order to steal what they want. Corporate theft can work on many levels. As roles and trust grow, the opportunities to steal increase. It can't be emphasized enough that a person who's seriously looking to steal from the corporation will not show their intentions until things are too late.<br><br />
<br />
You can guard against corp theft to some extent by never letting too much power and access to assets concentrate in one player's hands -- or, even more simply, by never having any valuable corporate assets in the first place! Making sure that all useful members of your corp have roles, too: a corp infiltrator with director-level access can instantly boot members with no roles, letting them, for example, kick all of a corp's combat-trained pilots and then slaughter the corp's miners.<br><br />
<br><br />
===Recruitment Scams===<br />
Reputable corporations usually don't ask for any kind of fees for joining. However, a fake corp -- or a real corp that's not actually interested in recruiting -- can entice potential recruits into applying and then charge a fee for joining, and then kick them again. This can be seen as a variation on the ''Sale of Intangibles'' scam. As an extension, recruits might also be offered help transporting their assets to their new home via carrier/jump freighter; the scammers can charge an additional fee for this, and then take the recruits' assets too! Once you're in their corp, CONCORD will no longer protect you if they attack you, so alternatively they may offer an "escort" to your new home and destroy you for your loot.<br />
<br />
This scam is a time-honoured tradition among members of Goonswarm and TEST Alliance, though in their case it's carried out by individual members rather than by the corp per se. This scam can usually be spotted with some basic research on any corp you join. Particularly check their killboard for expensive in-corp kills.<br />
<br />
===Lotteries===<br />
It's ''very'' easy to fake a reputation and establish a lottery, so be cautious.</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Scams&diff=64147Scams2014-01-30T11:51:51Z<p>Thabink: Redirected page to Scams in Eve</p>
<hr />
<div>#redirect [[Scams in Eve]]</div>Thabinkhttps://wiki.eveuniversity.org/index.php?title=Scams_in_EVE_Online&diff=64065Scams in EVE Online2014-01-28T16:21:25Z<p>Thabink: /* How to recognize the scam */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:Getting Started]]<br />
<br />
Scams come in all shapes, sizes, and flavors. This article will give you an overview of the most common types but is in no way a comprehensive guide to every scam you may see in EVE.<br />
<br />
To understand a scam you have to understand the target. Scammers aim for those who are greedy, hasty, and/or ignorant. 90% of scams can be avoided by double checking a contract inventory, or carefully thinking a situation through.<br />
<br />
Remember: if something seems too good to be true, it probably is! Turn anything suspicious down, and don't be afraid to ask for advice or information (Do Rifter Fleet Issues really exist? (No.)) from people you trust.<br />
<br />
==Forbidden/Bannable Schemes==<br />
Although CCP regards most scams as simply part of the game, there are some tricks which they explicitly forbid:<br><br />
===Character sale fraud===<br />
If fraud is committed in the sale of a character through the [https://forums.eveonline.com/default.aspx?g=topics&f=277 character bazaar] you can petition and have everything reversed.<br />
<br />
===Impersonation===<br />
Impersonating another character or corporation is a bannable offense. Point finale.<br><br />
<br />
===Rookie Systems===<br />
CCP designate several systems as "rookie systems". The canonical list is [https://wiki.eveonline.com/en/wiki/Rookie_Systems here].<br />
:"Attempting to abuse a new player’s lack of knowledge of the game and its mechanic for your personal gain or simply for their harm is prohibited in these solar systems."<br />
<br />
===Real Life Assets===<br />
It shouldn't really need stating, but scamming someone out of real life assets through an in-game scam is not permitted, since it's almost certainly against the law where you live. However, a grey area that might affect you is that encouraging someone through a chat session to buy a PLEX and then scamming it off them may be considered over the line and get your scam reversed. You can freely scam someone out of PLEX they already own, or that they buy without your encouragement.<br />
<br />
==Recourse==<br />
With the exception of the schemes listed above, CCP does not regard scamming as a petitionable offence. Like suicide ganking, scamming is one of New Eden's natural dangers, and it's up to players to protect themselves.<br />
<br />
Once you've been scammed all you can do is set negative standings to the scammer and hope you catch them at a disadvantage one day in lowsec or nullsec.<br />
<br />
==Chat and Market Scams==<br />
===Begging===<br />
This is the simplest scam around where a player asks for ISK donations in popular channels (trade hub local, NPC corp chat, etc.), and tell a story about how they lost their ship.<br />
====What you see====<br />
The player will plead for help in the local trade hub, sometimes apologizing for having to 'beg'. Where the character is created for this purpose there is sometimes a tendency to use a female avatar and name to exploit sexuality. The language used will be purposefully naive and constructed to express little knowledge of the cruel harsh aspects of the game.<br />
====How it works====<br />
Sympathy for the unfortunate is the aspect of human nature that they are tapping into and hoping to trick the more altruistic players into donating funds, ships and equipment to help the new unfortunate victim of the harsh game mechanics. In its most basic aspects it is social engineering of the human trait to help others who are a victim of circumstance. Though it is of course possible that they're telling the truth (you could ask for the link to their combat log), if you observe the dialogue in the channel it will be too consistently touching the right buttons to be evident manipulation of sympathy responses.<br><br />
<br><br />
<br />
===ISK doubling===<br />
This is one of the most common scams in Eve and is very popular in all the main trade hubs with frequent adverts spammed in local. The adverts will generally indicate that they are super rich players who want to give back to the game.<br />
====What you see====<br />
Local chat in which the scammer offers to send you a great deal of ISK if you send them some first. They support their legitimacy with satified customer testimonials (often alts or co-conspirators) and wallet links.<br />
<br />
====How it works====<br />
You'd really like to have more money, so you send them some money. They keep it, send you nothing, and block you. Some scammers may actually double your ISK as long as the amount is small to drum up business and try to get you to send more, but rest assured when you send a large enough amount, they'll keep it.<br />
<br />
===The Margin Trading Scam===<br />
''The Margin Trading Scam'' exploits the mechanic where a character with the Margin Trading skill can place buy orders and only place a portion of the ISK in escrow. If they then transfer all of their ISK away, the order will fail when someone tries to sell to it, essentially allowing them to make a ''fake'' buy order. It is also known as ''The Drunken Buy Order'' because it is often announced in local that a player must have been drunk when they placed a buy order. There are a couple of variations, but they both depend on margin buy orders failing and/or upon the victim not knowing the true value of the item they're trading.<br />
====What you see====<br />
The scammer announces in a chat channel (usually local) that a player must have been drunk when they put up their buy order and invites you to check it out with a link to the item being sold. They lament the fact that they can't afford to fill the buy order. Following the link, players will see a buy order offering a great deal more than the sell price of the item. If the player can act fast and deliver the items in the order before anyone else, they stand to multiply their ISK invested.<br />
<br />
====How it works====<br />
All numbers are examples.<br />
#The scammer buys up all of an uncommon item in a region, say for 1B ISK each.<br />
#They make a bunch of sale orders to sell them for around 2B ISK each.<br />
#They put up a few buy orders for 500M ISK each.<br />
#They put up a margin drunken buy order offering 5B ISK each with a minimum number, say 5.<br />
#They transfer most of the money away from their drunken buy alt.<br />
This is how they hope the victim will respond:<br />
#The victim sees the opportunity to buy items for 2B ISK and immediately sell them for 5B ISK each.<br />
# Scam 1: They buy enough items at 2B ISK to fulfill the buy order. This is above market value and the scammer has already made money.<br />
#The victim submits a sell order for the 5 items. However, the buy order was on margin, and the drunken buyer does not have the cash to pay for it, so it fails. <br />
#Scam 2: The sale will then revert to the next best buy order, which is for 500M each. 500M kinda looks like 5B if you're in a hurry, so if the victim clicks OK, the scammer buys the items at below market value.<br />
<br />
====How to recognize the scam====<br />
*Someone using chat to offer strangers the opportunity to make a lot of money.<br />
*Look for buy orders with minimum volumes. Multiple sell orders can fill a single buy order, so there's no good reason for them.<br />
*The buy order is for a low-volume item that you're not familiar with.<br />
*If EVE-Central has any others on record, they're far away and way cheaper.<br />
<br />
This is one of the trickiest scams, since so far as you can tell from the market interface it's all genuine - there's no sure way to tell that a listed buy order is fake. If the scammer has been lazy then inspection of the sell orders can tip you off that they were all placed by the same person, such as identical expiration dates, but a decent scammer will add some jitter to make it look real. Your best defence is not to trade expensive items that you're not familiar with the value of. If you're still tempted to trade an unfamiliar item then look it up on Eve Central to see what the price is in other regions.<br><br><br />
<br />
==Contract Scams==<br />
===The Three Ships===<br />
The Three Ships is a scam that tricks the victim into buying a overpriced ship because they just missed out on a good deal.<br />
====What you see====<br />
It's an announcement of a set of three sell contracts for ships, separated by a timer. The linked contract shows a desirable (often faction) ship being offered at a bargain price, but it's already gone. But the countdown timer is running and you might be able to scoop up one of the other two.<br />
====How it works====<br />
*The first two ship contracts offer the ship at a considerably lower price than market value. The person who clicks on it will see the extremely low price but find they are just too late. Actually, the contracts were taken by the scammer's alt before they were even linked.<br />
*The third ship is the sting. Having missed out on two ships, a player not wanting to miss out again will race to click on that one, not noting the additional zeros that reprice the ship e.g. from 20 million to 200 million.<br />
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Never buy anything in a rush, and always read contracts carefully.<br><br />
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===Courier Contract Ganking===<br />
It's a hauling contract where the intent is to kill the hauler and make them forfeit the collateral.<br />
====What you see====<br />
A Courier Contract that pays more per jump than average, like ten to thirty million for delivering on a route only five or ten jumps away. The collateral will be far higher than the item is worth. The route goes through low-sec or a 0.5 system.<br />
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====How it works====<br />
The courier route will take the hauler through a low-sec or 0.5 system. While they are in that system, the scammers will destroy the hauler, forcing them to forfeit the collateral. The scammers get the collateral, a kill, and possibly the cargo as well. The victim loses the collateral, their ship, and possibly their pod.<br />
====How to recognize the scam====<br />
The contract will:<br />
*be a only be available for a day;<br />
*specify a collateral number worth way more than the cargo;<br />
*be too big for a frigate but small enough to fit in an Industrial (more easily ganked) and not realistic for a Freighter for such a short haul;<br />
*have a delivery route will be through low-trafficked systems and at least one 0.5 or less system (so the odd industrial passing through can be easily passive cargo scanned) <br />
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===Double WTB contracts===<br />
It's a contract that looks like a buyer willing to pay over market prices for expensive items (often PLEX) but the contract is actually for multiples.<br />
====What you see====<br />
It's a contract to buy items that seems to offer above-market rates. They are often linked to in local chat.<br />
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====How it works====<br />
This scam exploits the fact that a contract's title need not match its contents. The contract title says something like, "WTB PLEX for 890M ISK," when the going rate is 750M, for example. However, the terms of the contract actual state that the buyer will pay 890M ISK for ''two'' PLEX. These contracts are often linked to in local chat.<br />
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Always take time to verify what a contract is asking for, and if you want a failsafe: only ever keep a single copy of an expensive mod (or PLEX) on hand when selling to WTB contracts.<br><br />
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===Combined WTS/WTB contracts===<br />
It's a contract that sells items for ISK ''and'' the item.<br />
====What you see====<br />
It looks like a contract to sell an item for below market rates e.g. "WTS PLEX for 400M." They are often linked to in local chat.<br />
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====How it works====<br />
Again, this exploits the idea that a contract's title and its contents do not need to match. In our example, the actual contract sells the PLEX for 400M ''and'' one PLEX. So the seller gets 400M ''and'' their item back. This is not always easy to spot, as the item up for "sale" and the price you pay are next to each other at the top of the screen, but the item you give is further down the screen.<br />
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Always take time to verify what a contract is asking for.<br><br><br />
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==Other Miscellaneous Scams==<br />
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===[[Can_Flipping|Can flipping]]===<br />
Someone enters your mission space or ratting/mining belt and outright steals your loot or ore from a can, temporarily flagging themselves to you as a valid target. Sometimes they do this for a quick, small profit, but more often they're hoping to provoke you into firing on them. If you fire on them, they will then be free to attack you, possibly after swapping to a new ship. After destroying you (in almost all circumstances PvP-fitted ships will defeat PvE/mining-fitted ships) they can loot your wreck.<br><br />
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The safest approach to take is to simply allow your goods to be stolen. Better to lose a bit of loot than an expensive mission ship. See the pages on [[Can_Flipping|canflipping]] and [[Ninja_Salvaging_and_Stealing|ninja salvaging and theft]] for more details.<br><br />
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===Can Baiting===<br />
Related to can flipping, but simpler. A player will put out a can and name it something like "free items" with some modules or ammo inside. They'll wait for someone to take the items and then destroy them as a thief. Someone who really wants to donate items to you will abandon the can so that it's blue. If it's still yellow then it's too good to be true. More sophisticated versions of this scheme are to fleet with someone for missions or incursions and give an item to you such as lyavite ore or your share of the loot, and then their friends pounce and destroy you.<br />
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CCP takes a dim view of can baiting in [https://wiki.eveonline.com/en/wiki/Rookie_Systems rookie systems], but it's fair game anywhere else.<br><br />
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===Sale of intangibles===<br />
This is the epic tale of selling someone the Golden Gate bridge: someone's selling something that either has no worth, is not verifiable, or simply does not belong to them. For example selling a bookmark to a wormhole with any kind of assurance of what is or is not in there (in terms of sites to run as well as presence of a hostile corporation inside). Another example would be ransoming your ship and pod for the assurance that they'll let you go, then destroying you anyway.<br><br />
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===Trade Window===<br />
This scam is purely a timing thing. This typically happens when you're selling something. Someone offers you a great price and asks you to trade it via the trade window instead of using a private contract. (They might claim to not have enough money for contract fees.) The scammer will enter the amount of isk in the window, and as soon as you drop the item, they'll 0-out the amount of money and quickly accept the trade. (They have to pull this scam in between the time you drop your item in the trade window and when you hit accept.)<br><br />
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To avoid this scam, never use the trade window when dealing with someone you don't trust when the item is of non-trivial value. (Contract fees are nothing compared to losing an expensive item).<br><br />
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===Trade Window: Fake ship name===<br />
The player renames their ship to a more expensive ship with a similar icon. EX: They rename a Minmatar Shuttle "Leopard".<br><br />
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To avoid this scam, right click the ship and press "show info". The top right hand corner of the window will have the real ship name<br><br />
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===Ambush sale===<br />
In this scam an item is available in the market or contract for a great deal cheaper than the average. The catch is that you'll either have to lowsec or nullsec in order to collect the item. When you undock after picking it up, bang. The scammer has a 50% chance of getting his item back and pulling the scam again, along with any fittings your ship had.<br />
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To avoid this scam, always check the route that will get you to an item. (Checking the sec status of the destination alone is not fool-proof as some highsec systems require traversal of low or null sec.)<br><br />
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===Fittings without ship===<br />
This is a very common scam. Usually a scammer will link a contract selling a ship (often a Hulk) for a seemingly very low price. They'll say that they're offering the ship and all the fittings, while in fact the contract will only have the fittings. This relies on people not properly checking the items in the contract.<br><br />
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===Multiples of 1000===<br />
This scam can involve market buy orders or contracts. Simply, the scammer sets up a buy order at 1000th the average price. It relies on people not noticing the difference between 121 thousand and 121 million.<br />
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This scam can also be run with markets, especially in less populace regions by offering ships or modules at 10x their price. For example if you're not careful and need a rifter, you might accept the only sell order in the region as the average, while they're selling at 100m instead of 100k.<br />
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This scam works can be assisted by someone announcing in local broadcasting the contract and announcing they are selling at the lower price when the contract is actually selling at the higher price.<br><br />
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===Similar names===<br />
This is yet another contract scam where a scammer will advertise a ship or module as its faction variant (sometimes a faction variant that doesn't even exist!) and rely on people not checking the actual item being offered. (Someone might, for example, advertise a normal Raven as a Raven Navy Issue.) This can also work with modules with similar names such as a Pith C-Type in a contract advertised as an A- or X-Type. (A unit of the element Carbon masquerading as the valuable [[Charon]] freighter is a good -- and amusing -- example.)<br />
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==Big Schemes==<br />
Some of Eve's richer players like to run banks, investment schemes or IPOs. Occasionally these are even legitimate! Generally, however, they are not -- remember that there's rarely a compelling reason for anyone else to make ISK for you, and that unlike in real life there are no significant consequences for fraud in New Eden.<br><br />
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===Banks===<br />
There are no in-game systems for administrating and controlling in-game banks. Even if banks in Eve are started with the best of intentions, that much ISK concentrated in one place is an irresistable temptation. Most banks in Eve have ended with someone walking off with the money. You can confidently expect that any banks which haven't died in this way yet will do at some point.<br><br />
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===[http://en.wikipedia.org/wiki/Ponzi_scheme Ponzi scheme]===<br />
Those running a Ponzi scheme pretend that the money they receive is invested, and the profits are distributed to the investors via dividends. Actually, however, the dividends paid to existing investors are being funded by the money from new investors, and the administrators are pocketing the rest. When they've reached an amount of ISK in the fund that they're happy with, they simply take the money and run.<br />
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In 2009 Bernie Madoff was sentenced to 150 years in prison for stealing billions of dollars in a real-life Ponzi scheme. If Madoff was an Eve character, his player would simply have transferred the ISK to an alt and biomassed him.<br><br />
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===Corp theft===<br />
Corporate (and alliance) theft is hard to avoid, because the person who intends to steal from you will wait as long as they need to in order to steal what they want. Corporate theft can work on many levels. As roles and trust grow, the opportunities to steal increase. It can't be emphasized enough that a person who's seriously looking to steal from the corporation will not show their intentions until things are too late.<br><br />
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You can guard against corp theft to some extent by never letting too much power and access to assets concentrate in one player's hands -- or, even more simply, by never having any valuable corporate assets in the first place! Making sure that all useful members of your corp have roles, too: a corp infiltrator with director-level access can instantly boot members with no roles, letting them, for example, kick all of a corp's combat-trained pilots and then slaughter the corp's miners.<br><br />
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===Recruitment Scams===<br />
Reputable corporations usually don't ask for any kind of fees for joining. However, a fake corp -- or a real corp that's not actually interested in recruiting -- can entice potential recruits into applying and then charge a fee for joining, and then kick them again. This can be seen as a variation on the ''Sale of Intangibles'' scam. As an extension, recruits might also be offered help transporting their assets to their new home via carrier/jump freighter; the scammers can charge an additional fee for this, and then take the recruits' assets too! Once you're in their corp, CONCORD will no longer protect you if they attack you, so alternatively they may offer an "escort" to your new home and destroy you for your loot.<br />
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This scam is a time-honoured tradition among members of Goonswarm and TEST Alliance, though in their case it's carried out by individual members rather than by the corp per se. This scam can usually be spotted with some basic research on any corp you join. Particularly check their killboard for expensive in-corp kills.<br />
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===Lotteries===<br />
It's ''very'' easy to fake a reputation and establish a lottery, so be cautious.</div>Thabink