https://wiki.eveuniversity.org/api.php?action=feedcontributions&user=Wilhelm+knicklicht&feedformat=atomEVE University Wiki - User contributions [en]2024-03-29T05:25:57ZUser contributionsMediaWiki 1.33.1https://wiki.eveuniversity.org/index.php?title=Electronic_warfare&diff=132924Electronic warfare2018-02-12T20:41:47Z<p>Wilhelm knicklicht: /* Target Painting */</p>
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<div>{{related class|Electronic Warfare 101}}<br />
'''Electronic warfare''' ('''EWAR''') decreases the enemy's effectiveness in battle using electronics-based modules. It is often categorized as a "force multiplier" because, without actually dealing any direct damage, EWAR can make a fleet several times more dangerous than it otherwise would be.<br />
<br />
There are four basic kinds of electronic warfare:<br />
* Electronic Counter Measures (ECM, or "jams")<br />
* Weapon disruption (Tracking and Guidance Disruption)<br />
* Remote Sensor Dampening ("damps")<br />
* Target Painting<br />
<br />
Each of the four player races specializes in one of these types of EWAR, and has ships specially bonused to that EWAR type. All four of these types of EWAR are generated by mid-slot modules with similar (but not identical) fitting and capacitor requirements. <br />
<br />
Additional forms of electronic warfare are [[Tackling Guide|tackling modules]] to hold the enemy in place, and [[Capacitor Warfare Guide|capacitor warfare modules]] to drain or steal capacitor.<br />
<br />
Visual effects for the different types of EWAR are shown on the [[Identifying Visual Effects]] page.<br />
<br />
== Electronic Counter Measures (ECM) ==<br />
<br />
[[File:Icon ecm gravimetric.png|left]]ECM causes the targeted ship to lose all of its current target locks (often called 'jamming' the targeted ship). The jammed ship cannot target anyone or anything for the duration of the ECM module's cycle (20 seconds), and can only re-acquire its targets after the ECM module fails to jam its target or stops cycling. ECM is often considered the most powerful of the four types of EWAR, because it renders an opponent virtually helpless, disabling their interactions with other ships and with their environment.<br />
<br />
However, there is an important, unique downside to ECM: the success of each ECM module cycle is a matter of chance, with a probability that depends on the jam strength of the ECM module and the sensor strength of the target (with larger targets generally harder to jam than smaller ones). That probability is also affected by the distance to the target; the jamming strength of ECM modules is not reducecd in their optimal range, but the strength decreases through falloff with same formula as [[turret mechanics|turret falloff]], such that ECM is only half as likely to work at (optimal + falloff). Taken together, all this means that sometimes you will jam the opposing ship, and sometimes you won't, and each cycle of your ECM modules is like a roll of the dice.<br />
<br />
The probability to jam a target with single jammer is:<br />
<br />
[[Image:Ecm chance.png]]<br />
<br />
With multiple jammers each is considered separately. This causes the ECM to not have stacking penalties. Multiple ECM jamming chance is:<br />
<br />
[[Image:Ecm chance multi.png]] <br />
<br />
ECM is the EWAR specialty of the Caldari race. A number of Caldari ships are bonused for ECM:<br />
*[[Griffin]] (Tech I frigate)<br />
*[[Griffin Navy Issue]] (Faction frigate)<br />
*[[Kitsune]] (Electronic Attack Ship)<br />
*[[Blackbird]] (Tech I cruiser)<br />
*[[Rook]] (Combat Recon Ship)<br />
*[[Falcon]] (Force Recon Ship)<br />
*[[Scorpion]] (Tech I battleship)<br />
*[[Widow]] (Black Ops battleship)<br />
<br />
In addition, the [[Tengu]] (the Caldari Tech III cruiser) can be fit with subsystems that give it bonuses to ECM, but these subsystems are rarely used. The Caldari have some of the only EWAR-bonused battleships (the [[Scorpion]] and [[Widow]]). Because of the low base strength of ECM modules, the bonuses from these Caldari ships are necessary, in practice, to get any useful effect from ECM. Fitting an ECM module to any other ship is a waste of a slot.<br />
<br />
ECM modules can be racially specific—excellent at jamming one target race's sensor type, but poor against the other three—or they can be "multispectral", equally mediocre at jamming all four races' sensors. Tech I ECM modules—in fact, Tech I EWAR modules of all four kinds—are available in meta versions with improved range ("Scoped"), CPU fitting ("Compact"), or capacitor usage ("Enduring"). All of these variations means that there are very many Tech I modules that accomplish targeted ECM, and even more Tech II, faction and storyline variants. To illustrate the differences between the most common modules, the table below compares Tech I and II ECM modules that target Amarr (Radar) ships:<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ style="text-align:left; font-size:110%"| Targeted ECM Module Stats<br />
|-<br />
! width="170px" | Item<br />
! width="40px" | CPU (tf)<br />
! width="70px" | Powergrid (MW)<br />
! width="70px" | Activation Cost (GJ)<br />
! width="70px" | Optimal Range<br />
! width="70px" | Falloff<br />
! width="70px" | Racial jam strength<br />
! width="70px" | Off-race jam strength<br />
! width="85px" | Required {{sk|Electronic Warfare}} skill level<br />
|-<br />
| ECM I<br />
| 40 || 1 || 48 || 24.0 km || 27.0 km || 3.0 || 1.0 || I<br />
|-<br />
| Enduring ECM <br />
| 40 || 1 || 38 || 24.0 km || 27.0 km || 3.3 || 1.1 || I<br />
|-<br />
| Compact ECM <br />
| 32 || 1 || 48 || 24.0 km || 27.0 km || 3.3 || 1.1 || I<br />
|-<br />
| Scoped ECM<br />
| 40 || 1 || 48 || 26.4 km || 29.7 km || 3.3 || 1.1 || I<br />
|-<br />
| ECM II <br />
| 48 || 1 || 58 || 26.4 km || 29.7 km || 3.6 || 1.2 || IV<br />
|-<br />
| Multispectral ECM I <br />
| 50 || 1 || 72 || 16.0 km || 18.0 km<br />
| colspan="2" | 2.0 || I<br />
|}<br />
<br />
The first five modules in the table—Tech I, meta, and Tech II—also exist, with slightly different names, for specific targeting of Minmatar (Ladar), Gallente (Magnetometric), Anarr (Radar) and Caldari (Gravimetric) sensors. Multispectral ECM modules are likewise available in meta, Tech II, faction and storyline variants. For racially specific modules, the color of the module indicates the race that it targets. Multispectral ECM modules are white.<br />
<br />
The table above shows that multispectral ECM modules are harder to fit, use more capacitor, and have poorer range than racially specific ECM modules. As a result, Unistas are often advised to initially fit a "rainbow" of four racially specific modules, covering each of the four target races, instead of multispectral modules. ECM pilots can then carry additional modules in their cargo holds, to re-fit in station (or in space, if they also carry a Mobile Depot) and match racial types according to intel on enemy fleet compositions. To put these numbers into perspective, a low-skill Griffin pilot activating a racially matched ECM module,<br />
with a jam strength of ~6, would have a 35% chance of jamming an opposing Tech I cruiser with each cycle of that one module. Given that a Griffin is typically fit with four ECM modules, each with its own chance to jam, it is easy to imagine a freshman Unista ECM pilot wreaking havoc upon even skilled enemies.<br />
<br />
The UniWiki's [[ECM Guide]] covers ECM mechanics in more detail, including a mathematical analysis of jamming probabilities for different scenarios.<br />
<br />
=== Burst Jammers ===<br />
<br />
[[File:Icon target max.png|left]]Burst Jammers are non-targeted, multispectral ECM modules that jam all surrounding targets within an effect radius. Burst Jammers do not distinguish between enemy, friendly, and NPC ships; all nearby targets are jammed, including fleetmates and neutral pilots. Burst Jammers have much shorter range than targeted ECM modules, but higher jam strength, making them particularly effective against close-range frigates and drones.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ style="text-align:left; font-size:110%"| Burst Jammer Stats<br />
|-<br />
! width="120px" | Item<br />
! width="40px" | CPU (tf)<br />
! width="70px" | Powergrid (MW)<br />
! width="70px" | Activation Cost (GJ)<br />
! width="70px" | Optimal Range<br />
! width="70px" | Falloff<br />
! width="70px" | Jam strength<br />
! width="90px" | Required {{sk|Electronic Warfare}} skill level<br />
|-<br />
| Burst Jammer I<br />
| 30 || 1 || 240 || 5 km || 5 km || 6.0 || I<br />
|-<br />
| Burst Jammer II <br />
| 36 || 1 || 288 || 6 km || 6 km || 7.2 || IV<br />
|}<br />
<br />
Tech I Burst Jammers are also available in Compact, Enduring, and Scoped meta versions. Because they require so much capacitor, Burst Jammers can only practically be used on large ships. And, importantly, most of the Caldari ECM ships listed above are not bonused for Burst Jammers, only for targeted ECM; the [[Scorpion]] is the only ship in EVE that receives a Burst Jammer bonus (to range). Burst Jammers are especially dangerous to use in high-security space, because if there is anything non-engageable within the module's effect radius—including neutral ships, gates, stations, even asteroids—CONCORD will respond by destroying your ship.<br />
<br />
===Target Spectrum Breaker===<br />
[[File:Icon target spectrum breaker.png|left]]The '''Target Spectrum Breaker''' is an unusual ECM module found in pirate [[Relic and data sites|data sites]]. This module can only be fitted in battleship sized vessels.<br />
<br />
Functionality:<br />
* The module continusouly attempts to jam all ships that target you. This includes friendly ships. The module also jams your own ship.<br />
* The jaming happens throughout the cycle and not just at the beginning.<br />
* The jam strength depends on how many ships are targeting or attempting to target you. More people targeting -> stronger jamming.<br />
* This module appears to ignore sensor strength (?).<br />
* Estimately 10-30% of hostiles are jammed at a given moment.<br />
* The module incurs -25% scan resolution penalty when fitted.<br />
* The module uses large ammount of capacitor.<br />
<br />
{{sk|Target Breaker Amplification}} reduces the duration and capacitor usage by 5% per level. This is the only skill that effects this module.<br><br />
The target spectrum breaker receives no bonuses from ECM upgrade modules or rigs.<br />
<br />
=== ECM Bonuses ===<br />
<br />
ECM is also unique in being the only type of EWAR with a low-slot assistance module, the Signal Distortion Amplifier. Signal distortion amplifiers are passive modules that provide a percentage increase to the jam strength and ECM range of your ECM modules.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ style="text-align:left; font-size:110%"| Signal Distortion Amplifier Stats<br />
! width="180px" | Item<br />
! width="40px" | CPU (tf)<br />
! width="70px" | Powergrid (MW)<br />
! width="70px" | Scan Strength Increase<br />
! width="70px" | Range Increase<br />
! width="90px" | Required {{sk|Electronic Warfare}} skill level<br />
|-<br />
| Signal Distortion Amplifier I<br />
| 30 || 1 || 5% || 5% || III<br />
|-<br />
| 'Hypnos' Signal Distortion Amplifier I (meta 4)<br />
| 29 || 1 || 10% || 10% || III<br />
|-<br />
| Signal Distortion Amplifier II<br />
| 30 || 1 || 10% || 10% || IV<br />
|}<br />
<br />
Because the Tech I, meta 4 'Hypnos' module has better stats than the Tech II module, it is the only version commonly used. <br />
<br />
There are two Electronics Superiority rigs that specifically enhance ECM:<br />
* Particle Dispersion Augmentor: Increases the jam strength of a ship's ECM modules. (Tech I: 10%; Tech II: 15%)<br />
* Signal Disruption Amplifier: Reduces the activation cost (capacitor need) of ECM and Burst Jammer modules. (Tech I: -20%; Tech II: -25%)<br />
* Particle Dispersion Projector rigs: increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%)<br />
<br />
All Electronic Superiority rigs share the same drawback, a decrease in shields. These rigs are available in all sizes (Small, Medium, Large and Capital) and in both Tech I and Tech II variants.<br />
<br />
Skills that enhance ECM:<br />
* {{sk|Electronic Warfare}}: 5% less capacitor need for ECM and ECM Burst systems per skill level. <br />
* {{sk|Signal Dispersion}}: 5% bonus to strength of all targeted ECM jammers per skill level.<br />
* {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level.<br />
* {{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level.<br />
<br />
In addition, the Zainou 'Gypsy' Electronic Warfare EW-901/906 implant series reduces the activation cost of ECM and Burst Jammers by 1-6%.<br />
<br />
ECM can also assisted by a fleet booster with the Information Command Burst - Electronic Superiority Charge (increases EWAR range and strength).<br />
<br />
=== Countering ECM: Electronic Counter-Counter Measures (ECCM) ===<br />
<br />
ECM is directly countered by Sensor Boosters, Remote Sensor Boosters, and Signal Amplifiers. All of these modules provide a bonus to all four types (Gravimetric, Magnetometric, Radar and Ladar) of sensor strength, along with bonuses to targeting range and scan resolution (locking time). Sensor boosters and remote sensor boosters are active, mid-slot modules, and can be fitted with an ECCM Script that doubles the sensor strength effect at the expense of the targeting range and scan resolution effects. As their names suggest, a sensor booster affects the fitted ship, while remote sensor boosters are used to assist other ships. Signal amplifiers are passive, low-slot modules that affect the fitted ship. Signal amplifiers cannot be scripted. Ships that are frequently the target of enemy jamming, such as logistics and other EWAR ships, will often fit a sensor booster or signal amplifier to counter enemy ECM.<br />
<br />
There are also skills that boost the base sensor strength for each of the four ship sensor types: {{sk| Gravimetric Sensor Compensation}}, {{sk| Ladar Sensor Compensation}}, {{sk| Magnetometric Sensor Compensation}}, {{sk| Radar Sensor Compensation}}. You can train the one of these that applies to your ship to reduce the effectiveness of incoming ECM.<br />
<br />
== Weapon Disruption ==<br />
<br />
Weapon disruption is used to interfere with the range of enemy weapons and their ability to hit moving targets. As a result, weapon disruption can allow pilots to evade being hit by weapons that might otherwise damage them. There are two types of weapon disruption: <br />
* Tracking Disruption (TD) which specifically affects the range and tracking of enemy [[Turrets|turrets]]<br />
* Guidance Disruption, which affects the travel and explosion characteristics of enemy [[missiles]]. <br />
These two types of weapon disruption are associated with two different modules: Tracking Disruptors and Guidance Disruptors. That means that EWAR pilots fitting weapon disruptors have to choose which type of module to fit: Do I want my modules to interfere with [[Turret Damage|turret damage]], or [[Missile Damage|missile damage]]? (Or should I fit some of each?)<br />
<br />
Weapon disruption is the EWAR specialty of the Amarr. Amarr ships that are bonused for weapon disruption include:<br />
*[[Crucifier]] (Tech I frigate)<br />
*[[Crucifier Navy Issue]] (Faction frigate)<br />
*[[Sentinel]] (Electronic Attack Ship)<br />
*[[Arbitrator]] (Tech I cruiser)<br />
*[[Curse]] (Combat Recon Ship)<br />
*[[Pilgrim]] (Force Recon Ship)<br />
<br />
Unlike ECM, and like all other types of EWAR, weapon disruption always succeeds. However, the extent of disruption is affected by the distance to the target. If the target is anywhere within the optimal range of the disruptor, the module will exert 100% of its effect on the target. Beyond optimal range, the effectiveness of disruption decreases; at (optimal + falloff), a weapon disruptor is only half as effective. The effectiveness at distance follows same formula as [[Turret]] hit chance with range.<br />
<br />
Weapon disruption—and specifically tracking disruption—was long considered the weakest form of EWAR in fleet PvP, as most of the PvP meta was focused on missiles and drones, which tracking disruption doesn't affect. But the introduction of guidance disruptors, and a shift of the PvP meta away from droneboats, has led to a resurgence of weapon disruption in PvP. Wings of [[Crucifier|Crucifiers]], in particular, have become popular components of SovNull fleets.<br />
<br />
=== Tracking Disruptors ===<br />
<br />
[[File:Icon track disruptor 64.png|left]]Tracking disruptors are used to decrease the optimal range and falloff, and decrease the tracking speed, of [[turrets]]. Range disruption is most effective against opponents at long range, because it can keep you beyond the range of enemy guns. Tracking speed disruption, by contrast, is most effective at short range, because it makes it difficult for your opponents to hit ships moving at high transversal (and the highest transversal speeds occur at short range). Unscripted, tracking disruptors do both range disruption and tracking speed disruption. But tracking disruptors can be fitted with scripts (the Optimal Range Disruption Script and the Tracking Speed Disruption Script) that double their effectiveness in one area at the expense of the other. In general, all disruptor-fitted ships should carry as many copies of each script as they have fitted disruptors. (The scripts are very inexpensive.)<br />
<br />
Like other EWAR modules, Tech I tracking disruptors are available in Scoped, Compact, and Enduring meta versions. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ style="text-align:left; font-size:110%"| Tracking Disruptor Stats<br />
|-<br />
! width="230px" | Item<br />
! width="40px" | CPU (tf)<br />
! width="70px" | Powergrid (MW)<br />
! width="70px" | Activation Cost (GJ)<br />
! width="70px" | Optimal Range<br />
! width="70px" | Falloff<br />
! width="70px" | Range Bonus<br />
! width="70px" | Tracking Speed Bonus<br />
! width="85px" | Required {{sk|Weapon Disruption}} skill level<br />
|-<br />
| Tracking Disruptor I<br />
| 40 || 1 || 15 || 40 km || 20 km || -15.30% || -15.30% || I<br />
|-<br />
| Baker Nunn Enduring Tracking Disruptor I <br />
| 40 || 1 || 12 || 40 km || 20 km || -16.24% || -16.24% || I<br />
|-<br />
| Balmer Series Compact Tracking Disruptor I <br />
| 32 || 1 || 15 || 40 km || 20 km || -16.24% || -16.24% || I<br />
|-<br />
| DDO Scoped Tracking Disruptor I<br />
| 40 || 1 || 15 || 44 km || 22 km || -16.24% || -16.24% || I<br />
|-<br />
| Tracking Disruptor II <br />
| 48 || 1 || 18 || 48 km || 24 km || -17.19% || -17.19% || IV<br />
|}<br />
<br />
All tracking disruptors have an activation (cycle) time of 10 seconds. Tracking disruptors (as well as guidance disruptors below) are the most capacitor-efficient form of EWAR, have the longest optimal range, and are just as easy or easier to fit compared to other EWAR modules.<br />
<br />
The chart above shows disruption penalties like EVE's infoboxes do, as negative "bonuses". The Range Bonus numbers are simple; range disruption cuts down the range of an opponent's turrets. The Tracking Speed Bonus numbers are less intutitive, because their effects depend on the tracking characteristics of an opponent's guns. To put these numbers into perspective, an EVE University Derptron ([[Atron]]) pilot that has tackled a typically fit [[Stabber Fleet Issue]] (SFI)—an empire faction cruiser especially good against frigates—might have 10-15 seconds to live, because the SFI's guns apply most of their typical damage even at high transversal. If the Unista's [[Crucifier]] fleetmate, however, applied two scripted tracking disruptors to that SFI, it could drop the turret damage taken by the Atron to nearly zero. Tracking disruptors work poorly on drones (because drones track so well), and so that SFI's drones would still probably take down the Atron eventually. And the SFI could counter the disruption by fitting Tracking Computers or Tracking Enhancers. But it is easy to imagine how tracking disruptors might affect the outcome of a fight involving turrets.<br />
<br />
=== Guidance Disruptors ===<br />
<br />
[[File:Icon missile guidance computer i.png|left]]Guidance disruptors reduce the range and precision of enemy [[missiles]]. Missile range disruption reduces both missile speed and flight time; by making enemy missiles fly slower, and for a shorter period of time, missile range disruption dramatically reduces missile range. In this way, missile range disruption is analogous to the optimal range disruption offered by Tracking Disruptors. Missile precision disruption, by contrast, is unique. By decreasing the explosion velocity of enemy missiles, precision disruption makes it harder for a missile's explosion to keep up with small, fast-moving targets. (It makes it easier for a small ship to speed away from the explosion.) And by increasing explosion radius, precision disruption makes the missile explosion more diffuse, decreasing the amount of damage dealt. Unlike tracking speed disruption, missile precision disruption is not affected by range or flight vector. But like tracking disruption, it does favor small, speedy ships. Unscripted, guidance disruptors affect both range and precision, but they can be fitted with scripts (either the Missile Range Disruption Script or Missile Precision Disruption Script) to double one effect at the expense of the other. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ style="text-align:left; font-size:110%"| Guidance Disruptor Stats<br />
|-<br />
! width="230px" | Item<br />
! width="40px" | CPU (tf)<br />
! width="70px" | Powergrid (MW)<br />
! width="70px" | Activation Cost (GJ)<br />
! width="70px" | Optimal Range<br />
! width="70px" | Falloff<br />
! width="65px" | Missile Velocity Bonus<br />
! width="65px" | Flight Time Bonus<br />
! width="65px" | Explosion Velocity Bonus<br />
! width="65px" | Explosion Radius Bonus<br />
! width="85px" | Required {{sk|Weapon Disruption}} skill level<br />
|-<br />
| Guidance Disruptor I<br />
| 40 || 1 || 15 || 40 km || 20 km || -8.0% || -8.0% || -8.0% || 8.0% || I<br />
|-<br />
| A-211 Enduring Guidance Disruptor<br />
| 40 || 1 || 12 || 40 km || 20 km || -8.5% || -8.5% || -8.5% || 8.5% || I<br />
|-<br />
| C-IR Compact Guidance Disruptor<br />
| 32 || 1 || 15 || 40 km || 20 km || -8.5% || -8.5% || -8.5% || 8.5% || I<br />
|-<br />
| Highstroke Scoped Guidance Disruptor<br />
| 40 || 1 || 15 || 44 km || 22 km || -8.5% || -8.5% || -8.5% || 8.5% || I<br />
|-<br />
| Guidance Disruptor II <br />
| 48 || 1 || 18 || 48 km || 24 km || -9.0% || -9.0% || -9.0% || 9.0% || IV<br />
|}<br />
<br />
Again, penalties are listed as negative bonuses. And again, even though the explosion velocity and radius effects aren't intuitive, the end result is that missiles that are intended to hit smaller targets—say, Rapid Light Missiles aimed at frigates—can be made to do no damage by applying bonused guidance disruptors at the enemy pilot.<br />
<br />
=== Weapon Disruption Bonuses ===<br />
<br />
There is just one Electronics Superiority rig set that specifically enhances weapon disruption: <br />
* Tracking Diagnostic Subroutines: increases the effectiveness of weapons disruption modules. (Tech I: +5%; Tech II: +7.5%)<br />
* Particle Dispersion Projector rigs: increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%)<br />
<br />
Skills and implants that enhance weapon disruption:<br />
<br />
* {{sk|Weapon Disruption}}: 5% less capacitor need for weapon disruptors per skill level. <br />
* {{sk|Weapon Destabilization}}: 5% bonus to the effectiveness of weapon disruptor modules per skill level.<br />
* {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. <br />
* {{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. <br />
<br />
The Zainou 'Gypsy' Weapon Disruption WD-901/906 implant series reduces the activation cost of weapon disruptors by 1-6%. Also the Low- and Mid-Grade Centurion implant sets provide bonuses to the optimal range of all EWAR modules.<br />
<br />
Weapon disruption can also be assisted by a fleet booster with the Information Command Burst - Electronic Superiority Charge (increases EWAR range and strength).<br />
<br />
=== Countering Weapon Disruption ===<br />
<br />
Tracking Disruption is countered by Tracking Computers and Tracking Enhancers, both of which provide bonuses to turret range and tracking speed. Tracking computers are active, mid-slot modules, and can be fitted with scripts (Optimal Range Script and Tracking Speed Script) which double one bonus at the expense of the other. Tracking enhancers are passive, low-slot modules that cannot be scripted.<br />
<br />
Guidance Disruption is countered by an analogous set of modules for missiles, Missile Guidance Computers and Missile Guidance Enhancers, which provide bonuses to missile range and precision. Similar to tracking computers, missile guidance computers are active, fitted to mid-slots, and can be scripted (with either a Missile Range Script or Missile Precision Script). Missile guidance enhancers are passive, low-slot modules, and can't be scripted.<br />
<br />
== Remote Sensor Dampening ==<br />
<br />
[[File:Icon remote sensor dampening.png|left]]Remote sensor dampening (or "damps") is used to reduce the targeting range and scan resolution (which is related to the locking time) of an opponent's ship. Range damps can be concentrated onto one target, to reduce its targeting range to nearly zero; or it can be spread across multiple attackers, to strategically create a mismatch between opponents' weapons range and targeting range. Scan resolution damps are less common, but can make it such that a battleship requires minutes to lock smaller ships. Unscripted, remote sensor dampeners apply both range damps and scan resolution damps. But sensor dampeners can be fitted with scripts (the Targeting Range Dampening Script and the Scan Resolution Dampening Script) that double their effectiveness in one area at the expense of the other. Damps pilots usually carry both.<br />
<br />
Remote sensor dampening is the EWAR specialty of the Gallente. Gallente ships that are bonused for damps include:<br />
*[[Maulus]] (Tech I frigate)<br />
*[[Keres]] (Electronic Attack Ship)<br />
*[[Celestis]] (Tech I cruiser)<br />
*[[Lachesis]] (Combat Recon Ship)<br />
*[[Arazu]] (Force Recon Ship)<br />
<br />
Damps and ECM are used in comparable situations—interfering with enemy logistics, sidelining an enemy fleet's most powerful ships, and countering opponents' own EWAR. But the mechanics of damps and ECM are different. Damps are guaranteed to affect the target; there is no chance-to-hit, like there is with ECM. This has led remote sensor dampening to be more popular than ECM in solo and small-gang combat, where waiting for a second chance after a failed 20-second ECM module cycle can seem like an eternity, and has made the [[Maulus]] and [[Keres]] very popular small-gang support ships. However, a damped ship can still lock at short ranges, and so damps are less effective than ECM against close-range brawlers.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ style="text-align:left; font-size:110%"| Remote Sensor Dampener Stats<br />
|-<br />
! width="230px" | Item<br />
! width="40px" | CPU (tf)<br />
! width="70px" | Powergrid (MW)<br />
! width="70px" | Activation Cost (GJ)<br />
! width="70px" | Optimal Range<br />
! width="70px" | Falloff<br />
! width="75px" | Maximum Targeting Range Bonus<br />
! width="75px" | Scan Resolution Bonus<br />
! width="85px" | Required {{sk|Sensor Linking}} skill level<br />
|-<br />
| Remote Sensor Dampener I<br />
| 35 || 1 || 30 || 25.0 km || 50.0 km || -13.7% || -13.7% || I<br />
|-<br />
| LFT Enduring Sensor Dampener<br />
| 35 || 1 || 20 || 25.0 km || 50.0 km || -14.5% || -14.5% || I<br />
|-<br />
| Kapteyn Compact Sensor Dampener<br />
| 28 || 1 || 30 || 25.0 km || 50.0 km || -14.5% || -14.5% || I<br />
|-<br />
| Phased Muon Scoped Sensor Dampener<br />
| 35 || 1 || 30 || 27.5 km || 55.0 km || -14.5% || -14.5% || I<br />
|-<br />
| Remote Sensor Dampener II <br />
| 42 || 1 || 36 || 30.0 km || 60.0 km || -15.3% || -15.3% || IV<br />
|}<br />
<br />
As the table above shows, in general, remote sensor dampeners are easier to fit (require less CPU) than other EWAR modules. However, they require much more capacitor per 10-second cycle than other forms of EWAR.<br />
<br />
=== Remote Sensor Dampening Bonuses ===<br />
<br />
There is just one Electronics Superiority rig set that specifically enhances remote sensor dampening: <br />
* Inverted Signal Field Projector: increases the effectiveness of damps modules. (Tech I: +5%; Tech II: +7.5%)<br />
* Particle Dispersion Projector rigs: increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%)<br />
<br />
Skills and implants that enhance remote sensor dampening:<br />
<br />
* {{sk|Sensor Linking}}: 5% less capacitor need for remote sensor dampeners per skill level. <br /><br />
* {{sk|Signal Suppression}}: 5% bonus to the effectiveness of remote sensor dampening modules per skill level.<br />
* {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. <br />
* {{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. <br />
<br />
The Zainou 'Gypsy' Sensor Linking SL-901/906 implant series reduces the activation cost of remote sensor dampeners by 1-6%. Also the Low- and Mid-Grade Centurion implant sets provide bonuses to the optimal range of all EWAR modules.<br />
<br />
Damps can also be assisted by a fleet booster with the Information Command Burst - Electronic Superiority Charge (increases EWAR range and strength).<br />
<br />
=== Countering Damps: Sensor Boosters ===<br />
<br />
Like ECM, remote sensor dampening is countered by Sensor Boosters, Remote Sensor Boosters, and Signal Amplifiers. All of these modules provide a bonus to targeting range and scan resolution, along with the bonuses described above to sensor strength. Sensor boosters and remote sensor boosters—active, mid-slot modules—can be fitted with either a Targeting Range Script or a Scan Resolution Script that doubles either of those stats at the expense of the other (and also at the expense of the sensor strength effect). Signal amplifiers are passive, low-slot modules that cannot be scripted.<br />
<br />
== Target Painting ==<br />
<br />
[[File:Icon target painter i.png|left]]Target painting increases the signature radius of a target, making it easier for tracking turrets and missiles to hit. <br />
<br />
'''UPDATE:''' While the above statement reflects conventional wisdom, extensive research undertaken by the ''NASTY BOYZ'' has shown that the target painter module instead flings an actual bucket of paint through space at supersonic speed, painting a nice, big bullseye on the target on impact.<br />
<br />
Target painting is especially effective against small, speedy targets that would otherwise evade turret tracking and missile and bomb explosion velocities. Target painting improves '''everyone's''' chance of hitting the targeted foe, not just the painting pilot, and so a single target painting ship can be a great complement to a fleet of damage dealers. All of this makes target painting unique, relative to the other three types of EWAR, in that it helps your friends rather than hindering your foes.<br />
<br />
Target painting is the EWAR specialty of the Minmatar. Minmatar ships that are bonused for target painting include:<br />
*[[Vigil]] (Tech I frigate)<br />
*[[Hyena]] (Electronic Attack Ship)<br />
*[[Bellicose]] (Tech I cruiser)<br />
*[[Huginn]] (Combat Recon Ship)<br />
*[[Rapier]] (Force Recon Ship)<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ style="text-align:left; font-size:110%"| Target Painter Stats<br />
|-<br />
! width="230px" | Item<br />
! width="40px" | CPU (tf)<br />
! width="70px" | Powergrid (MW)<br />
! width="70px" | Activation Cost (GJ)<br />
! width="70px" | Optimal Range<br />
! width="70px" | Falloff<br />
! width="75px" | Signature Radius Modifier<br />
! width="85px" | Required {{sk|Target Painting}} skill level<br />
|-<br />
| Target Painter I<br />
| 35 || 1 || 10 || 30.0 km || 75.0 km || +25.0% || I<br />
|-<br />
| Parallel Enduring Target Painter<br />
| 35 || 1 || 6 || 30.0 km || 75.0 km || +27.5% || I<br />
|-<br />
| Peripheral Compact Target Painter<br />
| 28 || 1 || 10 || 30.0 km || 75.0 km || +27.5% || I<br />
|-<br />
| Phased Scoped Target Painter<br />
| 35 || 1 || 10 || 33.0 km || 82.5 km || +27.5% || I<br />
|-<br />
| Target Painter II <br />
| 42 || 1 || 12 || 36.0 km || 90.0 km || +30.0% || IV<br />
|}<br />
<br />
As the chart above shows, target painters have extremely long falloff ranges. Through this falloff range, target painting becomes less effective, but it always has an effect. Target painters have a 5-second activation cycle, which is shorter than that of other EWAR modules. As a result, even though the activation cost numbers above look small, target painters require about the same amount of capacitor per time as other EWAR modules.<br />
<br />
=== Target Painting Bonuses ===<br />
<br />
There are no rigs specific to target painting. Only the one generig EWAR rig has an effect: <br />
* Particle Dispersion Projector rigs: increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%)<br />
<br />
Skills that enhance target painting:<br />
* {{sk|Target Painting}}: 5% less capacitor need for target painters per skill level. <br /><br />
* {{sk|Signature Focusing}}: 5% bonus to the effectiveness of target painting modules per skill level. <br /><br />
* {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. <br />
* {{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. <br />
<br />
The Zainou 'Gypsy' Target Painting TG-901/906 implant series reduces the activation cost of target painters by 1-6%. Also the Low- and Mid-Grade Centurion implant sets provide bonuses to the optimal range of all EWAR modules.<br />
<br />
Target painters can also be assisted by a fleet booster with the Information Command Burst - Electronic Superiority Charge (increases EWAR range and strength).<br />
<br />
=== Countering Target Painters===<br />
<br />
There are no modules or rigs that decrease signature radius, so there is no direct counter to the effects of a target painter module.<br />
<br />
== EWAR drones ==<br />
<br />
All four types of EWAR can be generated by electronic warfare drones. Variants of the small, medium and large combat drones of each race provide that race's EWAR specialty effect instead of the usual damage effects. For example, the Gallente EWAR specialty is damps, and so three sizes of Gallente EWAR drone—the small Hobgoblin SD-300, medium-sized Hammerhead SD-600, and large Ogre SD-900—apply damps to targets. The magnitude of each drone's effect is much smaller than that of an individual EWAR module, and stacking penalties make it such that lots of EWAR drones don't have much more of an effect than just two or three drones. As a result, EWAR drones are almost never used in serious combat. The one exception to this would be the Hornet EC-300 ECM drone, because its chance-based effect is not subject to stacking penalties. Industrial ships, and other ships hoping to escape combat, can sometimes use Hornet EC-300's to break the lock of a warp disrupting or warp scrambling attacker, and this can sometimes provide a window for the industrial ship's escape. Nevertheless, this narrow exception illustrates how much less broadly useful EWAR drones are compared to EWAR modules.<br />
<br />
More information on EWAR drones is available in the [[Drones_102#Electronic_Warfare_Drones|syllabus for Drones 102]].<br />
<br />
== EWAR Tactics ==<br />
<br />
EWAR is an important element of fleet combat, and Unista EWAR pilots are nearly always welcome in UNI fleets, even if EWAR isn't explicitly called for in the fleet announcement. Make sure you check the announcement, or check with the FC, to find out whether one particular type of EWAR is preferred or excluded in the fleet. In most cases, Unista EWAR pilots will be expected to fly a Tech I EWAR frigate (a [[Griffin]], [[Maulus]], [[Crucifier]] or [[Vigil]]) or Tech I EWAR cruiser ([[Blackbird]], [[Celestis]], [[Arbitrator]] or [[Bellicose]]). If you are flying Caldari or Amarr, you may want to fit a "rainbow" of EWAR types—different racial ECM modules, or a mix of tracking and guidance disruptors—and also carry copies of all necessary scripts.<br />
<br />
EWAR ships have much greater locking and optimal/falloff ranges than damage dealers, and are more fragile as well. As a result, EWAR pilots often operate independently from the rest of the fleet. They focus on different targets, at different ranges, and often have to warp in and out of combat to avoid being targeted, maybe even multiple times during an engagement. EWAR is a great role for Unistas just getting started with fleet combat, but there are some things you need to know in order to fly EWAR successfully.<br />
<br />
* Don't warp into battle with the main fleet. The FC will likely warp the fleet into an engagement at the optimal range of the fleet's damage dealers, which is too close for you. In addition, if the opposing fleet sees EWAR targets at close range, they will target the EWAR and eliminate it right away. Either set yourself exempt from fleet warps using the Fleet window menu, or cancel the initial fleet warp when it starts. (Your FC may express a preference for which of these you do. If you are in a dedicated EWAR squad, that may also affect how you handle things.) Wait for everyone else to warp away. Then, once the battle has started, warp yourself to one of your fleetmates at the appropriate distance.<br />
* Know your modules' optimal range, and stay near that range. It's common for EWAR ships to have longer range than the damage dealers they fly with. As a result, don't stay close to the rest of your fleet. Stay at your own optimal range, far from the action.<br />
* Keep moving, laterally, all the time. EWAR ships have small signature radii, so they are tough to hit with turrets, as long as the ships are in motion. A stationary target, on the other hand, has no transversal and is easy to hit. Stay in motion. Also, try to keep your microwarpdrive (MWD) off as much as you can; your MWD increases your signature radius dramatically, and makes you easier to hit.<br />
* Choose your own targets. If you are using target painters, then focus on the same primary target that your FC has called, in order to maximize your fleet's applied damage. But otherwise—if you are using ECM, weapon disruption or damps—it makes no sense to apply EWAR to the fleet's primary target, because the primary will hopefully be destroyed soon. Instead, ignore the FC's instructions to the rest of the fleet, and choose a target that is most appropriate to your EWAR type. For ECM pilots, EWAR works well against opposing EWAR, logistics, and high-damage offensive ships. Damps work well on many of those same targets, and are especially effective against ranged (kiting) damage dealers. Weapons disruptors should be focused on ships with appropriate weapons systems: guidance disruptors on missile ships, tracking disruptors on turret ships. In all of these cases, try to focus on the enemy ships that you think will make the greatest impact on the battle, and use your EWAR to disable them. All this means that flying EWAR requires some familiarity with the ships of EVE and the kinds of weapons they typically fit. You may want to have the UniWiki's [[Ship type quick reference|ship reference guide]] open while you fly, or print out one of the reference cards linked at that site, to help with this.<br />
* Keep your eye on the battlefield, and especially on enemy drones and interceptors. Once your EWAR takes effect, your opponents will try to take you out—not just because they want to stop the EWAR, but also because they know that EWAR ships are typically the weakest ships on the field. Even if you are keeping your distance, your opponents may still try to catch you by sending drones or an interceptor towards you. If this happens, run away! If you are tackled, or surrounded by a cloud of combat drones, you won't survive for long.<br />
* Try to stay aligned to a celestial, so you can warp out at the first sign of trouble. The easiest way to evade combat is to warp out, and then warp back in again. Unfortunately, EWAR ships aren't so nimble, and they are slow to align and accelerate to warp speed. You can increase your chances of being able to warp away from combat by always flying aligned to a planet, Customs Office, or some other celestial you find on the PodSaver tab of your Overview. Then, if you need to warp away, you can always warp back in to one of your fleetmates at range. If you are lucky, that interceptor pilot might think you've gone for good, and forget to re-target you once you've returned.<br />
* Spread out! If there is more than one EWAR pilot in your fleet, try not to stay together. It will be much harder for your opponents to target all of the EWAR in your fleet if you are far away from each other.<br />
* Create bookmarks as you fly. If you aren't overwhelmed by all of this, create bookmarks at the edge of combat. You can use these bookmarks as different warp-ins when you return to the battle. Just make sure not to warp back to the same place you warped out of—that interceptor you were running away from might still be there.<br />
<br />
== See also ==<br />
* [[Capacitor warfare]]<br />
<br />
[[Category:Game mechanics]]<br />
[[Category:Fitting]]</div>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=Electronic_warfare&diff=132922Electronic warfare2018-02-12T20:31:30Z<p>Wilhelm knicklicht: /* Target Painting */</p>
<hr />
<div>{{related class|Electronic Warfare 101}}<br />
'''Electronic warfare''' ('''EWAR''') decreases the enemy's effectiveness in battle using electronics-based modules. It is often categorized as a "force multiplier" because, without actually dealing any direct damage, EWAR can make a fleet several times more dangerous than it otherwise would be.<br />
<br />
There are four basic kinds of electronic warfare:<br />
* Electronic Counter Measures (ECM, or "jams")<br />
* Weapon disruption (Tracking and Guidance Disruption)<br />
* Remote Sensor Dampening ("damps")<br />
* Target Painting<br />
<br />
Each of the four player races specializes in one of these types of EWAR, and has ships specially bonused to that EWAR type. All four of these types of EWAR are generated by mid-slot modules with similar (but not identical) fitting and capacitor requirements. <br />
<br />
Additional forms of electronic warfare are [[Tackling Guide|tackling modules]] to hold the enemy in place, and [[Capacitor Warfare Guide|capacitor warfare modules]] to drain or steal capacitor.<br />
<br />
Visual effects for the different types of EWAR are shown on the [[Identifying Visual Effects]] page.<br />
<br />
== Electronic Counter Measures (ECM) ==<br />
<br />
[[File:Icon ecm gravimetric.png|left]]ECM causes the targeted ship to lose all of its current target locks (often called 'jamming' the targeted ship). The jammed ship cannot target anyone or anything for the duration of the ECM module's cycle (20 seconds), and can only re-acquire its targets after the ECM module fails to jam its target or stops cycling. ECM is often considered the most powerful of the four types of EWAR, because it renders an opponent virtually helpless, disabling their interactions with other ships and with their environment.<br />
<br />
However, there is an important, unique downside to ECM: the success of each ECM module cycle is a matter of chance, with a probability that depends on the jam strength of the ECM module and the sensor strength of the target (with larger targets generally harder to jam than smaller ones). That probability is also affected by the distance to the target; the jamming strength of ECM modules is not reducecd in their optimal range, but the strength decreases through falloff with same formula as [[turret mechanics|turret falloff]], such that ECM is only half as likely to work at (optimal + falloff). Taken together, all this means that sometimes you will jam the opposing ship, and sometimes you won't, and each cycle of your ECM modules is like a roll of the dice.<br />
<br />
The probability to jam a target with single jammer is:<br />
<br />
[[Image:Ecm chance.png]]<br />
<br />
With multiple jammers each is considered separately. This causes the ECM to not have stacking penalties. Multiple ECM jamming chance is:<br />
<br />
[[Image:Ecm chance multi.png]] <br />
<br />
ECM is the EWAR specialty of the Caldari race. A number of Caldari ships are bonused for ECM:<br />
*[[Griffin]] (Tech I frigate)<br />
*[[Griffin Navy Issue]] (Faction frigate)<br />
*[[Kitsune]] (Electronic Attack Ship)<br />
*[[Blackbird]] (Tech I cruiser)<br />
*[[Rook]] (Combat Recon Ship)<br />
*[[Falcon]] (Force Recon Ship)<br />
*[[Scorpion]] (Tech I battleship)<br />
*[[Widow]] (Black Ops battleship)<br />
<br />
In addition, the [[Tengu]] (the Caldari Tech III cruiser) can be fit with subsystems that give it bonuses to ECM, but these subsystems are rarely used. The Caldari have some of the only EWAR-bonused battleships (the [[Scorpion]] and [[Widow]]). Because of the low base strength of ECM modules, the bonuses from these Caldari ships are necessary, in practice, to get any useful effect from ECM. Fitting an ECM module to any other ship is a waste of a slot.<br />
<br />
ECM modules can be racially specific—excellent at jamming one target race's sensor type, but poor against the other three—or they can be "multispectral", equally mediocre at jamming all four races' sensors. Tech I ECM modules—in fact, Tech I EWAR modules of all four kinds—are available in meta versions with improved range ("Scoped"), CPU fitting ("Compact"), or capacitor usage ("Enduring"). All of these variations means that there are very many Tech I modules that accomplish targeted ECM, and even more Tech II, faction and storyline variants. To illustrate the differences between the most common modules, the table below compares Tech I and II ECM modules that target Amarr (Radar) ships:<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ style="text-align:left; font-size:110%"| Targeted ECM Module Stats<br />
|-<br />
! width="170px" | Item<br />
! width="40px" | CPU (tf)<br />
! width="70px" | Powergrid (MW)<br />
! width="70px" | Activation Cost (GJ)<br />
! width="70px" | Optimal Range<br />
! width="70px" | Falloff<br />
! width="70px" | Racial jam strength<br />
! width="70px" | Off-race jam strength<br />
! width="85px" | Required {{sk|Electronic Warfare}} skill level<br />
|-<br />
| ECM I<br />
| 40 || 1 || 48 || 24.0 km || 27.0 km || 3.0 || 1.0 || I<br />
|-<br />
| Enduring ECM <br />
| 40 || 1 || 38 || 24.0 km || 27.0 km || 3.3 || 1.1 || I<br />
|-<br />
| Compact ECM <br />
| 32 || 1 || 48 || 24.0 km || 27.0 km || 3.3 || 1.1 || I<br />
|-<br />
| Scoped ECM<br />
| 40 || 1 || 48 || 26.4 km || 29.7 km || 3.3 || 1.1 || I<br />
|-<br />
| ECM II <br />
| 48 || 1 || 58 || 26.4 km || 29.7 km || 3.6 || 1.2 || IV<br />
|-<br />
| Multispectral ECM I <br />
| 50 || 1 || 72 || 16.0 km || 18.0 km<br />
| colspan="2" | 2.0 || I<br />
|}<br />
<br />
The first five modules in the table—Tech I, meta, and Tech II—also exist, with slightly different names, for specific targeting of Minmatar (Ladar), Gallente (Magnetometric), Anarr (Radar) and Caldari (Gravimetric) sensors. Multispectral ECM modules are likewise available in meta, Tech II, faction and storyline variants. For racially specific modules, the color of the module indicates the race that it targets. Multispectral ECM modules are white.<br />
<br />
The table above shows that multispectral ECM modules are harder to fit, use more capacitor, and have poorer range than racially specific ECM modules. As a result, Unistas are often advised to initially fit a "rainbow" of four racially specific modules, covering each of the four target races, instead of multispectral modules. ECM pilots can then carry additional modules in their cargo holds, to re-fit in station (or in space, if they also carry a Mobile Depot) and match racial types according to intel on enemy fleet compositions. To put these numbers into perspective, a low-skill Griffin pilot activating a racially matched ECM module,<br />
with a jam strength of ~6, would have a 35% chance of jamming an opposing Tech I cruiser with each cycle of that one module. Given that a Griffin is typically fit with four ECM modules, each with its own chance to jam, it is easy to imagine a freshman Unista ECM pilot wreaking havoc upon even skilled enemies.<br />
<br />
The UniWiki's [[ECM Guide]] covers ECM mechanics in more detail, including a mathematical analysis of jamming probabilities for different scenarios.<br />
<br />
=== Burst Jammers ===<br />
<br />
[[File:Icon target max.png|left]]Burst Jammers are non-targeted, multispectral ECM modules that jam all surrounding targets within an effect radius. Burst Jammers do not distinguish between enemy, friendly, and NPC ships; all nearby targets are jammed, including fleetmates and neutral pilots. Burst Jammers have much shorter range than targeted ECM modules, but higher jam strength, making them particularly effective against close-range frigates and drones.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ style="text-align:left; font-size:110%"| Burst Jammer Stats<br />
|-<br />
! width="120px" | Item<br />
! width="40px" | CPU (tf)<br />
! width="70px" | Powergrid (MW)<br />
! width="70px" | Activation Cost (GJ)<br />
! width="70px" | Optimal Range<br />
! width="70px" | Falloff<br />
! width="70px" | Jam strength<br />
! width="90px" | Required {{sk|Electronic Warfare}} skill level<br />
|-<br />
| Burst Jammer I<br />
| 30 || 1 || 240 || 5 km || 5 km || 6.0 || I<br />
|-<br />
| Burst Jammer II <br />
| 36 || 1 || 288 || 6 km || 6 km || 7.2 || IV<br />
|}<br />
<br />
Tech I Burst Jammers are also available in Compact, Enduring, and Scoped meta versions. Because they require so much capacitor, Burst Jammers can only practically be used on large ships. And, importantly, most of the Caldari ECM ships listed above are not bonused for Burst Jammers, only for targeted ECM; the [[Scorpion]] is the only ship in EVE that receives a Burst Jammer bonus (to range). Burst Jammers are especially dangerous to use in high-security space, because if there is anything non-engageable within the module's effect radius—including neutral ships, gates, stations, even asteroids—CONCORD will respond by destroying your ship.<br />
<br />
===Target Spectrum Breaker===<br />
[[File:Icon target spectrum breaker.png|left]]The '''Target Spectrum Breaker''' is an unusual ECM module found in pirate [[Relic and data sites|data sites]]. This module can only be fitted in battleship sized vessels.<br />
<br />
Functionality:<br />
* The module continusouly attempts to jam all ships that target you. This includes friendly ships. The module also jams your own ship.<br />
* The jaming happens throughout the cycle and not just at the beginning.<br />
* The jam strength depends on how many ships are targeting or attempting to target you. More people targeting -> stronger jamming.<br />
* This module appears to ignore sensor strength (?).<br />
* Estimately 10-30% of hostiles are jammed at a given moment.<br />
* The module incurs -25% scan resolution penalty when fitted.<br />
* The module uses large ammount of capacitor.<br />
<br />
{{sk|Target Breaker Amplification}} reduces the duration and capacitor usage by 5% per level. This is the only skill that effects this module.<br><br />
The target spectrum breaker receives no bonuses from ECM upgrade modules or rigs.<br />
<br />
=== ECM Bonuses ===<br />
<br />
ECM is also unique in being the only type of EWAR with a low-slot assistance module, the Signal Distortion Amplifier. Signal distortion amplifiers are passive modules that provide a percentage increase to the jam strength and ECM range of your ECM modules.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ style="text-align:left; font-size:110%"| Signal Distortion Amplifier Stats<br />
! width="180px" | Item<br />
! width="40px" | CPU (tf)<br />
! width="70px" | Powergrid (MW)<br />
! width="70px" | Scan Strength Increase<br />
! width="70px" | Range Increase<br />
! width="90px" | Required {{sk|Electronic Warfare}} skill level<br />
|-<br />
| Signal Distortion Amplifier I<br />
| 30 || 1 || 5% || 5% || III<br />
|-<br />
| 'Hypnos' Signal Distortion Amplifier I (meta 4)<br />
| 29 || 1 || 10% || 10% || III<br />
|-<br />
| Signal Distortion Amplifier II<br />
| 30 || 1 || 10% || 10% || IV<br />
|}<br />
<br />
Because the Tech I, meta 4 'Hypnos' module has better stats than the Tech II module, it is the only version commonly used. <br />
<br />
There are two Electronics Superiority rigs that specifically enhance ECM:<br />
* Particle Dispersion Augmentor: Increases the jam strength of a ship's ECM modules. (Tech I: 10%; Tech II: 15%)<br />
* Signal Disruption Amplifier: Reduces the activation cost (capacitor need) of ECM and Burst Jammer modules. (Tech I: -20%; Tech II: -25%)<br />
* Particle Dispersion Projector rigs: increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%)<br />
<br />
All Electronic Superiority rigs share the same drawback, a decrease in shields. These rigs are available in all sizes (Small, Medium, Large and Capital) and in both Tech I and Tech II variants.<br />
<br />
Skills that enhance ECM:<br />
* {{sk|Electronic Warfare}}: 5% less capacitor need for ECM and ECM Burst systems per skill level. <br />
* {{sk|Signal Dispersion}}: 5% bonus to strength of all targeted ECM jammers per skill level.<br />
* {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level.<br />
* {{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level.<br />
<br />
In addition, the Zainou 'Gypsy' Electronic Warfare EW-901/906 implant series reduces the activation cost of ECM and Burst Jammers by 1-6%.<br />
<br />
ECM can also assisted by a fleet booster with the Information Command Burst - Electronic Superiority Charge (increases EWAR range and strength).<br />
<br />
=== Countering ECM: Electronic Counter-Counter Measures (ECCM) ===<br />
<br />
ECM is directly countered by Sensor Boosters, Remote Sensor Boosters, and Signal Amplifiers. All of these modules provide a bonus to all four types (Gravimetric, Magnetometric, Radar and Ladar) of sensor strength, along with bonuses to targeting range and scan resolution (locking time). Sensor boosters and remote sensor boosters are active, mid-slot modules, and can be fitted with an ECCM Script that doubles the sensor strength effect at the expense of the targeting range and scan resolution effects. As their names suggest, a sensor booster affects the fitted ship, while remote sensor boosters are used to assist other ships. Signal amplifiers are passive, low-slot modules that affect the fitted ship. Signal amplifiers cannot be scripted. Ships that are frequently the target of enemy jamming, such as logistics and other EWAR ships, will often fit a sensor booster or signal amplifier to counter enemy ECM.<br />
<br />
There are also skills that boost the base sensor strength for each of the four ship sensor types: {{sk| Gravimetric Sensor Compensation}}, {{sk| Ladar Sensor Compensation}}, {{sk| Magnetometric Sensor Compensation}}, {{sk| Radar Sensor Compensation}}. You can train the one of these that applies to your ship to reduce the effectiveness of incoming ECM.<br />
<br />
== Weapon Disruption ==<br />
<br />
Weapon disruption is used to interfere with the range of enemy weapons and their ability to hit moving targets. As a result, weapon disruption can allow pilots to evade being hit by weapons that might otherwise damage them. There are two types of weapon disruption: <br />
* Tracking Disruption (TD) which specifically affects the range and tracking of enemy [[Turrets|turrets]]<br />
* Guidance Disruption, which affects the travel and explosion characteristics of enemy [[missiles]]. <br />
These two types of weapon disruption are associated with two different modules: Tracking Disruptors and Guidance Disruptors. That means that EWAR pilots fitting weapon disruptors have to choose which type of module to fit: Do I want my modules to interfere with [[Turret Damage|turret damage]], or [[Missile Damage|missile damage]]? (Or should I fit some of each?)<br />
<br />
Weapon disruption is the EWAR specialty of the Amarr. Amarr ships that are bonused for weapon disruption include:<br />
*[[Crucifier]] (Tech I frigate)<br />
*[[Crucifier Navy Issue]] (Faction frigate)<br />
*[[Sentinel]] (Electronic Attack Ship)<br />
*[[Arbitrator]] (Tech I cruiser)<br />
*[[Curse]] (Combat Recon Ship)<br />
*[[Pilgrim]] (Force Recon Ship)<br />
<br />
Unlike ECM, and like all other types of EWAR, weapon disruption always succeeds. However, the extent of disruption is affected by the distance to the target. If the target is anywhere within the optimal range of the disruptor, the module will exert 100% of its effect on the target. Beyond optimal range, the effectiveness of disruption decreases; at (optimal + falloff), a weapon disruptor is only half as effective. The effectiveness at distance follows same formula as [[Turret]] hit chance with range.<br />
<br />
Weapon disruption—and specifically tracking disruption—was long considered the weakest form of EWAR in fleet PvP, as most of the PvP meta was focused on missiles and drones, which tracking disruption doesn't affect. But the introduction of guidance disruptors, and a shift of the PvP meta away from droneboats, has led to a resurgence of weapon disruption in PvP. Wings of [[Crucifier|Crucifiers]], in particular, have become popular components of SovNull fleets.<br />
<br />
=== Tracking Disruptors ===<br />
<br />
[[File:Icon track disruptor 64.png|left]]Tracking disruptors are used to decrease the optimal range and falloff, and decrease the tracking speed, of [[turrets]]. Range disruption is most effective against opponents at long range, because it can keep you beyond the range of enemy guns. Tracking speed disruption, by contrast, is most effective at short range, because it makes it difficult for your opponents to hit ships moving at high transversal (and the highest transversal speeds occur at short range). Unscripted, tracking disruptors do both range disruption and tracking speed disruption. But tracking disruptors can be fitted with scripts (the Optimal Range Disruption Script and the Tracking Speed Disruption Script) that double their effectiveness in one area at the expense of the other. In general, all disruptor-fitted ships should carry as many copies of each script as they have fitted disruptors. (The scripts are very inexpensive.)<br />
<br />
Like other EWAR modules, Tech I tracking disruptors are available in Scoped, Compact, and Enduring meta versions. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ style="text-align:left; font-size:110%"| Tracking Disruptor Stats<br />
|-<br />
! width="230px" | Item<br />
! width="40px" | CPU (tf)<br />
! width="70px" | Powergrid (MW)<br />
! width="70px" | Activation Cost (GJ)<br />
! width="70px" | Optimal Range<br />
! width="70px" | Falloff<br />
! width="70px" | Range Bonus<br />
! width="70px" | Tracking Speed Bonus<br />
! width="85px" | Required {{sk|Weapon Disruption}} skill level<br />
|-<br />
| Tracking Disruptor I<br />
| 40 || 1 || 15 || 40 km || 20 km || -15.30% || -15.30% || I<br />
|-<br />
| Baker Nunn Enduring Tracking Disruptor I <br />
| 40 || 1 || 12 || 40 km || 20 km || -16.24% || -16.24% || I<br />
|-<br />
| Balmer Series Compact Tracking Disruptor I <br />
| 32 || 1 || 15 || 40 km || 20 km || -16.24% || -16.24% || I<br />
|-<br />
| DDO Scoped Tracking Disruptor I<br />
| 40 || 1 || 15 || 44 km || 22 km || -16.24% || -16.24% || I<br />
|-<br />
| Tracking Disruptor II <br />
| 48 || 1 || 18 || 48 km || 24 km || -17.19% || -17.19% || IV<br />
|}<br />
<br />
All tracking disruptors have an activation (cycle) time of 10 seconds. Tracking disruptors (as well as guidance disruptors below) are the most capacitor-efficient form of EWAR, have the longest optimal range, and are just as easy or easier to fit compared to other EWAR modules.<br />
<br />
The chart above shows disruption penalties like EVE's infoboxes do, as negative "bonuses". The Range Bonus numbers are simple; range disruption cuts down the range of an opponent's turrets. The Tracking Speed Bonus numbers are less intutitive, because their effects depend on the tracking characteristics of an opponent's guns. To put these numbers into perspective, an EVE University Derptron ([[Atron]]) pilot that has tackled a typically fit [[Stabber Fleet Issue]] (SFI)—an empire faction cruiser especially good against frigates—might have 10-15 seconds to live, because the SFI's guns apply most of their typical damage even at high transversal. If the Unista's [[Crucifier]] fleetmate, however, applied two scripted tracking disruptors to that SFI, it could drop the turret damage taken by the Atron to nearly zero. Tracking disruptors work poorly on drones (because drones track so well), and so that SFI's drones would still probably take down the Atron eventually. And the SFI could counter the disruption by fitting Tracking Computers or Tracking Enhancers. But it is easy to imagine how tracking disruptors might affect the outcome of a fight involving turrets.<br />
<br />
=== Guidance Disruptors ===<br />
<br />
[[File:Icon missile guidance computer i.png|left]]Guidance disruptors reduce the range and precision of enemy [[missiles]]. Missile range disruption reduces both missile speed and flight time; by making enemy missiles fly slower, and for a shorter period of time, missile range disruption dramatically reduces missile range. In this way, missile range disruption is analogous to the optimal range disruption offered by Tracking Disruptors. Missile precision disruption, by contrast, is unique. By decreasing the explosion velocity of enemy missiles, precision disruption makes it harder for a missile's explosion to keep up with small, fast-moving targets. (It makes it easier for a small ship to speed away from the explosion.) And by increasing explosion radius, precision disruption makes the missile explosion more diffuse, decreasing the amount of damage dealt. Unlike tracking speed disruption, missile precision disruption is not affected by range or flight vector. But like tracking disruption, it does favor small, speedy ships. Unscripted, guidance disruptors affect both range and precision, but they can be fitted with scripts (either the Missile Range Disruption Script or Missile Precision Disruption Script) to double one effect at the expense of the other. <br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ style="text-align:left; font-size:110%"| Guidance Disruptor Stats<br />
|-<br />
! width="230px" | Item<br />
! width="40px" | CPU (tf)<br />
! width="70px" | Powergrid (MW)<br />
! width="70px" | Activation Cost (GJ)<br />
! width="70px" | Optimal Range<br />
! width="70px" | Falloff<br />
! width="65px" | Missile Velocity Bonus<br />
! width="65px" | Flight Time Bonus<br />
! width="65px" | Explosion Velocity Bonus<br />
! width="65px" | Explosion Radius Bonus<br />
! width="85px" | Required {{sk|Weapon Disruption}} skill level<br />
|-<br />
| Guidance Disruptor I<br />
| 40 || 1 || 15 || 40 km || 20 km || -8.0% || -8.0% || -8.0% || 8.0% || I<br />
|-<br />
| A-211 Enduring Guidance Disruptor<br />
| 40 || 1 || 12 || 40 km || 20 km || -8.5% || -8.5% || -8.5% || 8.5% || I<br />
|-<br />
| C-IR Compact Guidance Disruptor<br />
| 32 || 1 || 15 || 40 km || 20 km || -8.5% || -8.5% || -8.5% || 8.5% || I<br />
|-<br />
| Highstroke Scoped Guidance Disruptor<br />
| 40 || 1 || 15 || 44 km || 22 km || -8.5% || -8.5% || -8.5% || 8.5% || I<br />
|-<br />
| Guidance Disruptor II <br />
| 48 || 1 || 18 || 48 km || 24 km || -9.0% || -9.0% || -9.0% || 9.0% || IV<br />
|}<br />
<br />
Again, penalties are listed as negative bonuses. And again, even though the explosion velocity and radius effects aren't intuitive, the end result is that missiles that are intended to hit smaller targets—say, Rapid Light Missiles aimed at frigates—can be made to do no damage by applying bonused guidance disruptors at the enemy pilot.<br />
<br />
=== Weapon Disruption Bonuses ===<br />
<br />
There is just one Electronics Superiority rig set that specifically enhances weapon disruption: <br />
* Tracking Diagnostic Subroutines: increases the effectiveness of weapons disruption modules. (Tech I: +5%; Tech II: +7.5%)<br />
* Particle Dispersion Projector rigs: increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%)<br />
<br />
Skills and implants that enhance weapon disruption:<br />
<br />
* {{sk|Weapon Disruption}}: 5% less capacitor need for weapon disruptors per skill level. <br />
* {{sk|Weapon Destabilization}}: 5% bonus to the effectiveness of weapon disruptor modules per skill level.<br />
* {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. <br />
* {{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. <br />
<br />
The Zainou 'Gypsy' Weapon Disruption WD-901/906 implant series reduces the activation cost of weapon disruptors by 1-6%. Also the Low- and Mid-Grade Centurion implant sets provide bonuses to the optimal range of all EWAR modules.<br />
<br />
Weapon disruption can also be assisted by a fleet booster with the Information Command Burst - Electronic Superiority Charge (increases EWAR range and strength).<br />
<br />
=== Countering Weapon Disruption ===<br />
<br />
Tracking Disruption is countered by Tracking Computers and Tracking Enhancers, both of which provide bonuses to turret range and tracking speed. Tracking computers are active, mid-slot modules, and can be fitted with scripts (Optimal Range Script and Tracking Speed Script) which double one bonus at the expense of the other. Tracking enhancers are passive, low-slot modules that cannot be scripted.<br />
<br />
Guidance Disruption is countered by an analogous set of modules for missiles, Missile Guidance Computers and Missile Guidance Enhancers, which provide bonuses to missile range and precision. Similar to tracking computers, missile guidance computers are active, fitted to mid-slots, and can be scripted (with either a Missile Range Script or Missile Precision Script). Missile guidance enhancers are passive, low-slot modules, and can't be scripted.<br />
<br />
== Remote Sensor Dampening ==<br />
<br />
[[File:Icon remote sensor dampening.png|left]]Remote sensor dampening (or "damps") is used to reduce the targeting range and scan resolution (which is related to the locking time) of an opponent's ship. Range damps can be concentrated onto one target, to reduce its targeting range to nearly zero; or it can be spread across multiple attackers, to strategically create a mismatch between opponents' weapons range and targeting range. Scan resolution damps are less common, but can make it such that a battleship requires minutes to lock smaller ships. Unscripted, remote sensor dampeners apply both range damps and scan resolution damps. But sensor dampeners can be fitted with scripts (the Targeting Range Dampening Script and the Scan Resolution Dampening Script) that double their effectiveness in one area at the expense of the other. Damps pilots usually carry both.<br />
<br />
Remote sensor dampening is the EWAR specialty of the Gallente. Gallente ships that are bonused for damps include:<br />
*[[Maulus]] (Tech I frigate)<br />
*[[Keres]] (Electronic Attack Ship)<br />
*[[Celestis]] (Tech I cruiser)<br />
*[[Lachesis]] (Combat Recon Ship)<br />
*[[Arazu]] (Force Recon Ship)<br />
<br />
Damps and ECM are used in comparable situations—interfering with enemy logistics, sidelining an enemy fleet's most powerful ships, and countering opponents' own EWAR. But the mechanics of damps and ECM are different. Damps are guaranteed to affect the target; there is no chance-to-hit, like there is with ECM. This has led remote sensor dampening to be more popular than ECM in solo and small-gang combat, where waiting for a second chance after a failed 20-second ECM module cycle can seem like an eternity, and has made the [[Maulus]] and [[Keres]] very popular small-gang support ships. However, a damped ship can still lock at short ranges, and so damps are less effective than ECM against close-range brawlers.<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ style="text-align:left; font-size:110%"| Remote Sensor Dampener Stats<br />
|-<br />
! width="230px" | Item<br />
! width="40px" | CPU (tf)<br />
! width="70px" | Powergrid (MW)<br />
! width="70px" | Activation Cost (GJ)<br />
! width="70px" | Optimal Range<br />
! width="70px" | Falloff<br />
! width="75px" | Maximum Targeting Range Bonus<br />
! width="75px" | Scan Resolution Bonus<br />
! width="85px" | Required {{sk|Sensor Linking}} skill level<br />
|-<br />
| Remote Sensor Dampener I<br />
| 35 || 1 || 30 || 25.0 km || 50.0 km || -13.7% || -13.7% || I<br />
|-<br />
| LFT Enduring Sensor Dampener<br />
| 35 || 1 || 20 || 25.0 km || 50.0 km || -14.5% || -14.5% || I<br />
|-<br />
| Kapteyn Compact Sensor Dampener<br />
| 28 || 1 || 30 || 25.0 km || 50.0 km || -14.5% || -14.5% || I<br />
|-<br />
| Phased Muon Scoped Sensor Dampener<br />
| 35 || 1 || 30 || 27.5 km || 55.0 km || -14.5% || -14.5% || I<br />
|-<br />
| Remote Sensor Dampener II <br />
| 42 || 1 || 36 || 30.0 km || 60.0 km || -15.3% || -15.3% || IV<br />
|}<br />
<br />
As the table above shows, in general, remote sensor dampeners are easier to fit (require less CPU) than other EWAR modules. However, they require much more capacitor per 10-second cycle than other forms of EWAR.<br />
<br />
=== Remote Sensor Dampening Bonuses ===<br />
<br />
There is just one Electronics Superiority rig set that specifically enhances remote sensor dampening: <br />
* Inverted Signal Field Projector: increases the effectiveness of damps modules. (Tech I: +5%; Tech II: +7.5%)<br />
* Particle Dispersion Projector rigs: increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%)<br />
<br />
Skills and implants that enhance remote sensor dampening:<br />
<br />
* {{sk|Sensor Linking}}: 5% less capacitor need for remote sensor dampeners per skill level. <br /><br />
* {{sk|Signal Suppression}}: 5% bonus to the effectiveness of remote sensor dampening modules per skill level.<br />
* {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. <br />
* {{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. <br />
<br />
The Zainou 'Gypsy' Sensor Linking SL-901/906 implant series reduces the activation cost of remote sensor dampeners by 1-6%. Also the Low- and Mid-Grade Centurion implant sets provide bonuses to the optimal range of all EWAR modules.<br />
<br />
Damps can also be assisted by a fleet booster with the Information Command Burst - Electronic Superiority Charge (increases EWAR range and strength).<br />
<br />
=== Countering Damps: Sensor Boosters ===<br />
<br />
Like ECM, remote sensor dampening is countered by Sensor Boosters, Remote Sensor Boosters, and Signal Amplifiers. All of these modules provide a bonus to targeting range and scan resolution, along with the bonuses described above to sensor strength. Sensor boosters and remote sensor boosters—active, mid-slot modules—can be fitted with either a Targeting Range Script or a Scan Resolution Script that doubles either of those stats at the expense of the other (and also at the expense of the sensor strength effect). Signal amplifiers are passive, low-slot modules that cannot be scripted.<br />
<br />
== Target Painting ==<br />
<br />
[[File:Icon target painter i.png|left]]Target painting increases the signature radius of a target, making it easier for tracking turrets and missiles to hit. <br />
<br />
'''UPDATE:''' While the above statement reflects conventional wisdom, extensive research undertaken by the ''NASTY BOYZ'' has shown that the target painter module flings an actual bucket of paint through space at supersonic speed, painting a nice, big bullseye on the target on impact.<br />
<br />
Target painting is especially effective against small, speedy targets that would otherwise evade turret tracking and missile and bomb explosion velocities. Target painting improves '''everyone's''' chance of hitting the targeted foe, not just the painting pilot, and so a single target painting ship can be a great complement to a fleet of damage dealers. All of this makes target painting unique, relative to the other three types of EWAR, in that it helps your friends rather than hindering your foes.<br />
<br />
Target painting is the EWAR specialty of the Minmatar. Minmatar ships that are bonused for target painting include:<br />
*[[Vigil]] (Tech I frigate)<br />
*[[Hyena]] (Electronic Attack Ship)<br />
*[[Bellicose]] (Tech I cruiser)<br />
*[[Huginn]] (Combat Recon Ship)<br />
*[[Rapier]] (Force Recon Ship)<br />
<br />
{| class="wikitable" style="text-align:center;"<br />
|+ style="text-align:left; font-size:110%"| Target Painter Stats<br />
|-<br />
! width="230px" | Item<br />
! width="40px" | CPU (tf)<br />
! width="70px" | Powergrid (MW)<br />
! width="70px" | Activation Cost (GJ)<br />
! width="70px" | Optimal Range<br />
! width="70px" | Falloff<br />
! width="75px" | Signature Radius Modifier<br />
! width="85px" | Required {{sk|Target Painting}} skill level<br />
|-<br />
| Target Painter I<br />
| 35 || 1 || 10 || 30.0 km || 75.0 km || +25.0% || I<br />
|-<br />
| Parallel Enduring Target Painter<br />
| 35 || 1 || 6 || 30.0 km || 75.0 km || +27.5% || I<br />
|-<br />
| Peripheral Compact Target Painter<br />
| 28 || 1 || 10 || 30.0 km || 75.0 km || +27.5% || I<br />
|-<br />
| Phased Scoped Target Painter<br />
| 35 || 1 || 10 || 33.0 km || 82.5 km || +27.5% || I<br />
|-<br />
| Target Painter II <br />
| 42 || 1 || 12 || 36.0 km || 90.0 km || +30.0% || IV<br />
|}<br />
<br />
As the chart above shows, target painters have extremely long falloff ranges. Through this falloff range, target painting becomes less effective, but it always has an effect. Target painters have a 5-second activation cycle, which is shorter than that of other EWAR modules. As a result, even though the activation cost numbers above look small, target painters require about the same amount of capacitor per time as other EWAR modules.<br />
<br />
=== Target Painting Bonuses ===<br />
<br />
There are no rigs specific to target painting. Only the one generig EWAR rig has an effect: <br />
* Particle Dispersion Projector rigs: increases the optimal range of all targeted EWAR modules. (Tech I: 20%; Tech II: 25%)<br />
<br />
Skills that enhance target painting:<br />
* {{sk|Target Painting}}: 5% less capacitor need for target painters per skill level. <br /><br />
* {{sk|Signature Focusing}}: 5% bonus to the effectiveness of target painting modules per skill level. <br /><br />
* {{sk|Long Distance Jamming}}: 10% bonus to optimal range for targeted EWAR modules per skill level. <br />
* {{sk|Frequency Modulation}}: 10% bonus to falloff for targeted EWAR modules per skill level. <br />
<br />
The Zainou 'Gypsy' Target Painting TG-901/906 implant series reduces the activation cost of target painters by 1-6%. Also the Low- and Mid-Grade Centurion implant sets provide bonuses to the optimal range of all EWAR modules.<br />
<br />
Target painters can also be assisted by a fleet booster with the Information Command Burst - Electronic Superiority Charge (increases EWAR range and strength).<br />
<br />
=== Countering Target Painters===<br />
<br />
There are no modules or rigs that decrease signature radius, so there is no direct counter to the effects of a target painter module.<br />
<br />
== EWAR drones ==<br />
<br />
All four types of EWAR can be generated by electronic warfare drones. Variants of the small, medium and large combat drones of each race provide that race's EWAR specialty effect instead of the usual damage effects. For example, the Gallente EWAR specialty is damps, and so three sizes of Gallente EWAR drone—the small Hobgoblin SD-300, medium-sized Hammerhead SD-600, and large Ogre SD-900—apply damps to targets. The magnitude of each drone's effect is much smaller than that of an individual EWAR module, and stacking penalties make it such that lots of EWAR drones don't have much more of an effect than just two or three drones. As a result, EWAR drones are almost never used in serious combat. The one exception to this would be the Hornet EC-300 ECM drone, because its chance-based effect is not subject to stacking penalties. Industrial ships, and other ships hoping to escape combat, can sometimes use Hornet EC-300's to break the lock of a warp disrupting or warp scrambling attacker, and this can sometimes provide a window for the industrial ship's escape. Nevertheless, this narrow exception illustrates how much less broadly useful EWAR drones are compared to EWAR modules.<br />
<br />
More information on EWAR drones is available in the [[Drones_102#Electronic_Warfare_Drones|syllabus for Drones 102]].<br />
<br />
== EWAR Tactics ==<br />
<br />
EWAR is an important element of fleet combat, and Unista EWAR pilots are nearly always welcome in UNI fleets, even if EWAR isn't explicitly called for in the fleet announcement. Make sure you check the announcement, or check with the FC, to find out whether one particular type of EWAR is preferred or excluded in the fleet. In most cases, Unista EWAR pilots will be expected to fly a Tech I EWAR frigate (a [[Griffin]], [[Maulus]], [[Crucifier]] or [[Vigil]]) or Tech I EWAR cruiser ([[Blackbird]], [[Celestis]], [[Arbitrator]] or [[Bellicose]]). If you are flying Caldari or Amarr, you may want to fit a "rainbow" of EWAR types—different racial ECM modules, or a mix of tracking and guidance disruptors—and also carry copies of all necessary scripts.<br />
<br />
EWAR ships have much greater locking and optimal/falloff ranges than damage dealers, and are more fragile as well. As a result, EWAR pilots often operate independently from the rest of the fleet. They focus on different targets, at different ranges, and often have to warp in and out of combat to avoid being targeted, maybe even multiple times during an engagement. EWAR is a great role for Unistas just getting started with fleet combat, but there are some things you need to know in order to fly EWAR successfully.<br />
<br />
* Don't warp into battle with the main fleet. The FC will likely warp the fleet into an engagement at the optimal range of the fleet's damage dealers, which is too close for you. In addition, if the opposing fleet sees EWAR targets at close range, they will target the EWAR and eliminate it right away. Either set yourself exempt from fleet warps using the Fleet window menu, or cancel the initial fleet warp when it starts. (Your FC may express a preference for which of these you do. If you are in a dedicated EWAR squad, that may also affect how you handle things.) Wait for everyone else to warp away. Then, once the battle has started, warp yourself to one of your fleetmates at the appropriate distance.<br />
* Know your modules' optimal range, and stay near that range. It's common for EWAR ships to have longer range than the damage dealers they fly with. As a result, don't stay close to the rest of your fleet. Stay at your own optimal range, far from the action.<br />
* Keep moving, laterally, all the time. EWAR ships have small signature radii, so they are tough to hit with turrets, as long as the ships are in motion. A stationary target, on the other hand, has no transversal and is easy to hit. Stay in motion. Also, try to keep your microwarpdrive (MWD) off as much as you can; your MWD increases your signature radius dramatically, and makes you easier to hit.<br />
* Choose your own targets. If you are using target painters, then focus on the same primary target that your FC has called, in order to maximize your fleet's applied damage. But otherwise—if you are using ECM, weapon disruption or damps—it makes no sense to apply EWAR to the fleet's primary target, because the primary will hopefully be destroyed soon. Instead, ignore the FC's instructions to the rest of the fleet, and choose a target that is most appropriate to your EWAR type. For ECM pilots, EWAR works well against opposing EWAR, logistics, and high-damage offensive ships. Damps work well on many of those same targets, and are especially effective against ranged (kiting) damage dealers. Weapons disruptors should be focused on ships with appropriate weapons systems: guidance disruptors on missile ships, tracking disruptors on turret ships. In all of these cases, try to focus on the enemy ships that you think will make the greatest impact on the battle, and use your EWAR to disable them. All this means that flying EWAR requires some familiarity with the ships of EVE and the kinds of weapons they typically fit. You may want to have the UniWiki's [[Ship type quick reference|ship reference guide]] open while you fly, or print out one of the reference cards linked at that site, to help with this.<br />
* Keep your eye on the battlefield, and especially on enemy drones and interceptors. Once your EWAR takes effect, your opponents will try to take you out—not just because they want to stop the EWAR, but also because they know that EWAR ships are typically the weakest ships on the field. Even if you are keeping your distance, your opponents may still try to catch you by sending drones or an interceptor towards you. If this happens, run away! If you are tackled, or surrounded by a cloud of combat drones, you won't survive for long.<br />
* Try to stay aligned to a celestial, so you can warp out at the first sign of trouble. The easiest way to evade combat is to warp out, and then warp back in again. Unfortunately, EWAR ships aren't so nimble, and they are slow to align and accelerate to warp speed. You can increase your chances of being able to warp away from combat by always flying aligned to a planet, Customs Office, or some other celestial you find on the PodSaver tab of your Overview. Then, if you need to warp away, you can always warp back in to one of your fleetmates at range. If you are lucky, that interceptor pilot might think you've gone for good, and forget to re-target you once you've returned.<br />
* Spread out! If there is more than one EWAR pilot in your fleet, try not to stay together. It will be much harder for your opponents to target all of the EWAR in your fleet if you are far away from each other.<br />
* Create bookmarks as you fly. If you aren't overwhelmed by all of this, create bookmarks at the edge of combat. You can use these bookmarks as different warp-ins when you return to the battle. Just make sure not to warp back to the same place you warped out of—that interceptor you were running away from might still be there.<br />
<br />
== See also ==<br />
* [[Capacitor warfare]]<br />
<br />
[[Category:Game mechanics]]<br />
[[Category:Fitting]]</div>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=Entosis_Link&diff=125644Entosis Link2017-08-21T23:17:28Z<p>Wilhelm knicklicht: /* The Entosis Link */</p>
<hr />
<div>{{Template:Sovereigntynavbar}}<br />
==The Entosis Link==<br />
<br />
The Entosis Link module is the core catalyst of the Aegis Sovereignty system (commonly known as Fozziesov among EVE players in honor of CCP Fozzie, one of the lead developers of the system). It is used to destroy and defend [[Territorial_Claim_Unit|Territorial Claim Units]], [[Infrastructure_Hub|Infrastructure Hubs]], [[Station_(Player-Owned)|Stations and Station Services]].<br />
<br />
The Entosis Link is replaces the "structure grinding" from Dominion Sovereignty, where players had to use weapons to attack structures and use remote repair modules to restore them before they were destroyed. CCP decided that this put too much importance on capital ships, fleet sizes, and indirect conflict via the structures themselves, and decided to shift the focus to direct ship vs. ship combat and pilot skill over numbers. For more details on how capturing a structure works, you can check out the links to the right of this paragraph or read this flow chart:<br />
<br />
[[File:Fozziesov).jpeg]]<br />
<br />
=== General Details of the Module===<br />
An Entosis link is a high-slot module, with a limit of one per ship. It is used by locking a target structure and activating the module. If the structure has a vulnerability window, such as Stations, Infrastructure Hubs (I-Hubs) and Territorial Claim Units (TCUs), the Entosis link will have no effect outside of this window. Each cycle of the entosis link consumes 1 Strontium Clathrate as fuel. <br />
<br />
While the module is active, your ship is unable to cloak, warp, dock, jump or receive remote assistance (such as repairs or capacitor). There is no way to stop this effect early except for losing the ship. Capital ships have a role penalty that increases the module cycle time by 5x, forcing them to stay at capture points for longer. Your ship is also unable to exceed 4,000 m/s when online. This is to prevent players using entosis links from endlessly kiting opposing forces. [[Frigate#Interceptors|Interceptors]] are unable to activate the module.<br />
<br />
The first cycle of the module is always a "warmup cycle" which has no effect on the structure. If you lose lock or the module is disabled for any reason during this period, the warmup cycle must start again. Once the warmup cycle is complete, the alliance owning the structure under attack is sent a notification. <br />
<br />
After the warmup cycle, the structure can start to be captured. The time this takes is dependent on the base capture timer of the structure and the Activity Defense Multiplier of the system. The cycle time of the entosis link itself has no impact other than the amount of time spent tethered to the structure while the module is active.<br />
<br />
Structures only recognise the Entosis links of their owning alliance as "friendly". '''All''' other links (including allies) are considered "hostile" and will negate the links of the owners. If there is no owner of a structure (such as when anchoring an I-Hub/TCU, or a station is in freeport mode) each alliance is its own "side". IF two or more sides have any number of Entosis links active on a single structure, the capture timer will be paused. This is the case even if one side has more links active than the others. <br />
<br />
A side activating more than one Entosis link on a structure does not change the time taken to capture the structure.<br />
<br />
'''Both the cycle time of the Entosis link and the capture timer of the structure are affected by [[Time Dilation]].'''<br />
<br />
<br />
{| class="wikitable" style="text-align: center"<br />
|-<br />
! !! Entosis Link I !! Entosis Link II !! Noir. Modified Entosis Link !! Affirmative. Modified Entosis Link !! Pandemic SPHERE Modified Entosis Link !! Spectre Fleet's Modified Entosis Link<br />
|-<br />
| Infomorph Psychology || I || IV || I || I || I || I<br />
|- <br />
| Cycle time (mins) || 5 || 2 || 5 || 5 || 5 || 5<br />
|-<br />
| Range (km) || 25 || 250 || 25 || 25 || style="background-color:#333333;" | 30 || 25<br />
|-<br />
| Power Grid (MW) || 10 || 100 ||10 || 10 || 10 || style="background-color:#333333;" |7<br />
|-<br />
| CPU (tf) || 1 || 10 || 1 || 1 || 1 || 1<br />
|-<br />
| Cap /cycle || 50 || 500 || 50 || style="background-color:#333333;" | 20 || 50 || 50<br />
|}</div>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=Ishtar&diff=84674Ishtar2015-08-04T01:21:52Z<p>Wilhelm knicklicht: </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 : 7/11/2015)<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=12005<br />
| shipimg=Ishtar.jpg<br />
| shipname=Ishtar<br />
| caption=Ishtar<br />
| class=Heavy Assault Cruiser<br />
| grouping=Heavy Assault Cruisers<br />
| hulltype=Vexor Class<br />
| faction=Gallente Federation<br />
| race=Gallente<br />
| roles=Droneboat<br />
| variations={{Ship|Guardian-Vexor}},{{Ship|Vexor Navy Issue}},{{Ship|Vexor}}<br />
| tech=2<br />
| ecmprio=2<br />
| powergrid=740 MW<br />
| cpu=340 tf<br />
| capacitor=1,400 GJ<br />
| highs=4<br />
| turrets=4<br />
| launchers=0<br />
| mediums=4<br />
| lows=6<br />
| mass=10,600,000 kg<br />
| volume=115,000 m&#179;<br />
| cargohold=560 m&#179;<br />
| dronebay=375 m&#179;<br />
| bandwidth=125 Mbit/sec<br />
| info=While not endowed with as much pure firepower as other ships of its category, the Ishtar is more than able to hold its own by virtue of its tremendous capacity for drones and its unique hard-coded drone-control subroutines. <br><br>Developer: CreoDron <br>Touted as "the Ishkur's big brother," the Ishtar design is the furthest CreoDron have ever gone towards creating a completely dedicated drone carrier. At various stages in its development process plans were made to strengthen the vessel in other areas, but ultimately the CreoDron engineers' fascination with pushing the drone carrier envelope overrode all other concerns.<br />
| bonuses=<b>Gallente Cruiser bonuses (per skill level):</b><br>7.5% bonus to Heavy Drone max velocity and tracking speed<br>10% bonus to Light, Medium, and Heavy Drone hit points and damage, 5% bonus to Sentry Drone hit points and damage<br><b>Heavy Assault Cruisers bonuses (per skill level):</b><br>5000m bonus to Drone operation range<br>5% bonus to Sentry Drone optimal range and tracking speed<br><b>Role Bonus:</b><br>50% reduction in Microwarpdrive signature radius penalty<br><br />
| structurehp=2,300 HP<br />
| shieldhp=1,400 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=85<br />
| shieldtherm=60<br />
| armorhp=1,600 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=83.75<br />
| armortherm=67.5<br />
| maxvelocity=175 m/sec<br />
| inertia=0.565<br />
| warpspeed=3.3 AU/s<br />
| warptime=8 s<br />
| targetrange=80.00 km<br />
| sigradius=145 m<br />
| maxlockedtargets=7<br />
| sensortype=Magnetometric<br />
| sensorvalue=23 points<br />
| scanres=294 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|Heavy Assault Cruisers|I}}<br />
**{{RequiredSkill|Energy Grid Upgrades|V}}<br />
***{{RequiredSkill|Power Grid Management|II}}<br />
***{{RequiredSkill|Science|I}}<br />
**{{RequiredSkill|Weapon Upgrades|V}}<br />
***{{RequiredSkill|Gunnery|II}}<br />
**{{RequiredSkill|Spaceship Command|V}}<br />
**{{RequiredSkill|Capacitor Management|IV}}<br />
***{{RequiredSkill|Power Grid Management|III}}<br />
<br />
| totaltraintime=63d 9h 37m 40s<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Ishtar Ishtar on Eve Online Wiki]<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 />
One of the best cruiser class ships, the Ishtar can deal some serious damage with drones with a good tank. The Ishtar has the bandwidth to field a full flight of heavy or sentry drones, and it has a 325m3 drone bay, allowing it to carry several different drone flights. Without refitting the Ishtar can deploy sentry drones and snipe, or heavy drones and brawl up close, while carrying light and medium drones to deal with smaller ships. The Ishtar has no bonuses to weapons, so its highs are free to use drone link augmentors, cap warfare, or guns to add DPS.<br />
<br />
The Ishtar is currently one of the most popular kiting ships due to good speed and tank combined with the excellent damage projection native to Sentry Drones. It is widely used in small - medium sized gangs with great success - the kiting fit below is quite standard. The ability to deal damage at good range without using high slots allows you to fit Neuts to combat tacklers that manage to get a grip on you.<br />
<br />
The Aegis release in July 2015 has substantially changed the slot layout of the Ishtar: While previously it had 5 mid and 5 low slots, after the Aegis release these were changed to 4 mid and 6 low slots. This means that previously popular shield fits cannot be used anymore while armor fits gained a buff. Note that any pre-Aegis fits posted below have to be adapted.<br />
<br />
==Skills==<br />
The Ishtar is primarily a drone boat. Since most of its DPS comes from drones, [[Drones#Skills|decent drone skills]] are required to fly the ship to its full potential. Decent drone skills might look like so:<br />
<br />
*{{sk|Drones|V|icon=yes|mult=yes}} - Required to unlock most of the following skills; allows control of 5 drones.<br />
*{{sk|Light Drone Operation|V|icon=yes|mult=yes}} - Required for Tech II light drones; 5% bonus to light drone damage per level.<br />
*{{sk|Medium Drone Operation|V|icon=yes|mult=yes}} - Required for Tech II medium drones; 5% bonus to medium drone damage per level.<br />
*{{sk|Heavy Drone Operation|V|icon=yes|mult=yes}} - Required for Tech II heavy drones; 5% bonus to heavy drone damage per level.<br />
*{{sk|Sentry Drone Interfacing|V|icon=yes|mult=yes}} - Required for Tech II sentry drones; 5% bonus to sentry drone damage per level. <br />
*{{sk|Gallente Drone Specialization|IV|icon=yes|mult=yes}} - Or other racial drone specialization skill. Required for racial Tech II light, medium, heavy, and sentry drones; 2% bonus per level to racial drones requiring this skill.<br />
*{{sk|Drone Interfacing|IV|icon=yes|mult=yes}} - 10% bonus per level to drone damage; a very important skill for maximizing DPS.<br />
*{{sk|Drone Navigation|IV|icon=yes|mult=yes}} - 5% bonus per level to drone max velocity; drone reach targets and return faster.<br />
*{{sk|Drone Sharpshooting|IV|icon=yes|mult=yes}} - 5% bonus per level to drone optimal range; especially important for sentry drones.<br />
*{{sk|Drone Durability|IV|icon=yes|mult=yes}} - 5% bonus per level to drone shield, armor, and hull hit points; drones last longer.<br />
<br />
The Ishtar is difficult to fit without the proper fitting skills. Consider having the following [[Support_Skills#Fitting|fitting skills]] trained:<br />
<br />
*{{sk|Power Grid Management|V|icon=yes|mult=yes}}<br />
*{{sk|CPU Management|V|icon=yes|mult=yes}}<br />
*{{sk|Weapon Upgrades|V|icon=yes|mult=yes}}<br />
*{{sk|Advanced Weapon Upgrades|IV|icon=yes|mult=yes}}<br />
<br />
Finally, the Ishtar is a Tech II ship and should be fitted with a Tech II tank. Depending on your preferred fit, you can use a [[Tanking#Shield_Tanking_Basic_Skill_Summary|Tech II shield tank]] or a [[Tanking#Armor_Tanking_Basic_Skill_Summary|Tech II armor tank]].<br />
<br />
==Fitting==<br />
<!-- Outdated fits based on the old 5 lows, 5 mids setup which no longer works since it's 6 lows, 4 mids now.<br />
<br />
{{ShipFitting<br />
| ship=Ishtar<br />
| shipTypeID=12005<br />
| fitName=Kiting Ishtar<br />
| fitID=Kiting-Ishtar<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Drone Damage Amplifier II<br />
| low2typeID=4405<br />
| low3name=Drone Damage Amplifier II<br />
| low3typeID=4405<br />
| low4name=Drone Damage Amplifier II<br />
| low4typeID=4405<br />
| low5name=Nanofiber Internal Structure II<br />
| low5typeID=2605<br />
| mid1name=Large Shield Extender II<br />
| mid1typeID=3841<br />
| mid2name=Large Shield Extender II<br />
| mid2typeID=3841<br />
| mid3name=Experimental 10MN Microwarpdrive I<br />
| mid3typeID=5975<br />
| mid4name=Warp Disruptor II<br />
| mid4typeID=3244<br />
| mid5name=Adaptive Invulnerability Field II<br />
| mid5typeID=2281<br />
| high1name=Medium Unstable Power Fluctuator I<br />
| high1typeID=16471<br />
| high2name=Medium Unstable Power Fluctuator I<br />
| high2typeID=16471<br />
| high3name=Medium Unstable Power Fluctuator I<br />
| high3typeID=16471<br />
| rig1name=Medium Anti-EM Screen Reinforcer II<br />
| rig1typeID=31724<br />
| rig2name=Medium Core Defense Field Extender I<br />
| rig2typeID=31790<br />
| drone1name=Curator II x5<br />
| drone1typeID=28213<br />
| drone2name=Bouncer II x5<br />
| drone2typeID=28215<br />
| drone3name=Gecko x2<br />
| drone3typeID=33681<br />
| drone4name=Valkyrie II x2<br />
| drone4typeID=21640<br />
| drone5name=Warrior II x1<br />
| drone5typeID=2488<br />
| high4name=open<br />
| charge1name=open<br />
| charge2name=open<br />
| charge3name=open<br />
| charge4name=open<br />
| charge5name=open<br />
| skills=<br />
| showSKILLS=N<br />
| notes=The primary weapon system is the two flights of Sentry Drones. The others are for situations in which Sentries may not be suitable.</li><li></li><li>The Adaptive Invuln is optional, good choices for replacement are an Omni for better Sentry Tracking or a Drone Nav Computer to boost the Mixed flight.</li><li></li><li>You should ALWAYS carry a Mobile Depot in your hold, plus extra drones - literally fill the hold with extra drones. In long roams you will be forced to abandon one or more flights of the Sentries, and it's vital that you can replenish them from your Cargo<br />
| showNOTES=N<br />
| difficulty=1<br />
| warsop=A<br />
| warsopReason=<br />
| version=RUBI 1.0<br />
| showTOC=Y<br />
| shipDNA=12005:2048;1:4405;1:2605;1:3841;1:5975;1:3244;1:2281;1:16471;1:31724;1:31790;1:28213;5:28215;5:33681;2:21640;2:2488;1::<br />
}}{{ShipFitting|<br />
ship=Ishtar|<br />
shipTypeID=12005|<br />
fitName=Exploration|<br />
fitID=Explo-Ish|<br />
high1name=Prototype Cloaking Device I|<br />
high1typeID=11370|<br />
high2name=Core Probe Launcher I|<br />
high2typeID=17938|<br />
high3name=Dual 150mm Prototype Gauss Gun|<br />
high3typeID=7327|<br />
high4name=Dual 150mm Prototype Gauss Gun|<br />
high4typeID=7327|<br />
mid1name=Experimental 10MN Afterburner I|<br />
mid1typeID=6005|<br />
mid2name=Omnidirectional Tracking Link II|<br />
mid2typeID=24438|<br />
mid3name=Relic Analyzer I|<br />
mid3typeID=22177|<br />
mid4name=Data Analyzer I|<br />
mid4typeID=22175|<br />
mid5name=Cargo Scanner I|<br />
mid5typeID=442|<br />
low1name=Drone Damage Amplifier II|<br />
low1typeID=4405|<br />
low2name=1600mm Reinforced Steel Plates II|<br />
low2typeID=20353|<br />
low3name=Medium Armor Repairer II|<br />
low3typeID=3530|<br />
low4name=Damage Control II|<br />
low4typeID=2048|<br />
low5name=Energized Adaptive Nano Membrane II|<br />
low5typeID=11269|<br />
drone1name=Warden I x5|<br />
drone1typeID=23559|<br />
drone2name=Ogre I x5|<br />
drone2typeID=2444|<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=Medium Armor Maintenance Bot I x2|<br />
drone6typeID=23709|<br />
drone7name=Light Armor Maintenance Bot I x1|<br />
drone7typeID=23711|<br />
charge1name=Sisters Core Scanner Probe x8|<br />
charge1typeID=30488|<br />
charge2name=Antimatter Charge M x3000|<br />
charge2typeID=230|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Anti-Explosive Pump I|<br />
rig1typeID=31011|<br />
rig2name=Medium Anti-Explosive Pump I|<br />
rig2typeID=31011|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.1|<br />
shipDNA=12005:7327;2:11370;1:17938;1:442;1:6005;1:22175;1:22177;1:23533;1:2048;1:3530;1:4405;1:11269;1:20353;1:31011;2:2185;5:2456;5:2488;5:23559;5:23563;5:23709;2:23711;1:230;3000:30488;8::|<br />
skills=|<br />
notes=Note that the SOE ships are better suited for exploration, but this fit is still provided for theory purposes.</li><li>Scans while cloaked.</li><li>Select racial drones according to the damage type the enemy is most vulnerable to and according to range (for sentries).</li><li>Use armor maintenance bots to repair damaged drones.</li><li>Guns are for fending off frigates and drawing aggro. Select guns according to taste, as this ship has no particular bonus for any specific type.}}{{ShipFitting|<br />
ship=Ishtar|<br />
shipTypeID=12005|<br />
fitName=PvP Armor Ishtar|<br />
fitID=PvP-Armor-Ishtar|<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=open|<br />
mid1name=Experimental 10MN Microwarpdrive I|<br />
mid1typeID=5975|<br />
mid2name=Fleeting Progressive Warp Scrambler I|<br />
mid2typeID=5441|<br />
mid3name=Fleeting Propulsion Inhibitor I|<br />
mid3typeID=4027|<br />
mid4name=Omnidirectional Tracking Link I|<br />
mid4typeID=23533|<br />
mid5name=Omnidirectional Tracking Link I|<br />
mid5typeID=23533|<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 />
low4name=Drone Damage Amplifier II|<br />
low4typeID=4405|<br />
low5name=Drone Damage Amplifier II|<br />
low5typeID=4405|<br />
drone1name=Hammerhead II x5|<br />
drone1typeID=2185|<br />
drone2name=Ogre II x5|<br />
drone2typeID=2446|<br />
drone3name=Garde II x5|<br />
drone3typeID=28211|<br />
drone4name=Hobgoblin II x5|<br />
drone4typeID=2456|<br />
drone5name=Vespa EC-600 x5|<br />
drone5typeID=23705|<br />
charge1name=Null M x1|<br />
charge1typeID=12785|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Trimark Armor Pump II|<br />
rig1typeID=31059|<br />
rig2name=Medium Anti-Explosive Pump II|<br />
rig2typeID=31017|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.0|<br />
shipDNA=12005:3130;3:4027;1:5441;1:5975;1:23533;2:2048;1:4405;2:11269;1:20353;1:31017;1:31059;1:2185;5:2446;5:2456;5:23705;5:28211;5:12785;1::|<br />
skills=Drones V</li><li>Scout Drone Operation V</li><li>Drone Interfacing IV</li><li>Drone Navigation IV</li><li>Drone Sharpshooting IV</li><li>Sentry Drone Interfacing V</li><li>Gallente Drone Specialization IV</li><li>Heavy Drone Operation V</li><li>Electronic Warfare Drone Interfacing II|<br />
notes=With All Skills at 5: 49.4K EHP, 808 DPS using Ogre IIs, 70k range with Garde IIs, and cap stable at 40%.</li><li>Swapping one of the Drone Damage Amplifiers for a second Energized Adaptive Nano Membrance increased the EHP to 58.9k but decreases the DPS to 691.</li><li>The guns can be swapped to any tech II or meta 4 variant as desired, as the ship has no gun bonuses.</li><li>The empty high slot can be filled with any module of your choice depending on fitting capabilities.}}{{ShipFitting|<br />
ship=Ishtar|<br />
shipTypeID=12005|<br />
fitName=PvE Passive Shield brawler|<br />
fitID=Passive-Shield-Ish|<br />
high1name=Dual 150mm Prototype Gauss Gun|<br />
high1typeID=7327|<br />
high2name=Dual 150mm Prototype Gauss Gun|<br />
high2typeID=7327|<br />
high3name=Dual 150mm Prototype Gauss Gun|<br />
high3typeID=7327|<br />
high4name=Dual 150mm Prototype Gauss Gun|<br />
high4typeID=7327|<br />
mid1name=EM Ward Field II|<br />
mid1typeID=2301|<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=Experimental 10MN Afterburner I|<br />
mid5typeID=6005|<br />
low1name=Drone Damage Amplifier II|<br />
low1typeID=4405|<br />
low2name=Drone Damage Amplifier II|<br />
low2typeID=4405|<br />
low3name=Shield Power Relay II|<br />
low3typeID=1422|<br />
low4name=Shield Power Relay II|<br />
low4typeID=1422|<br />
low5name=Damage Control II|<br />
low5typeID=2048|<br />
drone1name=Garde I x5|<br />
drone1typeID=23561|<br />
drone2name=Ogre I x5|<br />
drone2typeID=2444|<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=Medium Armor Maintenance Bot I x2|<br />
drone6typeID=23709|<br />
drone7name=Light Armor Maintenance Bot I x1|<br />
drone7typeID=23711|<br />
charge1name=Antimatter Charge M x1|<br />
charge1typeID=230|<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 Extender I|<br />
rig2typeID=31790|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.1|<br />
shipDNA=12005:7327;4:2281;1:2301;1:3841;2:6005;1:1422;2:2048;1:4405;2:31790;1:31802;1:2185;5:2456;5:2488;5:23559;5:23561;5:23709;2:23711;1:230;1::|<br />
skills=|<br />
notes=Basic setup for PvE brawling.</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>Guns draw aggro and increase overall dps. Select guns according to taste, as this ship has no particular bonus for any specific type.</li><li>Cap stable only with good skills, or when either guns or AB are not active.}}{{ShipFitting|<br />
ship=Ishtar|<br />
shipTypeID=12005|<br />
fitName=PvP Sniping|<br />
fitID=PvP-Sniping|<br />
high1name=Drone Link Augmentor II|<br />
high1typeID=24427|<br />
high2name=Medium Unstable Power Fluctuator I|<br />
high2typeID=16471|<br />
high3name=open|<br />
high4name=open|<br />
high5name=open|<br />
mid1name=Experimental 10MN Microwarpdrive I|<br />
mid1typeID=5975|<br />
mid2name=Omnidirectional Tracking Link II|<br />
mid2typeID=24438|<br />
mid3name=Omnidirectional Tracking Link II|<br />
mid3typeID=24438|<br />
mid4name=F-90 Positional Sensor Subroutines|<br />
mid4typeID=6160|<br />
mid5name=Conjunctive Magnetometric ECCM Scanning Array I|<br />
mid5typeID=20236|<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 />
low4name=Drone Damage Amplifier II|<br />
low4typeID=4405|<br />
low5name=Drone Damage Amplifier II|<br />
low5typeID=4405|<br />
drone1name=Garde II x5|<br />
drone1typeID=28211|<br />
drone2name=Hobgoblin II x5|<br />
drone2typeID=2456|<br />
drone3name=Hammerhead II x5|<br />
drone3typeID=2185|<br />
drone4name=Vespa EC-600 x5|<br />
drone4typeID=23705|<br />
drone5name=Curator II x5|<br />
drone5typeID=28213|<br />
charge1name=Scan Resolution Script x1|<br />
charge1typeID=29011|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Medium Sentry Damage Augmentor I|<br />
rig1typeID=32083|<br />
rig2name=Medium Sentry Damage Augmentor I|<br />
rig2typeID=32083|<br />
difficulty=2|<br />
warsop=A|<br />
warsopReason=|<br />
version=ODY 1.1|<br />
shipDNA=12005:16471;1:24427;1:5975;1:6160;1:20236;1:24438;2:2048;1:4405;2:11269;1:20353;1:32083;2:2185;5:2456;5:23705;5:28211;5:28213;5:29011;1::|<br />
skills=|<br />
notes=A snipping fit that can project damage to 109 km. The ECCM module can be replaced to taste, but the minimum anount of CPU left without implants limit choices. With implants, a Remote Sensor Dampener might be useful. Updated for Odyssey 1.1.</li><li>As fitted, with all skills at V and before fleet boost, this ship has 37.8 K EHP, flies at 1452 m/s (2056 m/s with MWD overheated) and align in 9.2 s (6.8 s with MWD off). The capacitor is stable.</li><li>Damage varies between 722 dps at 62.8 + 12 km with Garde II sentries to 587 at 109 km (max drone control range) with Curator II sentries.}}{{ShipFitting|<br />
ship=Ishtar|<br />
shipTypeID=12005|<br />
fitName=High-Sec Combat Exploration|<br />
fitID=High-Sec-Combat-Exploration|<br />
high1name=Sisters Core Probe Launcher|<br />
high1typeID=28758|<br />
high2name=Salvager II|<br />
high2typeID=30836|<br />
high3name=Small Remote Armor Repairer II|<br />
high3typeID=26912|<br />
high4name=Small Remote Armor Repairer II|<br />
high4typeID=26912|<br />
mid1name=100MN Afterburner II|<br />
mid1typeID=12068|<br />
mid2name=Large Shield Extender II|<br />
mid2typeID=3841|<br />
mid3name=Large Shield Extender II|<br />
mid3typeID=3841|<br />
mid4name=Omnidirectional Tracking Link II|<br />
mid4typeID=24438|<br />
mid5name=Omnidirectional Tracking Link II|<br />
mid5typeID=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=Drone Damage Amplifier II|<br />
low4typeID=4405|<br />
low5name=Shield Power Relay II|<br />
low5typeID=1422|<br />
drone1name=Garde II x5|<br />
drone1typeID=28211|<br />
drone2name=Ogre II x5|<br />
drone2typeID=2446|<br />
drone3name=Warden II x5|<br />
drone3typeID=28209|<br />
drone4name=open|<br />
drone5name=open|<br />
charge1name=Tracking Speed Script x1|<br />
charge1typeID=29001|<br />
charge2name=Sisters Core Scanner Probe x8|<br />
charge2typeID=30488|<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 />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RUBI 1.0|<br />
shipDNA=12005:26912;2:28758;1:30836;1:3841;2:12068;1:24438;2:1422;1:4405;4:31812;2:2446;5:28209;5:28211;5:29001;1:30488;8::|<br />
skills=|<br />
notes=Fit & walkthrough by JonnyPew:</li><li>http://youtu.be/Af46pFz_sZM</li><li></li><li>able to do all high sec combat sites,</li><li>unrated combat sites, ded rated combat sites}}<br />
--><br />
<br />
==Tactics==<br />
''No sub-article about Ishtar roles or piloting tactics. You can write them here.''<br />
<br />
==Notes==<br />
In Mesopotamian mythology, Ishtar was the goddess of love and war. Also known as [[Astarte]].<br />
<br />
{{ShipsMatrix}}<br />
[[Category:Database]][[Category:Ship Database]][[Category:Heavy Assault Cruisers]]</div>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=War_declarations&diff=80956War declarations2015-03-06T09:30:29Z<p>Wilhelm knicklicht: /* War Declaration Mechanics ('Deccing') */</p>
<hr />
<div><br> War is a game mechanic where corporations and/or alliances can fight in hisec or lowsec space without [[CONCORD]] intervention or security status loss. <br />
__TOC__ <br />
<br />
== War Declaration Mechanics ('Deccing') ==<br />
<br />
To initiate war, a corporation/alliance must pay a fee to CONCORD. To declare war on another corporation/alliance you must have the director or CEO role in your current corporation. Note that NPC corporations cannot initiate or receive a war declaration.<br />
<br />
The CEO or a director of the Corp (Executor Corp for alliance) must open the Corporation interface, go to the Alliances tab (in case of alliance), then view the "Home" tab. At the bottom of the window is button labelled "Declare War". The CEO must push the button and enter the name of the target corporation or alliance, then press search. Once he or she has confirmed the selected alliance is the correct one, war is immediately declared - with no confirmation of the fee.<br />
<br />
Once war is declared, there is a 24-hour startup period where fighting cannot occur, to give both sides a chance to get ready for the war. Once the war is active, there will be a period of one week where any aggression can occur between the two sides without CONCORD intervention. <br />
<br />
=== Costs of wardecs === <br />
Wardec costs at least 50 million isk for a corporation to declare war on another corporation or alliance. The war declaration fee must be in the Master Wallet of the corp wallet.<br />
<br />
The formula for calculating wardec cost is (log2.05831 N)^2 * 300000 * N^0.27, where N is the number of members in the '''target''' corp/alliance. The cost is now the same when declaring on a corporation or an alliance. [http://community.eveonline.com/devblog.asp?a=blog&nbid=42269 (1)] The cost increase is in effect with numbers between 51 and 2000, where, for the latter, it reaches an upper limit of 500 million ISK. [https://wiki.eveonline.com/en/wiki/Wars (2)]<br />
<br />
<!-- This information has long been removed from the Evelopedia page (managed by GMs) and several people ingame have indicated that concurrent wars no longer affect fees. Commenting out until a wiser person can confirm. --~~~~<br />
<br />
This base-cost can be increased by the number of wars you currently have ongoing (where you are the aggressor) and the number of wars the target corporation already has against them. The formula for calculating the cost is B * (N +1) * (W + 1). Where B = Base Price, N = number of wars you currently have, W = number of wars currently against the target corporation. Mutual wars are not considered in the cost calculation. --><br />
<br />
If the receiver of the wardec chooses, they can make the war dec mutual. Mutual wars do not cost the aggressor the usual war weekly fee and won't expire unless the war is manually retracted or the mutual status is revoked. Mutual wars also do not increase the cost of declaring war on other organizations or the cost of an organization declaring war upon your organization.<br />
<br />
=== Ending the War ===<br />
<br />
Wars can end in one of several ways:<br />
* If the week ends without a renewal fee paid for the war, then CONCORD will declare the war invalid. This notification comes in the form of:<br />
<br />
CONCORD invalidates war declared by (Aggressor) against (Defender)<br />
From: CONCORD<br />
Sent: (Date)<br />
CONCORD has declared this war invalid as it breaches one or more articles in the Yulai Convention. <br />
The war will be declared as being over after approximately 24 hours.<br />
<br />
<br />
* War can be surrendered by the offending/defending corporation's CEO or Director. Other side may accept or decline it.<br />
<br />
The surrender option is streamlined (no more meeting in same station) and can involve formal concession of ISK. It also means these entities cannot war dec each other for the next 2 weeks.<br />
<br />
Whichever way a war ends, there will be a 24 hour cooldown period where ''fighting can still occur''. This prevents ending a war to avoid a particular engagement. After this cooldown, normal CONCORD services will resume.<br />
<br />
== University Guidelines during War ==<br />
<br />
EVE University used to maintain a different set of rules during war, which in various iterations were very restrictive to fairly relaxed. Under older mechanics and an E-UNI scope far less than it is today, these were designed to make conflicts as un-fun as possible for the aggressors, and to reduce the number of wardecs that the University received. Probably the most important pages to read are [[Wartime Operations in EVE University]], and the [[Tips For War]] page. Listening to a [[Eve University Class Library#PvP.2C_Fleet_Operations.2C_Fleet_Command.2C_and_Strategy|War 101 class]] and browsing the rest of the wiki is highly recommended.<br />
<br />
== How to Check the Status of a War ==<br />
<br />
Open the corporation window in your [[NeoCom]] and select the Wars tab. Note that fighting can occur 24 hours after the war started and 24 to 25 hours after it is finished (the 'can fight' column shows, if the war is live). <br />
<br />
You can also use the "Show Info" on any given corp/alliance and go to the War tab and you can see the history of finished wars, current wars, and pending wars.<br />
<br />
[[Category:Guides]]<br />
[[Category:War]]</div>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=Interceptors&diff=80414Interceptors2015-02-06T14:31:55Z<p>Wilhelm knicklicht: /* Standard Fleet Interceptor Fittings */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:PvP]]<br />
{{uwc}}<br />
Interceptors (often called "inties" or "'ceptors") are a class of Tech 2 [[frigate]]. They are some of EVE's fastest ships, and they have attributes and bonuses which make them supremely effective [[tackling|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 webifiers 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''' (8.0 AU/s) in EVE, which means they can catch up to any other ship at warp speed, except for speed-fit [[Blockade Runner|blockade runners]] and the [[Leopard]] (which trounces any other ship, at 20 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]]: 5% bonus to Light Missile and Rocket explosion radius and 10% bonus to Light Missile and Rocket max 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<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. It should be noted that CCP altered the Crow's slot configuration in the Oceanus release (September 2014) to remove one lowslot and add one highslot (among other changes to the Crow).<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 (which the Combat inties lack)<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. It should be noted that CCP changed the Raptor's slot configuration in the Oceanus release (September 2014) to remove a highslot and add a midslot (among other changes to the Raptor).<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 />
*{{sk|Thermodynamics|IV}} to allow you to overheat your MWD and point.<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. One option for a fourth midslot is a Sensor Booster, which without a script adds both targeting range and targeting speed (scan resolution). See below.<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 (impossible on some fits) or at least have several minutes of cap running your MWD and point. 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 can hurt. Often your worst enemy will be drones -- cruisers and larger ships often stock light drones for the sole purpose of killing or driving off interceptors. 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 damage you can mitigate with offense is drones. If you are a fleet inty and taking damage from a larger ship, check your overview to ensure that you can see drones, and if they are redboxing you, target and kill them. 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). T2 MSEs are materially better than meta MSEs, but they require considerably more power grid. If you are having fitting problems, consider training additional ranks of Shield Upgrades, which will reduce the power grid fitting requirements of MSEs.<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 (or close), 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, especially to mitigate the resist hole that each racial interceptor has. 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 up to 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. If you are flying an inty and charging straight at a target from a distance rather than spiraling in, you are ignoring one of the ship's principle defensive abilities -- agility -- and are needlessly risking a potentially crippling amount of damage or even a fatal alpha strike. 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. **REPEAT: wandering into scram range = very, very bad for fleet interceptors.** Scrams nearly always portend the destruction of your fleet interceptor. BEWARE! 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. When orbiting a target, avoid being "slingshotted" out of point range. Savvy targets delight in slingshotting.<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 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 />
These are reasonable fits that comply with EVE University Ship Replacement Program requirements, and which beginner to intermediate characters should be able to fit. Guns/Rockets can be added to taste if required. Scrams are included on the crow and stiletto - it is suggested these only be used as the pilot gains more experience, and should at first be used purely defensively - to escape from being scrammed yourself.<br />
<br />
====Ares====<br />
{{ShipFitting<br />
| ship=Ares<br />
| shipTypeID=11202<br />
| fitName=My First Inty<br />
| fitID=My-First-Inty<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=F-89 Synchronized Signal Amplifier<br />
| low2typeID=6296<br />
| low3name=Micro Auxiliary Power Core I<br />
| low3typeID=11563<br />
| low4name=Local Hull Conversion Nanofiber Structure I<br />
| low4typeID=5561<br />
| mid1name=Limited 1MN Microwarpdrive I<br />
| mid1typeID=5973<br />
| mid2name=Warp Disruptor II<br />
| mid2typeID=3244<br />
| mid3name=Medium Shield Extender II<br />
| mid3typeID=3831<br />
| rig1name=Small Polycarbon Engine Housing I<br />
| rig1typeID=31177<br />
| rig2name=Small Anti-EM Screen Reinforcer I<br />
| rig2typeID=31716<br />
| high1name=open<br />
| high2name=open<br />
| high3name=open<br />
| charge1name=open<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=<br />
| showSKILLS=N<br />
| notes=<br />
| showNOTES=N<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=KRON 1.0<br />
| showTOC=Y<br />
| shipDNA=11202:2048;1:6296;1:11563;1:5561;1:5973;1:3244;1:3831;1:31177;1:31716;1::<br />
}}<br />
<br />
<br />
<br />
==== Crow ====<br />
<br />
{{ShipFitting<br />
| ship=Crow<br />
| shipTypeID=11176<br />
| fitName=My First Inty<br />
| fitID=My-First-Inty<br />
| low1name=Nanofiber Internal Structure II<br />
| low1typeID=2605<br />
| low2name=Damage Control II<br />
| low2typeID=2048<br />
| low3name=Nanofiber Internal Structure II<br />
| low3typeID=2605<br />
| mid1name=Medium Shield Extender II<br />
| mid1typeID=3831<br />
| mid2name=Warp Disruptor II<br />
| mid2typeID=3244<br />
| mid3name=Limited 1MN Microwarpdrive I<br />
| mid3typeID=5973<br />
| mid4name=Warp Scrambler II<br />
| mid4typeID=448<br />
| rig1name=Small Ionic Field Projector I<br />
| rig1typeID=31274<br />
| rig2name=Small Anti-EM Screen Reinforcer I<br />
| rig2typeID=31716<br />
| high1name=open<br />
| high2name=open<br />
| high3name=open<br />
| charge1name=open<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=<br />
| showSKILLS=N<br />
| notes=<br />
| showNOTES=N<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=KRON 1.0<br />
| showTOC=Y<br />
| shipDNA=11176:2605;2:2048;1:3831;1:3244;1:5973;1:448;1:31274;1:31716;1::<br />
}}<br />
<br />
==== Malediction ====<br />
<br />
{{ShipFitting<br />
| ship=Malediction<br />
| shipTypeID=11186<br />
| fitName=My First Inty<br />
| fitID=My-First-Inty<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| low3name=Nanofiber Internal Structure II<br />
| low3typeID=2605<br />
| low4name=F-89 Synchronized Signal Amplifier<br />
| low4typeID=6296<br />
| mid1name=Limited 1MN Microwarpdrive I<br />
| mid1typeID=5973<br />
| mid2name=Warp Disruptor II<br />
| mid2typeID=3244<br />
| mid3name=Medium Shield Extender II<br />
| mid3typeID=3831<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Polycarbon Engine Housing I<br />
| rig2typeID=31177<br />
| high1name=open<br />
| high2name=open<br />
| high3name=open<br />
| charge1name=open<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=<br />
| showSKILLS=N<br />
| notes=<br />
| showNOTES=N<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=KRON 1.0<br />
| showTOC=Y<br />
| shipDNA=11186:2048;1:11563;1:2605;1:6296;1:5973;1:3244;1:3831;1:31716;1:31177;1::<br />
}}<br />
<br />
==== Stiletto ====<br />
<br />
{{ShipFitting<br />
| ship=Stiletto<br />
| shipTypeID=11198<br />
| fitName=My First Inty<br />
| fitID=My First Inty<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Nanofiber Internal Structure II<br />
| low2typeID=2605<br />
| low3name=Micro Auxiliary Power Core I<br />
| low3typeID=11563<br />
| mid1name=Limited 1MN Microwarpdrive I<br />
| mid1typeID=5973<br />
| mid2name=Faint Epsilon Warp Scrambler I<br />
| mid2typeID=5443<br />
| mid3name=Medium Shield Extender II<br />
| mid3typeID=3831<br />
| mid4name=Warp Disruptor II<br />
| mid4typeID=3244<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Ionic Field Projector I<br />
| rig2typeID=31274<br />
| high1name=open<br />
| high2name=open<br />
| high3name=open<br />
| charge1name=open<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=<br />
| showSKILLS=N<br />
| notes=<br />
| showNOTES=N<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=KRON 1.0<br />
| showTOC=Y<br />
| shipDNA=11198:2048;1:2605;1:11563;1:5973;1:5443;1:3831;1:3244;1:31716;1:31274;1::<br />
}}<br />
<br />
===Standard Combat Interceptor Fittings===<br />
<br />
Update Pending<br />
<br />
<br />
Some discussion of fits and variations, are available at [http://forum.eveuniversity.org//viewtopic.php?f=129&t=27229 glepp's class thread] please note that this was made prior to the inty re-balance in Kronos, and as such is fairly out of date. <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. Drones are commonly used to counter interceptors and can be particularly dangerous.<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. Since the release of the Kronos patch, and the rebalance of drones, Acolytes have become a threat to tackle frigates as they are often shield fit and lacks resistance for EM. Acolytes are almost as fast as Warriors.<br />
<br />
However, interceptors go so very fast that even those drones 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 and/or Acolytes.<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. The single most important defensive maneuver a newly trained fleet interceptor pilot can make is to manage distance from target and avoid scram range, which ranges from 10 km to significantly more for bonused ships.<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's ships, [http://wiki.eveonline.com/en/wiki/Cruor Cruor], [http://wiki.eveonline.com/en/wiki/Ashimmu Ashimmu] and [http://wiki.eveonline.com/en/wiki/Bhaalgorn Bhaalgorn], 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 (who stays clear of scram range) 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>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=Interceptors&diff=80413Interceptors2015-02-06T14:30:00Z<p>Wilhelm knicklicht: /* Standard Fleet Interceptor Fittings */</p>
<hr />
<div>[[Category:Guides]]<br />
[[Category:PvP]]<br />
{{uwc}}<br />
Interceptors (often called "inties" or "'ceptors") are a class of Tech 2 [[frigate]]. They are some of EVE's fastest ships, and they have attributes and bonuses which make them supremely effective [[tackling|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 webifiers 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''' (8.0 AU/s) in EVE, which means they can catch up to any other ship at warp speed, except for speed-fit [[Blockade Runner|blockade runners]] and the [[Leopard]] (which trounces any other ship, at 20 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]]: 5% bonus to Light Missile and Rocket explosion radius and 10% bonus to Light Missile and Rocket max 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<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. It should be noted that CCP altered the Crow's slot configuration in the Oceanus release (September 2014) to remove one lowslot and add one highslot (among other changes to the Crow).<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 (which the Combat inties lack)<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. It should be noted that CCP changed the Raptor's slot configuration in the Oceanus release (September 2014) to remove a highslot and add a midslot (among other changes to the Raptor).<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 />
*{{sk|Thermodynamics|IV}} to allow you to overheat your MWD and point.<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. One option for a fourth midslot is a Sensor Booster, which without a script adds both targeting range and targeting speed (scan resolution). See below.<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 (impossible on some fits) or at least have several minutes of cap running your MWD and point. 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 can hurt. Often your worst enemy will be drones -- cruisers and larger ships often stock light drones for the sole purpose of killing or driving off interceptors. 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 damage you can mitigate with offense is drones. If you are a fleet inty and taking damage from a larger ship, check your overview to ensure that you can see drones, and if they are redboxing you, target and kill them. 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). T2 MSEs are materially better than meta MSEs, but they require considerably more power grid. If you are having fitting problems, consider training additional ranks of Shield Upgrades, which will reduce the power grid fitting requirements of MSEs.<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 (or close), 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, especially to mitigate the resist hole that each racial interceptor has. 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 up to 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. If you are flying an inty and charging straight at a target from a distance rather than spiraling in, you are ignoring one of the ship's principle defensive abilities -- agility -- and are needlessly risking a potentially crippling amount of damage or even a fatal alpha strike. 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. **REPEAT: wandering into scram range = very, very bad for fleet interceptors.** Scrams nearly always portend the destruction of your fleet interceptor. BEWARE! 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. When orbiting a target, avoid being "slingshotted" out of point range. Savvy targets delight in slingshotting.<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 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 />
These are reasonable fits that should comply with EVE University SRP program, and which beginner to intermediate characters should be able to fit. Guns/Rockets can be added to taste if required. Scrams are included on the crow and stiletto - it is suggested these only be used as the pilot gains more experience, and should at first be used purely defensively - to escape from being scrammed yourself.<br />
<br />
====Ares====<br />
{{ShipFitting<br />
| ship=Ares<br />
| shipTypeID=11202<br />
| fitName=My First Inty<br />
| fitID=My-First-Inty<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=F-89 Synchronized Signal Amplifier<br />
| low2typeID=6296<br />
| low3name=Micro Auxiliary Power Core I<br />
| low3typeID=11563<br />
| low4name=Local Hull Conversion Nanofiber Structure I<br />
| low4typeID=5561<br />
| mid1name=Limited 1MN Microwarpdrive I<br />
| mid1typeID=5973<br />
| mid2name=Warp Disruptor II<br />
| mid2typeID=3244<br />
| mid3name=Medium Shield Extender II<br />
| mid3typeID=3831<br />
| rig1name=Small Polycarbon Engine Housing I<br />
| rig1typeID=31177<br />
| rig2name=Small Anti-EM Screen Reinforcer I<br />
| rig2typeID=31716<br />
| high1name=open<br />
| high2name=open<br />
| high3name=open<br />
| charge1name=open<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=<br />
| showSKILLS=N<br />
| notes=<br />
| showNOTES=N<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=KRON 1.0<br />
| showTOC=Y<br />
| shipDNA=11202:2048;1:6296;1:11563;1:5561;1:5973;1:3244;1:3831;1:31177;1:31716;1::<br />
}}<br />
<br />
<br />
<br />
==== Crow ====<br />
<br />
{{ShipFitting<br />
| ship=Crow<br />
| shipTypeID=11176<br />
| fitName=My First Inty<br />
| fitID=My-First-Inty<br />
| low1name=Nanofiber Internal Structure II<br />
| low1typeID=2605<br />
| low2name=Damage Control II<br />
| low2typeID=2048<br />
| low3name=Nanofiber Internal Structure II<br />
| low3typeID=2605<br />
| mid1name=Medium Shield Extender II<br />
| mid1typeID=3831<br />
| mid2name=Warp Disruptor II<br />
| mid2typeID=3244<br />
| mid3name=Limited 1MN Microwarpdrive I<br />
| mid3typeID=5973<br />
| mid4name=Warp Scrambler II<br />
| mid4typeID=448<br />
| rig1name=Small Ionic Field Projector I<br />
| rig1typeID=31274<br />
| rig2name=Small Anti-EM Screen Reinforcer I<br />
| rig2typeID=31716<br />
| high1name=open<br />
| high2name=open<br />
| high3name=open<br />
| charge1name=open<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=<br />
| showSKILLS=N<br />
| notes=<br />
| showNOTES=N<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=KRON 1.0<br />
| showTOC=Y<br />
| shipDNA=11176:2605;2:2048;1:3831;1:3244;1:5973;1:448;1:31274;1:31716;1::<br />
}}<br />
<br />
==== Malediction ====<br />
<br />
{{ShipFitting<br />
| ship=Malediction<br />
| shipTypeID=11186<br />
| fitName=My First Inty<br />
| fitID=My-First-Inty<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Micro Auxiliary Power Core I<br />
| low2typeID=11563<br />
| low3name=Nanofiber Internal Structure II<br />
| low3typeID=2605<br />
| low4name=F-89 Synchronized Signal Amplifier<br />
| low4typeID=6296<br />
| mid1name=Limited 1MN Microwarpdrive I<br />
| mid1typeID=5973<br />
| mid2name=Warp Disruptor II<br />
| mid2typeID=3244<br />
| mid3name=Medium Shield Extender II<br />
| mid3typeID=3831<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Polycarbon Engine Housing I<br />
| rig2typeID=31177<br />
| high1name=open<br />
| high2name=open<br />
| high3name=open<br />
| charge1name=open<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=<br />
| showSKILLS=N<br />
| notes=<br />
| showNOTES=N<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=KRON 1.0<br />
| showTOC=Y<br />
| shipDNA=11186:2048;1:11563;1:2605;1:6296;1:5973;1:3244;1:3831;1:31716;1:31177;1::<br />
}}<br />
<br />
==== Stiletto ====<br />
<br />
{{ShipFitting<br />
| ship=Stiletto<br />
| shipTypeID=11198<br />
| fitName=My First Inty<br />
| fitID=My First Inty<br />
| low1name=Damage Control II<br />
| low1typeID=2048<br />
| low2name=Nanofiber Internal Structure II<br />
| low2typeID=2605<br />
| low3name=Micro Auxiliary Power Core I<br />
| low3typeID=11563<br />
| mid1name=Limited 1MN Microwarpdrive I<br />
| mid1typeID=5973<br />
| mid2name=Faint Epsilon Warp Scrambler I<br />
| mid2typeID=5443<br />
| mid3name=Medium Shield Extender II<br />
| mid3typeID=3831<br />
| mid4name=Warp Disruptor II<br />
| mid4typeID=3244<br />
| rig1name=Small Anti-EM Screen Reinforcer I<br />
| rig1typeID=31716<br />
| rig2name=Small Ionic Field Projector I<br />
| rig2typeID=31274<br />
| high1name=open<br />
| high2name=open<br />
| high3name=open<br />
| charge1name=open<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=<br />
| showSKILLS=N<br />
| notes=<br />
| showNOTES=N<br />
| difficulty=0<br />
| warsop=A<br />
| warsopReason=<br />
| version=KRON 1.0<br />
| showTOC=Y<br />
| shipDNA=11198:2048;1:2605;1:11563;1:5973;1:5443;1:3831;1:3244;1:31716;1:31274;1::<br />
}}<br />
<br />
===Standard Combat Interceptor Fittings===<br />
<br />
Update Pending<br />
<br />
<br />
Some discussion of fits and variations, are available at [http://forum.eveuniversity.org//viewtopic.php?f=129&t=27229 glepp's class thread] please note that this was made prior to the inty re-balance in Kronos, and as such is fairly out of date. <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. Drones are commonly used to counter interceptors and can be particularly dangerous.<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. Since the release of the Kronos patch, and the rebalance of drones, Acolytes have become a threat to tackle frigates as they are often shield fit and lacks resistance for EM. Acolytes are almost as fast as Warriors.<br />
<br />
However, interceptors go so very fast that even those drones 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 and/or Acolytes.<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. The single most important defensive maneuver a newly trained fleet interceptor pilot can make is to manage distance from target and avoid scram range, which ranges from 10 km to significantly more for bonused ships.<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's ships, [http://wiki.eveonline.com/en/wiki/Cruor Cruor], [http://wiki.eveonline.com/en/wiki/Ashimmu Ashimmu] and [http://wiki.eveonline.com/en/wiki/Bhaalgorn Bhaalgorn], 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 (who stays clear of scram range) 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>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=Tips_and_Tricks&diff=80027Tips and Tricks2015-01-23T09:56:36Z<p>Wilhelm knicklicht: /* Drone Usage */</p>
<hr />
<div>[[Category:Guides]]<br />
This page lists miscellaneous tips and tricks discovered by unistas which don't merit a more in-depth write-up.<br />
<br />
== Starting Out ==<br />
* Focus- A key to EVE is getting a skill, or set of skills, trained up to level 4 or 5. Level 4 is typically a 20% bonus over no skill - with 3 or 4 overlapping skills you may have a 40-50% advantage (or disadvantage).<br />
* Learn to fly a ship well, meaning figure out what it is designed for and train the skills & learn the gear that makes it fly well. The skills and technique you learn then transfers to your next ship. All ships (other than noob) have a role to play so you'll be back in this hull - understand it. And it is more fun doing something well.<br />
* Check out the fits for each race on the front page of the Uniwiki (lower section of main page) - these are great general purpose fits. Then go to the Uni Forum and look at other fits. Tip: Use Advanced Search, Keyword= {Shipname}, Search in Forums 'PVP | PVE Ship Loadouts', Search Within 'Topic Titles Only', Display Results as 'Topics'. This gives you a list of excellent discussions for the ship you're interested in and WHY the fits are what they are with alternatives.<br />
* Get your defensive skills up - these work across every hull you fly. Great offense is useless if you're into hull damage in seconds. The easiest way to do this is use Certificates and get your Core & Defense skills to Standard. Then branch off into other areas of interest. Read up on armor vs shield tanking and understand when each is appropriate (start with what a ship is designed for).<br />
* When missioning, go to Missions.e-uni chat and ask if anyone has a spider or locust fleet you can join. These fleets are fun and you learn with no pressure how to participate in fleets and share in the work and reward. This gives you access to much higher reward agents and ISK potential than solo missioning.<br />
* Just like learning a ship, learn the weapon systems you like. If you're into drones and drone boats train up the related skills. The weapon system will be much better in accuracy, damage and distance with the appropriate skills. For example with Drones, train up Drone V first. Don't stop at 4, that fifth drone is 25% more damage and Drones V is a prerequisite for Drone Interfacing and Sharpshooting. Get those next along with Drone Durability and Navigation to 3 or 4. You'll be far more effective and have more fun! If you focus you can quickly get excellent skills - if you jump around between drones, lasers, projectiles, and turrets you'll stay basic or average for a long time (and be frustrated in PvE and PvP).<br />
* During e-Uni wars and/or lockdowns, consider training up an Alt character for a specialty; mining, hauling, trading, PI. You can do this with your primary but with an Alt when your primary can't (or you don't want to) fly, your Alt can. Your Alt doesn't have to be (and usually isn't) in the Uni, so it can fly when your main character can't.<br />
* Get and use EveMon (for planning your skill training) and EVE Fitting Tool (EFT) (for planning your ship fits).<br />
* Really explore the Uni wiki and forum. It is simply amazing the breadth and depth of info fellow Unistas have put here. A lot of true labors of love. <br />
* Have fun! Ask questions. Join Fleets (not just PvP but mining and missioning too!). <br />
<br />
== Traveling ==<br />
* When traveling lowsec frequently, especially in a hauler, keep warp core stabilizers in your cargo to refit if needed. Remember this wont help you escape Heavy Interdictor ships which are often used for gatecamps.<br />
* ALWAYS keep local chat separated from the other chat windows and stretched top-to-bottom on your screen. This allows you to see pirates and wartargets appear more obviously, giving you vital seconds to make decisions. In crowded systems, set names without pilot pictures to fit more and press ctrl-a in the name list to highlight existing names and quickly spot newcomers.<br />
* Be wary of your security status. If it falls below certain levels then Faction Police may shoot you if you enter a high enough security system. E.g. Sec status -2.0 or below means you will be shot in systems with sec status 1.0-0.9. Sec status of -5 or lower means you are kill on sight to everyone. Train diplomacy to remedy this a little.<br />
<br />
=== Autopilot ===<br />
* Don't autopilot in low-sec or 0.0, or even in highsec if you are carrying something valuable -- nothing attracts pirates and suicide gankers faster than a ship that shows up 15k from a gate and heads for the gate at normal speed.<br />
* If you set the route to a system, the next stargate on the route will show up in yellow, so you can find it easily. (If you take a different gate, the autopilot will re-route automatically.)<br />
* If you autopilot in a heavy ship, the time spent approaching gates from the 15km warp-in point can begin to dominate your travel times. Try fitting Overdrives to reduce this time. Alternatively, fitting Inertia Stabilizers will give your ship less of a speed boost, but will improve align times on the other side of the gate.<br />
<br />
=== Bookmarks ===<br />
* Leave a cheap item at stations you visit frequently. This will turn your assets tab (available on the left of the screen) into a handy collection of bookmarks.<br />
* Make safe spots and bookmarks everywhere you regularly go, especially in lowsec and nullsec. Tired of the masses of bookmarks cluttering your People & Places window? Make separate folders for them. Right click this folder heading to get a window just with your bookmarks for ultra quick navigation.<br />
* Insta-undock bookmarks are perfect for getting large ships, or ships carrying very high value items, out of the Jita 4-4 station without getting bumped all over the place (or scanned). <br />
* If you use a bookmark a lot, and want it near the top of the folder, edit its name and put “ #” in front of it (“space” then “hash”), this will then push it to the top of all the other bookmarks<br />
* An easy way to create safe spot bookmarks is to run some security missions in the system you need bookmarks in. If the missioning complex is at least 14AU (directional scanner range) away from all gates, bookmark it. At that spot, you will be safe from d-scan (but not combat probes).<br />
<br />
=== Cloaking ===<br />
* When you come through a jump gate, you're cloaked for 60 seconds, or until you move. If you jump into trouble, pause a few seconds to analyze your situation, let the panic subside, and decide what to do.<br />
* If you have a cloaking device and you're in unfriendly territory you can minimize visibility by doing the following: 1. Jump through gate and pick destination to warp to. 2. Align to destination then immediately hit your cloak. Once aligned then warp off. (Some techniques use a burst of AB or MWD as well.)<br />
<br />
== Salvaging ==<br />
<br />
* Destroyer class ships make great salvaging ships. Many are able to fit 4 salvagers and 4 tractor beams. Good cargo space as well. Now that small rigs are affordable, make use of them!<br />
* If the wrecks are in large clumps many kilometers apart, clear one clump and bookmark the next set of wrecks, then warp away and warp back to the bookmark you just made -- saving you from having to slowboat all the way.<br />
:This works really well if the mission had multiple rooms since the warp point you can use is close by.<br />
* Despite detailing in their description that they are for pulling in cargo containers, tractor beams '''CAN''' pull in wrecks also. Indeed, pulling in wrecks is the reason you want them. The description is left over from a previous release of EVE.<br />
* Remember you can also bookmark mission locations, allowing you to hand in the mission and return to the wrecks, especially if you're running low on time for the bonus reward. If you're salvaging a level 4 when stuff is very far apart i.e. over 30-40+km then a MWD is a good idea. For anything less, you might find yourself overshooting your targets, as the mwd cycle has to complete. Make sure you bookmark every room in the mission if you want to do it this way, as warpgates vanish when you hand in the mission.<br />
* While you are salvaging with tractor beams, you can drag the wrecks behind you and salvage them at the same time while you travel towards another wreck that's outside tractor beam range. This saves time.<br />
* Use your tactical overview (one of the buttons on the left side of the HUD) to plot an efficient course through the wreck field rather than just moving to the closest wreck.<br />
* If you are in a large wreck field you can jettison a can (right-click on an object in your cargo hold and jettison) and use a tractor beam to haul it behind you. You can dump the loot into the can as you go. When done, bookmark the can's location and come back in a hauler to get it all.<br />
* Once you have saved up some ISK, getting a Noctis will make salvaging a snap, with a bonus to tractor beam range and speed you can pull in wrecks from as much as 70 km away. For more on salvaging see: http://wiki.eveuniversity.org/Guide_To_Salvaging<br />
<br />
== Hauling ==<br />
* You can fit an improved cloaking device to your hauler for some added security during wormhole ops. Ask the miners to drop the can some distance from the asteroid belt, and stay between 2000 and 2500 m from the can in the direction that you want to warp to. If trouble arises and you don't think you have time to align and warp out (or you're bubbled), you can instantly activate the cloak and head away from the belt in an open direction. The loot you save may even pay for all those dead Retrievers!<br />
<br />
* [[Using EVE-Central to haul profitably|Use EVE-Central.com to haul more profitably]].<br />
<br />
* Beware of [[Known_pirate_systems|pirates!]]<br />
<br />
== Exploration/Wormholes ==<br />
* Learn how to use probes quickly with the help of [http://www.youtube.com/watch?v=heYfTA00Idg this video].<br />
<br />
== Market ==<br />
* Don't rush. <br />
* Use the scroll wheel on the mouse to adjust orders by 0.01 ISK.<br />
* Try to avoid updating your buy/sell orders at the same time each day. This keeps your competitors guessing. <br />
* If possible, leave your trade character logged on at all times. That way, if you are added to your competitor's address book, they'll never know when you log on and off.<br />
* When buying from contracts '''read''' what you are actually paying for. Don't be the fool that loses all his money because he didn't '''read''' the contract's contents and the number of '''zeros''' in the price.<br />
* When buying set market to Region (top left corner), and go to the settings tab and tick the box to avoid low-sec and/or 0.0 systems if this helps.<br />
* Setting up buy orders for items you don't need right away will save lots of ISK over time.<br />
* Remember, you don't need to sell straight away. If you set up a sell order for a 1000 items of x, and someone decides to sell the item at a stupidly low price, don't jump in and change your order to beat him. It might not sell this week, but it will eventually, and you will make much more ISK. <br />
* When setting the range on your buy orders, check to see how far away the nearest lowsec system is. If you don't want to go to lowsec to pick stuff up, set the buy range accordingly.<br />
* A day of very high volume or a trade at a very high price can cause the market graph's axes to adjust, making it difficult to read. Use the "Show Table" button below the graph to display the same data in table format.<br />
* The relationship of the median price (yellow dots on the graph) to the day's high and low prices gives you a clue about the flow of the trades, whether the action is mainly selling (median is close to day's high) or buying (median close to day's low), assuming there is no overlap between the high buy order and the low sell order. In particular, for items that are dropped as mission loot but are not very useful (i.e. energy vampires) there will only be action on the your buy side (that is, you will only be able to buy them, not sell). If you want to buy these (and don't plan on trucking them extra-regionally), make sure you only pay up to the salvage value.<br />
* Playing the .01 ISK game benefits people who like to play it. You don't have to play if you don't want to. Feel free to drastically slash sell orders or raise buy orders. However, unless you change the prices very dramatically you will get .01 ISK'ed just as quickly anyway. The only thing you have done in this case is make less ISK. Consider selling to buy orders or buying from sell orders if you need to buy/sell quickly.<br />
* You can easily tell which buy/sell orders are yours by going to the market and selecting the "Settings" tab. Then check the option "mark my orders". All your orders will now show with blue highlighting. <br />
* Be very, very careful typing your prices! Don't skip that decimal point!<br />
* Shift + sell item/buy item opens the advanced sell/buy menu.<br />
<br />
== Mining ==<br />
<br />
* When you first warp to an asteroid belt you may be up to 70-80 kilometers away from the rocks. Bookmark an asteroid, then warp out and back to the bookmark to save time getting to mining range.<br />
* If you have a really long belt, you may save time by warping between two sets of asteroids >150km from each other when changing rocks, rather than slowboating to the next asteroid.<br />
* Crawling to a new spot in a belt is slow. It's faster to warp to a different belt. Save time later by bookmarking 2 or 3 places in each belt and building up a bookmark list for all the belts in the system.<br />
* Use MLU's - Mining Laser Upgrades<br />
* Have your mining drones go to the nearest rock you want to mine. Get as close to it as possible as they have to include travelling time there and back and are a lot slower than other drones.<br />
* Don't mine someone else's rock, not only is it rude if you don't know them but if you are in a group it is terribly inefficient as when the roid is close to popping whoever's lasers finish first will pop the roid and get all the ore. Anyone else mining the same roid will get nothing, wasting up to 3 minutes. Use "Look at" before you lock on. Also this applies to solo mining, mine different roids with each laser.<br />
<br />
== Missioning ==<br />
* Drone users: Make sure you have all the NPCs in a given group locking/attacking you before you launch your drones. Yellow boxes around thier icons indicate you are locked by them and red boxes mean you are being attacked. Aggro can shift away from you afterward depending on DPS and Ewar. Mission NPCs hate Electronic warfare even more than DPS so using Target Painters and Webs can help maintain aggro but is not a guarantee. If your drones get aggro, return them to drone bay and then wait for the ships to redbox you again before launching them. Refer to [http://eve-survival.org/wikka.php?wakka=MissionReports EVE-Survival] for info on spawn triggers and the possibility of drones attracting the attention of other NPC groups.<br />
* Check yourself before you wreck yourself. Look at the mission before accepting it: note the rat type (telling you [[NPC Damage Types|what ammo to use and resists to fit]]).<br />
* Usually, it's best to concentrate all your fire on one target rather than spreading it out, as this eliminates incoming DPS quickest. <br />
* To get initial aggro from an NPC, you don't have to actually hit it. Lock the NPC and fire a shot. It might take some time for it to respond to your aggression but the NPC will come to you. <br />
* Train up salvaging as soon as possible -- salvage can double your mission profit, and a team running high-level missions with a dedicated salvager can be much more profitable and safe than a solo missioner.<br />
* Remember courier and mining missions: you can work up your standing just fine without shooting anything!<br />
* Destroy small ships at range first, they can generally dish out damage but can't take it. NPC battlecruisers and destroyers in particular deal large amounts of damage for their size and can't take very much. Battleships, however, absorb a lot of damage, and deal damage that can be avoided more easily with speed.<br />
* If your tank is being broken in a mission, especially if you're using undersized ships for the mission, move. Even if your battlecruiser doesn't move fast, moving makes it that much harder for the 10 battleships orbiting to hit you, and can sometimes pull your tank back up.<br />
* T1 Exploration ships (particularly the Amarr Magnate) make excellent L1 and L2 Distribution mission ships. They travel faster than T1 industrial ships and have generous cargo bays.<br />
<br />
=== Safety ===<br />
* '''Never''', ever fall asleep when doing a mission (a "quick mission" before bed after a heavy night boozing is a bad idea). You will lose your faction fitted CNR etc.<br />
* Check the location of the encounter and right click it and set destination. Bring up the map and you can see what kind of space you will be traveling through.<br />
* If the situation looks bad, align to celestial or safe spot, warp out if it gets worse.<br />
* Do not align to the start of the mission bookmark. You can't warp to it, and you'll look very foolish when you try and end up in a capsule.<br />
<br />
=== Ships and Fitting ===<br />
* Fly a ship size appropriate for the mission. Lvl 1 - frigates, Lvl 2 - cruisers, lvl 3 - battlecruisers, lvl 4 - battleships.<br />
* If you have the choice between light drones and medium drones and can't take both, always go for light drones. They can eliminate Warp scrambling frigates and webbing frigates much faster, which is critical if you need to do an emergency warp out to save your expensive battleship. They also will not draw aggro from larger ships. <br />
* Buy a hull repairer when you move up from frigates. Keep it in your cargo bay and if you hit structure during a mission warp out, dock locally, fit it, undock and use it to repair your ship, saving you station repair bills. Remember to swap it back out before going back to the mission!<br />
* Long range weapons are generally better for security missions than their short range counter-parts. Why? Because they give you the ability to eliminate lots of enemies before they get into their range, thus maintaining your tank more easily.<br />
<br />
=== Fleets ===<br />
* Aways make sure to ask before sharing mission rewards. Not everyone wants standings increases. Having no standings toward specific corps/factions has it's benifits (like E-Uni's Jumpclone services) and once you gain standings there is no way to undo it.<br />
* If you mission in a fleet with somebody else and share the rewards, you'll get standings increases with that corporation. This can save you some grinding, as a couple of shared L3 or L4 missions will give the same increase as many more L1 or L2 missions. Many Uni missioners will be happy to have you come in with a salvage destroyer and do the salvaging on a shared basis, if you're not up to taking on L4 combat yet. <br />
* Similarly, the E-Uni missioning channel runs [[Mission Fleet (Spider)|spider fleets]] -- you join and run missions solo, but share the profits and standings with other Uni mission-runners. That can get you standings with corporations you couldn't access otherwise.<br />
<br />
<br />
=== Saving Time ===<br />
* Consider keeping a short summary of the missions your agent regularly gives you in your notepad. Important info : damage types/resists/webs/scrams/difficulty etc. Once you have them all, this can save a lot of time alt-tabbing if you're a full-screen user.<br />
* After training Social to 3 and Connections to 3 you can almost instantly access L2 agents without the need to grind lots of L1 missions. <br />
* On courier missions, always check twice before undocking to make sure you have transferred the courier items from your hangar to your hold.<br />
* Always check you have accepted the mission before undocking.<br />
<br />
==Combat Techniques==<br />
* During encounter missions, take advantage of the fact you can centre your view over the enemy and look from behind them. double clicking in the direction they are travelling in is now easy as your view is locked on the enemy. Repeatedly clicking in the direction he is travelling will constantly change your direction to match his, minimising the angular velocity and increasing your chances of good hits. (Works best with large/medium guns against large/medium rats)<br />
* When buying ammo make sure you look at its attributes to check its range bonuses and damage type(s), until you learn which ammo does what.<br />
* Learn to use your size and speed to your advantage. Orbiting a target fast and close will mitigate a lot of damage and allow you to beat ships much larger than you.<br />
* Learn manual piloting. Double click in space to fly. The orbit command AI is very exploitable and by piloting manually you can close on or get away from a faster ship which is using the AI.<br />
'''Interceptors''': <br />
* Fly tech 1 frigates for a few months before you step into an interceptor hull. Once you fly a tech 1 frigate well, you should be able to fly an interceptor well.<br />
* There are two kinds of interceptor: tackling and dogfighting. Tackling 'ceptors should always be speed fit and should try to stay out of heavy neut range. They have bonuses to disruptor range. Dogfighting interceptors should focus on tank and damage output before tackle.<br />
* Don't be afraid of warping off, and know what you can and can't handle. Call out your points and make sure your FC knows if you need to get out.<br />
* If you are attacked by Warriors (the fast-moving Minmatar light drone), don't freak out. You can survive them for a while before you need to get out. Neuts and scrams, however, can ruin your day.<br />
* Never '''ever''' directly approach anything. Always approach at an angle, otherwise you will die. You should be manually piloting a lot of the time anyway.<br />
<br />
==PVP/Low/NullSec==<br />
* Choose your fights carefully. In pvp space you are a shark or a fish. If you can't avoid the sharks, then you are food. Learn safespots, gate scouting and safe undocks.<br />
* Use your directional scanner to be aware of your surroundings (what ships are out in space) and to locate ships on belts, stations, and gates to either fight or avoid.<br />
* Rat in lowsec or nullsec. Not for money, but to learn how to not be shark food while still being being able to do something undocked. <br />
* When roaming, check the Starmap and set the statistics to "Average pilots in space in the last 30 minutes." This will let you know how many pilots have been flying around in each system. Avoid choke-points (high-sec to low-sec or low-sec to null-sec) with a large number of pilots in space, as it may indicate a gate camp. You may also use the Starmap in this mode to look for a route with active pilots to engage in PvP.<br />
* If you jump into a gatecamp, don't panic. You have some time before uncloacking to react. One tactic to escape is to actually burn back to the gate. This makes it so that if the campers agress, they will not be able to jump back through the gate immediately to chase you. Obviously you should only do this if you think you can tank the incoming damage for the burn back to the gate (15km).<br />
* Always overheat your offensive modules before a fight, especially scrams and webs. You may overheat by shift-clicking on the module. Overheating your scram and webs gives you a bonus in the optimal distance and may be the edge you need to get the target pointed. After you have your target under your grasp, you can stop overheating the those modules and overheat the guns for additional damage.<br />
* Bookmark locations you use regularly - e.g at least 170km+ above (and/or below) gates you use/camp frequently, to allow you to warp up to it and back to the gate as you wish, yet remain on grid to see what’s happening. These are especially useful on 0.0 gates that lead to empire. These bottle neck systems are often camped and bubbled: if you arrive in system and there’s no obvious bubble on the gate but there ''are'' reds or neutrals in system, don’t warp directly to the next gate! Instead, warp to your bookmark 180km above it, this will stop you being ‘sucked’ into a warp bubble directly behind the gate and will allow you time to see if you should fight, run or just warp down to the gate and continue your journey. These bookmarks are also great for cloaky ships to sit at and give intel on general traffic or the enemy. <br />
* “Insta-undock bookmarks” are great for haulers/BS's, use them. If in 0.0/lowsec try to not use the same insta-undock bookmark all the time – especially if the system is near a war front and has a few ‘reds’ in local, as one day someone might work out where you land, and will be waiting for you the next time you undock! Use a small fast ship to make these at a distance of at least 400km from the station - for safety they should not be on the same grid as the station you left from. <br />
* During roams or when moving through unfamiliar hostile space, every now and then link your present location (drag the triangle that is next to the upper left system name) into your private player channel and hit return. After a while you'll have a perfect note of the reverse route home or to safety if things go pear-shaped, you'll also be able to guide your corp mates home if things get a little chaotic and the FC gets podded (lol). <br />
* A very basic cyno alt: (use a fresh character) They need to be able to fly any race's frigates, as you never know what will be for sale in 0.0/lowsec, and this will require only racial frigate to level 3 for each race. Also you will have to be able to use and fit a Cynosural Field Generator, I recommend Cynosural field theory to L3 to allow 2 cynos worth of fuel in a frigate. FYI: 350 units of Liquid Ozone (LO) per cyno at L3, this equals 700 LO for 2 cynos, and 700 LO takes up 280m3 cargo space)<br />
* For a much better cyno alt: (still use a fresh character) You can get a Cyno using alt that can cloak and use a MWD I with cap recharger I, The cloak is invaluable if you are doing a mid point cyno in the middle of nowhere, you can just get in position and cloak up until needed. If you train this 'better' cyno alt AND train for a bit of extra agility/speed too, you have a very useful and expendable character that will be able (with a bit of practice) get almost anywhere you need a cyno-guy to be put! And as a bonus you will still be well under the 800,000 skill point limit for needing to purchase medical clones every time you get pod killed (it happens sometimes - you just have to get used to this). Overall the benefits of having a cyno character far outweigh the training time used up.<br />
<br />
==Modules/Rigs==<br />
* Different versions of standard laser crystals (Multifrequency, Gamma, X-Ray, Ultra, STD, etcetera) all have different capacitor modifiers. If you're barely capstable with Standard crystals, you won't be stable with Multifrequency. <br />
* You have to stop firing your guns before you can group them. You can group in the fitting screen, or whilst in space. <br />
* You have to stop firing your guns to change ammo types during a combat situation, for example changing from short range to long range ammo or vice versa.<br />
* Thermodynamics is a skill worth getting if you intend on PVP. Rightclick show info on a module to find out the potential increase in performance if the module is overheated. e.g. you may be able to increase warp scram range by 5km and surprise your enemies. (See [[Overloading|here]] for more on overheating.)<br />
* Overheating modules causes heat damage to them. They can be repaired in a station with the standard repair bay, or with Nanite Repair Paste in space. Once completely burned they can only be repaired in a station.<br />
* Modules installed next to a module you are overheating will also be damaged. Make sure to put overheatable modules next to not overheatable modules to mitigate heat damage.<br />
<br />
== Overview ==<br />
* Set up your overview according to the [[Overview Guide]].<br />
* Hold the CTRL key and left click on an entry in your overview to target it.<br />
* Holding CTRL will also freeze the overview so things don't change position. This is useful for making sure you click the right thing in busy situations.<br />
* Double-clicking on something in your overview will tell your ship to approach it. This only works with things that are on-grid with you.<br />
* Export your overview! Just do it now! Save in safe spot. Overviews are notoriously frustrating to reconfigure if you lose your settings. <br />
* You can zoom like a telescope to any location on your screen, just hold down right click and look at the area you want to zoom into, then hold down both mouse buttons and move the mouse up and down to zoom. (Start at bottom of screen for maximum control. With practice, you can see targets over 100km away giving a lovely movie-action shot of your guns pounding the enemy.)<br />
* Moving stacks of things around your hangar or ship's cargohold etc : SHIFT + drag will bring up a box allowing you type a number to split out.<br />
* Hit ESC and check out the options window. There are lots of options you can fiddle with, for example an option that allows windows to be immovable if pinned.<br />
* An especially handy option to give a visual representation of the session change timer is available under general settings in the ESC menu.<br />
<br />
== Drone Usage ==<br />
* The commands "All Drones: Engage", "All Drones: Return & Orbit" and "All Drones: Return to Drone Bay" can be assigned to hotkeys.<br />
* In your drone window in the overview, don't forget to keep the tab under "Drones in Space" open, so you can moniter your drones' health and call them in in case they are attacked. This is especially important if you are using Tech 2 drones, as they are expensive to lose.<br />
* Amarr drones offer the best balance of speed and damage and have become the go-to combat drones. Gallente drones for sheer damage output in brawly setups. Minmatar drones for speed & fighting targets at long range. Caldari drones don't see that much use.<br />
* Gallente drones (which do thermal damage) will even outdamage other drones vs NPCs with weaknesses to other damage types (exception is against Angel NPCs).<br />
* Minmatar drones are good against Angels and a good option in pvp, since they are fast and can catch the enemy. Especially true for Warriors vs. interceptors and Valkyries vs. frigates in general. <br />
* Drone shields do not instantly regenerate when they dock to your ship. <br />
* You cannot see your drones health whilst docked in your drone bay. Make a mental note about how long you should leave a drones shield to recharge if damaged.<br />
* Recall your drones before warping. But if you forget to recall return to the original spot and they'll be sitting there. Right-click on your ship (or your capacitor) and select "Reconnect to lost drones", then order them to return to your drone bay. You can also scoop drones to your cargo bay if you get within 2500m. You cannot tractor beam drones.<br />
* When getting jammed and losing lock try recalling your drones (if they are not engaging the ECM ship), set them to aggressive and relaunch: even if there are other ships around they'll attack the jammer if you're lucky.<br />
* Drones will pursue a target to the limit of your drone control range, which is determined by your drones skills and any Drone Link Augmentors you have fitted on your ship. This is true even if your drone control range exceeds your ship's targeting range - if the target runs away you will lose lock but your drones will continue to attack.<br />
* If the target being engaged by your drones moves out of your drone control range, those drones will begin idling and return to your ship via their sublight propulsion (that is, not using their MWD). This can take a long time unless you manually give them the "return and orbit" or "return to drone bay" commands, which cause them to engage their MWD while returning.<br />
* It is possible with high Drone Navigation skill, Drone Navigation Computers fitted, and/or light drones, for your drones' MWD speed to be too fast to properly brake around your ship, making them unable to return to your bay when given "return to bay" orders. However "return and orbit" orders will cancel this endlessly looping behavior. <br />
* Similarly, very fast drones when ordered to attack a fast target will often become confused and begin idling instead of attacking if they cannot form a stable orbit. Keep an eye on your drones' status in your drone window when fighting Interceptors - spamming your "engage target" button may become necessary to keep them all fighting.<br />
* Your drones will obey orders to kill each other! Be careful with your commands when using remote repair drones alongside combat drones.<br />
* If your Drones are within 2500m of you and being attacked by the enemy, scooping them to your drone bay is a faster way to get them off the field.<br />
<br />
== Naming Conventions ==<br />
* Name ships so you know how they are fitted or what their role is. This can be handy if you have several of the same type sitting in a hangar. Use a convention that works for you but is not obvious to others -- don't call your ship 'Low Armor Heavy Gank PvP Ship'.<br />
* Remember that if you keep operating in the same area without altering your ships' names every now and then your enemies will begin to recognise you on scan.<br />
<br />
== Fleet Movements ==<br />
<br />
* Aligning: you must be moving in the direction ordered by your FC and moving at at least 75% of your top speed to be aligned properly.<br />
* Offensive Gate Camp: all ships are within jump range on a gate, ready to jump in and assault the next system. Cruisers and ships smaller than cruisers should orbit the gate within jump range. Exceptions are fleet interceptors and destroyers specifically fitted for fast locking, which can be at 0m with 0m/s and MWDs on. Large ships sit still.<br />
* Defensive Gate Camp: all ships are within their optimal shooting ranges on a gate. Cruisers and ships smaller than cruisers should orbit the gate within jump range. Exceptions are fleet interceptors and destroyers specifically fitted for fast locking, which can be at 0m with 0m/s and MWDs on and drones (if deployed) assigned to them. You are all ready to defend your current system from ships jumping in through that gate.<br />
<br />
== Words of Wisdom ==<br />
* Never trust a random player in local chat to help you or salvage for you in a mission. Chances are he will try to get you killed. If you need help, ask in your corp.<br />
* Never ever trust players who say they will double or triple your ISK if you send it to them. It's a scam and so many players have fallen to this trap, be careful.<br />
* If in doubt, ask! Your corp mates are there to help and answer questions, silly or not. You’ll be surprised how even in a small corp there will be experts on many aspects of the game.<br />
* Don't fly something that you cannot afford to lose (sometimes known as the First Rule of EVE). <br />
* If you don't know what something does, then you're probably not ready to use it. You'll learn what it does with time and training. You don't want to spend money to fit a ship that you cant maximize. <br />
* Never attempt to rush your skills to achieve the next rank of ships. <br />
* Certificates allow players to work towards certain specified certificate levels found under each ship's information window, in order to fly that ship well. Newer players should get used to using this system as a guide at first.<br />
* Insure your ship using the Insurance button in a Station. The higher the level of insurance, the higher the payout if your ship is destroyed. (New pilots, insure ships the Uni provides you, as you will make a profit if your ship is destroyed. Don't go overboard and exploit this, though.)<br />
* Update your clone in a medical facility in a station. Make sure the clone is set higher than your current SP. If it isn't, and you get podded, you will lose valuble SP! Check your medical clone regularly, especially before undocking for combat. Update it when you are podded.<br />
* Whilst you are enrolled as a member of Eve University you must abide by our chat channel polices.<br />
::Alliance Chat - For forming fleets only. Only type here if you mean to start a fleet, or join one once your role has been called.<br />
::Corp Chat - For official corp buisness only, such as skillbooks, Mumble issues, questions on events/classes. please only speak here if you mean to. <br />
::For everything else, CHAT.E-Uni is your best friend! Keep all other chat in there. <br />
* Read the corp mail. There is a lot, but it's very important stuff. Will answer a lot of your questions, and keep the directors from getting upset!<br />
* EVE Online is a game for readers as well as thrillseekers. Read as much as possible to get the most out of your career!<br />
* It may be very good for your e-peen to fly with shiny faction fittings, but ask yourself whether the benefit outweighs the costs.<br />
* If what you are doing is fun, then do it. If what you are doing isn't enjoyable then look around for something else to do. <br />
* Use the test server, especially before major updates. You will be able to test new features, new opportunities, and make horrible mistakes without any penalty to your real EVE characters. You will find bugs, and you should report them so you will be a part of making EVE better for yourself and everyone else.<br />
* Using self-destruct (left click on your ship) on an insured ship will still get you the pay-out.<br />
* Use the EVE Fitting Tool and EveMon -- 3rd party tools which help you try fittings out and plan your training. Very very useful. Ask if you need help on them.<br />
* Like the game a lot? Think about a second account (not everyone can afford it, but you don't exactly have to be Bill Gates either). A second account lets you have a second character training at the same time. Focus him or her on another facet of the game that interests you. Main is a PvP character? Make a mission runner, or station trader, or an industrialist. Having another character to haul for you is great as well, especially in wartime.</div>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=Mumble&diff=78593Mumble2014-12-10T01:15:22Z<p>Wilhelm knicklicht: </p>
<hr />
<div>{{Member Services}} <br />
<br />
== Why is it useful? ==<br />
<br />
Mumble is mostly used in two situations: PvP and Classes. In PvP it is very useful because, for example, it is faster to call out a primary target than to type it, especially with PvP related lag. In classes it is great as well because we do not want our poor instructors getting Carpal Tunnel Syndrome from typing everything. In effect, it is just a lot easier and faster than typing. <br />
<br />
<br> <br />
<br />
== Mumble Quick Connect Guide ==<br />
<br />
#Download Mumble from [http://mumble.sourceforge.net/ http://mumble.sourceforge.net/] (preferred) or [http://www.mumble.com/ http://www.mumble.com/]. Linux users (i.e. Ubuntu and Kubuntu) may be able to find it in their repositories<br> <br />
#Install and set it up (create a certificate from within Mumble, etc.) [note: install 'Mumble' not 'Mumble11x']<br />
#Start the client and click Server > Connect > Add New... <br />
#*Servername: EVE University <br />
#*Address: mumble.eveuniversity.org <br />
#*Port: 64738 (default) <br />
#*Username: &lt;Your forum username, i.e: your character name&gt; <br />
#Connect<br />
#When prompted for your password, use your '''forum password'''! <br />
#There is no six! (actually there is, it might take a while (hours, a day max) till mumble recognizes your newly created forum account)<br />
#You should automatically be dropped in the "Public Lounge" channel. <br />
#Use the Comm Check channel to check your microphone<br />
#Restart EVE client if you want the overlay to work <br />
<br />
You can also connect to the server using the official [https://itunes.apple.com/gb/app/mumble/id443472808?mt=8 Mumble] app from the iTunes app store. If you come across an app called iMumble Pro, do not use it - it spams the channel with adverts constantly.<br />
<br />
<br><br />
<br />
== PUBLIC Mumble Quick Connect Guide ==<br />
This server is for public events and classes. You don't need to register on the forum to join it but only certain people have rights on the server. If you join it, you won't be able to speak until a Manager/Director gives you Voice.<br />
<br />
#Download Mumble from [http://mumble.sourceforge.net/ http://mumble.sourceforge.net/] (preferred) or [http://www.mumble.com/ http://www.mumble.com/]. Linux users (i.e. Ubuntu and Kubuntu) may be able to find it in their repositories<br> <br />
#Install and set it up (create a certificate from within Mumble, etc.) [note: install 'Mumble' not 'Mumble11x']<br />
#Start Mumble and click Server > Connect > Add New... <br />
#*Servername: '''EVE University''' <br />
#*Address: '''mumble.eveuniversity.org''' <br />
#*Port: '''64739''' (One port higher than the default)<br />
#*Username: ''<Your In-game Charactername>''<br />
#Connect<br />
#You will be dropped into the basic server channel; if you are attending a class or other event, try joining the channel with the lecturer/leader in it<br />
#Restart EVE client if you want the overlay to work<br />
<br />
You can also connect to the server using the official [https://itunes.apple.com/gb/app/mumble/id443472808?mt=8 Mumble] app from the iTunes app store. If you come across an app called iMumble Pro, do not use it - it spams the channel with adverts constantly.<br />
<br />
== Setting up Mumble<br> ==<br />
<br />
=== Audio Tuning Wizard ===<br />
<br />
When you run Mumble the first time, an Audio Tuning Wizard is presented to you. If you skip or miss it on the first run you can retake the wizard by clicking Configure &gt; Audio Wizard. It is recommended you go through it carefully, since setting up Mumble correctly will make your and everyone else's life much easier (going through the Audio Tuning Wizard properly will also normalise everyone's voices, such that everyone will sound the same volume regardless of how they have their microphone set up).&nbsp; However there are two things I would like to highlight: <br />
<br />
==== Push-to-talk ====<br />
<br />
[[Image:MumbleWizardPTT.png]] <br />
<br />
When you reach a screen that looks like the one above select the top radio button, click on the box on the same line and press the key you you want to use as the push-to-talk key.This is your ''normal'' push-to-talk key; for certain Fleet roles you may need more than one (see the comments in the Fleet channels), but for general E-UNI activity one is sufficient.<br> <br />
<br />
==== Text-to-speech ====<br />
<br />
[[Image:MumbleWizardTextToSpeech.png]] <br />
<br />
When you reach a screen that looks like the one above I recommend you disable the text to speech notifications. <br />
<br />
<br> <br />
<br />
=== Connecting to the EVE University Server ===<br />
<br />
Once Mumble is all set up and you have run through the Audio Tuning Wizard, you will want to connect to the EVE University server.&nbsp; <br> <br />
<br />
#Go to Server in the toolbar --&gt; Connect.<br> <br />
#Click the Add New... button in the bottom right.<br> <br />
#Put anything you like in the Label box ("''EVE University''" seems sensible), the Address box needs to be <font color="yellow">'''mumble.eveuniversity.org'''</font> and the Port needs to be left as default (<font color="yellow">'''64738'''</font>).<br> <br />
#The Username box needs to be <u>your exact E-UNI forum username</u>, which also happens to be <u>your exact character name</u>.<br> <br />
#Click the Connect button.<br> <br />
#The server will reject your connection, and prompt you with a Wrong Password box.&nbsp; You need to use your forum password (i.e. the same password you chose when you registered for our forums) in the box, then click OK. Please note that after you set up Mumble it will take a few hours to update before it recognises your forum password.<br> <br />
#Try again after a few hours and you will be connected to the Mumble server, which will have moved you into the Public Lounge channel.<br><br><br />
<br />
=== Connecting to the Public EVE University Server ===<br />
<br />
Most of the classes are held on the Public Mumble server in order to provide knowledge to the whole EVE community. The procedures for connecting to the public server are exactly the same as the procedures for connecting to the normal EVE Uni server (connect to server <font color="yellow">'''mumble.eveuniversity.org'''</font>), however you must input <font color=yellow>'''64739'''</font> as your port instead of 64738. You will not be prompted for a password.<br />
<br />
=== Microphone Check ===<br />
<br />
To check your microphone is working and to hear what you sound like to other people, you can use the Comm Check channel at the top of the channel list. <br />
<br />
#Right-click the Comm Check channel and select Join to switch to it. <br />
#Wait for your Echo to also join the channel. <br />
#Depress your push-to-talk key. <br />
#Talk. <br />
#Release your push-to-talk key. <br />
#2 seconds after you release your PTT key, your Echo will repeat what you said back to you.<br />
<br />
<br><br />
<br />
=== Notifications ===<br />
<br />
In the Configure --&gt; Settings screen you can find Advanced settings checkbox in the bottom left corner. With it checked you can access the Messages settings. From there you can disable popup and sound notifications about events you don't care about.&nbsp; By default Mumble makes a loud PING and gives you a notification popup for almost any event on the server - this gets annoying pretty fast. <br />
<br />
Mac version: From the Mumble --&gt; Preferences window (make sure the 'Advanced' checkbox in the upper right is checked), select the 'Messages' tab. The only way to eliminate audio notifications is to uncheck items in the 'Soundfile' column.<br />
<br />
<br><br />
<br />
=== Other Interesting Features<br> ===<br />
<br />
*Mouse-over anyone's name and their ingame portrait will pop up.<br> <br />
*Right-click on a channel and select Join Channel to move to that channel (double-clicking sometimes produces strange behaviour with nested channels). <br />
*If the name of the channel that you are in is ''italicized'', then your push-to-talk button, in addition to talking to the current channel, will also talk to everybody in every other channel that is also ''italicized''.&nbsp; Italicized names denote linked channels (you can only see this if you are currently in a linked channel). <br />
*Click the small yellow |c| button on any channel (or any person) to see comments on that channel (or person). The |c| will go white once you've read it (and go yellow again if it changes).&nbsp; You can set your own comment by right-clicking on your own name.<br> <br />
*You will automatically be moved to the AFK &amp; Idle channel if Mumble detects no activity on your computer for at least 4 hours.&nbsp; Everybody is automatically muted in that channel, so you can also move yourself there if you desire peace and quiet <br />
*You can create your own channels for EVE purposes (in the On-Demand Channels section) or for any non-EVE gaming purposes (in the Non-EVE Gaming section) by right-clicking on the relevant section and choosing Add.&nbsp; These are temporary channels, you will have admin powers and once the last person leaves the channel will disappear.<br />
*The overview will only appear if somebody speaks - so say hello if you cannot see your overview.<br />
<br />
<br><br />
<br />
=== Chat Policies<br> ===<br />
<br />
Please remember that our [[Public channel policies]] and [[Eve University Community Standards]] apply in the Uni Mumble. Moderation can include muting and/or banning. Note that this can severely affect your participation in fleets, classes, and other activities.<br />
<br />
<br><br />
<br />
== Setting a sub channel push-to-talk button <br> ==<br />
<br />
Some of our mumble rooms, most notably the fleet and campus channels have sub channels like ''command, logistics'' or ''ewar''. The purpose of these sub channels is to give the group within the option to talk to each other without the rest of the fleet being able to hear it. For example the commander of the logistics group can now talk to only the Logistic pilots without confusing everyone else.<br />
<br />
You don't need to do anything to just listen to a sub channel but joining it. Your regular push to talk button will still let you talk to the whole fleet/campus you are in, the sub channels are "linked" to the whole channel. To be able to talk to the sub channel you are in right now, you need to set a second PTT key. To set that up, go to Configure -&gt; Settings -&gt; Shortcuts, which will pop up a window that looks like this:<br> <br />
<br />
[[Image:Mumble3.png]] <br />
<br />
You should already see your existing push-to-talk key set up.&nbsp; It's a good idea to check the ''Suppress'' box on any shortcuts, as that will prevent other applications from recognising your key and performing unforseen tasks you had not expected (e.g. warp scrambling stargates).<br> <br />
<br />
#Click the Add button in the bottom left, which will bring up a new ''Unassigned'' shortcut in the window.<br> <br />
#Click the word ''Unassigned'' and select ''Whisper/Shout ''from the drop-down list.<br> <br />
#Click the word ''Empty'' next to it, which should cause a [...] button to appear next to that - click that [...] button to open a new Whisper Target window.<br>[[Image:Shortcut 1.png]]<br><br> <br />
#Make that new Whisper Target window look like this (i.e. Shout to Channel box ticked at the top, and Current channel highlighted), and then click OK.&nbsp; The ''Shout to Linked channels'' should be <u>clear</u>. Check ''Shout to subchannels'' if you want to be able to talk to the campus sleeper rooms (sometimes listed as "Ready Room").<br>[[Image:Whisper current target.png]]<br><br> <br />
#Finally click the Shortcut column of your new shortcut and press the key you wish to use. <br />
#You now have a Command chat key set up for fleet channels!<br><br />
<br />
Note that it will only talk to Command chat if you yourself are also in Command.&nbsp; If you are in the general fleet channel it will talk to the general fleet ONLY, i.e. not Command.&nbsp; You can also use this key in any channels that are linked together (e.g. Public Lounge and Combat Lounge) - it will only talk to the current channel, and not the linked channels.&nbsp; Speaking of which...<br> <br />
<br />
=== Combat and Public Lounge<br> ===<br />
<br />
These two channels in Mumble are linked.&nbsp; The combat lounge is restricted to those people actually in EVE University; however the public lounge is open to ''anyone'' with an account on the EVE University forums - i.e. any EVE Online player in the whole galaxy can join our Mumble server.<br> <br />
<br />
This is important when it comes to communicating information about university fleets or war information.&nbsp; You normal push-to-talk will of course talk to both channels, and you should use that to chat in these two channels.&nbsp; However, the Combat Lounge section serves an important purpose, and that is announcing upcoming fleets (or other confidential fleet/war information).<br> <br />
<br />
Whilst in the Combat Lounge you can use your Command chat push-to-talk key to talk to ''only ''the Combat Lounge in order to announce upcoming fleets, or asking confidential questions concerning fleets or current wars.&nbsp; This should <u>not</u> be used for general chatting, and should only be used for fleet announcements or confidential war/fleet questions.&nbsp; Use of the command chat key in this case should be kept short and clear, as those in the Public Lounge are liable to talk over you.<br> <br />
<br />
<br />
=== Tokens ===<br />
<br />
Another option with mumble is to set up so called tokens to be able to only talk to specific people. You find a detailed description with the example for ewar pilots here [https://docs.google.com/document/d/1lmulCWzEalVg3P53OonshWNhEx28CZZgpTWM56NE_l4/edit?hl=en&authkey=CJik4e4I&pli=1 here] (thanks to Remric for that). <br />
<br />
You can also set up keybinds to talk to groups of people, or to single specific people regardless of what channel they are in (we call this one a 'push-to-stalk' key). <br />
<br />
==== Setup a Server Access Token ====<br />
* 1. In Mumble go to Server / Access Tokens<br />
* 2. Name the new token Ewar, logi, bombers, triage, and share this with your group.<br />
<br />
[[File:MumbleServerAccessToken 1.jpg]]<br />
<br />
* 3. Go to Configure / Settings / Shortcuts (where the Push to Talk PTT key is setup)<br />
* 4. Select Whisper/Shout under Function<br />
* 5. Choose a shortcut key that is different from your other Mumble shortcut keys<br />
* 6. Click "..." under Data<br />
* 7. Select Shout to Channel radio button<br />
* 8. Select Parent for Channel Target<br />
* 9. Restrict to group use hash '#' + Server Access Token (above) in this example #logi<br />
* 10. Check box Shout to Linked Channels<br />
<br />
[[File:MumbleServerAccessToken 2.jpg]]<br />
<br />
== Overlay ==<br />
<br />
[[Image:Overlay example.png|right|Sample overlay]] Mumble provides a very handy and customizable overlay. To configure it go to Configure --&gt; Settings --&gt; Overlay option. <br />
<br />
Mumble, being the awesome program that it is, shows in this window an example of what the overlay will look like on your current desktop, as well as instructions on how to alter it.&nbsp; One position that works very well is just to the right of the current location name, like the screenshot on the right.&nbsp; You could even put it above the current location, but then - for me at least - it's too small to see easily.<br> <br />
<br />
The default setting is for the Overlay to display the name of everyone currently in the channel.&nbsp; As you can imagine, this gets unwieldy very quickly.&nbsp; To change this, right-click on the small example overlay in the window, choose Filter &gt;, and tick ''Only talking''.&nbsp; Also untick ''Always show yourself,'' otherwise your name will constantly be displayed on the overlay.<br> <br />
<br />
The ''Edit...'' option on the right-click menu produces a detailed configuration screen where you can change pretty much anything you like about the overlay: colours, sizes, backgrounds, avatars, etc.<br> <br />
<br />
If your overlay is not showing up, it might be because you started Mumble whilst EVE was already running. If necessary simply restart EVE. If the overlay is still not showing, check the [[#Overlay_not_showing|troubleshooting]] section below.<br> <br />
<br />
[[Image:Mumble overlay.png]]<br> <br />
<br />
<br> <br />
<br />
=== Overlay on Linux ===<br />
<br />
To actually display the overlay over EVE in Linux after you've enabled it in Mumble's settings you need to have Mumble launched first and then run '''mumble-overlay''' in front of the wine command that you use to launch EVE. For example: <br />
<br />
''mumble-overlay wine explorer /desktop=EVE,1600x1200 "C:\Program Files\CCP\EVE\eve.exe"'' <br />
<br />
If you use a WINEPREFIX, then you would insert it after the WINEPREFIX variable like so: <br />
<br />
''WINEPREFIX=/home/username/bin/wine/wine-eve/ mumble-overlay wine explorer /desktop=EVE,3200x1180 "C:\Program Files\CCP\EVE\eve.exe"'' <br />
<br />
<br> <br />
<br />
=== Overlay on Mac ===<br />
<br />
The overlay in the 1.2.3a stable release works with Mac OS X 10.7 (Lion), but not with Mac OS X 10.6 (Snow Leopard). You'll need to install the developer snapshot from [http://mumble.sourceforge.net/ http://mumble.sourceforge.net/] to get a working overlay in Snow Leopard.<ref>[http://sourceforge.net/projects/mumble/forums/forum/492606/topic/5383204/ http://sourceforge.net/projects/mumble/forums/forum/492606/topic/5383204/]</ref><br />
<br />
'''In all cases, it is essential that Mumble be running before the EVE client is started for the overlay to work in EVE.'''<br />
<br />
==== Version 1.2.3a ====<br />
<br />
===== Installing the Overlay =====<br />
<br />
#After downloading and mounting the Mumble install dmg, drag and drop the Mumble application into the folder of your choice.<br />
#Launch Mumble.<br />
#Click Mumble -> Preferences… and go to the Overlay section in the Preferences window that opens.<br />
#Click the [Install Mumble Overlay] button. If prompted, authenticate using an account with Admin rights.<br />
#*The window will update once the overlay is installed.<br />
#Tick the [Enable Overlay] checkbox if it's not already ticked.<br />
#Click [OK] to close the Preferences window.<br />
<br />
Congratulations, you now have a working overlay! Well, kind of. You'll probably want to make some configuration changes.<br />
<br />
===== Configuring Overlay ===== <br />
<br />
#With the Mumble application still running, launch EVE.<br />
#If you run EVE in full-screen mode, press the [Command]+[Enter] keys to put it into windowed mode. <br />
#Switch to Mumble and click Mumble -> Preferences… and go back to the Overlay section.<br />
#In the Layout tab in the bottom half of the window, use the screen preview to:<br />
##Move the red dot to anchor the overlay where you want it.<br />
##Hover the mouse over the overlay and scroll in/out to increase/decrease the size of the overlay.<br />
##Right-click the overlay and in the Filter menu check [Only Talking] (or [Talking and recently active]) and uncheck [Always show yourself].<br />
##Adjust other settings as desired. Right-click the overly and select Edit to customise the look of the overlay (e.g., background and font colour for the talk/shout/whisper).<br />
#Click Ok to save the changes.<br />
#With Mumble running in the background, you can now switch back to EVE. Press [Command]+[Enter] if you want to put EVE in full-screen mode. <br />
<br />
Your overlay is now setup and you are ready to go!<br />
<br />
Again - be sure to start Mumble first before EVE from here on out.<br />
<br />
''' "In the EVE settings make sure that you have checked "Use Multithreaded OpenGL"'. Without it the overlay will not work in EVE and will crash the client on startup. ''' ''(credit: Hank Magnusson)''<br />
<br />
== Troubleshooting ==<br />
<br />
The Mumble FAQ on the Mumble homepage - [http://mumble.sourceforge.net/FAQ http://mumble.sourceforge.net/FAQ] - has a lot of useful information, and also has a section on Common Problems and Resolutions which may be helpful. <br />
<br />
<br />
=== I can login to other servers but not the UNI server!<br> ===<br />
<br />
The Mumble download comes with a "backwards-compatible" version.&nbsp; That program won't work with our server.&nbsp; Use the up-to-date version.&nbsp; Also, if you change your forum password, you have to go to [http://forum.eveuniversity.org/update http://forum.eveuniversity.org/update] to fix that. <br />
<br />
=== I can't enter a channel I&nbsp;should be able to!<br> ===<br />
<br />
For example, you are in E-UNI but you are unable to access the fleet channels. <br />
<br />
Using the in-game browser, click this link:&nbsp;[http://forum.eveuniversity.org/update http://forum.eveuniversity.org/update].&nbsp; Then disconnect from Mumble and reconnect.&nbsp; You should now be able to access the relevant channels.<br><br />
Sometimes it can take up to a few hours before the update goes trough, so have patience.<br />
<br />
=== "Server connection failed: The remote host closed the connection." ===<br />
<br />
Third-party certificates (for example the free one from https://www.startssl.com that Mumble suggests using) do not work with the EVE University Mumble server. Create a new certificate from within Mumble and you should be properly prompted for your password when initially connecting.<br />
<br />
=== I continue getting the message "Server connection failed: The remote host closed the connection."<br> ===<br />
<br />
Click on the Mumble menu: Configure/Settings and a popup window appears. Click on Network and be sure to UNcheck the [ ] Use Quality of Service (QoS) box. Now click Apply at the bottom right then click OK. The window will close and you will be connected to your server.<br />
<br />
=== A referral was returned from the server. ===<br />
<br />
"A referral was returned from the server." error while starting Mumble on Windows Check your system time. Windows certificate check will fail if your clock is some years ahead/behind. <br />
<br />
For Windows XP: Install the latest Root Certificate update through Windows Update (it's an optional update) to fix this problem. <br />
<br />
For Windows Vista/7: Right-click the Mumble executable, select "Properties", select the "Digital Signature" tab, click "Details" and click "Install certificate". <br />
<br />
Installing&nbsp;[https://www.startssl.com/certs/ca-bundle.crt https://www.startssl.com/certs/ca-bundle.crt] to the "Trusted Root Certification Authorities" cert store should also work. <br />
<br />
If you compiled Mumble yourself either sign the binary or disable signing. <br />
<br />
If you are on windows 7 and this doesn't help you, try this out. Press Start, type MMC and press enter go to File and select Add/Remove Snap-ins in available snap-ins select Certificates and press ADD. you get three options, I personally went with "My User Account" <br />
<br />
with that done exit the Snap in management window and double click on the Certificate Icon, then double click on the "Trusted Root Certification Authorities" Right click on the Certificate icon that appears and highlight "all tasks" then click on the Import button. <br />
<br />
The import wizard will then ask for the filename of the certificate you want imported. First Save As: [https://www.startssl.com/certs/ca-bundle.crt https://www.startssl.com/certs/ca-bundle.cr] in whatever folder you want then link it to the import tool. follow the wizard's instructions and "Voila" you now should be able to use Mumble <br />
<br />
=== Overlay not showing ===<br />
{{example|Sometimes it requires whitelisting the EVE-client in Mumble. Go to the Overlay settings page under '''Configure''' -> '''Settings''' -> '''Overlay''', go to the exception tab and add the '''exefile.exe''' to the whitelist. This might be needed regardless how you solve the DirectX 9 or 11 issue.}}<br />
Rubicon added the ability for Eve Online to use DirectX 11 rather than DirectX 9 to run the game. As of version 1.2.6, Mumble's Overlay does '''not''' work with DX11. Two options have been found to resolve this...<br />
<br />
* Option 1: If you want to keep using DX11, you can update [http://mumble.sourceforge.net/ Mumble] to the latest snapshot release (snapshot link is to the right of the stable release) <br />
<br />
* Option 2: Force Eve to use DX9<br />
** Click the cog in the upper right hand corner of the launcher<br />
** Click in the DirectX tab on the far right (screenshot below)<br />
** Change the dropdown to DirectX 9<br />
<br />
Now, if you have Mumble active and launch the game client, you should be able to see the overlay in-game.<br />
<br />
[[File:Dxlaunchertab.png]]<br />
<br />
=== Overlay not showing in Windows 8/Windows Server 2012. ===<br />
<br />
There seems to be an issue with how Mumble injects the overlay in Windows 8/Windows Server 2012. To get the Overlay to work properly just add -nod3d9ex to your Mumble shortcut. ** This workaround seems to be working with [http://mumble.info/snapshot/mumble-1.2.4-beta1-4-g90599b8.msi Mumble 1.2.4-beta1-4-g90599b8]<br />
<br />
[[File:mumble.jpg]]<br />
<br />
=== Overlay not showing when you run Eve via exefile.exe. ===<br />
<br />
If you don't use launcher, but instead run eve via exefile.exe shortcut, Mumble overlay may still not work (launcher setting does not impact direct exefile.exe startup).<br />
The solution is to add "/triPlatform=dx9 /noconsole" parameters into your exefile.exe shortcut (just at the end of line in the Target field - after \path\exefile.exe).<br />
<br />
<br />
<br><br />
<br />
== Fallback to EVE Voice, should Mumble go down ==<br />
<br />
'''Not required, just recommended.''' <br />
<br />
<br> Sometimes Mumble goes down, and sometimes the Uni is at war (when anyone undocked should be capable of at least listening in Mumble), or you might be in the middle of a fleet op in null-sec. To prepare for the eventuality that they happen at once, it would make sense to prepare by enabling EVE voice chat in the game settings if you haven't already, and setting up a push to talk button and your mic if you're likely to be commanding in a fleet (this isn't in the WSOP, it's just good preparation). EVE Voice is not a bad tool. It works quite well nowadays and is much better than no audio at all. <br />
<br />
=== Mumble crashing EVE with overlay on ===<br />
Overlay can show who speaks in mumble at that moment in EVE. It is enabled by default, and you can disable it to prevent crashing. If you have ATI TRAY TOOL it may crash your eve. Turn it off if you want to have overlay on.<br />
<br />
==== How to join EVE Voice ====<br />
<br />
# Hit esc and go to the "audio and chat" tab. <br />
# Click "eve voice enabled". <br />
# Adjust push-to-talk button setting as appropriate (middle mouse button is default). <br />
# Adjust volume to 3 to prevent damaging unistas ears, and then adjust again after asking for a mic check, if needed. <br />
# Back in game, right click the chat tab you wish to enable EVE Voice with. <br />
# Click "l see a volume box on your portrait showing that you have joined correctly. once you have, do as 4 says and ask for a mic check. a volume of 3 will prevent blowing our ears and also give you room to raise it one tick at a time for perfect audio.<br />
<br />
== References ==<br />
<references/><br />
<br />
[[Category:EVE University]]<br />
[[Category:Getting Started]]</div>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=Corax&diff=78010Corax2014-11-19T14:18:29Z<p>Wilhelm knicklicht: </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=32876<br />
| shipimg=Corax.jpg<br />
| shipname=Corax<br />
| caption=Corax<br />
| class=Destroyer<br />
| grouping=Standard Destroyers<br />
| hulltype=Corax Class<br />
| faction=Caldari State<br />
| race=Caldari<br />
| roles=unspecified<br />
| variations=<i>none</i><br />
| tech=<br />
| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest --><br />
| powergrid=48 MW<br />
| cpu=210 tf<br />
| capacitor=500 GJ<br />
| highs=7<br />
| turrets=0<br />
| launchers=7<br />
| mediums=4<br />
| lows=2<br />
| mass=1,900,000 kg<br />
| volume=52,000 m&#179;<br />
| cargohold=450 m&#179;<br />
| extrahold=<br />
| extraholdtype=<br />
| dronebay=0 m&#179;<br />
| bandwidth=0 Mbit/sec<br />
| info=<b>Development</b><br>The Corax adheres to the well-established Caldari design philosophy that there is strength in numbers, and that the messages sent to an enemy should be strong and unequivocal. This applies equally to peace talks as it does to actual engagements on the battlefield - there should be no doubt in the strength of Caldari spirit, nor in the fact that when one blow has been struck, others are going to follow.<br><br>As such, the Corax does not pepper its opponents with pellets from a gun, nor does it toast them with continuous beams of light. Instead, it delivers strong, hard-hitting payloads at a pace that's not only steady, but rapid enough to rock its targets and knock them off-balance.<br />
| bonuses=<b>Caldari Destroyer bonuses (per skill level):</b><br>5% bonus to kinetic Light Missile and Rocket damage<br>10% bonus to Light Missile and Rocket explosion velocity<br><b>Role Bonus:</b><br>50% bonus to Light Missile and Rocket max velocity<br><br />
| structurehp=750 HP<br />
| shieldhp=950 HP<br />
| shieldem=0<br />
| shieldexp=50<br />
| shieldkin=40<br />
| shieldtherm=20<br />
| armorhp=750 HP<br />
| armorem=50<br />
| armorexp=10<br />
| armorkin=25<br />
| armortherm=45<br />
| maxvelocity=235 m/sec<br />
| inertia=2.7<br />
| warpspeed=4.5 AU/s<br />
| warptime=7.11 s<br />
| targetrange=45.00 km<br />
| sigradius=69 m<br />
| maxlockedtargets=7<br />
| sensortype=Gravimetric<br />
| sensorvalue=12 points<br />
| scanres=475 mm<br />
| reqskills=*{{RequiredSkill|Caldari Destroyer|I}}<br />
**{{RequiredSkill|Caldari Frigate|III}}<br />
***{{RequiredSkill|Spaceship Command|I}}<br />
<br />
| totaltraintime=9h 18m 20s<br />
| forumlinks=<br />
| wikireferences=<br />
| externallinks=[http://wiki.eveonline.com/en/wiki/Corax Corax on Eve Online Wiki]<br />
| highlights1=High Amount of High Slots<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 Corax is the Caldari destroyer introduced in the [http://www.eveonline.com/retribution/ Retribution] expansion. New Caldari players who enjoyed the missile-centric playstyle of the [[Kestrel]] now have the option of flying a destroyer-class missileboat on their way to piloting a [[Caracal]], rather than being forced into the Gunnery-based [[Cormorant]]. <br />
<br />
As a ship, the Corax functions quite well as a sniper, with its large number of high slots. Since it has a small, fragile tank, it functions best engaging enemies at ranges larger than 20Km. By keeping enemies at range and using its nimble body to its full advantage, the competent Corax pilot should have no trouble running L1s and most L2s. This same philosophy has made the Corax a fearsome PvP destroyer, able to kite most ships with relative ease.<br />
<br />
The Corax can be effectively flown with very low skill points and with minimum investment in the Missile Launcher Operation skill tree. As such, its serves as an effective introduction to the missile play style for both new players and veterans looking to explore a different way of playing EVE. However, for PvP it is generally ignored in favour of the [[Talwar]], as it lacks the reduction to MWD signature bloom of its rival.<br />
<br />
==Skills==<br />
''Further information about additional or recommended skills to pilot Corax for a specific or it's common role(s) can be written here.''<br />
<br />
==Fitting==<br />
{{:Caldari Basic Ship and Skill Guide|Corax}} <br />
<br />
{{ShipFitting|<br />
ship=Corax|<br />
shipTypeID=32876|<br />
fitName=PvP Sniper|<br />
fitID=PvP-Sniper|<br />
high1name=Prototype 'Arbalest' Light Missile Launcher|<br />
high1typeID=8093|<br />
high2name=Prototype 'Arbalest' Light Missile Launcher|<br />
high2typeID=8093|<br />
high3name=Prototype 'Arbalest' Light Missile Launcher|<br />
high3typeID=8093|<br />
high4name=Prototype 'Arbalest' Light Missile Launcher|<br />
high4typeID=8093|<br />
high5name=Prototype 'Arbalest' Light Missile Launcher|<br />
high5typeID=8093|<br />
high6name=Prototype 'Arbalest' Light Missile Launcher|<br />
high6typeID=8093|<br />
high7name=Prototype 'Arbalest' Light Missile Launcher|<br />
high7typeID=8093|<br />
mid1name=Limited 1MN Microwarpdrive I|<br />
mid1typeID=5973|<br />
mid2name=F-90 Positional Sensor Subroutines|<br />
mid2typeID=6160|<br />
mid3name=Phased Weapon Navigation Array Generation Extron|<br />
mid3typeID=19814|<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=Targeting Range Script x1|<br />
charge1typeID=29009|<br />
charge2name=Scan Resolution Script x1|<br />
charge2typeID=29011|<br />
charge3name=Caldari Navy Scourge Light Missile x1|<br />
charge3typeID=27361|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Polycarbon Engine Housing I|<br />
rig1typeID=31177|<br />
rig2name=Small Anti-EM Screen Reinforcer I|<br />
rig2typeID=31716|<br />
rig3name=Small Ancillary Current Router I|<br />
rig3typeID=31358|<br />
difficulty=1|<br />
warsop=A|<br />
warsopReason=|<br />
version=RET 1.0|<br />
shipDNA=32876:8093;7:3244;1:5973;1:6160;1:19814;1:22291;2:31177;1:31358;1:31716;1:27361;1:29009;1:29011;1::|<br />
skills=Caldari Frigate III</li><li>Caldari Destroyer III</li><li>Spaceship Command III</li><li>Missile Launcher Operation III</li><li>Propulsion Jamming II</li><li>Weapons Upgrades IV</li><li>Light Missiles III</li><li>Long Range Targeting I</li><li>High Speed Maneuvering I</li><li>Target Painting I</li><li>CPU Management III</li><li>Navigation III</li><li>Afterburner III</li><li>Gunnery II|<br />
notes=This is a relatively low-skill boat with the exception of the t2 weapon upgrades modules.</li><li>It is a pure sniping fit. With decent skills it should get 100-150 dps at 40-50 km. However, it has a very small tank, and if it takes damage it will likely die quickly.</li><li>Use the Micro Warp Drive to keep range on targets.}} {{ShipFitting|<br />
ship=Corax|<br />
shipTypeID=32876|<br />
fitName=Cheap L2 Sniper|<br />
fitID=Cheap-L2-Sniper|<br />
high1name=Light Missile Launcher I|<br />
high1typeID=499|<br />
high2name=Light Missile Launcher I|<br />
high2typeID=499|<br />
high3name=Light Missile Launcher I|<br />
high3typeID=499|<br />
high4name=Light Missile Launcher I|<br />
high4typeID=499|<br />
high5name=Light Missile Launcher I|<br />
high5typeID=499|<br />
high6name=Light Missile Launcher I|<br />
high6typeID=499|<br />
high7name=Light Missile Launcher I|<br />
high7typeID=499|<br />
mid1name=Limited 1MN Afterburner I|<br />
mid1typeID=6001|<br />
mid2name=EM Ward Amplifier I|<br />
mid2typeID=1808|<br />
mid3name=Adaptive Invulnerability Field I|<br />
mid3typeID=578|<br />
mid4name=Small Shield Extender I|<br />
mid4typeID=377|<br />
low1name=Ballistic Control System I|<br />
low1typeID=12274|<br />
low2name=Emergency Damage Control I|<br />
low2typeID=5841|<br />
charge1name=Scourge Light Missile x1|<br />
charge1typeID=210|<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 Processor Overclocking Unit I|<br />
rig2typeID=26929|<br />
rig3name=Small Anti-Thermal Screen Reinforcer I|<br />
rig3typeID=31752|<br />
difficulty=0|<br />
warsop=A|<br />
warsopReason=|<br />
version=RET 1.0|<br />
shipDNA=32876:499;7:377;1:578;1:1808;1:6001;1:5841;1:12274;1:26929;2:31752;1:210;1::|<br />
skills=|<br />
notes=This is a relatively low-skill boat meant to kite and snipe level 1 and 2 missions.</li><li>Cheap rigs and a small buffer allows you to assess the situation and survive nasty surprises.</li><li>Speed tank with the afterburner and keep at range. If you have the skills the ships should be cap stable with all mods active.</li><li>If your skills are high enough consider replacing one or both of the overclocking units with either additional shields.</li><li>If you have the funds, replace the meta I items with meta II or III variants.}}{{ShipFitting|<br />
ship=Corax|<br />
shipTypeID=32876|<br />
fitName=Rocket Brawler|<br />
fitID=Rocket-Brawler|<br />
high1name='Arbalest' Rocket Launcher I|<br />
high1typeID=16527|<br />
high2name='Arbalest' Rocket Launcher I|<br />
high2typeID=16527|<br />
high3name='Arbalest' Rocket Launcher I|<br />
high3typeID=16527|<br />
high4name='Arbalest' Rocket Launcher I|<br />
high4typeID=16527|<br />
high5name='Arbalest' Rocket Launcher I|<br />
high5typeID=16527|<br />
high6name='Arbalest' Rocket Launcher I|<br />
high6typeID=16527|<br />
high7name='Arbalest' Rocket Launcher I|<br />
high7typeID=16527|<br />
mid1name=Experimental 1MN Afterburner I|<br />
mid1typeID=6003|<br />
mid2name=Faint Epsilon Warp Scrambler I|<br />
mid2typeID=5443|<br />
mid3name=X5 Prototype Engine Enervator|<br />
mid3typeID=4025|<br />
mid4name=Limited Adaptive Invulnerability Field I|<br />
mid4typeID=9632|<br />
low1name=F85 Peripheral Damage System I|<br />
low1typeID=5843|<br />
low2name=Cross-linked Bolt Array I|<br />
low2typeID=16457|<br />
charge1name=Caldari Navy Scourge Rocket x2000|<br />
charge1typeID=27333|<br />
charge2name=open|<br />
charge3name=open|<br />
charge4name=open|<br />
charge5name=open|<br />
rig1name=Small Core Defense Field Extender I|<br />
rig1typeID=31788|<br />
rig2name=Small Core Defense Field Extender I|<br />
rig2typeID=31788|<br />
rig3name=Small Anti-EM Screen Reinforcer I|<br />
rig3typeID=31716|<br />
difficulty=0|<br />
warsop=A|<br />
warsopReason=|<br />
version=RET 1.1|<br />
shipDNA=32876:16527;7:4025;1:5443;1:6003;1:9632;1:5843;1:16457;1:31716;1:31788;2:27333;2000::|<br />
skills=|<br />
notes=}}<br />
<br />
==Tactics==<br />
''No sub-article about Corax roles or piloting tactics. You can write them here.''<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>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=Incursions_checklist&diff=72739Incursions checklist2014-06-22T09:02:40Z<p>Wilhelm knicklicht: /* Why? */</p>
<hr />
<div>{{Incursions links}}<br />
= Why? =<br />
In incursions you rely on each other, a limited amount of people, to keep your fleet safe. Each individual matters a great deal and if people in the fleet all assume someone else will do something or keep an eye on something, things quickly go to hell in a handbasket. The more people are aware of the little details, the higher the chance someone will catch said little things before they become a problem.<br />
<br />
The point of this list isn't to have people memorize every single detail of it, but to suitably prepare people and to give them a broader understanding of all the little things that ''do'' matter.<br />
<br />
= Recommended classes =<br />
The following classes are either directly or indirectly related to Incursions:<br />
<br />
* [[Incursions 101]] class if possible. <br />
* [[Fleets 101]] (while not all PvP-related aspects apply to Incursions, they are good to know).<br />
* [[Overheating 101]] (or at least read the class-notes and the [[Overheating]] page).<br />
<br />
While not a class, the [[Noobs on Patrol]] fleets are excellent for new unistas. They offer a fun and educational intro to fleets and PvP. If the wiki-page is outdated you can always check the calendar for the next fleet.<br />
<br />
= Setup-guides =<br />
Below are some guides how to do a variety of setups required for running Incursions. If you have any trouble setting this up, read up on them or ask in the ''incursions.e-uni'' channel for help and we'll gladly help you.<br />
{|<br />
|<br />
* Use the [[Overview Guide]] to setup appropriate tabs (including the [[Overview_Guide#Creating_a_Fleet_Members_Preset|Fleet Members Preset]]).<small><ref>Make sure that the overview settings you are going to use will show the Sansha Incursion rats (so you can see them yellow-boxing you and broadcast for reps as well as sort them). Having a fleet member tab doesn't mean you need to show fleet members all the time. Some logi will prefer it, but however you do it you'll need to have a way to show fleet members on the overview if necessary.</ref></small> and make sure you can see the ''tags''- and ''velocity''-columns.<br />
* Setup [[Mumble]]. Don't forget the [[Mumble#Push-to-talk|Push-to-talk]] part.<small><ref>Make sure your mic is working and that you can hear what others say (use the Comm Check lounge). If you don't have a microphone (or choose not to use it) be aware that you will risk not being heard. Text-messages on mumble or in fleet chat can sometimes be missed, especially in hectic moments where they matter the most.</ref></small><br />
* Setup your [[Audio Alerts]] (suggested range is 90% - 99% pending on preference).<small><ref>Remember to enable sound so you can hear this. Drop all volume levels except Master Level and UI Sound Level if you don't want the normal EVE sounds.</ref></small><br />
* Learn the art of [[Identifying War Targets in Local]].<br />
* Set your '''Auto Target Back''' to 0 targets.<small><ref>Setting your auto target back to 0 means you avoid automatically locking logistics when they lock you and you won't end up shooting them instead of the enemy. Even if you don't shoot them it would be one less Sansha you'd lock up, so turn it off anyway.</ref></small><br />
* Turn off your CSPA-charge in the evemail settings (or set it to 0).<small><ref>Otherwise people would need to pay to invite you to the fleet ... which they won't, and you'd be skipped in the waiting list.</ref></small><br />
* Disable '''Dueling''' requests (under ''Audio & Chat'', ''Dueling'', ''Auto reject invitations'', not to be mistaken for chat settings with the same name).<br />
| [[image:incursions_cspa.png|thumb|right|200px|You'll find the CSPA-settings under the EVE Mail settings.]]<br />
|}<br />
<br />
= Howto-guides =<br />
There are mechanics that you will be expected to at least be aware of, even if you haven't mastered them yet. If you have trouble understanding these or can't quite seem to get them to work, then you need to read up on them or ask in the ''incursions.e-uni'' channel for help and we'll gladly help you get ready.<br />
<br />
== Aligning down a gate ==<br />
[[image:Incursions align gate.png |thumb|200px| The tactical overlay can often be used to quickly see where you should double-click in space to align down the gate.]]<br />
{{note box|Logistics and smaller ships, like command ships and strategic cruisers, remain stationary right next to the gate. This is because they warp much faster than battleships, so to avoid landing before the rest of the fleet they activate the gate from a standstill when the first few battleships warp away.}}<br />
To avoid people entering a site based on how long it takes them to align down the gate, all battleships in the fleet should pre-align down the gate in order to be ready to use the gate right away. This is very similar to how you pre-align in fleets while travelling.<br />
<br />
The easy way to do this is to enable the tactical overlay as seen in the image to your right. The distance markers often line up with the direction of the gate, so you can just double-click in space at any of the distant markers to start aligning down the gate.<br />
<br />
When you land on a gate your actual position next to the beacon, just like when you warp to a station, will be different for each member of the fleet. As such you sometimes land below, above, to the left or to the right of the beacon. To avoid potentially aligning straight into the gate, you could zoom in a little to see where you land, and simply sight down the gate like you would the barrel of a rifle, and double-click in space where your perceived sight ends up.<br />
<br />
Either way, be careful if you land right behind the gate, because then you run the risk of running straight into the gate, breaking your align. And remember to always wait for your fleet commander's call, he or she decides when or even if the fleet goes in.<br />
<div style="clear: both"></div><br />
<br />
== Drone settings and assigning drones to the dronebunny ==<br />
First of all, while in space, click the four horizontal bars in the top-left corner of your drone window to access the drone settings. Set your drones to ''Passive'' and check the box for ''Focus Fire''. That way your drones will not attack anything unless the dronebunny specifically targets it.<br />
<br />
As for assigning your drones to the dronebunny, this will need to be done at the beginning of every single site:<br />
<br />
Launch your drones into space, right-click the ''Drones in Local Space'' header, select the ''Assist'' menu and find the dronebunny in the list of pilots in the fleet. Once you do this, the drones will react to any offensive action taken by the dronebunny and simply engage whatever the target of that offensive action was.<br />
<br />
Sometimes the target will be out of range and the drones won't engage until the dronebunny reinitiates an offensive module once the target is within everyone's drone control range. It's also important to remember that your dronebunny must be on grid with you before you assign your drones to him. Trying to assign drones to someone who is not on grid will not work, you'd have to redo that once the dronebunny lands on grid.<br />
{| <br />
| valign="top" | [[image:Incursions passive drones.png|thumb|middle|294px| Remember to set your drones to passive.]][[image:Incursions drone assist.png |thumb|294px| Be sure you use ''Assist'', not ''Guard''.]]<br />
|valign="top" | [[image:Incursions drone assisting.png |thumb|222px| Your drones are currently assisting the dronebunny who is actively engaging a target.]][[image:Incursions bad dronebunny.png |thumb|223px| The dronebunny is currently not shooting anything, alternatively shooting something that's out of range.]]<br />
|}<br />
<div style="clear: both"></div><br />
<br />
== Emergencies and shield maintenance bots ==<br />
When things go wrong you need to be quick about it. First you should start locking whomever needs the extra repairs (be that a logistics ship or a fellow damage dealer). You start locking them up first because it'll take a while and you can't afford to wait until you have your shield maintenance bots out before locking the target.<br />
<br />
While the target is locking, abandon your current drones, launch the shield maintenance bots and as soon as the lock lands, make them ''"engage"'' the one needing repairs just like you would combat drones. Abandoning the drones is important because there won't be any time to recall your combat drones. Every second counts, so make use of shortcuts (default is ''"F"'' to engage drones) as well to make them repair once the lock lands.<br />
{|<br />
| valign="top" | [[image:incursions_abandon_drones.png|thumb|250px|Right-click your ''"Drones in Local Space"'' header on your drone window to find the option to abandon your drones.]]<br />
| valign="top" |[[image:incursions_abandon_drones_confirmation.png|thumb|250px|The confirmation box can waste valuable seconds, so practice this beforehand and check the ''"Do not ask me again"'' box for a more speedy procedure next time.]]<br />
|}<br />
{|<br />
| valign="top" |[[image:incursions_launch_drones.png|thumb|250px|Once you've made sure your current drones are abandoned, launch your shield maintenance bots and make sure they start repairing the target. Use groups for easy handling of your dronebay.]]<br />
| valign="top" | [[image:incursions_reconnect_to_lost_drones.png|thumb|250px|To reconnect to your drones, just right-click your capacitor icon and select ''"Reconnect To Lost Drones"''.]]<br />
|}<br />
<br />
== Setting up and using broadcasts ==<br />
You'll find the broadcasts at the bottom of your fleet window. Since we run primarily shield fleets, the ''"Need Shields"''' (third button), ''"Need Capacitor"'' (fourth button) and ''"In Position"'' (fifth button) will be your primary broadcast buttons.<br />
<br />
In order to do controlled warps and to keep the fleet together we often utilize the ''"Align"'' and ''"Warp to"'' broadcasts. So whenever your fleet commander tells you to align to the broadcast, you can find the last broadcast at the bottom of your fleet window or in the history tab.<br />
<br />
It's usually the scout of the fleet commander himself that issues the align or warp broadcast, by right-clicking the object in the overview and selecting the appropriate broadcast option in the context menu. For scouts, remember that you broadcast the beacon, not the acceleration gate of a site.<br />
{|<br />
| valign="top" | [[image:Incursions broadcasts shown.png |thumb|200px| You should see all the broadcast icons and your ''current scope'' should be ''everyone'', indicated by the arrow-tipped cross-like icon in the bottom-right corner.]]<br>[[image:Incursions broadcasts hidden.png |thumb|200px| Sometimes the broadcast window is minimized on your fleet window. Click the little arrow-icon to expand the broadcast window.]]<br />
| valign="top" | [[image:Incursions last broadcast.png |thumb|200px| The last broadcast is always shown at the bottom of your fleet window. Simply right-click it in order to interact with it.]]<br />
| valign="top" | [[image:Incursions broadcast history.png |thumb|200px| Sometimes there are multiple broadcasts and the align broadcast you need will not be the last one and you'll need to look in the history tab for it. You interact by right-clicking broadcasts in the history the same way you do with the last broadcast.]]<br />
|}<br />
For some sites we also broadcast specific targets for people to kill first. Broadcasted targets should jump to the top of your overview, as long as you have it setup as per uni-standards, but some might find it easier to simply use the latest broadcast or the broadcast history to lock up targets.<br />
<br />
For logistics pilots, the broadcast history is your friend. From there you keep an eye on all the requests for shield and capacitor. Locking from the broadcast history as opposed to the latest broadcast has the added benefit of switching to the target if you already have it locked.<br />
{|<br />
| valign="top" | [[image:Incursions target broadcast.png |thumb|200px| You can lock a broadcasted target directly from the last broadcast section of the fleet window. Just CTRL-click the broadcasted target.]]<br />
| valign="top" | [[image:Incursions target broadcast history.png |thumb|200px| You can also CTRL-click the target from the broadcast history.]]<br />
| valign="top" | [[image:Incursions rep broadcast history.png |thumb|200px| The same goes for shield or capacitor requests, simply CTRL-click them to lock or switch to them if they are already locked.]]<br />
|}<br />
It is advisable to setup hotkeys for broadcasts. This will save you time and limit the possibility of you hitting the wrong broadcast button in a stressful situation. You can also limit or specify which broadcasts you want to see from the ''Broadcast settings'' window in the fleet settings. Click the button with four horizontal bars in the top-left corner of your fleet window to access it.<br />
<br />
See [[Fleet User Interface]] for more details on the fleet window and [[Keyboard controls]] for shortcuts and hotkeys.<br />
<div style="clear: both"></div><br />
<br />
== Using the Watch List ==<br />
For Incursions the watch list serve several purposes. Fleet members can quickly see that everyone is on grid, if someone is taking damage without broadcasting for shields as well as quickly locking someone by CTRL-clicking them from the watch list.<br />
<br />
No matter what position you're in, everyone should use the watch list and add as many people as possible on it.<br />
{|<br />
| valign="top" | [[image:Incursions add squad members.png |thumb|200px| Right-click your Squad Commander in the fleet window and select ''Add Squad Members to Watch List''.]]<br />
| valign="top" | [[image:Incursions add to watch list.png |thumb|200px| Don't forget to add your Wing Commander to your watch list as well.]]<br />
| valign="top" | [[image:Incursions watch list.png|thumb|200px| Resizing the watch list is a good way to see that everyone's there.]]<br />
|}<br />
See [[Fleet Watch Lists]] for more information.<br />
<br />
== How and when to overheat ==<br />
[[Overheating]] is often the difference between a ship exploding and a ship escaping death's grasp. The added resist bonus from overheating your defensive modules gives your logistics a few more seconds, which is often all they need to save you in a hairy situation. You can also overheat offensive modules to extend the range of your webs to snatch an elusive target, increase your damage to finish off the last scramming ship etc.<br />
<br />
You can overheat single modules by shift-clicking them, which is often easier to do than trying to hit the overhead arc on your module icon, or overheat the entire rack.<br />
<br />
The biggest problem is figuring out when to overheat. But when in doubt, overheat sooner rather than later, just make sure you don't burn the modules out. If you do end up overheating, call out that you are. And if you ever feel like someone should be overheating, don't be afraid to call it, because it's easy to forget overheating if you're not used to doing it.<br />
<div style="clear: both"></div><br />
<br />
= Important game mechanics =<br />
There are several game mechanics that are important to be aware of, even if you might not know them like the back of your hand.<br />
== Safety settings ==<br />
{| style="background:#350000; border:1px solid #333333; padding:5px;"<br />
| style="padding-right:5px;" | [[image:icon_stop.png|48px]]<br />
| '''''Never change your safety settings''', unless you know exactly what you're doing or if your fleet commander gives you a direct order to change it. Otherwise you can easily make things worse and get people killed.''<br />
|}<br />
There are three safety settings:<br />
* {{co|red|Disable safety}} - Disable safety to allow actions which give suspect or criminal status.<br />
* {{co|orange|Partial safety}} - Partial safety prevents actions that give criminal status, while allowing those that give suspect status.<br />
* {{co|lightgreen|Enable safety}} - Enable safety to prevent all actions that would give you suspect or criminal status.<br />
=== Default settings ===<br />
Your safeties should normally be set to '''enable safety''', which we call {{co|lightgreen|green}} safeties for short. That way you will not go suspect without getting a warning first. If need be, you could then set it to partial safety, which we call {{co|orange|yellow}} safeties for short. This would allow you to continue assisting people even if they are engaged with war targets, accidentally shot a fellow corporation member or had to go suspect.<br />
<br />
Under no circumstances would you ever need to go {{co|red|red}} safeties, as in disable safety, in incursions.<br />
=== Changing your safeties ===<br />
Everyone in fleet should be familiar with how to change their settings, especially logistics pilots. Changing it is a simple matter of clicking the little dot next to your HUD-display and selecting the appropriate safety level. The default setting is enable safety (green) on a character who has never touched it and manually changing it means your new safety setting will persist until you decide to change it again.<br />
{|<br />
| valign="top" | [[image:incursions_safeties.png|thumb|Click the little dot right next to your HUD-display to change your security settings.]]<br />
| valign="top" | [[image:incursions_safeties_change.png|thumb|Remember to click the '''Confirm''' button when trying to change your settings.]]<br />
| valign="top" | [[image:incursions_safeties_partial.png|thumb|Once you've set your safety to partial safety (yellow), the little dot will change colour to represent your current setting. Remember to turn it back to enable safety (green) when the situation is under control again.]]<br />
|}<br />
<br />
== Understanding timers ==<br />
{| style="background:#350000; border:1px solid #333333; padding:5px;"<br />
| style="padding-right:5px;" | [[image:icon_talking.png|64px|Speak up immediately!]]<br />
| ''If you ever get any other timer than the orange, yellowishy {{co|orange|Non-Capsuleer Log-Off Timer}} (commonly referred to as the NPC-flag), '''immediately speak up on mumble''' and let your fleet commander know. When you're dealing with the fallout of timers, catching them as soon as possible is very important.''<br />
|}<br />
It's very important to be aware of and understand what the different timers mean and what the implications are in terms of legality. Timers can easily wreak havoc in the fleet due to the multitude of remote assistance modules we run in our fleets, combined with war and the complications that arise from that.<br />
<br />
See [http://wiki.eveonline.com/en/wiki/Crimewatch Crimewatch] for more details on the more intricate mechanics of legal timers.<br />
{| class="wikitable" style="vertical-align:middle;"<br />
! style="background:#222222;" | Flag<br />
! style="background:#222222;" | Description<br />
|-<br />
| valign="top" style="padding:0px;" | [[image:flag_npc.jpg|68px|'''NPC''' flag]]<br />
| valign="top" nowrap style="background:#2a3a29;" | {{co|lightgreen|'''Non-Capsuleer Log-Off Timer'''}} a.k.a. '''NPC-flag'''<br>'''Cause:''' Combat with a non-capsuleer<small> <ref name="logoff1">The '''Non-Capsuleer''' and '''Capsuleer''' log-off timers are created when you either shoot or get shot by an NPC or a fellow capsuleer.</ref></small><br>'''Consequence:''' Ship will remain in space on log-off until timer expires (5 minutes)<small> <ref name="logoff2">This means you will remain in space if you disconnect or close the client, until the timer runs out. The '''NPC''' timer will not be renewed if you are shot while already having disconnected or logged off, but the '''PvP''' timer will. So if someone finds you after you logged out they can keep your ship in space indefinitely.</ref></small>.<br />
|-<br />
| valign="top" style="padding:0px;" | [[image:flag_pvp.jpg|68px|'''PvP''' flag]]<br />
| valign="top" nowrap style="background:#200000;" | {{co|red|'''Capsuleer Log-Off Timer'''}} a.k.a. '''PvP-flag''' (complicated timer, see [[Incursions checklist#While at war|while at war]] below)<br>'''Cause:''' Combat with another capsuleer<small><ref name="logoff1"></ref></small>.<br>'''Consequence:''' Ship will remain in space on log-off until timer expires (15 minutes)<small><ref name="logoff2"></ref></small>.<br />
|-<br />
| valign="top" style="padding:0px;" | [[image:flag_weapon.jpg|68px|'''Weapon''' flag]]<br />
| valign="top" nowrap style="background:#200000;" | {{co|red|'''Weapons Timer'''}}<br>'''Cause:''' Aggression against another capsuleer<small> <ref>You get the '''Weapon'''-flag whenever you activate an offensive module against another player (including webs, painters, damps, scrams, points, turrets, missiles, drones etc). Unlike the PvP-flag, you do not get this flag simply by being shot by another player.</ref></small>.<br>'''Consequence:''' Unable to dock or use stargates<small> <ref>This means you cannot change sessions, which means you cannot jump, dock or eject from, store or switch ships while this flag is active.</ref></small>.<br />
|-<br />
| valign="top" style="padding:0px;" | [[image:flag_suspect.jpg|68px|'''Suspect''' flag]]<br />
| valign="top" nowrap style="background:#200000;" | {{co|yellow|'''Suspect Timer'''}}<br>'''Cause:''' Committed a "suspect"-level offense.<br>'''Consequence:''' Capsuleers may freely engage<small> <ref name="illegal">Both the '''Suspect''' and '''Criminal''' timer means that anyone can freely attack you without [[CONCORD]] interfering. If someone engages you, a '''Limited Engagement'''-timer is created between both of you, to allow you to shoot back at the aggressor. This causes issues with assistance however, our logistics would need to go '''Suspect''' (yellow safeties) in order to assist you (due to interfering with a limited engagement). In the case of being criminally flagged, CONCORD will engage and kill you in high security space. The response-time of CONCORD depends on the security of space, anything between a few seconds up to half a minute.</ref></small>.<br />
|-<br />
| valign="top" style="padding:0px;" | [[image:flag_criminal.jpg|68px|'''Criminal''' flag]]<br />
| valign="top" nowrap style="background:#200000;" | {{co|red|'''Criminal Timer'''}}<br>'''Cause:''' Committed a "criminal"-level offense.<br>'''Consequence:''' Capsuleers may freely engage. CONCORD will engage in high-sec space<small> <ref name="illegal"></ref></small>.<br />
|-<br />
| valign="top" style="padding:0px;" | [[image:flag_limited.png|68px|'''Limited Engagement''' flag]]<br />
| valign="top" nowrap style="background:#0d1917;" | {{co|cyan|'''Limited Engagement Timer'''}}<br>'''Cause:''' Involved in a limited engagement with 1 pilot ''(or any number of pilots)''<small> <ref>A '''Limited Engagement''' is basically created whenever two capsuleers are involved in combat where both parties cannot legally shoot each other. So to ensure that you can always shoot back when aggressed, the limited engagement is created when legality isn't enough.</ref></small>.<br>'''Consequence:''' These pilots may freely engage you while timer is active ''(lists pilots and time remaining)''.<small> <ref>Being involved in a '''Limited Engagement''' means that any outside assistance will be forced to go suspect, unless you can both legally attack each other. Simply being attackable doesn't count, you actually have to have the right already, through mutual wars or your very own limited engagement.</ref></small>.<br />
|}<br />
=== While at war ===<br />
{|<br />
| valign="top" | [[image:icon_war.png|64px|At war]]<br />
| valign="top" | When your corporation or alliance is at war, the capsuleer log-off timer becomes deceptively dangerous because in order to assist someone with a capsuleer log-off timer who is at war will require you to turn your safety to yellow and go suspect. As such, it's important to avoid accidentally shooting corporation members, since that is a legal action in and by itself, but it will give you both capsuleer log-off timers that will be spread to the logistics and anyone else who's offering remote assistance. The best way to avoid accidentally shooting corporation members is to '''''never target them without a very good reason''''', especially if you are in a damage dealing role. Most necessary fleet actions, like keep at range and orbit, can be accomplished without first targeting the other person.<br />
|}<br />
<br />
=== During peace ===<br />
{|<br />
| valign="top" | [[image:icon_peace.png|64px|At peace]]<br />
| valign="top" | Even when you're at peace there is a chance that flags might come into play. If someone enters a limited engagement, like if you suffer an unprovoked attack by someone, then any assistance to the person involved with a limited engagement would require logistics to turn their safety to yellow and go suspect. Once someone goes suspect it would force the other logi and everyone else who wants to lend assistance to go suspect as well, or be unable to help.<br />
|}<br />
<small><references/></small><br />
<br />
= General advice =<br />
Below are a lot of things that you'll only need to be aware of, things you'll read just once or simply pick up as you go along ... or things that you will be told. It will range from simple guidelines to things you'll need to be aware of at all times. By themselves, neither of these will be critical, but together they could easily result in a snowball-effect<small> <ref>When small insignificant or trivial stuff builds up and become a serious issue, see http://en.wikipedia.org/wiki/Snowball_effect.</ref></small> that gets people killed.<br />
<br />
==== Before joining the fleet ====<br />
* If you are unsure about your fit, ask for a second opinion. Don't be afraid to ask why they suggest something, if it seems weird or if you're getting conflicting advice. You can find the '''minimum''' fits on the [[Vanguard Incursion fits|Vanguard]] and [[Assault Incursion fits|Assault]] fitting pages.<br />
* Carry logistic drones (shield maintenance bots) in case logistics get jammed or disconnects untimely (use tech two if you can).<br />
* Fit an energy transfer or a shield transporter if you have spare highs, for the same reason.<br />
* Make sure your safety is <span style="color: green;">'''green'''</span>, full safety should be on while doing incursions to avoid spreading flags.<br />
* Don't X-up until you're actually in system and ready to go (feel free to let people know you're coming though).<br />
** Letting the waitlist manager know you're on your way or that you'll be ready shortly is good though, they could make a note of it letting everyone know reinforcements are on the way. Just make sure the waitlist manager knows, so they aren't counting you as available until you really are.<br />
* Get on Mumble (preferably as soon as you join the waitlist, at the very least as you're invited to fleet).<br />
** Remember to never jump directly into another channel before asking the fleet commander or someone else in the fleet if it's ok first.<br />
* Keep track of the fleet and stay docked up in the system they are running (or the system next door if they are running in a station-less system).<br />
** The ''Incursions.E-UNI mailing'' list will tell you what constellation we're in, otherwise convo someone.<br />
** Even if you don't know exactly what system we are running in, you'll not be more than a jump or two away.<br />
* Take yourself off the waitlist if you go away from keyboard for more than a few minutes. Don't be the guy who makes everyone think they have enough people to go, only to find out they do not.<br />
* Make sure that your cargo hold has enough faction or tech two ammo, nanite repair paste, scripts for both scan resolution and targeting range for sensor boosters, tracking speed and optimal range scripts for tracking computers and tracking links etc.<br />
** If you can hold enough ammo and carry a stack (or two) of Lyavite (255 units, 306 m3), be sure to bring that too.<br />
<br />
==== When joining up with the fleet ====<br />
[[image:incursions_people_not_on_grid.png|thumb|right|A quick look at the watch list will tell you that two people are missing, let the fleet commander know.]]<br />
* Read the fleet's MOTD (message of the day), it contains all you need to know; What system they are in, what on-demand channel in Mumble we use and any other information you need to know.<br />
** If the MOTD is missing or not updated/incomplete, nudge the fleet boss to fix that.<br />
* Always put your entire fleet or as many people as possible on your watch list.<br />
** For vanguards, resize the watch list to 10 people (easy to spot disconnects).<br />
** For larger fleets, try to add the logistics (as many as possible), anchor(s), your squad and if there's room, the fleet commander and dronebunny to your watch list.<br />
** Putting the logistics pilots on the top of the watch list means that if one of the logistics disconnects, the top guy on your watch list is always going to be the one you lock. It saves time in an emergency.<br />
** Putting the anchor or dronebunny at the bottom of the list is also convenient for easy interaction.<br />
* Confirm with the fleet that you are on their watch list.<br />
* Make sure you are in the right squad, ask the fleet commander if you are unsure.<br />
* Turn on your defensive modules, reload your guns etc.<br />
* Double-check that you are at the right site (try warping twice to a member when at the gate).<br />
* Ask permission before entering a site.<br />
* Once you enter the site, immediately start locking something up and announce ''"<your name> on grid!"'' (the reason you lock something up first is because the logis cannot lock you until you do something after landing on grid).<br />
<div style="clear: both"></div><br />
<br />
==== While in the fleet ====<br />
[[image:incursions_logi_disconnect.png|thumb|right|When one of your logistics disconnects, the watch list will be missing one person and while he's still on grid (takes a few seconds before they warp off) you can spot who as they turn non-purple due to dropping fleet.]]<br />
[[image:incursions_logi_locked.png|thumb|right|Both of the logistics have you locked, indicated by the yellow frame on the ship icon in the overview.]]<br />
* Stay alert and pay attention (if you can't pay attention, excuse yourself and dock up until you can). People in the fleet rely on you paying attention and doing your job.<br />
* Don't be afraid to ask questions.<br />
* Even though there's a ''"me"'' in ''"team"'' (if you jumble it all up) use your name instead of ''"I"'' or ''"me"''.<br />
* Make sure you are in the right squad, receiving boosts if there are any.<br />
* Never align down the gate or enter a site unless your fleet commander tells you to.<br />
* Whenever you land on a gate or enter a site, speak up if you see anyone missing.<br />
* Broadcast ''"Need shields"'' or ''"Need armour"'' as soon as you're yellow-boxed (the sooner, the better, don't wait until you start taking damage).<br />
* If you're being targeted and they suddenly go from red-boxing you to yellow-boxing you, broadcast ''"In position"'' and call out ''"Aggro shifting"'' in mumble (that way people can pay extra attention).<br />
* Always broadcast first, before talking on Mumble (cannot lock your voice on mumble, but they can lock from your broadcast).<br />
* Look for the ''"locked"'' indicator from your logistics in the overview list, if they haven't, call them out on it (we're talking fleet security here).<br />
** In vanguards they should always have you prelocked.<br />
** In assaults they should lock you up as soon as you broadcast.<br />
* If you broadcast for repairs and nothing happens, make sure your broadcast came through then repeat your request on Mumble (make sure you lead with your name, ''"<your name>, need reps!"''.<br />
* Double-check your watch list whenever someone joins a fleet or disconnects and reconnects.<br />
* If you disconnect and still have access to Mumble, quickly announce ''"<your name> disconnected!"''. If you see someone disconnect (they disappear from your watch list and their purple icon in the overview list goes back to normal; green for corporation members, white for the rest), let the fleet commander know on mumble or in fleet chat.<br />
** When you reconnect and rejoin the fleet, make sure you end up in the right squad.<br />
** Upon returning on grid, lock something up and announce on mumble, ''"<your name>, on grid!"''.<br />
* Stay calm and consider your options. A rash, split second decision is usually much worse than taking a few seconds to consider your options. That said, it is still very important to make a reasonably quick decision.<br />
* Any ship in the fleet should be able to warp in first into a site and anchor, although practically you might want to make sure you don't tie up your dronebunny, logistics or your best damage dealers as an anchor (them being jammed would slow the fleet down).<br />
* If you're in a smaller ship, orbit the anchor (or any battleship if you don't have an anchor) to mitigate damage.<br />
* Always remember to align when the fleet commander tells you to, so you are ready to warp with the rest of the fleet instead of being left behind.<br />
* {{co|red|Never share mission rewards while in a fleet.}} Missioning while waiting for the fleet to form is fine, just be careful with the reward. This will cause people to get standing with a corporation, which can royally screw them over if they rely on having no standing at all and getting it derived from corporation members.<br />
<div style="clear: both"></div><br />
<br />
==== When leaving a fleet ====<br />
* If possible, let the fleet commander know ahead of time that you are going to drop and what role you had.<br />
* Ask for confirmation from the fleet commander before you warp away from the fleet (make sure your fleet commander knows that you are dropping).<br />
* Wait until the site is finished and the fleet has warped off before leaving the fleet. Avoid leaving the fleet while it is still in the site, both to avoid confusion as well as not to risk your ship (in some sites we leave some ships alive).<br />
* Don't forget to tip, see [[Roles_in_Incursions#Unpaid_roles_and_tipping|unpaid roles and tipping]] for more details.<br />
* Drop the fleet as soon as possible, so you disappear from people's watch lists and so that you make room in the fleet for your replacement.<br />
<br />
==== During war ====<br />
* Haul your ships with alts or move them in travel fleets with a scout. Alternatively utilize freighter services like Red Frog or friendly unistas or alumni providing such services. For more information, see [[How_to_find_Incursions#Wartime_logistics|Wartime logistics]].<br />
* Consider the ship and worth of droppable modules you are bringing. Don't hesitate to dock up your faction battleship in favour of running with a less expensive tech one battleship instead.<br />
* Always keep an eye on local when you're running fleets during wartime.<br />
** Delegate people to cover top and bottom half if it's not too long.<br />
** Alternatively have everyone in fleet center the list of members in local based on their name.<br />
* If you have people in the waitlist, ask if they can be pickets while they wait.<br />
* If there's war target activity nearby, escort people dropping fleet safely back to the station if it's not in the same system. Similarly, pick up people with the fleet when they join. Never leave unistas travelling alone to and from the fleet if it means jumping through gates, they'd easily be picked off and killed before you could help.<br />
* At the first sign of trouble, finish off your current site, dock up and reassess the situation. Better safe than sorry.<br />
<br />
= Clarifications =<br />
<small><references/></small></div>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=Overview&diff=72250Overview2014-06-10T00:32:32Z<p>Wilhelm knicklicht: /* Setting Up a PvP Preset (Updated for Retribution) */</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. Also useful for exploration, where cans in archaeology or hacking sites need to be marked as completed.<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 />
<br />
<br> <br />
<br />
=== Setting Up a Missions 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 />
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 (outdated)<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>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=Fitting_a_Tackle_Frig&diff=70553Fitting a Tackle Frig2014-05-22T18:45:41Z<p>Wilhelm knicklicht: /* Gate Tackle */</p>
<hr />
<div>{{merge|The Way of the Tackler|Tackling 101 Guide|Tackling 101|target=Tackling}}<br />
<br />
In a fleet situation, there are three key tackle frigate roles:<br />
<br />
===First Tackle===<br />
<br />
First tackle needs Microwarpdrive, long point (warp disruptor, preferably tech 2), and speed. Squeeze in some tank if you have slots free. Your job is to be first on the scene with tackle and point the bad guys so that they can't warp away. This will also make you their primary target, and your MWD sig bloom will make sig / speed tanking harder. Any guns or rockets you can squeeze on are for anti-drone work; damage dealing is not your job.<br />
<br />
This role is often filled by an interceptor, but a skilled pilot can do it in a T1 frig or assault frigate. Of the T1 frigs, the attack frigates ([[Executioner]], [[Condor]], [[Atron]] and [[Slasher]]) are the best choices.<br />
<br />
===Second Tackle===<br />
<br />
In a fleet situation, this is "everyone else". Second tackle's role is to grab the ship tackled by first tackle and slow it down so the heavier ships can join the fun.<br />
<br />
To fly second tackle, you will need Microwarpdrive, web, and scram. The rest should be given over to tank. Speed mods aren't really necessary, since you should be fast enough to catch anything worth tackling anyway. Once two or three second tacklers have the ship, it is basically dead in the water and the heavier ships can either catch up or tac-warp to the tacklers.<br />
<br />
Second tackle needs to be very careful when engaging battleships. Tech 2 smartbombs have a 6km range; if you get inside 6km, expect to activate a new med clone. A tech 2 warp scrambler has a 7.5km effective range; when flying second tackle, set your default "orbit" distance to 6.5km and use this against battleships until you have confirmed that they are not smartbomb fit. Against anything else, closer is usually better, with your MWD off.<br />
<br />
Second tackle only needs to be cap stable with your just your scrambler running. 1-2 minutes of MWD is more than enough to reach engagement range or die trying.<br />
<br />
===Heavy Tackle===<br />
<br />
In a UNI fleet, close range brawler BC and BS should have their own point and/or scram to hold their prey in place. Once these are applied, second tackle can stay on target or go looking for other targets.<br />
<br />
===Gate Tackle===<br />
<br />
The third tackle frig role is not "third tackle", but "gate tackle". Gate tackle is a specialised form of first tackle, where the emphasis is not on speed but on lock time. Gate tackle should fit at least one Sensor Booster, and might also receive Remote Sensor Boosting from fleet-mates. Some speed is useful in case the target tries to burn out of range, but not all important as it is for first tackle. Tank can also be lighter, as you are operating with the rest of the fleet; your job is simply to get a lock and point as fast as possible so the target cannot warp off, and then the rest of the first tackle locks them down.<br />
<br />
Some gates, such as regional gates, are particularly large, and often require two or three gate tacklers to completely cover them. T2 warp disruptors and sensor boosters are the primary skill requirements for a gate tackler.<br />
<br />
===Key skills===<br />
<br />
The following skills can make or break a tackle frigate pilot:<br />
* '''Propulsion Jamming II''': this is required for tech 2 warp scrammers and warp disruptors - the extra range makes a huge difference. Level IV is required for tech 2 webs.<br />
* '''High Speed Maneuvering I''': required for a meta microwarpdrive (or a T1 variant, but the meta2 variant is much better and very cheap)<br />
* '''Thermodynamics''' (requires '''Power Grid Management IV''', '''Energy Management III''', '''Science IV'''): overheat your points for extra range, and MWD for extra speed. If you're a first line tackle and your long point is not overheated (at least until you have snared the bad guys), you're doing it wrong.<br />
<br />
For gate tackle, add:<br />
* '''Long Range Targeting I, IV''': required for tech 1 / tech 2 sensor boosters<br />
* '''Signature Analysis''': improves lock times<br />
<br />
===Afterburners?===<br />
<br />
You might notice that none of these fits feature afterburners. Afterburners are great for duelling, where the extra speed in close can be the difference between life and death. In a fleet situation, the tackle frigate's job is not to get in close and deal damage, it is to catch and stop bad guys so the heavier ships can deal damage. For the "catch" bit, MWD is much better. Leave the afterburners for the destroyer pilots or solo engagements.<br />
<br />
==Tackle Frig Tactics==<br />
<br />
===Tac Warps===<br />
<br />
A ships can initiate warp to any friendly ship that is at least 150km away. Once you are 150km away from the main fleet, they can initiate warp using you as a reference point. Note, however, that they do not have to warp to you. The shortest distance that a ship can warp is a mere 50km, by warping to 100km from a beacon 150km away.<br />
<br />
This leads to another trick for tackle frigates. If you are not actively engaging a pointed target, consider burning directly away from it - in a direction opposite your heavier ships - until you are at least 150km from the main fleet. This allows those ships to "warp at range" to you, and hopefully land directly on top of the tackled target. This requires some co-ordination; it's no point everyone burning away and no-one staying to apply point / web / scram.<br />
<br />
===Gate Timers===<br />
<br />
Once you commit a hostile act, you cannot use jump gates (or dock) for 60 seconds. A canny target with sufficient tank can stop aggressing, wait out their timer, and then jump through the gate and get away. To prevent this happening, most FCs will reserve a small number of tacklers that do not aggress, so that they also can go through the gate and engage any target attempting to flee. Often these tacklers are sent through first, so they can take up position ready to catch a fleeing ship.<br />
<br />
In this situation, tank can be important. In the worst case, you might need to hold a hostile ship for the full sixty seconds while your allies' timers expire, plus another 10 or so while they jump and load grid.<br />
<br />
==More On Tackling==<br />
<br />
* [[The_way_of_the_tackler|Way of the Tackler]] by Azual Skoll<br />
* [[Tackling_101_Guide|Tackling 101]]<br />
<br />
<br />
[[Category:Guides]]<br />
[[Category:PvP]]</div>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=The_Way_of_the_Tackler&diff=70547The Way of the Tackler2014-05-22T18:12:21Z<p>Wilhelm knicklicht: /* Stasis webifier */</p>
<hr />
<div>{{Cleanup}}<br />
{{merge|Tackling 101 Guide|Fitting a Tackle Frig|Tackling 101|target=Tackling}}<br />
[[Category:Guides]]<br />
[[Category:PvP]]<br />
[[Category:Ships]]<br />
[[Category:Fleets]]<br />
[[Category:Ivy League Navy]]<br />
This article is intended to give an overview about ship setups for T1 tackling frigates. There are many ways to fit a tackler and ideally there should be a good mix of various setups within a fleet.<br><br />
The first section will explain certain modules and how they are useful for tacklers.<br />
<br />
In the second section you'll find some examples for specific setups and informations about how to use them.<br />
<br />
== The modules ==<br />
==== Warp scrambler or warp disruptor? ====<br />
<br />
The primary role of any tackler is to make sure a target ship doesn't run away. The most important part of this is to prevent the enemy from warping off, which can be accomplished by using a warp disruptor or a warp scrambler. Each of these modules has its advantages and disadvantages, and an effective fleet will have some of both.<br />
<br />
The warp disruptor has more than twice the range of a warp scrambler (20km, or 24km with t2) which allows you to keep more distance from your target. This can increase your survivability against targets with stasis webifiers and energy neutralizers, although orbiting at warp disruptor range (rather than orbiting as close as possible) will make you easier to hit with turrets. You can also tackle your target faster because you don't need to get within 9 km or even less first. Warp disruptors take a lot of capacitor to run and can quickly drain your frigate's small capacitor if you keep them turned on. For this reason, warp disruptors are generally used to get the initial tackle and smart tacklers will turn them off once someone else has put a warp scrambler on the target. Warp disruptors are especially popular on specialised t2 interceptors, which receive bonuses to their range and a reduction to the amount of cap they use.<br />
<br />
The warp scrambler has a much shorter range than the warp disruptor (between 7.5 and 9km), however it doesn't just prevent the enemy from warping off - it also shuts down their Microwarpdrive (MWD). Since almost all ships larger than frigates will be running a MWD, a warp scrambler will slow them down significantly. This allows the rest of your fleet to get in range of the target more easily, and prevents them from running away or getting back in range of a stargate. For this reason, having at least some warp scramblers is is essential to any fleet. Warp scramblers use significantly less capacitor than warp disruptors, and you should be able to keep them running indefinitely. Using a warp scram will put you within range of stasis webifiers and energy neutralizers which can be a threat to your frigate, however guns will struggle to track you at this range meaning in most cases you will actually be safer in warp scrambler range than outside of it. In most situations, the safest place for a frigate to be is orbiting as close as possible - between 500m and 2500m.<br />
<br />
'''Note''': Using a warp scrambler puts you quite close to smartbomb range (which is 5km, or 6km if the target is using t2 smartbombs). Be careful when you're engaging a target that is likely to be equipped with smartbombs (i.e. battleships in lowsec). If you suspect that your target might be using smartbombs it's a good idea to set your orbit between 6 and 7.5km, which should put you safely outside of their range.<br />
<br />
<table class="collapsible collapsed"><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Warp scrambler T1 !!style="width:15em"| Warp disruptor T1<br />
|-<br />
| Range || 7.5 km || 20 km<br />
|-<br />
| Deactivates MWD || Yes || No<br />
|-<br />
| Capacitor usage per second || 0.9 || 4.8<br />
|-<br />
| CPU requirement || 30 || 40<br />
|-<br />
| PG requirement || 1 || 1<br />
|}<br />
</tr><br />
</table><br />
<br />
==== Afterburner (AB) or Microwarpdrive (MWD)? ====<br />
<br />
At first glance you might think that both of these modules perform the same function - both ABs and MWDs increase your speed, and since the MWD increases your speed more it must be the better choice. Like many things in EVE, it isn't quite that simple.<br />
<br />
A MWD has a couple of serious drawbacks. The most important one is that while the MWD is activated it will increase your signature radius by up to 500%; this will make you much easier to hit and you will take a lot more damage from cruiser sized and bigger weapons. This will massively increase your chances of dying. Also, the MWD uses a lot of capacitor and you will most likely not be able to run it for an extended period of time. For these reasons, '''an MWD is used only to get into range of your target and should be turned off once you are in range to tackle your target'''. Once that has happened you will only be able to orbit your target at the regular speed of your ship. Also keep in mind that you will not be able to use the MWD at all when someone is using a warp scrambler (not a warp disruptor) against you, since these disable MWDs.<br />
<br />
An AB on the other hand does not increase your signature radius at all and it needs far less capacitor, meaning you can keep it activated even while you're orbiting your target. Since you're able to travel more quickly without increasing your signature radius, an AB will decrease the chances for your enemy's turrets to hit you as well as reducing the amount of damage you receive from missiles. While an AB is not as useful for chasing targets or getting into range, it does help you survive once you get there.<br />
<br />
To summarise, an MWD will let you get into range quickly, but you will be more at risk once you get there. With an AB you will take longer to get into range, but will take less damage once you do.<br />
<br />
In most cases, it is recommended that tackler frigates fit an MWD in order to close range more quickly and to help them catch up with fast moving targets. However, flying with an MWD is less forgiving than using an AB since things will happen more quickly - you will need to be more aware of the range to your target and whether your MWD is currently turned on or off. If you're trying PVP for the first time, an AB might be an easier choice.<br />
<br />
It is possible to fit both an AB and a MWD to your ship (known as 'dual propulsion' or 'dual prop') if you have enough midslots as well as the CPU and PG to do so - this is popular on some T2 and faction ships, but is difficult to do on most T1 frigates and is not recommended for new players.<br />
<br />
'''Note:''' T2 interceptors (and to a lesser extent t2 assault frigates) receive bonuses to MWDs which reduce the signature radius penalty which they provide. As a result, they take much less damage then running MWDs during combat. Long-ranged 'fleet' interceptors in particular will often keep their MWDs on for the whole duration of a fight.<br />
<br />
<table class="collapsible collapsed"><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Afterburner T1 !!style="width:15em"| Microwarpdrive T1<br />
|-<br />
| Speed bonus || +112.5% || +500%<br />
|-<br />
| Capacitor usage per second || 1.8 || 4.3<br />
|-<br />
| Signature radius increase || - || +500% (only when activated)<br />
|-<br />
| Capacitor capacity penalty || - || -25% (permanent)<br />
|-<br />
| CPU requirement || 15 || 25<br />
|-<br />
| PG requirement || 10 || 15<br />
|}<br />
</tr><br />
</table><br />
<br />
==== Tanking Your Tackler ====<br />
<br />
After your tackle and propulsion module, the most important thing to fit on your tackler is tank - it's no use catching a target if they can simply kill you and escape.<br />
<br />
You'll sometimes see people fitting their tackling frigates with all speed modules and no tank. The most common place that you'll see these is on killboards, killed in droves by whatever they were trying to tackle. While speed is important, your tackle frigate should already be fast enough to catch most ships in the game (especially if you're using a MWD) and enhancing that further is not your main priority.<br />
<br />
No matter what else you do, you should almost always fit a damage control in one of your low slots. This module can massively increase your effective hitpoints and has almost no drawback (it uses quite a lot of CPU, but that's it) - there is very little excuse not to use one.<br />
<br />
After that, you have two options - you can either fit a shield tank or an armour tank. A shield tank is usually the best choice for a tackler, providing you have enough mid slots to fit one (you will need at least three - one for your MWD or AB, one for your scrambler or disruptor, and one for your tank). This is because a shield tank does not slow you down, which lets you get in range of your target more quickly. An ideal shield tank for a tackler frigate is a single '''Medium Shield Extender''' (this gives much more HP than a small shield extender, and it is possible to fit one on most frigates - you will probably also need to fit a '''Micro Auxiliary Power Core''' to provide the necessary powergrid). You may also want to fit shield resistance rigs, such as a '''Small Anti-EM Screen Reinforcer''' - these are very cheap compared to other rigs, and will further increase the toughness of your ship. Fitting a shield tank will increase your signature radius slightly (making you a little easier to hit), however this is vastly outweighed by the increase to HP that it provides.<br />
<br />
If you can't fit a shield tank, an armour tank is also a possibility. Fitting an armour plate will slow you down, however the extra HP it provides can make a big difference particularly if you're also fit armour resistance modules (such as an '''Adaptive Nano Plating'''). A '''200mm Reinforced Steel Plate''' is usually the best choice - smaller plates do not provide enough HP to be worth it, while larger plates will slow you down too much. Armour rigs are generally not recommended on a tackler since they will slow you down too much - speed or agility rigs are usually a better choice. An armour tank is best used on close range tacklers with warp scramblers and/or stasis webifiers, since these are less reliant on speed for survival.<br />
<br />
Most of the time, you will want a buffer tank (HP and resistance modules) rather than an active tank (armour repairers and shield boosters) for your tackler. This is because a small armour repairer or small shield booster generally does not repair quickly enough to counteract the amount of damage you're likely to take if you're getting shot at by another player - you will generally survive for longer with a buffer tank instead. That said, some armour tanking tacklers may choose to fit a small armour repairer instead of a plate since doing so does not slow you down, and can still be helpful if you're only taking a small amount of damage.<br />
<br />
In addition to your actual hitpoints, the high speed of your tackler frigate should help reduce the amount of damage that you take. It generally does not reduce it enough to prevent damage entirely - even on a specialised t2 interceptor - however combined with a few tanking modules it should keep you alive for longer. If you have any low slots or rig slots left over after fitting your tank, it's a good idea to fill them with modules which enhance your speed (such as '''Overdrive Injectors''' or '''Small Auxiliary Thruster''' rigs).<br />
<br />
==== Stasis webifier ====<br />
<br />
Stasis webifiers are great modules as they significantly decrease the speed of a target ship. Stasis webifiers are fairly short ranged, with a range only slightly longer than a warp scrambler. This makes fitting a stasis webifier a good decision if you're already fitting a warp scrambler, since you will be operating well inside webifier range anyway.<br />
<br />
If you're fitting a warp disruptor, the decision is slightly less clear cut. You first need to decide whether you plan to fly inside stasis webifier range; despite the fact that you have a long ranged warp disruptor, you will generally be harder to hit if you orbit as close as possible, and you may want to fly inside web range anyway. If you do, fitting a stasis web makes a lot of sense. On the other hand you may want to stay outside of stasis webifier range, either because you're flying a t2 interceptor which will be running its MWD all the time, or because you want to avoid your target's webs and energy neutralizers. If this is the case, there's not much point fitting a stasis webifier yourself since you're unlikely to be in range to use it and you're better off using that mid slot for a different module (for example a sensor booster to help you lock faster, or a tracking disruptor to protect your fleetmates from your opponent's turrets).<br />
<br />
<table class="collapsible collapsed"><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:15em"| Stasis webifier T1<br />
|-<br />
| Speed reduction || -50%<br />
|-<br />
| Range || 10 km<br />
|-<br />
| Capacitor usage per second || 0.9<br />
|-<br />
| CPU requirement || 25<br />
|-<br />
| PG requirement || 1<br />
|}<br />
</tr><br />
</table><br />
<br />
==== Sensor boosters ====<br />
<br />
Sensor boosters increase the scan resolution of your ship and thus allow you to lock a target faster and/or the increase the locking range of your ship. A sensor booster makes sense if you're fitting a warp disruptor (aka a 'long point'), however it should '''not''' take precedence over tanking modules such as shield extenders.<br />
<br />
Sensor boosters can increase either your targeting range or your locking speed (or both) depending on which script you load them with. While most frigates can already lock further than maximum warp disruptor range (20-24km), the additional targeting range from a sensor booster can come in useful by allowing you to start locking a target while you're still approaching them, and before you get into warp disruptor range. This means you can turn on your warp disruptor as soon as you get into range, instead of having to wait while you lock them first. The additional scan resolution will let you lock targets faster, although your frigate will already lock pretty quickly. This is mainly useful when trying to catch targets coming through a stargate.<br />
<br />
<table class="collapsible collapsed"><br />
<tr><br />
<th>Technical overview (based on minimum skills)</th><br />
</tr><br />
<tr><br />
<td><br />
{| class="wikitable center"<br />
|-<br />
!style="width: 15em"| !!style="width:17em"| Sensor booster T1 (unscripted)<br />
|-<br />
| Targeting Range bonus || +25%<br />
|-<br />
| Scan resolution bonus|| +25%<br />
|-<br />
| Capacitor usage per second || 1<br />
|-<br />
| CPU requirement || 10<br />
|-<br />
| PG requirement || 1<br />
|}<br />
</tr><br />
</table><br />
<br />
==== Long range or short range weapons? ====<br />
<br />
In most cases you should fit short range weapons to your tackler for a couple of reasons. Obviously if your ship is designed to be used at short range (warp scrambler/stasis webifier) fitting long range weapons makes very little sense. If your ship is designed to be used at long range you still should consider to use short range weapons to fight off drones that are attacking you as well as enemy ships that managed to get too close to you.<br />
<br />
The problem with fitting short range weapons to a long range tackler is the temptation to get within weapon range on your primary target so you can apply some damage to it. Quite often you might get away with this, but eventually you'll end up getting yourself killed for doing that because you got within range of smartbombs, stasis webifieres and other modules that ruin your day. So make sure to use the modules and weapons as they are intended to be used.<br />
<br />
Long range weapons really only make sense if for whatever reason you need to be able to hit your target from a distance. Maybe you're fitted for long range tackling while you're in a small gang and the fleet needs as much DPS as possible or maybe you're in a frigate only fleet. In a regular EVE University fleet the damage from a T1 tackling frigate is usually very small and should not be your priority; Your main concern should be to tackle the target and stay alive. Of course with a large number of tacklers all those small amounts do add up, so there's no reason to not use the highslots if you got some CPU and PG to spare.<br />
<br />
'''Note:''' For a lot of frigates it makes sense to use projectile turrets (autocannons or maybe artilleries) even though the ship might not give any bonus for them. Projectile weapons do not use any capacitor and ACs also require very little CPU and PG. Hybrids and lasers only make sense if your ship grants a reasonable bonus to damage, range or maybe tracking.<br />
<br />
==== T1 or T2? ====<br />
<br />
Using T2 modules will improve your performance, however they require somewhat better skills and are a lot more expensive and for some modules it might not be worth it on a T1 frigate. As an EVE University member you are allowed to fit T2 modules to your frigates as you see fit, but should not fit anything that you're not willing to lose.<br />
<br />
Keep in mind that there are so called named versions of all modules as well (meta 1 to meta 4) which offer more performance than vanilla T1 and are easier to fit as well. The higher meta versions can be very expensive (sometimes even more than the T2 versions), but meta 1 and meta 2 modules are usually very cheap.<br />
<br />
'''Note:''' A T2 warp disruptor offers 4 km more range than any T1 version and requires only 1 additional level of propulsion jamming, so it's very useful and in fact recommended for long range tacklers if you can afford it. T2 damage controls are also significantly better than their t1 counterparts, particularly because meta 3 and 4 damage controls tend to be very expensive.<br />
<br />
==== E-war ====<br />
<br />
Using a spare midslot for a random e-war module will multiply the value of your ship for the fleet. Especially in a big fleet, there are usually a lot of tacklers and one more or less warp scrambler or webifier doesn't make much of a difference. A tracking disruptor or sensor dampener on the other hand can significantly disrupt your enemies' ability to fight back, even though the tackler frigate does not receive a bonus to those modules. An e-war module can also increase the survivability of a tackler when trying to keep a target tackled for a while until fleet members caught up/warped in, as well as helping out any other tacklers in your fleet. Tracking disruptors are great for this though they are effective only against turret based ships.<br />
<br />
Most T1 frigates that are used for tackling do not provide any bonus to a specific type of e-war. However, e-war modules such as tracking disruptors and remote sensor dampeners are still incredibly effective on any ship, even one with no bonuses to them. ECM jammer modules are the only exception to this rule, and are not recommended on a ship which does not have ECM bonuses (such as the griffin or blackbird).<br />
<br />
==== Drones ====<br />
<br />
Some T1 frigates can use at least 1 small drone and you should utilize that, even if it wont make much difference individually. Not using the drone bay pretty much equals not using a slot on your ship. A simple combat drone like a hobgoblin or a warrior is fine, if you trained up your drone skills you could maybe use an e-war drone. Anything is fine really, as long as you use it.<br />
<br />
<br />
== The Setups ==<br />
<br />
Below you will find several different tackler setups for all races. All these setups can be flown with only some very basic skills. Note that some of the fits below have empty high slots due to not having the powergrid to fill them with starting skills. By training up your skills you will not only improve the performance of your ship but also free up CPU, powergrid, and capacitor which might allow you to fit bigger and/or additional weapons or begin upgrading your modules to T2. <br />
<br />
All these fits use nothing but vanilla T1 (meta 0) items. If you are an EVE University member you can get all these modules and ships for free from the corporation hangar, though you might want to consider upgrading some modules to higher meta versions if you can afford it. Meta 1 and 2 items are usually fairly cheap and offer improved performance while requiring less CPU and/or PG to fit.<br />
<br />
You should copy any fit you want to use to [[EFT]] (or similar) and see if your skills allow you to fit more/bigger weapons or make any other adjustments like upgrading to higher meta levels as you see fit.<br />
<br />
The fits below are generally separated into two categories: Long ranged tacklers with warp disruptors, and close ranged 'scram' tacklers with warp scramblers.<br />
<br />
<br />
==== Long Ranged Tacklers ====<br />
<br />
The perfect ships for this role are the t1 'attack' frigates - the Slasher, Condor, Atron and Executioner. These ships are very fast and have good capacitor regeneration, but most importantly they get a 80% reduction to the cap use of tackle modules. Warp disruptors usually require a lot of capacitor to run, and a regular frigate cannot keep one running for very long at all without running out of capacitor - especially if it's running a microwarpdrive too! The fast attack frigates don't have this problem, and can keep their warp disruptors running for much longer. They are however naturally very fragile, and it's important to fit a decent tank.<br />
<br />
The job of a long ranged tackler is to grab targets quickly, while the close ranged tacklers are still trying to get into range. Since you don't have a warp scrambler or stasis webifier you can orbit outside of web range if you want to, however you will often take less damage just orbiting as close to the target as you can!<br />
<br />
All setups below will work with either a microwarpdrive or an afterburner. However, remember that running a MWD will drain your capacitor quickly as well as making you easier to hit. If you're using a MWD, it's a good idea to turn it off once you get close enough! Speed is very important to long range tacklers, allowing you to chase down targets and helping to keep you alive. Because of that, it's a much better idea to shield tank them than armour tank them!<br />
<br />
{{Fittings<br />
|name=<br />
Slasher, Fast Tackle<br />
|high=<br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
1MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Sensor Booster I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br />
|charges=<br />
EMP S<br><br />
Targeting Range Script<br><br />
Scan Resolution Script<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The slasher is an excellent tackler thanks to its natural high speed, low signature radius, and four mid slots allowing it to fit both a shield extender and a sensor booster. Since it's autocannons don't use capacitor, it also has more cap spare to run your tackle modules.<br />
}} {{Fittings<br />
|name=<br />
Condor, Fast Tackle<br />
|high=<br />
Rocket Launcher I<br><br />
Rocket Launcher I<br><br />
Rocket Launcher I<br><br />
[empty high slot]<br />
|mid=<br />
1MN MicroWarpdrive I<br><br />
Initiated Warp Disruptor I<br><br />
Sensor Booster I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br />
|charges=<br />
Scourge Rocket<br><br />
Targeting Range Script<br><br />
Scan Resolution Script<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Like the slasher, the condor gets an excellent 4 mid slots and has weapons which don't use any capacitor. It's a little slow compared to the other tacklers, and you might not be able to fit all three rocket launchers until your skills are a little more developed, however it is also the hardest tackler frigate to jam with ECM and has good shield HP.<br />
}}<br />
{{Fittings<br />
|name=<br />
Atron, Fast Tackle<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
[empty high slot]<br />
|mid=<br />
1MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The Atron is naturally tough thanks to its high structure HP, and while it doesn't have a fourth mid slot for a sensor booster, the third low slot makes it very fast. While most Gallente ships armour tank, a shield tank is usually a much better idea on a tackler frigate because of the extra speed and agility it provides.<br />
}} {{Fittings<br />
|name=<br />
Executioner, Fast Tackle<br />
|high=<br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
125mm Gatling AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
1MN MicroWarpdrive I<br><br />
Warp Disruptor I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br />
|charges=<br />
EMP S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Like the Atron, the Executioner's third low slot allows it to travel very quickly. In fact, the Executioner has enough powergrid that even with starting skills you won't need to use a MAPC to fit it, although you leave your high slots empty or fit autocannons instead of pulse lasers (like above). While shield tanking an Amarr ship may seem a little odd, the extra speed makes a big difference for a tackler.<br />
}}<br />
<br />
==== Close Ranged 'Scram' Tacklers ====<br />
<br />
While the attack frigates are fast, they are also quite fragile. Because of that, many people prefer to use the t1 'combat' frigates for their close range tacklers - the Rifter, Merlin, Incursus, Punisher and Tormentor.<br />
<br />
The job of a scram tackler is to get in close and hold a target until it dies. This means carrying a warp scrambler and plenty of tank to help you stay alive. If you have a spare mid slot a stasis webifier is a natural fit. Despite what you might think, being in close usually much safer than orbiting at range, because it makes you harder to hit. Often the best plan for a scram tackler is to orbit as close to their target as possible.<br />
<br />
The fits below work with either microwarpdrives or afterburners. Remember that you'll take more damage with a MWD running, so only use it to get into range and then turn it off. Like long ranged tacklers, the most effective tank for a scram tackler is usually a shield tank for extra speed. However since they don't rely on speed quite so much as their long range counterparts, an armour tank can also work well.<br />
<br />
{{Fittings<br />
|name=<br />
Tormentor, Scram Tackler<br />
|high=<br />
Gatling Pulse Laser I<br><br />
Gatling Pulse Laser I<br><br />
Gatling Pulse Laser I<br />
|mid=<br />
1MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br><br />
Nanofiber Internal Structure I<br />
|charges=<br />
Multifrequency S<br />
|drones=<br />
Warrior I x2<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The tormentor is an excellent tackler frigate due to its three mid slots and very easy fitting requirements. While most Amarr ships armour tank, the tackle tormentor works very well as a shield tanker, allowing it to use its low slots to enhance its speed. Thanks to the tormentor's strong powergrid, it doesn't even need a micro auxiliary power core in order to fit a shield extender! Perfect! It also has room for two drones - don't forget to use them. You might need to leave a turret off until your skills are more developed.<br />
}} {{Fittings<br />
|name=<br />
Punisher, Scram Tackle<br />
|high=<br />
Dual Light Pulse Laser I<br><br />
Dual Light Pulse Laser I<br><br />
Dual Light Pulse Laser I<br><br />
Small Nosferatu I<br />
|mid=<br />
1MN MicroWarpdrive I<br><br />
Warp Scrambler I<br />
|low=<br />
Damage Control I<br><br />
200mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Multifrequency S<br />
|drones=<br />
<br />
|rigs=<br />
[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
|notes=<br />
* With two mid slots the Punisher is generally less effective as a tackler than the tormentor, although its armour HP bonus can make it quite tough. Since it only has two mid slots the Punisher has to armour tank, which does leave it quite slow.<br />
* Thanks to the Punisher's strong powergrid it's quite easy to fit a small nosferatu, which should come in very useful for keeping your capacitor flowing once you're in range. If you don't fit a nosferatu it might be a good idea to fit projectile turrets or simply be careful running your guns, since unlike the tormentor the Punisher does not get a bonus to cap use for its turrets.<br />
}}<br />
{{Fittings<br />
|name=<br />
Merlin, Scram Tackler<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br />
|mid=<br />
1MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Stasis Webifier I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* Thanks to its shield resistance bonus, the Merlin is one of the best close range tackler frigs around. With a medium shield extender this Merlin fit is very tough, while it also has plenty of mid slots for tackle or electronic warfare.<br />
* This fit has plenty of CPU spare so you can easily swap that stasis webifier for a tracking disruptor or other ewar module if you prefer, allowing you to cause even more pain for your target.<br />
* If you have reasonably good fitting skills and want to do some more damage, you might be able to squeeze some blasters on there instead of the 75mm rails.<br />
}} {{Fittings<br />
|name=<br />
Incursus, Scram Tackler<br />
|high=<br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br><br />
75mm Gatling Rail I<br />
|mid=<br />
1MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Overdrive Injector System I<br><br />
Overdrive Injector System I<br><br />
Nanofiber Internal Structure I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
Warrior I x1<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* The incursus is a great tackler thanks to its three mid slots and good speed. Despite having a bonus to armour repairers, a tackler incursus works very well with a shield tank. Like the tormentor, it has plenty of powergrid allowing you to fit a medium shield without needing a micro auxiliary power core to do so. With its four mid slots giving it excellent speed, this is arguably one of the best tackler fits around.<br />
* This ship has a reasonable amount of cpu left, meaning you can fit a warp disruptor if you prefer. If you have decent fitting skills, this ship is a natural with blasters.<br />
}}<br />
{{Fittings<br />
|name=<br />
Incursus, Scram Tackle Armour<br />
|high=<br />
Light Ion Blaster I<br><br />
Light Ion Blaster I<br><br />
Light Ion Blaster I<br />
|mid=<br />
1MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Stasis Webifier I<br />
|low=<br />
Damage Control I<br><br />
200mm Reinforced Steel Plates I<br><br />
Adaptive Nano Plating I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Antimatter Charge S<br />
|drones=<br />
Warrior I x1<br />
|rigs=<br />
[empty rig slot]<br><br />
[empty rig slot]<br><br />
[empty rig slot]<br />
|notes=<br />
* Thanks to its large number of low slots, the Incursus also makes a good armour tanker. This takes less powergrid than the shield tanked version, letting you fit blasters more easily for some close range damage as well as freeing up a mid slot for another tackle or ewar mod.<br />
* The armour Incursus is slower and more fragile than the shield tanked version, and since armour rigs are more expensive than shield rigs you might not want to rig it. If you have the choice, the shield Incursus is probably a better setup for tackling.<br />
}} {{Fittings<br />
|name=<br />
Rifter, Scram Tackler<br />
|high=<br />
150mm Light AutoCannon I<br><br />
150mm Light AutoCannon I<br><br />
150mm Light AutoCannon I<br><br />
[empty high slot]<br />
|mid=<br />
1MN MicroWarpdrive I<br><br />
Warp Scrambler I<br><br />
Medium Shield Extender I<br />
|low=<br />
Damage Control I<br><br />
Micro Auxiliary Power Core I<br><br />
Overdrive Injector System I<br />
|charges=<br />
Phased Plasma S<br />
|drones=<br />
<br />
|rigs=<br />
Small Anti-EM Screen Reinforcer I<br><br />
Small Anti-Thermal Screen Reinforcer I<br><br />
Small Anti-Kinetic Screen Reinforcer I<br />
|notes=<br />
* With a good mix of speed and HP, this is an excellent tackler setup. Unfortunately the Rifter doesn't have as much powergrid as the Incursus or Tormentor, forcing it to use a micro auxiliary power core in order to fit a shield extender. Thankfully its excellent base speed makes up for this lost low slot.<br />
* If you have good skills, a useful addition to this setup is to fit a nosferatu in its spare high slot.<br />
}}<br />
<br />
<br />
== Final words ==<br />
<br />
The setups posted above should be considered suggestions. Though they all work as intended, none of them is perfect, since there are no perfect setups for any ship. In order to find a good setup for you, you have to know what you want to achieve. Do you want to be a high speed chaser? Do you want to keep your target tackled as long as possible? Do you want to slow your target down as much as possible? Maybe something else or all of the above?<br />
<br />
You can use any combination of tackling modules, speed modules, tank modules, and e-war modules you want, 3 things should be fitted to any tackler though: A speed module (AB or MWD), a tackling module (warp disruptor or scrambler) and a damage control. Anything beyond that is up to you.<br />
<br />
==Additional Information==<br />
See also [[Tackling 101]] and [[Tackling 101 Guide]]<br />
<br />
See also external link: http://www.evealtruist.com/2012/08/newbie-tackling-guide.html<br />
<br />
[[Category:Guides]]<br />
[[Category:PvP]]</div>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=Fitting_ships&diff=70248Fitting ships2014-05-18T23:25:08Z<p>Wilhelm knicklicht: /* Role Enhancing Modules */</p>
<hr />
<div>These are basic guidelines for fitting ships. These are not rules: EVE University only uses rules about what modules you can fit and which ships you can fly during wartime. (Note that although they only apply during wartime, they are strictly enforced when they do apply. You can find them [[Ship Requirements and Restrictions|here]].) <br />
<br />
Unlike the rules about wartime fitting, these are just guidelines. They are designed to help you until you know when you can ignore them.<br />
<br />
= General Theory= <br />
<br />
==Fit for a purpose==<br />
<br />
Generally, the more tasks you want a fit to do the worse it performs at each particular task. Some ships have very specific uses: a Venture mining frigate is not very helpful in either PvE or PvP combat.<br />
<br />
But even a combat ship will almost certainly need different fits for PvE and PvP, because, for example, in PvP you usually receive a lot more damage in a much more limited time than in PvE, and enemy players, unlike NPCs, need to be [[Tackling 101 Guide|prevented from warping away]]. Even within PvP the same ship can have one fit for close-range brawling in a small gang and a completely different fit for fighting at longer ranges in a large fleet.<br />
<br />
Of course, there are dangers in over-specialisation too, especially when you're not working with other players. If you're going to exploit a low-class wormhole while solo you want your ship to deal and tank damage, launch probes, and maybe cloak so that you can hide if you see a gang of enemies on your [[Directional Scanner Guide|directional scanner]].<br />
<br />
According to Jester [http://jestertrek.blogspot.ca/2013/06/pvp-201-basic-ship-fitting-theory.html guide] for PvP fitting, one should consider the following elements (along with a rough guide to their range):<br />
*Engagement Range: Brawling (<15km), Kitting (15-30km - within point range so depends on boosts), Skirmishing (30-100km) or Sniper (100km+)<br />
*Role: Primary damage (DD), Tackler, Scout, Logistics, Electronic warfare or Screen<br />
*Tank: Buffer armor tank, buffer shield tank, passive shield tank, active shield tank, active armor tank, speed tank, or range tank (there are very few situations where you want none of these)<br />
<br />
== Consider your ship's bonuses ==<br />
<br />
Every ship comes with per-level bonuses, which often point towards the uses that the ship was designed for.<br />
<br />
The Caldari [[Blackbird]], for example, gets a 15% bonus to ECM Target Jammer strength and a 10% bonus to ECM Target Jammer optimal range for each level its pilot has in the Caldari Cruiser skill. These bonuses suggest that it's best fit as an electronic warfare platform which fights well at long range.<br />
<br />
Sometimes it's okay not to take advantage of a ship's bonuses: although the [[Brutix]] is bonused to give a more efficient active armor tank, it is almost always seen with a buffer tank, and quite often a shield tank at that. This is because the ship has the ability to supply a huge amount of DPS with its six damage bonused blasters and a shield tank leaves the lowslots free for damage upgrades to squeeze out even more damage.<br />
<br />
== Don't mix tanks ==<br />
<br />
If you're going to tank (and not all fits include a tank) either [[Shield tanking|shield tank]] or [[Armour tanking|armor tank]]. Don't shield tank and armor tank in the same fit.<br />
<br />
Most of the time a tank takes up a substantial proportion of your powergrid, your CPU and either your midslots (for a shield tank) or your lowslots (armor tank). If you fit a shield tank, you can put useful things (damage modules, speed and agility modules &c) in your lowslots, and if you armor tank you can put useful things (tackling modules, electronic warfare modules, propulsion modules &c) in your midslots.<br />
<br />
If you mount two tanks, even if they're both buffer tanks, your ship won't be very useful except as a target.<br />
<br />
== Don't mix guns ==<br />
<br />
If you have a rack of exactly identical guns on your ship, they will all have precisely the same optimal and falloff ranges, and exactly the same tracking. This means you only have to worry about getting your ship to one ideal range and keeping the enemy's angular velocity below one value.<br />
<br />
Furthermore, you can group identical weapons so that they can all be activated or reloaded or unloaded at once, which reduces the micromanagement required in combat. Grouping isn't always the best option, especially if you learn to [[Overheating|overheat]] your guns using the Thermodynamics skill, but it's a good way to start. (There are, however, cases where having mixed guns due to fitting reasons can squeeze a bit more DPS from your ship.)<br />
<br />
Missiles are a little different, because they aren't affected by tracking and have a simpler kind of range, but the same principle often applies to them. Note that 'don't mix guns' doesn't mean you shouldn't put missile launchers in extra highslots if all your turret hardpoints are full and you want more DPS (as in, for example, a [[Rifter]] with three autocannons and a missile launcher) -- though there are other options for spare highslots, such as neuts/NOSes, salvagers, tractor beams, remote repair modules and drone link augmentors.<br />
<br />
== Bigger guns are not necessarily better ==<br />
<br />
Bigger guns do more DPS, assuming they hit, but they [[Gunnery_Guide#Tracking|track]] targets more slowly and they use up more powergrid and CPU.<br />
<br />
So, for example, there are three kinds of medium-sized autocannon (the short-ranged kind of projectile weapon): [http://wiki.eveonline.com/wiki/Dual_180mm_Autocannon_I Dual 180mm], [http://wiki.eveonline.com/wiki/220mm_Vulcan_Autocannon_I 220mm] and [http://wiki.eveonline.com/wiki/425mm_Autocannon_I 425mm]. The 425mm autocannons do a bit more damage, but the 220mm autocannons have much more forgiving fitting requirements (especially if your fitting skills -- see [[#Train fitting skills|below]] -- need more training). On some ships it may be that fitting a rack of 425s would use up so much powergrid and CPU that you wouldn't be able to fit a tank. In that situation, fitting 220s would be better because, even though you would do a little less damage per second, your ship would survive longer and so apply more total damage.<br />
<br />
(This does not mean that you should fit frigate-sized guns on a cruiser. Downsizing within the available medium or large guns is sometimes wise, but downsizing from large to medium guns, or from mediums to smalls, usually isn't, unless you're fitting a bait ship or certain kinds of drone boat fits.)<br />
<br />
== Try fits outside the game ==<br />
<br />
There are a number of programs which let you try out out a fit hypothetically, outside the game.<br />
<br />
The most popular is the EVE Fitting Tool, which you can acquire [https://forums.eveonline.com/default.aspx?g=posts&t=24359 here]. EFT can tell you about the performance and fitting requirements of a particular fit. If you import your character's skills into it it can give you numbers accurate for your character. This lets you check that you can fit everything you want on to a particular ship before you buy the ship and modules.<br />
<br />
This wiki has a detailed guide to using EFT [[Guide_to_using_EFT|here]].<br />
<br />
EFT's numbers aren't always perfectly accurate, and it's possible to be caught up in the numbers so that you forget the practical realities of piloting in EVE -- EFT can import your character's skills but it can't factor in your own piloting skills and experience. Nevertheless, it's a very useful tool.<br />
<br />
If you can't use EFT (e.g. Mac user) or just want an alternative, try [http://www.evefit.org/Pyfa Pyfa]. It offers all the functionality of EFT, including DPS graphs (however Pyfa's are less powerful). It is written in Python and is open source.<br />
<br />
== Steal other people's ideas ==<br />
<br />
EVE University has two ship loadout forums, where pilots can get comments on their fitting ideas. They have some threads with suggested fits. It's also worth searching the forums for past threads if you're interested in a particular ship. <br />
<br />
*The [http://forum.eveuniversity.org/viewforum.php?f=128 PvE Ship Loadouts] and [http://forum.eveuniversity.org/viewforum.php?f=129 PvP Ship Loadouts] forums should be the first place new players look for fits, and ask for advice. This forum is restricted to EVE University members and alumni.<br />
<br />
The wiki also has a page for each ship in eve (eg. [[Atron]]). These pages often have recommended fits and skills to help you get an idea for how to fit the ship, and are a good starting place to get a sense of how the ship flies, although there is no alternative for flying a couple for yourself. <br />
<br />
You can also get advice in the University's chat channels. (To link a fit that you have set up already into chat, drag the ship's name from the fitting window and drop it into the chat entry box; to link one from the fittings browsing window, drag the image of the ship.) <br />
<br />
If you want to go further afield there's a forum for EVE players called Failheap Challenge which has fairly comprehensive [http://failheap-challenge.com/showthread.php?2655-Ship-Fittings-PvP pvp] and [http://failheap-challenge.com/showthread.php?4119-Ship-Fittings-PvE pve] ship fittings forums. Bear in mind that fittings suggested on Scrapheap are usually aimed at players with a lot of skillpoints, and a lot of the PvP fittings are for small gang or solo PvP. It's also a forum with a fairly aggressive and competitive posting culture which doesn't suffer fools, new members or people who break the rules (or any combination of the three), gladly.<br />
<br />
There is also Battleclinic.net, which has a popular [http://eve.battleclinic.com/browse_loadouts.php database] of suggested fittings. Treat Battleclinic fittings with caution - even those voted highly, however, as many of them are jokes, attempts to troll, or just plain bad. The comments on the fits in Battleclinic can be very instructive though.<br />
<br />
== Fitting modules (don't overuse them) ==<br />
<br />
There are some low-slot modules and rigs which increase your powergrid or CPU, and so are sometimes called 'fitting modules'. See below for how to decide on which fitting module to use. <br />
<br />
It is sometimes necessary to use a fitting module or a fitting rig, but if you have a fit that requires more than one it's often a bad sign, and it may mean that you need better fitting skills.<br />
<br />
== Train fitting skills ==<br />
<br />
Fitting skills reduce the CPU or powergrid requirements of modules, or just give you more raw CPU or powergrid to play with. Having decent fitting skills is very useful, and having very good fitting skills really helps to fit T2 modules and weapons, which demand more CPU and powergrid than their T1 equivalents. Levels in these skills are often required to fit useful modules, too. The fitting skills are:<br />
<br />
* [[Skills:Engineering#CPU Management|CPU Management]]: 5% more CPU per level<br />
* [[Skills:Engineering#Power_Grid_Management|Power Grid Management]]: 5% more powergrid per level<br />
* [[Skills:Engineering#Weapon_Upgrades|Weapon Upgrades]]: 5% less CPU need for weapons per level<br />
* [[Skills:Engineering#Shield_Upgrades|Shield Upgrades]]: 5% less powergrid need for shield extenders, shield rechargers &c<br />
* [[Skills:Engineering#Advanced_Weapon_Upgrades|Advanced Weapon Upgrades]] (requires Weapon Upgrades V): 2% less powergrid need for weapons per level<br />
* [[Skills:Engineering#Electronics_Upgrades|Electronics Upgrades]]: 5% less CPU need for signal amplifiers, co-processors &c<br />
* [[Skills:Engineering#Energy_Grid_Upgrades|Energy Grid Upgrades]]: 5% less CPU need for most of the modules listed under "Engineering Equipment"<br />
* [[Skills:Resource Processing#Mining_Upgrades|Mining Upgrades]] 5% less CPU need for mining upgrade modules (useful for miners but, of course, ''only'' for miners)<br />
<br />
<br />
(Note that [[Skills:Armor#Hull Upgrades|Hull Upgrades]] doesn't make basic fitting easier, even though it has 'Upgrades' in its name. It gives you 5% more armor per level and Hull Upgrades at Lvl 5 is required to fit a [[Armour Tanking#Armor Tanking Skills| Tech 2 armor tank]].)<br />
<br />
Tip: The benefits of CPU Management and Power Grid Management apply to the whole ship. Skill point for skill point, they provide significantly more fitting benefit than the module specific skills. You can't go wrong training these two skills to level 5 as soon as practical.<br />
<br />
=Choosing the Modules (PvP)=<br />
<br />
(Content from this section is shamelessly inspired from Jester's [http://jestertrek.blogspot.ca/2013/06/pvp-201-basic-ship-fitting-theory.html guide], see the Further reading section.)<br />
<br />
Once you have selected the the engagement range, role, and tank of your ship, comes the time to actually fit it. Here is a guide on how to actually do this. Note that this guide is PvP orientated. While it may have some applications for PvE fits be cautious following this guide for them.<br />
<br />
== Weapons ==<br />
<br />
For ships where damage is the primary purpose, start with weapons that are consistent with your engagement range and ship class: laser beams for snipers, artillery for skirmishers, blasters or rockets for brawlers etc. Try to use the most damaging weapons of the class that you've selected. You may have to downgrade them later (or may choose to downgrade them later so that everything will fit, or to improve tracking), but for now, if you're fitting blasters, try to fit neutron blasters, and so on.<br />
<br />
Do not mix weapons and stick to weapons that go with your ship's bonuses. In addition, fit as many weapons as your ship has either missile or gun hard-points. Finally, do not mix weapons of the same type but of different "grades". For instance, do not mix 180mm and 220mm autocannons on the same ship.<br />
<br />
In a similar fashion, if the ship is designed to act as logi, the first thing to do is to fit the remote repair modules. If you are fitting an EWAR ship, start by fitting the EWAR modules that match your ship bonuses.<br />
<br />
== Role Enhancing Modules ==<br />
<br />
Now look at your ship's role. If your role is damage, you're probably already in good shape but start to consider tracking. If you are going to be shield tanking, by default you should be using two damage-increasing modules consistent with your weapons in the lows. You might end up with one, you might end up with three. But start with two. If you have more than four low slots and will be using guns, you'll probably want to fit at least one Tracking Enhancer module as well. If you are going to be armor tanking, by default you should have one damage-increasing module consistent with your weapons in the lows.<br />
<br />
This also applies to ECM ships: if you are shield-tanking, fit two Signal Distortion Amplifiers. If you are armor-tanking, try to find room for one. This is generally a good rule of thumb for enhancing the damage or the other effects that your ship puts out.<br />
<br />
Finally, armor-tanking gun-ships with lots of mid-slots should consider a Tracking Computer in one or perhaps two of them. <br />
<br />
Nearly all PvP ships should give a single mid slot over to a propulsion module, something to increase your ship's speed. You must choose between a [[Microwarpdrive]] (MWD) or [[Afterburner]] (AB). A MWD allows greater manoeuvrability which makes them more commonly fit. However ABs are popular on brawling armor ships as they enhance their natural signature tank and cannot be shut off by warp scramblers (often found at close ranges).<br />
<br />
Most PvP ships should give a single mid slot to a tackle module of some type. For [[skirmishers]] (specialised scouts), primary damage, and screen ships this should nearly always be a long point, a Warp Disruptor module of some kind. Ships in a tackle role should usually fit a Warp Scrambler module of some kind. Ships in other roles can forgo tackle modules.<br />
<br />
ECM is a large danger to logistics so you should consider fitting [[ECCM]] to counter it. A sensor booster (either to counter sensor dampening or to allow your to apply reps faster) should also be considered.<br />
<br />
== Tank ==<br />
<br />
Next, consider your tank. First, fit a Damage Control unit of some kind. T2 should always be favoured however meta 3 or 4 can be used due to dramatically less CPU usage (bear in mind that meta 4 damage controls are quite costly).<br />
<br />
Buffer armor tanks use between two (generally for T1 frigates) and six (generally for battleships or logistics) low slots. In order, fit the following:<br />
*the heaviest armor plate your ship can fit consistent with its size and your guns (i.e. 200 or 400mm for frigates and destroyers, 800 or 1600mm for cruiers, 1600mm for battlecruisers and battleships). You should fit T2 if you can, downgrading to meta 4 otherwise.<br />
*An Energized Adaptive Nano Membrane (EANM), T2 if you can<br />
*A second T2 EANM, or an Adaptive Nano Plating (ANP) if it won't fit<br />
**NB: A T2 ANP is both easier to fit and gives better bonuses than a meta EANM<br />
*look at your four resistances and "close" the one that is lowest with a single active armor hardener of the appropriate type<br />
*if you are flying a battleship, consider adding a second plate.<br />
*either add a 3rd EANM, or a reactive armor hardener; alternatively, consider removing both EANMs and fitting 3 active hardeners of your lowest resists<br />
<br />
Remember that on DD ships you want to leave room for at least one damage module (eg. magnetic field stabiliser for hybrids), and often two. <br />
<br />
Buffer shield tanks operate in a very similar fashion but with one fewer slot, using between two and five. In order, fit the following:<br />
*a Large Shield Extender (for cruisers and larger) or a Medium Shield Extender (for frigates and destroyers). Small Shield Extenders should never be used, on any ship<br />
*one Adaptive Invulnerability Field, or if cap is an issue (and you are only using two slots) possibly a second shield extender of the same type <br />
*look at your four resistances and "close" the one that is lowest with a single active shield hardener of the appropriate type<br />
*a second Adaptive Invulnerability Field<br />
*if you have the power grid for it, a second Large Shield Extender<br />
<br />
Active armor tanks operate in a similar fashion, but generally replace the plates with Armor Repair Modules plus one Ancillary Armor Repair module of the appropriate size. They may also replace EANMs with a second (and sometimes even third!) armor repairer. Active shield tanks replace the Shield Extenders with one or perhaps two Shield Boosters, the first of which is usually an X-Large Ancillary Shield Booster (cruisers and up) or Medium Ancillary Shield Booster (frigates). Use caution if intending to fit a Large Ancillary Shield Booster. In most applications, it will not repair sufficient damage to be useful. The Small Ancillary Shield Booster should not be used on any ship.<br />
<br />
Passive shield tanking is not normally used for PvP.<br />
<br />
== Fitting mods ==<br />
<br />
At this point, you are possibly running out of power grid, CPU, or both. It is at this point that you begin to have to consider using "fitting mods." Fitting mods operate by closing the gaps in your fit to allow everything you want to use to fit on the ship. In general, you should try not to use fitting mods unless the fit absolutely demands it. The six most common fitting mods are:<br />
*Ancillary Current Router rig<br />
*Power Diagnostic System low slot module<br />
*Reactor Control Unit low slot module<br />
*Micro Auxiliary Power Core (MAPC) low slot module.<br />
*Co-Processor low slot module<br />
*Processor Overclocking Unit rig<br />
<br />
The first two four increase your power grid; the MAPC is for greatly increasing grid on frigates - and is almost mandatory on every shield tanked frigate - and the RCU is for greatly increasing grid on ships bigger than frigates. The third and fourth increase your CPU. In general, try to use the rig first before sacrificing a valuable low-slot module. '''Under almost no circumstances is fitting more than two fitting mods a good choice.''' If you find yourself fitting more than two fitting mods, you have probably made an incorrect choice in your ship fit somewhere. Fit meta 4 shield extenders or plates; reduce the number of shield extenders or plates; or reduce the guns you have chosen by one grade, from (for instance) neutron blasters to ion blasters, or from 425mm autocannons to 220mm autocannons.<br />
<br />
As you adjust the fit of your ship, do not be afraid to change some of the modules from T2 to meta modules, usually meta 4 modules. This most often applies to Shield Extenders, your Damage Control, your point or scram, and your afterburner if not already meta (microwarpdives should never be T2). These changes will give you back a couple of percent of power grid or CPU here and there and are often all that's needed to bring a fit into line if the fit is close. It is usually not a good idea to change your resistance modules for meta modules; they are far less effective than T2 modules.<br />
<br />
== Speed Tanking ==<br />
<br />
Speed-tanking operates in a similar fashion, but reduces the maximum number of tanking modules available to one or two, usually focusing on shield. Most often, a Medium Shield Extender (often of the meta variety) and a Damage Control module are the two modules chosen. Alternately, other ships work well with two Large Shield Extenders and a Damage Control. In the general case, if you have only a few tanking modules on a ship, it is better to increase buffer with those that you do use unless you are also flying with a logistics ship, in which case you can replace one with a single module to increase your resists. <br />
<br />
== Final Slots ==<br />
<br />
At this point, you may have a low slot or two free. You may have a mid slot or two free. And you may have a high slot or two free. High slots are the easiest, and the only ones you should consider leaving empty (due to high fitting requirements of the options). For ships in a tackle role, a NOS is usually the best choice. For ships in all other roles, a neut is usually the best choice. A free low slot should be given to an additional damage module, an additional Tracking Enhancer, or (if you're running short of CPU), a Nanofiber Internal Structure. An additional mid slot should be given to an additional tackle mod (usually a Stasis Webifier), a Capacitor Booster, or some form of utility electronic warfare, usually a Sensor Dampener.<br />
<br />
Inertia Stabilizers should not be fit on PvP ships under any circumstances. Sensor Boosters can be fit on PvP ships but should be fit only with a great deal of care and consideration - the most common being for gate camping. In a gang, this module will nearly always get you made fun of unless it is specifically required for sniping applications or the like.<br />
<br />
Finally, modules that passively regenerate some aspect of your ship's operation should almost never be used in PvP. These include Cap Rechargers, Cap Power Relays, Shield Rechargers, and Shield Power Relays. While these modules are fine for PvE, the incoming damage or impacts to capacitor in PvP will generally be too strong for these modules to have much if any effect.<br />
<br />
== Rigs ==<br />
<br />
Finally and last, rig your ship using any remaining rig slots. In general at the basic level, passive shield tanking ships should use a full set of Core Defense Field Extender rigs. Passive armor ships should use a full set of Trimark Armor Pumps. This will increase the size of your ship's buffer and extend your life on the battle field. Active tanking ships use more specialized rigs. Active armor-tanking ships will use two Auxiliary Nano Pump rigs and one Nanobot Accelerator rig. Active shield-tanking ships will give one or two rig slots over to increasing shield resistances but may also use a Core Defense Operational Solidifier or (much more rarely) a Core Defense Capacitor Safeguard. Of course, if you have given over some rig slots to fitting rigs, you will have fewer rigs to devote to defense.<br />
<br />
As with passive regeneration modules, do not use the Core Defense Field Purger rig in PvP at the basic level. While there are advanced level ships that can (and do) use this rig successfully in PvP, at the basic level you should stick with increasing buffer.<br />
<br />
= Further reading =<br />
<br />
*A summary reference of the various types of modules and rigs that you can fit on your ship: the [[Fitting Modules and Rigs Guide]]. <br />
*You can find the restrictions on ships and modules during wartime [[Ship Requirements and Restrictions|here]]. <br />
*CCP's own EVE wiki has a long [http://wiki.eveonline.com/en/wiki/Fitting_ships guide] to fitting in general which covers some more facts about fitting and has a list of some of the roles fits are designed for. <br />
*When planning your ship fits keep in mind that often modules are stacking penalized. For further reading on stacking check out [[Stacking_penalties|the Guide on Stacking Penalties.]]<br />
*Jester releases a ship fit every week which is sometimes quite good, sometimes quite hilarious and sometimes both. You can read about it [http://jestertrek.blogspot.de/search/label/FOTW here]<br />
*Jester wrote in June 2013 an excellent guide to fitting a ship for PvP. Even if PvP is not your main activity, the [http://jestertrek.blogspot.ca/2013/06/pvp-201-basic-ship-fitting-theory.html guide] is a must read.<br />
<br />
[[Category:Guides]] [[Category:Ship_Fitting]]</div>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=Fitting_ships&diff=69899Fitting ships2014-05-17T04:13:33Z<p>Wilhelm knicklicht: scrapheap challenge has DCed, seems that failheap challenge is the successor</p>
<hr />
<div>These are basic guidelines for fitting ships. These are not rules: EVE University only uses rules about what modules you can fit and which ships you can fly during wartime. (Note that although they only apply during wartime, they are strictly enforced when they do apply. You can find them [[Ship Requirements and Restrictions|here]].) <br />
<br />
Unlike the rules about wartime fitting, these are just guidelines. They are designed to help you until you know when you can ignore them.<br />
<br />
= General Theory= <br />
<br />
==Fit for a purpose==<br />
<br />
Generally, the more tasks you want a fit to do the worse it performs at each particular task. Some ships have very specific uses: a Venture mining frigate is not very helpful in either PvE or PvP combat.<br />
<br />
But even a combat ship will almost certainly need different fits for PvE and PvP, because, for example, in PvP you usually receive a lot more damage in a much more limited time than in PvE, and enemy players, unlike NPCs, need to be [[Tackling 101 Guide|prevented from warping away]]. Even within PvP the same ship can have one fit for close-range brawling in a small gang and a completely different fit for fighting at longer ranges in a large fleet.<br />
<br />
Of course, there are dangers in over-specialisation too, especially when you're not working with other players. If you're going to exploit a low-class wormhole while solo you want your ship to deal and tank damage, launch probes, and maybe cloak so that you can hide if you see a gang of enemies on your [[Directional Scanner Guide|directional scanner]].<br />
<br />
According to Jester [http://jestertrek.blogspot.ca/2013/06/pvp-201-basic-ship-fitting-theory.html guide] for PvP fitting, one should consider the following elements (along with a rough guide to their range):<br />
*Engagement Range: Brawling (<15km), Kitting (15-30km - within point range so depends on boosts), Skirmishing (30-100km) or Sniper (100km+)<br />
*Role: Primary damage (DD), Tackler, Scout, Logistics, Electronic warfare or Screen<br />
*Tank: Buffer armor tank, buffer shield tank, passive shield tank, active shield tank, active armor tank, speed tank, or range tank (there are very few situations where you want none of these)<br />
<br />
== Consider your ship's bonuses ==<br />
<br />
Every ship comes with per-level bonuses, which often point towards the uses that the ship was designed for.<br />
<br />
The Caldari [[Blackbird]], for example, gets a 15% bonus to ECM Target Jammer strength and a 10% bonus to ECM Target Jammer optimal range for each level its pilot has in the Caldari Cruiser skill. These bonuses suggest that it's best fit as an electronic warfare platform which fights well at long range.<br />
<br />
Sometimes it's okay not to take advantage of a ship's bonuses: although the [[Brutix]] is bonused to give a more efficient active armor tank, it is almost always seen with a buffer tank, and quite often a shield tank at that. This is because the ship has the ability to supply a huge amount of DPS with its six damage bonused blasters and a shield tank leaves the lowslots free for damage upgrades to squeeze out even more damage.<br />
<br />
== Don't mix tanks ==<br />
<br />
If you're going to tank (and not all fits include a tank) either [[Shield tanking|shield tank]] or [[Armour tanking|armor tank]]. Don't shield tank and armor tank in the same fit.<br />
<br />
Most of the time a tank takes up a substantial proportion of your powergrid, your CPU and either your midslots (for a shield tank) or your lowslots (armor tank). If you fit a shield tank, you can put useful things (damage modules, speed and agility modules &c) in your lowslots, and if you armor tank you can put useful things (tackling modules, electronic warfare modules, propulsion modules &c) in your midslots.<br />
<br />
If you mount two tanks, even if they're both buffer tanks, your ship won't be very useful except as a target.<br />
<br />
== Don't mix guns ==<br />
<br />
If you have a rack of exactly identical guns on your ship, they will all have precisely the same optimal and falloff ranges, and exactly the same tracking. This means you only have to worry about getting your ship to one ideal range and keeping the enemy's angular velocity below one value.<br />
<br />
Furthermore, you can group identical weapons so that they can all be activated or reloaded or unloaded at once, which reduces the micromanagement required in combat. Grouping isn't always the best option, especially if you learn to [[Overheating|overheat]] your guns using the Thermodynamics skill, but it's a good way to start. (There are, however, cases where having mixed guns due to fitting reasons can squeeze a bit more DPS from your ship.)<br />
<br />
Missiles are a little different, because they aren't affected by tracking and have a simpler kind of range, but the same principle often applies to them. Note that 'don't mix guns' doesn't mean you shouldn't put missile launchers in extra highslots if all your turret hardpoints are full and you want more DPS (as in, for example, a [[Rifter]] with three autocannons and a missile launcher) -- though there are other options for spare highslots, such as neuts/NOSes, salvagers, tractor beams, remote repair modules and drone link augmentors.<br />
<br />
== Bigger guns are not necessarily better ==<br />
<br />
Bigger guns do more DPS, assuming they hit, but they [[Gunnery_Guide#Tracking|track]] targets more slowly and they use up more powergrid and CPU.<br />
<br />
So, for example, there are three kinds of medium-sized autocannon (the short-ranged kind of projectile weapon): [http://wiki.eveonline.com/wiki/Dual_180mm_Autocannon_I Dual 180mm], [http://wiki.eveonline.com/wiki/220mm_Vulcan_Autocannon_I 220mm] and [http://wiki.eveonline.com/wiki/425mm_Autocannon_I 425mm]. The 425mm autocannons do a bit more damage, but the 220mm autocannons have much more forgiving fitting requirements (especially if your fitting skills -- see [[#Train fitting skills|below]] -- need more training). On some ships it may be that fitting a rack of 425s would use up so much powergrid and CPU that you wouldn't be able to fit a tank. In that situation, fitting 220s would be better because, even though you would do a little less damage per second, your ship would survive longer and so apply more total damage.<br />
<br />
(This does not mean that you should fit frigate-sized guns on a cruiser. Downsizing within the available medium or large guns is sometimes wise, but downsizing from large to medium guns, or from mediums to smalls, usually isn't, unless you're fitting a bait ship or certain kinds of drone boat fits.)<br />
<br />
== Try fits outside the game ==<br />
<br />
There are a number of programs which let you try out out a fit hypothetically, outside the game.<br />
<br />
The most popular is the EVE Fitting Tool, which you can acquire [https://forums.eveonline.com/default.aspx?g=posts&t=24359 here]. EFT can tell you about the performance and fitting requirements of a particular fit. If you import your character's skills into it it can give you numbers accurate for your character. This lets you check that you can fit everything you want on to a particular ship before you buy the ship and modules.<br />
<br />
This wiki has a detailed guide to using EFT [[Guide_to_using_EFT|here]].<br />
<br />
EFT's numbers aren't always perfectly accurate, and it's possible to be caught up in the numbers so that you forget the practical realities of piloting in EVE -- EFT can import your character's skills but it can't factor in your own piloting skills and experience. Nevertheless, it's a very useful tool.<br />
<br />
If you can't use EFT (e.g. Mac user) or just want an alternative, try [http://www.evefit.org/Pyfa Pyfa]. It offers all the functionality of EFT, including DPS graphs (however Pyfa's are less powerful). It is written in Python and is open source.<br />
<br />
== Steal other people's ideas ==<br />
<br />
EVE University has two ship loadout forums, where pilots can get comments on their fitting ideas. They have some threads with suggested fits. It's also worth searching the forums for past threads if you're interested in a particular ship. <br />
<br />
*The [http://forum.eveuniversity.org/viewforum.php?f=128 PvE Ship Loadouts] and [http://forum.eveuniversity.org/viewforum.php?f=129 PvP Ship Loadouts] forums should be the first place new players look for fits, and ask for advice. This forum is restricted to EVE University members and alumni.<br />
<br />
The wiki also has a page for each ship in eve (eg. [[Atron]]). These pages often have recommended fits and skills to help you get an idea for how to fit the ship, and are a good starting place to get a sense of how the ship flies, although there is no alternative for flying a couple for yourself. <br />
<br />
You can also get advice in the University's chat channels. (To link a fit that you have set up already into chat, drag the ship's name from the fitting window and drop it into the chat entry box; to link one from the fittings browsing window, drag the image of the ship.) <br />
<br />
If you want to go further afield there's a forum for EVE players called Failheap Challenge which has fairly comprehensive [http://failheap-challenge.com/showthread.php?2655-Ship-Fittings-PvP pvp] and [http://failheap-challenge.com/showthread.php?4119-Ship-Fittings-PvE pve] ship fittings forums. Bear in mind that fittings suggested on Scrapheap are usually aimed at players with a lot of skillpoints, and a lot of the PvP fittings are for small gang or solo PvP. It's also a forum with a fairly aggressive and competitive posting culture which doesn't suffer fools, new members or people who break the rules (or any combination of the three), gladly.<br />
<br />
There is also Battleclinic.net, which has a popular [http://eve.battleclinic.com/browse_loadouts.php database] of suggested fittings. Treat Battleclinic fittings with caution - even those voted highly, however, as many of them are jokes, attempts to troll, or just plain bad. The comments on the fits in Battleclinic can be very instructive though.<br />
<br />
== Fitting modules (don't overuse them) ==<br />
<br />
There are some low-slot modules and rigs which increase your powergrid or CPU, and so are sometimes called 'fitting modules'. See below for how to decide on which fitting module to use. <br />
<br />
It is sometimes necessary to use a fitting module or a fitting rig, but if you have a fit that requires more than one it's often a bad sign, and it may mean that you need better fitting skills.<br />
<br />
== Train fitting skills ==<br />
<br />
Fitting skills reduce the CPU or powergrid requirements of modules, or just give you more raw CPU or powergrid to play with. Having decent fitting skills is very useful, and having very good fitting skills really helps to fit T2 modules and weapons, which demand more CPU and powergrid than their T1 equivalents. Levels in these skills are often required to fit useful modules, too. The fitting skills are:<br />
<br />
* [[Skills:Engineering#CPU Management|CPU Management]]: 5% more CPU per level<br />
* [[Skills:Engineering#Power_Grid_Management|Power Grid Management]]: 5% more powergrid per level<br />
* [[Skills:Engineering#Weapon_Upgrades|Weapon Upgrades]]: 5% less CPU need for weapons per level<br />
* [[Skills:Engineering#Shield_Upgrades|Shield Upgrades]]: 5% less powergrid need for shield extenders, shield rechargers &c<br />
* [[Skills:Engineering#Advanced_Weapon_Upgrades|Advanced Weapon Upgrades]] (requires Weapon Upgrades V): 2% less powergrid need for weapons per level<br />
* [[Skills:Engineering#Electronics_Upgrades|Electronics Upgrades]]: 5% less CPU need for signal amplifiers, co-processors &c<br />
* [[Skills:Engineering#Energy_Grid_Upgrades|Energy Grid Upgrades]]: 5% less CPU need for most of the modules listed under "Engineering Equipment"<br />
* [[Skills:Resource Processing#Mining_Upgrades|Mining Upgrades]] 5% less CPU need for mining upgrade modules (useful for miners but, of course, ''only'' for miners)<br />
<br />
<br />
(Note that [[Skills:Armor#Hull Upgrades|Hull Upgrades]] doesn't make basic fitting easier, even though it has 'Upgrades' in its name. It gives you 5% more armor per level and Hull Upgrades at Lvl 5 is required to fit a [[Armour Tanking#Armor Tanking Skills| Tech 2 armor tank]].)<br />
<br />
Tip: The benefits of CPU Management and Power Grid Management apply to the whole ship. Skill point for skill point, they provide significantly more fitting benefit than the module specific skills. You can't go wrong training these two skills to level 5 as soon as practical.<br />
<br />
=Choosing the Modules (PvP)=<br />
<br />
(Content from this section is shamelessly inspired from Jester's [http://jestertrek.blogspot.ca/2013/06/pvp-201-basic-ship-fitting-theory.html guide], see the Further reading section.)<br />
<br />
Once you have selected the the engagement range, role, and tank of your ship, comes the time to actually fit it. Here is a guide on how to actually do this. Note that this guide is PvP orientated. While it may have some applications for PvE fits be cautious following this guide for them.<br />
<br />
== Weapons ==<br />
<br />
For ships where damage is the primary purpose, start with weapons that are consistent with your engagement range and ship class: laser beams for snipers, artillery for skirmishers, blasters or rockets for brawlers etc. Try to use the most damaging weapons of the class that you've selected. You may have to downgrade them later (or may choose to downgrade them later so that everything will fit, or to improve tracking), but for now, if you're fitting blasters, try to fit neutron blasters, and so on.<br />
<br />
Do not mix weapons and stick to weapons that go with your ship's bonuses. In addition, fit as many weapons as your ship has either missile or gun hard-points. Finally, do not mix weapons of the same type but of different "grades". For instance, do not mix 180mm and 220mm autocannons on the same ship.<br />
<br />
In a similar fashion, if the ship is designed to act as logi, the first thing to do is to fit the remote repair modules. If you are fitting an EWAR ship, start by fitting the EWAR modules that match your ship bonuses.<br />
<br />
== Role Enhancing Modules ==<br />
<br />
Now look at your ship's role. If your role is damage, you're probably already in good shape but start to consider tracking. If you are going to be shield tanking, by default you should be using two damage-increasing modules consistent with your weapons in the lows. You might end up with one, you might end up with three. But start with two. If you have more than four low slots and will be using guns, you'll probably want to fit at least one Tracking Enhancer module as well. If you are going to be armor tanking, by default you should have one damage-increasing module consistent with your weapons in the lows.<br />
<br />
This also applies to ECM ships: if you are shield-tanking, fit two Signal Distortion Amplifiers. If you are armor-tanking, try to find room for one. This is generally a good rule of thumb for enhancing the damage or the other effects that your ship puts out.<br />
<br />
Finally, armor-tanking gun-ships with lots of mid-slots should consider a Tracking Computer in one or perhaps two of them. <br />
<br />
Nearly all PvP ships should give a single mid slot over to a propulsion module, something to increase your ship's speed. You must choose between a [[Microwarpdrive]] (MWD) or [[Afterburner]] (AB). A MWD allows greater manoeuvrability which makes them more commonly fit. However ABs are popular on brawling armor ships as they enhance their natural signature tank and cannot be shut off with by warp scramblers (often found at close ranges).<br />
<br />
Most PvP ships should give a single mid slot to a tackle module of some type. For [[skirmishers]] (specialised scouts), primary damage, and screen ships this should nearly always be a long point, a Warp Disruptor module of some kind. Ships in a tackle role should usually fit a Warp Scrambler module of some kind. Ships in other roles can forgo tackle modules.<br />
<br />
ECM is a large danger to logistics so you should consider fitting [[ECCM]] to counter it. A sensor booster (either to counter sensor dampening or to allow your to apply reps faster) should also be considered.<br />
<br />
== Tank ==<br />
<br />
Next, consider your tank. First, fit a Damage Control unit of some kind. T2 should always be favoured however meta 3 or 4 can be used due to dramatically less CPU usage (bear in mind that meta 4 damage controls are quite costly).<br />
<br />
Buffer armor tanks use between two (generally for T1 frigates) and six (generally for battleships or logistics) low slots. In order, fit the following:<br />
*the heaviest armor plate your ship can fit consistent with its size and your guns (i.e. 200 or 400mm for frigates and destroyers, 800 or 1600mm for cruiers, 1600mm for battlecruisers and battleships). You should fit T2 if you can, downgrading to meta 4 otherwise.<br />
*An Energized Adaptive Nano Membrane (EANM), T2 if you can<br />
*A second T2 EANM, or an Adaptive Nano Plating (ANP) if it won't fit<br />
**NB: A T2 ANP is both easier to fit and gives better bonuses than a meta EANM<br />
*look at your four resistances and "close" the one that is lowest with a single active armor hardener of the appropriate type<br />
*if you are flying a battleship, consider adding a second plate.<br />
*either add a 3rd EANM, or a reactive armor hardener; alternatively, consider removing both EANMs and fitting 3 active hardeners of your lowest resists<br />
<br />
Remember that on DD ships you want to leave room for at least one damage module (eg. magnetic field stabiliser for hybrids), and often two. <br />
<br />
Buffer shield tanks operate in a very similar fashion but with one fewer slot, using between two and five. In order, fit the following:<br />
*a Large Shield Extender (for cruisers and larger) or a Medium Shield Extender (for frigates and destroyers). Small Shield Extenders should never be used, on any ship<br />
*one Adaptive Invulnerability Field, or if cap is an issue (and you are only using two slots) possibly a second shield extender of the same type <br />
*look at your four resistances and "close" the one that is lowest with a single active shield hardener of the appropriate type<br />
*a second Adaptive Invulnerability Field<br />
*if you have the power grid for it, a second Large Shield Extender<br />
<br />
Active armor tanks operate in a similar fashion, but generally replace the plates with Armor Repair Modules plus one Ancillary Armor Repair module of the appropriate size. They may also replace EANMs with a second (and sometimes even third!) armor repairer. Active shield tanks replace the Shield Extenders with one or perhaps two Shield Boosters, the first of which is usually an X-Large Ancillary Shield Booster (cruisers and up) or Medium Ancillary Shield Booster (frigates). Use caution if intending to fit a Large Ancillary Shield Booster. In most applications, it will not repair sufficient damage to be useful. The Small Ancillary Shield Booster should not be used on any ship.<br />
<br />
Passive shield tanking is not normally used for PvP.<br />
<br />
== Fitting mods ==<br />
<br />
At this point, you are possibly running out of power grid, CPU, or both. It is at this point that you begin to have to consider using "fitting mods." Fitting mods operate by closing the gaps in your fit to allow everything you want to use to fit on the ship. In general, you should try not to use fitting mods unless the fit absolutely demands it. The six most common fitting mods are:<br />
*Ancillary Current Router rig<br />
*Power Diagnostic System low slot module<br />
*Reactor Control Unit low slot module<br />
*Micro Auxiliary Power Core (MAPC) low slot module.<br />
*Co-Processor low slot module<br />
*Processor Overclocking Unit rig<br />
<br />
The first two four increase your power grid; the MAPC is for greatly increasing grid on frigates - and is almost mandatory on every shield tanked frigate - and the RCU is for greatly increasing grid on ships bigger than frigates. The third and fourth increase your CPU. In general, try to use the rig first before sacrificing a valuable low-slot module. '''Under almost no circumstances is fitting more than two fitting mods a good choice.''' If you find yourself fitting more than two fitting mods, you have probably made an incorrect choice in your ship fit somewhere. Fit meta 4 shield extenders or plates; reduce the number of shield extenders or plates; or reduce the guns you have chosen by one grade, from (for instance) neutron blasters to ion blasters, or from 425mm autocannons to 220mm autocannons.<br />
<br />
As you adjust the fit of your ship, do not be afraid to change some of the modules from T2 to meta modules, usually meta 4 modules. This most often applies to Shield Extenders, your Damage Control, your point or scram, and your afterburner if not already meta (microwarpdives should never be T2). These changes will give you back a couple of percent of power grid or CPU here and there and are often all that's needed to bring a fit into line if the fit is close. It is usually not a good idea to change your resistance modules for meta modules; they are far less effective than T2 modules.<br />
<br />
== Speed Tanking ==<br />
<br />
Speed-tanking operates in a similar fashion, but reduces the maximum number of tanking modules available to one or two, usually focusing on shield. Most often, a Medium Shield Extender (often of the meta variety) and a Damage Control module are the two modules chosen. Alternately, other ships work well with two Large Shield Extenders and a Damage Control. In the general case, if you have only a few tanking modules on a ship, it is better to increase buffer with those that you do use unless you are also flying with a logistics ship, in which case you can replace one with a single module to increase your resists. <br />
<br />
== Final Slots ==<br />
<br />
At this point, you may have a low slot or two free. You may have a mid slot or two free. And you may have a high slot or two free. High slots are the easiest, and the only ones you should consider leaving empty (due to high fitting requirements of the options). For ships in a tackle role, a NOS is usually the best choice. For ships in all other roles, a neut is usually the best choice. A free low slot should be given to an additional damage module, an additional Tracking Enhancer, or (if you're running short of CPU), a Nanofiber Internal Structure. An additional mid slot should be given to an additional tackle mod (usually a Stasis Webifier), a Capacitor Booster, or some form of utility electronic warfare, usually a Sensor Dampener.<br />
<br />
Inertia Stabilizers should not be fit on PvP ships under any circumstances. Sensor Boosters can be fit on PvP ships but should be fit only with a great deal of care and consideration - the most common being for gate camping. In a gang, this module will nearly always get you made fun of unless it is specifically required for sniping applications or the like.<br />
<br />
Finally, modules that passively regenerate some aspect of your ship's operation should almost never be used in PvP. These include Cap Rechargers, Cap Power Relays, Shield Rechargers, and Shield Power Relays. While these modules are fine for PvE, the incoming damage or impacts to capacitor in PvP will generally be too strong for these modules to have much if any effect.<br />
<br />
== Rigs ==<br />
<br />
Finally and last, rig your ship using any remaining rig slots. In general at the basic level, passive shield tanking ships should use a full set of Core Defense Field Extender rigs. Passive armor ships should use a full set of Trimark Armor Pumps. This will increase the size of your ship's buffer and extend your life on the battle field. Active tanking ships use more specialized rigs. Active armor-tanking ships will use two Auxiliary Nano Pump rigs and one Nanobot Accelerator rig. Active shield-tanking ships will give one or two rig slots over to increasing shield resistances but may also use a Core Defense Operational Solidifier or (much more rarely) a Core Defense Capacitor Safeguard. Of course, if you have given over some rig slots to fitting rigs, you will have fewer rigs to devote to defense.<br />
<br />
As with passive regeneration modules, do not use the Core Defense Field Purger rig in PvP at the basic level. While there are advanced level ships that can (and do) use this rig successfully in PvP, at the basic level you should stick with increasing buffer.<br />
<br />
= Further reading =<br />
<br />
*A summary reference of the various types of modules and rigs that you can fit on your ship: the [[Fitting Modules and Rigs Guide]]. <br />
*You can find the restrictions on ships and modules during wartime [[Ship Requirements and Restrictions|here]]. <br />
*CCP's own EVE wiki has a long [http://wiki.eveonline.com/en/wiki/Fitting_ships guide] to fitting in general which covers some more facts about fitting and has a list of some of the roles fits are designed for. <br />
*When planning your ship fits keep in mind that often modules are stacking penalized. For further reading on stacking check out [[Stacking_penalties|the Guide on Stacking Penalties.]]<br />
*Jester releases a ship fit every week which is sometimes quite good, sometimes quite hilarious and sometimes both. You can read about it [http://jestertrek.blogspot.de/search/label/FOTW here]<br />
*Jester wrote in June 2013 an excellent guide to fitting a ship for PvP. Even if PvP is not your main activity, the [http://jestertrek.blogspot.ca/2013/06/pvp-201-basic-ship-fitting-theory.html guide] is a must read.<br />
<br />
[[Category:Guides]] [[Category:Ship_Fitting]]</div>Wilhelm knicklichthttps://wiki.eveuniversity.org/index.php?title=Projectile_ammunition&diff=69245Projectile ammunition2014-05-04T14:37:43Z<p>Wilhelm knicklicht: removed a dead link</p>
<hr />
<div>Projectile ammunition is a complex topic because, unlike [[Turrets#Hybrid_Ammo|hybrid]] or [[Turrets#Laser_Crystals|energy]] ammunition, different kinds of projectile ammunition can have not only different optimal [[Gunnery_Guide#Range|range]] modifiers, but also different [[Gunnery_Guide#Tracking|tracking]] modifiers and completely different damage types. This page attempts to explain projectile ammunition in detail.<br />
<br />
== T1 Ammunition Types ==<br />
{| border="1"<br />
! Name !! Range Mod. !! Tracking Mod. !! Damage Types !! Damage<br />
|-<br />
||EMP || -50% || 0% || EM (75%)/exp (16%)/kin || High<br />
|-<br />
||Fusion || -50% || 0% || EXP (83%)/kin || High<br />
|-<br />
||Phased Plasma || -50% || 0% || THERM (83%)/kin || High<br />
|-<br />
||Titanium Sabot || 0% || 20% || KIN (75%)/exp || Moderate<br />
|-<br />
||Depleted Uranium || 0% || 20% || exp (38%)/therm (38%)/kin || Moderate<br />
|-<br />
||Proton || 60% || 5% || em (60%)/kin || Low<br />
|-<br />
||Nuclear || 60% || 5% || EXP (80%)/kin || Low<br />
|-<br />
||Carbonized Lead || 60% || 5% || KIN (80%)/exp || Low<br />
|}<br />
<br />
As you can see from this table, after the Dominion expansion, projectile ammo is divided into three tiers:<br />
* 3 short-ranged, high-damage types -- EMP, Phased Plasma and Fusion<br />
* 2 medium range, medium damage, high-tracking types -- Titanium Sabot and Depleted Uranium<br />
* 3 long range, low damage types with a minor tracking speed bonus -- Proton, Nuclear and Carbonized Lead<br />
Within each tier the only differences are in the damage type, so EMP, phased plasma and fusion all do identical ''amounts'' of raw (before enemy resists are applied) damage.<br />
<br />
Faction versions of these ammunition types are available, and offer a nice increase in damage for a price. If you can afford it it's good to carry and use one or two loads of faction ammo in PvP; for PvE faction ammo is usually not cost-effective.<br />
<br />
== Ammo and Autocannons ==<br />
<br />
* Your optimal range doesn't exist (or might as well not exist)<br />
ACs have terrible optimal ranges and long falloff (read more about optimal and falloff [[Gunnery_Guide#Range|here]]). The only reasons why you should be taking autocannons into their optimal range is when fighting missile ships or if you've landed on top of a sniping battleship. All other times, fight in your falloff.<br />
<br />
* If your ship has a falloff bonus, it's designed to fit autocannons<br />
Because optimal range bonuses on autocannons are as useful as explosive damage bonuses for lasers.<br />
<br />
* T1 ammo range bonuses are irrelevant!<br />
All T1 projectile ammo range modifiers apply to your optimal range, not falloff. As ACs have tiny optimal ranges and huge falloff, you can always load EMP, phased plasma or fusion -- your range would barely increase if you load one of the other ammo types.<br />
<br />
(There are some very minor exceptions to this rule. For example if you're trying to hit a close-orbiting Jaguar with medium ACs Titanium Sabot not only gives you a tracking bonus, but also hits the Jaguar's weakest resist, kinetic.)<br />
<br />
* Don't ignore the low and middle-tier autocannons<br />
125mm, 150mm, Dual 180mm, 220mm, Dual 425mm and Dual 650mm autocannons have stupidly low fitting requirements and allow you to either fit massive plates, loads of nos, twin reps, MWDs and cap boosters without gimping your setup. Using the next tier above means 4-5% more damage, a slightly reduced ammo consumption, and more falloff.<br />
<br />
* Fit top-tier autocannons for PvE<br />
They use a lot less ammo, which is very important when shooting rats with autocannons as they have the highest rate of fire of all turrets<br />
<br />
=== T2 AC Ammo ===<br />
<br />
There are two types of T2 AC ammo, Barrage and Hail. Barrage is ridiculously useful, and Hail is pretty useless. Note that only T2 autocannons can load T2 ammunition.<br />
<br />
==== Barrage ====<br />
<br />
Barrage comes with a 50% boost to falloff and a 25% penalty to tracking. It does a mixture of explosive and kinetic damage, a little more explosive than kinetic. This is the quintessential kiting/skirmishing ammo type, which lets you fit autocannons and fight at the edge of warp disruptor range.<br />
<br />
The only things it's a bit useless against are I-field shield tanks and T2 Amarr ships, who have very high explosive resists and are weaker to EM or thermal damage.<br />
<br />
==== Hail ====<br />
<br />
Hail does a lot of damage, on paper. Unfortunately it also cuts your tracking speed by 30% and falloff by 50%. (It also cuts your optimal by 50%, but you didn't want that optimal anyway, right?)<br />
<br />
When fighting large, stationary targets, Hail may actually be useful. Generally, however, Hail's penalties mean that other ammunition will actually do more real, applied damage even if Hail offers the best on-paper damage.<br />
<br />
=== Ammo selection ===<br />
<br />
So, what ammo should you actually pack? You don't need to carry a load of every type.<br />
<br />
==== PvP: T1 ACs ====<br />
<br />
# Phased Plasma for general use (thermal is a decent all-round damage type)<br />
# Fusion to hit armour tanks<br />
# EMP to hit shield tanks<br />
<br />
==== PvP: T2 ACs ====<br />
<br />
# Barrage for general use, unless you plan to fight at close range<br />
# Fusion to hit armour tanks at close range<br />
# EMP to hit Barrage-resistant shield tanks<br />
# Phased Plasma to hit T2 Amarr ships or for general use at close range<br />
<br />
On ships with an inherent falloff bonus and one or more Tracking Enhancers fitted (= the Vagabond), falloff can get so long that you can kite while using short-ranged, high-damage ammo rather than Barrage, for more DPS.<br />
<br />
==== PvE ====<br />
The rule of thumb for PvE is to hit the weakest resists of the rat type you're fighting, as detailed [[NPC_Damage_Types#A_brief_Summary_of_NPC_Damage_Types|here]].<br />
<br />
However, remember the tiering by damage. Some assume that since, for example, Guristas' lowest resist is to kinetic damage, titanium sabot is the best ammo to kill them. Actually, the higher damage of phased plasma makes up for the slightly worse resists.<br />
<br />
{| border="1"<br />
! Rats !! Best !! Second-Best <br />
|-<br />
||Angel Cartel || Fusion || Titanium Sabot <br />
|-<br />
||Blood Raiders || EMP || Phased Plasma<br />
|-<br />
||Guristas || Phased Plasma || Titanium Sabot<br />
|-<br />
||Serpentis || Phased Plasma || Titanium Sabot<br />
|-<br />
||Sansha || EMP || Phased Plasma<br />
|-<br />
||Mercenaries || Phased Plasma || Titanium Sabot<br />
|-<br />
||Mordu's Legion || Phased Plasma || Titanium Sabot<br />
|-<br />
||Rogue Drones || EMP || Phased Plasma <br />
|-<br />
||Amarr Empire || EMP || Phased Plasma <br />
|-<br />
||Caldari State || Phased Plasma || Titanium Sabot<br />
|-<br />
||Gallente Federation || Phased Plasma || Titanium Sabot<br />
|-<br />
||Minmatar Republic || Fusion || Titanium Sabot<br />
|}<br />
<br />
== Ammo and Artillery ==<br />
* Meaningful optimal ranges!<br />
Unlike autocannon, artillery do have a noticeable optimal range, though they also have plenty of falloff too. This means that the range bonuses from the T1 ammo types do actually let you reach further away.<br />
<br />
* But . . .<br />
Unless your tank really cannot survive at the range you have with EMP, phased plasma or fusion, you're generally best sticking to the short-ranged types to get the best DPS. Although the longer-ranged ammo types could be used for sniping, they're outclassed by Tremor, the long-range T2 artillery ammo.<br />
<br />
* Alpha<br />
Artillery pieces do low DPS but high [[Alpha#Alpha_Strike|alpha]] -- they deal a lot of damage in one hit. This is a further incentive to use the high-damage, short range ammo, to maximise your alpha strike. In certain PvP situations you can destroy a target in one hit, rendering DPS pretty irrelevant.<br />
<br />
=== T2 Artillery Ammo ===<br />
There are two types of T2 artillery ammo, Tremor and Quake. Tremor is a good sniping ammunition, and Quake is about as useless as Hail. Both Tremor and Quake do a mixture of explosive and kinetic damage, more explosive than kinetic.<br />
<br />
==== Tremor ====<br />
Tremor comes with a whopping 80% range bonus, and a 75% tracking speed penalty. It's dedicated sniping ammo. If your targets ever get close enough that they achieve meaningful angular velocity, then artillery, which have slow tracking speeds at the best of times, will really struggle to hit them.<br />
<br />
==== Quake ====<br />
Quake does a lot of damage on paper, but it comes with a 75% range penalty and 25% tracking speed penalty. As with Hail, the drawbacks mean that Quake will rarely outdamage other ammo types, though it may be useful against large stationary targets.<br />
<br />
=== Ammo Selection ===<br />
With artillery you are usually either<br />
* using the short-ranged ammo, within disruptor range in PvP and within its optimal in PvE<br />
* or PvP sniping with Tremor at long, long range<br />
So ammo selection follows a fairly similar logic to that for autocannons.<br />
<br />
==== PvP: T1 Arty ====<br />
# Phased Plasma for general use (thermal is a decent all-round damage type)<br />
# Fusion to hit armour tanks<br />
# EMP to hit shield tanks<br />
# Maybe one of Nuclear/Proton/Carbonized Lead to use if you find you cannot bring the enemy into range of the short-range ammo types<br />
<br />
==== PvP: T2 Arty ====<br />
* If sniping, Tremor, with some short-ranged ammo for emergencies in the hold<br />
* If not sniping, the same selection as for T1 artillery, with Tremor replacing Nuclear/Proton/Carbonized Lead<br />
<br />
==== PvE ====<br />
As with autocannons, whichever of the three short-ranged ammo types the rats you're fighting are weakest to.<br />
<br />
==See Also==<br />
* [[Turrets]], for a more general overview of all three kinds of turret and their associated ammunition<br />
<br />
[[Category:Guides]]<br />
[[Category:Ship Fitting]]</div>Wilhelm knicklicht