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Minmatar Basic Ship and Skill Overview: Difference between revisions

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* '''Speed'''. Minmatar ships usually have the best base speeds for their size and class. This makes them well-suited to tactics which involve avoiding damage through high speed and agility, and for kiting tactics: keeping the enemy at a range where they can hurt the enemy but can't be damaged, and being able to disengage easily. Minmatar industrial ships can travel slightly faster, because they spend slightly less time aligning.
* '''Speed'''. Minmatar ships usually have the best base speeds for their size and class. This makes them well-suited to tactics which involve avoiding damage through high speed and agility, and for kiting tactics: keeping the enemy at a range where they can hurt the enemy but can't be damaged, and being able to disengage easily. Minmatar industrial ships can travel slightly faster, because they spend slightly less time aligning.
* '''[[Turrets#Projectile_turrets|Projectile turrets]]''' are the most common weapon fitted to Minmatar ships, and many Minmatar ships have bonuses for them. Projectile turrets require no capacitor to fire, unlike other turrets. Projectile turrets are also the only kind of turret which lets pilots select damage types by changing ammo; on the other hand, they have a longer reload time (10 seconds) than other turrets.
* '''[[Turrets#Projectile_turrets|Projectile turrets]]''' are the most common weapon fitted to Minmatar ships, and many Minmatar ships have bonuses for them. Projectile turrets require no [[capacitor]] to fire, unlike other turrets. Projectile turrets are also the only kind of turret which lets pilots select damage types by changing ammo; on the other hand, they have a longer reload time (10 seconds) than other turrets.
** Close-ranged autocannon track fairly well, and have very short optimal ranges and surprisingly long falloff ranges; pilots mounting autocannon should expect to fight in falloff range routinely.
** Close-ranged autocannon track fairly well, and have very short optimal ranges and surprisingly long falloff ranges; pilots mounting autocannon should expect to fight in falloff range routinely.
** Long-ranged artillery has a very high [[Alpha|alpha damage]] potential, though it deals less damage per second than some other options. In some circumstances—some types of fleet battle, and also suicide ganking—alpha can be more important than DPS.
** Long-ranged artillery has a very high [[Alpha|alpha damage]] potential, though it deals less damage per second than some other options. In some circumstances—some types of fleet battle, and also suicide ganking—alpha can be more important than DPS.