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A fleet's likely purpose can be guessed at from the corporations involved, from its size, from the ships involved, and from its direction and nature of travel. A small group of fast, skirmishing ships, piloted by characters from a corporation known to live in a wormhole with a nullsec static for raiding, which emerge from a wormhole and start racing to nearby ratting systems is probably a group of small-gang pilots looking for fights and content, not a strategic assault on the region. | A fleet's likely purpose can be guessed at from the corporations involved, from its size, from the ships involved, and from its direction and nature of travel. A small group of fast, skirmishing ships, piloted by characters from a corporation known to live in a wormhole with a nullsec static for raiding, which emerge from a wormhole and start racing to nearby ratting systems is probably a group of small-gang pilots looking for fights and content, not a strategic assault on the region. | ||
== | == Ship recognition == | ||
== | Crudely, larger ships deal more raw DPS at longer ranges, but can struggle more to apply that DPS to their targets. Larger ships also align ''and'' warp more slowly, and therefore have more limited ranges in any given time period when travelling gate-to-gate. This makes them more common in fleets which don't have to travel far or have cyno bridge assistance. | ||
=== Hull size === | |||
Pilots with long experience and good memories can perform very subtle acts of ship-recognition when taking in intel. For newer players, raw subcapital hull size is a good starting-point: | |||
* '''Frigates''' don't take damage well, but can do a lot to avoid taking damage in the first place. They move very fast relative to other hulls, both on grid and between gates. En masse, they can threaten anything. | |||
* '''Destroyers''' are strong against frigates and can pack a punch against anything bigger. They are more vulnerable than frigates to larger weapons, and the Tech 1 destroyer hulls in particular tend to be glass cannons. Tech 2/3 destroyers have strong control and hunting abilities (bubbles, teleportation, combat probes). | |||
** Frigates and destroyers in a mixed-size gang often make up the gang's fast-response control element. | |||
* '''Cruisers''' can typically deal high DPS or precise DPS with medium weapons, but often have to choose between the two. They have an attractive balance of striking power and speed, but are vulnerable both to smaller ships which punch up, and larger ships which punch down. | |||
* '''Combat battlecruisers''' relate to cruisers a little like destroyers do to frigates: they also use medium weapons, but mount more of them. They can use command bursts and Micro Jump Drives. Unlike Tech 1 destroyers, some Tech 1 battlecruisers can mount tough tanks. | |||
* '''Attack battlecruisers''' are pure glass cannons, mounting large-sized weapons but only ever capable of light tanks. | |||
* '''Battleships''' are slow-moving, slow-locking and cumbersome, but can mount excellent tanks and put out ferocious raw DPS. They can fit Micro Jump Drives. | |||
=== Ships of special note === | |||
While developing ship recognition, key ships to learn to notice are: | |||
* Force Recon ships ([[Falcon]], [[Rapier]], [[Arazu]], [[Pilgrim]]): these are the smallest, cheapest ships which can light a normal ("hard") cyno, and the presence of one can implicitly threaten a capital-ship escalation. | |||
* Any [[logistics]] ships. The presence of logistics ships in a gang indicates a stronger remote active tank, but also indicates which type of tank it will be. | |||
* Interceptors and interdictors. | |||
* T1 or T2 EWAR ships. | |||
* Command destroyers. These are the only ships which can teleport ''other'' ships around on grid. | |||
== Tactical profile == | == Tactical profile == | ||
[intro triad of dps, tank, control] | |||
=== Brawling === | === Brawling === | ||