Difference between revisions of "Minmatar Basic Ship and Skill Overview"

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=Minmatar General Information=
 
 
The Minmatar Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.
 
The Minmatar Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.
  
 
{{RaceShipInfo|Minmatar}}
 
{{RaceShipInfo|Minmatar}}
  
==Strengths==
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==General Traits==
==== Speed ====
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* Minmatar ships usually have the best base speeds for their size and class.
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The following characteristics are generally shared across most or all Minmatar ships:
* When fitted for speed & agility this lets Minmatar pilots control range easily:
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** This allows them to sit at a range where they can hurt the enemy more than the enemy can hurt them
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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 that 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 haulers can travel slightly faster because they spend slightly less time aligning.
** This also gives them the option to quickly disengage if the fight is going badly
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* '''[[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 that lets pilots select damage types by changing ammo; on the other hand, they have a longer reload time (10 seconds) than other turrets.
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** 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.
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** 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.
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* '''[[Missiles]]''' are the "secondary" Minmatar weapon, and a line of Minmatar ships have missile bonuses; notable examples are the Breacher, Talwar, Bellicose, Cyclone, and Typhoon. Missiles also don't use capacitor to fire, have good ranges, and always hit, but they can have trouble applying their damage. Missiles have fully-selectable damage types. Minmatar missile ships tend not to have the missile range bonuses found on some Caldari ones, so they tend to be missile brawlers rather than long-ranged missile platforms.
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* '''Sensor advantages'''. This is a slightly subtler positive: Minmatar ships typically have high scan resolution for their size and class, which means they lock onto targets more quickly; they also have small signature radii for their size and class, which means they are harder to hit with turrets, take less damage from missiles, and are targeted more slowly by other ships.
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* '''Utility high slots'''. Minmatar ships often have one or two spare high slots once all of the primary weapons have been fitted. These can be used for a range of other helpful modules: a secondary weapon system for more DPS, [[Capacitor warfare|energy neutralizers or nosferatus]], remote repair modules, drone link augmentors, [[Salvaging|salvagers]], &c. <!-- Something missing ?? -->>
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* '''[[Electronic warfare#Target Painting|Target Painting]]''' is the type of electronic warfare which some Minmatar ships have bonuses for. Target painting makes ships easier to hit, and particularly helps missiles apply damage. This is a more situational kind of EWAR than that used by some of the other races.
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* '''[[Tanking#Shield_tanking|Shield tanks]]'''. Most Minmatar ships can fit shield tanks. Some, such as the Breacher, Cyclone, and Maelstrom, have bonuses for shield boosters, which means they can mount excellent active shield tanks; many other ships can mount good active and/or passive shield tanks. However, Minmatar ships also use...
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* ...'''[[Tanking#Armor tanking|Armor tanks]]'''. Although none have explicit bonuses for armor tanks, many Minmatar ships can mount good active or buffer armor tanks.
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* '''Lower sensor strengths''' (for size and class of ship). This makes it easier to jam Minmatar ships with ECM.
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* '''Weaker potential buffer tanks'''. Minmatar ships can be made sturdy, but they can't mount the kind of shield buffers possible on some Caldari hulls, or the kind of armor buffers possible on some Amarr hulls.
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* '''Smaller capacitors'''. Minmatar ships typically have the smallest capacitors of the four races' ships, for their size and class. This is partly balanced out by both common Minmatar weapon systems requiring no capacitor to fire.
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The broader hallmark of Minmatar ships is '''versatility'''. Most Minmatar ships can be fitted in many ways; this is typified, but not limited to, their tendency to be open to both armor and shield tanks. In PvP, especially, this makes Minmatar ships less predictable, and opponents have a harder time guessing how Minmatar ships will perform.
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However, if Minmatar pilots want to have all the different fitting options available, they will have to train more in-game skills and learn more about the game than pilots flying other races. That's not necessarily a bad thing: an experienced Minmatar pilot is proficient with a wide range of weapons, tactics, and fitting approaches. Minmatar pilots are well-placed to cross-train into any other race, and probably understand the other races' ships better than pilots of other races understand Minmatar ships.
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==Notable uses==
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===PvE===
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Relatively-selectable damage from projectile turrets and fully-selectable damage from missiles make Minmatar ships fairly flexible PvE combat platforms. An "orthodox" progression for a character running missions might be the Rifter and Thrasher for Level 1 missions, the Rupture for L2s, the Hurricane for L3s, and the Maelstrom for L4s. A character focusing on missiles could consider the Breacher, Talwar, Bellicose, Cyclone, and the Typhoon, though Caldari missile ships tend to outdo Minmatar ones at missile-based mission running, as they are built around ranged combat.
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The Thrasher, with its high speed and a large number of high slots, is a good cheap salvaging ship.
  
==== Versatility ====
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Both the Hurricane and the Minmatar attack battlecruiser, the Tornado, see use in some types of [[Wormholes|wormhole]] PvE.
* Most Minmatar ships can be fitted in a greater variety of ways than other races' ships
 
* In PvP, especially, this makes Minmatar ships less predictable, and the enemy will have a harder time guessing how your ship will perform
 
* However, if Minmatar pilots want to have all the different fitting options available they will have to train more in-game skills and learn more about the game than pilots flying other races
 
* That's not necessarily a bad thing: an experienced Minmatar pilot is proficient with:
 
** Turrets, Missiles, Drones, and Capacitor warfare
 
** Speed tanking, Kiting, [[Shield tanking]] (active, passive and buffer), or [[Armour Tanking|Armor tanking]] (active and buffer)
 
* This means Minmatar pilots are well-placed to cross-train into any other race, and probably understand the other races' ships better than pilots of other races understand Minmatar ships
 
  
==== Other Strengths ====
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===PvP===
  
* Ships usually have spare highslots after you've added all the primary weapons -- can use for:
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T1 Minmatar ships find roles in most PvP contexts. Kiting tactics go well with Minmatar ships' high speeds, and in solo and small-gang PvP the Breacher and Stabber can be found kiting; a T2 development of the Stabber, the {{sh|Vagabond}}, is built around this tactic. The Rupture puts out remarkable DPS for a T1 cruiser hull. The Hurricane is a perennially popular and highly versatile ship, capable of a variety of tanks and tactics, ranging from scram-range brawling, through autocannon kiting, to long-range artillery fits.
** secondary weapons, usually missiles
 
** energy emission weapons -- nosferatus or energy neutralizers
 
** remote repair modules, esp. on battleships
 
** drone link augmentors for more drone travel range
 
* Ships have high scan resolution for size and class -- fast to lock onto targets
 
* Smallest signature radii for size and class -- slightly harder targets to lock, hit and hurt
 
  
== Weaknesses ==
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All three T1 Minmatar battleships can be dangerous in PvP, though like all T1 battleships they are expensive hulls and sometimes have their battlefield roles usurped by [[HAC]]s. The Typhoon can be fitted and boosted to achieve startling speed for a battleship, and its rarely-noted bonus to "explosion velocity" means it's a rare example of a large missile ship that can really apply some DPS to smaller targets.
* Low sensor strength for size and class -- easiest race to jam with [[ECM]]
 
* Smallest capacitors for size and class -- though, as we'll see shortly, also less need for capacitor
 
* Skill-intensive, both for in-game training and piloting skills. As above, it is a much longer training curve in the short run, but provides great versatility and the ability to cross-train in the future
 
* Minmatar racial electronic warfare is target painting: increases the target's signature so that everyone can hurt the target more
 
** Not widely used, too situational, not as dramatically effective as ECM, tracking disruption or sensor dampening
 
** Can be useful for big missile ships trying to hit small targets
 
* A tendency to have weaker buffer in [[EHP]] terms than other races' ships
 
  
== [[Projectile Ammunition|Projectile Weapons]] ==
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T1 Minmatar ships also have some more niche PvP uses. The high amount of alpha damage that can be wrung from artillery-fit Thrashers and Tornadoes, relative to their cost and size, makes them popular ships for suicide ganking.
  
Most Minmatar ships use projectile guns as their primary weapon. They're unlike other turrets:
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== Skills ==
* Unlike other turrets they don't use up capacitor when they fire
 
* Also you can control the damage type they deal by loading different kinds of ammo (hybrids only do kin/therm; lasers only do em/therm)
 
  
Projectile turrets come in two types: autocannon and artillery.
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Minmatar ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's [[Short Skill Plan]]; relatively new pilots should consider [[The Magic 14|the 14 skills which affect every ship]], the [[Fitting skills|fitting skills]] which make it easier to fit modules onto ships, and the [[Support skills|support skills]] which underpin much of your ship's performance. For longer-term training, EVE University's [[Pyramid Skill Plan]] offers one useful way of conceiving your goals.
===== Autocannon =====
 
* Short range, high damage-per-second
 
* Good tracking speed compared to blasters and pulse lasers
 
* Really short optimal ranges, really long falloff ranges
 
* Expect to fight somewhere between optimal and first falloff most of the time
 
  
===== Artillery =====
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That said, there are some considerations that are specific to Minmatar ships. Pilots training to fly these ships should particularly polish their skills in the [[Support_skills#Mobility|Navigation category]], to bring out the Minmatar strengths in speed and agility. [[Support_skills#Capacitor|Capacitor skills]], meanwhile, are an important way to make up for these ships' relatively weaker capacitors.
* Long range, lower damage-per-second because of a very slow cycle time
 
* Bad tracking speed compared to railguns and beam lasers
 
* High 'alpha' -- lots of damage in each shot
 
* In some situations if you assemble enough alpha damage you don't need damage-per-second
 
* Meaningful optimal range (unlike autocannon) but still also substantial falloff
 
* Fight in optimal if you can, but be prepared to move out into falloff if you must
 
  
=Ships=
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Projectile turret skills and missile skills are necessary to bring out the damage potential of Minmatar ships. Note that while many skills in the Gunnery category are vital for projectile turrets, {{sk|Controlled Bursts}} has no effect on projectile guns, as it reduces turrets' capacitor demand, and projectile weapons don't use any capacitor. {{sk|Sharpshooter}} increases optimal range, and so is not very useful for autocannon, but still helpful for artillery. Pilots using autocannon will want to prioritise {{sk|Trajectory Analysis}} more than pilots flying other races' ships, as this boosts falloff range.
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==Ships==
  
 
Here are the Minmatar T1 ships.  Please follow the links to the specific pages of the ship database for more details and particular fits.
 
Here are the Minmatar T1 ships.  Please follow the links to the specific pages of the ship database for more details and particular fits.
  
==Corvette==
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===Corvette===
Little more than slower, armed shuttles, corvette (or "noobships") are the basic frigates that new pilots start with. You can acquire a new corvette (together with a civilian weapon, a civilian mining laser and one unit of Tritanium) for free by docking your pod in a station where you don't already have any ships. On their own these are not much use for anything other than basic errand-running.
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Little more than slower, armed shuttles, corvette (or "noobships") are the basic frigates that new pilots start with. You can acquire a new corvette at no cost (together with a civilian weapon, a civilian mining laser, and one unit of Tritanium) by clicking on the "Board my corvette" button available in the station menu when you're docked up. On their own, corvettes are useful for little other than basic errand-running, though since the ship is free a corvette can be spawned as a makeshift small station container when no other containers are available.
  
 
{{Ship|Reaper|box}}
 
{{Ship|Reaper|box}}
  
==[[Frigate|Frigates]]==
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{{Clear}}<!-- Without this clear, the frigate heading is not visible in the page -->
Frigates are the smallest of the ship classes in EVE. In fleet PvP, Tech 1 frigates are generally used for tackling or electronic warfare, two roles in which they can have a significant impact. Tech 1 frigates are also flown for solo PvP: their speed and small size helps solo pilots to pick their targets, and their low cost makes them comfortably expendable.
 
  
In PvE, the more combat-focused frigates are used to complete Level 1 missions, though once new pilots are a little wealthier and better-trained they often begin to use [[Destroyer|destroyers]] instead.
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=== Frigates ===
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[[Frigates]] are the smallest of the ship classes in EVE. In fleet PvP, Tech 1 frigates are generally used for [[Tackling|tackling]] or electronic warfare, two roles in which they can have a significant impact. Tech 1 frigates are also flown for solo PvP: their speed and small size helps solo pilots to pick their targets, and their low cost makes them comfortably expendable.
  
====[[Breacher]]====
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In PvE, the more combat-focused frigates are used to complete Level 1 missions, though once new pilots are a little wealthier and better-trained they often begin to use [[Destroyers|destroyers]] instead.
This is a long-range missile boat. It is rarely used, because its effectiveness is overshadowed by the other factions' missile platforms, most notably the [[Kestrel]].
 
  
====[[Burst]]====
 
The Burst is the Minmatar logistics frigate and is designed for remote shield repair. It makes an ideal entry point for beginner Minmatar capsuleers who want to train into the [[Scythe]], the Minmatar Tier 1 Cruiser logi ship, before eventually training into the [[Scimitar]], the Minmatar Tier 2 Logistics ship.
 
  
====[[Probe]]====
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{{Ship|Breacher|box}}
The Probe is the Minmatar Tech 1 exploration and scanning frigate. It is a good ship for rookies or veterans who are getting into probing and don't have the skills for the T2 version, the [[Cheetah]]. It's bonus to cycle time for hacking, archaeology, and salvaging modules means it can be very effective for looting exploration sites as well. If you have the skills to deal with its small capacitor, it can be a speedy and cheap delivery ship due to its comparatively large cargo bay.
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This is a long-range missile boat. It has some popularity in Faction Warfare PvP complexes, where it can sometimes kite other small frigates and benefits from its cheap cost.
  
====[[Rifter]]====
 
The Rifter is the primary damage frigate for Minmatar. For tackling, a [[Slasher]] or [[Merlin]] is by far better. While the Rifter used to be considered the best T1 frigate in the game (leading to many memes surrounding it), it has been nerfed to be similar in abilities to the others. A balanced 4/3/3 layout gives the Rifter the ability to either shield or armor tank and provides flexibility in fitting.
 
  
====[[Slasher]]====
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{{Ship|Burst|box}}
The Slasher is the Tech 1 Minmatar fast tackle frigate. It receives a bonus to the cap usage of tackle mods, and it has the fastest base speed of the tier one frigates. Four mid slots also allow a great deal of flexibility in fitting.
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The Burst is the Minmatar logistics frigate and is designed for remote shield repair. It makes an ideal entry point for beginner Minmatar capsuleers who want to train into the {{sh|Scythe}}, the Minmatar Tier 1 Cruiser logi ship, before eventually training into the {{sh|Scimitar}}, the Minmatar Tier 2 Logistics ship.
  
====[[Vigil]]====
 
The Vigil is the Tech 1 [[EWar 101 Guide|EWAR]] ship of the Minmatar Republic. This ship is the fastest standard T1 frigate, and makes a decent first-strike tackler. The bonus to target painters isn't that useful, as target painters are stacking penalized in effectiveness, and work reasonably well on hulls without bonuses to them.
 
  
==[[Destroyer|Destroyers]]==
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{{Ship|Probe|box}}
Destroyers are slightly larger and have more highslots than frigates but fit the same small-sized weapons. In PVP, they're designed to slaughter frigates but be vulnerable to most other ships, which limits them to very niche roles. Their high damage output (for small, cheap ships) makes them popular tools for suicide-ganking weak targets in highsec. They are also sometimes used to hunt frigate pilots or to kill a carrier's fighters. Due to their limitations, flying destroyers is not recommended for PvP Uni fleets. However, there are some exceptions, such as specialized hit and run fleets or doctrines designed to maximize the strengths, such as the Talwar Doctrine.
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The Probe is the Minmatar Tech 1 [[Exploration|exploration, and scanning]] frigate. It is a good ship for players who are getting into probing and don't have the skills for the T2 version, the {{sh|Cheetah}}. Its bonus to cycle time for hacking, archaeology, and salvaging modules means it can be very effective for looting exploration sites as well. If you have the skills to deal with its small capacitor, it can be a speedy and cheap delivery ship due to its comparatively large cargo bay.
  
In PvE, they are most often used for Level 1 missions, and they make superb introductory [[Guide_To_Salvaging|salvage]] ships.
 
  
====[[Talwar]]====
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{{Ship|Rifter|box}}
The Talwar uses rockets or light missiles to fight smaller craft like Frigates or other Destroyers. Due to its unique bonus amongst Destroyers reducing the signature radius bloom of MicroWarp Drives, it is the fastest Destroyer available and able to reach such speeds without increasing its own signature radius significantly. With its speed, range, and alpha abilities, a fleet of Talwars can be devastating.
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The Rifter is the primary damage frigate for Minmatar. For tackling, a {{sh|Slasher}} or {{sh|Merlin}} is by far better. While the Rifter used to be considered the best Tech 1 frigate in the game (leading to many memes surrounding it), it has been nerfed to be similar in abilities to the others. A balanced 4/3/3 layout gives the Rifter the ability to either shield or armor tank and provides flexibility in fitting.  
  
====[[Thrasher]]====
 
The Thrasher can be an effective anti-frigate platform in PvE (L1 missions) or PvP. It is rarely seen in fleet combat, but its cheap cost makes it popular with suicide gankers. Its balanced mid and low slot layout makes it generally the most flexible destroyer, able to fit some tackle and an armor tank or damage and a shield tank.
 
  
==[[Cruiser|Cruisers]]==
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{{Ship|Slasher|box}}
Cruisers are Eve's medium-sized ships, larger than [[Frigate|frigates]] and [[Destroyer|destroyers]] but still much smaller, faster and nimbler than [[Battlecruiser|battlecruisers]] and [[Battleship|battleships]]. Cruisers mount medium-sized weapons and modules. Tech 1 cruiser hulls cost a few million ISK and tend to be the first major financial step up from frigates for new pilots. In PvP, some tech 1 cruisers, such as the Gallente [[Thorax]] and the Minmatar [[Rupture]], can bring surprising amounts of DPS to a fight. The electronic warfare cruisers can also be important in PvP, as they are slightly tougher and often more effective [[EWar 101 Guide|EWAR]] platforms than their frigate equivalents. Cruisers can also fit tackle to provide some secondary, heavier tackling that's harder to scrape off than Tech 1 tackling frigates.
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The Slasher is the Tech 1 Minmatar fast tackle frigate. It receives a bonus to the cap usage of tackle mods, and it has the fastest base speed of the T1 frigates. Four mid slots also allow a great deal of flexibility in fitting.
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{{Ship|Vigil|box}}
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The Vigil is the Tech 1 [[Electronic warfare|EWAR]] ship of the Minmatar Republic. Target painters are only situationally useful; they are also stacking penalized in effectiveness, and work reasonably well on hulls without bonuses to them.
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=== Destroyers ===
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[[Destroyers]] are slightly larger and have more highslots than frigates but fit the same small-sized weapons. In PVP, they're designed to slaughter frigates but be vulnerable to most other ships, which limits them to very niche roles. Their high damage output (for small, cheap ships) makes them popular tools for suicide-ganking weak targets in highsec. They are also sometimes used to hunt frigate pilots or to kill a carrier's fighters, and some doctrines use destroyers as a cheap, expendable source of fast-moving DPS.
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In PvE, destroyers are most often used for Level 1 missions, and they make superb introductory [[Salvaging|salvage]] ships.
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{{Ship|Talwar|box}}
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The Talwar uses rockets or light missiles to fight smaller craft like frigates or other destroyers. Due to its bonus reducing the signature radius bloom of microwarp drives—unique among T1 destroyers—it can reach great speeds without increasing its own signature radius significantly.
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{{Ship|Thrasher|box}}
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The Thrasher can be an effective anti-frigate platform in PvE (L1 missions) or PvP. It is rarely seen in fleet combat, but its cheap cost makes it popular with suicide gankers, and it finds a role in some "glass cannon" group tactics. Its balanced mid and low slot layout makes it generally the most flexible destroyer, able to fit some tackle and an armor tank or damage and a shield tank.
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=== Cruisers ===
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[[Cruisers]] are EVE's medium-sized ships, larger than [[Frigates|frigates]] and [[Destroyers|destroyers]] but still much smaller, faster and nimbler than [[Battlecruisers|battlecruisers]] and [[Battleships|battleships]]. Cruisers mount medium-sized weapons and modules. Tech 1 cruiser hulls cost a few million ISK and tend to be the first major financial step up from frigates for new pilots. In PvP, some T1 cruisers, such as the Gallente {{sh|Thorax}} and the Minmatar {{sh|Rupture}}, can bring surprising amounts of DPS to a fight. The electronic warfare cruisers can also be important in PvP, as they are slightly tougher and often more effective [[Electronic warfare|EWAR]] platforms than their frigate equivalents. Cruisers can also fit tackle to provide some secondary, heavier tackling that's harder to scrape off than T1 tackling frigates.
  
 
In PVE, Tech 1 cruisers are the ships most commonly used to run Level 2 missions.
 
In PVE, Tech 1 cruisers are the ships most commonly used to run Level 2 missions.
  
====[[Bellicose]]====
 
The Bellicose is the Minmatar EWar cruiser, with bonuses for the effectiveness of target painters. Although the [[Vigil|Vigil's]] target painters have a longer range than those of the Bellicose, the cruiser provides a far more durable platform from which to project EWar. On top of that, like the [[Arbitrator]], the Bellicose has a secondary bonus for combat, in this case for the rate of fire of Rapid Light, Heavy Assault and Heavy Missile Launchers, meaning that the ship can also double up as DD, and is often used in a fleet support role.
 
  
====[[Rupture]]====
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{{Ship|Bellicose|box}}
The heavy duty combat cruiser of the Minmatar Republic, this ship looks like a chunk of brick. The Rupture is the favored mission cruiser for the Minmatar. It can mount a good active armor tank or regenerating passive shield tank and use artillery and drones to destroy mission rats from range.
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The Bellicose is the Minmatar EWar cruiser, with bonuses for the effectiveness of target painters. Although the {{sh|Vigil}}'s target painters have a longer range than those of the Bellicose, the cruiser provides a far more durable platform. Target painting is more situationally useful than ECM (Caldari) or sensor dampening (Gallente). On the other hand, like the {{sh|Arbitrator}}, the Bellicose has a secondary bonus for combat, in this case for the rate of fire of Rapid Light, Heavy Assault, and Heavy Missile Launchers. This means the ship can also double up as DD and is often used in a fleet support role.
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{{Ship|Rupture|box}}
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The heavy-duty combat cruiser of the Minmatar Republic, this ship looks like a chunk of brick. The Rupture is the favored mission cruiser for the Minmatar. It can mount a good active armor tank or regenerating passive shield tank and can use artillery and drones to destroy mission rats from range.
  
 
The Rupture is also a strong PvP ship. A number of fittings work well; in E-UNI fleets the most common approach is to fit an armor buffer tank and provide extra DPS and some sticky secondary tackle. Strong [[Support_Skills#Fitting|fitting skills]] and access to T2 autocannons (for kiting with Barrage ammo) open up some fast-moving shield-tanked PvP fits.
 
The Rupture is also a strong PvP ship. A number of fittings work well; in E-UNI fleets the most common approach is to fit an armor buffer tank and provide extra DPS and some sticky secondary tackle. Strong [[Support_Skills#Fitting|fitting skills]] and access to T2 autocannons (for kiting with Barrage ammo) open up some fast-moving shield-tanked PvP fits.
  
====[[Scythe]]====
 
The Scythe is a T1 logistics cruiser, with bonuses to shield repair. It is designed to support 3 medium shield transporters and a shield tank and be cap stable, but getting the Scythe both cap stable and have a good tank can be tricky for low skilled pilots.
 
  
====[[Stabber]]====
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{{Ship|Scythe|box}}
The Stabber's key feature is its hull bonus to speed: It's the fastest T1 cruiser. Unfortunately it also has limited grid and CPU, limited slots and a tiny drone bay. It's best to think of it as a 'heavy frigate' or a 'light cruiser' rather than a cruiser proper. If you plan on moving into ships that utilize speed tanking or avoidance tactics this is a good ship to practice with. It can be fit as a tackle ship or an anti-frigate platform. Unfortunately it lacks the grid and CPU to fit the artillery or the combination of autocannon and tracking enhancers that would make it a viable kiting ship.
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The Scythe is a T1 logistics cruiser, with bonuses to shield repair. It is designed to support 3 medium shield transporters and a shield tank while remaining cap stable, but getting the Scythe both cap stable and well-tanked can be tricky for characters with limited SP.
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{{Ship|Stabber|box}}
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The Stabber is the fastest T1 cruiser, and it has a falloff bonus that lets autocannon strike from longer ranges.
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If you plan on moving into ships that utilize speed tanking or avoidance tactics this is a good ship to practice with; T2 autocannon can load Barrage ammunition which really unleashes the Stabber's autocannon kiting potential and points the way towards the advanced version of this ship, the {{sh|Vagabond}}. On the other hand, the Stabber has an especially limited capacitor and pilots must be careful in their energy use while flying it.
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The Stabber can also be fitted as a fast-yet-tough tackle ship or as a kind of "super destroyer" anti-frigate platform.
  
==[[Battlecruiser|Battlecruisers]]==
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=== Battlecruisers ===
When you begin to fly Minmatar Battlecruisers, it is a good idea to be training towards a Shield or Armor [[Full T2 Tank|T2 Tank]]. (You will need a full T2 tank to fly battlecruisers in wartime PvP, if you're a uni pilot. Whether or not you're in the uni, a T2 tank is extremely helpful in PVP or PVE.) It is also wise to have basic [[Gunnery Guide#Gunnery_Support_Skills|Gunnery Support skills]] sorted out, and to be training towards T2 light and medium drones.  
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When you begin to fly Minmatar [[Battlecruisers]], it is a good idea to be training towards a Shield or Armor [[Tanking|T2 Tank]]. (You will need a full T2 tank to fly battlecruisers in wartime PvP if you're a uni pilot. Whether or not you're in the uni, a T2 tank is extremely helpful in PVP or PVE.) It is also wise to have basic [[Skills:Gunnery|Gunnery Support skills]] sorted out and to be training towards T2 light and medium drones.  
  
In PvP, Tech 1 battlecruisers represent a good balance between DPS, tanking, agility, speed and cost (they cost much less to lose than a battleship). Battlecruisers can be fitted for long or short range PVP combat. In large-scale alliance battles in nullsec they are often part of each side's 'support fleet', defending the main battleship fleet from attack.
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In PvP, Tech 1 battlecruisers represent a good balance between DPS, tanking, agility, speed, and cost (they cost much less to lose than a battleship). Battlecruisers can be fitted for long or short range PVP combat. In large-scale alliance battles in nullsec they are often part of each side's 'support fleet', defending the main battleship fleet from attack.
  
 
In PvE, Tech 1 battlecruisers are the standard tool for completing Level 3 combat missions. Several battlecruisers can mount passive shield tanks ideal for PvE combat, and some battlecruisers are also suitable salvage ships for the large amount of loot produced by Level 4 missions.
 
In PvE, Tech 1 battlecruisers are the standard tool for completing Level 3 combat missions. Several battlecruisers can mount passive shield tanks ideal for PvE combat, and some battlecruisers are also suitable salvage ships for the large amount of loot produced by Level 4 missions.
  
====[[Cyclone]]====
 
The Cyclone is inferior to the Hurricane in most situations, but it has a few niche uses. The Cyclone is bonused towards missiles rather than projectile turrets. Unlike the Drake, which is designed to mount a large buffer tank and deal most of its damage with kinetic missiles, the Cyclone is bonused to take advantage of shield boosters to mount a massive active tank, albeit for a only limited period of time, while its rate of fire bonus allows the Cyclone greater flexibility in terms of the damage types it can use. The Cyclone also has a decent drone bay and bandwidth, allowing it to field a full flight of medium drones for extra DPS, or two flights of small drones instead.
 
  
====[[Hurricane]]====
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{{Ship|Cyclone|box}}
The Hurricane has a long history of positive PvP and PvE performance and is one of the most versatile ships in EVE. It can deal impressive DPS, and can be shield or armor tanked. Most Minmatar pilots choose a Hurricane as their Level 3 mission ship, fitting either a passive shield tank or an active armor tank.
+
The Cyclone is inferior to the Hurricane in most situations, but it has a few niches. The Cyclone is bonused towards missiles rather than projectile turrets. Unlike the Drake, which is designed to mount a large buffer tank and deal most of its damage with kinetic missiles, the Cyclone is bonused to take advantage of shield boosters to mount a massive active tank, albeit for an only limited period of time, while its rate of fire bonus allows the Cyclone greater flexibility in terms of the damage types it can use. The Cyclone also has a decent drone bay and bandwidth, allowing it to field a full flight of medium drones for extra DPS, or two flights of small drones instead.
 +
 
 +
 
 +
{{Ship|Hurricane|box}}
 +
The Hurricane has a long history of positive PvP and PvE performance and is one of the most versatile ships in EVE. It can deal impressive DPS and can be shield or armor tanked. Most Minmatar pilots choose a Hurricane as their Level 3 mission ship, fitting either a passive shield tank or an active armor tank.
  
 
In PvP, the Hurricane can be fitted as a simple, armor-buffered short-range bruiser, or as a fast, kiting, shield-tanked 'Nanocane', or as a shield-tanked, medium-range high-alpha artillery platform. Roaming gangs of shield Hurricanes with Scimitar logistic support are a fearsome sight and a highly effective combat fleet.
 
In PvP, the Hurricane can be fitted as a simple, armor-buffered short-range bruiser, or as a fast, kiting, shield-tanked 'Nanocane', or as a shield-tanked, medium-range high-alpha artillery platform. Roaming gangs of shield Hurricanes with Scimitar logistic support are a fearsome sight and a highly effective combat fleet.
  
====[[Tornado]]====
 
The Tornado was made to do one thing and one thing only: blow the every loving crap out of anything that is unfortunately preoccupied with other threats. Like the other Tier 3 Battlecruisers, this ship is all gank and no tank. This naturally leads many to fit it for 200km+ sniper combat, since even a couple of cruisers or small frigate wolfpack can tear it apart rather quickly. The Tornado is thus often fitted with 1400mm Artillery and used to deal massive alpha damage, in similar style to the [[Maelstrom]].
 
  
==[[Battleship|Battleships]]==
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{{Ship|Tornado|box}}
In PvP, Tech 1 Battleships  can mount great buffer tanks and can deal very high DPS when fitted for short ranges. When mounting long-range 'sniper' fits, battleships can fight at the very longest ranges possible in Eve's engine, while still dealing effective DPS. Battleships' weaknesses are low speed and agility, combined with slow locking speeds and poor gun tracking speeds. Battleships therefore struggle to force smaller ships to engage, and to kill smaller ships even when they can be pinned down.
+
The Tornado was made to do one thing and one thing only: blow the ever loving crap out of anything that is unfortunately preoccupied with other threats. Like the other Tier 3 Battlecruisers, this ship is all gank and no tank. This naturally leads many to fit it for 200km+ sniper combat, since even a couple of cruisers or small frigate wolfpack can tear it apart rather quickly. The Tornado is thus often fitted with 1400mm Artillery and used to deal massive alpha damage, in a similar style to the [{sh|Maelstrom}}.
 +
 
 +
=== Battleships ===
 +
In PvP, Tech 1 [[Battleships]] can mount great buffer tanks and can deal very high DPS when fitted for short ranges. When mounting long-range 'sniper' fits, battleships can fight at the very longest ranges possible in Eve's engine, while still dealing effective DPS. Battleships' weaknesses are low speed and agility, combined with slow locking speeds and poor gun tracking speeds. Battleships, therefore, struggle to force smaller ships to engage and to kill smaller ships even when they can be pinned down.
  
In PvE, battleships are also the standard class of ship used to run Level 4 missions solo, since they can fit active tanks good enough to survive lots of DPS over a sustained period of time, while still dealing out enough damage to complete missions reasonably quickly. Battleships are also used very effectively in [[Incursion]] fleets.
+
In PvE, battleships are also the standard class of ship used to run Level 4 missions solo, since they can fit active tanks good enough to survive lots of DPS over a sustained period of time, while still dealing out enough damage to complete missions reasonably quickly. Battleships are also used very effectively in [[Incursions|Incursion]] fleets.
  
====[[Maelstrom]]====
+
 
On the same skill path as the Cyclone, the Maelstrom has a powerful active shield tank. Unlike the Cyclone it can also deal lots of damage. The Maelstrom is the usual choice for running Level 4 missions, which it does quite well (Ships like the Vargur and Machariel outperform it, but cost much more, both in ISK and in skill training time). PvE Maelstroms usually fit an X-large shield booster for a powerful pulsed shield tank, and artillery for long-range DPS -- though against the Angel Cartel, whose battleships like to engage at close range, some pilots like to fit large autocannon instead. It is also a great introductory ship to get into [[Incursions]].
+
{{Ship|Maelstrom|box}}
 +
On the same skill path as the Cyclone, the Maelstrom has a powerful active shield tank. Unlike the Cyclone, it can also deal lots of damage. The Maelstrom is the usual choice for running Level 4 missions, which it does quite well (Ships like the Vargur and Machariel outperform it, but cost much more, both in ISK and in skill training time). PvE Maelstroms usually fit an X-large shield booster for a powerful pulsed shield tank, and artillery for long-range DPS -- though against the Angel Cartel, whose battleships like to engage at close range, some pilots like to fit large autocannon instead. It is also a great introductory ship to get into [[Incursions]].
  
 
In PvP, the Maelstrom is the backbone of the "alpha fleet" - fleets designed to one-shot ships to negate the power of logistics.
 
In PvP, the Maelstrom is the backbone of the "alpha fleet" - fleets designed to one-shot ships to negate the power of logistics.
  
====[[Tempest]]====
 
The Tempest is one of two Minmatar Attack Battleships. It's bonuses favor Large Projectile Turrets, unlike the Typhoon which focuses on Battleship-size missles/torpedos. With 5 mid slots and 6 low slots, the Tempest can be shield or armor tanked, both are equally common. With the recent rise in the use of the [[Tornado]] as a cheaper sniper, the primary role of the Tempest has been somewhat overshadowed. None the less, the Tempest is still widely used in skirmish warfare. The Tempest is relatively quick and agile, for a battleship.
 
  
====[[Typhoon]]====
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{{Ship|Tempest|box}}
The Typhoon's position as the cheapest of the Minmatar battleships is a little misleading, as it's not a very good ship for new pilots. With seven low slots, a useful rate of fire bonus and the bandwidth to field a full flight of heavy or sentry drones, it has a lot of potential. But it takes a considerable skillpoint investment to bring that potential out, and the rate of fire bonus is split between two different weapon systems.
+
The Tempest is one of two Minmatar Attack Battleships. Its bonuses favor Large Projectile Turrets, unlike the Typhoon which focuses on Battleship-size missiles/torpedos. With 5 mid slots and 6 low slots, the Tempest can be shield or armor tanked, both are equally common. With the recent rise in the use of the {{sh|Tornado}}, as a cheaper sniper, the primary role of the Tempest has been somewhat overshadowed. Nonetheless, the Tempest is still widely used in skirmish warfare. The Tempest is relatively quick and agile, for a battleship.
 +
 
 +
 
 +
{{Ship|Typhoon|box}}
 +
The Typhoon is the missile-focused Minmatar T1 battleship. With no bonus for missile range, it is a bit more suited to brawling, unlike the Caldari {{sh|Raven}}. The Typhoon has an unusual bonus to missile explosion velocity, which means that it can apply its missile damage to smaller targets rather more easily than most large missile platforms. It has a very high base speed (for a battleship) and one niche use for it is as an unusually large fast ship in small, quickly-moving gangs.
 +
 
 +
=== Haulers ===
 +
[[Haulers]] are a class of ships with a very large cargo bay, generally weak shields and armor, with few turret hardpoints. Haulers are designed to carry large volumes of cargo within their large holds. However, they are slow and fragile ships, leaving them vulnerable to attack. Some haulers have a better capacity to deal with threats than others, leaving some ships better at running the gauntlet than others with a chance of success.
 +
 
 +
{{Ship|Hoarder|box}}
 +
The Hoarder is a highly specialized Hauler for hauling large volumes of ammunition. This is especially useful for transporting high-volume low-ISK items such as cap booster charges or large ammunition.
 +
 
 +
{{Ship|Mammoth|box}}
 +
The Mammoth offers a good compromise between one of the largest cargo holds of the Haulers and a relatively fast align time. The low-slots can be filled with either cargo expanders or agility modules to balance these depending on the task at hand.
 +
 
 +
{{Ship|Wreathe|box}}
 +
The Wreathe is the entry-level Hauler provided to Minmatar capsuleers during the tutorial missions. Its cargo hold leaves much to be desired but is sufficient for small hauling jobs. It offers the shortest align time of all T1 haulers and its low-slots can be used to improve that further. Level 1 distribution missions and light station trading are situations that this ship accommodates. As young pilots have less starting capital, the limited cargo size of the Wreathe will be less of a problem.
 +
 
 +
==Projectile Turret Tips==
 +
{{main|Turrets#Projectile turrets|Projectile turrets}}
 +
{{main|Projectile ammunition}}
 +
 
 +
Projectile turrets are powerful and versatile, but complex: they are the only turrets with selectable damage types, which means you can load ammo appropriate to your target's weaknesses, but this comes at the cost of more involved thought. The pages linked above about projectile turrets and projectile ammunition repay a careful read, but here is a brief summary.
 +
 
 +
===Autocannon===
 +
 
 +
The optimal range modifiers on projectile ammo mean very little for autocannon, which have minimal optimal ranges anyway. For this reason, it usually makes sense to use one of the three short-range, high-damage types:
 +
 
 +
* EMP ammo for EM damage
 +
* Fusion ammo for explosive damage
 +
* Phased Plasma for thermal damage
 +
 
 +
There are two ammo types with 33% less damage but a 20% turret tracking bonus.
 +
 
 +
* Titanium Sabot for mostly kinetic damage
 +
* Depleted Uranium for explosive damage spiced with thermal damage
 +
 
 +
The 33% reduced damage limits these types' usefulness: [[Guristas]] NPCs, for instance, are weakest to kinetic, but Phased Plasma normally outdamages Titanium Sabot against Guristas, because of its greater raw damage. Both types are useful in niche situations when you need to shoot small, faster targets. Proton, Nuclear, and Carbonized Lead have a larger damage penalty, and can be ignored when using autocannon.
 +
 
 +
Tech 2 autocannon ammo comes in two varieties:
 +
 
 +
* Hail: reduced range, reduced tracking, but high damage; explosive damage spiced with kinetic; useful for shooting large, slow PvP targets at close range
 +
* Barrage: 50% more falloff range, reduced tracking; a little less damage than EMP, Fusion, and Phased Plasma; roughly 50/50 kinetic and explosive damage; useful for PvP kiting at medium range
 +
 
 +
===Artillery===
 +
 
 +
Unlike autocannon, artillery guns have noticeable optimal ranges. Nevertheless, you're usually still best off using the short-ranged ammo to maximize both DPS and alpha, unless your tank cannot take the damage your targets deal at shorter artillery ranges. To recap, those short-ranged ammo types are:
 +
 
 +
* EMP ammo for EM damage
 +
* Fusion ammo for explosive damage
 +
* Phased Plasma for thermal damage
 +
 
 +
Tech 2 artillery ammo comes in two varieties:
 +
 
 +
* Tremor: a huge range bonus, healthy damage, but a large tracking penalty; for PvP snipers
 +
* Quake: reduces your optimal range to one quarter, for a 25% bonus to tracking; a last-resort PvP ammo type to load against targets that get too close
 +
 
 +
==Missile Tips==
 +
 
 +
{{main|Missiles}}
  
The Typhoon is consequently not a common sight, but when it is used it's usually fitted with missiles, often with torpedoes and either neuts or [[Spider Tanking|armor RR]] for close combat. There are also viable L4 mission-running fits which use cruise missile launchers and sentry drones. However, new Minmatar battleship pilots will probably be more effective in one of the other two options.
+
Missiles are simpler to use than projectile turrets. For each type of missile launcher, there are four types of missile, and each type deals one of the four damage types. You can tell the damage type from the flavor word in the missile's name:
  
==Industrial==
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* "Mjolnir": EM damage
Industrial ships are a class of ships with a very large cargo bay, generally weak shields and armor, with few turret hardpoints. Industrial Ships are designed to carry large volumes of cargo within their large holds. However, they are slow and fragile ships, leaving them vulnerable to attack. Some Industrials have better capacity to deal with threats than others, leaving some ships better at running the gauntlet than others with a chance of success.
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* "Inferno": thermal damage
 +
* "Scourge": kinetic damage
 +
* "Nova": explosive damage
  
====[[Hoarder]]====
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In PvE combat, you can look up what your target NPCs' weakest damage resistance is, and target that. In PvP, you should bring a range of damage types and (where possible) select the appropriate damage before engaging.
The Hoarder is the mid-level ship for the Minmatar industrials, although it does have a greater amount of cargo space than what you'd expect from the mid-level ship. Some starter industrialists find the Hoarder more valuable than the Wreathe as their first Minmatar industrial.
 
  
====[[Mammoth]]====
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A missile's range is its flight time multiplied by its velocity. You can check missile ranges easily by turning on the [[Tactical overlay|tactical overlay]] and hovering your cursor over the module button for your missile launcher(s): doing this will display the range as a red zone on the overlay, centered on your ship.
After the Iteron Mark V, the Mammoth is often considered the next best industrial in existence. It has more cargo capacity than the other two races' industrials, and the highest number of low slots for cargohold expanders.
 
  
====[[Wreathe]]====
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Unlike turret weapons, missiles take time to travel to their target. They also struggle to apply their damage to targets smaller than their own size: medium-sized missiles don't apply damage well to frigates, and large missiles don't apply damage well to cruisers. Target painting can help with this, as can rare ship bonuses such as the explosion velocity bonus on the Typhoon battleship, but you can also use small drones to scrape small targets off you.
The Wreathe is the entry level Industrial provided to Minmatar capsuleers during the tutorial missions. Its cargo hold leaves much to be desired but when just starting out it is capable enough to handle small hauling jobs. Level 1 distribution Missions and light station trading are situations that this ship accommodates. As young pilots have less starting capital the cargo size of the Wreathe will be suited fine.
 
  
=Related Links=
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==Related Links==
*[http://eve.ciambotti.com/shipfitting_parser.php Ship Fitting wiki editing parser]
 
*[[Introduction_to_PvP|PVP]]
 
 
*[[Missions]]
 
*[[Missions]]
*[[Drones]] and [[Using Drones]]
+
*[[Drones]] and [[Drone mechanics|Using Drones]]
 
{{ShipGuideLinks}}
 
{{ShipGuideLinks}}
  
  
 
[[Category:Ships]]
 
[[Category:Ships]]

Latest revision as of 16:45, 13 March 2024

This guide provides general information and recommendations for T1 ships of a single player faction.

For more advanced and in-depth information on specific ships refer to EVE ships. This guide simply gathers the characteristics and overview of racial lineups in an easy to browse format for the very new player.

Basic Ship and Skill Overviews -- Amarr | Caldari | Gallente | Minmatar | ORE | Pirate

The Minmatar Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.


Link= Minmatar Republic Characteristics

 Tank Type: Icon ISIS defense armor.png Armor or Icon ISIS defense Shields.png Shield
 Main Weapon Systems: Icon ISIS weapon Projectileturrets.png Projectile Turrets or Icon ISIS weapon Missiles.png Missile Launchers
 Electronic Warfare: Icon ISIS Targetpainting.png Target Painting and Icon ISIS Stasiswebifying.png Stasis Webifying


General Traits

The following characteristics are generally shared across most or all Minmatar ships:

  • Speed. Minmatar ships usually have the best base speeds for their size and class. This makes them well-suited to tactics that 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 haulers can travel slightly faster because they spend slightly less time aligning.
  • 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 that 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.
    • Long-ranged artillery has a very high 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.
  • Missiles are the "secondary" Minmatar weapon, and a line of Minmatar ships have missile bonuses; notable examples are the Breacher, Talwar, Bellicose, Cyclone, and Typhoon. Missiles also don't use capacitor to fire, have good ranges, and always hit, but they can have trouble applying their damage. Missiles have fully-selectable damage types. Minmatar missile ships tend not to have the missile range bonuses found on some Caldari ones, so they tend to be missile brawlers rather than long-ranged missile platforms.
  • Sensor advantages. This is a slightly subtler positive: Minmatar ships typically have high scan resolution for their size and class, which means they lock onto targets more quickly; they also have small signature radii for their size and class, which means they are harder to hit with turrets, take less damage from missiles, and are targeted more slowly by other ships.
  • Utility high slots. Minmatar ships often have one or two spare high slots once all of the primary weapons have been fitted. These can be used for a range of other helpful modules: a secondary weapon system for more DPS, energy neutralizers or nosferatus, remote repair modules, drone link augmentors, salvagers, &c. >
  • Target Painting is the type of electronic warfare which some Minmatar ships have bonuses for. Target painting makes ships easier to hit, and particularly helps missiles apply damage. This is a more situational kind of EWAR than that used by some of the other races.
  • Shield tanks. Most Minmatar ships can fit shield tanks. Some, such as the Breacher, Cyclone, and Maelstrom, have bonuses for shield boosters, which means they can mount excellent active shield tanks; many other ships can mount good active and/or passive shield tanks. However, Minmatar ships also use...
  • ...Armor tanks. Although none have explicit bonuses for armor tanks, many Minmatar ships can mount good active or buffer armor tanks.
  • Lower sensor strengths (for size and class of ship). This makes it easier to jam Minmatar ships with ECM.
  • Weaker potential buffer tanks. Minmatar ships can be made sturdy, but they can't mount the kind of shield buffers possible on some Caldari hulls, or the kind of armor buffers possible on some Amarr hulls.
  • Smaller capacitors. Minmatar ships typically have the smallest capacitors of the four races' ships, for their size and class. This is partly balanced out by both common Minmatar weapon systems requiring no capacitor to fire.

The broader hallmark of Minmatar ships is versatility. Most Minmatar ships can be fitted in many ways; this is typified, but not limited to, their tendency to be open to both armor and shield tanks. In PvP, especially, this makes Minmatar ships less predictable, and opponents have a harder time guessing how Minmatar ships will perform.

However, if Minmatar pilots want to have all the different fitting options available, they will have to train more in-game skills and learn more about the game than pilots flying other races. That's not necessarily a bad thing: an experienced Minmatar pilot is proficient with a wide range of weapons, tactics, and fitting approaches. Minmatar pilots are well-placed to cross-train into any other race, and probably understand the other races' ships better than pilots of other races understand Minmatar ships.

Notable uses

PvE

Relatively-selectable damage from projectile turrets and fully-selectable damage from missiles make Minmatar ships fairly flexible PvE combat platforms. An "orthodox" progression for a character running missions might be the Rifter and Thrasher for Level 1 missions, the Rupture for L2s, the Hurricane for L3s, and the Maelstrom for L4s. A character focusing on missiles could consider the Breacher, Talwar, Bellicose, Cyclone, and the Typhoon, though Caldari missile ships tend to outdo Minmatar ones at missile-based mission running, as they are built around ranged combat.

The Thrasher, with its high speed and a large number of high slots, is a good cheap salvaging ship.

Both the Hurricane and the Minmatar attack battlecruiser, the Tornado, see use in some types of wormhole PvE.

PvP

T1 Minmatar ships find roles in most PvP contexts. Kiting tactics go well with Minmatar ships' high speeds, and in solo and small-gang PvP the Breacher and Stabber can be found kiting; a T2 development of the Stabber, the MinmatarVagabond, is built around this tactic. The Rupture puts out remarkable DPS for a T1 cruiser hull. The Hurricane is a perennially popular and highly versatile ship, capable of a variety of tanks and tactics, ranging from scram-range brawling, through autocannon kiting, to long-range artillery fits.

All three T1 Minmatar battleships can be dangerous in PvP, though like all T1 battleships they are expensive hulls and sometimes have their battlefield roles usurped by HACs. The Typhoon can be fitted and boosted to achieve startling speed for a battleship, and its rarely-noted bonus to "explosion velocity" means it's a rare example of a large missile ship that can really apply some DPS to smaller targets.

T1 Minmatar ships also have some more niche PvP uses. The high amount of alpha damage that can be wrung from artillery-fit Thrashers and Tornadoes, relative to their cost and size, makes them popular ships for suicide ganking.

Skills

Minmatar ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's Short Skill Plan; relatively new pilots should consider the 14 skills which affect every ship, the fitting skills which make it easier to fit modules onto ships, and the support skills which underpin much of your ship's performance. For longer-term training, EVE University's Pyramid Skill Plan offers one useful way of conceiving your goals.

That said, there are some considerations that are specific to Minmatar ships. Pilots training to fly these ships should particularly polish their skills in the Navigation category, to bring out the Minmatar strengths in speed and agility. Capacitor skills, meanwhile, are an important way to make up for these ships' relatively weaker capacitors.

Projectile turret skills and missile skills are necessary to bring out the damage potential of Minmatar ships. Note that while many skills in the Gunnery category are vital for projectile turrets, Controlled Bursts has no effect on projectile guns, as it reduces turrets' capacitor demand, and projectile weapons don't use any capacitor. Sharpshooter increases optimal range, and so is not very useful for autocannon, but still helpful for artillery. Pilots using autocannon will want to prioritise Trajectory Analysis more than pilots flying other races' ships, as this boosts falloff range.

Ships

Here are the Minmatar T1 ships. Please follow the links to the specific pages of the ship database for more details and particular fits.

Corvette

Little more than slower, armed shuttles, corvette (or "noobships") are the basic frigates that new pilots start with. You can acquire a new corvette at no cost (together with a civilian weapon, a civilian mining laser, and one unit of Tritanium) by clicking on the "Board my corvette" button available in the station menu when you're docked up. On their own, corvettes are useful for little other than basic errand-running, though since the ship is free a corvette can be spawned as a makeshift small station container when no other containers are available.

Corvette: INFORMATION
Reaper
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
2
launcher hardpoints
launchers
2
turret hardpoints
turrets
2
middle slots
mediums
2
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
120 m³
cargo capacity
cargo
defense
175 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
150 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
22.00 km
max. targeting range
tgt. range
48 m
ship signature radius
sig. radius
310 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Role Bonus:
10% bonus to ship max velocity
10% bonus to Small Projectile Turret damage
15% bonus to Target Painter effectiveness
15% bonus to Shield Booster amount

The Reaper-class corvette is one of the smallest of the Minmatar vessels, just barely reaching rookie ship status instead of a manned fighter. The Reaper is very cheap and is used en masse in daring hit-and-run operations by Minmatars either side of the law.

Frigates

Frigates are the smallest of the ship classes in EVE. In fleet PvP, Tech 1 frigates are generally used for tackling or electronic warfare, two roles in which they can have a significant impact. Tech 1 frigates are also flown for solo PvP: their speed and small size helps solo pilots to pick their targets, and their low cost makes them comfortably expendable.

In PvE, the more combat-focused frigates are used to complete Level 1 missions, though once new pilots are a little wealthier and better-trained they often begin to use destroyers instead.


Frigate: INFORMATION
Breacher
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
3
launcher hardpoints
launchers
0
turret hardpoints
turrets
4
middle slots
mediums
3
low slots
lows
drones & cargo
10 m³
drone capacity
drones
10 Mbit/sec
drone bandwidth
b/w
175 m³
cargo capacity
cargo
defense
500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
350 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
35.00 km
max. targeting range
tgt. range
36 m
ship signature radius
sig. radius
365 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Frigate bonuses (per skill level):
5% bonus to Light Missile and Rocket rate of fire
7.5% bonus to Shield Booster amount

The Breacher's structure is little more than a fragile scrapheap, but the ship's missile launcher hardpoints and superior sensors have placed it among the most valued Minmatar frigates when it comes to long range combat.

This is a long-range missile boat. It has some popularity in Faction Warfare PvP complexes, where it can sometimes kite other small frigates and benefits from its cheap cost.


Frigate: INFORMATION
Burst
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
2
turret hardpoints
turrets
3
middle slots
mediums
3
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
260 m³
cargo capacity
cargo
defense
400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
250 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
34.00 km
max. targeting range
tgt. range
33 m
ship signature radius
sig. radius
415 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Frigate bonuses (per skill level):
10% bonus to Remote Shield Booster amount
10% reduction in Remote Shield Booster activation cost
Role Bonus:
300% bonus to Remote Shield Booster falloff

In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. In the Minmatar Republic, this led to the redesign and redeployment of the Burst.

The Burst had been a small and fast cargo vessel. This all changed after the redesign, when the Burst found its small-time mining capabilities curtailed in lieu of logistics systems that moved its focus to shield support for friendly vessels.

The Burst is the Minmatar logistics frigate and is designed for remote shield repair. It makes an ideal entry point for beginner Minmatar capsuleers who want to train into the MinmatarScythe, the Minmatar Tier 1 Cruiser logi ship, before eventually training into the MinmatarScimitar, the Minmatar Tier 2 Logistics ship.


Frigate: INFORMATION
Probe
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
2
launcher hardpoints
launchers
2
turret hardpoints
turrets
4
middle slots
mediums
3
low slots
lows
drones & cargo
35 m³
drone capacity
drones
15 Mbit/sec
drone bandwidth
b/w
400 m³
cargo capacity
cargo
defense
300 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
300 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
32.50 km
max. targeting range
tgt. range
38 m
ship signature radius
sig. radius
360 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Frigate bonuses (per skill level):
7.5% bonus to Core and Combat Scanner Probe strength
5% reduction in Salvager duration
Role Bonus:
5+ bonus to Relic and Data Analyzer virus strength

The Probe is large compared to most Minmatar frigates and is considered a good scout and cargo-runner. Uncharacteristically for a Minmatar ship, its hard outer coating makes it difficult to destroy, while the limited weapon hardpoints force it to rely on drone assistance if engaged in combat.

The Probe is the Minmatar Tech 1 exploration, and scanning frigate. It is a good ship for players who are getting into probing and don't have the skills for the T2 version, the MinmatarCheetah. Its bonus to cycle time for hacking, archaeology, and salvaging modules means it can be very effective for looting exploration sites as well. If you have the skills to deal with its small capacitor, it can be a speedy and cheap delivery ship due to its comparatively large cargo bay.


Frigate: INFORMATION
Rifter
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
2
launcher hardpoints
launchers
3
turret hardpoints
turrets
3
middle slots
mediums
4
low slots
lows
drones & cargo
No drone bay
140 m³
cargo capacity
cargo
defense
450 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
450 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
22.50 km
max. targeting range
tgt. range
35 m
ship signature radius
sig. radius
365 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Frigate bonuses (per skill level):
7.5% bonus to Small Projectile Turret rate of fire
10% bonus to Small Projectile Turret falloff

The Rifter is a very powerful combat frigate and can easily tackle the best frigates out there. It has gone through many radical design phases since its inauguration during the Minmatar Rebellion. The Rifter has a wide variety of offensive capabilities, making it an unpredictable and deadly adversary.

The Rifter is the primary damage frigate for Minmatar. For tackling, a MinmatarSlasher or CaldariMerlin is by far better. While the Rifter used to be considered the best Tech 1 frigate in the game (leading to many memes surrounding it), it has been nerfed to be similar in abilities to the others. A balanced 4/3/3 layout gives the Rifter the ability to either shield or armor tank and provides flexibility in fitting.


Frigate: INFORMATION
Slasher
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
0
launcher hardpoints
launchers
3
turret hardpoints
turrets
4
middle slots
mediums
2
low slots
lows
drones & cargo
No drone bay
120 m³
cargo capacity
cargo
defense
350 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
300 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
22.5 km
max. targeting range
tgt. range
30 m
ship signature radius
sig. radius
430 m/s
max. velocity
max. velocity
S H I P   B O N U S E S

Traits:
Minmatar Frigate skill bonus per level:
5% bonus to Small Projectile Turret damage
7.5% bonus to Small Projectile Turret tracking speed

Role bonus:
80% reduction in Propulsion Jamming systems activation cost

The Slasher is cheap, but versatile. It's been manufactured en masse, making it one of the most common vessels in Minmatar space. The Slasher is extremely fast, with decent armaments, and is popular amongst budding pirates and smugglers.

The Slasher is the Tech 1 Minmatar fast tackle frigate. It receives a bonus to the cap usage of tackle mods, and it has the fastest base speed of the T1 frigates. Four mid slots also allow a great deal of flexibility in fitting.


Frigate: INFORMATION
Vigil
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
2
launcher hardpoints
launchers
0
turret hardpoints
turrets
5
middle slots
mediums
2
low slots
lows
drones & cargo
5 m³
drone capacity
drones
5 Mbit/sec
drone bandwidth
b/w
250 m³
cargo capacity
cargo
defense
350 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
300 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
65.00 km
max. targeting range
tgt. range
34 m
ship signature radius
sig. radius
410 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Frigate bonuses (per skill level):
7.5% bonus to Target Painter effectiveness
10% bonus to Target Painter optimal range

The Vigil is an unusual Minmatar ship, serving both as a long range scout as well as an electronic warfare platform. It is fast and agile, allowing it to keep the distance needed to avoid enemy fire while making use of jammers or other electronic gadgets.

The Vigil is the Tech 1 EWAR ship of the Minmatar Republic. Target painters are only situationally useful; they are also stacking penalized in effectiveness, and work reasonably well on hulls without bonuses to them.

Destroyers

Destroyers are slightly larger and have more highslots than frigates but fit the same small-sized weapons. In PVP, they're designed to slaughter frigates but be vulnerable to most other ships, which limits them to very niche roles. Their high damage output (for small, cheap ships) makes them popular tools for suicide-ganking weak targets in highsec. They are also sometimes used to hunt frigate pilots or to kill a carrier's fighters, and some doctrines use destroyers as a cheap, expendable source of fast-moving DPS.

In PvE, destroyers are most often used for Level 1 missions, and they make superb introductory salvage ships.


Destroyer: INFORMATION
Talwar
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
7
launcher hardpoints
launchers
0
turret hardpoints
turrets
3
middle slots
mediums
3
low slots
lows
drones & cargo
No drone bay
400 m³
cargo capacity
cargo
defense
850 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
800 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
36.00 km
max. targeting range
tgt. range
60 m
ship signature radius
sig. radius
255 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Destroyer bonuses (per skill level):
5% bonus to explosive Light Missile and Rocket damage
15% reduction in Microwarpdrive signature radius penalty
Role Bonus:
50% bonus to Light Missile and Rocket max velocity

The Talwar is redolent of the renowned Minmatar practicality in terms of battle. Irrespective of numbers, firepower and circumstances, their strategy when engaged in combat often revolves around the same central tenet: Stay untouchable as much as you can, either by sneaking around or rushing in, do as much damage as fast as you can, and get out before you get killed.

As such, the Talwar does not come equipped to hang around forever on the battlefield. It is built to rush around at speed without getting caught, and to hit very hard and very, very fast.

The Talwar uses rockets or light missiles to fight smaller craft like frigates or other destroyers. Due to its bonus reducing the signature radius bloom of microwarp drives—unique among T1 destroyers—it can reach great speeds without increasing its own signature radius significantly.


Destroyer: INFORMATION
Thrasher
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
1
launcher hardpoints
launchers
7
turret hardpoints
turrets
3
middle slots
mediums
2
low slots
lows
drones & cargo
No drone bay
400 m³
cargo capacity
cargo
defense
800 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
750 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
27.00 km
max. targeting range
tgt. range
56 m
ship signature radius
sig. radius
270 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Destroyer bonuses (per skill level):
5% bonus to Small Projectile Turret damage
10% bonus to Small Projectile Turret tracking speed
Role Bonus:
50% bonus to Small Projectile Turret optimal range

Engineered as a supplement to its big brother the Cyclone, the Thrasher's tremendous turret capabilities and advanced tracking computers allow it to protect its larger counterpart from smaller, faster menaces.

The Thrasher can be an effective anti-frigate platform in PvE (L1 missions) or PvP. It is rarely seen in fleet combat, but its cheap cost makes it popular with suicide gankers, and it finds a role in some "glass cannon" group tactics. Its balanced mid and low slot layout makes it generally the most flexible destroyer, able to fit some tackle and an armor tank or damage and a shield tank.

Cruisers

Cruisers are EVE's medium-sized ships, larger than frigates and destroyers but still much smaller, faster and nimbler than battlecruisers and battleships. Cruisers mount medium-sized weapons and modules. Tech 1 cruiser hulls cost a few million ISK and tend to be the first major financial step up from frigates for new pilots. In PvP, some T1 cruisers, such as the Gallente GallenteThorax and the Minmatar MinmatarRupture, can bring surprising amounts of DPS to a fight. The electronic warfare cruisers can also be important in PvP, as they are slightly tougher and often more effective EWAR platforms than their frigate equivalents. Cruisers can also fit tackle to provide some secondary, heavier tackling that's harder to scrape off than T1 tackling frigates.

In PVE, Tech 1 cruisers are the ships most commonly used to run Level 2 missions.


Cruiser: INFORMATION
Bellicose
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
4
high slots
highs
4
launcher hardpoints
launchers
0
turret hardpoints
turrets
5
middle slots
mediums
4
low slots
lows
drones & cargo
50 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
315 m³
cargo capacity
cargo
defense
1,400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,200 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
62.50 km
max. targeting range
tgt. range
120 m
ship signature radius
sig. radius
260 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Cruiser bonuses (per skill level):
5% bonus to Rapid Light Missile, Heavy Missile and Heavy Assault Missile Launcher rate of fire
7.5% bonus to Target Painter effectiveness
7.5% bonus to Heavy Missile and Heavy Assault Missile explosion velocity

Being a highly versatile class of Minmatar ships, the Bellicose has been used as a combat juggernaut as well as a support ship for wings of frigates. While not quite in the league of newer navy cruisers, the Bellicose is still a very solid ship for most purposes, especially in terms of long range combat.

The Bellicose is the Minmatar EWar cruiser, with bonuses for the effectiveness of target painters. Although the MinmatarVigil's target painters have a longer range than those of the Bellicose, the cruiser provides a far more durable platform. Target painting is more situationally useful than ECM (Caldari) or sensor dampening (Gallente). On the other hand, like the AmarrArbitrator, the Bellicose has a secondary bonus for combat, in this case for the rate of fire of Rapid Light, Heavy Assault, and Heavy Missile Launchers. This means the ship can also double up as DD and is often used in a fleet support role.


Cruiser: INFORMATION
Rupture
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
5
high slots
highs
1
launcher hardpoints
launchers
4
turret hardpoints
turrets
4
middle slots
mediums
5
low slots
lows
drones & cargo
30 m³
drone capacity
drones
30 Mbit/sec
drone bandwidth
b/w
450 m³
cargo capacity
cargo
defense
1,500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,800 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
50.00 km
max. targeting range
tgt. range
125 m
ship signature radius
sig. radius
210 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Cruiser bonuses (per skill level):
5% bonus to Medium Projectile Turret rate of fire
5% bonus to Medium Projectile Turret damage

The Rupture is slow for a Minmatar ship, but it more than makes up for it in power. The Rupture has superior firepower and is used by the Minmatar Republic both to defend space stations and other stationary objects and as part of massive attack formations.

The heavy-duty combat cruiser of the Minmatar Republic, this ship looks like a chunk of brick. The Rupture is the favored mission cruiser for the Minmatar. It can mount a good active armor tank or regenerating passive shield tank and can use artillery and drones to destroy mission rats from range.

The Rupture is also a strong PvP ship. A number of fittings work well; in E-UNI fleets the most common approach is to fit an armor buffer tank and provide extra DPS and some sticky secondary tackle. Strong fitting skills and access to T2 autocannons (for kiting with Barrage ammo) open up some fast-moving shield-tanked PvP fits.


Cruiser: INFORMATION
Scythe
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
1
launcher hardpoints
launchers
2
turret hardpoints
turrets
5
middle slots
mediums
5
low slots
lows
drones & cargo
45 m³
drone capacity
drones
45 Mbit/sec
drone bandwidth
b/w
475 m³
cargo capacity
cargo
defense
1,400 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,100 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
52.50 km
max. targeting range
tgt. range
75 m
ship signature radius
sig. radius
250 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Cruiser bonuses (per skill level):
12.5% bonus to Remote Shield Booster amount
5% reduction in Remote Shield Booster activation cost
Role Bonus:
430% bonus to Remote Shield Booster optimal range and falloff
100% bonus to Logistic Drone transfer amount

In YC114 each major empire faction, having been embroiled in a harrowing, extensive, long-term war, recognized the growing need for support and logistics functionality in their vessels during the kind of protracted interstellar warfare that might otherwise prove exhausting for its participants. Both Frigate and Cruiser-class ships were put under the microscope, and in the Minmatar Republic the outcome of the re-evaluation process led, among other developments, to a redesign and redeployment of the Scythe.

The Scythe-class cruiser remains the oldest Minmatar ship still in use. It has seen many battles and is an integrated part in Minmatar tales and heritage. With its redesign, past firmware upgrades for mining output were tossed out entirely in favor of two new separate systems that focused on shield transporting and logistics drones respectively.

The Scythe is a T1 logistics cruiser, with bonuses to shield repair. It is designed to support 3 medium shield transporters and a shield tank while remaining cap stable, but getting the Scythe both cap stable and well-tanked can be tricky for characters with limited SP.


Cruiser: INFORMATION
Stabber
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
6
high slots
highs
2
launcher hardpoints
launchers
4
turret hardpoints
turrets
4
middle slots
mediums
4
low slots
lows
drones & cargo
25 m³
drone capacity
drones
25 Mbit/sec
drone bandwidth
b/w
420 m³
cargo capacity
cargo
defense
1,600 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,300 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
47.50 km
max. targeting range
tgt. range
100 m
ship signature radius
sig. radius
290 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Cruiser bonuses (per skill level):
7.5% bonus to Medium Projectile Turret rate of fire
10% bonus to Medium Projectile Turret falloff

The Stabber is the mainstay of the Minmatar fleet. It is light and extremely fast, yet surprisingly powerful, with a wide variety of weapons. It is one of few Minmatar vessels that have reached popularity outside Minmatar space.

The Stabber is the fastest T1 cruiser, and it has a falloff bonus that lets autocannon strike from longer ranges.

If you plan on moving into ships that utilize speed tanking or avoidance tactics this is a good ship to practice with; T2 autocannon can load Barrage ammunition which really unleashes the Stabber's autocannon kiting potential and points the way towards the advanced version of this ship, the MinmatarVagabond. On the other hand, the Stabber has an especially limited capacitor and pilots must be careful in their energy use while flying it.

The Stabber can also be fitted as a fast-yet-tough tackle ship or as a kind of "super destroyer" anti-frigate platform.

Battlecruisers

When you begin to fly Minmatar Battlecruisers, it is a good idea to be training towards a Shield or Armor T2 Tank. (You will need a full T2 tank to fly battlecruisers in wartime PvP if you're a uni pilot. Whether or not you're in the uni, a T2 tank is extremely helpful in PVP or PVE.) It is also wise to have basic Gunnery Support skills sorted out and to be training towards T2 light and medium drones.

In PvP, Tech 1 battlecruisers represent a good balance between DPS, tanking, agility, speed, and cost (they cost much less to lose than a battleship). Battlecruisers can be fitted for long or short range PVP combat. In large-scale alliance battles in nullsec they are often part of each side's 'support fleet', defending the main battleship fleet from attack.

In PvE, Tech 1 battlecruisers are the standard tool for completing Level 3 combat missions. Several battlecruisers can mount passive shield tanks ideal for PvE combat, and some battlecruisers are also suitable salvage ships for the large amount of loot produced by Level 4 missions.


Combat Battlecruiser: INFORMATION
Cyclone
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
5
launcher hardpoints
launchers
2
turret hardpoints
turrets
5
middle slots
mediums
5
low slots
lows
drones & cargo
50 m³
drone capacity
drones
50 Mbit/sec
drone bandwidth
b/w
450 m³
cargo capacity
cargo
defense
5,250 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
3,750 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
50 km
max. targeting range
tgt. range
250 m
ship signature radius
sig. radius
180 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Battlecruiser bonuses (per skill level):
7.5% bonus to Heavy Missile and Heavy Assault Missile Launcher rate of fire
7.5% bonus to Shield Booster amount
Role Bonus:
• Can use one Command Burst module
25% bonus to Missile velocity
50% bonus to Command Burst area of effect range

The Cyclone was created in order to meet the increasing demand for a vessel capable of providing muscle for frigate detachments while remaining more mobile than a battleship. To this end, the Cyclone's seven high-power slots and powerful thrusters have proved ideal.

The Cyclone is inferior to the Hurricane in most situations, but it has a few niches. The Cyclone is bonused towards missiles rather than projectile turrets. Unlike the Drake, which is designed to mount a large buffer tank and deal most of its damage with kinetic missiles, the Cyclone is bonused to take advantage of shield boosters to mount a massive active tank, albeit for an only limited period of time, while its rate of fire bonus allows the Cyclone greater flexibility in terms of the damage types it can use. The Cyclone also has a decent drone bay and bandwidth, allowing it to field a full flight of medium drones for extra DPS, or two flights of small drones instead.


Combat Battlecruiser: INFORMATION
Hurricane
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
3
launcher hardpoints
launchers
6
turret hardpoints
turrets
4
middle slots
mediums
6
low slots
lows
drones & cargo
40 m³
drone capacity
drones
40 Mbit/sec
drone bandwidth
b/w
425 m³
cargo capacity
cargo
defense
4,500 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
4,500 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
60 km
max. targeting range
tgt. range
250 m
ship signature radius
sig. radius
180 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Battlecruiser bonuses (per skill level):
5% bonus to Medium Projectile Turret damage
5% bonus to Medium Projectile Turret rate of fire
Role Bonus:
• Can use one Command Burst module
25% bonus to Medium Projectile Turret optimal range and falloff
50% bonus to Command Burst area of effect range

The force with which this ship hits is more than sufficient to leave a trail of shattered enemies, floating around like so much lifeless debris. An adaptable vessel, it has enough turret hardpoints for a full-scale assault while remaining versatile enough to allow for plenty of missile fire, and has both sufficient speed to outrun its enemies and sufficient capacitor charge to outlast them.

The Hurricane has a long history of positive PvP and PvE performance and is one of the most versatile ships in EVE. It can deal impressive DPS and can be shield or armor tanked. Most Minmatar pilots choose a Hurricane as their Level 3 mission ship, fitting either a passive shield tank or an active armor tank.

In PvP, the Hurricane can be fitted as a simple, armor-buffered short-range bruiser, or as a fast, kiting, shield-tanked 'Nanocane', or as a shield-tanked, medium-range high-alpha artillery platform. Roaming gangs of shield Hurricanes with Scimitar logistic support are a fearsome sight and a highly effective combat fleet.


Attack Battlecruiser: INFORMATION
Tornado
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
0
launcher hardpoints
launchers
8
turret hardpoints
turrets
5
middle slots
mediums
4
low slots
lows
drones & cargo
No drone bay
535 m³
cargo capacity
cargo
defense
1,890 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,800 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
60.00 km
max. targeting range
tgt. range
195 m
ship signature radius
sig. radius
225 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Battlecruiser bonuses (per skill level):
5% bonus to Large Projectile Turret rate of fire
5% bonus to Large Projectile Turret falloff
Role Bonus:
95% reduction in Large Projectile Turret powergrid requirement
50% reduction in Large Projectile Turret CPU requirement

In YC 113 Republic Security Services learned the Amarr Empire was building a new battlecruiser capable of supporting battleship-class weapons. Determined to not lose their technological edge to their adversaries, Republic Fleet commissioned Boundless Creation to construct a gunboat to match.

What they designed was the Tornado. Developed in record time and total secrecy, the Tornado is a testament to Minmatar engineering. Modeled loosely on flying-wing designs of ancient planetary bombers, the Tornado supports multiple large projectile turrets, dealing massive damage while maintaining a small signature radius.

The Tornado was made to do one thing and one thing only: blow the ever loving crap out of anything that is unfortunately preoccupied with other threats. Like the other Tier 3 Battlecruisers, this ship is all gank and no tank. This naturally leads many to fit it for 200km+ sniper combat, since even a couple of cruisers or small frigate wolfpack can tear it apart rather quickly. The Tornado is thus often fitted with 1400mm Artillery and used to deal massive alpha damage, in a similar style to the [{sh|Maelstrom}}.

Battleships

In PvP, Tech 1 Battleships can mount great buffer tanks and can deal very high DPS when fitted for short ranges. When mounting long-range 'sniper' fits, battleships can fight at the very longest ranges possible in Eve's engine, while still dealing effective DPS. Battleships' weaknesses are low speed and agility, combined with slow locking speeds and poor gun tracking speeds. Battleships, therefore, struggle to force smaller ships to engage and to kill smaller ships even when they can be pinned down.

In PvE, battleships are also the standard class of ship used to run Level 4 missions solo, since they can fit active tanks good enough to survive lots of DPS over a sustained period of time, while still dealing out enough damage to complete missions reasonably quickly. Battleships are also used very effectively in Incursion fleets.


Battleship: INFORMATION
Maelstrom
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
0
launcher hardpoints
launchers
8
turret hardpoints
turrets
6
middle slots
mediums
5
low slots
lows
drones & cargo
100 m³
drone capacity
drones
100 Mbit/sec
drone bandwidth
b/w
790 m³
cargo capacity
cargo
defense
8,800 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
8,250 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
90 km
max. targeting range
tgt. range
460 m
ship signature radius
sig. radius
115 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Battleship bonuses (per skill level):
5% bonus to Large Projectile Turret rate of fire
10% bonus to Shield Booster amount
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

With the Maelstrom, versatility is the name of the game. Its defensive capabilities make it ideally suited for small raid groups or solo work, while its 8 turret hardpoints present opportunities for untold carnage on the fleet battlefield.

On the same skill path as the Cyclone, the Maelstrom has a powerful active shield tank. Unlike the Cyclone, it can also deal lots of damage. The Maelstrom is the usual choice for running Level 4 missions, which it does quite well (Ships like the Vargur and Machariel outperform it, but cost much more, both in ISK and in skill training time). PvE Maelstroms usually fit an X-large shield booster for a powerful pulsed shield tank, and artillery for long-range DPS -- though against the Angel Cartel, whose battleships like to engage at close range, some pilots like to fit large autocannon instead. It is also a great introductory ship to get into Incursions.

In PvP, the Maelstrom is the backbone of the "alpha fleet" - fleets designed to one-shot ships to negate the power of logistics.


Battleship: INFORMATION
Tempest
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
8
high slots
highs
4
launcher hardpoints
launchers
6
turret hardpoints
turrets
5
middle slots
mediums
6
low slots
lows
drones & cargo
75 m³
drone capacity
drones
75 Mbit/sec
drone bandwidth
b/w
780 m³
cargo capacity
cargo
defense
7,480 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
7,700 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
81.00 km
max. targeting range
tgt. range
360 m
ship signature radius
sig. radius
127 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Battleship bonuses (per skill level):
7,5% bonus to Large Projectile Turret rate of fire
5% bonus to Large Projectile Turret damage
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

The Tempest is one of the Republic Fleet's key vessels; a versatile gunship proficient at long-range bombardment and capable of dishing out specialized types of damage with great effectiveness. A well-rounded squadron of Tempests has been proven time and time again to be an invaluable wild card in a fleet battle, one which opponents should ignore at their own peril.

The Tempest is one of two Minmatar Attack Battleships. Its bonuses favor Large Projectile Turrets, unlike the Typhoon which focuses on Battleship-size missiles/torpedos. With 5 mid slots and 6 low slots, the Tempest can be shield or armor tanked, both are equally common. With the recent rise in the use of the MinmatarTornado, as a cheaper sniper, the primary role of the Tempest has been somewhat overshadowed. Nonetheless, the Tempest is still widely used in skirmish warfare. The Tempest is relatively quick and agile, for a battleship.


Battleship: INFORMATION
Typhoon
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
7
high slots
highs
6
launcher hardpoints
launchers
6
turret hardpoints
turrets
5
middle slots
mediums
7
low slots
lows
drones & cargo
125 m³
drone capacity
drones
100 Mbit/sec
drone bandwidth
b/w
780 m³
cargo capacity
cargo
defense
7,150 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
6,600 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
82.50 km
max. targeting range
tgt. range
330 m
ship signature radius
sig. radius
130 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Battleship bonuses (per skill level):
5% bonus to Rapid Heavy Missile, Cruise Missile and Torpedo Launcher rate of fire
7.5% bonus to Cruise Missile and Torpedo explosion velocity
Role Bonus:
100% bonus to Shield Extender hitpoints
50% bonus to Armor Plate hitpoints
5% Additional bonus to Reinforced Bulkhead hitpoints

Much praised by its proponents and much maligned by its detractors, the Typhoon-class battleship has always been one of the most hotly debated spacefaring vessels around. Its distinguishing aspect - and the source of most of the controversy - is its sheer versatility, variously seen as either a lack of design focus or a deliberate freedom for pilot modification.

The Typhoon is the missile-focused Minmatar T1 battleship. With no bonus for missile range, it is a bit more suited to brawling, unlike the Caldari CaldariRaven. The Typhoon has an unusual bonus to missile explosion velocity, which means that it can apply its missile damage to smaller targets rather more easily than most large missile platforms. It has a very high base speed (for a battleship) and one niche use for it is as an unusually large fast ship in small, quickly-moving gangs.

Haulers

Haulers are a class of ships with a very large cargo bay, generally weak shields and armor, with few turret hardpoints. Haulers are designed to carry large volumes of cargo within their large holds. However, they are slow and fragile ships, leaving them vulnerable to attack. Some haulers have a better capacity to deal with threats than others, leaving some ships better at running the gauntlet than others with a chance of success.

Hauler: INFORMATION
Hoarder
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
3
high slots
highs
0
launcher hardpoints
launchers
2
turret hardpoints
turrets
4
middle slots
mediums
3
low slots
lows
drones & cargo
No drone bay
500 m³
cargo capacity
cargo
defense
840 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
800 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
41.25 km
max. targeting range
tgt. range
185 m
ship signature radius
sig. radius
130 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Hauler bonuses (per skill level):
10% bonus to ship ammo bay capacity
10% bonus to ship Gas hold capacity
5% bonus to ship max velocity
Role Bonus:
90% reduction to effective distance traveled for jump fatigue

Aside from being endowed with the usual carrying capabilities of haulers, the Hoarder possesses an extra cargo bay. That bay is a static-free, blast-proof chamber, and as such is meant to be dedicated solely to ferrying consumable charges of all kinds, including ammunition, missiles, capacitor charges, nanite paste and bombs.

The Hoarder is a highly specialized Hauler for hauling large volumes of ammunition. This is especially useful for transporting high-volume low-ISK items such as cap booster charges or large ammunition.

Hauler: INFORMATION
Mammoth
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
0
launcher hardpoints
launchers
1
turret hardpoints
turrets
4
middle slots
mediums
5
low slots
lows
drones & cargo
No drone bay
5,500 m³
cargo capacity
cargo
defense
640 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
600 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
45 km
max. targeting range
tgt. range
180 m
ship signature radius
sig. radius
120 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Hauler bonuses (per skill level):
5% bonus to ship cargo capacity
5% bonus to ship max velocity
Role Bonus:
90% reduction to effective distance traveled for jump fatigue

The Mammoth is the largest hauler of the Minmatar Republic. It was designed with aid from the Gallente Federation, making the Mammoth both large and powerful yet also nimble and technologically advanced. A very good buy.

The Mammoth offers a good compromise between one of the largest cargo holds of the Haulers and a relatively fast align time. The low-slots can be filled with either cargo expanders or agility modules to balance these depending on the task at hand.

Hauler: INFORMATION
Wreathe
Minmatar Republic
RELATED UNI-WIKI REFERENCES
fittings
2
high slots
highs
0
launcher hardpoints
launchers
1
turret hardpoints
turrets
5
middle slots
mediums
5
low slots
lows
drones & cargo
No drone bay
2,900 m³
cargo capacity
cargo
defense
1,140 HP
shields
shield electromagnetic resistance
0
shield thermal resistance
20
shield kinetic resistance
40
shield explosive resistance
50
1,000 HP
armor
armor electromagnetic resistance
60
armor thermal resistance
35
armor kinetic resistance
25
armor explosive resistance
10
target & nav
35 km
max. targeting range
tgt. range
155 m
ship signature radius
sig. radius
140 m/sec
max. velocity
max. velocity
S H I P   B O N U S E S

Minmatar Haulers bonuses (per skill level):
5% bonus to ship cargo capacity
5% bonus to ship inertia modifier
Role Bonus:
90% reduction to effective distance traveled for jump fatigue

The Wreathe is an old hauler of the Minmatar Republic and one of the oldest ship designs still in use. The design of the Wreathe is very plain, which is the main reason for its longevity, but it also makes the ship incapable of handling anything but the most mundane tasks.

The Wreathe is the entry-level Hauler provided to Minmatar capsuleers during the tutorial missions. Its cargo hold leaves much to be desired but is sufficient for small hauling jobs. It offers the shortest align time of all T1 haulers and its low-slots can be used to improve that further. Level 1 distribution missions and light station trading are situations that this ship accommodates. As young pilots have less starting capital, the limited cargo size of the Wreathe will be less of a problem.

Projectile Turret Tips

Main article: Projectile turrets
Main article: Projectile ammunition

Projectile turrets are powerful and versatile, but complex: they are the only turrets with selectable damage types, which means you can load ammo appropriate to your target's weaknesses, but this comes at the cost of more involved thought. The pages linked above about projectile turrets and projectile ammunition repay a careful read, but here is a brief summary.

Autocannon

The optimal range modifiers on projectile ammo mean very little for autocannon, which have minimal optimal ranges anyway. For this reason, it usually makes sense to use one of the three short-range, high-damage types:

  • EMP ammo for EM damage
  • Fusion ammo for explosive damage
  • Phased Plasma for thermal damage

There are two ammo types with 33% less damage but a 20% turret tracking bonus.

  • Titanium Sabot for mostly kinetic damage
  • Depleted Uranium for explosive damage spiced with thermal damage

The 33% reduced damage limits these types' usefulness: Guristas NPCs, for instance, are weakest to kinetic, but Phased Plasma normally outdamages Titanium Sabot against Guristas, because of its greater raw damage. Both types are useful in niche situations when you need to shoot small, faster targets. Proton, Nuclear, and Carbonized Lead have a larger damage penalty, and can be ignored when using autocannon.

Tech 2 autocannon ammo comes in two varieties:

  • Hail: reduced range, reduced tracking, but high damage; explosive damage spiced with kinetic; useful for shooting large, slow PvP targets at close range
  • Barrage: 50% more falloff range, reduced tracking; a little less damage than EMP, Fusion, and Phased Plasma; roughly 50/50 kinetic and explosive damage; useful for PvP kiting at medium range

Artillery

Unlike autocannon, artillery guns have noticeable optimal ranges. Nevertheless, you're usually still best off using the short-ranged ammo to maximize both DPS and alpha, unless your tank cannot take the damage your targets deal at shorter artillery ranges. To recap, those short-ranged ammo types are:

  • EMP ammo for EM damage
  • Fusion ammo for explosive damage
  • Phased Plasma for thermal damage

Tech 2 artillery ammo comes in two varieties:

  • Tremor: a huge range bonus, healthy damage, but a large tracking penalty; for PvP snipers
  • Quake: reduces your optimal range to one quarter, for a 25% bonus to tracking; a last-resort PvP ammo type to load against targets that get too close

Missile Tips

Main article: Missiles

Missiles are simpler to use than projectile turrets. For each type of missile launcher, there are four types of missile, and each type deals one of the four damage types. You can tell the damage type from the flavor word in the missile's name:

  • "Mjolnir": EM damage
  • "Inferno": thermal damage
  • "Scourge": kinetic damage
  • "Nova": explosive damage

In PvE combat, you can look up what your target NPCs' weakest damage resistance is, and target that. In PvP, you should bring a range of damage types and (where possible) select the appropriate damage before engaging.

A missile's range is its flight time multiplied by its velocity. You can check missile ranges easily by turning on the tactical overlay and hovering your cursor over the module button for your missile launcher(s): doing this will display the range as a red zone on the overlay, centered on your ship.

Unlike turret weapons, missiles take time to travel to their target. They also struggle to apply their damage to targets smaller than their own size: medium-sized missiles don't apply damage well to frigates, and large missiles don't apply damage well to cruisers. Target painting can help with this, as can rare ship bonuses such as the explosion velocity bonus on the Typhoon battleship, but you can also use small drones to scrape small targets off you.

Related Links

Ship Skill and Fitting Overviews -- Amarr | Caldari | Gallente | Minmatar | ORE | Pirate Factions