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[[Category:PvE]]
 
  
In Eve, drones are semi-autonomous vehicles launched from larger spacecraft, designed to augment the launching ship's capabilities. All four races use drones, so every combat pilot is likely to use them sooner or later. This article explains how to load, deploy and control drones, and discusses the different types of drone available.
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{{Weapon Systems Links}}
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{{Hatnote|This article describes the various kinds of drones and explains how they work. <br>For a detailed discussion of the use of drones, including PvP and PvE tactics, see [[Drone mechanics]]. If you are looking for ships that carry drones, see [[Drone-capable ships]].
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'''Drones''' are semi-autonomous vehicles launched from ships and designed to augment the launching ship's capabilities. All four races use drones to a greater or lesser degree, so many ships, especially larger ships, will have drone capabilities.
  
==Drone Basics==
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While most drones are used as support, some ships use drones as their primary way of dealing damage. In addition, there are drones for specialized uses: such as [[mining]], [[electronic warfare]], and [[logistics]].
  
===Dronebay===
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Compared to the other combat [[weapons|weapons systems]] in EVE, drones provide a great deal of flexibility. On the other hand, drones need to travel to their targets before applying their damage, and they can be destroyed by enemy fire.
A ship must have a dronebay to use drones. You can find out if your ship has a dronebay, and how big it is, by looking at the Attributes tab in its Show Info window -- if it has a dronebay, it will tell you the dronebay's capacity in meters cubed (m<sup>3</sup>).
 
  
To open the dronebay, either right-click on your ship in your hangar and select 'open dronebay' or click on the dronebay button at the bottom left of the fitting screen (near the cargo hold button). You can load drones into your dronebay by dragging and dropping them into the dronebay window. Nothing else can be loaded into the dronebay. You can carry drones in your cargo hold, but you cannot use drones while they are in your cargohold, and you cannot transfer drones from your hold to your dronebay while you are in space.
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== Drone basics ==
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[[File:Drone control window.png|thumb|left|The drone control window, showing drones in the drone bay and drones in space.]]
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If you undock with drones in your drone bay, a new window for controlling drones will appear on your screen. Via this window, you can launch drones from your drone bay, give commands to them once they are in space, and recover them back into your drone bay.
  
===Drones in Space===
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This window also shows the active status of any drones you currently have in space. These are listed in the last folder. If any of those drones are damaged, the three little bars to the right of the drone will turn red - indicating hull, armor and shield … in that order.
If you undock with drones in your dronebay you will see a new window for controlling drones appear on your screen. You can launch them by right-clicking on them in this window and selecting the launch option, or by selecting them in this window and then clicking the launch button in the selected item window.
 
  
You may only have a maximum of five drones in space at once -- one for every level you have trained in the [[Skills:Drones#Drones|Drones]] skill -- even if you can carry more in your dronebay. (The three exceptions to this limit are [[Capital_Ship#Carriers|carriers]], [[Capital_Ship#Supercarriers|supercarriers]] and the rare [http://wiki.eveonline.com/en/wiki/Guardian-Vexor Guardian-Vexor].<ref> [http://wiki.eveonline.com/wiki/Drones Drones, EveOnline Wiki]</ref>)
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[[File:Drone group.png|thumb|200px|Add drones to a group through the right-click menu.]]
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Drones can be grouped through the drone control window. This makes controlling drones easier, as you can give a command to the entire group. To move a drone in or out of a group, right-click on the drone, or drag it in or out of the group.
  
===Bandwidth===
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Create groups of drones that you intend to launch and use together; usually, this means groups of five identical drones, but in some cases, you may want to create groups with a mix of drones. Only drones of the same type may be grouped (you cannot, for example, put e-war and combat drones in the same group.)
The other constraint on the drones you can launch is your ship's bandwidth -- again, you can find this on your ship's Attributes tab. Bandwidth represents your ship's ability to coordinate your drones, and bigger and more powerful drones always require more bandwidth (in fact, their bandwidth requirements in Mbit/sec is always the same number as their size in m<sup>3</sup>). It is possible to have more drones in your dronebay than your ship can control, of course, you just can't have more in space at once than your bandwidth limit.
 
  
===Control and Behaviour===
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You can delete unused drone groups by right-clicking in your drone control window and selecting "Delete group".
Right-clicking in the drone control window on the drones you have in space lets you order them to attack your selected target, or to return and orbit you, or to return and dock with you and return to the dronebay. There is usually a short lag period before they actually perform your orders.
 
  
By default your drones are set to behave aggressively, which means they will attack anything hostile to you within their range. In the drone settings window, which you can access from the white triangle at the top left of the drone control window, you can set them to behave passively instead, which will make them simply orbit you until you order them to attack something.
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Drones have built-in weapons that don't need to reload. If damaged, a drone's shields will slowly regenerate on their own, but damage to its armor and hull will need to be repaired (e.g. by using the repair services at a station).{{clear}}
  
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Drones are capable of serving many different roles and exist in many different sizes. There are five general categories:
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* [[#Combat_drones|Combat drones]]<br>
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: Targeting enemy ships, these apply the [[NPC damage types|basic types of damage]].
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* [[#Electronic_warfare_drones|Electronic warfare and combat utility drones]]<br>
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: Targeting enemy ships, these [[Electronic warfare|weaken and interfere]] with the enemy.
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* [[#Logistics drones|Logistics drones]]<br>
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: Targeting friendly players, these provide aid to ships in a fleet.
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* [[#Salvage drones|Salvage drones]]<br>
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: These target wrecks for [[salvage]].
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* [[#Mining drones|Mining drones]]<br>
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: These target asteroids or ice and [[mining|mine them]] for resources.
  
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Details on the characteristics of individual drone types are shown below in [[#Drone Type Details|Drone Type Details]]. A discussion of the uses of these drones in game can be found in [[Drone mechanics]].
  
There's much more to be said about the use of drones, some of which is covered below, but if you've read the above you should know the basics required to load and deploy drones in Eve.
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=== Drone bay ===
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[[File:Tristan-get-info.png|thumb|left]]
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A ship must have a drone bay to use drones. You can find out if a ship has a drone bay, and how big it is, by looking at the Attributes tab in its Show Info window. If it has a drone bay, it will tell you the drone bay's capacity in cubic meters ({{m3|ns}}). The size of a ship's drone bay determines how many drones you can carry with you, ready to be launched into space; larger and more powerful drones take up more space in your drone bay.
  
== Drone Types ==
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{{example|The [[Tristan]] has a 40{{m3}} drone bay, which means it can carry up to eight light drones (which take up 5{{m3}} each), or four medium drones (10{{m3}} each), or a combination of the two (e.g. two medium and four light drones).}}
  
Drones are capable of serving many different roles and exist in many different sizes. The most popular use of drones however is in combat.
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The size of your ship's drone bay is fixed and cannot be enlarged using modules or skills. Only drones can be carried in a drone bay; it cannot be used to carry other cargo. While you can carry drones in your cargo bay, you can only use them if they are in the drone bay. You can only move drones in or out of your drone bay while docked at a station, or by using a ship/structure with a fitting service (e.g. a [[Mobile Depot]] or a [[Capital Ship]]).
  
=== Combat Drones ===
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=== Bandwidth ===
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The other important ship attribute is its "bandwidth". This is the ship's ability to control drones in space and is measured in Mbit/sec. You can only deploy as many drones as you have available bandwidth on your ship, and bigger drones require more bandwidth. Your ship's bandwidth is fixed and is not affected by skills or modules.
  
These drones are easily the most used by pilots and offer many varying size and damage options. The types of damage they do are determined by their race of origin:
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Many ships (and especially [[Drone Capable Ships|dedicated drone ships]]) can carry many more drones in their drone bays than they can deploy at once; this allows them to selectively deploy different types of drones, or to replace drones that are destroyed in combat. With the exception of [[fighters]] (which are only used by capital ships) and special limited edition drones, a drone's bandwidth requirements (in Mbit/sec) is always the same number as its volume (in{{m3}}).
  
{| class="wikitable" border="1"
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However, irrespective of your ship's bandwidth, you can only have as many drones in space at once as you have levels in the {{sk|Drones}} skill which allows up to 5 drones at level V. (The only exception to this limit is the very rare [[Guardian-Vexor]] cruiser.) This means that with high bandwidth you might be able to deploy five heavy or five light drones, while with lower bandwidth you may only be able to put out five of the light ones.
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{{example|The Tristan's bandwidth is 25&nbsp;Mbit/s, allowing it to deploy, at most, five light drones in space at once (they need 5&nbsp;Mbit/s each), but only if the pilot has trained the {{sk|Drones}} skill to level V. If it's carrying a mixture of light and medium drones, it could deploy up to two medium (10&nbsp;Mbit/s each) and one light drone at once, assuming the pilot has trained Drones III.}}
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=== Control range ===
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You can only command a drone to attack/repair/mine a target if that target is within a certain range of your ship; this range is known as the "drone control range". By default, your control range is 20km, which means that you can only order a drone to attack an enemy ship if it's within 20km of your ship. This range can be extended by training:
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* {{sk|Drone Avionics|mult=yes}}: Increases drone control range by 5km per skill level.
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* {{sk|Advanced Drone Avionics|mult=yes}}: Increases drone control range by 3km per skill level.
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Note that in order to command a drone to attack/repair/mine a specific target, you'll need to have a target lock on it, which can limit the benefit of the control range. If the command can be given without having a target (such as for salvage drones), the drones will seek out applicable targets within the entire command zone regardless of targeting capacity.
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With Drone Avionics and Advanced Drone Avionics at level V, your drone control range is 60km. To increase it further, you can install modules and rigs on your ship:
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* '''Drone Link Augmentor''' module: A high-slot module, that increases drone control range by 20km (24km for the Tech 2 module)
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* '''Drone Control Range Augmentor''' rig: Increases drone control range by 15km (20km for the Tech 2 rig)
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Once you've ordered them to attack a target, your drones will pursue that target even outside your drone control range, whether or not you continue to have that target locked.
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Drones will shut down if they exceed 500km distance from their host ship, or if their host ship activates its warp drive. See [[#Abandoned drones|Abandoned Drones]], below, for your options if you lose touch with your drones.
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=== Navigation and Distance ===
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Almost all drones (except the stationary sentry drones) have a built-in [[MWD|microwarp drive (MWD)]], which allows them to travel quickly to engage a target. Once they arrive near their target, they shut down their MWD, orbit the target, and fire their weapons. This means that drones have to travel to the target and then stay within range of it in order to apply their damage. In practice, this means that drones will have difficulty against faster, more agile targets, as even though they may be able to catch them thanks to their MWD, they may not be able to stay within weapons range for long at their non-MWD speed. Larger drones in particular are almost useless against fast frigates for this reason.
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No skill or module affects the orbit speed of drones.
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=== Direct Drone Commands ===
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You can give commands to each drone individually, or to all of your drones at once. If you issue a command like "attack that target", the drone will fly to the target you have selected and start firing on it once it's within weapons range, ''but you cannot exercise any finer control than that''.
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You can give a drone commands either by right-clicking it, selecting it in the [[overview]] and using the overview buttons or by using a radial menu (by long-clicking). You can also give "launch" and "return to drone bay" commands by dragging drones in the drone control window from the "drones in bay" to the "drones in space" folder.
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Additionally, you can use keyboard shortcuts for many of these commands. These can be changed in the [[Game Settings]] window.
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{| class="wikitable" style="margin-left: auto; margin-right: auto;"
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! Command
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! Shortcut
 
|-
 
|-
!  Race
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| All Drones: Engage || F
!  Primary Damage
 
!  Fighter Damage*
 
 
|-
 
|-
| Amarr
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| All Drones: Return and Orbit || Shift-Alt-R
| EM
 
| Thermal
 
 
|-
 
|-
| Caldari
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| All Drones: Return to Drone Bay || Shift-R
| Kinetic
 
| Thermal
 
 
|-
 
|-
| Gallente
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| Drone Settings: Toggle Aggressive/Passive || (None)
| Thermal
 
| Kinetic
 
 
|-
 
|-
| Minmatar
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| Drone Settings: Toggle Focus Fire || (None)
| Explosive
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|-
| Kinetic
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| Fighter Settings: Toggle Attack and Follow || (None)
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|-
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| Launch Drones || Shift-F
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|-
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| Reconnect To Lost Drones || (None)
 
|}
 
|}
  
*This is an additional damage type that the fighter sized drones do as secondary damage.
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You can give any drones these generic commands:
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* '''{{co|wheat|Launch}}''': Launch the selected drone(s) from your drone bay into space.
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* '''{{co|wheat|Return and Orbit}}''': Order your drone(s) to fly back to your ship and orbit it, awaiting further commands.
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* '''{{co|wheat|Abandon Drone}}''': [[#Abandoned drones|Abandons]] your drones in space. While normally you would want to order your drones to return to your drone bay, in some situations (particularly PvP) this can take too long, and you may want to abandon your current drones in order to launch a different drone type which is better suited to engaging your current enemy.
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* '''{{co|wheat|Return to Drone Bay}}''': Order your drone(s) in space to fly back to your ship and land in your ship's drone bay.
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* '''{{co|wheat|Scoop to Drone Bay}}''': If your drone has become disabled in space (i.e. is no longer responding to commands), you can fly your ship to it and, once you are nearby (2500m), scoop the drone into your ship's drone bay. You can also scoop up drones abandoned by other players (e.g. their ship was destroyed, or they warped off without docking their drones).
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* '''{{co|wheat|Scoop to Cargo Bay}}''': Similar to the "Scoop to Drone Bay" command, but scoops the drone to your cargo bay instead of your drone bay. This is useful if your drone bay is already full.
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You can give the following commands to drones that have the associated abilities.
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* '''{{co|wheat|Engage}}''': Orders your drones to engage (attack, repair, jam, mine, etc) the target you have currently locked. They will fly to your target, attempt to orbit it, and engage it. Note that your drones will engage whatever you order them to, including your other drones or your fleetmates.
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* '''{{co|wheat|Assist}}''': If you give this command your drones will assist a member of your fleet, and will engage whatever target they are attacking.
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* '''{{co|wheat|Guard}}''': Similar to the "Assist" command, except that your drones will engage whatever ships attacks the fleet member you order your drones to guard.
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* '''{{co|wheat|Mine}}''': Orders your mining drone(s) to mine the asteroid you have targeted for one cycle (60 seconds), then return to your ship, drop the mined ore off in your cargo or mining bay. They will immediately return to the asteroid after they have dropped off their ore at your ship and continue mining. You can redirect them to a different asteroid at any time.
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* '''{{co|wheat|Salvage}}''': Orders your salvage drone(s) to salvage the wreck you have targeted; if you give this command without anything targeted, your salvage drones will automatically salvage every wreck ''belonging to you'' within your drone control range. To salvage wrecks belonging to other players (coloured yellow on the [[overview]]), you need to manually target them and give the "Salvage" command.
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Once you give a command to your drones, they start carrying it out in the next [[server tick]]. In practice, this means that your drones may take 1-2 seconds to respond after you give a command.
  
==== Light Scout ====
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=== Default behavior settings ===
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[[File:Drone options.png|thumb|Modify drone behavior.]]
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The  drones' default behavior can be set through the menu that appears when clicking the cog icon on the "Drones in space" folder bar. The icon becomes visible when hovering over the folder bar.
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; {{co|wheat|Auto Attack}}
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:; Disabled : Drones will not automatically attack hostile ships, but will stay in orbit around the ship until given a specific command. This is the default mode, and it is recommended to keep drones in this mode for PvE (particularly when running missions, as you want to control which rats you aggro) and for most PvP.
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:; Enabled : Drones will automatically attack any entity which shows aggression to them or the ship (using the same targeting logic as [[Missile Launchers#Auto-Targeting Missiles|auto-targeting missiles]]{{Verify}}). Note that they will only react to hostiles which begin aggressing <em>after</em> the drones were launched{{Verify}}.
  
The smallest drones in existence, taking up only 5m<sup>3</sup> and 5Mbit/sec. They have 1km range and 2km falloff. With their high tracking speeds and velocity they are the drones of choice versus [[Frigate|frigates]], [[Destroyer|destroyers]] and other drones.
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Enabling this mode can be useful when being [[Electronic Countermeasures|jammed]], as it gives a chance to attack <em>something</em> at least. However, as drones are fairly dumb in their target selection, in almost every other situation you want to command the drones manually as drones may inadvertently attack something you would rather not.
  
==== Medium Scout ====
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::; {{co|wheat|Focus fire}}
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::: Only applies when Auto Attack is enabled.
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:::; Disabled : Every drone will decide its own target.
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:::; Enabled : All drones attack a single target. There are almost no situations in which this box should not be checked.
  
These take up 10m<sup>3</sup> and 10Mbit/sec. They have 1km range and 3km falloff. These do much more DPS but track more slowly, making them very effective against [[Cruiser|cruisers]] and [[Battlecruiser|battlecruisers]].
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; {{co|wheat|Attack and follow}}
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{{Hatnote|(18 August 2024: In the old image this option was shown under the section "Fighter Settings" Today's upload does not have that section, but the source was also not fighter capable.)}}
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: Only applies to fighter and fighter-bomber drones (as used by [[capital ships]]). As these drones have built-in warp drives, they can follow targets even if they warp away - to prevent this (and keep the drones with you), uncheck the box. Disabling the "attack and follow" setting is a good idea if you suspect that the target may warp to a [[POS]] and if the fighters follow, they will likely be destroyed by the POS' defenses.
  
==== Heavy Attack ====
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=== Abandoned drones ===
The largest standard combat drones, these take up 25m<sup>3</sup> and 25Mbit/sec. They have 1km range and 4km falloff. They deal high DPS but move and track slowly, making them ideal for use against [[Battlecruiser|battlecruisers]] and [[Battleship|battleships]].
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If you warp away while your drones are in space, if your ship is destroyed, or if you give the "abandon" command, your drones will become inactive and remain stationary in space. At this point, anyone can recover them (by flying to them and using the "scoop to drone bay" or "scoop to cargo bay" command). You can also reconnect with any drones which you have personally abandoned by right-clicking on your ship (or the capacitor on your HUD) and selecting "reconnect to lost drones"; this works as long as the drones are nearby, on the same [[grid]]. It's not possible to use a tractor beam on abandoned drones.
  
==== Sentry ====
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If you've warped away without recalling your drones, but cannot directly return to the location (e.g. if you left your drones in a mission [[deadspace]] pocket, but you completed the mission, and therefore no longer have the bookmark for the location), you can [[Probe scanning|probe scan]] your lost drones using combat probes.
These are the same size and require the same amount of bandwidth as heavy drones. However, instead of orbiting the target ship they instead sit where they have been deployed and fire at their targets from long range. They have varying range and falloff, all much larger than their heavy attack cousins. They also deal more damage. However, they have very low tracking speeds and cannot move.
 
  
[[File:Sentrydrones2.jpg|200px|thumb|right|Sentry drones' damage ratios over distance]]
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=== Damaged drones ===
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[[File:Damaged drones.png|thumb|200px|Two damaged drones. The first drone has only taken shield damage, while the second drone has taken both shield and armor damage.]]
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Your drones can take shield, armor, and structure damage during a fight (just like your ship). Their shields will regenerate slowly, whether the drone is in space or in your drone bay (at the same rate), but armor and hull damage need to be repaired. When in combat with drones, keep an eye on your drone's health through the drone control window, and when a drone starts taking armor damage, recall it to your drone bay and launch a fresh drone (if you have spares) - it's much cheaper to repair drones than to replace them.
  
Sentry drones are unique in that their range and falloff vary by race, unlike the other combat drones. The graph to the right illustrates the different damages the drones <font color="cyan">Garde</font>(Gallente), <font color="green">Curator</font>(Amarr), <font color="red">Warden</font>(Caldari) and <font color="blue">Bouncer</font>(Minmatar) do over distance<ref>[http://www.eve-ivy.com/forums//viewtopic.php?p=225628 E-Uni Forum Post:  "Drone damage types and missioning"]</ref>. This can be summarised by the following table:
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If you dock at a station with repair facilities, you can easily repair all damaged drones at the cost of some ISK. Also, they get repaired automatically at no cost while your ship is [[Citadels#Tethering|tethered]] to a [[Citadels|Citadel]].
  
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If you don't have access to a station, you can repair drones in space by using remote armor and hull repair modules, or by using logistics drones. If you plan on being away from stations for a while, it may be a good idea to carry small armor and hull repair modules with you, and fit these modules to your ship (using a [[Mobile Structure#Mobile Depots|mobile depot]]) in between combat encounters to repair your drones. Light armor and hull logistics drones are also an option if you have space in your drone bay, but keep in mind that they repair very slowly - a single light armor repair drone takes about 3 minutes to fully repair a damaged heavy drone, while a small remote armor repair module can do it in about 30 seconds.
  
{| class="wikitable" border="1"
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== Drone-centric factions ==
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Certain factions offer ships that are focused on drones. These ships are most often used as "[[Drone Capable Ships|Drone Carriers]]" by players who are using drones as their primary weapons.
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{| class="wikitable drones" style="text-align: left; max-width: 70em;"
 
|-
 
|-
!
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! colspan=2 | Empire factions
! Best
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|-
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| nowrap style="padding: 0; text-align: center;" | [[File:Logo_faction_gallente_federation.png|64px|link=|Gallente Federation]]
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| style="vertical-align: top;" | The '''Gallente''' have some of the most powerful drone-using ships among the empire factions;  nearly all their combat ships can field drones, with generous drone bays and bandwidths. About half of their ships are heavily focused on drone use, with bonuses to drone damage, hit points, range, tracking speed, and speed.
! Worst
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|-
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| nowrap style="padding: 0; text-align: center;" | [[File:Logo_faction_amarr_empire.png|64px|link=|Amarr Empire]]
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| style="vertical-align: top;" | The '''Amarr''' are the other drone-using empire faction, although they are less focused on them than the Gallente. They tend to have somewhat lower drone bandwidths than the Gallente, but with large drone bays, allowing them to carry a wide variety of drones into combat.
 
|-
 
|-
Damage Modifier:
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! colspan=2 | Other factions
| <font color="cyan">Garde</font>
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|-  
| <font color="blue">Bouncer</font>
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| nowrap style="padding: 0; text-align: center;" | [[File:logo_faction_guristas_pirates.png|64px|link=|Guristas]]
| <font color="green">Curator</font>
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| style="vertical-align: top;" |  The '''Guristas''' have a very particular way of using drones: their ships can field only two drones of the appropriate size at a time, but each drone is many times stronger than normal. While their drones' total damage output remains comparable to other top-tier drone boats, Guristas drones are much tougher, which gives them an edge in PvP.
<font color="red">Warden</font>
 
 
|-
 
|-
! Optimal/Falloff:
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| nowrap style="padding: 0; text-align: center;" | [[File:logo_faction_sisters_of_eve.png|64px|link=|Sisters of EVE]]
| <font color="red">Warden</font>
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| style="vertical-align: top;" | The '''Sisters of EVE''' ships have high drone bandwidths and truly enormous drone bays (even larger than the Gallente), as well as bonuses to drone damage and hit points.
| <font color="blue">Bouncer</font>
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|}
| <font color="green">Curator</font>
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| <font color="cyan">Garde</font>
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== Drone type details ==
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Drones are capable of serving many different roles and exist in many different sizes. There are seventeen different groups of drones, which can be divided into five categories:
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; Combat drones
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: These are the most common drones and are (as the name suggests) used to damage and destroy enemy ships. There are six different types of combat drone:
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:* '''{{co|wheat|Light}}''', '''{{co|wheat|medium}}''', and '''{{co|wheat|heavy}}''' drones, generally for use on frigate, cruiser, and battleship-sized ships, respectively.
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:* '''{{co|wheat|Sentry}}''' drones, which act as stationary, long-range turrets.
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; Electronic warfare and combat utility drones
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: These drones impair an enemy ship using [[electronic warfare]] or similar methods. There are drones for each of the four methods of electronic warfare: '''{{co|wheat|tracking disruption}}''' (TD), '''{{co|wheat|electronic countermeasures}}''' (ECM), '''{{co|wheat|sensor dampening}}''' (SD), and '''{{co|wheat|target painting}}''' (TP). Additionally, there are drones that drain an enemy's capacitor ('''{{co|wheat|energy neutralisers}}'''), or reduce a ship's speed ('''{{co|wheat|stasis webifiers}}''').
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; Logistics drones
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: These drones assist friendly ships by repairing their '''{{co|wheat|shields}}''', '''{{co|wheat|armor}}''', or '''{{co|wheat|hull}}'''.
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; Salvage drones
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: These drones are used to '''{{co|wheat|salvage nearby wrecks}}'''.
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; Mining drones
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: These drones '''{{co|wheat|mine asteroids or ice}}''' for resources.
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=== Combat drones ===
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Combat drones come in four types:
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[[File:icon_bracket_drone.png|22px|Light drones|link=|Light drones]]'''{{co|wheat|Light drones}}''':
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* Use 5{{m3}} space and 5&nbsp;Mbit/sec bandwidth
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* Move and track targets very quickly
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* Are the best drones to use against [[File:icon_white_frigate.png|16px|link=]]frigates and [[File:icon_white_destroyer.png|16px|link=]]destroyers
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[[File:icon_bracket_drone.png|22px|link=|Medium drones]]'''{{co|wheat|Medium drones}}''':
 +
* Use 10{{m3}} space and 10&nbsp;Mbit/sec bandwidth
 +
* Move and track moderately quickly
 +
* Are the best drones to use against [[File:icon_white_cruiser.png|16px|link=]]cruisers, and are also good against [[File:icon_white_battlecruiser.png|16px|link=]]battlecruisers
 +
 
 +
[[File:icon_bracket_drone.png|22px|Heavy drones|link=]]'''{{co|wheat|Heavy drones}}''':
 +
* Use 25{{m3}} space and 25&nbsp;Mbit/sec bandwidth
 +
* Move and track slowly, but do lots of damage
 +
* Are good against [[File:icon_white_battleship.png|16px|link=]]battleships, and can handle [[File:icon_white_battlecruiser.png|16px|link=]]battlecruisers
 +
 
 +
[[File:icon_bracket_sentry_drone.png|22px|Sentry drones|link=]]'''{{co|wheat|Sentry drones}}''':
 +
* Use 25{{m3}} space and 25&nbsp;Mbit/sec bandwidth
 +
* Do not move in space
 +
* Can hit targets at long ranges, but have poor tracking, and so will have difficulty against close or fast targets
 +
* Most effective against [[File:icon_white_battleship.png|16px|link=|battleships]]battleships and [[File:icon_white_battlecruiser.png|16px|link=]]battlecruisers, but can also hit smaller targets if they are far enough away
 +
 
 +
Each race has its own light, medium, heavy, and sentry drones, and they each do one [[damage types|damage type]] (for instance, all Amarr drones do EM damage, while all Caldari drones do kinetic damage).
 +
 
 +
===== Light, medium and heavy drones =====
 +
 
 +
These are the types of drones people first think of when they hear "drones". They are mobile platforms that fly to the target and shoot them once they get close. As long as the target is within the drone control range they can engage. Though travel time may be a problem at long ranges, especially with heavy drones.
 +
 
 +
The faction variants do not just deal with different damage types.
 +
* Minmatar drones are the fastest drones (50% faster than Gallente drones with MWD on), and so excel at chasing fast ships. However, they do the lowest damage.
 +
* Gallente drones do the most damage (23% more than Minmatar drones), but are the slowest.
 +
* Amarr and Caldari drones fall between Gallente and Minmatar drones in terms of damage and speed (Caldari drones do a little less damage than Gallente drones, but are a bit faster; Amarr drones do a little more damage than Minmatar drones but are a bit slower). Additionally, these drones orbit a little further away from their targets, making them apply their damage more consistently, and are a little tougher (+25% more hit points, compared with Minmatar and Gallente drones).
 +
 
 +
Therefore, the four race's drones represent a sliding scale between damage and speed (the percentages in the table below are relative to the worst-performing drone family). Note that the table lists two values for speed: the speed with MWD on (when the drones are chasing a target), and the orbital speed with MWD off (when the drones are orbiting and attacking a target).
 +
{| class="wikitable drones " style="border: none;text-align: center"
 
|-
 
|-
! Tracking:
+
! colspan=4 style="background-color: transparent; border: none;" |
| <font color="cyan">Garde</font>
+
! colspan=2 | <span style="cursor: help;" title="Damage type">Damage</span>
| <font color="green">Curator</font>
+
! colspan=4 | <span style="cursor: help;" title="Performance of each faction's drones in comparison to the other factions'.">Faction comparison</span>
| <font color="blue">Bouncer</font>
+
|-
| <font color="red">Warden</font>
+
! Faction
 +
! Light
 +
! Medium
 +
! Heavy
 +
! <span style="cursor: help;" title="Primary damage type, dealt by all drones.">Prim</span>
 +
! <span style="cursor: help;" title="Secondary damage type, dealt only by 'Integrated' and 'Augmented' drones.">*Sec</span>
 +
! colspan=2 | <span style="cursor: help;" title="Damage per second">DPS</span>
 +
! colspan=2 | <span style="cursor: help;" title="Speed with MWD on, and orbital speed (MWD off).">Speed</span>
 +
 
 +
|- <!--'''Gallente'''-->
 +
| [[File:Logo_faction_gallente_federation.png|70pxpx|link=|Gallente Federation]]
 +
| [[File:Hobgoblin.png|60px]]<br>Hobgoblin
 +
| [[File:Hammerhead.png|60px]]<br>Hammerhead
 +
| [[File:Ogre.png|60px]]<br>Ogre
 +
| [[File:icon_damage_therm.png|32pxpx|link=|Thermal damage]]<br> Thermal
 +
| [[File:icon_damage_kin.png|32pxpx|link=|Kinetic damage]]<br> Kinetic
 +
| rowspan=4 style="background-image: linear-gradient(#00AA00, #AA0000); background-color: #111111;" |
 +
|  | +23%
 +
| rowspan=4 style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111;" |
 +
|
 +
 
 +
|- <!--'''Caldari'''-->
 +
| [[File:Logo_faction_caldari_state.png|70pxpx|link=|Caldari State]]
 +
| [[File:Hornet.png|60px]]<br>Hornet
 +
| [[File:Vespa.png|60px]]<br>Vespa
 +
| [[File:Wasp.png|60px]]<br>Wasp
 +
| [[File:icon_damage_kin.png|32pxpx|link=|Kinetic damage]]<br> Kinetic
 +
| [[File:icon_damage_therm.png|32pxpx|link=|Thermal damage]]<br> Thermal
 +
| +15%
 +
| +13%<br>(+13%)
 +
 
 +
|-<!--'''Amarr'''-->
 +
| [[File:Logo_faction_amarr_empire.png|70pxpx|link=|Amarr Empire]]
 +
| [[File:Acolyte.png|60px]]<br>Acolyte
 +
| [[File:Infiltrator.png|60px]]<br>Infiltrator
 +
| [[File:Praetor.png|60px]]<br>Praetor
 +
| [[File:icon_damage_em.png|32pxpx|link=|EM damage]]<br> EM
 +
| [[File:icon_damage_therm.png|32pxpx|link=|Thermal damage]]<br> Thermal
 +
| +8%
 +
| +37%<br>(+26%)
 +
 
 +
|- <!--'''Minmatar''' -->
 +
| [[File:Logo_faction_minmatar_republic.png|70pxpx|link=|Minmatar Republic]]
 +
| [[File:Warrior.png|60px]]<br>Warrior
 +
| [[File:Valkyrie.png|60px]]<br>Valkyrie
 +
| [[File:Berserker.png|60px]]<br>Berserker
 +
| [[File:icon_damage_exp.png|32pxpx|link=|Explosive damage]]<br> Explosive
 +
| [[File:icon_damage_kin.png|32pxpx|link=|Kinetic damage]]<br> Kinetic
 +
|
 +
| +50%<br />(+36%)
 +
 
 +
|-
 +
| colspan= 10 style="background-color: #222222; text-align: left; ; line-height: 130%;font-size: 95% font-weight: normal;" | All drones deal the primary damage type.<br>* 'Integrated' and 'Augmented' drones deal a mix of the primary and secondary damage types. 
 
|}
 
|}
  
 +
Please note that you can hover over the titles for an explanation of the terms and units.
  
==== Fighters ====
+
{| class="wikitable drones collapsible collapsed"
 +
|+ '''Drone attributes'''
 +
! Faction
 +
! Drone
 +
! <span style="cursor: help;" title="Damage per second.">DPS</span>
 +
! <span style="cursor: help;" title="Activated when approaching targets and not firing.">MWD Speed</span>
 +
! <span style="cursor: help;" title="Orbiting distance (m) and velocity (m/s).">Orbit</span>
 +
! <span style="cursor: help;" title="Tracking (rad/sec)">Tracking</span>
 +
! <span style="cursor: help;" title="Optimal + falloff weapon range (m).">Weapon range</span>
 +
! <span style="cursor: help;" title="Effective hit points">EHP</span>
 +
|-
 +
|Amarr
 +
|Acolyte I
 +
|7.0 [[File:icon_damage_em.png|24pxpx|link=]]
 +
|[[File:Icon_velocity.png|24pxpx|link=]] 3850 m/s
 +
|800 m [[File:icon_orbit.png|24pxpx|link=]] 830 m/s
 +
|2.49 [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]]
 +
|2400+2000 m [[File:Icon_target_range.png|24pxpx|link=|First falloff: 4400 m]]
 +
|500 [[File:icon_hull.png|24pxpx|link=]]
 +
|-
 +
|Caldari
 +
|Hornet I
 +
|7.5 [[File:icon_damage_kin.png|24pxpx|link=]]
 +
|[[File:Icon_velocity.png|24pxpx|link=]] 3150 m/s
 +
|800 m [[File:icon_orbit.png|24pxpx|link=]] 745 m/s
 +
|2.04 [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]]
 +
|2400+2000 m [[File:Icon_target_range.png|24pxpx|link=|First falloff: 4400 m]]
 +
|500 [[File:icon_hull.png|24pxpx|link=]]
 +
|-
 +
|Gallente
 +
|Hobgoblin I
 +
|8.0 [[File:icon_damage_therm.png|24pxpx|link=]]
 +
|[[File:Icon_velocity.png|24pxpx|link=]] 2800 m/s
 +
|700 m [[File:icon_orbit.png|24pxpx|link=]] 660 m/s
 +
|1.815 [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]]
 +
|2100+2000 m [[File:Icon_target_range.png|24pxpx|link=|First falloff: 4100 m]]
 +
|400 [[File:icon_hull.png|24pxpx|link=]]
 +
|-
 +
|Minmatar
 +
|Warrior I
 +
|6.5 [[File:icon_damage_exp.png|24pxpx|link=]]
 +
|[[File:Icon_velocity.png|24pxpx|link=]] 4200 m/s
 +
|700 m [[File:icon_orbit.png|24pxpx|link=]] 900 m/s
 +
|2.70 [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]]
 +
|2100+2000 m [[File:Icon_target_range.png|24pxpx|link=|First falloff: 4100 m]]
 +
|400 [[File:icon_hull.png|24pxpx|link=]]
 +
|-
 +
| colspan=8 style="background-color: #222222; line-height: 0.5em;" | &nbsp;
 +
|-
 +
|Amarr
 +
|Infiltrator I
 +
|11.2 [[File:icon_damage_em.png|24pxpx|link=]]
 +
|[[File:Icon_velocity.png|24pxpx|link=]] 2300 m/s
 +
|1600 m [[File:icon_orbit.png|24pxpx|link=]] 525 m/s
 +
|0.80 [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]]
 +
|4800+3000 m [[File:Icon_target_range.png|24pxpx|link=|First falloff: 7800 m]]
 +
|1000 [[File:icon_hull.png|24pxpx|link=]]
 +
|-
 +
|Caldari
 +
|Vespa I
 +
|12.0 [[File:icon_damage_kin.png|24pxpx|link=]]
 +
|[[File:Icon_velocity.png|24pxpx|link=]] 1890 m/s
 +
|1600 m [[File:icon_orbit.png|24pxpx|link=]] 470 m/s
 +
|0.65 [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]]
 +
|4800+3000 m [[File:Icon_target_range.png|24pxpx|link=|First falloff: 7800 m]]
 +
|1000 [[File:icon_hull.png|24pxpx|link=]]
 +
|-
 +
|Gallente
 +
|Hammerhead I
 +
|12.8 [[File:icon_damage_therm.png|24pxpx|link=]]
 +
|[[File:Icon_velocity.png|24pxpx|link=]] 1680 m/s
 +
|1400 m [[File:icon_orbit.png|24pxpx|link=]] 440 m/s
 +
|0.58 [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]]
 +
|4200+3000 m [[File:Icon_target_range.png|24pxpx|link=|First falloff: 7200 m]]
 +
|800 [[File:icon_hull.png|24pxpx|link=]]
 +
|-
 +
|Minmatar
 +
|Valkyrie I
 +
|10.4 [[File:icon_damage_exp.png|24pxpx|link=]]
 +
|[[File:Icon_velocity.png|24pxpx|link=]] 2500 m/s
 +
|1400 m [[File:icon_orbit.png|24pxpx|link=]] 550 m/s
 +
|0.87 [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]]
 +
|4200+3000 m [[File:Icon_target_range.png|24pxpx|link=|First falloff: 7200 m]]
 +
|800 [[File:icon_hull.png|24pxpx|link=]]
 +
|-
 +
| colspan=8 style="background-color: #222222; line-height: 0.5em;" | &nbsp;
 +
|-
 +
|Amarr
 +
|Praetor I
 +
|22.4 [[File:icon_damage_em.png|24pxpx|link=]]
 +
|[[File:Icon_velocity.png|24pxpx|link=]] 1380 m/s
 +
|3200 m [[File:icon_orbit.png|24pxpx|link=]] 320 m/s
 +
|0.63 [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]]
 +
|4800+5000 m [[File:Icon_target_range.png|24pxpx|link=|First falloff: 9800 m]]
 +
|2000 [[File:icon_hull.png|24pxpx|link=]]
 +
|-
 +
|Caldari
 +
|Wasp I
 +
|24.0 [[File:icon_damage_kin.png|24pxpx|link=]]
 +
|[[File:Icon_velocity.png|24pxpx|link=]] 1125 m/s
 +
|3200 m [[File:icon_orbit.png|24pxpx|link=]] 280 m/s
 +
|0.54 [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]]
 +
|4800+5000 m [[File:Icon_target_range.png|24pxpx|link=|First falloff: 9800 m]]
 +
|2000 [[File:icon_hull.png|24pxpx|link=]]
 +
|-
 +
|Gallente
 +
|Ogre I
 +
|25.6 [[File:icon_damage_therm.png|24pxpx|link=]]
 +
|[[File:Icon_velocity.png|24pxpx|link=]] 1000 m/s
 +
|2800 m [[File:icon_orbit.png|24pxpx|link=]] 250 m/s
 +
|0.45 [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]]
 +
|4200+5000 m [[File:Icon_target_range.png|24pxpx|link=|First falloff: 9200 m]]
 +
|1600 [[File:icon_hull.png|24pxpx|link=]]
 +
|-
 +
|Minmatar
 +
|Berserker I
 +
|20.8 [[File:icon_damage_exp.png|24pxpx|link=]]
 +
|[[File:Icon_velocity.png|24pxpx|link=]] 1500 m/s
 +
|2800 m [[File:icon_orbit.png|24pxpx|link=]] 350 m/s
 +
|0.71 [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]]
 +
|4200+5000 m [[File:Icon_target_range.png|24pxpx|link=|First falloff: 9200 m]]
 +
|1600 [[File:icon_hull.png|24pxpx|link=]]
 +
|-
 +
| colspan=8 style="background-color: #222222; line-height: 0.5em;" | &nbsp;
 +
|-
 +
|
 +
|Gecko <ref>The Gecko is a cross between a heavy and a fighter drone, which was given out for free to every pilot before the Kronos expansion. It can be flown by subcapital ships but requires 50 Mbit/s of bandwidth (twice as much as a heavy drone) and deals omni-damage (i.e. its damage is split equally between the four damage types). It requires the same skills to fly as a Tech 1 heavy drone, and there are no Tech 2 or other variants of it.</ref>
 +
|65.6
 +
|[[File:Icon_velocity.png|24pxpx|link=]] 1820 m/s
 +
|3200 m [[File:icon_orbit.png|24pxpx|link=]] 400 m/s
 +
|0.85 [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]]
 +
|4800+5000 m [[File:Icon_target_range.png|24pxpx|link=|First falloff: 9800 m]]
 +
|6140 [[File:icon_hull.png|24pxpx|link=]]
 +
|-
 +
|
 +
|'Subverted' JVN-UC49 <ref>The 'Subverted' JVN-UC49 is a cross between a medium and a heavy drone. It can be flown by subcapital ships but requires 20 Mbit/s of bandwidth (twice as much as a medium drone) and deals omni-damage (ie its damage is split equally between the four damage types). It requires the same skills to fly as a Tech 1 medium drone, and there are no Tech 2 or other variants of it.</ref>
 +
|27.2
 +
|[[File:Icon_velocity.png|24pxpx|link=]] 1680 m/s
 +
|1400 m [[File:icon_orbit.png|24pxpx|link=]] 440 m/s
 +
|0.65 [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]]
 +
|4200+3000 m [[File:Icon_target_range.png|24pxpx|link=|First falloff: 7200 m]]
 +
|1722 [[File:icon_hull.png|24pxpx|link=]]
 +
|-
 +
|
 +
|Hellhound I <ref>The Hellhound I is a rare Tech I heavy drone. It can be flown by subcapital ships but requires 25 Mbit/s of bandwidth (as much as any other heavy drone) and deals thermal damage. There are no public ways of producing new copies and they can not be sold on the market. Many collectors stock them in the drone bay of their {{Sh|Guardian-Vexor}}. There are no other variants.</ref>
 +
|56.0 [[File:icon_damage_therm.png|24pxpx|link=]]
 +
|[[File:Icon_velocity.png|24pxpx|link=]] 700 m/s
 +
|1000 m [[File:icon_orbit.png|24pxpx|link=]] 250 m/s
 +
|0.30 [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]]
 +
|1200+4000m [[File:Icon_target_range.png|24pxpx|link=|First falloff: 5200 m]]
 +
|2074 [[File:icon_hull.png|24pxpx|link=]]
 +
|}
 +
 
 +
<small><references /></small>
  
Fighters are frigate-sized drones that do cruiser-sized damage and can only be fielded by [[Capital_Ship#Carriers|carriers]] and [[Capital_Ship#Supercarriers|supercarriers]]. They are capable of warping, and will pursue a target into warp -- the only escape from fighters is to jump system or to dock<ref>[http://wiki.eveonline.com/wiki/Item_Database:Drones:Combat_Drones:Fighters Fighters, EveOnline Wiki]</ref>.
+
In addition to the basic Tech 1 drones (described above), there are four other [[Tech and meta levels|variants]] of drone within each race's light/medium/heavy drone lineup:
  
The following table displays the differences between the four fighter drones<ref>[http://eve.chantal13.com/drones/ Melindra's Universe Drone Information]</ref>:
+
* A '''{{co|wheat|Faction}}''' drone, available from [[Loyalty Points|LP stores]]. They don't require additional skills to use (beyond those required for the Tech 1 drones). They have a very large number of hit points, but slightly lower damage than their Tech 2 counterparts.
 +
* A '''{{co|wheat|Tech 2}}''' drone, which is more powerful (better speed, damage, and hit points) than its Tech 1 counterpart, but requires additional skills to use.
 +
* '''{{co|wheat|'Integrated'}}''' and '''{{co|wheat|'Augmented'}}''' drones, which can be thought of as enhanced Tech 1 drone and Tech 2 drones, respectively. These drones are produced from the components found in NPC rogue drone wrecks. They need the same skills to use as Tech 1 and Tech 2 drones, respectively but have slightly improved stats. The damage they do is split between the race's primary and secondary damage types (unlike all other types of subcapital combat drones, which deal only the race's primary damage type). However, the 'integrated' drones are fairly rare and therefore very expensive.
  
{| class="wikitable" border="1"
+
The table below lists the stats of these drone variants, using the Tech 1 drones as a baseline.
 +
 
 +
{| class="wikitable drones collapsible"
 +
! Variant
 +
! <span style="cursor: help;" title="Damage per second">DPS</span>
 +
! <span style="cursor: help;" title="Speed (MWD on)">Speed</span>
 +
! <span style="cursor: help;" title="Orbiting velocity">Orbit</span>
 +
! <span style="cursor: help;" title="Effective hit points">EHP</span>
 +
! <span style="cursor: help;" title="Minimum skills required">Skills</span>
 
|-
 
|-
!  Drone Name
+
| Tech 1
!  Race
+
|
!  Base Damage
+
|
(T2/T1)
+
|
!  Range
+
|
!  Falloff
+
| (Size) Drone Operation I
!  Tracking Speed
 
(rad/sec)
 
 
|-
 
|-
| Templar
+
| 'Integrated'
| Amarr
+
| +15%
| 200/100
+
| [[File:Icon_velocity.png|24pxpx|link=]] +10%
| 4500
+
| +10% [[File:icon_orbit.png|24pxpx|link=]]
| 2500
+
| +10% [[File:icon_hull.png|24pxpx|link=]]
| 0.075
+
| (Size) Drone Operation I
 
|-
 
|-
| Dragonfly
+
| Faction
| Caldari
+
| +20%
| 213/106
+
| [[File:Icon_velocity.png|24pxpx|link=]] +20%
| 5000
+
| +20% [[File:icon_orbit.png|24pxpx|link=]]
| 3500
+
| +100% [[File:icon_hull.png|24pxpx|link=]]
| 0.0625
+
| (Size) Drone Operation I
 
|-
 
|-
| Firbolg
+
| Tech 2
| Gallente
+
| +22% to +30%<ref name="T2" />
| 175/88
+
| [[File:Icon_velocity.png|24pxpx|link=]] +20%
| 1500
+
| +20% [[File:icon_orbit.png|24pxpx|link=]]
| 3500
+
| +20% [[File:icon_hull.png|24pxpx|link=]]
| 0.1
+
| (Size) Drone Operation V<br />(Race) Drone Specialization I
 
|-
 
|-
| Einherji
+
| 'Augmented'
| Minmatar
+
| +34% to +42%<ref name="T2" />
| 125/63
+
| [[File:Icon_velocity.png|24pxpx|link=]] +32%
| 1000
+
| +20% [[File:icon_orbit.png|24pxpx|link=]]
| 5000
+
| +80% [[File:icon_hull.png|24pxpx|link=]]
| 0.125
+
| (Size) Drone Operation V<br />(Race) Drone Specialization I
 
|}
 
|}
  
It must be noted that fighters not only deal their respective race's damage type but also deal an additional damage type as outlined in the table at the start of this section.
+
<small><references>
 +
<ref name="T2">Tech 2 and 'Augmented' drones gain an additional +2% damage for every level of the appropriate racial drone specialization skill (e.g. {{sk|Amarr Drone Specialization}} for Amarr drones) you have trained.</ref>
 +
</references></small>
  
=== Electronic Warfare Drones ===
+
==== Sentry Drones ====
 +
Sentries are immobile drones that serve as stationary gun platforms. They are carried in a ship's drone bay and launched as needed. However, they cannot move and must be picked up physically at the conclusion of an engagement.
  
Unlike combat drones EW drones do not do damage but instead apply a type of electronic warfare, decided by the racial origin of the drone, to their target. There are three EW drones per race, in the same light, medium and heavy sizes as combat drones. The type of EW is indicated by a two-letter abbreviation in the drone's name, while the size is indicated by the numbers 300 (small), 600 (medium) and 900 (large), so for example a medium-sized tracking disruption drone is called a TD-600 in-game.
+
At the same size (25{{m3}}) and bandwidth (25Mbit/sec) as heavy drones, sentries are powerful, long range damage dealers. Their immobility and somewhat low tracking speeds makes them most effective against slower, larger targets, and generally, they are deployed from battleships or similar combat vessels.
  
==== Tracking Disruption (TD) ====
+
Sentry drones begin with approximately 2800 HP of defense (shields, armor, structure). They are incapacitated after being 75% damaged.
  
These Amarr EW drones reduce the optimal, falloff and tracking speed of their target's turrets. Tracking disruption does not affect missile launchers. TD drones' effects are stacking-penalized with other TD drones and with normal TD modules.
+
Although each type of sentry drone does the damage typical of its racial affiliation, drone choice often has to do with relative damage, range, and tracking. These are summarized here, with the detailed numerical data shown next.
  
==== ECM (EC) ====
+
'''''Notes'''''
 +
* The Warden has the longest range. Targets are generally drawn straight towards it from far away, which offsets its slow tracking and smaller damage factor.
 +
* The short-ranged Garde has the fastest tracking and damage factor. This makes it more effective than the others as a close defense.
 +
* The Bouncer and Curator are in the middle and somewhat comparable; the Curator has a higher tracking speed and slightly higher damage factor, while the Bouncer has a longer range.
  
These Caldari drones have the ability to jam their target's sensors. This not only breaks any current locks that the target may have but also makes them unable to lock again for a short time. Note that -- like module-based ECM, but unlike the other ewar drones -- ECM drones have a ''chance'' to jam, not a certainty. EC drones are '''not''' subject to stacking penalties with each other or with normal ECM modules.
+
{| class="wikitable" style="text-align: center;"
 +
|+ Sentry Drones: Comparison
 +
|- style="background-color: #222222;"
 +
! scope="col" style="width: 60px" | Name
 +
! scope="col" style="width: 60px" | Race
 +
! scope="col" style="width: 40px" | Range
 +
! scope="col" style="width: 40px" | Tracking
 +
! scope="col" style="width: 70px" | Damage (type)
 +
|-
 +
| style="text-align: left"| Bouncer || style="text-align: left"| Minmatar || + || -  || - [[File:icon_damage_exp.png|18pxpx|link=|Explosive damage]]
 +
|-
 +
| style="text-align: left"| Curator || style="text-align: left"| Amarr  || - || +  || + [[File:icon_damage_em.png|18pxpx|link=|EM damage]]
 +
|-
 +
| style="text-align: left"| Garde || style="text-align: left"| Gallente  || -- || ++ || ++ [[File:icon_damage_therm.png|18pxpx|link=|Thermal damage]]
 +
|-
 +
| style="text-align: left"| Warden || style="text-align: left"| Caldari  || ++ || -- || -- [[File:icon_damage_kin.png|18pxpx|link=|Kinetic damage]]
 +
|}
  
==== Sensor Dampening (SD) ====
+
{| class="wikitable sortable collapsible collapsed" style="font-size: 80%;"
 +
|+ Sentry Drones Attributes<br>''+ Shows T2 values if different''
 +
|- style="background-color: #222222;"
 +
! scope="col" style="width: 60px" | Name
 +
! scope="col" style="width: 40px" | Race
 +
! scope="col" style="width: 40px" | Damage Type
 +
! scope="col" style="width: 40px" | Optimal (km) +TII
 +
! scope="col" style='width: 40px" | Falloff (km) +TII
 +
! scope="col" style="width: 40px" | Tracking (rad) +TII
 +
! scope="col" style="width: 40px" | Damage (hp)
 +
! scope="col" style="width: 40px" | Damage Modifier (%)
 +
|-
 +
|| [[File:Bouncer.png|30px]] Bouncer|| Minmatar || [[File:icon_damage_exp.png|center|24px|link=|Explosive damage]] || 30 +6 ||45 +9  ||.014 + .003 || 64  || 1.45
 +
|-
 +
|| [[File:Curator.png|30px]] Curator || Amarr || [[File:icon_damage_em.png|center|24px|link=|EM damage]] || 35 +7 || 10 +2  ||.020 + .004 || 64  || 1.55
 +
|-
 +
|| [[File:Garde.png|30px]] Garde|| Gallente|| [[File:icon_damage_therm.png|center|24px|link=|Thermal damage]] || 15 +3||25 +5||.028 + .006|| 64 || 1.65
 +
|-
 +
|| [[File:Warden.png|30px]] Warden|| Caldari || [[File:icon_damage_kin.png|center|24px|link=|Kinetic damage]] || 50 +10||35  +7||.010 + .002|| 64 || 1.4
 +
|}
  
These Gallente drones specialise in reducing the range and increasing the locking speed of enemy targeting systems, meaning the target has to come closer to lock and/or will take longer to achieve that lock in the first place. SD drones' effects are stacking-penalized with other SD drones and with normal SD modules.
+
Like the light-heavy drones, the sentry drones also have faction variants. Though no 'integrated' or 'augmented' sentries exist as only the navy variants are available.
 +
* T2 drones do the same base damage as T1s. However, they have longer range and better tracking.
 +
* T2 sentry drones gain additional damage bonus from the trained racial drone specialization skill level.
 +
* Faction variants do the same damage as T1 and T2 drones. They have the same range as T2 sentry drones, but higher tracking speeds and are stronger defensively. T2 drones are boosted by the racial drone specialization skill; faction drones are not.
  
==== Target Painting (TP) ====
+
{| class="wikitable drones collapsible"
 +
! Variant
 +
! <span style="cursor: help;" title="Damage per second">DPS</span>
 +
! <span style="cursor: help;" title="Optimal and falloff">Range</span>
 +
! <span style="cursor: help;" title="Tracking">Tracking</span>
 +
! <span style="cursor: help;" title="Effective hit points">EHP</span>
 +
! <span style="cursor: help;" title="Minimum skills required">Skills</span>
 +
|-
 +
| Tech 1
 +
|
 +
|
 +
|
 +
|
 +
| Sentry Drone Operation I
 +
|-
 +
| Faction
 +
| Same
 +
| [[File:Icon_target_range.png|24pxpx|link=]] +20%
 +
| [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]] +26%
 +
| [[File:icon_hull.png|24pxpx|link=]] +80%
 +
| Sentry  Drone Operation I
 +
|-
 +
| Tech 2
 +
| +2% to +10%<ref>Tech 2 sentry drones gain an additional +2% damage for every level of the appropriate racial drone specialization skill (e.g. {{sk|Amarr Drone Specialization}} for Amarr drones) you have trained.</ref>
 +
| [[File:Icon_target_range.png|24pxpx|link=]] +20%
 +
| [[File:Icon_remote_tracking_computer_i.png|24pxpx|link=]] +20%
 +
| [[File:icon_hull.png|24pxpx|link=]] +20%
 +
| Sentry Drone Operation V<br>(Race) Drone Specialization I
 +
|}
 +
<small><references /></small>
  
These Minmatar drones increase the target's signature radius, essentially making it "bigger" in combat terms. This means ships are able to lock on to the target faster, hit better with turrets and deal more damage with missiles. TP drones' effects are stacking-penalized with other TP drones and with normal TP modules.
+
=== Electronic warfare drones ===
 +
{{see also|Electronic warfare}}
 +
Electronic warfare (EW) drones apply electronic warfare (EWAR) to their target. Each race's drones apply their racial type of EWAR:
 +
* Amarr EW drones apply tracking disruption (TD)
 +
* Caldari EW drones apply electronic countermeasures (ECM)
 +
* Gallente EW drones apply sensor dampening (SD)
 +
* Minmatar EW drones apply target painting (TP)
  
=== Combat Utility Drones ===
+
Each race has three EW drones, based on their light, medium and heavy combat drones. The type of EWAR is indicated by a two-letter abbreviation in the drone's name, while the size is indicated by the numbers 300 (small), 600 (medium) and 900 (large). So, for example, the small sensor dampening drone is called a Hobgoblin SD-300 (based on the Hobgoblin light drone), while the medium tracking disruption drone is called a Valkyrie TP-600 (based on the Valkyrie medium drone).
  
Similar to EW drones, these perform auxiliary tasks in battle.
+
Unlike module-based EWAR, the strength of their EWAR is not affected by ship bonuses, skills, rigs, or modules. Also, since the EWAR effects are [[Stacking penalties|stacking penalized]] with other EWAR drones and module-based EWAR, so, starting from the third or fourth EWAR source, additional drones will have very little additional effect. ECM drones (like ECM modules) are not stacking-penalized.
  
==== Energy Neutralisation (EV) ====
+
EWAR drones have the same bandwidth and drone bay space requirements as their combat drone counterparts but tend to be more fragile.
  
These drones drain the capacitor of the target vessel (working in a similar manner to energy neutralizers) and come in three sizes (300, 600 and 900) based on Amarr combat drone designs.
+
In order to use EW drones you need to train {{sk|Advanced Drone Avionics|icon=yes}}. Additionally, each class of EW drones needs training in its EWAR skill (e.g. tracking disruption drones need the tracking disruptor skill {{sk|Weapon Disruption|icon=yes}}).
  
==== Stasis Webification (SW) ====
+
==== Tracking Disruption Drones ====
  
This drone slows the sub-light speed of the target, making them easier to hit and damage. Only one size of webber drone is available, the heavy-drone-sized Berserker SW-900. Its effect is equivalent to a third of the effect of a T2 web, and its effects will be stacking-penalized with other SW drones or with normal web modules.
+
Tracking disruption drones cannot be scripted (i.e. they will always reduce both an enemy's tracking speed and their turret range). For comparison, a Tracking Disruptor I module has a -15.3% reduction in enemy tracking and range (and can be scripted to -30.6% in either one or the other). This can be increased to -19.1% with all skills at level V, and -26.3% when flying a dedicated EWAR ship (e.g. an [[Arbitrator]]) (-52.6 with scripted EWAR ship).
  
=== Logistics Drones ===
+
Tracking disruption drones require {{sk|Weapon Disruption|III|icon=yes}}.
  
These drones are often referred to as the polar opposite to combat drones as they work to repair their targets instead of damage them. Unfortunately, a pilot is not able to target him/herself, therefore making it impossible for a pilot to use their own logistics drones in order to repair themselves.
+
{| class="wikitable drones"
 +
|+ Tracking disruption drones
 +
|-
 +
! style="text-align: left" | Drone
 +
! style="cursor: help" | <span title="Reduction in enemy tracking speed.">Tracking</span>
 +
! style="cursor: help" | <span title="Reduction in enemy turret range (optimal and falloff).">Range</span>
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Acolyte TD-300
 +
| -5%
 +
| -5%
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Infiltrator TD-600
 +
| -12%
 +
| -12%
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Praetor TD-900
 +
| -25%
 +
| -25%
 +
|-
 +
|}
  
==== Shield Repair ====
+
==== Electronic Countermeasures (ECM) Drones ====
 +
ECM drones act like multispectral jammers (i.e. they have the same jam strength against all four sensor types). For comparison, the Multispectral Jammer I module has a jam strength of 2.2, which can be increased to 2.75 with all skills at level V, and over 4.5 when flying a dedicated EWAR ship (e.g. a [[Blackbird]]). When a ship is jammed by ECM drones they can only target the ECM drones that jam them allowing the drone owning ship to avoid target locks. Unlike regular ECM modules, successful jams from ECM drones will only last 5 seconds instead of the regular 20, while still having a 20 second cycle on jam attempts.
  
These drones work to repair the shield of the target and use the designs of the small, medium and heavy Caldari drones.
+
{| class="wikitable drones"
 +
|+ ECM drones
 +
|-
 +
! style="text-align: left;" | Drone
 +
! style="cursor: help;" | <span title="Jamming strength (all sensor types).">Jam strength</span>
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Hornet EC-300
 +
| 1
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Vespa EC-600
 +
| 1.5
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Wasp EC-900
 +
| 2
 +
|}
  
==== Armour Repair ====  
+
==== Sensor Dampening Drones ====
 +
Sensor dampening drones cannot be scripted (i.e. they will always reduce both an enemy's targeting range and their scan resolution). For comparison, a Remote Sensor Dampener I module has a -13.7% reduction in enemy targeting range and scan resolution (and can be scripted to -27.4% in either one or the other). This can be increased to -34.2% with all skills at level V, and -47.1% when flying a dedicated EWAR ship (e.g. a [[Celestis]]).
  
These drones work to repair the armour of the target and use the designs of the small, medium and heavy Gallente drones.
+
Sensor dampening drones require {{sk|Sensor Linking|III|icon=yes}}.
  
=== Mining Drones ===
+
{| class="wikitable drones"
 +
|+ Sensor dampening drones
 +
|-
 +
! style="text-align: left;" | Drone
 +
! style="cursor: help;" | <span title="Reduction in enemy targeting range.">Targeting range</span>
 +
! style="cursor: help;" | <span title="Reduction in enemy scan resolution.">Scan resolution</span>
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Hobgoblin SD-300
 +
| -8%
 +
| -8%
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Hammerhead SD-600
 +
| -12%
 +
| -12%
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Ogre SD-900
 +
| -25%
 +
| -25%
 +
|}
  
Aside from combat and support model drones, these drones exist purely to mine ore from asteroids. There are four mining drone models:
+
==== Target Painting Drones ====
 +
For comparison, a Target Painter I module increases the enemy's signature radius by 20%. This can be increased to 25% with all skills at level V, and 34.3% when flying a dedicated EWAR ship (e.g. a [[Bellicose]]).
  
{| class="wikitable" border="1"
+
Target painting drones require {{sk|Target Painting|III|icon=yes}}.
 +
 
 +
{| class="wikitable drones"  
 +
|+ Target painting drones
 +
! style="text-align: left;" | Drone
 +
! style="cursor: help;" | <span title="Increase in enemy's signature radius." >Signature radius</span>
 
|-
 
|-
!  Drone Name
+
| style="text-align: left; background-color: #333333;" | Warrior TP-300
!  Size m<sup>3</sup>
+
| +4%
!  Bandwidth
+
|-
!  Ore Yield
+
| style="text-align: left; background-color: #333333;" | Valkyrie TP-600
!  Speed
+
| +8%
(rad/sec)
+
|-
 +
| style="text-align: left; background-color: #333333;" | Berserker TP-900
 +
| +20%
 +
|}
 +
 
 +
=== Combat utility drones ===
 +
Similar to EWAR drones, these perform auxiliary tasks in combat. Just like EW drones, ship bonuses, skill bonuses, rigs, or modules do not increase the amount of capacitor neutralized or the speed reduction.
 +
 
 +
==== Energy Neutralizing Drones ====
 +
These drones drain a fixed amount of energy from the target ship's capacitor (working in a similar manner to energy neutralizers, also called "neuts"), and are not stacking-penalized. They come in three sizes, are based on Amarr combat drones, and operate on a 6-second cycle (like small neuts). For comparison, the Tech 1 small, medium and large Energy Neutralizer modules neutralize 45 GJ, 75 GJ, and 125 GJ every 6 seconds<ref>The medium and large neuts operate on 12 and 24-second cycles, respectively, but this way of presenting the numbers makes comparisons easier.</ref>, respectively.
 +
 
 +
Energy neutralizing drones are occasionally used to cap out tackle frigates or to keep a neuted target at zero capacitor.
 +
 
 +
Just like EW drones, these drones require {{sk|Advanced Drone Avionics|icon=yes}} and the EW skill {{sk|Capacitor Emission Systems|III|icon=yes}}.
 +
 
 +
{| class="wikitable drones"
 +
|+ Energy neutralizing drones
 
|-
 
|-
| Civilian Mining Drone
+
! style="text-align: left;" | Drone
| 5
+
! style="cursor: help;" | <span title="Amount of capacitor neutralized per cycle (6 seconds).">Capacitor neutralized</span>
|  5
 
|  10
 
|  300
 
 
|-
 
|-
| Mining Drone I
+
| style="text-align: left; background-color: #333333;" | Acolyte EV-300
| 5
+
| 5 GJ
| 5
 
|  15
 
|  400
 
 
|-
 
|-
| Mining Drone II
+
| style="text-align: left; background-color: #333333;" | Infiltrator EV-600
|  5
+
| 10 GJ
|  5
 
| 25
 
| 500
 
 
|-
 
|-
| Harvester Mining Drone
+
| style="text-align: left; background-color: #333333;" | Praetor EV-900
|  10
+
| 25 GJ
|  10
 
| 30
 
| 250
 
 
|}
 
|}
 +
<small><references /></small>
  
 +
Stasis webifier drones work much like Stasis Webifier modules ("webs"), slowing the sub-light speed of the target, making them easier to hit and damage. They are stacking-penalized with other SW drones or with normal web modules. For comparison, a Stasis Webifier I module reduces the target's speed by 50%.
  
== Mission Running ==
+
To use these drones, train {{sk|Drone Navigation|icon=yes}} and {{sk|Propulsion Jamming|III|icon=yes}} (which is also required for stasis webifier modules).
  
Drones are a very popular option for people wanting to get involved with PvE, they offer cap-free damage over a variable range of dps, tracking speeds and damage types (assuming you have enough room in your drone bay). Finding the right drone for the job however is very important as with any type of damage dealing.
+
{| class="wikitable drones"
 +
|+ Statis webifier drones
 +
|-
 +
! style="text-align: left;" | Drone
 +
! style="cursor: help;" | <span title="Reduction in enemy ship's speed.">Speed</span>
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Warrior SW-300
 +
| -5%
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Valkyrie SW-600
 +
| -10%
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Berserker SW-900
 +
| -20%
 +
|}
  
=== Faction Considerations ===
+
=== Logistics drones ===
 +
{{see also|Logistics}}
 +
These drones repair their targets. Unfortunately, you cannot target your own ship, and therefore you can't use your logistics drones to repair your own ship (you can, however, use them to repair your own drones). There are Tech 1 and Tech 2 drones, in three sizes (light, medium and heavy, each based on the respective combat drone), which repair either shield, armor or hull damage. The Tech 2 drones receive a 20% boost to repair amount, hit points, speed, and orbital velocity, but require {{sk|Repair Drone Operation|V|icon=yes}}.
  
When completing missions with a drone boat (the term for a ship designed primarily for fielding drones) information on what you are going to expect in terms of resistance is paramount. This information must mainly be the type of ships you are expecting to encounter and their faction. Each faction does and is weak to certain [[NPC Damage Types|damage types]] and the size of the enemy ships will help determine what size of drone to use (see the combat drone list above).
+
The hull repair drones are half as effective as the shield and armor counterparts. All logistics drones require {{sk|Repair Drone Operation|icon=yes}} as well as the skills for remote repair modules: {{sk|Shield Emission Systems|icon=yes}}, {{sk|Remote Armor Repair Systems|icon=yes}}, and {{sk|Remote Hull Repair Systems|icon=yes}}, respectively.
[[File:Drones.jpg|200px|thumb|right|Different light scout drone damage outputs on different faction targets]]
 
  
The chart to the right provides a mathematical example to the advantages and disadvantages of the different types of light scout drones<ref>[http://www.eve-ivy.com/forums//viewtopic.php?p=223943#p223943 E-Uni Forum Post: "PvE - Caldari - Battleship - Raven"]</ref>. A general way of displaying which racial drone damage type would be effective against which faction is displayed below (this does not account for the additional fighter damage type)<ref>[http://www.eve-ivy.com/oog/missions/rat.html Kelduum's Rat Info]</ref>:
+
For comparison, small, medium and large remote shield and armor repair modules repair 80 HP, 160 HP, and 320 HP every 5 seconds, respectively.
  
{| class="wikitable" border="1"
+
{| class="wikitable drones"  
 +
! style="text-align: left;" | Drone
 +
! style="cursor: help;" | <span title="Shield HP repaired per cycle (5 seconds).">Shield repair</span>
 
|-
 
|-
!  Faction Name
+
| style="text-align: left; background-color: #333333;" | Light Shield Maintenance Bot I
!  Weaknesses
+
| 12 HP
!  Best Drone Race
 
 
|-
 
|-
| Angel Cartel
+
| style="text-align: left; background-color: #333333;" | Medium Shield Maintenance Bot I
| Ex/Ki/Th
+
| 24 HP
| Minmatar
 
 
|-
 
|-
| Blood Raider
+
| style="text-align: left; background-color: #333333;" | Heavy Shield Maintenance Bot I
| EM/Th/Ki
+
| 60 HP
| Amarr/Gallente
+
|}
 +
 
 +
{| class="wikitable drones"
 +
! style="text-align: left;" | Drone
 +
! style="cursor: help;" | <span title="Armor HP repaired per cycle (5 seconds).">Armor repair</span>
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Light Armor Maintenance Bot I
 +
| 12 HP
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Medium Armor Maintenance Bot I
 +
| 24 HP
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Heavy Armor Maintenance Bot I
 +
| 60 HP
 +
|}
 +
 
 +
{| class="wikitable drones"
 +
! style="text-align: left;" | Drone
 +
! style="cursor: help;" | <span title="Hull HP repaired per cycle (5 seconds).">Hull repair</span>
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Light Hull Maintenance Bot I
 +
| 6 HP
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Medium Hull Maintenance Bot I
 +
| 12 HP
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Heavy Hull Maintenance Bot I
 +
| 30 HP
 +
|}
 +
 
 +
Effectively, a full flight of T1 repair drones amount to less combined repair capacity than a single remote repair module of the same type:
 +
* 75% for light and medium, 93.75% for heavy armor and shield repair drones
 +
* 37.5% for light and medium, 48.875% for heavy hull repair drones
 +
 
 +
=== Salvage drones ===
 +
{{see also|Salvaging}}
 +
Salvage drones work like Salvager modules, and extract salvage from the wrecks of destroyed ships. The Salvage Drone I and II need 5{{m3}} of drone bay space and 5 Mbit/s of bandwidth (like a light combat drone). They have a lower chance to salvage wrecks than the salvager modules (3% and 4% base access difficulty, compared with 5% and 7% for the Tech 1 and Tech 2 modules, respectively). This can be increased by training {{sk|Salvage Drone Operation|icon=yes}} and {{sk|Salvage Drone Specialization|icon=yes}}, allowing them (if trained to level V) to salvage any wreck. Their chance to salvage cannot be improved by other skills, or by modules, rigs, or implants. Just like for salvager modules, salvage drones do not loot wrecks; if a wreck containing loot is salvaged, the loot is left in a container in space.
 +
 
 +
Salvage drones can automatically salvage any nearby (up to the edge of the player's drone control range) wrecks, as long as they belong to the player or their fleet/corporation. Additionally, they can be specifically ordered to salvage wrecks belonging to other players (marked in yellow on the [[overview]]), although this must be done manually for each wreck. When a drone successfully salvages a wreck, it will return to your ship to drop off the salvage (into your ship's cargo bay) before immediately heading back out into space. Salvage drones have an MWD that is always running, but are still very slow (about 10% slower than the slowest heavy drone), so salvaging more distant wrecks may take some time.
 +
 
 +
Making salvage drones salvage wrecks automatically can be tricky. If you target a wreck and command your drones to salvage it they will not move to a new wreck after they are done. Instead, order the drones to salvage without having any target selected. After this, the salvage drones will keep on salvaging all wrecks that are in range. Note that they will all focus on the closest wreck first, and work their way further away. To be more efficient, zip around the battlefield (looting or orbiting something) so that the 'closest' wreck changes often; or micromanage them by assigning individual wrecks to salvage. They will auto-salvage after they finished on their assigned wreck if they have been given that command earlier, resuming their closest-to-furthest routine.
 +
 
 +
{| class="wikitable drones sortable collapsible""
 +
|- style="background-color: #222222;"
 +
! Variant
 +
! Max Velocity
 +
! Salvage Chance
 +
! Skills
 
|-
 
|-
| Guristas
+
| Tech 1
| Ki/Th/Ex
+
| 900 m/s
| Caldari/Gallente
+
| 3%
 +
| Salvage Drone Operation I
 
|-
 
|-
| Sansha's Nation
+
| Faction
| EM/Th/Ex
+
| 1000 m/s
| Amarr/Gallente
+
| 4.5%
 +
| Salvage Drone Operation IV
 
|-
 
|-
| Serpentis
+
| Tech 2
| Ki/Th/EM
+
| 900 m/s
| Caldari/Gallente
+
| 4.0%
 +
| Salvage Drone Specialization I
 +
|}
 +
 
 +
=== Mining drones ===
 +
{{See also|Drone mechanics#Mining drones|l1= Drone Mechanics: Mining Drones|ORE Basic Ship and Skill Guide#Drones|l2= Ore Ship Guide: Mining Drones}}
 +
As their name suggests, these drones [[mining|mine]] [[Asteroids and ore|ore from asteroids]].
 +
 
 +
Mining drones will mine the targeted asteroid for one cycle (60 seconds), then return to your ship, drop off the mined ore (into your cargo bay or mining hold), and fly back to the asteroid to continue mining. Despite these drones having a MWD that is always running, they are very slow (about half as fast as heavy combat drones), and therefore it's important to keep your ship as close as possible to the asteroid they are mining, to avoid losing too much time in transit. Training {{sk|Mining Drone Operation|icon=yes}} and {{sk|Drone Interfacing|icon=yes}} improves their mining yield, and training {{sk|Drone Navigation|icon=yes}} increases their speed.
 +
 
 +
For comparison, a Miner I mining module can mine 40{{m3}}/min of ore. There are no mining drones for [[gas cloud harvesting]].
 +
 
 +
Much like a mining module, if the mining cycle is manually cut short (in this case, by ordering the drone to return), the drone will get the amount of ore mined proportionally to how much of the cycle was completed, but in other cases, progress will be canceled, including if the ship has no more room for the ore by the time they return.
 +
 
 +
{| class="wikitable drones"
 +
! style="text-align: left;" | Drone
 +
! style="cursor: help;" | <span title="Volume required in drone bay ({{m3|ns}}) and drone bandwidth required (MBit/s).">Volume/Bandwidth</span>
 +
! style="cursor: help;" | <span title="Volume of ore mined per minute (m³/min).">Ore yield</span>
 +
! style="cursor: help;" | <span title="Drone flight speed.">Speed</span>
 
|-
 
|-
| Rogue Drones
+
| style="text-align: left; background-color: #333333;" | Civilian Mining Drone
| EM/Th/Ki
+
| 5
| Amarr/Gallente
+
| 13
 +
| 300 m/s
 
|-
 
|-
| Mercenary
+
| style="text-align: left; background-color: #333333;" | Mining Drone I
| Th/Ki/Ex
+
| 5
| Gallente
+
| 25
 +
| 400 m/s
 
|-
 
|-
| Mordu's Legion
+
| style="text-align: left; background-color: #333333;" | [[File:Icon tech2.png|16px]] Mining Drone II
| Ki/Th/Ex
+
| 5
| Caldari/Gallente
+
| 33
 +
| 500 m/s
 +
|-
 +
| style="text-align: left; background-color: #333333;" | [[File:Icon faction.png|16px]] 'Augmented' Mining Drone
 +
| 5
 +
| 37
 +
| 550 m/s
 +
|-
 +
| style="text-align: left; background-color: #333333;" | [[File:Icon faction.png|16px]] Harvester Mining Drone
 +
| 10
 +
| 42
 +
| 350 m/s
 
|-
 
|-
| EoM
+
|-
| Ki/Ex/Th
+
| style="text-align: left; background-color: #333333;" | [[File:Icon faction.png|16px]]'Excavator' Mining Drone<ref>Can only be used by the [[Rorqual]]</ref>
| Caldari
+
| 1,100/25
 +
| 80
 +
| 175 m/s
 
|}
 
|}
 +
<small><references /></small>
  
As you may notice in the above table, multiple races have been suggested for certain factions. This is because the base damage of each racial drone type has also been taken into account as well as the weaknesses of the enemy faction. The best example of this are the Gallente drones which offer higher dps than the other races' drones making them the choice against some factions even when they do not deal the damage type that faction is most weak to.
 
  
=== Strategies ===
+
Ice harvesting drones [[Ice harvesting|gather ice]] from ice asteroids. These drones operate identically to mining drones, except their cycles are longer and they only harvest one unit of ice at a time.
  
The following are a collection of basic strategies for handling drone combat in a PvE scenario, this is certainly not comprehensive and is open to player style considerations and popular opinion, its is hoped that these will provide a baseline with which pilots may develop their own stratagem.  Also see the [[Tips_and_Tricks#Drone_Usage|Tips and Tricks]] section on drones for information about drone use in combat.
+
For comparison, an Ice Harvester I module has a cycle time of 220 seconds.
  
==== Ship Tanking ====
+
{| class="wikitable drones"
 +
! style="text-align: left;" | Drone
 +
! style="cursor: help;" | <span title="Volume required in drone bay ({{m3|ns}}) and drone bandwidth required (MBit/s).">Volume/Bandwidth</span>
 +
! style="cursor: help;" | <span title="Time to mine 1,000{{m3}}.">Cycle time</span>
 +
! style="cursor: help;" | <span title="Drone flight speed.">Speed</span>
 +
|-
 +
| style="text-align: left; background-color: #333333;" | Ice Harvesting Drone I
 +
| 50
 +
| 330 s
 +
| 200 m/s
 +
|-
 +
| style="text-align: left; background-color: #333333;" | [[File:Icon tech2.png|16px]] Ice Harvesting Drone II
 +
| 50
 +
| 300 s
 +
| 250 m/s
 +
|-
 +
| style="text-align: left; background-color: #333333;" | [[File:Icon faction.png|16px]] 'Augmented' Ice Harvesting Drone
 +
| 50
 +
| 280 s
 +
| 275 m/s
 +
|-
 +
| style="text-align: left; background-color: #333333;" | [[File:Icon faction.png|16px]]'Excavator' Ice Harvesting Drone<ref>Can only be used by the [[Rorqual]]</ref>
 +
| 1,100/25
 +
| 310 s
 +
| 90 m/s
 +
|}
 +
<small><references /></small>
  
When piloting drones into missions the usual strategy is for the drone boat to have a powerful active tank with combat drones suited for the factions and ships in the drone bay. The basic idea is for the pilot to gain and hold the aggro (attention) of the NPC pirates and then once achieved the appropriate drones are released and set on targets at the pilots discretion while the pilot fires their guns to aid with dps.
+
=== Mutated (Abyssal) Drones ===
 +
{{See also|Abyssal modules}}
  
==== Alternative Ship Tanking ====
+
Mutated drones are created using Abyssal Exigent Mutaplasmids. These are acquired either from Triglavian Bioadaptive Caches found in [[Abyssal Deadspace]] or in the wrecks of Invading Precursors found in [[Triglavian Invasion]] systems. Mutaplasmids are also tradable on the market.
  
This method is a very slight variation and is often adopted by players who have progressed onto better ships with more slots at their disposal. Aggro is gained and held in the same manner as before, but when the drones are released to attack a targetted enemy, no more targets are made and the drones are left free to pick targets of their own choosing.  
+
The process of combining a mutaplasmid and an existing T1, T2, or Faction combat drone "mutates" it into a unique Abyssal drone with the original drone's stats randomly modified (for better or worse). The new drone will have the word Mutated inserted into its name such as Sentry Mutated Drone, and it will have unique stats and thus cannot be traded on the Market (you can trade them via Contracts etc.)
  
This leaves the pilot free to salvage wrecks, only changing drones if a new wave enters the room (to avoid the drones taking aggro) or if different sized drones are required to tackle larger/smaller ships.
+
There exist separate mutaplasmids for each drone type and size and there are different ones depending on which stats you want to improve. "Exigent Sentry Drone Firepower Metaplasmid" as an example that increases the damage stat. The effects that the mutaplasmid will have on the drone are described in its info. It will specify one or more stats that will be improved (by 0%-20% as an example) and it will alter each of the remaining stats (by -30% to +15% for example, but it varies by mutaplasmid and stat). Each stat change appears to be random and independent. By choosing the appropriate mutaplasmid you can thus guarantee that the stat(s) it primarily targets will go up (maybe not by much), but the rest of the stats are likely to decrease on average. You could, of course, get lucky and end up with a very powerful and valuable drone. A table of possible attribute changes is below.
 +
 
 +
{| class="wikitable"
 +
|-
 +
! Attribute !! Falloff !! HP !! Damage !! Speed !! Optimal !! Tracking
 +
|-
 +
| rowspan="2"|Durability || {{co|red||-30%}} || rowspan="2"|{{co|green||+30%}} || {{co|red||-30%}} || {{co|red||-30%}} || {{co|red||-30%}} || {{co|red||-30%}}
 +
|-
 +
|  {{co|green||+15%}} || {{co|green||+10%}} || {{co|green||+15%}} || {{co|green||+15%}} || {{co|green||+15%}}
 +
|-
 +
| rowspan="2"|Firepower || {{co|red||-30%}} || {{co|red||-30%}} || rowspan="2"|{{co|green||+20%}} || {{co|red||-30%}} || {{co|red||-30%}} || {{co|red||-30%}}
 +
|-
 +
|  {{co|green||+15%}} || {{co|green||+15%}} || {{co|green||+15%}} || {{co|green||+15%}} || {{co|green||+15%}}
 +
|-
 +
| rowspan="2"|Navigation || {{co|red||-30%}} || {{co|red||-30%}} || {{co|red||-30%}} || rowspan="2"|{{co|green||+30%}}|| {{co|red||-30%}} || rowspan="2"|{{co|green||+30%}}
 +
|-
 +
|  {{co|green||+15%}} || {{co|green||+15%}} || {{co|green||+10%}} || {{co|green||+15%}}
 +
|-
 +
| rowspan="2"|Projection || rowspan="2"|{{co|green||+30%}} || {{co|red||-30%}} || {{co|red||-30%}} || {{co|red||-30%}} || rowspan="2"|{{co|green||+30%}} || {{co|red||-30%}}
 +
|-
 +
|  {{co|green||+15%}} || {{co|green||+10%}} || {{co|green||+15%}} || {{co|green||+15%}}
 +
|-
 +
|}
  
==== Drone Tanking ====
+
You perform a mutation by right clicking the mutaplasmid and activating it. This produces a window where you can drop a drone of the appropriate type at which point it will show you the possible range for every stat after it is mutated. Once you commit to the mutation it will go through an animated sequence of rolling each stat change one by one. The mutaplasmid and the input drone are consumed by the process. The mutated drone gets a new icon, and its altered info window Attributes will show red or green with a tooltip to show you where in the probability range it rolled, and a new large tooltip will appear any time you mouse over any mutated drone icon that shows its complete information including the original drone type, and red/green bars that clearly indicate how good or bad the mutation changes are. This is also visible when looking at the items in Contracts etc.
  
Also referred to as [[Drone Tanking|drone seeding]], this is a highly unorthodox tactic involving the use of multiple cheap (usually light) drones to speed tank the enemy while the player deals the majority of the damage without taking aggro. This method is mostly used in situations where the pilot is required to "punch above their weight" allowing them to complete a mission they would otherwise have to abandon.
+
Creating a mutated drone does not require any skills (thus making "drone gambling" a potentially viable Alpha activity) but using one will require Omega clone status and {{sk|Mutated Drone Specialization|icon=yes}}, which in turn requires all four of the main faction Drone Specialization skills at I, and Drones V. Total cost for all those skill books is roughly 100M ISK. The Mutated Drone Specialization provides a 2% damage boost per level for all mutated drones.
  
== PvP ==
+
You can't use a mutaplasmid on an already Mutated drone, so if you don't like the new stats you get you'll need another drone and another mutaplasmid to try again.
  
<i> NB: I have chosen to leave this section empty has I have had zero experience with using drones in PvP and am in no way qualified to even tabulate information on this topic. I gladly leave this in the hands of pilots with more experience in these matters.</i>
+
A Gecko, Hellhound I, Aralez, Civlian Hobgoblin, or 'Subverted' JVN-UC49 cannot be mutated.
  
 
== Skills ==
 
== Skills ==
 +
{{See also|Skills:Drones}}
  
As many know, in the Eve universe, skills are the key to making a big difference and drones are no exception to this rule. As there are many varied drones in existence, so too are there a myriad of drone abilities to the extent that drones get a section of their own. As such it would be pointless to dictate every single drone skill here but instead to isolate ones key to becoming a successful drone runner<ref>[http://www.random-abstract.com/eve/drone-guide.html Random-abstract Drone Guide]</ref>.
+
'''Basic skills:'''
 +
* {{sk|Drones|mult=yes|price=yes}}: Allows you to operate 1 drone per level (up to 5 at level V). This is the foundation skill of any drone pilot, and should be trained to at least level III as a top priority, and to level V soon after (at latest when you start flying ships with 25{{m3}} drone bays or larger).
  
=== Basic ===
+
'''Combat drone skills:'''<br>
 +
These skills allow you to use light, medium, heavy, and sentry combat drones, respectively. Level V is needed for Tech 2 and 'Augmented' drones; all others only need level I. Additionally, these skills increase the damage of their respective drone group by 5% per level. Note that you don't need any skills to load drones into your drone bay; you only need the skills to launch and control them.
 +
* {{sk|Light Drone Operation|mult=yes|price=yes}}. Requires {{sk|Drones|I}}.
 +
* {{sk|Medium Drone Operation|mult=yes|price=yes}}. Requires {{sk|Drones|III}}.
 +
* {{sk|Heavy Drone Operation|mult=yes|price=yes}}. Requires {{sk|Drones|V}}.
 +
* {{sk|Sentry Drone Interfacing|mult=yes|price=yes}}. Requires {{sk|Drones|V}}, {{sk|Drone Sharpshooting|IV}}, and {{sk|Drone Interfacing|IV}}.
  
; [[Skills:Drones#Drones|Drones]] V : This is mandatory.  Each drone you add increases your damage output.  2 drones = 100% over 1. 3 drones = 50% over 2. 4 drones = 33% over 3. 5 drones = 25% increase over 4. So having less than 5 drones costs you with respect to the damage you can do and is more than the benefits from any other drone damage bonuses you can get.
+
'''Improved drone performance skills:'''<br>
 +
These are the "drone support skills", which improve the performance of your drones. Nearly every skill requires {{sk|Drones|icon=yes}} to level IV or V.
 +
* {{sk|Drone Interfacing|mult=yes|price=yes}}: Increases your drones' damage (and mining yield for mining drones) by 10% per level. Train this to level IV quickly to make your drones much more effective (level IV is the equivalent of having two extra drones in space); the long train to level V is worth it if you're specializing in drones, or as a prerequisite for capital ship drones.
 +
* {{sk|Drone Durability|mult=yes|price=yes}}: Increases the shield, armor, and structure hit points (HP) of your drones by 5% per level. Useful to make (particularly your more expensive) drones live longer but it is not a high-priority skill.
 +
* {{sk|Drone Avionics|mult=yes|price=yes}}: Increases your drone control range by 5km per skill level, and allows you to use Drone Link Augmentor modules (which increase your drone control range even further). Training this skill is vital for sentry drone users, and moderately useful for other combat drones. It's less useful for salvage and mining drones, due to their need to return to the owner periodically.
 +
* {{sk|Advanced Drone Avionics|mult=yes|price=yes}}: In addition to unlocking EW drones (see below), this skill also increases your drone control range by 3km per skill level.
 +
* {{sk|Drone Sharpshooting|mult=yes|price=yes}}: Increases your drones' optimal range (but not their falloff) by 5% per level, and allows you to use Omnidirectional Tracking Link and Omnidirectional Tracking Enhancer modules (which boost drone optimal range and tracking). This skill is vital for sentry drones but less important for other drones.
 +
* {{sk|Drone Navigation|mult=yes|price=yes}}: Increases your drone's microwarpdrive speed by 5% per level, and allows you to use Drone Navigation Computer modules (which increase it even further). This skill is very important for users of heavy drones (and of no small benefit to light and medium drones). Also useful for most other types of drones (except Sentry drones)
  
; [[Skills:Drones#Scout_Drone_Operation|Scout Drone Operation]] V : Adds 5km to max drone range per level and is needed at 5 to gain access to T2 variants. Range of control is crucial to all types of drones and the tech 2 variants are roughly 2 times more powerful than the tech 1 versions.
+
'''Racial drone specialization:'''<br>
 +
These skills are required to use each faction's Tech 2 and 'Augmented' drones. Additionally, they increase the damage of these drones (but not other drone types) by 2% per level. These skillbooks come from LP stores and therefore vary in price; they require {{sk|Drones|V|icon=yes}}.
 +
* {{sk|Amarr Drone Specialization|mult=yes|price=yes}}
 +
* {{sk|Caldari Drone Specialization|mult=yes|price=yes}}
 +
* {{sk|Gallente Drone Specialization|mult=yes|price=yes}}
 +
* {{sk|Minmatar Drone Specialization|mult=yes|price=yes}}
  
; [[Skills:Drones#Combat_Drone_Operation|Combat Drone Operation]] IV : +5% Damage for light/medium drones. Is a very important skill.  Using large drones against small targets doesn't work well.  Using the right sized drone against a target yields far superior results.  Usually a flight of light drones will decimate a frigate faster than a group of sentry drones can.
+
'''Mutated drone specialization:'''<br>
 +
This skill is required to use drones created using rogue drone and Triglavian technology. It adds a 2% bonus per skill level to the damage of light, medium, heavy, and sentry drones requiring Mutated Drone Specialization.
 +
* {{sk|Mutated Drone Specialization|mult=yes|price=yes}}. Requires {{sk|Amarr Drone Specialization|I}}, {{sk|Caldari Drone Specialization|I}}, {{sk|Gallente Drone Specialization|I}}, {{sk|Minmatar Drone Specialization|I}}.
  
; [[Skills:Drones#Drone_Interfacing|Drone Interfacing]] IV : +20% Damage/Mining Yield. This is the second biggest boost skill to the damage your drones can do, directly behind Drones.  Training it to 5 takes a great deal of time but training it to 4 will yield more damage benefits than getting a specialization to 4 so the training time really isn't much larger for the benefits you will get.
+
'''Support drone skills:'''<br>
 +
These skills unlock the electronic warfare (EW), combat utility, logistics, and mining drones.
 +
* {{sk|Mining Drone Operation|mult=yes|price=yes}}: Unlocks mining drones and increases their yield by 5% per level.
 +
* {{sk|Repair Drone Operation|mult=yes|price=yes}}: Unlocks logistics drones and increases their repair amount by 5% per level. Requires {{sk|Drones|V}}.
 +
* {{sk|Salvage Drone Operation|mult=yes|price=yes}}: Unlocks the salvage drone and increases its chance to salvage by 2% per level. Requires {{sk|Drones|IV}}.
 +
* {{sk|Salvage Drone Specialization|mult=yes|price=yes}}: Unlocks T2 salvage drone and increases salvage chance and maximum velocity by 2% per level. Requires {{sk|Salvage Drone Operation|V}} and {{sk|Salvaging|IV}}.
 +
* {{sk|Advanced Drone Avionics|mult=yes|price=yes}}: Unlocks EW and energy neutralisation drones. Also increases your drone control range (see above), and requires {{sk|Drones|V}}.
  
=== Advanced ===
+
=== Spaceship Command ===
 +
Lastly, if you're flying a drone boat, training its [[Skills:Spaceship Command|spaceship command]] skill will often improve the performance of your drones considerably. For instance, if you're flying a Gallente [[Vexor]] cruiser, training {{sk|Gallente Cruiser|icon=yes}} gives a 10% bonus per skill level to your drones' damage and hit points. Unfortunately, these bonuses don't transfer to other ship classes or factions - your Gallente Cruiser skill won't help you to fly an Amarr [[Prophecy]] battlecruiser, or improve the performance of its drones - but if you're planning to fly a particular ship for a longer period of time, then investing skill training time here can be very beneficial.
  
; [[Skills:Drones#Heavy_Drone_Operation|Heavy Drone Operation]] V : Allows for the use of heavy drones and adds +5% damage per level. When using heavy drones its vital to get V in this skill to open access to the T2 variants.
+
== Equipment ==
 +
Most drone modules fit into mid and low-slots, leaving the high-slots free for weapon or utility modules. Most modules in this list are subject to [[Stacking penalties]].
  
; [[Skills:Drones#Sentry_Drone_Interfacing|Sentry Drone Interfacing]] IV : Allows for the use of sentry drones and adds +5% damage per level. Only worth training to 5 if sentry drones are used often enough to warrant T2 use.
+
{{See also|Abyssal modules}} for the Drone and Fighter equipment which can be mutated with Mutaplasmids.
  
=== Support ===
+
{| class=wikitable style="width: 900px; background: #111111"
 +
|-
 +
| colspan=2 style="text-align: center; background: #222222;" | High slot modules
 +
|-
 +
| [[File:Icon drone link augmentor i.png|link=]]
 +
| '''{{co|wheat|Drone Link Augmentor}}''' increases your drone control range by 20km (24km for the Tech 2 variant). This module is particularly useful for sentry drones (allowing them to snipe distant targets), but less useful for other drones, as the travel time usually precludes using drones at long ranges. Unlike the rest of the list, this module is not subject to stacking penalties.
  
; [[Skills:Drones#Drone_Navigation|Drone Navigation]] III : Increases the drones MWD speed by 5% but can cause your drones to overshoot. Train with caution.  Faster drones means they get to the target faster but also will cause an 'over shot' type effect, costing damage as the drones then may need to move back in range of the target.  Fast drones against slow targets is where you will see this come into play. (Note: This issue has been fixed)
+
|-
 +
| colspan=2 style="text-align: center; background: #222222;" | Medium slot modules
  
; [[Skills:Drones#Drone_Sharpshooting|Drone Sharpshooting]] III : Increases drone optimal range. Another skill to be wary of, this may cause lower dps in certain situations. (Note: This issue has been fixed)
+
|-
 +
|[[File:Icon drone navigation computer.png|link=]]
 +
|'''{{co|wheat|Drone Navigation Computer}}''' increases your drones' microwarpdrive (MWD) speed by 25% (30% for the Tech 2 variant). Note that this doesn't affect their non-MWD speed (i.e. it will help them reach a target faster, but won't help them while orbiting the target). This module is particularly useful for heavy and fighter drones, allowing them to better catch up to faster ships.
  
; [[Skills:Drones#Drone_Durability|Drone Durability]] III : +5% to drone shield, armour and hull hit points. Not the most useful drone skill but can help a keen eyed pilot save a targeted drone.
+
|-
 +
|[[File:Icon tracking enhancer.png|link=]]
 +
|'''{{co|wheat|Omnidirectional Tracking Link}}''' increases your drones' tracking speed and weapon range (optimal and falloff). Great for sentry drones, less used for other drones although it can still improve their damage application, especially if you use your drones against smaller ships than intended (e.g. medium combat drones versus frigates). Just like [[Turrets#Related Modules Summary|turret tracking computer]] modules, these can be loaded with [[scripts]] to double either the tracking or the range bonus, at the cost of eliminating the other bonus. Unlike low-slot Omnidirectional Tracking Enhancer modules, they need to be activated to provide a benefit, and they need a little capacitor energy to run.  
  
; Racial Drone Specialization III : These come in four flavours each giving +2% damage bonus to drone damage per level. Good if you find yourself sticking to one race of drones.
+
|-
 +
| colspan=2 style="text-align: center; background: #222222;" | Low slot modules
  
== Modules ==
+
|-
 +
|[[File:Icon drone damage amplifier.png|link=]]
 +
|'''{{co|wheat|Drone Damage Amplifier}}''' increases the damage your drones deal by 15% (20.5% for the Tech 2 variant or 31.2% for Mutated).
  
Drones are renowned for taking the heat off a pilot's module slots, essentially becoming additional damage/EW/logistics without the need to fit, rig or spend cap on them. However, if a pilot is serious about their usage of drones, it is important to be aware of the modules available to help augment their ability<ref>[http://wiki.eveonline.com/wiki/EFT Eve Fitting Tool]</ref>.
+
|-
 +
|[[File:Icon tracking enhancer.png|link=]]
 +
|'''{{co|wheat|Omnidirectional Tracking Enhancer}}''' increases your drones' tracking speed and weapon range (optimal and falloff). It's similar to the mid-slot Omnidirectional Tracking Link module but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted and is a passive module (i.e. it does not need to be activated and uses no capacitor energy).  
  
=== Drone Navigation Computer ===
+
|-
 +
| colspan=2 style="text-align: center;background: #222222;" | Other
  
This module only has one variant named [http://wiki.eveonline.com/wiki/Drone_Navigation_Computer_I Drone Navigation Computer I] and adds +25% to the deployed drones MWD speed allowing them to get into optimal range faster as well as keep up with a moving target. It has a very low powergrid usage and the lowest of the CPU usage of all the modules at 30 tf.
+
|-
 +
|[[File:Module_icon_drone_rig.png|link=]]
 +
|
 +
{{See also|Fitting Modules and Rigs Guide#Rigs|l1= Rigs list}}
 +
 
 +
Various rigs improve drones at the expense of the CPU of the ship.
 +
* '''{{co|wheat|Drone Control Range Augmentor}}''' Increases drone control range by 15km (20km for the Tech 2 rig).
 +
* '''{{co|wheat|Drone Durability Enhancer}}''' Increases drone hit points (shield, armor and structure) by 20% (25% for the Tech 2 rig).
 +
* '''{{co|wheat|Drone Mining Augmentor}}''' Increases mining drone yield by 10% (15% for the Tech 2 rig).
 +
* '''{{co|wheat|Drone Repair Augmentor}}''' Increases the amount repaired by repair drones by 10% (15% for the Tech 2 rig).
 +
* '''{{co|wheat|Drone Scope Chip}}''' Increases drone optimal weapons range by 15% (20% for the Tech 2 rig).
 +
* '''{{co|wheat|Drone Speed Augmentor}}''' Increases drone microwarpdrive (MWD) speed by 10% (15% for the Tech 2 rig).
 +
* '''{{co|wheat|Sentry Damage Augmentor}}''' Increases the damage done by sentry drones by 10% (15% for the Tech 2 rig).
 +
* '''{{co|wheat|Stasis Drone Augmentor}}''' Improves velocity decrease caused by your stasis webifier drones by 15% (20% for the Tech 2 rig).
  
=== Omnidirectional Tracking Link ===
+
|-
 +
|[[File:Icon implant hardwiring.png|link=]]
 +
| There are no "normal" implants for improving drones. Though four limited time implants exist that were obtainable from past events.
 +
* '''{{co|wheat|Overmind 'Hawkmoth' Drone Tuner S10-25T }}''' improves drone speed by 10% while reducing their structure, armor and shield capacity by 25%
 +
* '''{{co|wheat|Overmind 'Goliath' Drone Tuner T25-10S }}''' improves drone structure, armor and shield capacity by 10% while reducing their speed by 25%
 +
* '''{{co|wheat|CreoDron 'Bumblebee' Drone Tuner T10-5D }}''' improves drone structure, armor and shield capacity by 10% while reducing their damage by 5%
 +
* '''{{co|wheat|CreoDron 'Yellowjacket' Drone Tuner D5-10T }}''' improves drone damage by 5% while reducing their structure, armor and shield capacity by 5%
 +
|}
  
The [http://wiki.eveonline.com/wiki/Omnidirectional_Tracking_Link_I Omnidirectional Tracking Link I] adds +20% to both the optimal range and tracking speed of drones. This often makes little difference to standard combat drones which have small optimal ranges but can make a big difference to the sniping abilities of sentry drones. This module uses very little powergrid and has a CPU usage of 35 tf. [http://wiki.eveonline.com/en/wiki/Federation_Navy_Omnidirectional_Tracking_Link A faction version] is also available: it uses slightly more CPU, and costs a lot, but gives a 25% bonus instead of 20%.
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== External links ==
 +
* [https://www.eveonline.com/news/view/giving-drones-an-assist Dev blog: Giving Drones an Assist] (2014)
  
=== Drone Link Augmentor ===
 
  
This module comes in two variants [http://wiki.eveonline.com/wiki/Drone_Link_Augmentor_I Drone Link Augmentor I] and [http://wiki.eveonline.com/wiki/Black_Eagle_Drone_Link_Augmentor Black Eagle Drone Link Augmentor] they add 20km and 26km to drone control range respectively as well as using 50 tf and 45 tf CPU respectively, both have very low powergrid usage.
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[[Category:Drones]]
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[[Category:Weapons]]
  
=== Drone Control Unit ===
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This module only has one variant: [http://wiki.eveonline.com/wiki/Drone_Control_Unit_I Drone Control Unit I] and per module used allows the pilot to field one more drone in space. However this module requires the [http://wiki.eveonline.com/wiki/Advanced_Drone_Interfacing Advanced Drone Interfacing] skill to use, allowing the pilot to install one control unit per level of the skill. The fitting requirements for this module are massive, needing 75,000 MW of the powergrid and 7,500 tf of CPU.
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table.drones tr th {
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== Notes ==
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table.drones tr td {
<references/>
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== See Also ==
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}}
*[http://www.eveonline.com/ingameboard.asp?a=topic&threadID=497679 Drone Calculator]
 
*[http://www.taultunleashed.com/phpbb2/about51871_Drone_Guide.html Taultunleashed Drone Guide]
 
*[[Drones_101]]
 
*[[Drones_102]]
 

Latest revision as of 14:28, 18 August 2024

This page should be updated due to game changes. Reason: No reason was specified.


This article describes the various kinds of drones and explains how they work.
For a detailed discussion of the use of drones, including PvP and PvE tactics, see Drone mechanics. If you are looking for ships that carry drones, see Drone-capable ships.


Drones are semi-autonomous vehicles launched from ships and designed to augment the launching ship's capabilities. All four races use drones to a greater or lesser degree, so many ships, especially larger ships, will have drone capabilities.

While most drones are used as support, some ships use drones as their primary way of dealing damage. In addition, there are drones for specialized uses: such as mining, electronic warfare, and logistics.

Compared to the other combat weapons systems in EVE, drones provide a great deal of flexibility. On the other hand, drones need to travel to their targets before applying their damage, and they can be destroyed by enemy fire.

Drone basics

The drone control window, showing drones in the drone bay and drones in space.

If you undock with drones in your drone bay, a new window for controlling drones will appear on your screen. Via this window, you can launch drones from your drone bay, give commands to them once they are in space, and recover them back into your drone bay.

This window also shows the active status of any drones you currently have in space. These are listed in the last folder. If any of those drones are damaged, the three little bars to the right of the drone will turn red - indicating hull, armor and shield … in that order.

Add drones to a group through the right-click menu.

Drones can be grouped through the drone control window. This makes controlling drones easier, as you can give a command to the entire group. To move a drone in or out of a group, right-click on the drone, or drag it in or out of the group.

Create groups of drones that you intend to launch and use together; usually, this means groups of five identical drones, but in some cases, you may want to create groups with a mix of drones. Only drones of the same type may be grouped (you cannot, for example, put e-war and combat drones in the same group.)

You can delete unused drone groups by right-clicking in your drone control window and selecting "Delete group".

Drones have built-in weapons that don't need to reload. If damaged, a drone's shields will slowly regenerate on their own, but damage to its armor and hull will need to be repaired (e.g. by using the repair services at a station).

Drones are capable of serving many different roles and exist in many different sizes. There are five general categories:

Targeting enemy ships, these apply the basic types of damage.
Targeting enemy ships, these weaken and interfere with the enemy.
Targeting friendly players, these provide aid to ships in a fleet.
These target wrecks for salvage.
These target asteroids or ice and mine them for resources.

Details on the characteristics of individual drone types are shown below in Drone Type Details. A discussion of the uses of these drones in game can be found in Drone mechanics.

Drone bay

Tristan-get-info.png

A ship must have a drone bay to use drones. You can find out if a ship has a drone bay, and how big it is, by looking at the Attributes tab in its Show Info window. If it has a drone bay, it will tell you the drone bay's capacity in cubic meters (m3). The size of a ship's drone bay determines how many drones you can carry with you, ready to be launched into space; larger and more powerful drones take up more space in your drone bay.

The Tristan has a 40 m3 drone bay, which means it can carry up to eight light drones (which take up 5 m3 each), or four medium drones (10 m3 each), or a combination of the two (e.g. two medium and four light drones).

The size of your ship's drone bay is fixed and cannot be enlarged using modules or skills. Only drones can be carried in a drone bay; it cannot be used to carry other cargo. While you can carry drones in your cargo bay, you can only use them if they are in the drone bay. You can only move drones in or out of your drone bay while docked at a station, or by using a ship/structure with a fitting service (e.g. a Mobile Depot or a Capital Ship).

Bandwidth

The other important ship attribute is its "bandwidth". This is the ship's ability to control drones in space and is measured in Mbit/sec. You can only deploy as many drones as you have available bandwidth on your ship, and bigger drones require more bandwidth. Your ship's bandwidth is fixed and is not affected by skills or modules.

Many ships (and especially dedicated drone ships) can carry many more drones in their drone bays than they can deploy at once; this allows them to selectively deploy different types of drones, or to replace drones that are destroyed in combat. With the exception of fighters (which are only used by capital ships) and special limited edition drones, a drone's bandwidth requirements (in Mbit/sec) is always the same number as its volume (in m3).

However, irrespective of your ship's bandwidth, you can only have as many drones in space at once as you have levels in the Drones skill which allows up to 5 drones at level V. (The only exception to this limit is the very rare Guardian-Vexor cruiser.) This means that with high bandwidth you might be able to deploy five heavy or five light drones, while with lower bandwidth you may only be able to put out five of the light ones.

The Tristan's bandwidth is 25 Mbit/s, allowing it to deploy, at most, five light drones in space at once (they need 5 Mbit/s each), but only if the pilot has trained the Drones skill to level V. If it's carrying a mixture of light and medium drones, it could deploy up to two medium (10 Mbit/s each) and one light drone at once, assuming the pilot has trained Drones III.

Control range

You can only command a drone to attack/repair/mine a target if that target is within a certain range of your ship; this range is known as the "drone control range". By default, your control range is 20km, which means that you can only order a drone to attack an enemy ship if it's within 20km of your ship. This range can be extended by training:

Note that in order to command a drone to attack/repair/mine a specific target, you'll need to have a target lock on it, which can limit the benefit of the control range. If the command can be given without having a target (such as for salvage drones), the drones will seek out applicable targets within the entire command zone regardless of targeting capacity.

With Drone Avionics and Advanced Drone Avionics at level V, your drone control range is 60km. To increase it further, you can install modules and rigs on your ship:

  • Drone Link Augmentor module: A high-slot module, that increases drone control range by 20km (24km for the Tech 2 module)
  • Drone Control Range Augmentor rig: Increases drone control range by 15km (20km for the Tech 2 rig)

Once you've ordered them to attack a target, your drones will pursue that target even outside your drone control range, whether or not you continue to have that target locked.

Drones will shut down if they exceed 500km distance from their host ship, or if their host ship activates its warp drive. See Abandoned Drones, below, for your options if you lose touch with your drones.

Navigation and Distance

Almost all drones (except the stationary sentry drones) have a built-in microwarp drive (MWD), which allows them to travel quickly to engage a target. Once they arrive near their target, they shut down their MWD, orbit the target, and fire their weapons. This means that drones have to travel to the target and then stay within range of it in order to apply their damage. In practice, this means that drones will have difficulty against faster, more agile targets, as even though they may be able to catch them thanks to their MWD, they may not be able to stay within weapons range for long at their non-MWD speed. Larger drones in particular are almost useless against fast frigates for this reason.

No skill or module affects the orbit speed of drones.

Direct Drone Commands

You can give commands to each drone individually, or to all of your drones at once. If you issue a command like "attack that target", the drone will fly to the target you have selected and start firing on it once it's within weapons range, but you cannot exercise any finer control than that.

You can give a drone commands either by right-clicking it, selecting it in the overview and using the overview buttons or by using a radial menu (by long-clicking). You can also give "launch" and "return to drone bay" commands by dragging drones in the drone control window from the "drones in bay" to the "drones in space" folder.

Additionally, you can use keyboard shortcuts for many of these commands. These can be changed in the Game Settings window.

Command Shortcut
All Drones: Engage F
All Drones: Return and Orbit Shift-Alt-R
All Drones: Return to Drone Bay Shift-R
Drone Settings: Toggle Aggressive/Passive (None)
Drone Settings: Toggle Focus Fire (None)
Fighter Settings: Toggle Attack and Follow (None)
Launch Drones Shift-F
Reconnect To Lost Drones (None)

You can give any drones these generic commands:

  • Launch: Launch the selected drone(s) from your drone bay into space.
  • Return and Orbit: Order your drone(s) to fly back to your ship and orbit it, awaiting further commands.
  • Abandon Drone: Abandons your drones in space. While normally you would want to order your drones to return to your drone bay, in some situations (particularly PvP) this can take too long, and you may want to abandon your current drones in order to launch a different drone type which is better suited to engaging your current enemy.
  • Return to Drone Bay: Order your drone(s) in space to fly back to your ship and land in your ship's drone bay.
  • Scoop to Drone Bay: If your drone has become disabled in space (i.e. is no longer responding to commands), you can fly your ship to it and, once you are nearby (2500m), scoop the drone into your ship's drone bay. You can also scoop up drones abandoned by other players (e.g. their ship was destroyed, or they warped off without docking their drones).
  • Scoop to Cargo Bay: Similar to the "Scoop to Drone Bay" command, but scoops the drone to your cargo bay instead of your drone bay. This is useful if your drone bay is already full.

You can give the following commands to drones that have the associated abilities.

  • Engage: Orders your drones to engage (attack, repair, jam, mine, etc) the target you have currently locked. They will fly to your target, attempt to orbit it, and engage it. Note that your drones will engage whatever you order them to, including your other drones or your fleetmates.
  • Assist: If you give this command your drones will assist a member of your fleet, and will engage whatever target they are attacking.
  • Guard: Similar to the "Assist" command, except that your drones will engage whatever ships attacks the fleet member you order your drones to guard.
  • Mine: Orders your mining drone(s) to mine the asteroid you have targeted for one cycle (60 seconds), then return to your ship, drop the mined ore off in your cargo or mining bay. They will immediately return to the asteroid after they have dropped off their ore at your ship and continue mining. You can redirect them to a different asteroid at any time.
  • Salvage: Orders your salvage drone(s) to salvage the wreck you have targeted; if you give this command without anything targeted, your salvage drones will automatically salvage every wreck belonging to you within your drone control range. To salvage wrecks belonging to other players (coloured yellow on the overview), you need to manually target them and give the "Salvage" command.

Once you give a command to your drones, they start carrying it out in the next server tick. In practice, this means that your drones may take 1-2 seconds to respond after you give a command.

Default behavior settings

Modify drone behavior.

The drones' default behavior can be set through the menu that appears when clicking the cog icon on the "Drones in space" folder bar. The icon becomes visible when hovering over the folder bar.

Auto Attack
Disabled
Drones will not automatically attack hostile ships, but will stay in orbit around the ship until given a specific command. This is the default mode, and it is recommended to keep drones in this mode for PvE (particularly when running missions, as you want to control which rats you aggro) and for most PvP.
Enabled
Drones will automatically attack any entity which shows aggression to them or the ship (using the same targeting logic as auto-targeting missiles[Verify]). Note that they will only react to hostiles which begin aggressing after the drones were launched[Verify].

Enabling this mode can be useful when being jammed, as it gives a chance to attack something at least. However, as drones are fairly dumb in their target selection, in almost every other situation you want to command the drones manually as drones may inadvertently attack something you would rather not.

Focus fire
Only applies when Auto Attack is enabled.
Disabled
Every drone will decide its own target.
Enabled
All drones attack a single target. There are almost no situations in which this box should not be checked.
Attack and follow
(18 August 2024: In the old image this option was shown under the section "Fighter Settings" Today's upload does not have that section, but the source was also not fighter capable.)
Only applies to fighter and fighter-bomber drones (as used by capital ships). As these drones have built-in warp drives, they can follow targets even if they warp away - to prevent this (and keep the drones with you), uncheck the box. Disabling the "attack and follow" setting is a good idea if you suspect that the target may warp to a POS and if the fighters follow, they will likely be destroyed by the POS' defenses.

Abandoned drones

If you warp away while your drones are in space, if your ship is destroyed, or if you give the "abandon" command, your drones will become inactive and remain stationary in space. At this point, anyone can recover them (by flying to them and using the "scoop to drone bay" or "scoop to cargo bay" command). You can also reconnect with any drones which you have personally abandoned by right-clicking on your ship (or the capacitor on your HUD) and selecting "reconnect to lost drones"; this works as long as the drones are nearby, on the same grid. It's not possible to use a tractor beam on abandoned drones.

If you've warped away without recalling your drones, but cannot directly return to the location (e.g. if you left your drones in a mission deadspace pocket, but you completed the mission, and therefore no longer have the bookmark for the location), you can probe scan your lost drones using combat probes.

Damaged drones

Two damaged drones. The first drone has only taken shield damage, while the second drone has taken both shield and armor damage.

Your drones can take shield, armor, and structure damage during a fight (just like your ship). Their shields will regenerate slowly, whether the drone is in space or in your drone bay (at the same rate), but armor and hull damage need to be repaired. When in combat with drones, keep an eye on your drone's health through the drone control window, and when a drone starts taking armor damage, recall it to your drone bay and launch a fresh drone (if you have spares) - it's much cheaper to repair drones than to replace them.

If you dock at a station with repair facilities, you can easily repair all damaged drones at the cost of some ISK. Also, they get repaired automatically at no cost while your ship is tethered to a Citadel.

If you don't have access to a station, you can repair drones in space by using remote armor and hull repair modules, or by using logistics drones. If you plan on being away from stations for a while, it may be a good idea to carry small armor and hull repair modules with you, and fit these modules to your ship (using a mobile depot) in between combat encounters to repair your drones. Light armor and hull logistics drones are also an option if you have space in your drone bay, but keep in mind that they repair very slowly - a single light armor repair drone takes about 3 minutes to fully repair a damaged heavy drone, while a small remote armor repair module can do it in about 30 seconds.

Drone-centric factions

Certain factions offer ships that are focused on drones. These ships are most often used as "Drone Carriers" by players who are using drones as their primary weapons.

Empire factions
Gallente Federation The Gallente have some of the most powerful drone-using ships among the empire factions; nearly all their combat ships can field drones, with generous drone bays and bandwidths. About half of their ships are heavily focused on drone use, with bonuses to drone damage, hit points, range, tracking speed, and speed.
Amarr Empire The Amarr are the other drone-using empire faction, although they are less focused on them than the Gallente. They tend to have somewhat lower drone bandwidths than the Gallente, but with large drone bays, allowing them to carry a wide variety of drones into combat.
Other factions
Guristas The Guristas have a very particular way of using drones: their ships can field only two drones of the appropriate size at a time, but each drone is many times stronger than normal. While their drones' total damage output remains comparable to other top-tier drone boats, Guristas drones are much tougher, which gives them an edge in PvP.
Sisters of EVE The Sisters of EVE ships have high drone bandwidths and truly enormous drone bays (even larger than the Gallente), as well as bonuses to drone damage and hit points.

Drone type details

Drones are capable of serving many different roles and exist in many different sizes. There are seventeen different groups of drones, which can be divided into five categories:

Combat drones
These are the most common drones and are (as the name suggests) used to damage and destroy enemy ships. There are six different types of combat drone:
  • Light, medium, and heavy drones, generally for use on frigate, cruiser, and battleship-sized ships, respectively.
  • Sentry drones, which act as stationary, long-range turrets.
Electronic warfare and combat utility drones
These drones impair an enemy ship using electronic warfare or similar methods. There are drones for each of the four methods of electronic warfare: tracking disruption (TD), electronic countermeasures (ECM), sensor dampening (SD), and target painting (TP). Additionally, there are drones that drain an enemy's capacitor (energy neutralisers), or reduce a ship's speed (stasis webifiers).
Logistics drones
These drones assist friendly ships by repairing their shields, armor, or hull.
Salvage drones
These drones are used to salvage nearby wrecks.
Mining drones
These drones mine asteroids or ice for resources.

Combat drones

Combat drones come in four types:

Light dronesLight drones:

  • Use 5 m3 space and 5 Mbit/sec bandwidth
  • Move and track targets very quickly
  • Are the best drones to use against Icon white frigate.pngfrigates and Icon white destroyer.pngdestroyers

Medium dronesMedium drones:

  • Use 10 m3 space and 10 Mbit/sec bandwidth
  • Move and track moderately quickly
  • Are the best drones to use against Icon white cruiser.pngcruisers, and are also good against Icon white battlecruiser.pngbattlecruisers

Heavy dronesHeavy drones:

  • Use 25 m3 space and 25 Mbit/sec bandwidth
  • Move and track slowly, but do lots of damage
  • Are good against Icon white battleship.pngbattleships, and can handle Icon white battlecruiser.pngbattlecruisers

Sentry dronesSentry drones:

  • Use 25 m3 space and 25 Mbit/sec bandwidth
  • Do not move in space
  • Can hit targets at long ranges, but have poor tracking, and so will have difficulty against close or fast targets
  • Most effective against battleshipsbattleships and Icon white battlecruiser.pngbattlecruisers, but can also hit smaller targets if they are far enough away

Each race has its own light, medium, heavy, and sentry drones, and they each do one damage type (for instance, all Amarr drones do EM damage, while all Caldari drones do kinetic damage).

Light, medium and heavy drones

These are the types of drones people first think of when they hear "drones". They are mobile platforms that fly to the target and shoot them once they get close. As long as the target is within the drone control range they can engage. Though travel time may be a problem at long ranges, especially with heavy drones.

The faction variants do not just deal with different damage types.

  • Minmatar drones are the fastest drones (50% faster than Gallente drones with MWD on), and so excel at chasing fast ships. However, they do the lowest damage.
  • Gallente drones do the most damage (23% more than Minmatar drones), but are the slowest.
  • Amarr and Caldari drones fall between Gallente and Minmatar drones in terms of damage and speed (Caldari drones do a little less damage than Gallente drones, but are a bit faster; Amarr drones do a little more damage than Minmatar drones but are a bit slower). Additionally, these drones orbit a little further away from their targets, making them apply their damage more consistently, and are a little tougher (+25% more hit points, compared with Minmatar and Gallente drones).

Therefore, the four race's drones represent a sliding scale between damage and speed (the percentages in the table below are relative to the worst-performing drone family). Note that the table lists two values for speed: the speed with MWD on (when the drones are chasing a target), and the orbital speed with MWD off (when the drones are orbiting and attacking a target).

Damage Faction comparison
Faction Light Medium Heavy Prim *Sec DPS Speed
Gallente Federation Hobgoblin.png
Hobgoblin
Hammerhead.png
Hammerhead
Ogre.png
Ogre
Thermal damage
Thermal
Kinetic damage
Kinetic
+23%
Caldari State Hornet.png
Hornet
Vespa.png
Vespa
Wasp.png
Wasp
Kinetic damage
Kinetic
Thermal damage
Thermal
+15% +13%
(+13%)
Amarr Empire Acolyte.png
Acolyte
Infiltrator.png
Infiltrator
Praetor.png
Praetor
EM damage
EM
Thermal damage
Thermal
+8% +37%
(+26%)
Minmatar Republic Warrior.png
Warrior
Valkyrie.png
Valkyrie
Berserker.png
Berserker
Explosive damage
Explosive
Kinetic damage
Kinetic
+50%
(+36%)
All drones deal the primary damage type.
* 'Integrated' and 'Augmented' drones deal a mix of the primary and secondary damage types.

Please note that you can hover over the titles for an explanation of the terms and units.

  1. ^ The Gecko is a cross between a heavy and a fighter drone, which was given out for free to every pilot before the Kronos expansion. It can be flown by subcapital ships but requires 50 Mbit/s of bandwidth (twice as much as a heavy drone) and deals omni-damage (i.e. its damage is split equally between the four damage types). It requires the same skills to fly as a Tech 1 heavy drone, and there are no Tech 2 or other variants of it.
  2. ^ The 'Subverted' JVN-UC49 is a cross between a medium and a heavy drone. It can be flown by subcapital ships but requires 20 Mbit/s of bandwidth (twice as much as a medium drone) and deals omni-damage (ie its damage is split equally between the four damage types). It requires the same skills to fly as a Tech 1 medium drone, and there are no Tech 2 or other variants of it.
  3. ^ The Hellhound I is a rare Tech I heavy drone. It can be flown by subcapital ships but requires 25 Mbit/s of bandwidth (as much as any other heavy drone) and deals thermal damage. There are no public ways of producing new copies and they can not be sold on the market. Many collectors stock them in the drone bay of their SerpentisGuardian-Vexor. There are no other variants.

In addition to the basic Tech 1 drones (described above), there are four other variants of drone within each race's light/medium/heavy drone lineup:

  • A Faction drone, available from LP stores. They don't require additional skills to use (beyond those required for the Tech 1 drones). They have a very large number of hit points, but slightly lower damage than their Tech 2 counterparts.
  • A Tech 2 drone, which is more powerful (better speed, damage, and hit points) than its Tech 1 counterpart, but requires additional skills to use.
  • 'Integrated' and 'Augmented' drones, which can be thought of as enhanced Tech 1 drone and Tech 2 drones, respectively. These drones are produced from the components found in NPC rogue drone wrecks. They need the same skills to use as Tech 1 and Tech 2 drones, respectively but have slightly improved stats. The damage they do is split between the race's primary and secondary damage types (unlike all other types of subcapital combat drones, which deal only the race's primary damage type). However, the 'integrated' drones are fairly rare and therefore very expensive.

The table below lists the stats of these drone variants, using the Tech 1 drones as a baseline.

Variant DPS Speed Orbit EHP Skills
Tech 1 (Size) Drone Operation I
'Integrated' +15% Icon velocity.png +10% +10% Icon orbit.png +10% Icon hull.png (Size) Drone Operation I
Faction +20% Icon velocity.png +20% +20% Icon orbit.png +100% Icon hull.png (Size) Drone Operation I
Tech 2 +22% to +30%[1] Icon velocity.png +20% +20% Icon orbit.png +20% Icon hull.png (Size) Drone Operation V
(Race) Drone Specialization I
'Augmented' +34% to +42%[1] Icon velocity.png +32% +20% Icon orbit.png +80% Icon hull.png (Size) Drone Operation V
(Race) Drone Specialization I
  1. ^ a b Tech 2 and 'Augmented' drones gain an additional +2% damage for every level of the appropriate racial drone specialization skill (e.g. Amarr Drone Specialization for Amarr drones) you have trained.

Sentry Drones

Sentries are immobile drones that serve as stationary gun platforms. They are carried in a ship's drone bay and launched as needed. However, they cannot move and must be picked up physically at the conclusion of an engagement.

At the same size (25 m3) and bandwidth (25Mbit/sec) as heavy drones, sentries are powerful, long range damage dealers. Their immobility and somewhat low tracking speeds makes them most effective against slower, larger targets, and generally, they are deployed from battleships or similar combat vessels.

Sentry drones begin with approximately 2800 HP of defense (shields, armor, structure). They are incapacitated after being 75% damaged.

Although each type of sentry drone does the damage typical of its racial affiliation, drone choice often has to do with relative damage, range, and tracking. These are summarized here, with the detailed numerical data shown next.

Notes

  • The Warden has the longest range. Targets are generally drawn straight towards it from far away, which offsets its slow tracking and smaller damage factor.
  • The short-ranged Garde has the fastest tracking and damage factor. This makes it more effective than the others as a close defense.
  • The Bouncer and Curator are in the middle and somewhat comparable; the Curator has a higher tracking speed and slightly higher damage factor, while the Bouncer has a longer range.
Sentry Drones: Comparison
Name Race Range Tracking Damage (type)
Bouncer Minmatar + - - Explosive damage
Curator Amarr - + + EM damage
Garde Gallente -- ++ ++ Thermal damage
Warden Caldari ++ -- -- Kinetic damage

Like the light-heavy drones, the sentry drones also have faction variants. Though no 'integrated' or 'augmented' sentries exist as only the navy variants are available.

  • T2 drones do the same base damage as T1s. However, they have longer range and better tracking.
  • T2 sentry drones gain additional damage bonus from the trained racial drone specialization skill level.
  • Faction variants do the same damage as T1 and T2 drones. They have the same range as T2 sentry drones, but higher tracking speeds and are stronger defensively. T2 drones are boosted by the racial drone specialization skill; faction drones are not.
Variant DPS Range Tracking EHP Skills
Tech 1 Sentry Drone Operation I
Faction Same Icon target range.png +20% Icon tracking computer i.png +26% Icon hull.png +80% Sentry Drone Operation I
Tech 2 +2% to +10%[1] Icon target range.png +20% Icon tracking computer i.png +20% Icon hull.png +20% Sentry Drone Operation V
(Race) Drone Specialization I
  1. ^ Tech 2 sentry drones gain an additional +2% damage for every level of the appropriate racial drone specialization skill (e.g. Amarr Drone Specialization for Amarr drones) you have trained.

Electronic warfare drones

See also: Electronic warfare

Electronic warfare (EW) drones apply electronic warfare (EWAR) to their target. Each race's drones apply their racial type of EWAR:

  • Amarr EW drones apply tracking disruption (TD)
  • Caldari EW drones apply electronic countermeasures (ECM)
  • Gallente EW drones apply sensor dampening (SD)
  • Minmatar EW drones apply target painting (TP)

Each race has three EW drones, based on their light, medium and heavy combat drones. The type of EWAR is indicated by a two-letter abbreviation in the drone's name, while the size is indicated by the numbers 300 (small), 600 (medium) and 900 (large). So, for example, the small sensor dampening drone is called a Hobgoblin SD-300 (based on the Hobgoblin light drone), while the medium tracking disruption drone is called a Valkyrie TP-600 (based on the Valkyrie medium drone).

Unlike module-based EWAR, the strength of their EWAR is not affected by ship bonuses, skills, rigs, or modules. Also, since the EWAR effects are stacking penalized with other EWAR drones and module-based EWAR, so, starting from the third or fourth EWAR source, additional drones will have very little additional effect. ECM drones (like ECM modules) are not stacking-penalized.

EWAR drones have the same bandwidth and drone bay space requirements as their combat drone counterparts but tend to be more fragile.

In order to use EW drones you need to train Icon skillbook2.png Advanced Drone Avionics. Additionally, each class of EW drones needs training in its EWAR skill (e.g. tracking disruption drones need the tracking disruptor skill Icon skillbook2.png Weapon Disruption).

Tracking Disruption Drones

Tracking disruption drones cannot be scripted (i.e. they will always reduce both an enemy's tracking speed and their turret range). For comparison, a Tracking Disruptor I module has a -15.3% reduction in enemy tracking and range (and can be scripted to -30.6% in either one or the other). This can be increased to -19.1% with all skills at level V, and -26.3% when flying a dedicated EWAR ship (e.g. an Arbitrator) (-52.6 with scripted EWAR ship).

Tracking disruption drones require Icon skillbook2.png Weapon Disruption III.

Tracking disruption drones
Drone Tracking Range
Acolyte TD-300 -5% -5%
Infiltrator TD-600 -12% -12%
Praetor TD-900 -25% -25%

Electronic Countermeasures (ECM) Drones

ECM drones act like multispectral jammers (i.e. they have the same jam strength against all four sensor types). For comparison, the Multispectral Jammer I module has a jam strength of 2.2, which can be increased to 2.75 with all skills at level V, and over 4.5 when flying a dedicated EWAR ship (e.g. a Blackbird). When a ship is jammed by ECM drones they can only target the ECM drones that jam them allowing the drone owning ship to avoid target locks. Unlike regular ECM modules, successful jams from ECM drones will only last 5 seconds instead of the regular 20, while still having a 20 second cycle on jam attempts.

ECM drones
Drone Jam strength
Hornet EC-300 1
Vespa EC-600 1.5
Wasp EC-900 2

Sensor Dampening Drones

Sensor dampening drones cannot be scripted (i.e. they will always reduce both an enemy's targeting range and their scan resolution). For comparison, a Remote Sensor Dampener I module has a -13.7% reduction in enemy targeting range and scan resolution (and can be scripted to -27.4% in either one or the other). This can be increased to -34.2% with all skills at level V, and -47.1% when flying a dedicated EWAR ship (e.g. a Celestis).

Sensor dampening drones require Icon skillbook2.png Sensor Linking III.

Sensor dampening drones
Drone Targeting range Scan resolution
Hobgoblin SD-300 -8% -8%
Hammerhead SD-600 -12% -12%
Ogre SD-900 -25% -25%

Target Painting Drones

For comparison, a Target Painter I module increases the enemy's signature radius by 20%. This can be increased to 25% with all skills at level V, and 34.3% when flying a dedicated EWAR ship (e.g. a Bellicose).

Target painting drones require Icon skillbook2.png Target Painting III.

Target painting drones
Drone Signature radius
Warrior TP-300 +4%
Valkyrie TP-600 +8%
Berserker TP-900 +20%

Combat utility drones

Similar to EWAR drones, these perform auxiliary tasks in combat. Just like EW drones, ship bonuses, skill bonuses, rigs, or modules do not increase the amount of capacitor neutralized or the speed reduction.

Energy Neutralizing Drones

These drones drain a fixed amount of energy from the target ship's capacitor (working in a similar manner to energy neutralizers, also called "neuts"), and are not stacking-penalized. They come in three sizes, are based on Amarr combat drones, and operate on a 6-second cycle (like small neuts). For comparison, the Tech 1 small, medium and large Energy Neutralizer modules neutralize 45 GJ, 75 GJ, and 125 GJ every 6 seconds[1], respectively.

Energy neutralizing drones are occasionally used to cap out tackle frigates or to keep a neuted target at zero capacitor.

Just like EW drones, these drones require Icon skillbook2.png Advanced Drone Avionics and the EW skill Icon skillbook2.png Capacitor Emission Systems III.

Energy neutralizing drones
Drone Capacitor neutralized
Acolyte EV-300 5 GJ
Infiltrator EV-600 10 GJ
Praetor EV-900 25 GJ
  1. ^ The medium and large neuts operate on 12 and 24-second cycles, respectively, but this way of presenting the numbers makes comparisons easier.

Stasis webifier drones work much like Stasis Webifier modules ("webs"), slowing the sub-light speed of the target, making them easier to hit and damage. They are stacking-penalized with other SW drones or with normal web modules. For comparison, a Stasis Webifier I module reduces the target's speed by 50%.

To use these drones, train Icon skillbook2.png Drone Navigation and Icon skillbook2.png Propulsion Jamming III (which is also required for stasis webifier modules).

Statis webifier drones
Drone Speed
Warrior SW-300 -5%
Valkyrie SW-600 -10%
Berserker SW-900 -20%

Logistics drones

See also: Logistics

These drones repair their targets. Unfortunately, you cannot target your own ship, and therefore you can't use your logistics drones to repair your own ship (you can, however, use them to repair your own drones). There are Tech 1 and Tech 2 drones, in three sizes (light, medium and heavy, each based on the respective combat drone), which repair either shield, armor or hull damage. The Tech 2 drones receive a 20% boost to repair amount, hit points, speed, and orbital velocity, but require Icon skillbook2.png Repair Drone Operation V.

The hull repair drones are half as effective as the shield and armor counterparts. All logistics drones require Icon skillbook2.png Repair Drone Operation as well as the skills for remote repair modules: Icon skillbook2.png Shield Emission Systems, Icon skillbook2.png Remote Armor Repair Systems, and Icon skillbook2.png Remote Hull Repair Systems, respectively.

For comparison, small, medium and large remote shield and armor repair modules repair 80 HP, 160 HP, and 320 HP every 5 seconds, respectively.

Drone Shield repair
Light Shield Maintenance Bot I 12 HP
Medium Shield Maintenance Bot I 24 HP
Heavy Shield Maintenance Bot I 60 HP
Drone Armor repair
Light Armor Maintenance Bot I 12 HP
Medium Armor Maintenance Bot I 24 HP
Heavy Armor Maintenance Bot I 60 HP
Drone Hull repair
Light Hull Maintenance Bot I 6 HP
Medium Hull Maintenance Bot I 12 HP
Heavy Hull Maintenance Bot I 30 HP

Effectively, a full flight of T1 repair drones amount to less combined repair capacity than a single remote repair module of the same type:

  • 75% for light and medium, 93.75% for heavy armor and shield repair drones
  • 37.5% for light and medium, 48.875% for heavy hull repair drones

Salvage drones

See also: Salvaging

Salvage drones work like Salvager modules, and extract salvage from the wrecks of destroyed ships. The Salvage Drone I and II need 5 m3 of drone bay space and 5 Mbit/s of bandwidth (like a light combat drone). They have a lower chance to salvage wrecks than the salvager modules (3% and 4% base access difficulty, compared with 5% and 7% for the Tech 1 and Tech 2 modules, respectively). This can be increased by training Icon skillbook2.png Salvage Drone Operation and Icon skillbook2.png Salvage Drone Specialization, allowing them (if trained to level V) to salvage any wreck. Their chance to salvage cannot be improved by other skills, or by modules, rigs, or implants. Just like for salvager modules, salvage drones do not loot wrecks; if a wreck containing loot is salvaged, the loot is left in a container in space.

Salvage drones can automatically salvage any nearby (up to the edge of the player's drone control range) wrecks, as long as they belong to the player or their fleet/corporation. Additionally, they can be specifically ordered to salvage wrecks belonging to other players (marked in yellow on the overview), although this must be done manually for each wreck. When a drone successfully salvages a wreck, it will return to your ship to drop off the salvage (into your ship's cargo bay) before immediately heading back out into space. Salvage drones have an MWD that is always running, but are still very slow (about 10% slower than the slowest heavy drone), so salvaging more distant wrecks may take some time.

Making salvage drones salvage wrecks automatically can be tricky. If you target a wreck and command your drones to salvage it they will not move to a new wreck after they are done. Instead, order the drones to salvage without having any target selected. After this, the salvage drones will keep on salvaging all wrecks that are in range. Note that they will all focus on the closest wreck first, and work their way further away. To be more efficient, zip around the battlefield (looting or orbiting something) so that the 'closest' wreck changes often; or micromanage them by assigning individual wrecks to salvage. They will auto-salvage after they finished on their assigned wreck if they have been given that command earlier, resuming their closest-to-furthest routine.

Variant Max Velocity Salvage Chance Skills
Tech 1 900 m/s 3% Salvage Drone Operation I
Faction 1000 m/s 4.5% Salvage Drone Operation IV
Tech 2 900 m/s 4.0% Salvage Drone Specialization I

Mining drones

See also: Drone Mechanics: Mining Drones and Ore Ship Guide: Mining Drones

As their name suggests, these drones mine ore from asteroids.

Mining drones will mine the targeted asteroid for one cycle (60 seconds), then return to your ship, drop off the mined ore (into your cargo bay or mining hold), and fly back to the asteroid to continue mining. Despite these drones having a MWD that is always running, they are very slow (about half as fast as heavy combat drones), and therefore it's important to keep your ship as close as possible to the asteroid they are mining, to avoid losing too much time in transit. Training Icon skillbook2.png Mining Drone Operation and Icon skillbook2.png Drone Interfacing improves their mining yield, and training Icon skillbook2.png Drone Navigation increases their speed.

For comparison, a Miner I mining module can mine 40 m3/min of ore. There are no mining drones for gas cloud harvesting.

Much like a mining module, if the mining cycle is manually cut short (in this case, by ordering the drone to return), the drone will get the amount of ore mined proportionally to how much of the cycle was completed, but in other cases, progress will be canceled, including if the ship has no more room for the ore by the time they return.

Drone <span title="Volume required in drone bay (m3) and drone bandwidth required (MBit/s).">Volume/Bandwidth Ore yield Speed
Civilian Mining Drone 5 13 300 m/s
Mining Drone I 5 25 400 m/s
Icon tech2.png Mining Drone II 5 33 500 m/s
Icon faction.png 'Augmented' Mining Drone 5 37 550 m/s
Icon faction.png Harvester Mining Drone 10 42 350 m/s
Icon faction.png'Excavator' Mining Drone[1] 1,100/25 80 175 m/s
  1. ^ Can only be used by the Rorqual


Ice harvesting drones gather ice from ice asteroids. These drones operate identically to mining drones, except their cycles are longer and they only harvest one unit of ice at a time.

For comparison, an Ice Harvester I module has a cycle time of 220 seconds.

Drone <span title="Volume required in drone bay (m3) and drone bandwidth required (MBit/s).">Volume/Bandwidth <span title="Time to mine 1,000 m3.">Cycle time Speed
Ice Harvesting Drone I 50 330 s 200 m/s
Icon tech2.png Ice Harvesting Drone II 50 300 s 250 m/s
Icon faction.png 'Augmented' Ice Harvesting Drone 50 280 s 275 m/s
Icon faction.png'Excavator' Ice Harvesting Drone[1] 1,100/25 310 s 90 m/s
  1. ^ Can only be used by the Rorqual

Mutated (Abyssal) Drones

See also: Abyssal modules

Mutated drones are created using Abyssal Exigent Mutaplasmids. These are acquired either from Triglavian Bioadaptive Caches found in Abyssal Deadspace or in the wrecks of Invading Precursors found in Triglavian Invasion systems. Mutaplasmids are also tradable on the market.

The process of combining a mutaplasmid and an existing T1, T2, or Faction combat drone "mutates" it into a unique Abyssal drone with the original drone's stats randomly modified (for better or worse). The new drone will have the word Mutated inserted into its name such as Sentry Mutated Drone, and it will have unique stats and thus cannot be traded on the Market (you can trade them via Contracts etc.)

There exist separate mutaplasmids for each drone type and size and there are different ones depending on which stats you want to improve. "Exigent Sentry Drone Firepower Metaplasmid" as an example that increases the damage stat. The effects that the mutaplasmid will have on the drone are described in its info. It will specify one or more stats that will be improved (by 0%-20% as an example) and it will alter each of the remaining stats (by -30% to +15% for example, but it varies by mutaplasmid and stat). Each stat change appears to be random and independent. By choosing the appropriate mutaplasmid you can thus guarantee that the stat(s) it primarily targets will go up (maybe not by much), but the rest of the stats are likely to decrease on average. You could, of course, get lucky and end up with a very powerful and valuable drone. A table of possible attribute changes is below.

Attribute Falloff HP Damage Speed Optimal Tracking
Durability -30% +30% -30% -30% -30% -30%
+15% +10% +15% +15% +15%
Firepower -30% -30% +20% -30% -30% -30%
+15% +15% +15% +15% +15%
Navigation -30% -30% -30% +30% -30% +30%
+15% +15% +10% +15%
Projection +30% -30% -30% -30% +30% -30%
+15% +10% +15% +15%

You perform a mutation by right clicking the mutaplasmid and activating it. This produces a window where you can drop a drone of the appropriate type at which point it will show you the possible range for every stat after it is mutated. Once you commit to the mutation it will go through an animated sequence of rolling each stat change one by one. The mutaplasmid and the input drone are consumed by the process. The mutated drone gets a new icon, and its altered info window Attributes will show red or green with a tooltip to show you where in the probability range it rolled, and a new large tooltip will appear any time you mouse over any mutated drone icon that shows its complete information including the original drone type, and red/green bars that clearly indicate how good or bad the mutation changes are. This is also visible when looking at the items in Contracts etc.

Creating a mutated drone does not require any skills (thus making "drone gambling" a potentially viable Alpha activity) but using one will require Omega clone status and Icon skillbook2.png Mutated Drone Specialization, which in turn requires all four of the main faction Drone Specialization skills at I, and Drones V. Total cost for all those skill books is roughly 100M ISK. The Mutated Drone Specialization provides a 2% damage boost per level for all mutated drones.

You can't use a mutaplasmid on an already Mutated drone, so if you don't like the new stats you get you'll need another drone and another mutaplasmid to try again.

A Gecko, Hellhound I, Aralez, Civlian Hobgoblin, or 'Subverted' JVN-UC49 cannot be mutated.

Skills

See also: Skills:Drones

Basic skills:

  • Drones (1x, 30k ISK): Allows you to operate 1 drone per level (up to 5 at level V). This is the foundation skill of any drone pilot, and should be trained to at least level III as a top priority, and to level V soon after (at latest when you start flying ships with 25 m3 drone bays or larger).

Combat drone skills:
These skills allow you to use light, medium, heavy, and sentry combat drones, respectively. Level V is needed for Tech 2 and 'Augmented' drones; all others only need level I. Additionally, these skills increase the damage of their respective drone group by 5% per level. Note that you don't need any skills to load drones into your drone bay; you only need the skills to launch and control them.

Improved drone performance skills:
These are the "drone support skills", which improve the performance of your drones. Nearly every skill requires Icon skillbook2.png Drones to level IV or V.

  • Drone Interfacing (5x, 750k ISK): Increases your drones' damage (and mining yield for mining drones) by 10% per level. Train this to level IV quickly to make your drones much more effective (level IV is the equivalent of having two extra drones in space); the long train to level V is worth it if you're specializing in drones, or as a prerequisite for capital ship drones.
  • Drone Durability (5x, 100k ISK): Increases the shield, armor, and structure hit points (HP) of your drones by 5% per level. Useful to make (particularly your more expensive) drones live longer but it is not a high-priority skill.
  • Drone Avionics (1x, 60k ISK): Increases your drone control range by 5km per skill level, and allows you to use Drone Link Augmentor modules (which increase your drone control range even further). Training this skill is vital for sentry drone users, and moderately useful for other combat drones. It's less useful for salvage and mining drones, due to their need to return to the owner periodically.
  • Advanced Drone Avionics (5x, 600k ISK): In addition to unlocking EW drones (see below), this skill also increases your drone control range by 3km per skill level.
  • Drone Sharpshooting (1x, 150k ISK): Increases your drones' optimal range (but not their falloff) by 5% per level, and allows you to use Omnidirectional Tracking Link and Omnidirectional Tracking Enhancer modules (which boost drone optimal range and tracking). This skill is vital for sentry drones but less important for other drones.
  • Drone Navigation (1x, 100k ISK): Increases your drone's microwarpdrive speed by 5% per level, and allows you to use Drone Navigation Computer modules (which increase it even further). This skill is very important for users of heavy drones (and of no small benefit to light and medium drones). Also useful for most other types of drones (except Sentry drones)

Racial drone specialization:
These skills are required to use each faction's Tech 2 and 'Augmented' drones. Additionally, they increase the damage of these drones (but not other drone types) by 2% per level. These skillbooks come from LP stores and therefore vary in price; they require Icon skillbook2.png Drones V.

Mutated drone specialization:
This skill is required to use drones created using rogue drone and Triglavian technology. It adds a 2% bonus per skill level to the damage of light, medium, heavy, and sentry drones requiring Mutated Drone Specialization.

Support drone skills:
These skills unlock the electronic warfare (EW), combat utility, logistics, and mining drones.

Spaceship Command

Lastly, if you're flying a drone boat, training its spaceship command skill will often improve the performance of your drones considerably. For instance, if you're flying a Gallente Vexor cruiser, training Icon skillbook2.png Gallente Cruiser gives a 10% bonus per skill level to your drones' damage and hit points. Unfortunately, these bonuses don't transfer to other ship classes or factions - your Gallente Cruiser skill won't help you to fly an Amarr Prophecy battlecruiser, or improve the performance of its drones - but if you're planning to fly a particular ship for a longer period of time, then investing skill training time here can be very beneficial.

Equipment

Most drone modules fit into mid and low-slots, leaving the high-slots free for weapon or utility modules. Most modules in this list are subject to Stacking penalties.

See also: Abyssal modules for the Drone and Fighter equipment which can be mutated with Mutaplasmids.
High slot modules
Icon drone link augmentor i.png Drone Link Augmentor increases your drone control range by 20km (24km for the Tech 2 variant). This module is particularly useful for sentry drones (allowing them to snipe distant targets), but less useful for other drones, as the travel time usually precludes using drones at long ranges. Unlike the rest of the list, this module is not subject to stacking penalties.
Medium slot modules
Icon drone navigation computer.png Drone Navigation Computer increases your drones' microwarpdrive (MWD) speed by 25% (30% for the Tech 2 variant). Note that this doesn't affect their non-MWD speed (i.e. it will help them reach a target faster, but won't help them while orbiting the target). This module is particularly useful for heavy and fighter drones, allowing them to better catch up to faster ships.
Icon tracking enhancer.png Omnidirectional Tracking Link increases your drones' tracking speed and weapon range (optimal and falloff). Great for sentry drones, less used for other drones although it can still improve their damage application, especially if you use your drones against smaller ships than intended (e.g. medium combat drones versus frigates). Just like turret tracking computer modules, these can be loaded with scripts to double either the tracking or the range bonus, at the cost of eliminating the other bonus. Unlike low-slot Omnidirectional Tracking Enhancer modules, they need to be activated to provide a benefit, and they need a little capacitor energy to run.
Low slot modules
Icon drone damage amplifier.png Drone Damage Amplifier increases the damage your drones deal by 15% (20.5% for the Tech 2 variant or 31.2% for Mutated).
Icon tracking enhancer.png Omnidirectional Tracking Enhancer increases your drones' tracking speed and weapon range (optimal and falloff). It's similar to the mid-slot Omnidirectional Tracking Link module but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted and is a passive module (i.e. it does not need to be activated and uses no capacitor energy).
Other
Module icon drone rig.png
See also: Rigs list

Various rigs improve drones at the expense of the CPU of the ship.

  • Drone Control Range Augmentor Increases drone control range by 15km (20km for the Tech 2 rig).
  • Drone Durability Enhancer Increases drone hit points (shield, armor and structure) by 20% (25% for the Tech 2 rig).
  • Drone Mining Augmentor Increases mining drone yield by 10% (15% for the Tech 2 rig).
  • Drone Repair Augmentor Increases the amount repaired by repair drones by 10% (15% for the Tech 2 rig).
  • Drone Scope Chip Increases drone optimal weapons range by 15% (20% for the Tech 2 rig).
  • Drone Speed Augmentor Increases drone microwarpdrive (MWD) speed by 10% (15% for the Tech 2 rig).
  • Sentry Damage Augmentor Increases the damage done by sentry drones by 10% (15% for the Tech 2 rig).
  • Stasis Drone Augmentor Improves velocity decrease caused by your stasis webifier drones by 15% (20% for the Tech 2 rig).
Icon implant hardwiring.png There are no "normal" implants for improving drones. Though four limited time implants exist that were obtainable from past events.
  • Overmind 'Hawkmoth' Drone Tuner S10-25T improves drone speed by 10% while reducing their structure, armor and shield capacity by 25%
  • Overmind 'Goliath' Drone Tuner T25-10S improves drone structure, armor and shield capacity by 10% while reducing their speed by 25%
  • CreoDron 'Bumblebee' Drone Tuner T10-5D improves drone structure, armor and shield capacity by 10% while reducing their damage by 5%
  • CreoDron 'Yellowjacket' Drone Tuner D5-10T improves drone damage by 5% while reducing their structure, armor and shield capacity by 5%

External links