Difference between revisions of "Keres"
Drebin 679 (talk | contribs) (Added quote introduced in the Revenant expansion (2024-11-12). Removed manufacturer portion of info blurb that was taken out in the same expansion.) |
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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --> | <onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!-- Template marker : DON'T EDIT LINE --> | ||
− | + | <!----------------------------------------------------------- | |
− | + | * SHIP ATTRIBUTES SECTION (last update : 6/1/2014) | |
− | + | ------------------------------------------------------------- | |
− | + | * on editing the attributes, please make sure that you don't | |
− | + | * leave/mistype any tags required. please follow the same | |
− | + | * format below and edit only the values (after the = sign). | |
− | + | -------------------------------------------------------------> | |
− | + | | shipid=11174 | |
− | + | | shipimg=Keres.jpg | |
− | + | | shipname=Keres | |
− | + | | class=Electronic Attack Ship | |
− | + | | grouping=Electronic Attack Frigates | |
− | + | | hulltype=Maulus Class | |
− | + | | faction=Gallente Federation | |
− | + | | variations={{Ship|Maulus}}, {{Ship|Maulus Navy Issue}} | |
− | + | | tech=2 | |
− | + | | powergrid=33 MW | |
− | + | | cpu=205 tf | |
− | + | | capacitor=375 GJ | |
− | + | | highs=2 | |
− | + | | turrets=2 | |
− | + | | launchers=0 | |
− | + | | mediums=5 | |
− | + | | lows=3 | |
− | + | | mass=1,204,500 kg | |
− | + | | volume=23,000 m³ | |
− | + | | cargohold=175 m³ | |
− | + | | extrahold= | |
− | + | | extraholdtype= | |
− | + | | dronebay=10 m³ | |
− | + | | bandwidth=10 Mbit/sec | |
− | + | | quote=Control the battlefield, control your enemy. | |
− | + | | quote_attribution=Duvolle Laboratories white paper | |
− | + | | info=Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels. | |
− | + | | bonuses=<b>Gallente Frigate bonuses (per skill level):</b><br>7.5% bonus to Remote Sensor Dampener effectiveness<br>10% reduction in Remote Sensor Dampener activation cost<br><b>Electronic Attack Ships bonuses (per skill level):</b><br>15% bonus to Warp Scrambler and Warp Disruptor optimal range<br>10% reduction in Warp Scrambler and Warp Disruptor activation cost<br> | |
− | + | | structurehp=425 HP | |
− | + | | shieldhp=325 HP | |
− | + | | shieldem=0 | |
− | + | | shieldexp=50 | |
− | + | | shieldkin=70 | |
− | + | | shieldtherm=40 | |
− | + | | armorhp=400 HP | |
− | + | | armorem=50 | |
− | + | | armorexp=10 | |
− | + | | armorkin=67.5 | |
− | + | | armortherm=51.25 | |
− | + | | maxvelocity=350 m/sec | |
− | + | | inertia=4.1 | |
− | + | | warpspeed=5.5 AU/s | |
− | + | | warptime=6.85 s | |
− | + | | targetrange=64.50 km | |
− | + | | sigradius=43 m | |
− | + | | maxlockedtargets=7 | |
− | + | | sensortype=Magnetometric | |
− | + | | sensorvalue=23 points | |
− | + | | scanres=550 mm | |
− | + | | reqskills=*{{RequiredSkill|Gallente Frigate|V}} | |
− | + | ** {{RequiredSkill|Spaceship Command|I}} | |
− | + | * {{RequiredSkill|Electronic Attack Ships|I}} | |
− | + | ** {{RequiredSkill|Spaceship Command|III}} | |
− | + | ** {{RequiredSkill|Long Range Targeting|V}} | |
− | **Spaceship Command I | + | *** {{RequiredSkill|CPU Management|II}} |
− | *Electronic Attack Ships I | ||
− | **Spaceship Command III | ||
− | **Long Range Targeting V | ||
− | ***CPU Management II | ||
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+ | | totaltraintime=23d 22h 40m 30s | ||
+ | | forumlinks= | ||
+ | | wikireferences= | ||
+ | | externallinks= | ||
+ | | highlights1= | ||
+ | | highlights2= | ||
+ | | highlights3= | ||
+ | | highlights4= | ||
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− | ==Summary== | + | == Summary == |
− | The Keres is a | + | The Keres is a Tech 2 cousin of the [[Maulus]]; to the Maulus's two bonuses for sensor dampening, it adds significant bonuses to warp scrambler and disruptor range and reductions in scrambler and disruptor capacitor cost. A Keres can point enemies from 40km or more; with a Tech 2 point, [[Overheating|heat]], and maximum character skills, it can point at 50km. The range bonus also affects warp scramblers, taking a Tech 2 warp scrambler to about 15km range with good character skills. |
− | The Keres can be flown in a few ways. One is to combine the warp disruptor range with sensor damps | + | The Keres can be flown in a few ways. One is to combine the warp disruptor range with scripted sensor damps that push opponents' lock ranges down below the Keres' point range, allowing it to tackle a target while leaving them unable to respond. This is a strong tactic to use solo or when skirmishing for a small gang or fleet. |
− | Another | + | Another route is pure tackle, packing the Keres with warp disruptors and scramblers to allow it to hold points and scrams on several targets, possibly with some tank. In lowsec gate camps it can particularly shine, because bubbles cannot be used to lock lowsec gates down. |
− | The Keres can be flown | + | The Keres can be flown purely as a sensor damping platform, but it doesn't really outshine the Maulus and [[Celestis]] much in this role. Versus the Maulus, it essentially only gains an extra mid slot and slightly better tank at a considerable increase in price. The Celestis is simply superior at damping, cheaper despite being a cruiser, and more insurable, though the Keres beats it in mobility. |
− | ==Skills== | + | == Skills == |
− | |||
+ | The Keres deserves good general [[fitting skills]] and [[support skills]]. {{Sk|Propulsion Jamming}}, {{Sk|Frequency Modulation}}, {{Sk|Signal Suppression}} and {{Sk|Long Distance Jamming}} all particularly support its primary purpose. | ||
− | + | {{Sk|Electronic Attack Ships}} should be trained to IV before undocking the ship. Because the per-level bonus attached to this skill is large (15% extra range), training it to V is a good medium- or long-term goal for anyone who uses the Keres regularly. | |
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− | + | == Tactics == | |
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− | + | The Keres can be fitted in a variety of ways depending on its exact purpose and likely context of use. It can be shield or armour-tanked, depending on whether the priority is mobility, or mid slot availability. | |
− | + | In a small gang, the Keres is often tasked with holding point at long range. Pilots must communicate what they have pointed, and take careful account of their changing range from their target. A heated warp scrambler can help to screen enemy tackle away from allied ships, by turning the MWD on incoming interceptors or assault frigates off. But the Keres cannot mount a huge tank of its own, and incoming threats may also need to be called out so that other parts of the gang can scrape them off. | |
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− | + | If the Keres is using one or more damps, damping tactics can follow largely the same pointers outlined on the page for the [[Maulus]]. If the Keres is fitted with a damp to prevent retaliation from the target it is holding with a long point, though, it may be necessary to damp that ship rather than other usual high-priority damp targets. | |
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+ | Heat adds a lot of range to tackle modules, and any Keres will benefit from a good understanding of overheating and an ample supply of nanite repair paste. | ||
− | + | In a gate camp, the Keres shines with remote and/or mounted sensor boosting. In lowsec, it must also have [[logistics]] support to help it survive gate guns. | |
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− | + | == Notes == | |
− | + | In ancient Greek mythology, the Keres were feminine personifications of violent death, associated with battlefields. "Keres" is actually the plural (of ''Ker'') but as a ship name it has become standardized as a singular noun in Eve. | |
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+ | {{ShipsMatrix|expgroup=frigates}} | ||
− | + | [[Category:Ship Database]] | |
− | + | [[Category:Electronic Attack Frigates]] | |
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Latest revision as of 22:08, 16 November 2024
RELATED UNI-WIKI REFERENCES
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Control the battlefield, control your enemy.
SHIP BONUSES
Gallente Frigate bonuses (per skill level):
Ship Attributes
|
Summary
The Keres is a Tech 2 cousin of the Maulus; to the Maulus's two bonuses for sensor dampening, it adds significant bonuses to warp scrambler and disruptor range and reductions in scrambler and disruptor capacitor cost. A Keres can point enemies from 40km or more; with a Tech 2 point, heat, and maximum character skills, it can point at 50km. The range bonus also affects warp scramblers, taking a Tech 2 warp scrambler to about 15km range with good character skills.
The Keres can be flown in a few ways. One is to combine the warp disruptor range with scripted sensor damps that push opponents' lock ranges down below the Keres' point range, allowing it to tackle a target while leaving them unable to respond. This is a strong tactic to use solo or when skirmishing for a small gang or fleet.
Another route is pure tackle, packing the Keres with warp disruptors and scramblers to allow it to hold points and scrams on several targets, possibly with some tank. In lowsec gate camps it can particularly shine, because bubbles cannot be used to lock lowsec gates down.
The Keres can be flown purely as a sensor damping platform, but it doesn't really outshine the Maulus and Celestis much in this role. Versus the Maulus, it essentially only gains an extra mid slot and slightly better tank at a considerable increase in price. The Celestis is simply superior at damping, cheaper despite being a cruiser, and more insurable, though the Keres beats it in mobility.
Skills
The Keres deserves good general fitting skills and support skills. Propulsion Jamming, Frequency Modulation, Signal Suppression and Long Distance Jamming all particularly support its primary purpose.
Electronic Attack Ships should be trained to IV before undocking the ship. Because the per-level bonus attached to this skill is large (15% extra range), training it to V is a good medium- or long-term goal for anyone who uses the Keres regularly.
Tactics
The Keres can be fitted in a variety of ways depending on its exact purpose and likely context of use. It can be shield or armour-tanked, depending on whether the priority is mobility, or mid slot availability.
In a small gang, the Keres is often tasked with holding point at long range. Pilots must communicate what they have pointed, and take careful account of their changing range from their target. A heated warp scrambler can help to screen enemy tackle away from allied ships, by turning the MWD on incoming interceptors or assault frigates off. But the Keres cannot mount a huge tank of its own, and incoming threats may also need to be called out so that other parts of the gang can scrape them off.
If the Keres is using one or more damps, damping tactics can follow largely the same pointers outlined on the page for the Maulus. If the Keres is fitted with a damp to prevent retaliation from the target it is holding with a long point, though, it may be necessary to damp that ship rather than other usual high-priority damp targets.
Heat adds a lot of range to tackle modules, and any Keres will benefit from a good understanding of overheating and an ample supply of nanite repair paste.
In a gate camp, the Keres shines with remote and/or mounted sensor boosting. In lowsec, it must also have logistics support to help it survive gate guns.
Notes
In ancient Greek mythology, the Keres were feminine personifications of violent death, associated with battlefields. "Keres" is actually the plural (of Ker) but as a ship name it has become standardized as a singular noun in Eve.