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Fleet and Gang Types: Difference between revisions

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Afterburners, tracking disruptor, sensor dampeners, ECM, Damage control Units, overdrives, internal nano-structure and +10 km weapons are most used modules for almost each ship.  Microwarp Drives, sensor boosters, any kind of tanks (buffer, active) or hardeners are strictly not being used for fitting ships.  
Afterburners, tracking disruptor, sensor dampeners, ECM, Damage control Units, overdrives, internal nano-structure and +10 km weapons are most used modules for almost each ship.  Microwarp Drives, sensor boosters, any kind of tanks (buffer, active) or hardeners are strictly not being used for fitting ships.  
=== Basic Tactics:  ===
=== Basic Tactics:  ===
Fast and mobile swarm of Frigates will tackle and engage thier targets above +10 km range while applying heavy e-war deployed from each and every member to mitigate damage by hostiles. Five to six hydra frigates could almost block total damage from a battle ship to zero.
 
Fast and mobile swarm of Frigates will tackle and engage thier targets above +10 km range while applying heavy e-war deployed from each and every member to mitigate damage by hostiles. Five to six hydra frigates could almost block total damage from a battle ship to zero.
 
[http://wiki.eveuniversity.org/Hydra_Principle Hydra Principle Details]
 
=== SWOT Analyze: ===
=== SWOT Analyze: ===
Strong against small sized slow high dps gangs consist of Battle cruisers and Battle ships. The number difference should be at least 1 to 5/6 to mitigate damage and 1 to 10 to break tanks.  Smart bombing battle ships are extremely dangerous for these gangs. Advance frigate hulls such as interceptors and assault ships are extremely dangerous target with faction frigates and cruiser such as Dramiels, cynabals, vagabonds.  These T2/Faction small size ships should be avoided.  Hydra is a very cost efficient and low skill point gangs but requires pilots experience with awareness to hold the line and keep the roam going.
Strong against small sized slow high dps gangs consist of Battle cruisers and Battle ships. The number difference should be at least 1 to 5/6 to mitigate damage and 1 to 10 to break tanks.  Smart bombing battle ships are extremely dangerous for these gangs. Advance frigate hulls such as interceptors and assault ships are extremely dangerous target with faction frigates and cruiser such as Dramiels, cynabals, vagabonds.  These T2/Faction small size ships should be avoided.  Hydra is a very cost efficient and low skill point gangs but requires pilots experience with awareness to hold the line and keep the roam going.