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Ship Class Tactical Overview: Difference between revisions

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=== T2 Frigates ===
=== T2 Frigates ===
====Interceptors (Inty / 'ceptor) ====
====Interceptors (Inty / 'ceptor) ====
These are the primary tacklers in anything but 0.0 (where dictors and hics take over). They have the highest scan resolution of any class, and only Vigils (Minmatar EW frig) can match their speed. Their main purpose is tackling, and that's what they do best, but many interceptors can also be refit to be effective combat ships in an interceptor only gang. Their firepower and tank will be low compared to other types of ships, but they have the advantage of very high speed (even when tank & gank fitted) and awesome agility.
These are the primary tacklers in anything but 0.0 (where dictors and hics take over). They have the highest scan resolution of any class, and only Vigils (Minmatar electronic warfare frig) can match their speed. Their main purpose is tackling, and that's what they do best, but many interceptors can also be refit to be effective combat ships in an interceptor only gang. Their firepower and tank will be low compared to other types of ships, but they have the advantage of very high speed (even when tank & gank fitted) and awesome agility.


==== Covert Ops ====
==== Covert Ops ====
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=== T1 Cruisers ===
=== T1 Cruisers ===
Can have many roles, from mining and logistics (osprey, auguror, scythe, exequror) and EW (blackbird, bellicose, arbitrator, celestis) to pure dps (the rest basically).
Can have many roles, from mining and logistics (Osprey, Auguror, Scythe, Exequror) and electronic warfare (blackbird, bellicose, arbitrator, celestis) to pure dps (the rest basically).


=== T2 Cruisers ===
=== T2 Cruisers ===
==== Recon Ships ====  
==== Recon Ships ====  
These come in 2 categories, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while the combat recon is generally better suited for the actual combat part, either trough stronger tank, higher dps or simply better range for their EW.
These come in 2 categories, combat recons and force recons. Force recons can fit a covert ops cloak and therefore warp cloaked, while the combat recon is generally better suited for the actual combat part, either trough stronger tank, higher dps or simply better range for their electronic warfare (EW) type.
Their main purpose is EW, but what they use vary from race to race.
Their main purpose is EW, but what they use vary from race to race.


Amarr:
Amarr:
Drones for dps, strongly bonused neuts in the highs, tracking disruptor bonus for reducing incoming damage. The force recon, pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the curse reach about 36km with recon 5 and best named/T2 neuts.
Drones for dps, strongly bonused neutralizers and nosferatus in the highs, tracking disruptor bonus for reducing incoming damage. The force recon, Pilgrim, does not get a range bonus and is therefore limited to roughly 12km range with its neuts, while the Curse reach about 36km with recon 5 and best named/T2 neuts.


Minmatar:
Minmatar:
Extreme range webs (normal T2 reach about 40km with recon 5 without overheating) and strength bonused target painters. No big difference between the combat recon, huginn, and the force recon, rapier, except for the cloak.
Extreme range webs (normal T2 reach about 40km with recon 5 without overheating) and strength bonused target painters. No big difference between the combat recon, Huginn, and the force recon, Rapier, except for the cloak.


Caldari:
Caldari:
ECM only. They can break all locks a hostile ship has and keep them from starting to lock anything again for 20 seconds, however, it's chance based and depends on luck. The rook can fit 5 missile launchers and a full flight of light drones, the falcon can cloak, but only get 3 guns and 2 drones.
ECM only. They can break all locks a hostile ship has and keep them from starting to lock anything again for 20 seconds, however, it's chance based and depends on luck. The Rook can fit 5 missile launchers and a full flight of light drones, the Falcon can cloak, but only get 3 guns and 2 drones.


Gallente:
Gallente:
Sensor dampening and warp disruptor/scrambler range bonus. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with minmatar, there's no big difference between the cloaky arazu and the lachesis.
Sensor dampening and warp disruptor/scrambler range bonus. Recon 5 give 18km scram range and 48km disruptor range without overheating (for T2 mods). Just like with minmatar, there's no big difference between the cloaky Arazu and the Lachesis.


==== Heavy Assault Ships (HAC) ====  
==== Heavy Assault Ships (HAC) ====  
Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and ok buffer when in a LR setup.
Extremely versatile and powerful ships. They combine high speed and agility with either high dps and decent tank when in a close range setup, or very long range where only sniper battleships will be able to fire back, while still offering good dps and decent buffer when in a LR setup.


==== Heavy Interdictors (HIC) ====  
==== Heavy Interdictors (HIC) ====  
With the exception of some T3 cruiser setups, these will have better tank then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling.  
With the exception of some T3 cruiser setups, these will have better tank then any other cruiser, and match that of most battleships. Their dps is extremely low, but their role is tackling.  


In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not be remote repped, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. In return, their mass gets heavily reduced, so they can get up to speed and change direction etc extremely fast.  
In 0.0 they can create a 12-20 km radius warp disruption field similar to what the light interdictor create, however, while the light interdictor can launch its bubble and then get out, and the bubble will stay there for 2 minutes anyway, the HIC has to stay where it want its bubble to be, and while the bubble is up (30 second cycle time), it can not recieve any type of remote support, and while its normal speed remain the same, afterburners and microwarpdrives will have reduced effect. In return, their mass gets heavily reduced, so they can get up to speed and change direction etc extremely fast.  


They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead.  
They're best used in pairs with logistics ships as backup so that 1 HIC can bubble the hostiles while the other one is being remote repped, and if the enemy starts shooting the bubbling hic, it can drop its bubble and be repped back up again while the second hic put up its bubble instead.  
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=== T1 Battlecruiser (BC) ===
=== T1 Battlecruiser (BC) ===
Very good mix between gank, tank, agility, speed and cost. Usually short range fitted (especially harbingers due to the awesome scorch), although some people that can't afford/can't fly a hac use them with a long range fit.  
Very good mix between gank, tank, agility, speed and cost. Usually short range fitted (especially harbingers due to the awesome scorch), although some people that can't afford/can't fly a heavy assault ship (hac) use them with a long range fit.  


HACs are way better for that role though, with better dps and range, so experienced pilots usually do not have a reason to use a LR fit on it since most of them can also fly hacs, and therefore only use the BCs for close range stuff. They also have the ability to fit a single warfare link, which can give extra bonuses to your gang. This will be described more closely in the next section.
HACs are way better for that role though, with better dps and range, so experienced pilots usually do not have a reason to use a LR fit on it since most of them can also fly hacs, and therefore only use the BCs for close range stuff.  
 
BCs also have the ability to fit a single warfare link, which can give extra bonuses to your gang. This will be described more closely in the next section.


=== T2 Battlecruisers ===
=== T2 Battlecruisers ===
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=== T1 Battleship (BS) ===  
=== T1 Battleship (BS) ===  
You can't get heavier then this and still stay in sub capital ships, although there are of course variations. Great buffer tanks, very high dps when close range fitted, long range fits have the best range in the game, while still maintaining good dps (usually apoc, mega, maelstrom/tempest and rokh, however, mega and mael/tempest can also be close range fitted and still perform better then/as well as the other BS of their race). One notable exception here: The Caldari scorpion, which is the only T1 EW BS, and use ecm.  
You can't get heavier then this and still stay in sub capital ships, although there are of course variations. Great buffer tanks, very high dps when close range fitted, long range fits have the best range in the game, while still maintaining good dps (usually Apoc, Mega, Maelstrom/Tempest and Rokh, however, Mega and Mael/Tempest can also be close range fitted and still perform better then/as well as the other BS of their race). One notable exception here: The Caldari Scorpion, which is the only T1 EW BS, and use ECM.  
  The battleships weakness is low speed and agility combined with slow lock speed and bad tracking, so it's hard to force an opponent in smaller ships to engage if the odds are in your favour, or to actually kill them since you'll be missing allot if you do get a fight.
 
The battleships weakness is low speed and agility combined with slow lock speed and bad tracking, so it's hard to force an opponent in smaller ships to engage if the odds are in your favor, or to actually kill them since you'll be missing allot if you do get a fight.


=== T2 Battleships ===
=== T2 Battleships ===
==== Marauders ====
==== Marauders ====
These are basically PVE only ships. Decent dps and good local tank, but in PVP you generally want a buffer tank instead, and marauders have very low sensor strength, making them easy to jam. However, the paladin and kronos can be situationally useful if you really need a target webbed down as much as possible, and don't mind using a ship worth over half a bill that's not insurable, since they both get a 50% bonus to web strength, so a T2 web reduce the targets speed by 90%. I've only seen this used by one person, and that was on the Tama station since it's a kickout to prevent people from getting back in dock range, and that was with carrier support just in case.
These are basically PVE only ships. Decent dps and good local tank, but in PVP you generally want a buffer tank instead, and marauders have very low sensor strength, making them easy to jam. However, the Paladin and Kronos can be situationally useful if you really need a target webbed down as much as possible, and don't mind using a ship worth over half a bill that's not insurable, since they both get a 50% bonus to web strength, so a T2 web reduce the targets speed by 90%. I've only seen this used by one person, and that was on the Tama station since it's a kickout to prevent people from getting back in dock range, and that was with carrier support just in case.


They're even less useful now that Blood Raider and Serpentis ships get a 10% bonus/level of minmatarr frigate/cruiser/battleship depending on which class it is, which also adds up to a total of 50% bonus at level 5.
They're even less useful now that Blood Raider and Serpentis ships get a 10% bonus/level of minmatarr frigate/cruiser/battleship depending on which class it is, which also adds up to a total of 50% bonus at level 5.


==== Black Ops (BO) ====
==== Black Ops (BO) ====
These are the big brothers of the recon ships, however, while they do get bonus to how fast they move while cloaked (which actually means that they'll move faster when cloaked than when not cloaked with the BO skill at a decent level), but they cost about 700m or so before fittings, so they're not really worth the risk of bringing it into combat. Despite that though, they do have a very useful role to play in PVP: the covert jump bridge. Covert cyno fields can now be lit even in cyno jammed 0.0 systems and doesn't appear as a beacon in the entire system like a normal cyno, and a black ops can then lock on to that field and create a bridge to it, which then allows other cov ops ships (aka any ship that get a bonus to cloaking, including T3 cruiser with the cloaking sub) to right click the BO and click jump to the system the bridge was set up to, so it basically becomes a 1 way stargate. However, only BOs, recons and cov ops can fit and light covert cynos.
These are the big brothers of the recon ships, however, while they do get bonus to how fast they move while cloaked (which actually means that they'll move faster when cloaked than when not cloaked with the BO skill at a decent level), but they cost about 700m or so before fittings, so they're not really worth the risk of bringing it into combat. Despite that though, they do have a very useful role to play in PVP: the covert jump bridge. Covert cyno fields can now be lit even in cyno jammed 0.0 systems and doesn't appear as a beacon in the entire system like a normal cyno, and a black ops can then lock on to that field and create a bridge to it, which then allows other covert ops ships (aka any ship that get a bonus to cloaking, including T3 cruisers with the cloaking sub) to right click the BO and click jump to the system the bridge was set up to, so it basically becomes a 1 way stargate. However, only BOs, recons and cov ops can fit and light covert cynos.


== Capital Ships ==
== Capital Ships ==
Capital ships, aka dreads, carriers, supercarriers ("motherships"), titans and rorquals (although the last one isn't a combat ship) can't use gates, and the supercarriers+titans can't even dock. Instead they use their own jump drive to travel around, but in order to do that, they require fuel (racial isotopes, helium for amarr, oxygen for gallente and the rorqual, nitrogen for caldari and hydrogen for minmatar) and a cynosural field to jump to. Those cyno fields can be created in 2 ways, either by anchoring and onlining a cyno gen pos mod which will always be online and available for use for the corp/alliance the POS belongs to, however it requires the corp/alliance to have the relevant upgrades installed to the hub in the system before it can be used, and it's impossible to have both that and a cyno jammer online in the same system. Jump freighters and black ops also require a cyno field to use their jump drive, but they have the ability to use gates aswell, and black ops can lock on to a covert cyno field too, which is an unique ability for them.
Capital ships, aka dreads, carriers, supercarriers ("motherships"), titans and rorquals (although the last one isn't a combat ship) can't use gates, and the supercarriers+titans can't even dock. Instead they use their own jump drive to travel around, but in order to do that, they require fuel (racial isotopes, helium for amarr, oxygen for gallente and the rorqual, nitrogen for caldari and hydrogen for minmatar) and a cynosural field to jump to. Those cyno fields can be created in 2 ways, either by anchoring and onlining a cyno gen pos mod which will always be online and available for use for the corp/alliance the POS belongs to, however it requires the corp/alliance to have the relevant upgrades installed to the hub in the system before it can be used, and it's impossible to have both that and a cyno jammer online in the same system. Jump freighters and black ops also require a cyno field to use their jump drive, but they have the ability to use gates aswell, and black ops can lock on to a covert cyno field too, which is an unique ability for them.
Cynos can not be lit in high sec, so capitals can't go there, however, it was once possible to build capitals there, so there are still a few that never jumped out of the system they were built in. If they ever do jump out, they will never be able to return. However, they are not allowed to be used for anything that gives the owner any kind of advantage compared to someone that does not own a high sec capital ship, and durpng wars, they're not even allowed to undock. If the pilot break these rules, he or she will recieve a temporary ban, and the capital ship will be moved to a station in a nearby low sec system.


=== Dreadnoughts (Dread) ===
=== Dreadnoughts (Dread) ===
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=== Carriers ===
=== Carriers ===
These are giant logistics platforms. They have the ability to store 1.000.000 m3 of '''assembled''' ships in their ship maintenance bay so that people that lose their ship can quickly pick up a new one, and other ships from your corp (or fleet if you have configured your carrier for that) can use you to refit in space. They get a 50%/level range bonus to 2 of the following, varying depending on which racial carrier it is: Capital energy transfer, capital shield transporter and capital remote armor repairers. The amarr archon get cap transfer and armor rep, the gallente thanathos and minmatar nidhoggur get shield and armor and the caldari chimera get cap transfer and shield. In addition to that, all carriers get an additional 5%/level bonus to the following: the chimera and archon get a resist bonus (armor for archon, shield for chimera), the nidhoggur get a capital remote rep amount bonus and the thanatos get a fighter damage bonus. All carriers get the ability to control one extra drone in addition to the normal 5/level of racial carrier and the ability to use fighters (but not fighter bombers). They can't fit any guns or launchers at all, so the high slots are usually used for neuts, smartbombs (drone/small ship defense) and remote reps.
These are giant logistics platforms. They have the ability to store 1.000.000 m3 of '''assembled''' ships in their ship maintenance bay so that people that lose their ship can quickly pick up a new one, and other ships from your corp (or fleet if you have configured your carrier for that) can use you to refit in space. They get a 50%/level range bonus to 2 of the following, varying depending on which racial carrier it is: Capital energy transfer, capital shield transporter and capital remote armor repairers. The amarr archon get cap transfer and armor rep, the gallente thanathos and minmatar nidhoggur get shield and armor and the caldari chimera get cap transfer and shield. In addition to that, all carriers get an additional 5%/level bonus to the following: the Chimera and Archon get a resist bonus (armor for Archon, shield for Chimera), the Nidhoggur get a capital remote rep amount bonus and the Thanatos get a fighter damage bonus. All carriers get the ability to control one extra drone in addition to the normal 5/level of racial carrier and the ability to use fighters (but not fighter bombers). They can't fit any guns or launchers at all, so the high slots are usually used for neuts, smartbombs (drone/small ship defense) and remote reps.
However, just like dreads, carriers also get a special module that only they can fit (5 minute cycle): the triage module.  
However, just like dreads, carriers also get a special module that only they can fit (5 minute cycle): the triage module.  


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=== Supercarriers ("Motherships", MS) ===
=== Supercarriers ("Motherships", MS) ===
A larger carrier with the ability to use fighter bombers, greatly increasing their dps to roughly twice as much as a sieged dread with a full flight of bombers and max skills. It gets +3 drones/carrier level instead of 1, but it can't dock and it has shorter jump range (equivalent to a dread/jump freighter). However, it is no longer able to triage, but they're always immune to EW anyway due to being a super capital. They can only be tackled by dictors and HICtors (well, and anchorable bubbles I guess, but that's not practical due to the anchoring time required before they activate combined with limited range).
A larger carrier with the ability to use fighter bombers, greatly increasing their dps to roughly twice as much as a sieged dread with a full flight of bombers and max skills. It gets +3 drones/carrier level instead of 1, but it can't dock and it has shorter jump range (equivalent to a dread/jump freighter). However, it is no longer able to triage, but they're always immune to EW anyway due to being a super capital. They can only be tackled by dictors and HICs (well, and anchorable bubbles I guess, but that's not practical due to the anchoring time required before they activate combined with limited range).


=== Titans ===
=== Titans ===