Difference between revisions of "Keres"
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Guidance for using Dampeners | Guidance for using Dampeners | ||
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* Reject fleet warps and warp in at your optimal, which can be to either the Disruptor Point or Dampener range | * Reject fleet warps and warp in at your optimal, which can be to either the Disruptor Point or Dampener range | ||
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* Be prepared to bounce repeatedly to avoid damage, this effectively keeps a target off the field. | * Be prepared to bounce repeatedly to avoid damage, this effectively keeps a target off the field. | ||
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Combat tips | Combat tips |
Revision as of 17:14, 15 February 2014
RELATED UNI-WIKI REFERENCES
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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. SHIP BONUSES
Gallente Frigate Skill Bonus:
Ship Attributes
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Summary
Note: All Electronic Attack Ships will be modified with Rubicon expansion. The information below will no longer be valid after the release of Rubicon.
The Keres is a T2 version of the Maulus, but rather than just being a straight upgrade, it has an extra bonus to warp disruptor range, allowing it to point enemies from 40k or more when overheated. This is often combined with sensor range damping to push the enemy's lock range down below the Keres' point range, allowing it to tackle a target while leaving them unable to do anything about it.
Guidance for using Dampeners
- Reject fleet warps and warp in at your optimal, which can be to either the Disruptor Point or Dampener range
- Warp in a few seconds after the fleet, as the targets will have already chosen their primaries and the FC will have identified your targets.
- Unless ordered to by the FC, do not target the primary, your frequent targets will be support, Logistics or other Ewar
- Be prepared to bounce repeatedly to avoid damage, this effectively keeps a target off the field.
Combat tips
- Use a fit that provides a defence against drones
- Use Dampeners on Snipers, removes them from the field.
- Use Scripts on some of the modules can reduce the stacking penalties
Skills
Recommended skills to pilot Keres for a specific or it's common role(s).
Skills:
- Gallente Frigate give a bonus to dampener effectiveness and reduces activation cost
- Electronic Attack Ships give a bonus to Warp Scrambler and Disruptor range (40+ K) and reduces activation cost
- Frequency Modulation increases falloff on all EWAR modules, skill to IV or V
- Long Distance Jamming increases optimal on all EWAR modules, skill to IV or V
- Signal Suppression increases effectiveness on Sensor Damps, skill to V.
Fitting
75mm Gatling Rail II
75mm Gatling Rail II
Limited 1MN Microwarpdrive I
Warp Disruptor II
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Damage Control II
200mm Reinforced Steel Plates II
Energized Adaptive Nano Membrane II
Small Anti-Explosive Pump I
Small Semiconductor Memory Cell I
Hobgoblin II x1
Hobgoblin II x1
Targeting Range Dampening Script x1
Caldari Navy Iron Charge S x1
- A tentative fit for the Rubicon expansion
- With all skills at V and before boosts, this ship should have about 6.0 K EHP, fly close to 2600 m/s (3700 m/s with MWD overheated) and align in 6.6 s (4.6 s with MWD off). The capacitor should be close to stable.
- Should be able when overheated to point at 56 km and scram at 21 km.
- Each Damp will reduce the target's targeting range by 58%
Tactics
No sub-article about Keres roles or piloting tactics. You can write them here.
Notes
You can write additional notes for Keres here.