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Ship Class Tactical Overview: Difference between revisions

From EVE University Wiki
Created page with '== T1 frigates == Theese will generally just be tacklers. Point, web, speed mod, overdrives etc in lows+mids, irrelevant dps or nos etc in highs. Notable exceptions: Rifter The ...'
 
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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.


T2 cruisers, heavy assault ships (HAC):
=== T2 cruisers, 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 ok buffer when in a LR setup.


T2 cruisers, heavy interdictors (HIC):
=== T2 cruisers, heavy interdictors (HIC) ===
With the exception of some T3 cruiser setups, theese will have batter tank then any other cruiser, and match that f 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. 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. The bubble can not be used in low or high sec, however, the bubble mod comes with a script. The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs the target has. Scripting it also removes all penalties caused by using it, except for the can't be RRd part, and make it use more cap/s, even though the cycle time is now only 6 seconds and it use less cap/activation. If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. Theese are the only ships that can tackle super caps in low sec (well, in high sec too I guess, but super caps can't go there, and it has never been possible to get one in there afaik).
With the exception of some T3 cruiser setups, theese will have batter tank then any other cruiser, and match that f 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. 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. The bubble can not be used in low or high sec, however, the bubble mod comes with a script. The script increase the range of the point by 50% and allows it to be used in empire, but it comes at a price: It no longer create a bubble, but instead act like a normal warp disruptor, with the difference that no amount of stabs the target has. Scripting it also removes all penalties caused by using it, except for the can't be RRd part, and make it use more cap/s, even though the cycle time is now only 6 seconds and it use less cap/activation. If you see a hic in empire that seem to have its bubble up, don't worry though, it's just a graphical bug caused by loading the grid after the point was activated, it doesn't create an actual bubble. Theese are the only ships that can tackle super caps in low sec (well, in high sec too I guess, but super caps can't go there, and it has never been possible to get one in there afaik).


T2 cruisers, logistics:
=== T2 cruisers, logistics ===
Each race do it a bit differently here, but overall, theese ships are supposed to increase the survivability of the fleet in 1 way or another. Gallente and amarr rep armour, caldari and minmatar rep shield. Amarr and caldari gain 2 high slots compared to minmatar/gallente, but loose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that gallente and minmatar have. What this means is that guardian (amarr) and basilisks (caldari) usually use either 1 (logistics 5) or 2 (logistics 4, don't fly a logi ship with less then that) large energy transfers in their extra highs to create cap from nowhere and some eccm, tank and speed in the low/mid slots, which means they have to operate in groups of atleast 2, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer recieving the cap it needs to keep operating from its buddy. Scimitar (minmatar) and oneiros (gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that is not enough to run as many reppers as the cap transfering ones. Scimitar/oneiros can usually run 3 reppers with logi 4, and 4 reppers with logi 5, while basilisk/guardian can run 4 reppers with logistics 5 and 5 reppers with logistics 5, while also keeping a stronger tank.
Each race do it a bit differently here, but overall, theese ships are supposed to increase the survivability of the fleet in 1 way or another. Gallente and amarr rep armour, caldari and minmatar rep shield. Amarr and caldari gain 2 high slots compared to minmatar/gallente, but loose 2 lows/mids. They also get a cap transfer bonus instead of the tracking link bonus that gallente and minmatar have. What this means is that guardian (amarr) and basilisks (caldari) usually use either 1 (logistics 5) or 2 (logistics 4, don't fly a logi ship with less then that) large energy transfers in their extra highs to create cap from nowhere and some eccm, tank and speed in the low/mid slots, which means they have to operate in groups of atleast 2, and if any of them get jammed, they both become practically useless since one is obviously jammed and can't do anything, while the other is no longer recieving the cap it needs to keep operating from its buddy. Scimitar (minmatar) and oneiros (gallente) doesn't have this weakness since they rely on CCC rigs and cap power relays/cap rechargers to keep themselves running with their extra lows and mids, however, that is not enough to run as many reppers as the cap transfering ones. Scimitar/oneiros can usually run 3 reppers with logi 4, and 4 reppers with logi 5, while basilisk/guardian can run 4 reppers with logistics 5 and 5 reppers with logistics 5, while also keeping a stronger tank.