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| <noinclude>
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| {{ShipGuideBoilerintro}}
| | This guide aims to provide an overview of the different ships and their roles rather than specific fits. |
| This guide aims to provide an overview of the different ships and their roles rather than specific fits. For these, take a look at the individual ship's page (eg [[Atron]]). | |
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| ==Gallente General Information==
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| The Gallente Federation is one of the four playable factions and has a unique and distinct line of ships. | | The Gallente Federation is one of the four playable factions and has a unique and distinct line of ships. |
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| {{RaceShipInfo|Gallente}} | | {{RaceShipInfo|Gallente}} |
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| ===Skills=== | | == General Traits == |
| For general skills that benefit all pilots, see [[Basic_Skills|Basic Skills]] and [[Support_Skills|Support Skills]].
| | The following characteristics are shared across most or all Gallente ships: |
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| | * '''[[Hybrid Turret]]s''': many Gallente ships have bonuses for hybrid turrets. Hybrid turrets use some capacitor energy to fire, like lasers, but they are less cap-hungry than lasers; they use physical ammunition, like projectile guns, but they have a shorter reload time (5 seconds). Different ammunition types offer trade-offs between range, damage, and capacitor load, but all hybrid turret ammunition deals a mixture of kinetic and thermal damage. |
| | ** Close-ranged blasters track very well and have very high potential DPS, but have short ranges even compared to the other short-ranged weapons (autocannon and pulse lasers). Some Gallente ships are particularly suited to brawling at minimum range with blasters, though they can adopt other tactics too. |
| | ** Long-ranged railguns lack the alpha damage of artillery but can achieve extraordinarily long ranges. Caldari hybrid turret ships are more associated with railguns, but some Gallente turret ships can work well with railguns too. |
| | * '''[[Drones]]''': many Gallente ships have bonuses for drones which make it viable to use drones as your main weapon—or even your only weapon; notable examples are the Algos, Vexor, Myrmidon, and Dominix. Almost all Gallente ships have substantial dronebays and drone bandwidth for their size and class. |
| | * '''[[Tanking#Armor tanking|Armor tanks]]'''. Some Gallente ships have bonuses for armor repairers, which let them mount especially good active armor tanks. Some examples include the Incursus, Brutix, and Hyperion. Almost all Gallente ships armor tank well. |
| | * '''[[Electronic warfare#Remote sensor dampening|Sensor Dampening]]'''. The Gallente racial EWAR specialty is sensor dampening, which cuts down enemy target locking range and/or slows down enemy targeting speed. Reducing target locking range works well against snipers and kiters; reducing targeting speed works well on large ships (which take a while to lock anything up anyway) and on [[Logistics|logistics ships]], which have to re-target their allies frequently in order to apply remote support. |
| | * '''Tough hulls'''. Gallente ships have unusually tough hull ("structure") hit points, which means they tend to live a little longer when things turn bad and damage is getting through both the shields and the armor. (Some Gallente ships are frequently hull-tanked as that is just the best way to maximise EHP!) |
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| | If there is a broader hallmark of Gallente ships, it is perhaps '''damage''': most Gallente combat ships can muster a lot of potential DPS at short range. The Vexor, for example, can achieve eye-watering potential DPS for a T1 cruiser if fitted with blasters, thanks to having damage bonuses to ''both'' turrets and drones. On the other hand, Gallente ships can be a little more fragile (the ships with tanking bonuses have bonuses to active armor tanks, not the resistance bonuses found on Amarr ships), with the lineup including some true "glass cannon" ships such as the Catalyst, and when fitted for DPS Gallente ships need to get to and maintain close ranges with their targets. |
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| | == Notable uses == |
| | '''PvE''' |
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| | The long range and fully selectable damage of drones (set against the locking of hybrid turrets to kinetic and thermal damage) makes the line of Gallente drone boats very popular for PvE combat, as it means that pilots can pack drones to target the damage type that their NPC enemies are weakest to. A typical [[mission]]-runner progression might involve the Incursus or Tristan and then the Algos for L1s, the Vexor for L2s, the Myrmidon for L3s, and the Dominix for L4s. |
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| | Gallente drone ships are also popular as basic [[ratting]] ships in nullsec space, and for initial forays into low-tier [[Abyssal Deadspace]] PvE challenges; in both of these use cases, Gallente ships are eventually elbowed aside in more advanced uses by Guristas ships such as the [[Gila]]. |
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| | The [[Catalyst]], with its many high slots, makes a good basic salvaging ship. |
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| | '''PvP''' |
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| | Short-range brawling with blasters is one of the core Gallente ship archetypes, and unsurprisingly many Gallente ships wind up being used for this in PvP: notable examples include the Catalyst, Thorax, Brutix, and Megathron. Railguns do work on these hulls, though. The Megathron can snipe well, and the Brutix can be turned into a surprisingly fast kiting ship. |
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| Every pilot should think about which skills they want to train in order to reach their goals. The following only touches on basic and essential skills and should only serve as a guideline.
| | The Gallente drone boats are some of the most versatile and unpredictable hulls available for PvP. The hulls without direct bonuses for weapons other than drones, such as the Myrmidon and Dominix, are often fitted with projectile turrets (for additional capacitor-free DPS), energy neutralizers (for [[capacitor warfare]]), or remote repair modules (a group of Dominixes can "tank" by repairing each other). Large dronebays mean that drone boat pilots can select damage types and can bring along extra tactical options such as ECM drones. Drones carry on fighting even if their mothership is affected by EWAR or has its capacitor neuted out. |
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| One may also want to check out the certificates system within Eve. It serves as a handy reference for if you want to train for a specific task or role. Note that completing a certificate does not give any boosts or bonuses, they are (for now) merely suggestions. They may be accessed in-game on your character sheet, in the "Certificates" tab of the "Skills" section.
| | Drone boats are less popular, however, for highly mobile small gangs (drones tend to get left behind in tactical warps) and in large fleets fighting at long range (normal drones take too long to travel to their target, while sentry drones get left behind in fleet movements). Drones also cannot be [[overheat]]ed, unlike hull-mounted weapons systems. |
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| ====Ship Command Skills====
| | Thanks to its very attractive ratio of high potential DPS to cheap cost, the Catalyst is popular with [[Suicide ganking|suicide gankers]]. |
| In order to fly a ship, pilots must train the appropriate skill for that ship. For Gallente these include:
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| *[[Skills:Spaceship_Command#Gallente_Frigate| Gallente Frigate]]
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| *[[Skills:Spaceship_Command#Gallente_Destroyer| Gallente Destroyer]]
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| *[[Skills:Spaceship_Command#Gallente_Cruiser| Gallente Cruiser]]
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| *[[Skills:Spaceship_Command#Gallente_Battlecruiser| Gallente Battlecruiser]]
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| *[[Skills:Spaceship_Command#Gallente_Battleship| Gallente Battleship]]
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| *[[Skills:Spaceship_Command#Gallente_Industrial| Gallente Industrial]]
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| ====Fitting Skills==== | | == Skills == |
| In order to fit almost any ship effectively and efficiently, certain skills should be trained:
| | Gallente ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's [[Short Skill Plan]]; relatively new pilots should consider [[The Magic 14|the 14 skills which affect every ship]], the [[fitting skills]] which make it easier to fit modules onto ships, and the [[support skills]] which underpin much of your ship's performance. For longer-term training, EVE University's [[Pyramid Skill Plan]] offers one useful way of conceiving your goals. |
| *[[Skills:Engineering#Power_Grid_Management| Power Grid Management]]
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| *[[Skills:Engineering#CPU_Management| CPU Management]]
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| *[[Skills:Engineering#Weapon_Upgrades| Weapons Upgrades]]
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| *[[Skills:Engineering#Advanced_Weapon_Upgrades| Advanced Weapon Upgrades]]
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| ====Capacitor Skills====
| | That said, there are some considerations that are specific to Gallente ships. Probably the most prominent one is the early importance of good [[Drones#Skills|drone skills]]. In particular, any Gallente pilot will want to train the "core" skill of this category, {{sk|Drones}}, to level V quickly. Drones V is a relatively quick train compared to some advanced skills, but it's likely to be one of the first level Vs that a new Gallente pilot trains, and it will require some patience. It <em>is</em> worthwhile: being able to control a full flight of five drones really matters with many Gallente ships. At the latest, a pilot will want to have Drones V when they start using cruisers, as the [[Vexor]] is a fine and versatile ship. |
| For Gallente ships capacitor is important for active armor tanking, propulsion modules, and hybrid weapons. Certain skills can be trained in order to achieve an optimal size, recharge rate and efficiency for a ships capacitor.
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| *[[Skills:Engineering#Capacitor_Management| Capacitor Management]]
| | The good news about the early investment in drone skills is that every race's ships eventually have significant dronebays, and so all pilots will one day have to polish these skills; Gallente pilots will just have a head start on others. |
| *[[Skills:Engineering#Capacitor_Systems_Operation| Capacitor Systems Operation]]
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| ====Mobility Skills====
| | Gallente pilots will also want to prioritize skills for armor tanking, and capacitor skills to keep their turrets running. Any Gallente pilots with an interest in electronic warfare should look into the skills {{sk|Sensor Linking}}, {{sk|Signal Suppression}}, {{sk|Long Distance Jamming}}, {{sk|Frequency Modulation}}. A fairly new character with these skills trained even just to III or IV can have a significant battlefield impact, and they open up the road to some very powerful advanced ships such as the [[Keres]] and [[Lachesis]]. |
| :''Main article: [[Support_Skills#Mobility|Mobility skills]]''
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| Mobility skills increase the agility and speed of a ship, which can be a lifesaver, even for the most cumbersome of ships.
| | == Ships == |
| | Here are the Gallente T1 ships. Please follow the links to the specific pages of the ship database for more details. |
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| ====Armor Tanking Skills==== | | === Corvette === |
| :''Main article: [[Basic_Skills#Armor_Tanking|Armor Tanking skills]]''
| | Little more than slower, armed shuttles, corvettes (or "noobships") are the basic frigates that new pilots start with. You can acquire a new corvette at no cost (together with a civilian weapon, a civilian mining laser, and a civilian afterburner) by clicking on the "Board my corvette" button available in the station menu when you're docked up. On their own, corvettes are useful for little other than basic errand-running, though since the ship is free a corvette can be spawned as a makeshift small station container when no other containers are available. |
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| Gallente ships are generally designed to armor tank. This means that it is necessary to achieve a certain level of proficiency in armor support skills, including eventually being able to fit T2 armor tanking modules. To do this, following skills can be trained:
| | {{Ship|Velator|box}} |
| *[[Skills:Armor#Hull_Upgrades| Hull Upgrades]]
| | A Velator can be used for the initial tutorial missions, but pilots should consider up-shipping to a T1 frigate when they can. |
| *[[Skills:Armor#Mechanics| Mechanics]]
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| *[[Skills:Armor#Repair_Systems| Repair Systems]]
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| ====Weapons Skills==== | | === Frigates === |
| =====Hybrid Turrets=====
| | Frigates are small, fast ships, used often for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP. |
| :''Main article: [[Basic_Skills#Gunnery|Hybrid Turret skills]]''
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| To maximize the effectiveness of hybrid turrets, pilots can train:
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| *[[Skills:Gunnery#Gunnery| Gunnery]]
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| *Hybrid Turrets
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| **[[Skills:Gunnery#Small_Hybrid_Turret| Small Hybrid Turret]] for Frigates/Destroyers
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| **[[Skills:Gunnery#Medium_Hybrid_Turret| Medium Hybrid Turret]] for Cruisers/Battlecruisers
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| **[[Skills:Gunnery#Large_Hybrid_Turret| Large Hybrid Turret]] for Battleships
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| *[[Skills:Gunnery#Motion_Prediction| Motion Prediction]]
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| *[[Skills:Gunnery#Rapid_Firing| Rapid Firing]]
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| *[[Skills:Gunnery#Sharpshooter| Sharpshooter]]
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| *[[Skills:Gunnery#Surgical_Strike| Surgical Strike]]
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| *[[Skills:Gunnery#Trajectory_Analysis| Trajectory Analysis]]
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| *[[Skills:Gunnery#Controlled_Bursts| Controlled Bursts]]
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| ====Drone Skills====
| | {{Ship|Atron|box}} |
| :''Main article: [[Basic_Skills#Drones|Drone skills]]''
| | The Atron is the Gallente Attack Frigate. It is designed to be fast and has a capacitor bonus to tackle modules and bonuses to hybrid turrets, favouring blasters. The Atron doesn't have great firepower and it still isn't the most durable of ships, but with its speed and agility, good piloting can keep it alive while tackling a target while other ships deliver the punch. Furthermore, it can serve as a level 1 mission runner until {{Sk|Gallente Frigate|III}} is trained for the [[Incursus]] and {{Sk|Gallente Destroyer|I}} for the [[Catalyst]]. |
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| Many Gallente ships can fit drones, some even specializing in them. Pilots planning to use drones, or fly a drone boat can train:
| | The Atron is a great hull for new pilots interested in learning how to +1. The agile but fragile ship will assist new pilots in understanding some of the limitations of [[Interceptors]]. It can serve as an amazing long-point tackle ship. |
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| *{{sk|Drones}}
| | "Scram Chasing" might be difficult and lethal in the Atron and should be left for tankier hulls like the [[Incursus]]. |
| *{{sk|Drone Interfacing}}
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| *{{sk|Drone Sharpshooting}}
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| *{{sk|Drone Durability}}
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| *{{sk|Drone Navigation}}
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| *{{sk|Drone Avionics}}
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| *{{sk|Advanced Drone Avionics}}
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| Additionally, depending on the type of drones planned for use, type specific drone skills are required:
| | The Atron is the "fastest" T1 attack Frigate. While the Minmatar [[Slasher]] is (originally) 10m/s faster than the Atron, the three low slots allow adding an Overdrive or Nanofiber Hull resulting in a faster ship while still retaining the same tank. A large capacitor allows a stable fit relatively easily, allowing you to keep point on a target for prolonged times until your fleet or gang arrives on grid. In addition, an ample Power Grid and CPU make the Atron easy to fit with little training. |
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| *{{sk|Light Drone Operation}}
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| *{{sk|Medium Drone Operation}}
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| *{{sk|Heavy Drone Operation}}
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| *{{sk|Sentry Drone Interfacing}}
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| ==Rookie Ship==
| | {{Ship|Imicus|box}} |
| The rookie ship is the first ship you start with. If you are Gallente, it will be a Velator. A new rookie ship is given whenever you dock at a station where you do not have any ships. Rookie ships are not particularly strong, although are useful for the initial tutorials and as a free shuttle. | | The Imicus is the Gallente Tech 1 exploration and scanning frigate. It is a good ship for rookies or veterans who are getting into probing and don't have the skills for the T2 version, the [[Helios]]. Its bonus to virus strength allows it to complete Data and Relic sites faster and more reliably. |
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| ===[[Velator]]===
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| ==[[Frigate|Frigates]]==
| | {{Ship|Incursus|box}} |
| Frigates are small, fast ships, used often for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.
| | The Incursus is the typical PvE and PvP frigate for Gallente players. It is faster and has a better scan resolution than the [[Tristan]], which makes it better for tackling in PvP. The Incursus will likely deal more damage than a Tristan for pilots without {{Sk|Drones|V}}. |
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| | {{Ship|Maulus|box}} |
| | The Maulus is an electronic warfare frigate, specialized in dampening. Its low locking range makes it ineffective at range damping snipers. However, it can resolution damp effectively with the help of ECM in the fleet. |
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| ===[[Atron]]===
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| The {{ship|Atron}} is the Gallente Attack Frigate. It is designed to be fast and has a capacitor bonus to tackle modules and bonuses to hybrid turrets, favouring blasters. The Atron doesn't have great firepower and it still isn't the most durable of ships, but with its speed and agility, good piloting can keep it alive while tackling a target while other ships deliver the punch. Furthermore, it can serve as a level 1 mission runner until [[Skills:Spaceship_Command#Gallente_Frigate| Gallente Frigate]] III is trained for the {{ship|Incursus}} and [[Skills:Spaceship_Command#Gallente_Destroyer| Gallente Destroyer]] I for the {{ship|Catalyst}}.
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| The Atron is a great hull for new pilots interested in learning how to +1, The agile but fragile ship will assist new pilots in understanding some of the limitations of [Interceptor#Interceptors|Interceptors], It can serve as an amazing long-point tackle ship. | | {{Ship|Navitas|box}} |
| | The Navitas is the Gallente logistics frigate and is designed for remote armor repair. It makes an ideal entry point for beginner Gallente capsuleers who want to train into the [[Exequror]], the Gallente Tier 1 logistics Cruiser, before eventually moving on to the Tier 2 [[Oneiros]]. |
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| "Scram Chasing" might be difficult and lethal in the Atron and should be left for tankier hulls like the {{ship|Incursus}}.
| | Note: The Navitas is designed to be self-sufficient on capacitor (i.e. to fly without the need of a [[Logistics#Remote capacitor transmitters|cap chain]]) like its larger variants: the Exequror and Oneiros. However, logistics capsuleers can cross-train into the Amarr [[Augoror]] relatively easily, and from there to the T2 {{sh|Guardian}} although both of these ships require a cap chain. |
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| The Atron is the "fastest" T1 attack Frigate. While the Minmatar {{ship|Slasher}} is (originally) 10m/s faster than the Atron, the three low slots allow adding an Overdrive or Nanofiber Hull resulting in a faster ship while still retaining the same tank. A large capacitor allows a stable fit relatively easy, allowing to keep point on a target for prolonged times, until your fleet or gang arrive on grid. In addition, an ample Power Grid and CPU make the Atron easy to fit with little training.
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| ===[[Imicus]]===
| | {{Ship|Tristan|box}} |
| The {{ship|Imicus}} is the Gallente Tech 1 exploration and scanning frigate. It is a good ship for rookies or veterans who are getting into probing and don't have the skills for the T2 version, the {{ship|Helios}}. Its bonus to virus strength allows it to complete Data and Relic sites faster and more reliably.
| | The Tristan is an excellent frigate for PvP and PvE. It is a dedicated drone boat—the only T1 frigate that can operate 5 drones—and thus requires high drone skills to be flown effectively. It offers a bonus to both Hybrid Turret tracking speed and Drone hitpoints and tracking speed. However, it is slower and has less scan resolution than the [[Incursus]], making it slightly worse for a dedicated tackling role in fleets. |
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| ===[[Incursus]]=== | | === Destroyers === |
| The {{ship|Incursus}} is the typical PvE and PvP frigate for Gallente players. It is faster and has a better scan resolution than the {{ship|Tristan}}, which makes it better for tackling in PvP. It is also the only Gallente frigate with 3 turret slots. The Incursus will likely deal more damage than a {{ship|Tristan}} for pilots without {{sk|Drones}} V.
| | [[Destroyers]] are ships slightly larger than frigates. They use the same sized modules as frigates, and they have more high slots. They are often used in PvE for Level 1 missions, and as salvaging ships for pilots that have not yet acquired a {{sh|Noctis}}. |
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| ===[[Maulus]]===
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| The {{ship|Maulus}} is an electronic warfare frigate, specialized in dampening. Its low locking range makes it ineffective at range damping snipers. However, it can resolution damp effectively with the help of ECM in the fleet.
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| ===[[Navitas]]===
| | {{Ship|Algos|box}} |
| The {{ship|Navitas}} is the Gallente logistics frigate and is designed for remote armor repair. It makes an ideal entry point for beginner Gallente capsuleers who want to train into the {{ship|Exequror}}, the Gallente Tier 1 logistics Cruiser, before eventually moving on to the Tier 2 {{ship|Oneiros}}.
| | The Algos is the second step on the Gallente drone boat path, between the [[Tristan]] and [[Vexor]]. It is slightly bulkier than the [[Catalyst]], and since it is capable of fitting a full flight of salvage drones in addition to a rack of railguns, the Algos is an excellent choice for L1 mission running. Unlike larger ships (i.e. the Vexor), the Algos is designed to be flown with very low skill points; with that in mind, it is the only drone ship where {{Sk|Drones|V}} is not an absolute necessity—although it should still be a top priority for new Gallente pilots. The Algos is a versatile destroyer, capable of running either rails or blasters while pushing through a respectable amount of DPS. |
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| Note: The Navitas is designed to be self-sufficient on capacitor (i.e. to fly without the need of a [[Logistic_Guide#Cap_Transfer|cap chain]]) like its larger variants: the {{ship|Exequror}} and {{ship|Oneiros}}. However, logistics capsuleers can cross-train into the Amarr {{ship|Augoror}} relatively easily, and from there to the T2 {{ship|Guardian}} although both of these ships require a cap chain.
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| ===[[Tristan]]===
| | {{Ship|Catalyst|box}} |
| The {{ship|Tristan}} is an excellent frigate for PvP and PvE. It is a dedicated drone boat - the only T1 frigate that can operate 5 drones - and thus requires high drone skills to be flown effectively. It offers a bonus to both Hybrid Turret tracking speed and Drone hitpoints and tracking speed. However, it is slower and has less scan resolution than the {{ship|Incursus}}, making it slightly worse for a dedicated tackling role in fleets.
| | The Catalyst is a Gallente destroyer. Its bonuses favor blasters, though it can also be rail fit. It has 2 mids, allowing it to fit a tackle module, and 3 low slots for an armor tank. Unfortunately, the Catalyst is still a destroyer, so it has a large signature for its tank, making it vulnerable to cruiser weapons, and its slow speed and lack of mid slots means it will have difficulty dictating range against frigates, which is important for a blaster ship. A railgun fit Catalyst is a very fast L1 mission runner but has trouble tanking level 2s. The catalyst's very high damage at short range makes it the ship of choice for high sec suicide ganks, as it is able to easily reach 900 Dps with T2 guns. |
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| ==[[Destroyer]]==
| | Like all destroyers, the Catalyst is also a great entry-level salvager ship on a player's path to a {{sh|Noctis}}. |
| Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, and they have more high slots. They are often used in PvE for level 1 missions, and as salvaging ships for pilots that have not yet acquired a {{ship|Noctis}}.
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| ===[[Algos]]===
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| The {{ship|Algos}} is the Gallente destroyer added in the [http://www.eveonline.com/retribution/ Retribution] expansion. It is the second step on the Gallente drone boat path, between the {{ship|Tristan}} and {{ship|Vexor}}. It is slightly bulkier than the {{ship|Catalyst}}, and since it is capable of fitting a full flight of salvage drones in addition to a rack of railguns, the Algos is an excellent choice for L1 mission running. Unlike larger ships (i.e. the {{ship|Vexor}}), the Algos is designed to be flown with very low skill points; with that in mind, it is the only drone ship where {{sk|Drones}} V is not an absolute necessity - although it should still be a top priority for new Gallente pilots. The Algos is a versatile destroyer, capable of running either rails or blasters while pushing through a respectable amount of DPS.
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| ===[[Catalyst]]=== | | === Cruisers === |
| The {{ship|Catalyst}} is a Gallente destroyer. Its bonuses favor blasters, though it can also be rail fit. It has 2 mids, allowing it to fit a tackle module, and 3 low slots for an armor tank. Unfortunately the Catalyst is still a destroyer, so it has a large signature for its tank, making it vulnerable to cruiser weapons, and it's slow speed and lack of mid slots means it will have difficulty dictating range against frigates, which is important for a blaster ship. A railgun fit Catalyst is a very fast L1 mission runner, but has trouble tanking level 2s. The catalyst's very high damage at short range makes it the ship of choice for high sec suicide ganks, as it is able to easily reach 900 Dps with T2 guns.
| | [[Cruisers]] are EVE's medium-sized ships, larger than [[frigates]] and [[destroyers]] but still much smaller, faster and nimbler than [[battlecruisers]] and [[battleships]]. Cruisers mount medium-sized weapons and modules. Tech 1 cruiser hulls cost a few million ISK and tend to be the first major financial step up from frigates for new pilots. |
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| Like all destroyers, the Catalyst is also a great entry-level salvager ship on a player's path to a {{ship|Noctis}}.
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| ==[[Cruiser]]==
| | {{Ship|Celestis|box}} |
| Cruisers are Eve's medium-sized ships, larger than [[Frigate|frigates]] and [[Destroyer|destroyers]] but still much smaller, faster and nimbler than [[Battlecruiser|battlecruisers]] and [[Battleship|battleships]]. Cruisers mount medium-sized weapons and modules. Tech 1 cruiser hulls cost a few million ISK and tend to be the first major financial step up from frigates for new pilots.
| | The Celestis is the Gallente EWAR cruiser. It can be made surprisingly tough for an EWAR cruiser with its 5 lows. Its extra lock range and bonus to sensor dampener range make it considerably better at range damping snipers than the smaller [[Maulus]]. |
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| ===[[Celestis]]===
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| The {{ship|Celestis}} is the Gallente EW cruiser. It can be made surprisingly tough for an EWAR cruiser with its 5 lows. Its extra lock range and bonus to sensor dampener range makes it considerably better at range damping snipers than the smaller {{ship|Maulus}}.
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| ===[[Exequror]]===
| | {{Ship|Exequror|box}} |
| The {{ship|Exequror}} is the Gallente logistics cruiser. It's bonuses to remote armor repair range and power allow it to serve as a T1 armor logistic cruiser. It is an effective ship for new logistics pilots.
| | The Exequror is the Gallente logistics cruiser. Its bonuses to remote armor repair range and power allow it to serve as a T1 armor logistic cruiser. It is an effective ship for new logistics pilots. |
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| ===[[Thorax]]===
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| The {{ship|Thorax}} is a gun boat, designed to use hybrid turrets. In PvP the Thorax is used as a hard hitting blaster boat. This can be highly effective but is very "do or die", and will make most Thoraxes' lives glorious but short. In PvE, the Thorax is less popular; the slow and steady style of the {{ship|Vexor}} is more suited to mission running. Despite this the Thorax can be popular as a first mission running cruiser, because most pilots will have trained gunnery skills while piloting frigates and destroyers, while they will probably have neglected the drone skills required to use a Vexor effectively. Having said that, the Thorax has a 50m<sup>3</sup> drone bay, so will also benefit greatly from drone skills.
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| ===[[Vexor]]===
| | {{Ship|Thorax|box}} |
| The {{ship|Vexor}}, like the {{ship|Myrmidon}} and {{ship|Dominix}}, is a drone boat. The Vexor is an excellent mission ship, and can also be a good PvP ship. It has 75mb of drone bandwidth, allowing it to field a mixed flight of medium and heavy drones at a time, and has the drone bay to carry a few replacements or an additional flight of light drones. This gives the Vexor great flexibility for long roams, where it can carry a full flight of medium and light damage drones, as well as a flight of light repair or EWAR drones to deploy as the situation dictates. While the Vexor has a bonus to hybrid guns, this can be ignored if desired due to a large amount of the Vexor's DPS coming from drones anyway, and Vexors with autocannons, nosferatu and/or neutralisers are common. With 4 mids and 5 lows Vexors are most often armor tanked.
| | The Thorax is a gun boat, designed to use hybrid turrets. In PvP, the Thorax is used as a hard hitting blaster boat. This can be highly effective but is very "do or die", and will make most Thoraxes' lives glorious but short. In PvE, the Thorax is less popular; the slow and steady style of the [[Vexor]] is more suited to mission running. Despite this, the Thorax can be popular as a first mission running cruiser, because most pilots will have trained gunnery skills while piloting frigates and destroyers, while they will probably have neglected the drone skills required to use a Vexor effectively. Having said that, the Thorax has a 50{{m3}} drone bay, so will also benefit greatly from drone skills. |
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| The Vexor is also a great ship to use for salvaging missions as they are completed. By using 2 Salvagers, a Small Tractor Beam, a Drone Link Augmentor and a single Hybrid Turret (to draw aggro) in the high slots a moderately drone-skilled capsuleer can securely complete level 2 missions while salvaging. Salvaging level 2 missions is debatably profitable however the salvage/mission fit Vexor can complete level 2s in respectable time when compared to a straight mission fit Vexor.
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| Among T1 cruisers the Vexor is a little more skill demanding than the {{ship|Thorax}}. In particular you should not get a Vexor unless you have at least {{sk|Drones}} 4 and should make getting {{sk|Drones}} 5 a high priority.
| | {{Ship|Vexor|box}} |
| | The Vexor, like the [[Myrmidon]] and [[Dominix]], is a drone boat. The Vexor is an excellent mission ship, and can also be a good PvP ship. It has 75mb of drone bandwidth, allowing it to field a mixed flight of medium and heavy drones at a time, and has the drone bay to carry a few replacements or an additional flight of light drones. This gives the Vexor great flexibility for long roams, where it can carry a full flight of medium and light damage drones, as well as a flight of light repair or EWAR drones to deploy as the situation dictates. While the Vexor has a bonus to hybrid guns, this can be ignored if desired due to a large amount of the Vexor's DPS coming from drones anyway, and Vexors with autocannons, nosferatu and/or neutralisers are common. With 4 mids and 5 lows, Vexors are most often armor tanked. |
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| ==[[Battlecruiser]]==
| | The Vexor is also a great ship to use for salvaging missions as they are completed. By using 2 Salvagers, a Small Tractor Beam, a Drone Link Augmentor, and a single Hybrid Turret (to draw aggro) in the high slots a moderately drone-skilled capsuleer can securely complete level 2 missions while salvaging. Salvaging level 2 missions is debatably profitable however the salvage/mission fit Vexor can complete level 2s in respectable time when compared to a straight mission fit Vexor. |
| Battlecruisers are larger, slower and have more slots than [[Cruiser|cruisers]], but they're smaller than [[Battleship|battleships]] and fit the same medium-sized weapons that cruisers use. They occupy a position between cruisers and battleships analogous to [[Destroyer|destroyers]]' position between [[Frigate|frigates]] and [[Cruiser|cruisers]], although battlecruisers are much more versatile and widely-used than destroyers.
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| ===[[Brutix]]===
| | Among T1 cruisers the Vexor is a little more skill demanding than the [[Thorax]]. In particular, you should not get a Vexor unless you have at least {{Sk|Drones|IV}} and should make getting {{Sk|Drones|V}} a high priority. |
| The {{ship|Brutix}} is renowned for its high DPS potential in PvP. It is also a popular suicide gank ship.
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| Although Gallente ships are usually better armor tanked, the Brutix benefits from a shield tank in several areas. Low slots can be dedicated to gank modules to increase DPS. The shield tank Brutix also has the advantage of being faster than an armor tank, which means it can get into the short blaster range sooner.
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| ===[[Myrmidon]]=== | | === Battlecruisers === |
| The {{ship|Myrmidon}} is the typical level 3 missioning ship. It can fit a passive shield tank like the {{ship|Drake}}, but most Gallente players will focus on armor tanking skills, and its armor repair bonus make it an excellent armor tanker.
| | [[Battlecruisers]] are larger, slower, and have more slots than [[cruisers]], but they're smaller than [[battleships]] and fit the same medium-sized weapons that cruisers use. They occupy a position between cruisers and battleships analogous to [[destroyers]]' position between [[frigates]] and [[cruisers]], although battlecruisers are much more versatile and widely used than destroyers. |
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| The Myrmidon can also be an excellent PvP ship, though the damage potential is less than the {{ship|Brutix}} with most fittings. It is sometimes used in PvP with dual or triple reps. The Myrmidon has a 100 mb drone bandwidth. Ogres may have difficulty tracking targets smaller than battleships, and travel time can also be an issue depending on the initial engagement range. Pilots without T2 ogres may wish to use hammerheads, valkyries, warriors, and ec-300 drones in their drone bay instead.
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| ===[[Talos]]===
| | {{Ship|Brutix|box}} |
| The {{ship|Talos}} is the Gallente Attack Battlecruiser. With a damage and a tracking bonus, it focuses on blasters, providing very high DPS, but limited range. In short, it has the DPS of a {{ship|Megathron}} and the tank of a {{ship|Thorax}}. However with the range of heavy blasters and the second highest speed of the Tier 3 battlecruisers a shield-tanking Talos can be an effective kiter. A very good write-up can be found [http://www.evealtruist.com/2012/01/know-your-enemy-tier-3-battlecruisers.html here].
| | The Brutix is renowned for its high DPS potential in PvP. It is also a popular suicide gank ship. |
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| ==[[Battleship]]==
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| Battleships ("BSs", sometimes "BBs" from US Navy terminology) are the biggest, heaviest sub-capital combat ships in the game. They are correspondingly expensive, with even the cheapest battleship hulls selling for many tens of millions of ISK. Tech 1 battleships are standard tools in PvP and PvE combat. There are two classes of Tech 2 battleships: Marauders, which are specialised for mission-running, and Black Ops battleships, which can transport fleets of stealthy ships across long distances using covert cynosural fields.
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| ===[[Dominix]]===
| | Although Gallente ships are usually better armor tanked, the Brutix benefits from a shield tank in several areas. Low slots can be dedicated to gank modules to increase DPS. The shield tank Brutix also has the advantage of being faster than an armor tank, which means it can get into the short blaster range sooner. |
| The {{ship|Dominix}} (aka Domi) is the one of two T1 battleship drone carriers, with a bonus to drone damage and hit points. It has the 125mb bandwidth required to field a full flight of heavy or sentry drones (which is not unique among t1 battleships) and a 375m<sup>3</sup> drone bay large enough to carry several flights of heavies, sentries, mediums and/or lights. The Dominix's ability to choose damage types by switching drones makes it an attractive level 4 mission runner. With its 5 mid slots and 7 low slots, the Dominix is normally armor tanked. Compared to the Amarrian {{ship|Armageddon}}, the Dominix has bonuses towards drone tracking and optimal - this helps a little with normal drones, but is most useful when using sentry drones.
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| Since Dominixes get a lot of their damage from drones, some high slots are often used for utility modules instead of weapons. One or two drone link augmentors will be required to make the most of the Dominix's maximum range with sentries. Remote repair Dominixes are also common. The Dominix lacks a bonus towards any particular type of weapon, so which guns (if any) are fitted are up to the pilot's taste. This flexibility, along with the ability to carry utility drones such as EWAR or repair, and the low price, also make the Dominix a popular pick for PvP. For capacitor warfare, however, the {{ship|Armageddon}} has better bonuses towards it.
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| The Dominix is sometimes humorously called the "Space Potato" because of its squat and round appearance. | | {{Ship|Myrmidon|box}} |
| | The Myrmidon is the typical level 3 missioning ship. It can fit a passive shield tank like the [[Drake]], but most Gallente players will focus on armor tanking skills, and its armor repair bonus makes it an excellent armor tanker. |
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| ===[[Hyperion]]===
| | The Myrmidon can also be an excellent PvP ship, though the damage potential is less than the [[Brutix]] with most fittings. It is sometimes used in PvP with dual or triple reps. The Myrmidon has a 100 Mb drone bandwidth. Ogres may have difficulty tracking targets smaller than battleships, and travel time can also be an issue depending on the initial engagement range. Pilots without T2 ogres may wish to use hammerheads, valkyries, warriors, and EC-300 drones in their drone bay instead. |
| For PvP fleets the {{ship|Hyperion}} doesn't get much love. In battleship fleets, remote repping is far superior, making the local rep bonus pointless. For Uni operations, it might act as a decent bait ship during lowsec patrols for pilots with too much ISK on their hands.
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| However, for [[Incursions]], the Hyperion is an excellent starter blaster boat. The Hyperions bonus of 10% per level of {{sk|Gallente Battleship}} gives it good damage output for a T1 Battleship, while it's 5 medium slots allow fitting a comfortable amount of shield resistances, a web, and a sensor booster for vanguard sites, or a microwarp drive for assaults or headquarter sites. Most pilots aiming to fly a {{ship|Vindicator}} for incursions will start out flying a Hyperion.
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| ===[[Megathron]]===
| | {{Ship|Talos|box}} |
| The Megathron is one of the best player vs. player ships available to the Gallente. With his high amount of high slots and low slots, it can fit a sporty tank while dealing out a relatively high amount of DPS. Common setups for the Megathron include "Blaster"-throns and "Sniper"-throns, the former being a close range blaster fitted ship while the latter being a railgun fitted long range ship. | | The Talos is the Gallente Attack Battlecruiser. With damage and a tracking bonus, it focuses on blasters, providing very high DPS, but limited range. In short, it has the DPS of a [[Megathron]] and the tank of a [[Thorax]]. However, with the range of heavy blasters and the second highest speed of the Tier 3 battlecruisers a shield-tanking Talos can be an effective kiter. A very good write-up can be found on [http://www.evealtruist.com/2012/01/know-your-enemy-tier-3-battlecruisers.html The Altruist's blog]. |
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| ==[[Industrial]]==
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| The Gallente industrial hauler ships provide tremendous flexibility in hauling. The {{ship|Nereus}} and the {{ship|Iteron_Mark_V}} are the "standard" haulers, with the {{ship|Nereus}} focusing on speed and tank over cargo capacity, and the {{ship|Iteron_Mark_V}} focusing on the opposite. The {{ship|Kryos}}, {{ship|Epithal}} and {{ship|Miasmos}} are specialised haulers with massive cargo bays for specific cargo (minerals, planetary commodities, and ore, respectively).
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| T1 industrials are useful to transport large amounts of cargo, but they are vulnerable to suicide ganks in highsec, and piracy in lowsec. For war time hauling, a hauling alt is recommended. See the [[Creating an Alt Hauler]] article for more information.
| | === Battleships === |
| | [[Battleships]] ("BSs", sometimes "BBs" from US Navy terminology) are the biggest, heaviest sub-capital combat ships in the game. They are correspondingly expensive, with even the cheapest battleship hulls selling for many tens of millions of ISK. Tech 1 battleships are standard tools in PvP and PvE combat. There are two classes of Tech 2 battleships: Marauders, which are specialized for mission-running, and Black Ops battleships, which can transport fleets of stealthy ships across long distances using [[Jump drives#Covert Cynosural Fields|covert cynosural]] fields. |
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| ===[[Nereus]]===
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| The {{ship|Nereus}} is the agile, tanked Gallente hauler. Its cargo hold can expand to 11372m<sup>3</sup> (no rigs), its align time can be reduced to 3.6s, with a warp speed of 4.5 AU/sec.
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| ===[[Kryos]]===
| | {{Ship|Dominix|box}} |
| The {{ship|Kryos}} was changed from Iteron Mark II with the deployment of the Odyssey 1.1 patch. It's cargo hold was reduced in size and a dedicated mineral bay was added.
| | The Dominix (aka Domi) is one of two T1 battleship drone carriers, with a bonus to drone damage and hit points. It has the 125mb bandwidth required to field a full flight of heavy or sentry drones and a 375{{m3}} drone bay large enough to carry several flights of heavies, sentries, mediums, and/or lights. The Dominix's ability to choose damage types by switching drones makes it an attractive Level 4 mission runner. With its 5 mid slots and 7 low slots, the Dominix is normally armor tanked. Compared to the Amarr [[Armageddon]], the Dominix has bonuses towards drone tracking and optimal—this helps a little with normal drones but is most useful when using sentry drones. |
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| ===[[Epithal]]===
| | Since Dominixes get a lot of their damage from drones, some high slots are often used for utility modules instead of weapons. One or two drone link augmentors will be required to make the most of the Dominix's maximum range with sentries. Remote repair Dominixes are also common. The Dominix lacks a bonus towards any particular type of weapon, so which guns (if any) are fitted are up to the pilot's taste. This flexibility, along with the ability to carry utility drones such as EWAR or repair, and the low price, also make the Dominix a popular pick for PvP. For [[capacitor warfare]] in particular, however, the {{sh|Armageddon}} has better bonuses. |
| The {{ship|Epithal}} was known as the Iteron Mark III prior to the deployment of Odyssey 1.1. Its cargohold was reduced in size and a bay was added for hauling planetary interaction (PI) materials or planetary commodities.
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| ===[[Miasmos]]===
| | The Dominix is sometimes humorously called the "Space Potato" because of its squat and round appearance. |
| The {{ship|Miasmos}} is designed to haul raw ore in large amounts. | |
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| ===[[Iteron_Mark_V|Iteron Mark V]]===
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| With the Odyssey 1.0 expansion, the Iteron V was the largest T1 industrial available. However, the Ody-1.1 industrial rebalance gave the Bestower the highest potential cargo, the Mammoth, the fastest travel time, the Tayra a launcher and highest base cargohold and made the Iteron Mark V average all-around due to the conversion of the Iteron Mark 2/3/4 into specialized ships for minerals, planetary commodities and ore.[https://forums.eveonline.com/default.aspx?g=posts&t=252819&find=unread]
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| ==Ammunition, Range, and Kiting==
| | {{Ship|Hyperion|box}} |
| | For PvP fleets, the Hyperion doesn't get much love. In battleship fleets, remote repping is far superior, making the local rep bonus pointless. For Uni operations, it might act as a decent bait ship during lowsec patrols for pilots with too much ISK on their hands. |
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| You should carry 3 types of ammo during missions, and switch when required. By default, close range (antimatter or plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (lead or thorium) or long (iron or tungsten) range ammo and fire from further away. Guns can suffer from tracking issues, so it is recommend to use the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns will often have difficulty tracking enemies. Enemies should be kept close to optimal with the 'keep at range' option, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage from range.
| | However, for [[incursions]], the Hyperion is an excellent starter blaster boat. The Hyperions bonus of 10% per level of {{Sk|Gallente Battleship}} gives it good damage output for a T1 Battleship, while its 5 medium slots allow fitting a comfortable amount of shield resistances, a web, and a sensor booster for vanguard sites, or a microwarp drive for assaults or headquarter sites. Most pilots aiming to fly a [[Vindicator]] for incursions will start out flying a Hyperion. |
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| Antimatter requires the most cap, has the shortest range, and does the most damage. Lead requires the least cap, has no range modifier, and does middling damage. Iron has the longest range, and the least damage.
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| To find out your optimal with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills. Or better yet, use EFT and import your character skills to see all of your ship's stats.
| | {{Ship|Megathron|box}} |
| | The Megathron is one of the best PvP ships available to the Gallente. With its high amount of high slots and low slots, it can fit a sporty tank while dealing out a relatively high amount of DPS. Common setups for the Megathron include "Blaster"-throns and "Sniper"-throns, the former being a close range blaster fitted ship while the latter being a railgun fitted long range ship. |
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| For PvP, faction antimatter and null (blasters) or spike (rails) are usually used. Javelin (rails) has half the optimal of antimatter, better tracking, and similar DPS. Void (blasters) has slightly better DPS than faction antimatter, and better optimal, worse falloff, worse tracking, and worse cap consumption. Void can be useful in some circumstances, especially if the target has multiple webs applied to it. It is often better to keep at range close to your optimal in PvP to avoid tracking problems. Orbiting can cause tracking problems, except with small ships orbiting large ships due to the higher signature radius making shots hit the target easily.
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| When using a battleship that requires cap boosters, it is recommended to keep a medium standard container in the cargo hold. This will provide extra space, which is handy for switching out ammo types and picking up loot after a fight. Always make sure you have the required space for one full load of ammo in the cargo hold, otherwise switching ammo will be difficult.
| | === Haulers === |
| | The Gallente [[haulers]] provide tremendous flexibility in hauling. The [[Nereus]] and the [[Iteron Mark V]] are the "standard" haulers, with the Nereus focusing on speed and tank over cargo capacity, and the Iteron Mark V focusing on the opposite. The [[Kryos]], [[Epithal]] and [[Miasmos]] are specialized haulers with massive cargo bays for specific cargo (minerals, planetary commodities, and ore, respectively). |
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| ==Tech and Meta Levels==
| | T1 haulers are useful to transport large amounts of cargo, but they are vulnerable to suicide ganks in highsec, and piracy in lowsec. For war time hauling, a hauling alt is recommended. See the [[Creating an Alt Hauler]] article for more information. |
| {{see also|Techs, Tiers and Meta levels}}
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| These fittings were made mostly using Tech 1 Meta 0 modules for frigates and cruisers, and meta 4 and Tech 2 for larger ships. Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and usually harder to fit. Meta 3 and 4 are usually expensive, often more expensive than Tech 2. Meta 1 and 2 modules will often be less expensive than Meta 0, due to low demand and high supply on the market. Sometimes meta 4 is cheaper and better than Tech 2, like for ECCM modules. Some meta 4 modules are nearly always used instead of the T2 version, because the T2 having worse attributes and being harder to fit, like for armor plates.
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| In PvP, frigates and cruisers are often not worth fitting expensive modules on for low skill point or inexperienced pilots. Tech 1 Meta 0 modules are provided freely by the university. Once pilots have the skill points, a certain amount of combat experience, and enough ISK to replace bigger ships, they should consider moving to a battlecruiser with T2 fittings.
| | {{Ship|Nereus|box}} |
| | The Nereus is the agile, tanked Gallente hauler. Its cargo hold can expand to 11,372{{m3}} (no rigs), its align time can be reduced to 3.6 s, with a warp speed of 4.5 AU/s. |
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| Pilots without T2 guns fitting a BC for PvP should probably avoid the overpriced meta 3 and 4 guns. Some of the meta 3 and 4 medium waepons are reasonably priced, but many are not, and will only make your ship into a loot piñata for the enemy when it is destroyed, for very little increase in effective dps. It is recommended to get T2 guns before getting into BC, BS, or any T2 damage dealing ships for PvP.
| | {{Ship|Kryos|box}} |
| | The Kryos was changed from Iteron Mark II with the deployment of the Odyssey 1.1 patch. Its cargo hold was reduced in size and a dedicated mineral bay was added. |
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| Meta 4 guns are recommended on some of these PvE ships, as many gallente pilots in their early careers will focus sooner on T2 drones than T2 guns. Some Meta 4 guns are reasonably priced, others are hideously expensive. If you can't afford to lose expensive Meta 4 guns, downgrade them to meta 3 or 2 instead.
| | {{Ship|Epithal|box}} |
| | The Epithal was known as the Iteron Mark III prior to the deployment of Odyssey 1.1. Its cargo hold was reduced in size and a bay was added for hauling planetary industry (PI) materials or planetary commodities. |
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| Meta level can be checked in the 'show info' window under the attributes tab. Items without a meta level displayed in the attributes tab are meta 0. Meta level can also be displayed in a ship or station hangar when the items are displayed in list mode. To add the Meta column, right-click the header and select 'show meta lvl'.
| | {{Ship|Miasmos|box}} |
| | The Miasmos is designed to haul raw ore in large amounts. |
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| ==Drones== | | {{Ship|Iteron Mark V|box}} |
| | With the Odyssey 1.0 expansion, the Iteron V was the largest T1 hauler available. However, the Odyssey 1.1 industrial rebalance gave the Bestower the highest potential cargo, the Mammoth the fastest travel time, the Tayra a launcher and highest base cargohold, and made the Iteron Mark V average all-around due to the conversion of the Iteron Mark 2/3/4 into specialized ships for minerals, planetary commodities and ore.<!-- [https://forums.eveonline.com/default.aspx?g=posts&t=252819&find=unread] --> [https://forums-archive.eveonline.com/topic/252819] <!-- pretty sure this is the correct post --> |
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| Small drones should be used against frigate sized enemies, medium drones should be used against cruiser sized enemies, and heavy drones should be used against battleship sized enemies. Sentries are mostly meant for battleship sized enemies, but if smaller enemies are far enough that tracking and signature radius isn't an issue, they can deal relatively well those.
| | == Hybrid turret ammo tips == |
| | {{main|Turrets#Hybrid ammo|Hybrid Ammo}} |
| | Different kinds of hybrid turret ammunition carry different trade-offs in range, capacitor use, and damage. Antimatter requires the most capacitor, has the shortest range, and does the most damage. Lead requires the least capacitor, has no range modifier, and does middling damage. Iron has the longest range and the least damage. |
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| Amarr drones are not recommended; due to their low damage multiplier, they are rarely useful. Even against rats who's lowest resistance is EM damage, they can be outperformed by Gallente drones. However, the Amarr curator sentry drones can be good to use against rats with a low EM resist (depending on range and tracking). Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against many rat types. It is strongly recommended to fit the best drone types to match rat weaknesses.
| | In PvE combat, pilots could consider carrying 3 types of ammo, and switch when required. By default, close range (Antimatter or Plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (Lead or Thorium) or long range (Iron or Tungsten) ammo, and fire from further away. |
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| * Caldari scout drones: Guristas, Mordu's Legion, Mercenaries, Serpentis
| | For PvP, faction Antimatter ammunition and T2 Null are used for brawling with blasters, while sniping railguns often use T2 Spike (rails). |
| * Gallente scout drones: Blood Raiders, Sansha's Nation, Rogue Drones
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| * Minmatar scout drones: Angel Cartel
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| Some of these factions have ships with variable resists in different ship sizes. It is advised to check the two lowest resist options and compare drone damage reports. [[NPC Damage Types]]
| | == Drone tips == |
| | {{main|Drone mechanics}} |
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| Drone aggro should be watched. When arriving in a mission room, aggro should be acquired by approaching enemies and shooting them with guns. If a new wave of enemies arrives and the drones catch aggro, they should be recalled to the drone bay, and released only when the enemies have targeted your ship. Under normal circumstances, you should never lose drones when using proper aggro management with rats. Some missions have particular aggro rules that can lead to drones getting shot, check Eve Survival mission reports for details.
| | Small drones should be used against frigate-sized enemies, medium drones should be used against cruiser-sized enemies, and heavy drones should be used against battleship-sized enemies. Sentries are mostly meant for battleship-sized enemies, but if smaller enemies are far enough that tracking and signature radius isn't an issue, they can deal relatively well with those. |
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| Keyboard shortcuts are recommended for drone management. Drones need to be initially launched manually from the drone window, but shortcuts can be set for attack and return to drone bay commands.
| | All four races' drones are viable in PvE and you should select drones that deal the damage type which your target NPCs are weakest. |
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| In PvP, Gallente and Minmatar scout drones are used almost exclusively. Gallente drones for their damage potential, Minmatar drones for their speed and explosive damage which armor tankers will not always patch. Explosive damage is also better than thermal against a wider range of T2 ships that have augmented resists. Amarr drones are sometimes used in PvP to gank mission runners and ratters that have a weak EM hole. For sentries, bouncers are popular for their damage type and range.
| | Watch out for enemies attacking your drones. If you're in a dedicated drone boat and see your drones taking damage, recall them: they are your main weapon and you don't want to be defanged. In PvE combat, try to get the NPCs to attack you before you launch your drones. |
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| In general, it is better to keep drones in passive mode. In missions and wormholes, drones on active can trigger a new wave earlier than desired. In PvP, drones on active mode can lead to having an aggression timer when it is not wanted and being unable to dock or jump through a gate.
| | Keyboard / auxiliary mouse button shortcuts are recommended for drone management. Shortcuts can be set for attack and return to drone bay commands. One group of drones in the drone window can be designated as your "favorite", and a button can be assigned to the command "launch favorite group of drones". |
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| See [[Drones]] and [[Using Drones]] for more advice on drone selection and deployment.
| | In general, it is better to keep drones in Passive mode. In missions and wormholes, drones set to Aggressive can trigger a new wave earlier than desired. In PvP, drones set to Aggressive can give you an unwanted [[Timers#Weapon_Timer|weapon timer]] which then prevents you from docking up or jumping through a gate to safety. |
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| ==Related Links== | | == Related links == |
| *[http://eve.ciambotti.com/shipfitting_parser.php Ship Fitting wiki editing parser]
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| {{ShipGuideLinks}} | | {{ShipGuideLinks}} |
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| [[Category:Ships]] | | [[Category:Ships]] |
| </noinclude>
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