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Minmatar Basic Ship and Skill Overview: Difference between revisions

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'''The Minmatar Basic Ship and Skill Guide''' is intended to give fitting and skill recommendations for Tech 1 Minmatar ships for Player vs. Environment (PvE) and Player vs. Player (PvP) encounters.
{{Tocright}}


This is a work in progress, and the guide's [http://www.eve-ivy.com/forums/viewtopic.php?f=33&t=27473&p=267643#p267643 Discussion Thread] is on the Eve University forum. Please direct comments, suggestions, and corrections to that thread.
The Minmatar Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities.


The fits listed here are suggestions. You can modify them as you see fit. These fits -- especially the ones for ships smaller than battlecruisers -- tend to use T1 meta 0 modules for ease of reference, but upgrading them to named or T2 modules is in many cases a good idea if you can afford it.
{{RaceShipInfo|Minmatar}}


=Rookie Ship=
==General Traits==
The rookie ship is the first ship you start with. If you are Minmatar, it will be a Reaper. A new rookie ship is given whenever you dock at a station where you do not have any ships.


==Reaper==
The following characteristics are generally shared across most or all Minmatar ships:
The Reaper is the Minmatar Rookie ship.  Good for transport if you're too cheap to buy a shuttle.


=Frigate=
* '''Speed'''. Minmatar ships usually have the best base speeds for their size and class. This makes them well-suited to tactics that involve avoiding damage through high speed and agility, and for kiting tactics: keeping the enemy at a range where they can hurt the enemy but can't be damaged, and being able to disengage easily. Minmatar haulers can travel slightly faster because they spend slightly less time aligning.
A frigate is the smallest of the ship classes in EVE. They can fill many roles and are easy to fit and fly; learning how to effectively pilot the frigate designed for your play style will give you good piloting practice for when you move on to the specialized roles the Tech 2 frigates offer.
* '''[[Turrets#Projectile_turrets|Projectile turrets]]''' are the most common weapon fitted to Minmatar ships, and many Minmatar ships have bonuses for them. Projectile turrets require no [[capacitor]] to fire, unlike other turrets. Projectile turrets are also the only kind of turret that lets pilots select damage types by changing ammo; on the other hand, they have a longer reload time (10 seconds) than other turrets.
** Close-ranged autocannon track fairly well, and have very short optimal ranges and surprisingly long falloff ranges; pilots mounting autocannon should expect to fight in falloff range routinely.
** Long-ranged artillery has a very high [[Alpha|alpha damage]] potential, though it deals less damage per second than some other options. In some circumstances—some types of fleet battle, and also suicide ganking—alpha can be more important than DPS.
* '''[[Missiles]]''' are the "secondary" Minmatar weapon, and a line of Minmatar ships have missile bonuses; notable examples are the Breacher, Talwar, Bellicose, Cyclone, and Typhoon. Missiles also don't use capacitor to fire, have good ranges, and always hit, but they can have trouble applying their damage. Missiles have fully-selectable damage types. Minmatar missile ships tend not to have the missile range bonuses found on some Caldari ones, so they tend to be missile brawlers rather than long-ranged missile platforms.
* '''Sensor advantages'''. This is a slightly subtler positive: Minmatar ships typically have high scan resolution for their size and class, which means they lock onto targets more quickly; they also have small signature radii for their size and class, which means they are harder to hit with turrets, take less damage from missiles, and are targeted more slowly by other ships.
* '''Utility high slots'''. Minmatar ships often have one or two spare high slots once all of the primary weapons have been fitted. These can be used for a range of other helpful modules: a secondary weapon system for more DPS, [[Capacitor warfare|energy neutralizers or nosferatus]], remote repair modules, drone link augmentors, [[Salvaging|salvagers]], &c. <!-- Something missing ?? -->>
* '''[[Electronic warfare#Target painting|Target Painting]]''' is the type of electronic warfare which some Minmatar ships have bonuses for. Target painting makes ships easier to hit, and particularly helps missiles apply damage. This is a more situational kind of EWAR than that used by some of the other races.
* '''[[Tanking#Shield_tanking|Shield tanks]]'''. Most Minmatar ships can fit shield tanks. Some, such as the Breacher, Cyclone, and Maelstrom, have bonuses for shield boosters, which means they can mount excellent active shield tanks; many other ships can mount good active and/or passive shield tanks. However, Minmatar ships also use...
* ...'''[[Tanking#Armor tanking|Armor tanks]]'''. Although none have explicit bonuses for armor tanks, many Minmatar ships can mount good active or buffer armor tanks.
* '''Lower sensor strengths''' (for size and class of ship). This makes it easier to jam Minmatar ships with ECM.
* '''Weaker potential buffer tanks'''. Minmatar ships can be made sturdy, but they can't mount the kind of shield buffers possible on some Caldari hulls, or the kind of armor buffers possible on some Amarr hulls.
* '''Smaller capacitors'''. Minmatar ships typically have the smallest capacitors of the four races' ships, for their size and class. This is partly balanced out by both common Minmatar weapon systems requiring no capacitor to fire.


==Burst==
The broader hallmark of Minmatar ships is '''versatility'''. Most Minmatar ships can be fitted in many ways; this is typified, but not limited to, their tendency to be open to both armor and shield tanks. In PvP, especially, this makes Minmatar ships less predictable, and opponents have a harder time guessing how Minmatar ships will perform.
The Burst is the Tech 1 mining frigate of the Minmatar Republic.


==Slasher==
However, if Minmatar pilots want to have all the different fitting options available, they will have to train more in-game skills and learn more about the game than pilots flying other races. That's not necessarily a bad thing: an experienced Minmatar pilot is proficient with a wide range of weapons, tactics, and fitting approaches. Minmatar pilots are well-placed to cross-train into any other race, and probably understand the other races' ships better than pilots of other races understand Minmatar ships.
The Slasher is a very cheap combat oriented frigate. It has the fastest base speed of any T1 frigate but it's not nearly as useful a fighter as the Rifter.


==Vigil==
==Notable uses==
The Vigil is the Tech 1 EWAR ship of the Minmatar Republic.  This ship is fast and makes a decent tackler but it's main use will probably be for pilots practicing to get into covops ships.  The bonus to target painters is effectively useless.


==Breacher==
===PvE===
A "missile boat" Tech 1 frigate.  This frigate is rarely seen, it's effectiveness is overshadowed by the much more fun and durable Rifter.


==Rifter==
Relatively-selectable damage from projectile turrets and fully-selectable damage from missiles make Minmatar ships fairly flexible PvE combat platforms. An "orthodox" progression for a character running missions might be the Rifter and Thrasher for Level 1 missions, the Rupture for L2s, the Hurricane for L3s, and the Maelstrom for L4s. A character focusing on missiles could consider the Breacher, Talwar, Bellicose, Cyclone, and the Typhoon, though Caldari missile ships tend to outdo Minmatar ones at missile-based mission running, as they are built around ranged combat.
The Rifter is the T1 "assault" frigate of the Minmatar Republic.  Many say that this frigate is as good, or better than, some T2 frigates. With the right skills trained it can be a very effective and cheap pvp platform.


Cookie-cutter Fit you are likely to see in pvp: http://eve.battleclinic.com/loadout/3546-Solo-PvP-Rifter.html
The Thrasher, with its high speed and a large number of high slots, is a good cheap salvaging ship.


==Probe==
Both the Hurricane and the Minmatar attack battlecruiser, the Tornado, see use in some types of [[Wormholes|wormhole]] PvE.
The Probe is the Minmatar exploration frigate.  This ship is best used as an exploration boat but if you have the skills to deal with it's small capacitor it can be a speedy and cheap delivery ship due to it's comparatively large cargo bay.


=Destroyer=
===PvP===
Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, have more high slots. They are often used in pve for level 1 missions. They are rarely used in pvp, as their DPS is not impressive without high skills, although they sometimes fill the role of anti-interceptor.


Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, like Thrashers for a specialized Hit & Run fleet.
T1 Minmatar ships find roles in most PvP contexts. Kiting tactics go well with Minmatar ships' high speeds, and in solo and small-gang PvP the Breacher and Stabber can be found kiting; a T2 development of the Stabber, the {{sh|Vagabond}}, is built around this tactic. The Rupture puts out remarkable DPS for a T1 cruiser hull. The Hurricane is a perennially popular and highly versatile ship, capable of a variety of tanks and tactics, ranging from scram-range brawling, through autocannon kiting, to long-range artillery fits.


==Thrasher==
All three T1 Minmatar battleships can be dangerous in PvP, though like all T1 battleships they are expensive hulls and sometimes have their battlefield roles usurped by [[HAC]]s. The Typhoon can be fitted and boosted to achieve startling speed for a battleship, and its rarely-noted bonus to "explosion velocity" means it's a rare example of a large missile ship that can really apply some DPS to smaller targets.
The Thrasher is the Minmatar destroyer.  As with all Minmatar ships its emphasis is on speed.  Most pilots use destroyer boats for PvE salvaging ops due to the ability to fit a large number of tractor beams and salvagers. The Thrasher can also make an effective antifrigate platform if piloted by a player with decent skill points.  It is rarely seen in fleet combat but the cheap cost makes destoryers a favorite for suicide gankers, be aware of it's capabilities and don't underestimate the 8 high slots.


=Cruiser=
T1 Minmatar ships also have some more niche PvP uses. The high amount of alpha damage that can be wrung from artillery-fit Thrashers and Tornadoes, relative to their cost and size, makes them popular ships for suicide ganking.
==Scythe==
The Scythe is the Logistics and Mining cruiser of the Minmatar Republic.


==Bellicose==
== Skills ==
The Bellicose is the Minmatar EWAR cruiser, with bonuses to target painting and projectile turret rate of fire. It is a rare and unloved ship. Target painting is only vital in a few very specific situations (like a missile-ship-only fleet), and it can be done from unbonused midslots on normal combat ships. The Bellicose doesn't tank very well, has tight CPU and powergrid and a comparatively small capacitor. And, to top it all off, it only has three turret hardpoints, which limits the benefit of the rate of fire bonus.


However, its reputation means that the Bellicose is rarely primary target and it can be a useful fleet support ship. It's not much use in PvE, though.
Minmatar 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|fitting skills]] which make it easier to fit modules onto ships, and the [[Support skills|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.


=== [Bellicose, PvP Fleet Antifrigate] ===
That said, there are some considerations that are specific to Minmatar ships. Pilots training to fly these ships should particularly polish their skills in the [[Support_skills#Mobility|Navigation category]], to bring out the Minmatar strengths in speed and agility. [[Support_skills#Capacitor|Capacitor skills]], meanwhile, are an important way to make up for these ships' relatively weaker capacitors.


{{ShipSkillGuide
Projectile turret skills and missile skills are necessary to bring out the damage potential of Minmatar ships. Note that while many skills in the Gunnery category are vital for projectile turrets, {{sk|Controlled Bursts}} has no effect on projectile guns, as it reduces turrets' capacitor demand, and projectile weapons don't use any capacitor. {{sk|Sharpshooter}} increases optimal range, and so is not very useful for autocannon, but still helpful for artillery. Pilots using autocannon will want to prioritise {{sk|Trajectory Analysis}} more than pilots flying other races' ships, as this boosts falloff range.


|name=[Bellicose, PvP Fleet Antifrigate]
==Ships==


|high=Assault Missile Launcher I<br>
Here are the Minmatar T1 ships.  Please follow the links to the specific pages of the ship database for more details and particular fits.
Assault Missile Launcher I<br>
Dual 180mm AutoCannon I<br>
Dual 180mm AutoCannon I<br>
Dual 180mm AutoCannon I


|mid=Target Painter I<br>
===Corvette===
Warp Disruptor I<br>
Little more than slower, armed shuttles, corvette (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 one unit of Tritanium) 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.
Stasis Webifier I<br>
10MN MicroWarpdrive I<br>


|low=800mm Reinforced Steel Plates I<br>
{{Ship|Reaper|box}}
Damage Control I<br>
Adaptive Nano Plating I


|charges=Caldari Navy Piranha Light Missile<br>
{{Clear}}<!-- Without this clear, the frigate heading is not visible in the page -->
Republic Fleet Fusion M


|drones=Warrior I x5<br>
=== Frigates ===
Warrior I x3
[[Frigates]] are the smallest of the ship classes in EVE. In fleet PvP, Tech 1 frigates are generally used for [[Tackling|tackling]] or electronic warfare, two roles in which they can have a significant impact. Tech 1 frigates are also flown for solo PvP: their speed and small size helps solo pilots to pick their targets, and their low cost makes them comfortably expendable.


|rigs=[empty rig slot]<br>
In PvE, the more combat-focused frigates are used to complete Level 1 missions, though once new pilots are a little wealthier and better-trained they often begin to use [[Destroyers|destroyers]] instead.
[empty rig slot]<br>
[empty rig slot]


|required1=Minmatar Cruiser II<br>
Hull Upgrades III<br>
Target Painting I


|required2=High Speed Maneuvering I<br>
{{Ship|Breacher|box}}
Medium Projectile Turret I<br>
This is a long-range missile boat. It has some popularity in Faction Warfare PvP complexes, where it can sometimes kite other small frigates and benefits from its cheap cost.
Standard Missiles I


|required3=Scout Drone Operation I<br>
Propulsion Jamming I


|recommended1=
{{Ship|Burst|box}}
The Burst is the Minmatar logistics frigate and is designed for remote shield repair. It makes an ideal entry point for beginner Minmatar capsuleers who want to train into the {{sh|Scythe}}, the Minmatar Tier 1 Cruiser logi ship, before eventually training into the {{sh|Scimitar}}, the Minmatar Tier 2 Logistics ship.


|recommended2=


|recommended3=
{{Ship|Probe|box}}
The Probe is the Minmatar Tech 1 [[Exploration|exploration, and scanning]] frigate. It is a good ship for players who are getting into probing and don't have the skills for the T2 version, the {{sh|Cheetah}}. Its bonus to cycle time for hacking, archaeology, and salvaging modules means it can be very effective for looting exploration sites as well. If you have the skills to deal with its small capacitor, it can be a speedy and cheap delivery ship due to its comparatively large cargo bay.


|notes=*This fit is designed to support a fleet or gang by destroying enemy frigates (interceptors, Dramiels, assault frigates &c) or persuading them to run away.


*You can still, however, tackle, paint and shoot targets of any size.
{{Ship|Rifter|box}}
The Rifter is the primary damage frigate for Minmatar. For tackling, a {{sh|Slasher}} or {{sh|Merlin}} is by far better. While the Rifter used to be considered the best Tech 1 frigate in the game (leading to many memes surrounding it), it has been nerfed to be similar in abilities to the others. A balanced 4/3/3 layout gives the Rifter the ability to either shield or armor tank and provides flexibility in fitting.  


*You may want to tell your squad commander (before the fleet leaves, not during battle!) that this is what your ship is fitted for and find out whether they want you to shoot/tackle the primary or use your own initiative and hunt enemy frigates.


*You will want to train Drones to IV or V to get as much value out of the large drone bay as possible by fielding a full or near-full flight of drones.
{{Ship|Slasher|box}}
The Slasher is the Tech 1 Minmatar fast tackle frigate. It receives a bonus to the cap usage of tackle mods, and it has the fastest base speed of the T1 frigates. Four mid slots also allow a great deal of flexibility in fitting.


}}


==Stabber==
{{Ship|Vigil|box}}
The Stabber is often affectionately referred to as the "mini vagabond."  If you plan on moving into ships that utilize speed tanking or avoidance tactics this is a good ship to practice with.  It can be fit as a heavy tackle, anti-frigate boat, or even a long range sniper/kiter.  Part of the strength of the Stabber is that the enemy will not know exactly what you're fit for until you engage. All he'll know is that you will be fast.
The Vigil is the Tech 1 [[EWAR]] ship of the Minmatar Republic. Target painters are only situationally useful; they are also stacking penalized in effectiveness, and work reasonably well on hulls without bonuses to them.


==Rupture==
=== Destroyers ===
The heavy duty combat cruiser of the Minmatar Republic, this ship looks like a chunk of brick. The Rupture is the favored mission cruiser for the Minmatar, it has a good tank and good damage potential for level 2's and easy level 3's.  In Uni fleet ops this cruiser is almost always set up as a cheap and effective direct damage ship.  Occasionally this ship will fill a heavy tackle role but this is very rare in Uni ops.
[[Destroyers]] are slightly larger and have more highslots than frigates but fit the same small-sized weapons. In PVP, they're designed to slaughter frigates but be vulnerable to most other ships, which limits them to very niche roles. Their high damage output (for small, cheap ships) makes them popular tools for suicide-ganking weak targets in highsec. They are also sometimes used to hunt frigate pilots or to kill a carrier's fighters, and some doctrines use destroyers as a cheap, expendable source of fast-moving DPS.


=Battlecruiser=
In PvE, destroyers are most often used for Level 1 missions, and they make superb introductory [[Salvaging|salvage]] ships.  
==Cyclone==
While it is certainly true that the Hurricane is better than this ship in almost all situations, the cyclone can have a remarkably strong local active tank-even comparable to that of a Myrmidon. However to achieve this, one must fit an X-Large shield booster supplemented by a medium capacitor booster. This will gimp the dps quite alot due to fitting issues, so it is not recommended to fly this ship without T2 gun skills. If you're looking for a challenge or perhaps a bait ship, this could be your ship.  


==Hurricane==
One of the more popular battlecruisers, the Hurricane has a long history of positive pvp performance.  Most Minmatar pilots also choose a Hurricane as their level 3 mission ship, it tends to perform better than the cyclone in many situations.  In PvP you will often find this ship fit with autocannons but kiting setups with artillery are also popular.  The main theme in fits is that the hurricane will be equipped to be fast and to have a lot of damage output.  The tank is a little thin but the pilot is expected to counter this by utilizing his speed to his best advantage.  Compared to the cyclone this ship is less "tank" and more "gank."


=Battleship=
{{Ship|Talwar|box}}
==Typhoon==
The Talwar uses rockets or light missiles to fight smaller craft like frigates or other destroyers. Due to its bonus reducing the signature radius bloom of microwarp drives—unique among T1 destroyers—it can reach great speeds without increasing its own signature radius significantly.
The Typhoon's position as the cheapest of the Minmatar battleships is a little misleading, as it's not a very good ship for new pilots. With seven low slots, a useful rate of fire bonus and the bandwidth to field a full flight of heavy or sentry drones, it has a lot of potential. But it takes considerable skillpoint investment to bring that potential out, and the rate of fire bonus is split between two different weapon systems.


The Typhoon is consequently not a common sight, but when it is used it's usually fitted with missiles, often with torpedoes and either neuts or [[Spider Tanking|armor RR]] for close combat. There are also viable L4 mission-running fits which use cruise missile launchers and sentry drones.


However, new Minmatar battleship pilots will probably be more effective in one of the other two options.
{{Ship|Thrasher|box}}
The Thrasher can be an effective anti-frigate platform in PvE (L1 missions) or PvP. It is rarely seen in fleet combat, but its cheap cost makes it popular with suicide gankers, and it finds a role in some "glass cannon" group tactics. Its balanced mid and low slot layout makes it generally the most flexible destroyer, able to fit some tackle and an armor tank or damage and a shield tank.


==Tempest==
=== Cruisers ===


==Maelstrom==
[[Cruisers]] are EVE's medium-sized ships, larger than [[Frigates|frigates]] and [[Destroyers|destroyers]] but still much smaller, faster and nimbler than [[Battlecruisers|battlecruisers]] and [[Battleships|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. In PvP, some T1 cruisers, such as the Gallente {{sh|Thorax}} and the Minmatar {{sh|Rupture}}, can bring surprising amounts of DPS to a fight. The electronic warfare cruisers can also be important in PvP, as they are slightly tougher and often more effective [[EWAR]] platforms than their frigate equivalents. Cruisers can also fit tackle to provide some secondary, heavier tackling that's harder to scrape off than T1 tackling frigates.
On the same skill path as the Cyclone, the Maelstrom has a powerful active shield tank. Many players use this ship to absorb damage in level 5 missions. It is also one of the few Minmatar ships that can utilize each high slot with a turret.


=Industrial=
In PVE, Tech 1 cruisers are the ships most commonly used to run Level 2 missions.
==Wreathe==
The introductory Minmatar industrial ship, the wreathe is similar in nature to all the entry industrials.  It is a little faster than some of the other races' industrials but has a little less cargo space.


==Hoarder==


==Mammoth==
{{Ship|Bellicose|box}}
The Bellicose is the Minmatar EWar cruiser, with bonuses for the effectiveness of target painters. Although the {{sh|Vigil}}'s target painters have a longer range than those of the Bellicose, the cruiser provides a far more durable platform. Target painting is more situationally useful than ECM (Caldari) or sensor dampening (Gallente). On the other hand, like the {{sh|Arbitrator}}, the Bellicose has a secondary bonus for combat, in this case for the rate of fire of Rapid Light, Heavy Assault, and Heavy Missile Launchers. This means the ship can also double up as DD and is often used in a fleet support role.


=Ammunition, Range, and Kiting=


You can read a detailed description of projectile turret ammunition [[Turrets#Projectile Ammo|here]]. Minmatar ships have the ability to control the type of damage they deal and therefore target their enemy's weaknesses. In PvE you can look up the damage type your enemy is weak to [[NPC Damage Types#A brief Summary of NPC Damage Types|here]] and select the appropriate ammunition.
{{Ship|Rupture|box}}
The heavy-duty combat cruiser of the Minmatar Republic, this ship looks like a chunk of brick. The Rupture is the favored mission cruiser for the Minmatar. It can mount a good active armor tank or regenerating passive shield tank and can use artillery and drones to destroy mission rats from range.


By default, close range (EMP, Fusion or Phased Plasma) ammo should be used for the best DPS. There is no close-range projectile ammo which does primarily kinetic damage, but the higher DPS of the short-ranged projectile ammunition types may compensate for this if you target their second-weakest resist. If you are taking too much damage at close range, switch to medium range (Titanium Sabot or Depleted Uranium) or long (Proton, Nuclear or Carbonized Lead) range ammo and fire from further away.
The Rupture is also a strong PvP ship. A number of fittings work well; in E-UNI fleets the most common approach is to fit an armor buffer tank and provide extra DPS and some sticky secondary tackle. Strong [[Support_Skills#Fitting|fitting skills]] and access to T2 autocannons (for kiting with Barrage ammo) open up some fast-moving shield-tanked PvP fits.


Guns can suffer from tracking issues, so I would recommend using 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.


Projectile turrets are unusual in having very long [[Gunnery Guide#Range|falloff]]. This means that keeping within optimal range is not as essential for you as it is for pilots using lasers and hybrids. Autocannon have such short optimal ranges that you are more or less condemned to fight in falloff with them; with artillery you should probably aim to be at the edge of your optimal range. There's no need to be closer than that, and the more range you can keep at the less trouble your guns will have tracking the enemy.
{{Ship|Scythe|box}}
The Scythe is a T1 logistics cruiser, with bonuses to shield repair. It is designed to support 3 medium shield transporters and a shield tank while remaining cap stable, but getting the Scythe both cap stable and well-tanked can be tricky for characters with limited SP.  


To find out your optimal and falloff ranges 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.


=Tech and Meta Levels=
{{Ship|Stabber|box}}
The Stabber is the fastest T1 cruiser, and it has a falloff bonus that lets autocannon strike from longer ranges.


These fittings were made mostly using Tech 1 Meta 0 modules, or Tech 2 for larger ships. This is partly to avoid confusion with higher meta names. Also, this insures that ship fittings are relatively cheap to get into without spending too much for new players with cash flow difficulties. And during war, pvp fittings using Tech 1 Meta 0 modules are provided by the university.
If you plan on moving into ships that utilize speed tanking or avoidance tactics this is a good ship to practice with; T2 autocannon can load Barrage ammunition which really unleashes the Stabber's autocannon kiting potential and points the way towards the advanced version of this ship, the {{sh|Vagabond}}. On the other hand, the Stabber has an especially limited capacitor and pilots must be careful in their energy use while flying it.


Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and harder to fit. Meta 3 and 4 are expensive, often more expensive than Tech 2. Meta 1 and 2 will often be less expensive than Meta 0, due to supply and demand on the market.
The Stabber can also be fitted as a fast-yet-tough tackle ship or as a kind of "super destroyer" anti-frigate platform.


=Drones=
=== Battlecruisers ===
When you begin to fly Minmatar [[Battlecruisers]], it is a good idea to be training towards a Shield or Armor [[Tanking|T2 Tank]]. (You will need a full T2 tank to fly battlecruisers in wartime PvP if you're a uni pilot. Whether or not you're in the uni, a T2 tank is extremely helpful in PVP or PVE.) It is also wise to have basic [[Skills:Gunnery|Gunnery Support skills]] sorted out and to be training towards T2 light and medium drones.


Small drones should be used against frigate and destroyer sized enemies, medium drones should be used against cruiser and battlecruiser 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 isnt an issue, they can deal relatively well with those.
In PvP, Tech 1 battlecruisers represent a good balance between DPS, tanking, agility, speed, and cost (they cost much less to lose than a battleship). Battlecruisers can be fitted for long or short range PVP combat. In large-scale alliance battles in nullsec they are often part of each side's 'support fleet', defending the main battleship fleet from attack.


Never use Amarr drones, due to their low damage multiplier, they are useless even against enemies who's lowest resistance is EM damage. Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against most rat types. For level 1 to 3 missions, gallente drones are fine to use exclusively, although switching drones will make more efficient runs. At level 4 missions, it is strongly recommended to always fit the best drone types to match rat weaknesses.
In PvE, Tech 1 battlecruisers are the standard tool for completing Level 3 combat missions. Several battlecruisers can mount passive shield tanks ideal for PvE combat, and some battlecruisers are also suitable salvage ships for the large amount of loot produced by Level 4 missions.


Drone aggro should be watched. When arriving in a mission room, aggro should be aquired 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.


Hot keys are recommended for drone management. They need to be initially launched manually from the drone window, though hot keys can be set for attack and return to drone bay.
{{Ship|Cyclone|box}}
The Cyclone is inferior to the Hurricane in most situations, but it has a few niches. The Cyclone is bonused towards missiles rather than projectile turrets. Unlike the Drake, which is designed to mount a large buffer tank and deal most of its damage with kinetic missiles, the Cyclone is bonused to take advantage of shield boosters to mount a massive active tank, albeit for an only limited period of time, while its rate of fire bonus allows the Cyclone greater flexibility in terms of the damage types it can use. The Cyclone also has a decent drone bay and bandwidth, allowing it to field a full flight of medium drones for extra DPS, or two flights of small drones instead.


In pvp, Gallente and Minmatar 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.


=Tank & Gank=
{{Ship|Hurricane|box}}
The Hurricane has a long history of positive PvP and PvE performance and is one of the most versatile ships in EVE. It can deal impressive DPS and can be shield or armor tanked. Most Minmatar pilots choose a Hurricane as their Level 3 mission ship, fitting either a passive shield tank or an active armor tank.


Different rat (NPC pirates) factions have different damage type resistances, and deal different damage types.  
In PvP, the Hurricane can be fitted as a simple, armor-buffered short-range bruiser, or as a fast, kiting, shield-tanked 'Nanocane', or as a shield-tanked, medium-range high-alpha artillery platform. Roaming gangs of shield Hurricanes with Scimitar logistic support are a fearsome sight and a highly effective combat fleet.


Drones and hardeners should be switched around based on rat types.


Damage type resistance and dealt by rats can be found in the [[NPC_Damage_Types#A_brief_Summary_of_NPC_Damage_Types|NPC Damage Types]] article.
{{Ship|Tornado|box}}
The Tornado was made to do one thing and one thing only: blow the ever loving crap out of anything that is unfortunately preoccupied with other threats. Like the other Tier 3 Battlecruisers, this ship is all gank and no tank. This naturally leads many to fit it for 200km+ sniper combat, since even a couple of cruisers or small frigate wolfpack can tear it apart rather quickly. The Tornado is thus often fitted with 1400mm Artillery and used to deal massive alpha damage, in a similar style to the [{sh|Maelstrom}}.


Mission-specific damage profiles can be found on [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival].
=== Battleships ===
In PvP, Tech 1 [[Battleships]]  can mount great buffer tanks and can deal very high DPS when fitted for short ranges. When mounting long-range 'sniper' fits, battleships can fight at the very longest ranges possible in Eve's engine, while still dealing effective DPS. Battleships' weaknesses are low speed and agility, combined with slow locking speeds and poor gun tracking speeds. Battleships, therefore, struggle to force smaller ships to engage and to kill smaller ships even when they can be pinned down.


All EHP in this guide is from [http://www.eve-ivy.com/wiki/index.php?title=EFT EFT] calculations, not in-game EHP.
In PvE, battleships are also the standard class of ship used to run Level 4 missions solo, since they can fit active tanks good enough to survive lots of DPS over a sustained period of time, while still dealing out enough damage to complete missions reasonably quickly. Battleships are also used very effectively in [[Incursions|Incursion]] fleets.


=Salvaging After the Mission=


Salvaging boats, most commonly destroyers, are usually used to clean up rooms after missions are complete. To do so, make sure you bookmark one wreck for each room in the mission, since the acceleration gates will disappear after the mission has be turned in at the agent. Once the mission is turned in, the MWD can be used to propel the salvaging boat within tractor range faster.
{{Ship|Maelstrom|box}}
On the same skill path as the Cyclone, the Maelstrom has a powerful active shield tank. Unlike the Cyclone, it can also deal lots of damage. The Maelstrom is the usual choice for running Level 4 missions, which it does quite well (Ships like the Vargur and Machariel outperform it, but cost much more, both in ISK and in skill training time). PvE Maelstroms usually fit an X-large shield booster for a powerful pulsed shield tank, and artillery for long-range DPS -- though against the Angel Cartel, whose battleships like to engage at close range, some pilots like to fit large autocannon instead. It is also a great introductory ship to get into [[Incursions]].
 
In PvP, the Maelstrom is the backbone of the "alpha fleet" - fleets designed to one-shot ships to negate the power of logistics.
 
 
{{Ship|Tempest|box}}
The Tempest is one of two Minmatar Attack Battleships. Its bonuses favor Large Projectile Turrets, unlike the Typhoon which focuses on Battleship-size missiles/torpedos. With 5 mid slots and 6 low slots, the Tempest can be shield or armor tanked, both are equally common. With the recent rise in the use of the {{sh|Tornado}}, as a cheaper sniper, the primary role of the Tempest has been somewhat overshadowed. Nonetheless, the Tempest is still widely used in skirmish warfare. The Tempest is relatively quick and agile, for a battleship.
 
 
{{Ship|Typhoon|box}}
The Typhoon is the missile-focused Minmatar T1 battleship. With no bonus for missile range, it is a bit more suited to brawling, unlike the Caldari {{sh|Raven}}. The Typhoon has an unusual bonus to missile explosion velocity, which means that it can apply its missile damage to smaller targets rather more easily than most large missile platforms. It has a very high base speed (for a battleship) and one niche use for it is as an unusually large fast ship in small, quickly-moving gangs.
 
=== Haulers ===
[[Haulers]] are a class of ships with a very large cargo bay, generally weak shields and armor, with few turret hardpoints. Haulers are designed to carry large volumes of cargo within their large holds. However, they are slow and fragile ships, leaving them vulnerable to attack. Some haulers have a better capacity to deal with threats than others, leaving some ships better at running the gauntlet than others with a chance of success.
 
{{Ship|Hoarder|box}}
The Hoarder is a highly specialized Hauler for hauling large volumes of ammunition. This is especially useful for transporting high-volume low-ISK items such as cap booster charges or large ammunition.
 
{{Ship|Mammoth|box}}
The Mammoth offers a good compromise between one of the largest cargo holds of the Haulers and a relatively fast align time. The low-slots can be filled with either cargo expanders or agility modules to balance these depending on the task at hand.
 
{{Ship|Wreathe|box}}
The Wreathe is the entry-level Hauler provided to Minmatar capsuleers during the tutorial missions. Its cargo hold leaves much to be desired but is sufficient for small hauling jobs. It offers the shortest align time of all T1 haulers and its low-slots can be used to improve that further. Level 1 distribution missions and light station trading are situations that this ship accommodates. As young pilots have less starting capital, the limited cargo size of the Wreathe will be less of a problem.
 
==Projectile Turret Tips==
{{main|Turrets#Projectile turrets|Projectile turrets}}
{{main|Projectile ammunition}}
 
Projectile turrets are powerful and versatile, but complex: they are the only turrets with selectable damage types, which means you can load ammo appropriate to your target's weaknesses, but this comes at the cost of more involved thought. The pages linked above about projectile turrets and projectile ammunition repay a careful read, but here is a brief summary.
 
===Autocannon===
 
The optimal range modifiers on projectile ammo mean very little for autocannon, which have minimal optimal ranges anyway. For this reason, it usually makes sense to use one of the three short-range, high-damage types:
 
* EMP ammo for EM damage
* Fusion ammo for explosive damage
* Phased Plasma for thermal damage
 
There are two ammo types with 33% less damage but a 20% turret tracking bonus.
 
* Titanium Sabot for mostly kinetic damage
* Depleted Uranium for explosive damage spiced with thermal damage
 
The 33% reduced damage limits these types' usefulness: [[Guristas]] NPCs, for instance, are weakest to kinetic, but Phased Plasma normally outdamages Titanium Sabot against Guristas, because of its greater raw damage. Both types are useful in niche situations when you need to shoot small, faster targets. Proton, Nuclear, and Carbonized Lead have a larger damage penalty, and can be ignored when using autocannon.
 
Tech 2 autocannon ammo comes in two varieties:
 
* Hail: reduced range, reduced tracking, but high damage; explosive damage spiced with kinetic; useful for shooting large, slow PvP targets at close range
* Barrage: 50% more falloff range, reduced tracking; a little less damage than EMP, Fusion, and Phased Plasma; roughly 50/50 kinetic and explosive damage; useful for PvP kiting at medium range
 
===Artillery===
 
Unlike autocannon, artillery guns have noticeable optimal ranges. Nevertheless, you're usually still best off using the short-ranged ammo to maximize both DPS and alpha, unless your tank cannot take the damage your targets deal at shorter artillery ranges. To recap, those short-ranged ammo types are:
 
* EMP ammo for EM damage
* Fusion ammo for explosive damage
* Phased Plasma for thermal damage
 
Tech 2 artillery ammo comes in two varieties:
 
* Tremor: a huge range bonus, healthy damage, but a large tracking penalty; for PvP snipers
* Quake: reduces your optimal range to one quarter, for a 25% bonus to tracking; a last-resort PvP ammo type to load against targets that get too close
 
==Missile Tips==
 
{{main|Missiles}}
 
Missiles are simpler to use than projectile turrets. For each type of missile launcher, there are four types of missile, and each type deals one of the four damage types. You can tell the damage type from the flavor word in the missile's name:
 
* "Mjolnir": EM damage
* "Inferno": thermal damage
* "Scourge": kinetic damage
* "Nova": explosive damage
 
In PvE combat, you can look up what your target NPCs' weakest damage resistance is, and target that. In PvP, you should bring a range of damage types and (where possible) select the appropriate damage before engaging.
 
A missile's range is its flight time multiplied by its velocity. You can check missile ranges easily by turning on the [[Tactical overlay|tactical overlay]] and hovering your cursor over the module button for your missile launcher(s): doing this will display the range as a red zone on the overlay, centered on your ship.
 
Unlike turret weapons, missiles take time to travel to their target. They also struggle to apply their damage to targets smaller than their own size: medium-sized missiles don't apply damage well to frigates, and large missiles don't apply damage well to cruisers. Target painting can help with this, as can rare ship bonuses such as the explosion velocity bonus on the Typhoon battleship, but you can also use small drones to scrape small targets off you.
 
==Related Links==
*[[Missions]]
*[[Drones]] and [[Drone mechanics|Using Drones]]
{{ShipGuideLinks}}


For Level 4 missions, many players switch from a destroyer to a battlecruiser because they have lots of high slots, like destroyers, but bigger cargo holds. The Hurricane is a popular L4 salvaging ship because it is fast and agile (for a BC), has eight high slots for salvagers and tractor beams and six low slots for expanded cargohold modules (which aren't subject to [[Module_Stacking_and_Speed_Modules|stacking penalties]]).


[[Category:Guides]]
[[Category:Ships]]
[[Category:Ships]]
[[Category:Fitting]]
[[Category:PvE]]
[[Category:PvP]]