Difference between revisions of "Blackbird"

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<onlyinclude>{{{{#if:{{{mode|}}}|{{#switch:{{{mode}}}|box=ShipBoxLarge|#default=ShipBoxTooltip}}|ShipArticle}} <!--  Template marker : DON'T EDIT LINE -->
 
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<!-----------------------------------------------------------
<!-----------------------------------------------------------
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* SHIP ATTRIBUTES SECTION (last update : 10/15/2019)
* SHIP ATTRIBUTES SECTION (last update : 03.28.2013)
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* on editing the attributes, please make sure that you don't
* on editing the attributes, please make sure that you don't  
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* leave/mistype any tags required. please follow the same
* leave/misstype any tags required. please follow the same  
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* format below and edit only the values (after the = sign).
* format below and edit only the values (after the = sign).
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| shipid=632
+
| shipimg=Blackbird.jpg
|shipid=632
+
| shipname=Blackbird
|shipimg=Blackbird.jpg
+
| class=Cruiser
|shipname=Blackbird
+
| grouping=Standard Cruisers
|caption=Blackbird
+
| hulltype=Blackbird Class
|class=Cruiser
+
| faction=Caldari State  
|grouping=Standard Cruisers
+
| variations={{Ship|Falcon}},{{Ship|Rook}}
|hulltype=Blackbird Class
+
| tech=  
|faction=Caldari State
+
| powergrid=525 MW
|race=Caldari
+
| cpu=425 tf
|roles=unspecified
+
| capacitor=1,250 GJ
|variations={{Ship|Falcon}}, {{Ship|Rook}}
+
| highs=4
+
| turrets=3
|ecmprio=4 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
+
| launchers=3
+
| mediums=6
|powergrid=525 MW
+
| lows=3
|cpu=425 tf
+
| mass=13,190,000 kg
|capacitor=1,250 GJ
+
| volume=96,000
|highs=4
+
| cargohold=305
|turrets=3
+
| extrahold=
|launchers=3
+
| extraholdtype=
|mediums=6
+
| dronebay=10
|lows=3
+
| bandwidth=10 Mbit/sec
+
| info=The Blackbird is a small high-tech cruiser newly employed by the Caldari Navy. Commonly seen in fleet battles or acting as wingman, it is not intended for head-on slugfests, but rather delicate tactical situations.  
|mass=13,190,000 kg
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| bonuses=<b>Caldari Cruiser bonuses (per skill level):</b><br>15% bonus to ECM Target Jammer strength<br>12.5% bonus to ECM Target Jammer optimal range and falloff<br>
|volume=96,000 m&#179;
+
| structurehp=1,400 HP
|cargohold=305 m&#179;
+
| shieldhp=1,400 HP
+
| shieldem=0
|dronebay=10 m&#179;
+
| shieldexp=50
|bandwidth=10 Mbit/sec
+
| shieldkin=40
+
| shieldtherm=20
|info=The Blackbird is a small high-tech cruiser employed by the Caldari Navy. Commonly seen in fleet battles or acting as wingman, it is not intended for head-on slugfests, but rather delicate tactical situations.
+
| armorhp=1,200 HP
+
| armorem=50
|bonuses=<b>Traits:</b><br><b>Caldari Cruiser skill bonus per level:</b><br>15% bonus to ECM Target Jammer strength<br>12.5% bonus to ECM Target Jammer optimal range and falloff
+
| armorexp=10
+
| armorkin=25
|structurehp=1,400 HP
+
| armortherm=45
|shieldhp=1,400 HP |shieldem=0 |shieldexp=50 |shieldkin=40 |shieldtherm=20
+
| maxvelocity=190 m/sec
|armorhp=1,200 HP |armorem=50 |armorexp=10 |armorkin=25 |armortherm=45
+
| inertia=0.48
+
| warpspeed=4 AU/s
|maxvelocity=190 m/s
+
| warptime=8.78 s
|inertia=0.48
+
| targetrange=85.00 km
|warpspeed=3 AU/s
+
| sigradius=150 m
|warptime=8.78 s
+
| maxlockedtargets=8
+
| sensortype=Gravimetric
|targetrange=85 km
+
| sensorvalue=20 points
|sigradius=150 m
+
| scanres=230 mm
|maxlockedtargets=8
+
| reqskills=*{{RequiredSkill|Caldari Cruiser|I}}
|sensortype=Gravimetric
+
** {{RequiredSkill|Spaceship Command|II}}
|sensorvalue=20 points
+
** {{RequiredSkill|Caldari Destroyer|III}}
|scanres=230 mm
+
*** {{RequiredSkill|Caldari Frigate|III}}
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**** {{RequiredSkill|Spaceship Command|I}}
|reqskills=*Caldari Cruiser I<small>41m</small>
 
**Spaceship Command II<small>1h 34m</small>
 
**Caldari Destroyer III<small>8h 52m</small>
 
***Caldari Frigate III<small>8h 52m</small>
 
****Spaceship Command I<small>8m</small>
 
|totaltraintime=20h 7m
 
 
|forumlinks=
 
|wikireferences=
 
|externallinks=[http://wiki.eveonline.com/en/wiki/Blackbird Blackbird on Eve Online Wiki]<br>
 
 
|highlights1=
 
|highlights2=
 
|highlights3=
 
|highlights4=
 
  
 +
| totaltraintime=19h 15m 30s
 +
| forumlinks=
 +
| wikireferences=
 +
| externallinks=
 +
| highlights1=
 +
| highlights2=
 +
| highlights3=
 +
| highlights4=
 
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==Summary==
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== Summary ==
The Blackbird is the Caldari EWAR cruiser, and is bonused for ECM. A large number of Blackbirds is almost the signature of university fleets. The blackbird has hull bonuses to jammer range as well as strength, allowing it to fight from much further out than a griffin, which is great for an EWAR ship. A blackbird has the mid slots to support a rainbow fit of 4 racial jammers with 2 mids and 3 lows to spare, allowing the flexibility of a propulsion module and a shield or armor tank module.
+
The '''Blackbird''' is the Caldari [[EWAR]] cruiser, and is bonused for ECM. The blackbird has hull bonuses to jammer range as well as strength, allowing it to fight from much further out than a [[Griffin]], which is great for an EWAR ship. The Blackbird also has the mid slots to support a rainbow fit of 4 racial jammers with 2 mids and 3 lows to spare, allowing the flexibility of a propulsion module and a shield or armor tank module.
  
==Skills==
+
== Skills ==
These are the skills which will improve your abilities as an ECM pilot:
+
There are several skills which will improve your abilities as an ECM pilot:
  
[[Skills:Spaceship_Command#Caldari_Cruiser|Caldari Cruiser]] - Skills for the specific types of ship you are flying will give you the greatest improvement in ECM effectiveness. 15% bonus to ECM Target Jammer strength per level. +12.5% bonus to ECM Target Jammer optimal range and falloff per level. Requires spaceship command III and Caldari Frigate IV.
+
{{sk|Caldari Cruiser}} - Skills for the specific types of ship you are flying will give you the greatest improvement in ECM effectiveness. 15% bonus to ECM Target Jammer strength per level. +12.5% bonus to ECM Target Jammer optimal range and falloff per level. Requires {{sk|Spaceship Command|III}} and {{sk|Caldari Destroyer|III}}.
  
[[Skills:Electronics#Long_Range_Targeting|Long Range Targeting]] - 5% Bonus to targeting range per skill level. Requires Electronics Level 2.
+
{{sk|Long Range Targeting}} - 5% Bonus to targeting range per skill level. Requires {{sk|CPU Management|II}}.
  
[[Skills:Electronics#Frequency_Modulation|Frequency Modulation]] - Increases the falloff distance (this will be explained later) of your ECM modules by 10% per level. Requires Electronics Level 3 and Electronics Warfare Level 2.  
+
{{sk|Frequency Modulation}} - Increases the falloff distance (this will be explained later) of your ECM modules by 10% per level. Requires {{sk|CPU Management|III}} and {{sk|Electronic Warfare|II}}.
  
[[Skills:Electronics#Long_Distance_Jamming|Long Distance Jamming]] - Increases the optimal range of your ECM modules by 10% per level. Requires Electronics Level 4 and Electronics Warfare Level 3.  
+
{{sk|Long Distance Jamming}} - Increases the optimal range of your ECM modules by 10% per level. Requires {{sk|CPU Management|IV}} and {{sk|Electronic Warfare|III}}.
  
[[Skills:Mechanic#Electronic_Superiority_Rigging|Electronic Superiority Rigging]] - This will allow you to use the ECM rigs. (See section on ECM modules). Requires Jury rigging Level 3 and Mechanics Level 3.  
+
{{sk|Electronic Superiority Rigging}} - This will allow you to use the ECM rigs. (See section on ECM modules). Requires {{sk|Jury Rigging|III}} and {{sk|Mechanics|III}}.
  
[[Skills:Electronics#Signal_Dispersion|Signal Dispersion]] - Increases your jam strength by 5% per level. This skill requires Electronics 5 and Electronic Warfare Level 4. If you have decided that you really enjoy being an EWAR pilot this is a great skill to work towards, but it certainly isn't required to have fun flying ECM in fleets.  
+
{{sk|Signal Dispersion}} - Increases your jam strength by 5% per level. This skill requires {{sk|CPU Management|V}} and {{sk|Electronic Warfare|IV}}. If you have decided that you really enjoy being an EWAR pilot this is a great skill to work towards, but it certainly isn't required to have fun flying ECM in fleets.
  
Source: [[ECM_Guide#Skills_to_improve_ECM|ECM Guide]]
+
Source: [[ECM Guide#Skills to improve ECM|ECM Guide]]
  
==Fitting==
+
== Tactics ==
 +
(For a general guide and introduction refer to [[EWAR Guide]] and [[ECM Guide]])
  
{{ShipFitting|
+
The following refers specifically to flying a Blackbird:
ship=Blackbird|
 
shipTypeID=632|
 
fitName=Fleet Rookie|
 
fitID=Fleet-Rookie|
 
high1name=Light Missile Launcher I|
 
high1typeID=499|
 
high2name=Light Missile Launcher I|
 
high2typeID=499|
 
high3name=Light Missile Launcher I|
 
high3typeID=499|
 
high4name=open|
 
mid1name=ECM - Spatial Destabilizer I|
 
mid1typeID=1955|
 
mid2name=ECM - Phase Inverter I|
 
mid2typeID=1958|
 
mid3name=ECM - Ion Field Projector I|
 
mid3typeID=1948|
 
mid4name=ECM - White Noise Generator I|
 
mid4typeID=1956|
 
mid5name=ECM - Phase Inverter I|
 
mid5typeID=1958|
 
mid6name=Experimental 10MN Afterburner I|
 
mid6typeID=6005|
 
low1name=Damage Control I|
 
low1typeID=2046|
 
low2name=800mm Reinforced Steel Plates I|
 
low2typeID=11299|
 
low3name=Signal Distortion Amplifier I|
 
low3typeID=25561|
 
drone1name=Hobgoblin I x2|
 
drone1typeID=2454|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scourge Light Missile x1|
 
charge1typeID=210|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Particle Dispersion Augmentor I|
 
rig1typeID=31288|
 
rig2name=Medium Particle Dispersion Projector I|
 
rig2typeID=31300|
 
rig3name=Medium Particle Dispersion Projector I|
 
rig3typeID=31300|
 
difficulty=0|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=632:499;3:1948;1:1955;1:1956;1:1958;2:6005;1:2046;1:11299;1:25561;1:31288;1:31300;2:2454;2:210;1::|
 
skills=|
 
notes= Upgrade your ECM and other modules to meta and/or T2 levels if you can, look at the vet fit for suggestions.</li><li>You have a full rack of rainbow jammers. Bring a 2nd one of the one most likely to be engaged. This fit suggests Caldari as their ships are usually not counter-able by other ewar. Amarr and Minmatar makes also perfectly sense.</li><li>Have two of each other ECM jammers in cargo to be able to refit on the run.}}    {{ShipFitting|
 
ship=Blackbird|
 
shipTypeID=632|
 
fitName=Fleet Veteran|
 
fitID=Fleet-Veteran|
 
high1name=Light Missile Launcher I|
 
high1typeID=499|
 
high2name=Light Missile Launcher I|
 
high2typeID=499|
 
high3name=Light Missile Launcher I|
 
high3typeID=499|
 
high4name=open|
 
mid1name=10MN Afterburner I|
 
mid1typeID=12056|
 
mid2name='Umbra' White Noise ECM|
 
mid2typeID=19952|
 
mid3name=BZ-5 Neutralizing Spatial Destabilizer ECM|
 
mid3typeID=19946|
 
mid4name='Hypnos' Ion Field ECM I|
 
mid4typeID=19927|
 
mid5name='Hypnos' Ion Field ECM I|
 
mid5typeID=19927|
 
mid6name=Enfeebling Phase Inversion ECM I|
 
mid6typeID=19939|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=1600mm Reinforced Rolled Tungsten Plates I|
 
low2typeID=11325|
 
low3name=Signal Distortion Amplifier II|
 
low3typeID=25563|
 
drone1name=Hobgoblin II x2|
 
drone1typeID=2456|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scourge Light Missile x1|
 
charge1typeID=210|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Particle Dispersion Augmentor I|
 
rig1typeID=31288|
 
rig2name=Medium Particle Dispersion Projector I|
 
rig2typeID=31300|
 
rig3name=Medium Particle Dispersion Projector I|
 
rig3typeID=31300|
 
difficulty=1|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=632:499;3:12056;1:19927;2:19939;1:19946;1:19952;1:2048;1:11325;1:25563;1:31288;1:31300;2:2456;2:210;1::|
 
skills=|
 
notes= Have two of each other ECM jammers in cargo to be able to refit on the run.</li><li>The armor tank is 30% more HP than the shield, but aligns like a brick.</li><li>The afterburner can be upgraded to a microwarpdrive by removing all of the weapons and using a 1% powergrid implant (which costs around 1m ISK)}}
 
  
{{ShipFitting|
+
A ship's fit supports the pilot and allows the pilot to utilize certain piloting techniques and abilities. So a specialized or ultra specialized fit could only be good for a certain kind of high ace pilot or only in a certain situation.
ship=Blackbird|
 
shipTypeID=632|
 
fitName=Shield|
 
fitID=Shield|
 
high1name=Heavy Missile Launcher I|
 
high1typeID=501|
 
high2name=Heavy Missile Launcher I|
 
high2typeID=501|
 
high3name=Heavy Missile Launcher I|
 
high3typeID=501|
 
high4name=open|
 
mid1name=ECM - Spatial Destabilizer I|
 
mid1typeID=1955|
 
mid2name=ECM - Phase Inverter I|
 
mid2typeID=1958|
 
mid3name=ECM - Ion Field Projector I|
 
mid3typeID=1948|
 
mid4name=ECM - White Noise Generator I|
 
mid4typeID=1956|
 
mid5name=Experimental 10MN Microwarpdrive I|
 
mid5typeID=5975|
 
mid6name=Large Shield Extender I|
 
mid6typeID=3839|
 
low1name=Damage Control I|
 
low1typeID=2046|
 
low2name=Signal Distortion Amplifier I|
 
low2typeID=25561|
 
low3name=Signal Distortion Amplifier I|
 
low3typeID=25561|
 
drone1name=Hobgoblin I x2|
 
drone1typeID=2454|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scourge Heavy Missile x1|
 
charge1typeID=209|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Low Friction Nozzle Joints I|
 
rig1typeID=31155|
 
rig2name=Medium Low Friction Nozzle Joints I|
 
rig2typeID=31155|
 
rig3name=Medium Low Friction Nozzle Joints I|
 
rig3typeID=31155|
 
difficulty=0|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=632:501;3:1948;1:1955;1:1956;1:1958;1:3839;1:5975;1:2046;1:25561;2:31155;3:2454;2:209;1::|
 
skills=|
 
notes=This fit is more manoeuvrable than the armor fit but has a lower HP.</li><li>Rigs have been selected for low cost, but can be missed if desired.}}    {{ShipFitting|
 
ship=Blackbird|
 
shipTypeID=632|
 
fitName=Shield tank - Eion Xis|
 
fitID=Shield-tank---Eion-Xis|
 
high1name=Rapid Light Missile Launcher I|
 
high1typeID=1875|
 
high2name=Rapid Light Missile Launcher I|
 
high2typeID=1875|
 
high3name=Rapid Light Missile Launcher I|
 
high3typeID=1875|
 
high4name=open|
 
mid1name=ECM - Spatial Destabilizer II|
 
mid1typeID=2571|
 
mid2name=ECM - Phase Inverter II|
 
mid2typeID=2559|
 
mid3name=ECM - Ion Field Projector II|
 
mid3typeID=2563|
 
mid4name=ECM - White Noise Generator II|
 
mid4typeID=2575|
 
mid5name=Sensor Booster II|
 
mid5typeID=1952|
 
mid6name=Large Shield Extender II|
 
mid6typeID=3841|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name=Signal Distortion Amplifier II|
 
low2typeID=25563|
 
low3name=Signal Distortion Amplifier II|
 
low3typeID=25563|
 
drone1name=Hobgoblin II x2|
 
drone1typeID=2456|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Targeting Range Script x1|
 
charge1typeID=29009|
 
charge2name=Scan Resolution Script x1|
 
charge2typeID=29011|
 
charge3name=Scourge Light Missile x1|
 
charge3typeID=210|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Core Defense Field Extender I|
 
rig1typeID=31790|
 
rig2name=Medium Core Defense Field Extender I|
 
rig2typeID=31790|
 
rig3name=Medium Particle Dispersion Augmentor I|
 
rig3typeID=31288|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=632:1875;3:1952;1:2559;1:2563;1:2571;1:2575;1:3841;1:2048;1:25563;2:31288;1:31790;2:2456;2:210;1:29009;1:29011;1::|
 
skills=|
 
notes=The Damage Control II with the rigs and the Large Shield Extender II should give you enough tank to get out if you get targeted and start taking damage. Remember that a BBs tank is its distance from the fight and its ECM not its shield and damage control these are really only there to get you out if you are getting targeted so “BOUNCE” if this is the case. This fit should bring you around 11800 ehp and is my base fit and one you will see me fly often. </li><li> The Mid slots on this BB are setup as a “rainbow fit” covering all of the racial ship types. I would strongly encourage you all to carry a spare of each type in your cargo for when you get good Intel on a set of targets and have the chance to dock up and add more of one type. </li><li>I use a Sensor Booster II on my BBs to give me a longer targeting range or scan res depending on the situation. This is a “personal choice” and could be replaced with a prop mod which I would do if I was going into Null Sec. </li><li>The Rig slots speak for themselves I think as far as the shield rigs go, however the Medium Particle Dispersion Augmentor I is there to increase my jam strength but you could load a Medium Particle Dispersion Projector I if you wanted to increase the range of Jamming if you have dropped the Sebo for a prop mod. </li><li>Edit: The meta 4 jammers have the same stats and generate less heat as the Meta 5s listed here.}}
 
  
{{ShipFitting|
+
For ECM, there are various considerations which some prioritize over others but generally fits seek to accomplish as many of them as they can so that the pilot can make use of such benefits.
ship=Blackbird|
 
shipTypeID=632|
 
fitName=Armor ECM Six Low Skill|
 
fitID=Armor-ECM-Six-Low-Skill|
 
high1name=Light Electron Blaster I|
 
high1typeID=562|
 
high2name=Light Electron Blaster I|
 
high2typeID=562|
 
high3name=Light Electron Blaster I|
 
high3typeID=562|
 
high4name=open|
 
mid1name=ECM - Ion Field Projector I|
 
mid1typeID=1948|
 
mid2name=ECM - Phase Inverter I|
 
mid2typeID=1958|
 
mid3name=ECM - Spatial Destabilizer I|
 
mid3typeID=1955|
 
mid4name=ECM - White Noise Generator I|
 
mid4typeID=1956|
 
mid5name=ECM - Phase Inverter I|
 
mid5typeID=1958|
 
mid6name=ECM - Phase Inverter I|
 
mid6typeID=1958|
 
low1name=Damage Control I|
 
low1typeID=2046|
 
low2name=Signal Distortion Amplifier I|
 
low2typeID=25561|
 
low3name=1600mm Reinforced Steel Plates I|
 
low3typeID=11279|
 
drone1name=Hobgoblin I x2|
 
drone1typeID=2454|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Antimatter Charge S x1|
 
charge1typeID=222|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Particle Dispersion Projector I|
 
rig1typeID=31300|
 
rig2name=Medium Particle Dispersion Projector I|
 
rig2typeID=31300|
 
rig3name=Medium Particle Dispersion Projector I|
 
rig3typeID=31300|
 
difficulty=0|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=632:562;3:1948;1:1955;1:1956;1:1958;3:2046;1:11279;1:25561;1:31300;3:2454;2:222;1::|
 
skills=|
 
notes=This is a good (well maybe not that but it's cheap/free) ship to start off ecm with, if one wants to try a (suicidal) experimentation with it before investing skills. Even with skills at 1 for range and jam strength, the multiple jammers will compensate somewhat for low skills. ECM benefits from skill stacking, since the higher your skills, the more effect you get from jam rigs/modules and the Caldari cruiser bonus. Whereas sensor damp skills mostly just increase your range. Upgrade to Meta 4 jammers prompto since the jam % is improved significantly at little cost compared to the hull.}}    {{ShipFitting|
 
ship=Blackbird|
 
shipTypeID=632|
 
fitName=Armor ECM Six|
 
fitID=Armor-ECM-Six|
 
high1name=Anode Light Neutron Particle Cannon I|
 
high1typeID=7585|
 
high2name=Anode Light Neutron Particle Cannon I|
 
high2typeID=7585|
 
high3name=Anode Light Neutron Particle Cannon I|
 
high3typeID=7585|
 
high4name=open|
 
mid1name='Hypnos' Ion Field ECM I|
 
mid1typeID=19927|
 
mid2name='Hypnos' Ion Field ECM I|
 
mid2typeID=19927|
 
mid3name='Hypnos' Ion Field ECM I|
 
mid3typeID=19927|
 
mid4name=Enfeebling Phase Inversion ECM I|
 
mid4typeID=19939|
 
mid5name=Enfeebling Phase Inversion ECM I|
 
mid5typeID=19939|
 
mid6name=Enfeebling Phase Inversion ECM I|
 
mid6typeID=19939|
 
low1name=Damage Control II|
 
low1typeID=2048|
 
low2name='Hypnos' Signal Distortion Amplifier I|
 
low2typeID=25565|
 
low3name=1600mm Reinforced Steel Plates II|
 
low3typeID=20353|
 
drone1name=Hobgoblin II x2|
 
drone1typeID=2456|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Antimatter Charge S x1|
 
charge1typeID=222|
 
charge2name=open|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Particle Dispersion Projector I|
 
rig1typeID=31300|
 
rig2name=Medium Particle Dispersion Projector I|
 
rig2typeID=31300|
 
rig3name=Medium Particle Dispersion Projector I|
 
rig3typeID=31300|
 
difficulty=1|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.0|
 
shipDNA=632:7585;3:19927;3:19939;3:2048;1:20353;1:25565;1:31300;3:2456;2:222;1::|
 
skills=|
 
notes=Caldari cruiser 5 really helps with ECM, especially with the new sensor defense skills against being jammed. This fit came from a conversation with BobbyRush. This is a ranged BB, armor tanked to resist tornado alphas, and still able to have six jams. May not be possible to fit guns and a MWD if one is needed, even with perfect fitting skills. This one is specialized for gallente/minmatar countering. Ewar pilots should use their own intel sources to find out what the most likely enemy race will be, however.}}
 
  
{{ShipFitting|
+
=== Pre-engagement Bookmarks ===
ship=Blackbird|
+
This has the least to do with the fit, but the most to do with the pilot's abilities. Having tactical on grid and off grid bookmarks to use to manoeuvre around the battle, instead of using your MWD all the time (which you won't find of much use brawling on gates often compared to another jammer). Just imagine the battle area in your mind and choose the appropriate bookmark to get the job done. Drop a BM as you warp off a gate/celestial or as you land on grid to one. Then warp back to it and name it "nearest object distance". If it is towards the sun, away from, westward from sun or eastward from sun, up or down, you can put that in too if you use more than 1 tactical near an object. This is also a lot safer than warping to optimals on people where you don't know what is going on.
shipTypeID=632|
 
fitName=Armor Fleetbird|
 
fitID=Armor-Fleetbird|
 
high1name=Auto Targeting System I|
 
high1typeID=1182|
 
high2name=OE-5200 Rocket Launcher|
 
high2typeID=16525|
 
high3name=OE-5200 Rocket Launcher|
 
high3typeID=16525|
 
high4name=OE-5200 Rocket Launcher|
 
high4typeID=16525|
 
mid1name=Experimental 10MN Microwarpdrive I|
 
mid1typeID=5975|
 
mid2name=Sensor Booster II|
 
mid2typeID=1952|
 
mid3name=BZ-5 Neutralizing Spatial Destabilizer ECM|
 
mid3typeID=19946|
 
mid4name=Enfeebling Phase Inversion ECM I|
 
mid4typeID=19939|
 
mid5name='Hypnos' Ion Field ECM I|
 
mid5typeID=19927|
 
mid6name='Umbra' White Noise ECM|
 
mid6typeID=19952|
 
low1name=1600mm Reinforced Rolled Tungsten Plates I|
 
low1typeID=11325|
 
low2name='Hypnos' Signal Distortion Amplifier I|
 
low2typeID=25565|
 
low3name='Hypnos' Signal Distortion Amplifier I|
 
low3typeID=25565|
 
drone1name=Hornet EC-300 x2|
 
drone1typeID=23707|
 
drone2name=open|
 
drone3name=open|
 
drone4name=open|
 
drone5name=open|
 
charge1name=Scan Resolution Script x1|
 
charge1typeID=29011|
 
charge2name=Caldari Navy Inferno Rocket x1|
 
charge2typeID=27315|
 
charge3name=open|
 
charge4name=open|
 
charge5name=open|
 
rig1name=Medium Particle Dispersion Augmentor I|
 
rig1typeID=31288|
 
rig2name=Medium Particle Dispersion Projector I|
 
rig2typeID=31300|
 
rig3name=Medium Particle Dispersion Projector I|
 
rig3typeID=31300|
 
difficulty=2|
 
warsop=A|
 
warsopReason=|
 
version=RET 1.1|
 
shipDNA=632:1182;1:16525;3:1952;1:5975;1:19927;1:19939;1:19946;1:19952;1:11325;1:25565;2:31288;1:31300;2:23707;2:27315;1:29011;1::|
 
skills=Caldari Cruiser IV/V</li><li>Electronic Warfare IV</li><li>Long Distance Jamming IV</li><li>Signal Dispersion IV</li><li>Frequency Modulation IV</li><li>Signature Analysis V</li><li>Long Range Targeting V</li><li>Multitasking III|
 
notes=This requires a 2% powergrid implant but having armor tank and MWD is extremely helpful for fleet use</li><li>The Auto Targeting System is not to be used actively but allows the ship to lock up to 10 targets</li><li>The Sensor Booster allows jamming at very high range when needed and provides a possible advantage over hostile ECM ships - jam the jammers before they jam you!}}
 
  
==Tactics==
+
=== Range control ===
For a general guide and introduction refer to [[EWar_101_Guide]] and [[ECM_Guide]]
+
This is one of the most important aspects, as Blackbirds utilize a range bonus to become similar to sniper damage dealers in the sense that they don't have enough tank and can't do much brawling without dying. Since most Battlecruiser short weapons have a max range of 20-25 km, simply being outside that range gives the ECM blackbird a certain degree of safety. Without tacticals, you will find it difficult to impossible to control range against frigates, and it doesn't matter if you try to use a MWD either. Tacklers are faster and won't run out of cap using them for most tackler builds. Because people can warp to fleet mates, having enemies close to you is a sign somebody is going to come and kill you soon. Pay attention to the range of ships and their negative radial velocity on the overview.
  
The following refers specifically to flying a Blackbird.
+
=== Being Pre-aligned ===
 +
Since the Caldari cruiser isn't very nimble, it is vital to be aligned to a tactical bookmark or celestial before you start engaging in jamming or DPS. Thus a Blackbird pilot should pre align before he activates offensive modules. This allows withdrawal from the battlefield or a bounce literally at the speed of the pilot's own reflexes. The moment you know you are in danger and want to get out, you can warp out, rather than having to wait 6 or more seconds to align out, which is plenty of time for frigates and destroyers to lock you. It's better to bounce to a close tactical (e.g. 1000-5000km), since it takes a long time to travel 14AU and back again and the battle will probably be over by the time you get back.
  
The fit supports the pilot and allows the pilot to utilize certain piloting techniques and abilities. So a specialized or ultra specialized fit could only be good for a certain kind of high ace pilot or only in a certain situation.
+
=== Tank ===
 +
This is something many consider less important but for newer pilots, they will need to prioritize it a bit higher. The more battle experience a new pilot gets, the more effective they become at the job, but that doesn't work out too well when you die in the first salvo before you can even align.
  
For ECM, there are various considerations which some prioritize over others but generally fits seek to accomplish as many of them as they can so that the pilot can make use of such benefits.
+
When roaming around certain low sec regions, pirates sometimes use ships with high alpha damage potential such as the [[Tornado]], so having a tank that can survive 1 or 2 alpha strikes could mean the difference between a pilot being left in a capsule or rookie ship gaining no ECM experience and being in an ECM boat roaming with the fleet gaining valuable experience. Without a buffer to increase your time on grid before in pod, you will never get the time to practise any of your piloting techniques.
  
1. Prepare for battle in the form of bookmarks. This has the least to do with the fit, but the most to do with the pilot's abilities. Having tactical on grid and off grid bookmarks to use to maneuver around the battle, instead of using your MWD all the time (which you won't find of much use brawling on gates often compared to another jammer), just imagine the battlespace in your mind and choose the appropriate bookmark to get the job done. Drop a BM as you warp off a gate/celestial or as you land on grid to one. Then warp back to it and name it "nearest object distance". If it is towards the sun, away from, westward from sun or eastward from sun, up or down, you can put that in too if you use more than 1 tactical near an object. This is also a lot safer than warping to optimals on people where you don't know what is going on.
+
=== Anti-drone Defenses ===
 +
Having smaller guns or launchers to deal with drone aggro or ECM drones can help a lot. Many ships may not have the range to hit your cruiser if it is at more than 20-50km from them, but their drones are a different matter.
  
2. Range control is one of the most important aspects, as BB boats utilize a ranged bonus and become similar to sniper damage dealers in the sense that they don't have enough tank and can't do much brawling without dying. Since most battlecruiser short weapons have max range of 20-25 km, simply being outside that range envelope gives the ECM blackbird a degree of safety. Without tacticals, you will find it difficult to impossible to control range against frigates, and it doesn't matter if you try to use a MWD either. Tacklers are faster and won't run out of cap using them for most tackler builds. Because people can warp to fleet mates, having enemies close to you is a sign somebody is going to come and kill you soon. Pay attention to the range of ships and their negative radial velocity on the overview.
+
=== Jam Strength and Number of Jammers ===
 +
This is most reliant on the fit and the SP of the pilot. If your skills are low, use range and a buffer tank to stay alive until you can figure out how to stay alive with just range and jams power. If you try to use Meta 1 jammers and then put all kinds of jam plus rigs and lows in, sacrificing tank, you won't last long enough to jam anything more than once. A [[Celestis]] can get those 20 seconds with just a few sensor damps, resolution scripted.
  
3. Being pre aligned. Since the Caldari cruiser isn't very nimble, it is vital to be aligned to a tactical bookmark or celestial before you start engaging in jamming or dps. Thus a BB pilot should pre align before he activates offensive modules. This allows withdrawal from the battlefield or a bounce literally at the speed of the pilot's own reflexes. The moment you know you are in danger and want to get out, you will get out. Rather than having to wait 6+ seconds to align out, which is plenty of time for frigates and destroyers to lock you. It's better to bounce to a tactical at 1000-5000km, since it takes a long time to go 14 Aus and back again. Battle will probably be over by the time you get back.
+
Normally, Blackbirds using 6 full mid slots for jammers, a 1600mm plate, and ionic projection rigs will be looking to stay at the furthest engagement envelope feasible. Armor plates slow down a ship's align time, but pilots can mitigate this by making sure that they fight while aligned to a warp-out point.
  
3. Tank is something many consider less important but for newer pilots, they will need to prioritize it a bit higher. The more battle experience a new pilot gets, the more effective they become at the job, but that doesn't work out too well when you die in the first salvo before you can even align. When roaming around certain low sec regions, the pirates there like to use oracles, tornados, nagas, and taloses, so having a tank that can survive 1 or 2 alpha strikes from a tornado is the difference between a pilot in a noob ship with the fleet gaining no ecm experience and an ecm boat roaming with the fleet gaining valuable experience. Without a buffer to increase your time on grid before in pod, you will never get the time to show any of your piloting techniques, when your ship's fit doesn't properly support your current abilities. This is especially to be aware of if you are using the 1 slot shield fit here. A 1 slot shield tank isn't much of a shield buffer and it takes away jamming power of the cruiser. Options to consider: remove the MWD. Remove the LSE. Replace with 1600mm plate, damage control II, and EANM. Shield tanks with at least 3 slots and 1 resist rig should be a little bit better, at the cost of mids. With the additional slot on the BB, armor tank has become more feasible.
+
=== General summary ===
 +
Blackbirds that expect to be undocking from a station and fighting on grid all the time without range control might want to fit a shield tank + small blasters to deal with drones. Armor works as well if you have the skills. Having enough EHP (20-30k) will allow you to easily jam smaller ships and warp off or dock back up if something is trying to alpha snipe you from the undock. More tank is desired if your reflexes, skills, and abilities are still low. Those with more skills multiply their jamming strength with more jammers, and have a naturally higher EHP and can fit more tank to begin with. A more experienced pilot might be able to jam out 3-6 ships and maintain it through the battle. A less experienced pilot may wish to focus on jamming only 1 or 2 ships.
  
4. Having smaller guns or launchers to deal with drone aggro or ecm drones. A lot of ships may not have the range to hit your cruiser if it is at more than 20-50km from them, but their drones are a different matter.
+
Blackbirds can be used to solo and bait as well, by fitting a 3 slot tackler build with some tank. In high sec, MWD is often used to kite or keep up with a kiting fleet. Try sitting at tacticals 170km away from your tacklers so you can pre align and warp to them to get jams on the target rather than trying to keep up with the tacklers via MWD. In low sec, having 15k+ EHP to survive small gang Tornado alpha will be much more useful.
  
5. Jam strength and number of jammers. The most reliant on the fit and the SP of the pilot. If your skills are low, use range and a buffer tank to stay alive until you can figure out how to stay alive with just range and jams power. If you try to use Meta 0 jammers and then put all kinds of jam plus rigs and lows in, sacrificing tank, and even removing a mid jammer for a shield buffer that isn't much of a buffer, you won't last long enough to jam anything more than once. A celestis can get those 20 seconds with just a few sensor damps, resolution scripted, per ship.
+
When creating your own fits, jamming percent is important and optimal range on the jammers should more or less match the locking range of your Blackbird, with DPS being the last consideration. Autocannons are useful because they do a lot of damage against drones that orbit close, have naturally high tracking to compensate for lower skills of new pilots and don't use cap, but a pilot can use their own preferred weapon system if they can fit it.
  
Normally, blackbirds using 6 full mid slots for jammers, a 1600mm plate, and ionic projection rigs will be looking to stay at the furthest engagement envelope feasible. Align time from plates won't be an issue since pre align works around it. Sometimes you get unlucky or you have bad reflexes and make the right decision too late, so it became the wrong decision.
+
== Notes ==
 +
''You can write additional notes for Blackbird here.''
  
Blackbirds that expect to be undocking from a station, like PTS, and fighting on grid all the time without range control, might want to fit a shield tank + small blasters to deal with drones. Armor works as well if you have the skills. Having enough EHP 20-30k will allow you to easily jam smaller ships and warp off or dock back up if something is trying to alpha snipe you from the undock. More tank is desired if your reflexes, skills, and abilities are still low. Those with more skills multiply their jamming strength with more jammers, and have a naturally higher EHP and can fit more tank to begin with. Plus their reflexes mean they can get more jams off, get more of them on the right ships, carry the right jammers for the right ships, align out faster, pre align out faster, and generally speaking are worth 3-5+ new blackbird pilots. Plus they have thermodynamics skill trained so they can get 20% jam strength on top of their superior jam strength based skills. A more experienced pilot might be able to jam out 3-6 ships and maintain it through the battle. A less experienced pilot might wish to focus on jamming only 1 to 2 ships.
+
== Patch History ==
 +
{{Expansion past|
 +
'''October 2019 Release - 2019-10-15.1'''
  
Blackbirds can be used to solo and bait as well, by fitting a 3 slot tackler build with some tank. In high sec, MWD is often used to kite or keep up with a kiting fleet. Try to sit at tacticals 170km away from your tacklers so you can pre align and warp to them to get jams on the target rather than trying to keep up with the tacklers via MWD. In low sec, having around 15k+ EHP to survive small gang tornado alpha will be more very useful.
+
''Every Cruiser, Battlecruiser and Battleship now warps faster than before.''
  
When doing creative fits instead of copying someone else's, jamming % is important, optimal range on the jammers should match the locking range of your BB more or less, and dps is last. Blasters are nice since they do a lot of damage against drones that orbit close and have naturally high tracking to compensate for lower skills of new pilots. But a pilot can use their own preferred weapon system if they can fit it.
+
* Warp Speed increased from 3 AU/s to 4 AU/s (+1 AU/s)
 +
}}
  
==Notes==
+
{{ShipsMatrix}}
''You can write additional notes for Blackbird here.''
 
  
{{ShipsMatrix}}
+
[[Category:Ship Database]]
[[Category:Database]][[Category:Ship Database]][[Category:Standard Cruisers]]
+
[[Category:Standard Cruisers]]
[[Category:WikiContest]]
 

Latest revision as of 09:50, 23 September 2024

EVE University Database
 
Ship Database
Blackbird
Blackbird
Caldari State
Caldari State
Standard Cruisers
Blackbird Class
RELATED UNI-WIKI REFERENCES

The Blackbird is a small high-tech cruiser newly employed by the Caldari Navy. Commonly seen in fleet battles or acting as wingman, it is not intended for head-on slugfests, but rather delicate tactical situations.

SHIP BONUSES

Caldari Cruiser bonuses (per skill level):
15% bonus to ECM Target Jammer strength
12.5% bonus to ECM Target Jammer optimal range and falloff

Required Skills
Training Time what's this?
19h 15m 30s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Falcon
Falcon.jpg
CornerT2s.png
Falcon
Recon Ships Blackbird Class
Icon highlights.pngCan Use Covert Ops Cloak
Icon highlights.pngHigh Amount of Medium Slots
Icon hi slot.png4 (1/3) Icon mid slot.png7 Icon low slot.png3
Icon powergrid.png700 MW Icon cpu.png500 tf
Icon velocity.png192 m/sec
Icon capacity.png315 m³
,Rook
Rook.jpg
CornerT2s.png
Rook
Recon Ships Blackbird Class
Icon highlights.pngHigh Amount of Medium Slots
Icon hi slot.png5 (5/2) Icon mid slot.png7 Icon low slot.png3
Icon powergrid.png680 MW Icon cpu.png600 tf
Icon velocity.png194 m/sec
Icon capacity.png305 m³

Ship Attributes

Fittings
Powergrid
powergrid
525 MW
CPU
cpu output
425 tf
Capacitor
capacitor
1,250 GJ
High
high slots
4
Launchers
launcher slots
3
Turrets
turret slots
3
Medium
medium slots
6
Low
low slots
3
Rig
rigs
3
 
medium
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
190 m/sec
Inertia Modifier
inertia modifier (agility)
0.48
Warp Speed
inertia modifier (agility)
4 AU/s
Base Time to Warp
base time to warp
8.78 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
drone capacity
10 m³
Drone Bandwidth
drone bandwidth
10 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
85.00 km
Max Locked Targets
max. locked targets
8
Gravimetric Sensor
Gravimetric sensor strength
20 points
Sig. Radius
signature radius
150 m
Scan Res.
scan resolution
230 mm
Structure
Structure Hitpoints
structure hitpoints
1,400 HP
Mass
ship mass
13,190,000 kg
Volume
ship volume
96,000 m³
Cargo Capacity
cargo capacity
305 m³
Armor
Armor Hitpoints
armor hitpoints
1,200 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
45
KIN
kinetic resistance
25
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
1,400 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Blackbird is the Caldari EWAR cruiser, and is bonused for ECM. The blackbird has hull bonuses to jammer range as well as strength, allowing it to fight from much further out than a Griffin, which is great for an EWAR ship. The Blackbird also has the mid slots to support a rainbow fit of 4 racial jammers with 2 mids and 3 lows to spare, allowing the flexibility of a propulsion module and a shield or armor tank module.

Skills

There are several skills which will improve your abilities as an ECM pilot:

Caldari Cruiser - Skills for the specific types of ship you are flying will give you the greatest improvement in ECM effectiveness. 15% bonus to ECM Target Jammer strength per level. +12.5% bonus to ECM Target Jammer optimal range and falloff per level. Requires Spaceship Command III and Caldari Destroyer III.

Long Range Targeting - 5% Bonus to targeting range per skill level. Requires CPU Management II.

Frequency Modulation - Increases the falloff distance (this will be explained later) of your ECM modules by 10% per level. Requires CPU Management III and Electronic Warfare II.

Long Distance Jamming - Increases the optimal range of your ECM modules by 10% per level. Requires CPU Management IV and Electronic Warfare III.

Electronic Superiority Rigging - This will allow you to use the ECM rigs. (See section on ECM modules). Requires Jury Rigging III and Mechanics III.

Signal Dispersion - Increases your jam strength by 5% per level. This skill requires CPU Management V and Electronic Warfare IV. If you have decided that you really enjoy being an EWAR pilot this is a great skill to work towards, but it certainly isn't required to have fun flying ECM in fleets.

Source: ECM Guide

Tactics

(For a general guide and introduction refer to EWAR Guide and ECM Guide)

The following refers specifically to flying a Blackbird:

A ship's fit supports the pilot and allows the pilot to utilize certain piloting techniques and abilities. So a specialized or ultra specialized fit could only be good for a certain kind of high ace pilot or only in a certain situation.

For ECM, there are various considerations which some prioritize over others but generally fits seek to accomplish as many of them as they can so that the pilot can make use of such benefits.

Pre-engagement Bookmarks

This has the least to do with the fit, but the most to do with the pilot's abilities. Having tactical on grid and off grid bookmarks to use to manoeuvre around the battle, instead of using your MWD all the time (which you won't find of much use brawling on gates often compared to another jammer). Just imagine the battle area in your mind and choose the appropriate bookmark to get the job done. Drop a BM as you warp off a gate/celestial or as you land on grid to one. Then warp back to it and name it "nearest object distance". If it is towards the sun, away from, westward from sun or eastward from sun, up or down, you can put that in too if you use more than 1 tactical near an object. This is also a lot safer than warping to optimals on people where you don't know what is going on.

Range control

This is one of the most important aspects, as Blackbirds utilize a range bonus to become similar to sniper damage dealers in the sense that they don't have enough tank and can't do much brawling without dying. Since most Battlecruiser short weapons have a max range of 20-25 km, simply being outside that range gives the ECM blackbird a certain degree of safety. Without tacticals, you will find it difficult to impossible to control range against frigates, and it doesn't matter if you try to use a MWD either. Tacklers are faster and won't run out of cap using them for most tackler builds. Because people can warp to fleet mates, having enemies close to you is a sign somebody is going to come and kill you soon. Pay attention to the range of ships and their negative radial velocity on the overview.

Being Pre-aligned

Since the Caldari cruiser isn't very nimble, it is vital to be aligned to a tactical bookmark or celestial before you start engaging in jamming or DPS. Thus a Blackbird pilot should pre align before he activates offensive modules. This allows withdrawal from the battlefield or a bounce literally at the speed of the pilot's own reflexes. The moment you know you are in danger and want to get out, you can warp out, rather than having to wait 6 or more seconds to align out, which is plenty of time for frigates and destroyers to lock you. It's better to bounce to a close tactical (e.g. 1000-5000km), since it takes a long time to travel 14AU and back again and the battle will probably be over by the time you get back.

Tank

This is something many consider less important but for newer pilots, they will need to prioritize it a bit higher. The more battle experience a new pilot gets, the more effective they become at the job, but that doesn't work out too well when you die in the first salvo before you can even align.

When roaming around certain low sec regions, pirates sometimes use ships with high alpha damage potential such as the Tornado, so having a tank that can survive 1 or 2 alpha strikes could mean the difference between a pilot being left in a capsule or rookie ship gaining no ECM experience and being in an ECM boat roaming with the fleet gaining valuable experience. Without a buffer to increase your time on grid before in pod, you will never get the time to practise any of your piloting techniques.

Anti-drone Defenses

Having smaller guns or launchers to deal with drone aggro or ECM drones can help a lot. Many ships may not have the range to hit your cruiser if it is at more than 20-50km from them, but their drones are a different matter.

Jam Strength and Number of Jammers

This is most reliant on the fit and the SP of the pilot. If your skills are low, use range and a buffer tank to stay alive until you can figure out how to stay alive with just range and jams power. If you try to use Meta 1 jammers and then put all kinds of jam plus rigs and lows in, sacrificing tank, you won't last long enough to jam anything more than once. A Celestis can get those 20 seconds with just a few sensor damps, resolution scripted.

Normally, Blackbirds using 6 full mid slots for jammers, a 1600mm plate, and ionic projection rigs will be looking to stay at the furthest engagement envelope feasible. Armor plates slow down a ship's align time, but pilots can mitigate this by making sure that they fight while aligned to a warp-out point.

General summary

Blackbirds that expect to be undocking from a station and fighting on grid all the time without range control might want to fit a shield tank + small blasters to deal with drones. Armor works as well if you have the skills. Having enough EHP (20-30k) will allow you to easily jam smaller ships and warp off or dock back up if something is trying to alpha snipe you from the undock. More tank is desired if your reflexes, skills, and abilities are still low. Those with more skills multiply their jamming strength with more jammers, and have a naturally higher EHP and can fit more tank to begin with. A more experienced pilot might be able to jam out 3-6 ships and maintain it through the battle. A less experienced pilot may wish to focus on jamming only 1 or 2 ships.

Blackbirds can be used to solo and bait as well, by fitting a 3 slot tackler build with some tank. In high sec, MWD is often used to kite or keep up with a kiting fleet. Try sitting at tacticals 170km away from your tacklers so you can pre align and warp to them to get jams on the target rather than trying to keep up with the tacklers via MWD. In low sec, having 15k+ EHP to survive small gang Tornado alpha will be much more useful.

When creating your own fits, jamming percent is important and optimal range on the jammers should more or less match the locking range of your Blackbird, with DPS being the last consideration. Autocannons are useful because they do a lot of damage against drones that orbit close, have naturally high tracking to compensate for lower skills of new pilots and don't use cap, but a pilot can use their own preferred weapon system if they can fit it.

Notes

You can write additional notes for Blackbird here.

Patch History