Difference between revisions of "Drone mechanics"

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[[Category:Guides]]
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{{Update|Need info from Summon the Swarm patch in regards to mutated drones and modules}}
  
This is a guide to the use of drones. The [[Drones|drones]] page explains the types of drone available, lists essential drone support skills and attempts to give you a quick-start guide to deploying and using drones. This page, on the other hand, tries to cover some of the subtelties of drone control, and to supply some ideas for drone selection and tactics.
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Most of the information here will be useful for anyone who uses drones. The sections on PvP and PvE combat each have a subsection devoted to the use of dedicated droneboats (ships with large dronebays and hull bonuses to drone damage, hitpoints and/or dronebay space).
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== Advanced Drone Control ==
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You can find the basic things you need to know to fit, launch and operate drones, and open the Drone Settings window, [[Drones#Drone_Basics|on the Drones page]]. This section discusses drones' range, automatic target selection, binding drone commands to keys, and the Assist, Guard, Scoop and Abandon functions.
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===Range===
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Your drones can attack anything within your drone control range, which is determined based on a base of 20km, modified by your training in Scout Drone Operation and Electronic Warfare Drone Interfacing, and any Drone Link Augmentors you have fitted. Once you've ordered them to attack a target, your drones will pursue that target anywhere within your drone control range, whether or not you continue to have that target locked.
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When their target leaves your drone control range your drones will start to travel back towards you. However, they will not use their MWDs, so they will do this very slowly -- to get them moving properly again you should manually order them to return and orbit or return and scoop, or give them a new target.
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Note that sentry drones still need their target to be within your drone control range before they can open fire, even though they don't need to move and sometimes outrange your base drone control range with their own optimal range.
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===Aggressive Drones===
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When set to aggressive, if they don't receive any orders from you, your drones will pick a target at random from among the entities (ships and other drones) hostile to you within your drone control range. If they are set to Focus Fire they will (hopefully) all pick the same target. Note that the target must be hostile ''to you''. (Incidentally, drones use the same target selection system as [[Missile_Launchers#Friend_or_Foe_Missiles|friend or foe missiles]].)
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{{Hatnote|This article focuses on how to use drones. For a general description of drones and how they work, see [[Drones]]. If you are looking for ships that use drones, see [[Drone Capable Ships]].}}
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{{Weapon Systems Links}}
  
If you're jammed by ECM, or badly sensor-damped, releasing your drones with aggressive settings will at least get them to attack ''something''. If you're dissatisfied with their target selection, you can 'roll again' with another random selection by recalling them to your bay and re-releasing them, though this will take a little time.
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Drones have a wide variety of applications: including combat, e-war, logistics, and mining. As they may be used differently in PvE and PvP, those aspects of combat are described separately.
  
===Hotkeys===
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== Drones in PvE ==
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=== General use ===
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As you begin to fly medium and large ships, frigate-sized NPC enemies become increasingly hard to kill. It may sometimes be impossible to kill them using even medium-sized weapons once they settle into a close orbit around you. To compound the problem, in tougher exploration sites and level 3 and 4 missions frigates can be the most dangerous enemies, because they can [[Lexicon#point|warp-scramble]] and/or [[Lexicon#web|web]] you. (See [[Targeting#Targeting time|Targeting time]])
  
Most drone commands can be assigned to hotkeys. This can save you a lot of needless clicking in PvE, and a lot of wasted time in PvP. 'Engage' and 'Return and dock' are probably the most useful commands to bind.
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For this reason, it's a good idea to be able to field at least a full flight of five [[Drones#Light, medium and heavy drones|light drones]] when you begin to attempt level 3 missions. Even if you're flying a battlecruiser with a 50{{m3}} drone bay for level 3 missions, it may be wise to bring five light drones rather than five mediums. because larger drones, too, have trouble with small, fast targets.
  
Sadly the launch command can't be bound to a key.
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Standard [[Missions#Mission levels|level 4 mission]] battleship fits include a flight of light drones. Most battleships also have the dronebay space to bring at least a flight of medium drones as well, which will help you deal with NPC cruisers and battlecruisers. At this point it's good to have Tech 2 light and medium drones, as they are considerably superior to Tech 1 drones.
  
===Assistance and Guarding===
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If you're flying a battleship with a reasonable drone bay and decent support skills, such that your primary weapons can kill cruisers reasonably fast, you may also want to consider bringing a flight of light drones and three or more [[Drones#Sentry Drones|sentry/heavy drones]]. The sentries or heavies can do some DPS to cruiser targets (sentries work quite well on them when their angular velocity is low) and can augment your DPS against battlecruisers and battleships. This may entail extra skill training.
  
The 'Assist' order will make your drones follow the gang member you've ordered them to assist, and attack whatever that gang member attacks. This can be useful in a number of circumstances: for example, if you're camping a gate with a bubble in nullsec and an enemy ship comes through and cloaks, if your drones are assigned to assist a friendly interceptor which then burns to the enemy's last observed position, the enemy can be uncloaked not only by the inty, but also by the drones orbiting it.
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==== NPCs targeting drones ====
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Frigate rats may attack your light drones and above, cruiser rats may attack your medium drones and above, and battleship rats may attack your heavy/sentry drones. In particular, elite rats (see [[NPC Naming Convention]]) have a higher probability of attacking your drones. At the extreme end, [[Sleeper]] NPC are very fond of attacking drones, so much so that solo drone boats have a very difficult time in wormhole PvE.
  
Bear in mind that, as the owner of the drones, you are still responsible for their actions when they're set to assist. If you're in highsec and set them to assist a friend who then attacks a neutral target, your drones will engage that target and CONCORD, holding you responsible, will destroy you along with your friend. ('Friend'.)
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In order to minimize your drone losses, keep an eye on their health - if they start taking damage, order them back to your drone bay (which will cause the rats to target something else, usually your ship). Also, using your ship's weapons on the rats attacking your drones may divert their attention. For this reason, avoid ordering your non-sentry drones to attack distant targets, because if your drones start to take damage, they likely won't have time to fly back to your ship and dock before being destroyed.
  
The 'Guard' order is similar. Instead of attacking whatever your friend is attacking, however, drones set to 'guard' a ship will attack anything that attacks that ship.
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=== Drones as a primary weapon ===
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With good support skills, dedicated [[Drone-capable ships|drone boats]] can be very effective in PvE. Using drones as your primary weapons lets you control the type of damage you're doing, and can free up space on your ship for salvaging (or other utility modules). On some drone boat hulls with no weapon bonuses (such as the [[Myrmidon]] or [[Arbitrator]]) fitting non-racial turrets can be a viable option. [[projectile turret]]s are a popular choice because they use no [[capacitor]] to fire and let you control which type of damage you deal.
  
People with drones assigned to assist or guard them have no direct control over those drones.
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=== Sentry vs Heavy drones ===
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When you start attempting level 4 missions or tougher combat sites, you will have to initially choose between using sentry drones and heavy attack drones for your main anti-battleship weapon (as their skill prerequisites are somewhat different, and training either kind to Tech 2 takes some time).
  
===Abandon===
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Heavy drones:
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* Can move around - unlike sentry drones, you can deploy heavies and then begin moving to the next acceleration gate.
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* Tech 2 heavy drones do slightly more damage than their racially equivalent sentry drone.
  
The Abandon command does what it says on the tin: abandoned drones just sit there in space, and you no longer have any control over them. You can then launch another flight without recalling the abandoned ones.
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Sentry drones:
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* Don't have any travel time delay:
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** They can open fire as soon as they're launched, and can switch targets instantly.
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** You can also immediately recall them if you need to run away or to launch a different set of drones.
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* Can kill smaller (frigate/cruiser) NPCs, as long as they are relatively far away (and therefore have low angular velocity).
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* Can have their DPS directly enhanced with Sentry Damage Augmentor rigs (there is no equivalent rig for heavy drones).
  
If you enter a POS forcefield with drones out, they will automatically be abandoned. If you warp out without collecting your drones, or if you're blown up, they will also be abandoned. You can return to them and scoop them up (see below) but any passers-by will also be welcome to do this.
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For most PvE activities, sentry drones are better than heavy drones. Their long range allows them to kill many rats before they get close enough to be dangerous to you, and heavy drones' travel time largely negates their on-paper DPS advantage. The two major downsides to using sentry drones is that they become less effective the closer the rats get to you, and that your (fairly stationary) ship is vulnerable to NPCs with long-range weapons.
  
===Scooping===
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=== Drone brawling ===
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Drone brawling means using light, medium and heavy drones, and flying your ship at close range to the enemies (often at high speed).
  
If you have spare space in your dronebay, you can scoop abandoned drones straight into the bay, and then use them. This is occasionally useful in protracted PvP combat (you may see this tactic used, for example, in the unusual PvP format of the Alliance Tournament).
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==== Ship fitting ====
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Such a ship should have a powerful regenerating tank. While not strictly necessary, a Damage Control II is highly recommended, and rigs should be used to strengthen your tank. Drone Damage Amplifiers are essential to increase drone DPS, and a Drone Navigation Computer will help your slow heavy drones to catch faster enemies (a Stasis Webifier module can also come in handy for that). A propulsion module (Afterburner or MWD) is almost mandatory for cruiser-sized ships (especially [[Heavy Assault Cruisers]] or pirate faction cruisers), assuming they can run an afterburner indefinitely (i.e. being essentially cap stable), as it decreases the chance to be hit by the large weapons on NPC battleships (this is known as "[[tanking|speed tanking]]"). Weapons are usually fit last, using whatever CPU and powergrid are left over.
  
If you don't have dronebay space, you can scoop abandoned drones into your cargo hold. You won't be able to use them immediately, but you can dock up and then move them to your dronebay, or sell them or reprocess them.
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==== Tactics ====
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As with all drone PvE, try to stay close to your drones to be able to recall them quickly once they start taking damage. This means you will probably be orbiting enemy ships somewhat below your gun's optimal range. To get into brawling range, use your [[Lexicon#Prop Mod|propulsion module]] to get close - or, if you have the space in your drone bay, deploy sentry drones to pick off NPCs as they fly towards you, and switch to medium or heavy drones when they get close.
  
== Drones in PvE Combat ==
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Generally, it is advisable to eliminate small ships first, as they can scram and web you or your drones. Being webbed is very bad for drones, as they will take damage fast while taking much longer to return your ship. Sentry drones may also come in handy for dealing with some of the longer-ranged NPC battleships.
  
Drones are a vital part of any PvE pilot's arsenal. The first part of this section describes the use of drones in general PvE, the second part discusses which drones you should bring to shoot each type of NPC, and the third part focuses on drone strategies for drone-specialist pilots flying dedicated droneboats.
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=== Drone sniping ===
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Drone sniping means using sentry drones to destroy enemies at long range (often outside the effective range of their weapons). Tanking is less of an issue, though Tech 2 modules are still required in level 3 and 4 missions. On the other hand, good skills to increase locking range, drone control range, drone optimal range and drone damage are required.
  
=== General Use ===
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==== Ship fitting ====
Even if you never fly a dedicated droneboat, if you run missions or tackle exploration sites you will want to use drones. Why? As you begin to fly medium and large ships, frigate-sized NPC enemies become increasingly hard to kill. It may sometimes be impossible to kill them using medium-sized weapons (let alone large ones!) once they settle into a close orbit around you.
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While a sniping drone ships tends to have a weaker tank than a brawling ship, some tank is still necessary for occasions when enemy ships come into range (again, a Damage Control II is rarely a bad idea). It's essential to be able to target and hit NPCs at long ranges, so fit Omnidirectional Tracking Links (Omnidirectional Tracking Enhancers can be used if you have no mid-slots free, but the Links are better, as they can use scripts), Drone Link Augmentors, and (if needed) a Sensor Booster with a Targeting Range script.
  
To compound the problem, in tougher exploration sites and L3 and L4 missions frigates can be the most dangerous enemies, because they can warp-scramble you; certainly, bigger ships will deal more damage to you, but you can always run away from them, while scrambling frigates can hold you down and let their allies kill you.
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[[Micro Jump Drives]] (MJDs) are fantastic on sniping battleships; smaller ships should fit propulsion modules (afterburners/microwarpdrives) to get enough range (if you have the space, an afterburner on a MJD-fit battleship will make traveling around the mission sites a lot more painless). The remaining high slots can be fit either with long-range weapons to increase overall DPS at sniping ranges, or with short-range turrets (even of smaller size) to deal with fast NPCs ships which manage to get close.
  
For this reason, it's a good idea to be able to field at least a full flight of five light drones when you begin to attempt L3 missions. Even if you're flying a battlecruiser with a 50m<sup>3</sup> dronebay for L3s, it may be wise to bring five light drones rather than five mediums, to deal with the frigate problem.
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In addition to your sentry drones, carry at least a flight of light drones (and, if you can, a flight of medium drones) to take out smaller enemies close in. For ships with large drone bays, it can be a good idea to carry one set of long-range, low-damage, and one set or short-range, high-damage sentry drones, to be swapped as the enemies approach.
  
Standard L4-running battleship fits include a flight of light drones. Most battleships also have the dronebay space to bring at least a flight of medium drones as well, which will help you deal with NPC cruisers and battlecruisers. At this point it's good to have T2 light and medium drones, as they are considerably superior to T1 drones.
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==== Tactics ====
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As the name suggests, you want to stay as far away as possible from enemy ships, in order to give your sentry drones as much time as possible to pick enemies off as they fly towards you (in a nice, easy-to-hit straight line). Micro Jump Drives are fantastic for this, as they instantly jump you to 100km away, into an excellent location for sniping; cruisers will want to use their propulsion modules to pull away from enemies. Unless you are fighting enemies in a [[deadspace]] pocket, you can also use the "warp to XX km" command to land at a distance from the NPCs.
  
If you're flying a battleship with a reasonable dronebay and decent support skills such that your primary weapons can kill cruisers reasonably fast (a Navy Raven -- which has a 100m<sup>3</sup> dronebay -- fitted with rigor rigs, for example), you may also want to consider bringing a flight of light drones and three sentry/heavy drones. The sentries or heavies can do some DPS to cruiser targets (sentries work quite well on them when their angular velocity is low) and can augment your DPS against battlecruisers and battleships. This will entail extra skill training, unless you've trained sentries or heavies for some other purpose.
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Once you're at range, stop your ship, then deploy sentry drones, and order them to attack. This way you can stay close to your drones and pull them back into your drone bay if they start taking damage. You will generally want to shoot the closest and fastest ships first; assuming they are not too close, frigates will evaporate under your drones' fire, and cruisers won't last more than three or four shots. If enemy ships come too close (keep an eye on your combat readout and note when your sentry drones start missing most of the time), recall your drones, and use your propulsion module/MJD to regain range from enemy ships. Actively manage the scripts in your Omnidirectional Tracking Links: note your drones' optimal weapon ranges when using different combinations of range and tracking scripts, and swap scripts according to how far away the enemies are.
  
In normal PvE combat with non-droneboats, the standard procedure for drone use is to get the attention of the NPCs by beginning to attack them with your primary weapons ''before'' launching drones, to make sure that your drones don't get attacked. In some missions non-aggroed groups of NPCs may attack your drones if you launch them, or if your drones attack NPCs that you have already aggroed -- mission guides such as the ones available [http://eve-survival.org/wikka.php?wakka=MissionReports at Eve-Survival] can warn you about this beforehand.
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If you're flying a cruiser you can orbit your sentry drones to mitigate a little of the incoming damage (if you're moving you will have at least a little angular velocity); for battleships, orbiting makes very little difference, so that you can just sit still while your sentry drones are in space.
  
But, with so many different racial variations in each drone size, which race's drones should you be using?
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=== Recommended ships ===
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{{see also|Drone Capable Ships}}
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The following ships are good choices as droneboats for high-level PvE content (level 4 missions, low- and nullsec combat sites):
  
=== Racial Drones and NPC Resistances ===
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{| class="wikitable drones" style="text-align:left; max-width:70em;"
Each NPC faction does and is weak to certain [[NPC Damage Types|damage types]]. As the article on drones explained, each race's drones do a particular damage type:
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|-
* Amarr drones do EM damage
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! Race
* Caldari drones do kinetic damage
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! Ship
* Gallente drones do thermal damage
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! Description
* Minmatar drones do explosive damage
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|-
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| style="padding: 0;" | [[File:Logo_faction_amarr_empire.png|64px|link=|Amarr Empire]]
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| style="padding: 0;" | [[File:Armageddon.jpg|64px]]
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| style="vertical-align: top;" | The '''[[Armageddon]]''' battleship is a reasonably cheap PvE ship with a very tough tank, which makes it a good brawler. 
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|-
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| style="padding: 0;" | [[File:Logo_faction_gallente_federation.png|64px|link=|Gallente Federation]]
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| style="padding: 0;" | [[File:Vexor_Navy_Issue.jpg|64px]]
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| style="vertical-align: top;" | The '''[[Vexor Navy Issue]]''' is a fast cruiser which can deal out significant damage at long range (almost as much as an Ishtar or a Dominix), but with a fairly weak cruiser-sized tank. 
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|-
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| style="padding: 0;" | [[File:Logo_faction_gallente_federation.png|64px|link=|Gallente Federation]]
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| style="padding: 0;" | [[File:Ishtar.jpg|64px]]
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| style="vertical-align: top;" |  The '''[[Ishtar]]''' heavy assault cruiser is probably the most powerful cruiser-sized drone ship in the game. It has powerful bonuses for both brawling and sniping and a very large drone bay, making for a very versatile ship.
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|-
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| style="padding: 0;" | [[File:Logo_faction_gallente_federation.png|64px|link=|Gallente Federation]]
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| style="padding: 0;" | [[File:Dominix.jpg|64px]]
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| style="vertical-align: top;" |  The '''[[Dominix]]''' is a versatile battleship which, while geared more for sniping, also makes for a competent drone brawler.   
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|-
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| style="padding: 0;" | [[File:Logo_faction_gallente_federation.png|64px|link=|Gallente Federation]]
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| style="padding: 0;" | [[File:Dominix_Navy_Issue.jpg|64px]]
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| style="vertical-align: top;" |  The '''[[Dominix Navy Issue]]''' is the faction variant of the Dominix, with a tougher tank and more brawling-oriented bonuses. 
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|-
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| style="padding: 0;" | [[File:logo_faction_guristas_pirates.png|64px|link=|Guristas]]
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| style="padding: 0;" | [[File:Gila.jpg|64px]]
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| style="vertical-align: top;" |  The '''[[Gila]]''' is a tough and powerful drone brawling cruiser. Its two medium drones do as much damage as twelve flown by other ships, while being three times as tough as heavy drones. 
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|-
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| style="padding: 0;" | [[File:logo_faction_guristas_pirates.png|64px|link=|Guristas]]
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| style="padding: 0;" | [[File:Rattlesnake.jpg|64px]]
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| style="vertical-align: top;" |  The '''[[Rattlesnake]]''' is one of the best PvE drone battleships (although it can be expensive). It marries powerful heavy or sentry drones with a versatile missile system and a best-in-class tank. Therefore, it can be used as a long-range sniper with sentry drones, cruise missiles and a MJD, or a brawler with heavy drones and torpedoes. 
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|-
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| style="padding: 0;" | [[File:logo_faction_sisters_of_eve.png|64px|link=|Sisters of EVE]]
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| style="padding: 0;" | [[File:Nestor.jpg|64px]]
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| style="vertical-align: top;" |  The '''[[Nestor]]''' battleship can put out tremendous damage with its combination of drones and lasers, while needing to carry virtually no ammunition. It is, however, a very expensive ship (over 1B ISK for the hull alone). 
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|}
  
To complicate matters, different races' drones also have different damage modifiers -- Gallente drones have the highest damage modifiers, and Amarr drones have the lowest. This means that there are some cases where the higher raw damage from Gallente drones will beat the fact that another race's drones hit your enemy's weakest resists. (You will see from the table below that thermal damage, the type Gallente drones deal, is almost never NPCs' strongest resist.)
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=== Drone choice ===
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Depending on the difficulty of the PvE encounter, you will want to bring:
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* Level 1 and 2 missions: light drones
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* Level 3 missions: medium and light drones
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* Level 4 missions: heavy or sentry drones, and light drones
  
[[File:Drones.jpg|200px|thumb|right|Different light drone damage outputs on different faction targets -- Serpentis have the same resists as Guristas]]
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Rats from each of the pirate factions in EVE are [[NPC damage types|vulnerable to different damage types]]. There are drones from all four empire factions available to you; not only does each faction's drones [[Drones#Faction comparison|do a different damage type]], but they also have different stats (e.g. Gallente drones do a lot of damage but are slow, while Minmatar drones are fast but do less damage). The table below summarises which faction's drones are most effective against which NPC enemies:
  
The chart to the right provides a calculated example of the advantages and disadvantages of the different types of light scout drones (taken from [http://forum.eveuniversity.org/viewtopic.php?p=223943#p223943 this post]).
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{| class="wikitable drones"  
 
 
Since Gallente drones are rarely the worst choice, you can get away with using them against everything if you're lazy. When you reach higher-level missions with more pronounced NPC resists, or if you're relying on drones as your primary source of damage, you may want to start using drones to hit your enemy's weakest resists.
 
 
 
The table below indicates which racial drone damage type should be most effective against which faction:
 
 
 
{| class="wikitable" border="1"
 
 
|-
 
|-
! Faction Name
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! rowspan=2 | Faction
! Weaknesses
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! colspan=2 | Light/Med/Heavy drones
! Best Drone Race
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! colspan=2 | Sentry drones
 
|-
 
|-
|  Angel Cartel
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! <span style="cursor:help;" title="Best drone family to use.">Best</span>
|  Ex/Ki/Th
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! <span style="cursor:help;" title="Second-best drone family to use, or alternative for specific situations.">Alternative</span>
|  Minmatar
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! <span style="cursor:help;" title="Best drone family to use.">Best</span>
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! <span style="cursor:help;" title="Second-best drone family to use, or alternative for specific situations.">Alternative</span>
 
|-
 
|-
| Blood Raider
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| [[File:logo_faction_angel_cartel.png|64px|link=|Angel Cartel]]
| EM/Th/Ki
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| <span class="tooltip-trigger">[[File:Logo_faction_caldari_state.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_kin.png|24px|link=|Kinetic damage]]</div><div>[[File:Hornet.png|40px]]<br>'''Hornet''' (light)<br>[[File:Vespa.png|40px]]<br>'''Vespa''' (medium)<br>[[File:Wasp.png|40px]]<br>'''Wasp''' (heavy)</div></span></span>
| Amarr/Gallente
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| <span class="tooltip-trigger">[[File:Logo_faction_minmatar_republic.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_exp.png|24px|link=|Explosive damage]]</div><div>[[File:Warrior.png|40px]]<br>'''Warrior''' (light)<br>[[File:Valkyrie.png|40px]]<br>'''Valkyrie''' (medium)<br>[[File:Berserker.png|40px]]<br>'''Berserker''' (heavy)</div></span></span><ref name="elite">This drone family has a slight edge when fighting NPC battleships or elite cruisers.</ref>
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| <span class="tooltip-trigger">[[File:Logo_faction_minmatar_republic.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_exp.png|24px|link=|Explosive damage]]</div><div>[[File:Bouncer.png|40px]]<br>'''Bouncer''' (sentry)</div></span></span>
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| <span class="tooltip-trigger">[[File:Logo_faction_gallente_federation.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_therm.png|24px|link=|Thermal damage]]</div><div>[[File:Garde.png|40px]]<br>'''Garde''' (sentry)</div></span></span>
 
|-
 
|-
| Guristas
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| [[File:logo_faction_the_blood_raider_covenant.png|64px|link=|Blood Raiders]]
| Ki/Th/Ex
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| <span class="tooltip-trigger">[[File:Logo_faction_gallente_federation.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_therm.png|24px|link=|Thermal damage]]</div><div>[[File:Hobgoblin.png|40px]]<br>'''Hobgoblin''' (light)<br>[[File:Hammerhead.png|40px]]<br>'''Hammerhead''' (medium)<br>[[File:Ogre.png|40px]]<br>'''Ogre''' (heavy)</div></span></span>
| Caldari/Gallente
+
| <span class="tooltip-trigger">[[File:Logo_faction_amarr_empire.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_em.png|24px|link=|EM damage]]</div><div>[[File:Acolyte.png|40px]]<br>'''Acolyte''' (light)<br>[[File:Infiltrator.png|40px]]<br>'''Infiltrator''' (medium)<br>[[File:Praetor.png|40px]]<br>'''Praetor''' (heavy)</div></span></span><ref name="elite"/>
 +
| <span class="tooltip-trigger">[[File:Logo_faction_amarr_empire.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_em.png|24px|link=|EM damage]]</div><div>[[File:Curator.png|40px]]<br>'''Curator''' (sentry)</div></span></span>
 +
| <span class="tooltip-trigger">[[File:Logo_faction_gallente_federation.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_therm.png|24px|link=|Thermal damage]]</div><div>[[File:Garde.png|40px]]<br>'''Garde''' (sentry)</div></span></span>
 
|-
 
|-
| Sansha's Nation
+
| [[File:logo_faction_guristas_pirates.png|64px|link=|Guristas]]
| EM/Th/Ex
+
| <span class="tooltip-trigger">[[File:Logo_faction_caldari_state.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_kin.png|24px|link=|Kinetic damage]]</div><div>[[File:Hornet.png|40px]]<br>'''Hornet''' (light)<br>[[File:Vespa.png|40px]]<br>'''Vespa''' (medium)<br>[[File:Wasp.png|40px]]<br>'''Wasp''' (heavy)</div></span></span>
| Amarr/Gallente
+
| <span class="tooltip-trigger">[[File:Logo_faction_gallente_federation.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_therm.png|24px|link=|Thermal damage]]</div><div>[[File:Hobgoblin.png|40px]]<br>'''Hobgoblin''' (light)<br>[[File:Hammerhead.png|40px]]<br>'''Hammerhead''' (medium)<br>[[File:Ogre.png|40px]]<br>'''Ogre''' (heavy)</div></span></span>
 +
| <span class="tooltip-trigger">[[File:Logo_faction_caldari_state.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_kin.png|24px|link=|Kinetic damage]]</div><div>[[File:Warden.png|40px]]<br>'''Warden''' (sentry)</div></span></span>
 +
| <span class="tooltip-trigger">[[File:Logo_faction_gallente_federation.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_therm.png|24px|link=|Thermal damage]]</div><div>[[File:Garde.png|40px]]<br>'''Garde''' (sentry)</div></span></span><ref name="short range sentry">While Gallente drones do a bit more damage (about 10% more), it's more effective to use much longer-ranged sentry drones to pick off NPCs as they approach, and only switch to Gallente when they come close.</ref>
 
|-
 
|-
| Serpentis
+
| [[File:logo_faction_mordus_legion.png|64px|link=|Mordu's Legion]]
| Ki/Th/EM
+
| <span class="tooltip-trigger">[[File:Logo_faction_caldari_state.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_kin.png|24px|link=|Kinetic damage]]</div><div>[[File:Hornet.png|40px]]<br>'''Hornet''' (light)<br>[[File:Vespa.png|40px]]<br>'''Vespa''' (medium)<br>[[File:Wasp.png|40px]]<br>'''Wasp''' (heavy)</div></span></span>
| Caldari/Gallente
+
| <span class="tooltip-trigger">[[File:Logo_faction_gallente_federation.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_therm.png|24px|link=|Thermal damage]]</div><div>[[File:Hobgoblin.png|40px]]<br>'''Hobgoblin''' (light)<br>[[File:Hammerhead.png|40px]]<br>'''Hammerhead''' (medium)<br>[[File:Ogre.png|40px]]<br>'''Ogre''' (heavy)</div></span></span>
 +
| <span class="tooltip-trigger">[[File:Logo_faction_caldari_state.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_kin.png|24px|link=|Kinetic damage]]</div><div>[[File:Warden.png|40px]]<br>'''Warden''' (sentry)</div></span></span>
 +
| <span class="tooltip-trigger">[[File:Logo_faction_gallente_federation.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_therm.png|24px|link=|Thermal damage]]</div><div>[[File:Garde.png|40px]]<br>'''Garde''' (sentry)</div></span></span><ref name="mordus sentry">While Gallente drones are more effective against smaller Mordu's Legion ship (cruisers and below), Caldari drones are much more effective against battleships (Gallente drones perform very poorly against Mordu's battleships), and their longer range allows you to pick off enemies as they approach.</ref>
 
|-
 
|-
| Rogue Drones
+
| [[File:icon_drone_bandwith.png|64px|link=|Rogue Drones]]<!-- if anyone has a more suitable icon, please put it in! :) -->
| EM/Th/Ki
+
| <span class="tooltip-trigger">[[File:Logo_faction_gallente_federation.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_therm.png|24px|link=|Thermal damage]]</div><div>[[File:Hobgoblin.png|40px]]<br>'''Hobgoblin''' (light)<br>[[File:Hammerhead.png|40px]]<br>'''Hammerhead''' (medium)<br>[[File:Ogre.png|40px]]<br>'''Ogre''' (heavy)</div></span></span>
| Amarr/Gallente
+
| <span class="tooltip-trigger">[[File:Logo_faction_amarr_empire.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_em.png|24px|link=|EM damage]]</div><div>[[File:Acolyte.png|40px]]<br>'''Acolyte''' (light)<br>[[File:Infiltrator.png|40px]]<br>'''Infiltrator''' (medium)<br>[[File:Praetor.png|40px]]<br>'''Praetor''' (heavy)</div></span></span>
 +
| <span class="tooltip-trigger">[[File:Logo_faction_amarr_empire.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_em.png|24px|link=|EM damage]]</div><div>[[File:Curator.png|40px]]<br>'''Curator''' (sentry)</div></span></span>
 +
| <span class="tooltip-trigger">[[File:Logo_faction_gallente_federation.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_therm.png|24px|link=|Thermal damage]]</div><div>[[File:Garde.png|40px]]<br>'''Garde''' (sentry)</div></span></span>
 
|-
 
|-
| Mercenary
+
| [[File:logo_faction_serpentis.png|64px|link=|Serpentis]]
| Th/Ki/Ex
+
| <span class="tooltip-trigger">[[File:Logo_faction_caldari_state.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_kin.png|24px|link=|Kinetic damage]]</div><div>[[File:Hornet.png|40px]]<br>'''Hornet''' (light)<br>[[File:Vespa.png|40px]]<br>'''Vespa''' (medium)<br>[[File:Wasp.png|40px]]<br>'''Wasp''' (heavy)</div></span></span>
| Gallente
+
| <span class="tooltip-trigger">[[File:Logo_faction_gallente_federation.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_therm.png|24px|link=|Thermal damage]]</div><div>[[File:Hobgoblin.png|40px]]<br>'''Hobgoblin''' (light)<br>[[File:Hammerhead.png|40px]]<br>'''Hammerhead''' (medium)<br>[[File:Ogre.png|40px]]<br>'''Ogre''' (heavy)</div></span></span>
 +
| <span class="tooltip-trigger">[[File:Logo_faction_caldari_state.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_kin.png|24px|link=|Kinetic damage]]</div><div>[[File:Warden.png|40px]]<br>'''Warden''' (sentry)</div></span></span>
 +
| <span class="tooltip-trigger">[[File:Logo_faction_gallente_federation.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_therm.png|24px|link=|Thermal damage]]</div><div>[[File:Garde.png|40px]]<br>'''Garde''' (sentry)</div></span></span><ref name="short range sentry"/>
 
|-
 
|-
| Mordu's Legion
+
| [[File:logo_faction_sanshas_nation.png|64px|link=|Sansha's Nation]]<ref name="sansha">This only refers to the Sansha's Nation NPCs found in missions, anomalies, and belts. Sansha's Nation ships in [[Incursions]] have different characteristics.</ref>
| Ki/Th/Ex
+
| <span class="tooltip-trigger">[[File:Logo_faction_gallente_federation.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_therm.png|24px|link=|Thermal damage]]</div><div>[[File:Hobgoblin.png|40px]]<br>'''Hobgoblin''' (light)<br>[[File:Hammerhead.png|40px]]<br>'''Hammerhead''' (medium)<br>[[File:Ogre.png|40px]]<br>'''Ogre''' (heavy)</div></span></span>
| Caldari/Gallente
+
| <span class="tooltip-trigger">[[File:Logo_faction_amarr_empire.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_em.png|24px|link=|EM damage]]</div><div>[[File:Acolyte.png|40px]]<br>'''Acolyte''' (light)<br>[[File:Infiltrator.png|40px]]<br>'''Infiltrator''' (medium)<br>[[File:Praetor.png|40px]]<br>'''Praetor''' (heavy)</div></span></span><ref name="elite"/>
 +
| <span class="tooltip-trigger">[[File:Logo_faction_amarr_empire.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_em.png|24px|link=|EM damage]]</div><div>[[File:Curator.png|40px]]<br>'''Curator''' (sentry)</div></span></span>
 +
| <span class="tooltip-trigger">[[File:Logo_faction_gallente_federation.png|64px|link=]]<span class="tooltip"><div>Damage: [[File:icon_damage_therm.png|24px|link=|Thermal damage]]</div><div>[[File:Garde.png|40px]]<br>'''Garde''' (sentry)</div></span></span>
 
|-
 
|-
| EoM
+
| colspan=5 style="background-color: #222222; text-align:left; line-height: 130%; font-size: 95%; font-weight: normal;" | Mouse over the faction icons to see drone names.
| Ki/Ex/Th
 
|  Caldari
 
 
|}
 
|}
  
== Drones as a Primary Weapon ==
+
<small><references /></small>
  
Dedicated droneboats work well in PvE, with good support skills. Using drones lets you control the type of damage you're doing, and can free up space on your ship for salvaging (and, if you're doing exploration sites, hacking and archaeology).
+
{{expansion past
 +
|With the Kronos expansion (2014), all combat drones were [http://community.eveonline.com/news/dev-blogs/giving-drones-an-assist/ rebalanced]. Before then, Amarr and Caldari drones were almost never used, as they were overshadowed by Minmatar and Gallente drones. Also, Gallente drones were almost always the best drone to use for PvE.
 +
}}
  
If you do fit weapons in the highslots, on some droneboat hulls with no on-board weapon bonuses (such as the Myrmidon and Arbitrator) fitting non-racial turrets can be a viable option. [[Turrets#Projectile_Turrets|Projectile turrets]] are a popular choice since they use no capacitor energy to fire and let you control which type of damage you deal. If you decide to do this then you will need extra skill training for the non-racial turrets; this can work quite well for Amarr Arbitrator pilots, as projectile turrets are viable alternative weapons for the Punisher, Vengeance, Malediction, Maller and Prophecy too . . .
+
=== Salvage drones ===
 +
For high-level PvE content, [[salvaging]] the wrecks of the rats you destroy can increase the amount of ISK you make. Salvage drones - particularly when combined with a [[Mobile Tractor Unit]] (MTU) to loot the wrecks - are a very convenient way to do this, as they require next to no attention from you. When you arrive in a mission pocket, deploy your MTU and engage the rats (don't worry, they will not attack your MTU). As you destroy the rats, the MTU will tractor in their wrecks and loot them. Once you have destroyed all the rats, deploy your salvage drones, and set them to salvage automatically (don't target anything and give the "Salvage" command). Since the MTU pulled all the wrecks into a nice tight cluster, your (very slow) salvage drones won't need to fly far. In the meantime, you can sit back, relax, and watch your drones work.
  
===Sentries and Heavies===
+
Keep in mind, however, that whilst this method is very comfortable and effortless, it's not particularly efficient - a purpose-built salvaging ship (e.g. a destroyer or a [[Noctis]]) will loot and salvage wrecks much faster than your salvage drones and MTU will.
  
When you start attempting L4 missions you will probably initially have to choose between using sentry drones and heavy attack drones for your main anti-battleship DPS (their skill prerequisites are somewhat different, and training either kind to T2 takes some time). If/when you have trained for both kinds of drone you will be able to pack both and use whichever suits your situation.
+
=== Mining drones ===
 +
[[Drones#Mining drones|Mining drones]] are available on all but the smallest mining ships and provide additional mining capability.
  
I recommend sentries, but the advantages of each kind are listed below.
+
Unlike mining lasers, drones must fly out to the asteroid, mine, and then return to drop off their ore. Since this is a repetitive process, the drones will mine more ore if your ship is close to the asteroid. You need to be within a certain distance for your mining modules to work, so these parameters define your optimal position.
  
Heavy attack drones:
+
'''Benefits'''
* can move around -- unlike sentries, you can deploy heavies and then begin moving to the next acceleration gate
+
* At maximum, the capacity of five mining drones approximates that of a strip mining module.
* sometimes offer slightly more on-paper DPS (this partly depends on your support skills) than their racially equivalent sentry drone
+
* Once targeted on an asteroid, the drones will continue to mine on their own.
  
Sentry drones:
+
'''Drawbacks'''<br>
* don't have any travel time delay:
+
In general, mining drones are probably not worth buying until you have a good start on both drone and mining skills. If your drone bay size is limited, you want to be sure to carry at least one combat drone.
** they can open fire as soon as they're launched, and can switch targets instantly
+
* For best use, mining drones require additional training.
** you can also instantly recall them if you need to run away or to swap to a flight of light drones to kill a scrambling frigate
+
* T2 mining drones are considerably better than T1.
* can more reliably get low angular velocity on smaller NPCs -- as the smaller NPCs  burn straight towards you after aggroing sentries can kill many of them in a few shots
+
* Mining drones compete with combat drones for space in the drone bay
* can have their DPS directly enhanced with rigs: the Sentry Damage Augmentor rig
 
  
Navigation computers can help to mitigate the problem of travel time with heavy drones, and omnidirectional tracking links will help both kinds of drone to track smaller targets, and will help sentries to get a longer range.
+
'''Skills'''
 +
* {{sk|Drones}} to level V - basic drone skill
 +
* {{sk|Drone Interfacing}} - increases yield
 +
* {{sk|Drone Navigation}} - increases speed
 +
* {{sk|Mining Drone Operation}} - better mining yield
 +
* {{sk|Ice Harvesting Drone Operation}} - decreased ice harvesting cycle time
  
==PvE Tactics==
+
== Drones in PvP ==
 +
As with PvE, drones are an essential part of PvP for almost everyone: very few PvP pilots can get away without training drone skills and learning how to use them. This section discusses the selection and use of normal damage-dealing drones for general PvP, the pros and cons of using electronic warfare and logistics drones, and finally the use of dedicated droneboats in PvP.
  
The general aim in PvE is to use drones as the main damage dealers while keeping them from harm. This can be achieved by either by drawing the enemy’s aggro away from the drones, for instance using on-board weapons to draw aggro to the drone carrier. Furthermore, recalling drones to the drone bay breaks the enemy’s target lock, forcing them to aggro something else (usually the drone carrier). Using sentry drones for sniping often keeps enemy ships outside their effective range.
+
=== Drone choice ===
 +
The simplest PvP use of the dronebay on most ships is as a source of extra DPS. Even when flying ships with only 5{{m3]] of space, like the [[Incursus]] or [[Cruor]], having a light scout drone's additional DPS can't hurt.
  
===Drone brawling===
+
Some ships have bandwidth and dronebays which let you choose between having a full flight of drones, or a smaller number of larger drones; usually the option of a full flight offers more DPS. The [[Rupture]], for example, could field five light scout drones with one spare, three medium drones, or four lights and one medium - four lights and one medium offer the most DPS, and five lights will outdamage three mediums. Light drones will also reach their targets faster and will damage frigate targets more.
  
Drone brawling is a broad category encompassing the use of light, medium and heavy drones. Usually, the drone carrier will be at close range to enemy ships.
+
That last point leads us to a slightly subtler use of drones in PvP: as a source of ''precise'' DPS. A flight of light drones can be an important part of a medium or large ship's defense against frigates. In a large, mixed fleet this is less important, as your own frigates will (you hope) be able to defend you, but in a small gang or solo situation it can be wise to bring a flight of light drones even if you have the dronebay to bring a full flight of mediums (50{{m3]}> dronebay ships like the [[Thorax]] and [[Brutix]] are good examples of ships where this might apply).
  
====Fitting advice====
+
A small number of battleships (the [[Hyperion]], [[Armageddon Navy Issue]], and the [[Vindicator]]) don't have any drone bonuses but still have the bandwidth and dronebay to field a full flight of heavy or sentry drones for a significant DPS boost. Additional dronebay space can be used to bring one or two extra flights of drones (a flight of light drones and a flight of light ECM drones, for example). In general, larger dronebays allows you the flexibility to bring multiple drone types, to best engage different enemy types. Alternatively, spare dronebay space can be used to bring EWAR or logistics drones (see below).
Primarily, the drone carrier should have a regenerating tank appropriate for the mission. That means full [[T2_Tank]] for level 3 and 4 missions. While not strictly necessary, a Damage Control II may prove a lifesaver. Drone Damage Amplifiers are essential to increase drone DPS. Omnidirectional Tracking Links may be helpful though they are primarily used to help sentry drones. A propulsion module (Afterburner or MWD) is used to get into range faster, though ships with a very good tank could also slowboat towards the enemy. Cruiser sized ships (especially HACs or pirate faction cruisers) further benefit if they can run an afterburner indefinitely (i.e. being essentially cap stable), thereby decreasing the chance to be hit by or take damage from large, battleship-sized weaponry in level 4 missions (‘’speedtank’’). Gun or missile turrets are usually fit last making best use of the available CPU and power grid. The rig slots are often used to supplement the tank or balance its weaknesses.
 
  
====Tactics====
+
Sentry drones can offer interesting tactical possibilities in PvP, such as deploying sentry drones and then moving away from them, forcing your opponent to choose between shooting your drones and chasing you. Additionally, they are very useful for attacking structures (as they need no ammunition). While it's possible to snipe distant targets with sentry drones, it's often difficult to attain the mobility necessary in fleets.
  
When using light, medium or heavy drones, try to stay close to the drones to be able to recall them quickly once they start taking damage. This will break the enemy’s target lock and force them to target you instead. Thus, you will probably orbit enemy ships somewhat below your gun’s optimal range.
+
==== Drone faction choice ====
To get into brawling range, either use your propulsion module to get close to enemy ships or stop completely and deploy sentry drones to draw enemy ships towards you. Once the sentry drones start missing most of the time, recall them and start orbiting the enemy ship while attacking them with guns and drones.
+
Drone choice for dedicated PvP drone boats depends on what targets you intend to fight (again, ships with large dronebays have more flexibility in choosing what drones to use).
Generally, it is advisable to eliminate small ships first, as they can scram and web you or your drones. Being webbed is very bad for drones, as they will take damage fast while taking much longer to return to the carrier.
+
* Minmatar and Amarr drones are used for their high speed (which make them apply their damage better to fast enemy ships), and for their explosive and EM damage which target the natural weaknesses of [[armor tanking|armor]] and [[shield tanking|shield]]-tanked ships, respectively.
Some battleships will try to orbit you at uncomfortable distances for brawling with heavy drones, which may be a problem for slow battleships without propulsion modules. In this case, stop your ship and deploy short-range sentry drones (Garde or Curator, depending on enemy vulnerability), which should be able to hit the enemy ship well.
+
* Gallente and Caldari drones are used for their somewhat higher damage, and because they are about equally effective against both shield and armor tanks.
  
====Recommended ships====
+
==== EWAR and combat utility drones ====
The following ships make good choices as PvE drone brawlers in level 4 missions:
+
As a general rule, [[EWAR]] and combat utility drones are not particularly useful. As they are subject to [[stacking penalties]], the third or fourth drone has very little additional benefit. Additionally, their abilities cannot be enhanced with skills or modules - so they are fairly underwhelming compared with module-based EWAR. As a rule of thumb, you need a full flight of medium EWAR/combat utility drones to match the same effects as a single tech 2 module (assuming average support skills), and those 50Mbit/s of bandwidth is usually better used for combat drones.
  
* [[Ishtar]]: Fast, agile, tough tank and excellent drone bonuses for brawling
+
The one exception to this rule are ECM drones, as they are not subject to stacking penalties. While each ECM drone on its own is not particularly powerful, a full flight of them is surprisingly effective, particularly against small- and medium-sized ships with lower sensor strengths. You can use them to reduce the DPS you take over the course of a fight, or to give you an opportunity to escape by jamming enemy tackling ships; they are particularly effective in solo and small gangs.
* [[Dominix]]: Cheap, versatile, tough tank, good drone bonuses for brawling
 
* [[Armageddon]]: Cheap, tough tank, good drone bonuses for brawling
 
* [[Dominix Navy Issue]] Excellent tank, good drone bonuses for brawling, hybrid turret bonuses, high combined damage (drones + hybrid turrets)
 
* [[Gila]]: Cheaper than the Ishtar, fast, agile, excellent tank and good drone bonuses for brawling
 
* [[Rattlesnake]]: Best battleship-class tank, good drone bonuses for brawling, extremely high combined damage (drones + torpedoes)
 
* [[Nestor]]: Tough tank, good drone bonuses for brawling, extremely high combined damage (drones + lasers)
 
  
===Drone sniping===
+
==== Logistics drones ====
 +
Logistics drones can be useful, but can't really replace dedicated [[Cruiser#Logistics|logistics cruisers]]. A single flight won't be able to keep up with large amounts of damage, so to really be effective every gang member would need to bring them (at the cost of lost dps, as they could have brought combat drones instead). Additionally, they react more sluggishly than repair modules, as they first need to travel to their target in order to repair it.
  
Drone sniping encompasses the use of sentry drones to deliver damage at great range, often outside the effective range of enemy ships. Thus, tanking is less of an issue as with brawling, though T2 modules are still required in level 3 and 4 missions. Good skills to increase locking range, drone control range, drone optimal range and drone damage are required.
+
For dedicated logistics ships, logistics drones can be a useful little extra, for instance to keep lower-priority fleet members (e.g. other logistics ships) "topped up" while the pilot concentrates on the fleet members taking the most damage.
  
====Fitting advice====
+
In small gangs without dedicated logistics ships, you can bring a few armor and hull repair drones if you have spare dronebay space. After a fight, you can use these to repair your surviving fleetmates - especially if they are flying smaller ships, which even drones can repair quickly outside combat.
  
While the tank is often reduced for the sake of Drone Damage Amplifiers and Omnidirectional Tracking Links, some tank is still necessary for occasions when enemy ships come into range. Given that the overall tank is less than in brawling ships, a Damage Control II has an even bigger beneficial effect on effective HP. A Sensor Booster is required to increase locking range. A Micro Jump Drive (MJD) is used on battleships to quickly get into sniping range, while an Afterburner may be fitted additionally in order to manoeuvre faster during MJD cooldown. Cruiser-sized ships rely on an Afterburner or a MWD to get into proper range. Several Drone Link Augmentors are usually necessary to increase drone control range to sniping ranges. The remaining high slots can be fit either with long-range turrets to increase overall DPS at sniping ranges or with short-range turrets (even of smaller calibre) to deal with fast ships which come into range.
+
=== Tactics ===
Equip a full flight of Wardens, which have the longest optimal range of all Sentry Drones, as well as a full flight of either Gardes or Curators, which have shorter ranges, but better tracking and higher overall DPS. Against Angel ships, Bouncers may be preferred as secondary drones since Angels are most vulnerable to explosive damage. Round off with a flight of medium, small, and armor repair drones.
+
The most reliable way to use combat drones in PvP is to tell them to attack your primary target. However, because they can move independently and (usually) faster than you, they can also be quite useful for chasing weak but dangerous enemies away. Some ships, such as most of the [[Cruiser#Recon Ships|force recon cruisers]] and [[stealth bomber]]s, like to circle around the edge of a fight applying EWAR and/or DPS without coming in to close engagement range with their enemy. If you notice one of these ships hanging around within your drone control range, it can be productive to send your drones after them because:
  
====Tactics====
+
* Your drones are probably faster than you, and should be able to catch these ships
 +
* EWAR, which some force recons use to defend themselves, doesn't work very well against a flight of drones
 +
* Once your drones have locked on to a stealth bomber or force recon, it can no longer cloak even if it jams or sensor damps your own ship's targeting
 +
* By forcing a bomber or recon off the field, you can remove a lot of potential DPS or EWAR power
  
Keep at a distance from enemy ships, using a micro jump drive (battleships), microwarpdrives or afterburners. Stop the ship, then deploy sentry drones. That way the drones can be recalled instantly when taking damage. Shoot the enemy ships with the sentry drones most appropriate for the range the enemy ships are currently away, usually starting with the smallest ships, as these are the fastest. When the incoming damage is too high, recall the drones and activate the propulsion module to gain distance from enemy ships. Note your drones' optimal ranges depending on whether you have Optimal Range Scripts, no scripts, or Tracking Speed scripts loaded to your Omnidirectional Tracking Links and swap scripts according to enemy range. Note that the effects of Optimal Range and Tracking Speed Scripts cancel each other out, if used at the same time (scripts were added to Omnidirectional Tracking Links in Rubicon 1.1).
+
Other good targets for drones include:
 +
* Frigate-sized tacklers who are pinning down key members of your gang
 +
* Other drones, if your gang is mostly in small ships which will be threatened more by enemy drones than by their primary weapons, or if the enemy gang is using ships with drone bonuses
 +
* Fighters or fighter-bombers, if the enemy is deploying capital ships.
  
====Recommended ships====
+
The biggest threat to drones from large ships are [[smartbombs]], which can wipe out most drones within its range in a few cycles (light drones tend to die in just one cycle!). If you're flying in a fleet, and you see an enemy ship using smartbombs, pull back your drones as soon as possible, and (depending on your fleet communication rules) let your fellow drone pilots know.
The following ships make good choices as PvE drone snipers in level 4 missions:
 
  
* [[Dominix]]: Excellent sniping bonuses, excellent range, solid tank; Fits a MJD
+
Since most drone types are effective only against certain ship types, you may need to switch drone flights (by recalling them to your drone bay and launching a new flight) in the middle of a fight. However, this can take valuable time (especially for the slower heavy drones), and sometimes it's quicker to just abandon your current flight and launch a new one directly. If you win the fight you may be able to collect your drones afterwards (or you can use the "reconnect to lost drones" command to regain control of them, provided you don't have other drones in space).
* [[Ishtar]]: Excellent sniping bonuses, excellent range, solid tank, fast
 
* [[Rattlesnake]]: Good sniping bonuses, but many module slots; Can be made an excellent sniper; Fits a MJD
 
* [[Nestor]]: Good sniping bonuses, but many module slots; Can be made an excellent sniper; Fits a MJD
 
* [[Vexor Navy Issue]]: Glass cannon sniper: Fast, excellent sniping bonuses, but only cruiser-sized tank. Can output nearly as much DPS as the Ishtar or Dominix.
 
  
== Drones and Mining ==
+
If you have a criminal flag, or an [[timers|aggression timer]], then sentry guns on gates and stations will see your drones as a valid target. Since sentry guns have perfect tracking, they will kill your drones very fast if they decide to shoot them. For this reason, drone boats are somewhat unpopular with lowsec pirates.
:''See also: [[ORE_Basic_Ship_and_Skill_Guide#Drones|Ore Ship Guide: Mining Drones]]
 
  
[[Drones#Mining_Drones|Mining drones]] are usually a minor augmentation to the mining power of a dedicated mining ship.
+
==== Drones vs. drones ====
 +
Small-scale battles between droneboats often involve a 'drone war', in which (since both ships have their DPS tied up in their drones) they both order their drones to attack the enemy's drones. In these engagements, smaller drones tend to beat larger drones (as they are much faster and more agile), and if it simply comes down to a battle of attrition then the ship with more dronebay space dedicated to light scouts will probably emerge victorious. However, you can try a few tricks to swing the contest your way. Consider that:
 +
* To order drones to attack other drones, you need to have locks on the target drones
 +
* The time taken to switch out a flight of drones depends on their distance from you (further away, they'll have to fly longer to get back to you)
 +
It is therefore greatly to your advantage for the drone war to happen near you and distant from your opponent: this will let you swap flights to break your opponent's lock on your drones, and will force your opponent to take a lot of time, or abandon his current flight, any time he wants to swap flights.
  
The first thing to note when considering mining drones is that you may need your dronebay to defend yourself against rats -- the [[Retriever]], for example, only has 25m<sup>3</sup> dronebay space, forcing pilots to choose between a flight of light scout drones for defence, or a flight of mining drones. If you're mining in a group, you can arrange for one or two miners to bring combat drones for defence, while everyone else packs mining drones.
+
If you have a stasis webifier on your ship, using it on nearby enemy drones will make it much easier for your drones to kill them (as well as slowing their escape).
  
Which drones should you use? Although Harvester Mining Drones' description calls them 'the most efficient mining drone', they do take up twice as much space and bandwidth as normal mining drones, and they move half as fast as Mining Drone IIs. Since mining drones have to travel repeatedly back and forth between you and your target asteroid, this can be a significant problem. You may want to stick with normal mining drones, either T2 if you can use them or T1 if you can't.
+
You can try to tempt your opponent to send their drones to you - hope that they set their drones on your ship, or even refuse to launch your own drones until they do so. You can also try launching medium or heavy drones without ordering them to attack, in the hope that they will send their drones to attack your drones, at which point you can swap flights and retaliate.
  
Skillwise, to support your mining drones you will want to train:
+
Sentry drones muddle all of the above tactics, of course, because a ship that can field them can drop them and remain with them ready to scoop them again - though by doing this they give up the ability to move around the battlefield. Some sentry-fielding ships can also drop sentries and move, trying to force you to choose between attacking the sentries and attacking their parent ship.
* {{sk|Mining Drone Operation}}: 5% yield bonus per level
 
* {{sk|Drones}}: as with combat drones, you want to train this to V to get five drones in space at once
 
* {{sk|Drone Interfacing}}: the +20% per level bonus applies to mining yield as well as damage
 
* {{sk|Drone Navigation}}: training this cuts down on the time your drones spend travelling between you and your asteroid
 
  
There is one rig, the Drone Mining Augmentor, which will increase the yield of mining drones. However, most mining ships may have other options for their rig slots which would be more useful.
+
=== Recommended ships ===
 +
{{see also|Drone-capable ships}}
  
== Drones in PvP Combat ==
+
Dedicated droneboats have large drone bays and high bandwidth for their size, and deal the majority of their DPS through drones. This has advantages:
As with PvE, drones are an essential part of PvP for almost everyone: very few PvP pilots can get away without training drone skills and learning how to use them. This section discusses the selection and use of normal damage-dealing drones for general PvP, the pros and cons of using ewar and logistics drones, and finally the use of dedicated droneboats in PvP
+
* Outsourcing DPS to your drones frees up slots on your ship for utility (such as EWAR, capacitor warfare, logistics), or you can fit weapons to further increase your DPS.
 +
* If you have multiple flights of different drones, you can be very flexible to to what targets you can engage.
 +
* Your drones will continue to fire even if you're jammed, damped or tracking-disrupted.
  
===Combat Drone Selection===
+
Of course, reliance on drones has its disadvantages too:
The simplest PvP use of the dronebay on most ships is as a source of extra DPS. Even when flying ships with only 5m<sup>3</sup> of space, like the Stabber or Griffin, having a light scout drone's additional DPS can't hurt.
+
* Your enemy can attack and destroy your drones, or you can be forced to warp out and abandon them.
 +
* It takes time for your drones to reach their target and apply their damage (unless you use sentry drones), and if your target is very fast, your drones may have difficulty catching them.
 +
* Drones often require more micromanagement than launchers or turrets.
  
Some ships have bandwidth and dronebays which let you choose between having a full flight of drones, or a smaller number of bigger drones; usually the option of a full flight offers more DPS. The Rupture, for example, could field five light scout drones with one spare, three medium drones, or four lights and one medium -- four lights and one medium offer the most DPS, and five lights will outdamage three mediums. Light drones will also reach their targets faster and will damage frigate targets more.
+
{| class="wikitable drones" style="text-align:left; max-width:70em;"
 +
|-
 +
! Race
 +
! Ship
 +
! Description
 +
|-
 +
| style="padding: 0;" | [[File:Logo_faction_gallente_federation.png|64px|link=|Gallente Federation]]
 +
| style="padding: 0;" | [[File:Ishkur.jpg|64px]]
 +
| style="vertical-align: top;" | The '''[[Ishkur]]''' is one of the most powerful assault frigates with up to 50 m3 of drone bay. It makes for a resilient tackler and a good solo ship. 
 +
|-
 +
| style="padding: 0;" | [[File:Logo_faction_gallente_federation.png|64px|link=|Gallente Federation]]
 +
| style="padding: 0;" | [[File:Vexor.jpg|64px]]
 +
| style="vertical-align: top;" | The '''[[Vexor]]''' is a tough and very flexible cruiser, which can be both a tackler or a DPS ship, and makes for a good solo ship. Fitted with a shield tank and blasters it can outdamage a Thorax. 
 +
|-
 +
| style="padding: 0;" | [[File:Logo_faction_gallente_federation.png|64px|link=|Gallente Federation]]
 +
| style="padding: 0;" | [[File:Ishtar.jpg|64px]]
 +
| style="vertical-align: top;" | The '''[[Ishtar]]''' is a very tough and flexible heavy assault cruiser. In PvP it's often used as a brawler with heavy drones, but can also be effective with sentry drones (although it lacks the mobility to keep up with sniper HAC fleets). 
 +
|-
 +
| style="padding: 0;" | [[File:Logo_faction_gallente_federation.png|64px|link=|Gallente Federation]]
 +
| style="padding: 0;" | [[File:Dominix.jpg|64px]]
 +
| style="vertical-align: top;" | The '''[[Dominix]]''' is a cheap and powerful all-round battleship. It can be fitted for many different roles, from high DPS (with blasters and heavy drones) to remote repair to capacitor warfare. The Dominix is only overshadowed by the Rattlesnake as a battleship-sized drone carrier, but the Dominix is much more commonly used due to its lower price.
 +
|-
 +
| style="padding: 0;" | [[File:Logo_faction_amarr_empire.png|64px|link=|Amarr Empire]]
 +
| style="padding: 0;" | [[File:Sentinel.jpg|64px]]
 +
| style="vertical-align: top;" | The '''[[Sentinel]]''' electronic attack frigate combines tracking disruptors with capacitor warfare and a good-sized drone bay (albeit without bonuses). It makes for an excellent solo ship as well as an effective gang support ship.
 +
|-
 +
| style="padding: 0;" | [[File:Logo_faction_amarr_empire.png|64px|link=|Amarr Empire]]
 +
| style="padding: 0;" | [[File:Arbitrator.jpg|64px]]
 +
| style="vertical-align: top;" | The '''[[Arbitrator]]''' cruiser offers a flexible combination of tracking disruptor EWAR with powerful drone bonuses and a cavernous drone bay. It can be either shield (for more drone damage) or armor (for more EWAR) tanked, keeping your enemies guessing. 
 +
|-  
 +
| style="padding: 0;" | [[File:Logo_faction_amarr_empire.png|64px|link=|Amarr Empire]]
 +
| style="padding: 0;" | [[File:Curse.jpg|64px]]
 +
| style="vertical-align: top;" | The '''[[Curse]]''' combat recon cruiser offers a deadly mix of tracking disruption EWAR, capacitor warfare, and high drone DPS. The Curse is a very effective in both gang and solo combat - although this may lead to it being primaried in fleet fights, and avoided in solo combat. 
 +
|-
 +
| style="padding: 0;" | [[File:Logo_faction_amarr_empire.png|64px|link=|Amarr Empire]]
 +
| style="padding: 0;" | [[File:Pilgrim.jpg|64px]]
 +
| style="vertical-align: top;" | The '''[[Pilgrim]]''' force recon cruiser is a shorter-range Curse with a cloaking device. This allows it to sneak up to enemies undetected, but has more difficulty disengaging from a fight that's not going in its favor.
 +
|-
 +
| style="padding: 0;" | [[File:logo_faction_guristas_pirates.png|64px|link=|Guristas]]
 +
| style="padding: 0;" | [[File:Worm.jpg|64px]]
 +
| style="vertical-align: top;" | The '''[[Worm]]''' frigate sports super-powered light drones and a very tough shield tank. It's as tough as an assault frigate, but faster - although its price is also correspondingly higher. 
 +
|-
 +
| style="padding: 0;" | [[File:logo_faction_guristas_pirates.png|64px|link=|Guristas]]
 +
| style="padding: 0;" | [[File:Gila.jpg|64px]]
 +
| style="vertical-align: top;" | The '''[[Gila]]''' can fly two super-powered medium drones. Combined with its high-damage missile launchers and tough shield tank, it contends with the Ishtar as the most powerful cruiser-sized drone platform.
 +
|}
  
That last point leads us to a slightly subtler use of drones in PvP: as a source of ''precise'' DPS. A flight of light drones can be an important part of a medium or large ship's defence against frigates. In a large, mixed fleet this is less important, as your own frigates will (you hope) be able to defend you, but in a small gang or solo situation it can be wise to bring a flight of light drones even if you have the dronebay to bring a full flight of mediums (50m<sup>3</sup> dronebay ships like the Harbinger and Brutix are good examples of ships where this might apply).
+
== Fleet applications ==
 +
=== Fleet composition ===
 +
In fleet situations, drones can be used to temporarily mimic the capabilities of specialized fleet members, particularly in the case of EWAR drones. However, this application is generally ineffective over long engagements, and EWAR drones should be replaced by specialized ships once those ships arrive. For example, in all cases where webs are being applied, once additional tackle ships are in range, webbing drones are no longer needed. Drone ships, such as the {{sh|Vexor}} and {{sh|Myrmidon}} that have large drone capacities, can deploy the specialized drones to gain a tactical advantage, and then deploy combat drones to bring addition damage to play once the target is brought under control. In small gangs, the FC will likely need a dual roll ship to apply these drones effectively. In larger fleets, smaller ships like the {{sh|Algos}} can stay at range and allow the bulk of the fleet to focus on the primary target.
  
A small number of battleships don't have drone bonuses but still have the bandwidth and dronebay to field a full flight of heavy or sentry drones for a significant DPS boost. The Armageddon and Megathron can do this, though it will use up all of their dronebay. The Minmatar Typhoon has 125 bandwidth and 175 dronebay space, which lets it bring heavies or sentries and one or two extra flights of drones (a flight of Warrior IIs and a flight of EC-300s, for example).
+
Also, unlike modules, drones can be deployed against multiple targets (e.g. three ECM drones can be applied against one {{sh|Guardian}} and two against another). Even if they are not a superior force, they can be sufficiently annoying to force an opposing fleet to use less than optimal tactics (e.g. bring an additional {{co|wheat|Guardian}} into the fleet to support the battle, possibly replacing a DPS ship).
  
Combat drone choice for PvP usually comes down to either Gallente drones (for raw DPS) or Minmatar drones (for explosive damage, and their speed).
+
The primary question the FC must answer is "do I have the capacity to bring in a dedicated support ship, such as a {{sh|Blackbird}} for ECM". If so, then the dedicated support ship will always be a superior choice. But, if the FC is forced to forgo the support ship to have sufficient DPS to be effective, these drones can provide significant capability.
  
===Combat Drone Use===
+
Another point to consider is that many ships (especially frigates) have limited drone capacity and bandwidth ''(see [[Drone-capable ships]])''. By themselves, these drones are of limited utility in any capacity. However, five frigates each carrying a single drone can provide a full flight of drones to a capable drone bunny. This can be a way to convert an otherwise "excess capability" into a useful force without sacrificing anything. It does, however, require significant forethought on the part of the fleet.
The most reliable way to use combat drones in PvP is to tell them to attack your primary target.
+
 
 +
=== Fleet behavior ===
 +
In order to be successful, pilots in drone-based and drone-augmented fleets should follow a specific series of steps when engaging:
  
However, because they can move independently and faster than you, they can also be quite useful for chasing weak but dangerous enemies away. Some ships, such as most of the force recons and stealth bombers, like to circle around the edge of a fight applying ewar and/or DPS without coming in to close engagement range with their enemy. If you notice one of these ships hanging around within your drone control range, it can be productive to send your drones after them because:
+
# Warp in
 +
# Begin locking a target (so friendly logi can lock you)
 +
# While waiting for the lock to finish:
 +
## Deploy drones
 +
## Command them to "assist" the designated ship (often called the "drone bunny")
 +
# Start shooting
  
* your drones are probably faster than you
+
The goal is to have the drones assigned to the drone bunny so that they are available when the drone bunny's lock lands. While this usually applies to DPS drones, the same ritual is required in order to deploy advanced drones effectively.
* ewar, which some force recons use to defend themselves, doesn't work very well against a flight of drones
 
* once your drones have locked on to a stealth bomber or force recon, it can no longer cloak even if it jams or sensor damps your own ship's targetting
 
* by forcing a bomber or recon off the field, you can remove a lot of potential DPS or ewar power
 
  
Other good targets for drones include
+
Another behavior to be practiced is learning not to recall drones when switching from advanced drones to DPS drones. Instead, the advanced drones must be abandoned. The DPS drones can be well on their way to the target in the time it takes the advanced drones to return. The drones can be recovered after the fight.
* frigate-sized tacklers who are pinning down key members of your gang
 
* other drones, if your gang is mostly in small ships which will be threatened more by enemy drones than by their primary weapons, or if the enemy gang is using ships with drone bonuses
 
* fighters or fighter-bombers, if the enemy is deploying capital ships
 
  
One large smartbomb can wipe out most drones within its range in a few cycles (in about one cycle, if they're just light drones!). It is therefore important for the first person to spot smartbombs to call them over [[Mumble]] so gang members can pull their drones back, if -- and only if -- you're flying with free voice discipline. If you're in a larger fleet, with silence needed over Mumble for the FC to communicate, then you can at least pull your own drones back when you see smartbombs.
+
=== Scenarios ===
 +
==== Gate Camps ====
 +
Null Sec gate camps often include [[Interdictors]] ({{sh|Eris}}, {{sh|Flycatcher}}, {{sh|Heretic}}, {{sh|Sabre}}) to provide temporary bubbles, as once they are up, no ship within the bubble can warp away. They are effective without having to target a ship, and they are short lived (2 minutes versus the Mobile Warp Disruptor's 30 day life span). In order to keep the target ship from warping off, it has to be kept in the bubble. This is more difficult than it sounds as the Interdiction Bubbles stay were they are launched. The Interdictor can launch more bubbles, but it has a limited supply and a long reload time.
  
One final note: if you have a criminal flag, or an aggression timer with the local faction navy, then sentry guns on gates and stations will see your drones as a valid target. Since sentry guns have perfect tracking, they will kill your drones very fast if they decide to shoot them. This is the main reason for the unpopularity of dedicated droneboats for gate work among lowsec pirates.
+
In a gate camp, the target ship can easily be 20km away from any other ship. Until the target ship breaks its gate cloak, no one knows where the target is, and no one is able to web it until they can lock it and get in range. Web modules work over a very limited range, usually less than 10km without boosts. This does not allow much time to lock the ship, burn to it and apply webs to slow it down before it can burn out of the bubble.
  
===Ewar Drones===
+
Drones, however, have a working range from 20km with minimal skills to 60km with maximum skills. While the pilot still has to lock the target and the drones still have to fly to it, this time can often be shorter than the time required to burn out to the target.
Most electronic warfare drones aren't actually very useful. This is because their effects are subject to [[Stacking_penalties|stacking penalties]], which makes them very underwhelming compared to ship-mounted ewar.
 
  
Just like when you have several things giving you the same bonus on your ship, when multiple sensor dampening, target painting or tracking disrupting effects are applied to a target, each effect after the first one is reduced. So the first drone will have its full effect, but the second drone will only do about 85%, and the third only 57%. The fourth and fifth will be pretty negligible.
+
==== Kiting takedowns ====
 +
This situation is similar to the gate camp. The biggest problem with fighting kiting fleets is getting close enough to a target to provide an effective warp-in for the rest of the fleet. Given the long range of drones, if combat utility drones can be applied early, they can slow the target ship just enough to allow tackle to get close enough to provide an effective warp-in early in the engagement.
  
The end result of this is that to get the effect of one T2 ship-mounted ewar module with standard (level IV) support skills, you need a full flight of medium-sized equivalent ewar drones -- using up 50m<sup>3</sup> space and 50 bandwidth. So, for example, five TD-600 tracking disruptor drones are about as useful as one T2 tracking disruptor on a ship with no tracking disruption bonuses (and in the case of TD and SD, the on-board module has the extra flexibility offered by scripting).
+
==== Freeing up a midslot ====
 
+
Many FCs prefer a shield tanked fleet to provide speed. But doing this in a PvP fleet can be difficult when you have less than 4 slots (1 for the MWD, 1 for a point or scram, 1 for a web, the rest for tank). If the ship has reasonable DPS without drones, then drones can replace the web. True, this web is not as effective as a module, but as discussed above, its greater operating range can tip the scales toward victory.
TD, TP and SD drones are therefore generally not worth it, compared to the other uses of the dronebay and bandwidth they would take up.
 
 
 
However, because of the chance-based nature of ECM, '''ECM drones are not subject to stacking penalties'''. Although individually they have quite low chances to jam, a full flight of them is surprisingly effective, particularly against medium- and small-sized ships which have lower sensor strengths. You can use them to reduce the DPS you take over the course of a fight, or to give you an opportunity to escape by jamming whatever's tackling you. They really shine in small gang situations.
 
 
 
===Logistics Drones===
 
Logistics drones can be useful, but can't really replace dedicated T2 logistics cruisers such as the Guardian and Scimitar. A single flight won't cope with that much damage during a fight, so if you plan to use them in combat it's best if most or all gang members bring them -- and of course you must weigh up their benefit against the lost DPS from combat drones or jams from ECM drones. In combat they suffer from the travel time problem just like combat drones.
 
 
 
Dedicated logistics ships may find logistics drones are a useful little extra, and they do have the advantage for logistics pilots over combat or ewar drones that they do not give their owner aggression, cutting their parent ship off from jumping or docking.
 
 
 
Armor logistics drones can also be a helpful way to use your spare dronebay space for post-combat use, especially if you're in a small fleet on a longer roam with no dedicated logistics ships. You will be very popular with pilots whose ships are still alive, but damaged, especially if they're in small ships which even drones can repair quickly outside combat.
 
 
 
===Dedicated Droneboats in PvP===
 
 
 
Dedicated droneboats have large dronebays and bandwidth for their size, and deal the majority of their DPS through drones. This has advantages . . .
 
* outsourcing DPS to your drones frees up slots on your ship for everything else: ewar, capacitor warfare, tank, nano, remote-repair, tackle &c
 
* alternatively, you can pack DPS drones and fit weapons in your highslots anyway, for very high DPS
 
* if you have multiple flights of different drones, you're flexible: you can attack frigates, attack big targets, repair allies, jam the enemy with ECM drones &c
 
* your drones can continue to fire even if you're jammed, damped or tracking-disrupted
 
 
 
You can see some of these 'outsourcing' ideas at work in several popular Dominix fits, in which drones deliver DPS while the highslots are dedicated to heavy energy neutralizers, or remote armor repair modules. The Amarr Arbitrator and its T2 cousins the Curse and Pilgrim (and the 'mini-Curse', the Sentinel) all rely on drones for DPS, using their slots for electronic warfare and capacitor warfare.
 
 
 
Of course, reliance on drones has its disadvantages too:
 
* the enemy can destroy your drones, or you can be forced to warp out and abandon them; you can't shoot or smartbomb the turrets off a turret BS or force it to drop them in the middle of a fight!
 
* it's hard to enhance the DPS of drones (the only module that directly does it only does so for sentries, and takes up a valuable rig slot); normal ships can just throw damage modules into their lowslots
 
* unless you use sentry drones, all your DPS is delayed while your drones hustle over to your target
 
* drones require more micromanagement than launchers or turrets
 
 
 
As with PvE droneboats, on hulls with no on-board weapon bonus it can sometimes make sense to fit non-racial turrets, often projectile turrets. On a Myrmidon, for example, autocannon instead of blasters can offer:
 
* capacitor-free DPS
 
* selectable damage types
 
* more tactical flexibility (Barrage offers considerably longer ranges than Null ammo)
 
 
 
===Drone Selection===
 
 
 
'''Drone choice''' for a dedicated PvP droneboat depends on your role, but if you're looking for DPS drones then, sentries aside, the choice is usually between Gallente (for DPS) and Minmatar (for speed, and to hit explosive-weak armor tanks). Of course, if you have a large dronebay you may have room to bring alternative flights, so you can choose the drone size and damage type for your target. Add ECM drones and (if you have allies) repair drones on top to taste.
 
 
 
Some ships, notably the Vexor, have an awkward 75Mbit/sec bandwidth. When fitting for situations which require maximum DPS, you may need to field a mixture of drone sizes rather than a coherent flight. The Vexor can field, for example, two heavies, two mediums and one light, with enough room left in the dronebay for an additional flight of lights, or of EC-300 ECM drones.
 
 
 
'''Switching drones''' in the middle of a fight can take valuable time. Sometimes it's quicker to just abandon the flight you have out already rather than wait for them to MWD back to you. Winning is worth the cost of a new flight of Ogre IIs, and if you hold the field you may be able to collect them afterwards.
 
 
 
'''Sentry drones''' can offer new tactical possibilities -- dropping sentries and then moving away from them, forcing your opponent to choose between shooting your DPS and chasing you, for example -- and are ideal for POS-bashing (they use no ammo, after all!). You can 'snipe' with sentries, though the Gallente Ishtar HAC still can't really mesh with a traditional sniper HAC gang as it has to keep stopping to deploy and collect sentries.
 
 
 
===Drones Versus Drones===
 
 
 
Small-scale battles between droneboats often involve a 'drone war', in which, since both ships have their DPS tied up in their drones, they both order their drones to attack the enemy's drones. Smaller drones tend to beat larger drones, and if it simply comes down to a battle of attrition then the ship with more dronebay space dedicated to light scouts will probably emerge victorious. However, you can try a few tricks to swing the contest your way. Consider that:
 
* To order drones to attack other drones, you need to have locks on the target drones
 
* The time taken to switch out a flight of drones depends on their distance from you (further away, they'll have to fly longer to get back to you)
 
It is therefore greatly to your advantage for the drone war to happen near you and distant from your opponent: this will let you swap flights to break your opponent's lock on your drones, and will force your opponent to take a lot of time, or abandon his current flight, any time he wants to swap flights.
 
  
You can try to tempt your opponent to send their drones to you -- hope that they set their drones on your ship, or even refuse to launch your own drones until they do so. You can also try launching medium or heavy drones without ordering them to attack, in the hope that they will send their drones to attack your drones, at which point you can swap flights and retaliate.
+
==== Disrupting enemy logistics ====
 +
{{see also|Electronic Countermeasures}}
 +
Logistics and other support ships, such as ECM ships, are notoriously difficult to attack because the can sit well off the attacking fleet. ECM drones can either break their locks, or force them in closer. The first scenario reduces their effectiveness and, in cases where Guardians and other shared capacitor ships are used, render them useless. The second scenario forces them closer to the attacking fleet which makes them easier to attack.
  
Sentries muddle all of the above tactics, of course, because a ship that can field them can drop them and remain with them ready to scoop them again -- though by doing this they give up the ability to move around the battlefield. Some sentry-fielding ships can also drop sentries and move, trying to force you to choose between attacking the sentries and attacking their parent ship as described above in relation to the Ishtar and Gila. (And at this point the topic shades into the more general subject of movement in solo and small-gang PvP.)
+
To examine the effectiveness of drones in this role, consider the following example:
 +
<!--: &nbsp; Chance to Jam = (1 -(1 - Your ECM Strength / Target's Sensor Strength ) ^ The number of jammers of this strength)*100%"-->
 +
: <math> \displaystyle Chance\ to\ Jam = ( 1 - \left( 1 - \frac {Your\ ECM\ Strength} {Target's\ Sensor\ Strenght} \right) ^ {The\ numbers\ of\ jammers\ of\ this\ strenght} ) \times 100\% </math>
  
===Notable PvP Droneboats===
+
The {{co|wheat|Vespa EC-600}} drone has a strength of <math>1.5</math>. The {{sh|Guardian}} has a RADAR sensor strength of <math>19</math>. If we apply <math>three</math> {{co|wheat|Vespa EC-600}} drones to a {{co|wheat|Guardian}}, the chance to break its locks (as a percentage) is:
====Gallente====
+
: <math> \begin{align}
* [[Ishkur]]: AF with potential 50m<sup>3</sup> dronebay; one of the best AFs, good DPS ship or sticky tackler; good solo
+
( 1 - \left( 1 - \frac {1.5} {19} \right) ^ 3 ) & \times 100\% \\
* [[Vexor]]: tough, flexible secondary tackle/DPS ship; shield-tank and fit blasters for more DPS than a Thorax!; good solo
+
( 1 - ( 1 - 0.07 ) ^ 3 ) & \times 100\%\\
* [[Ishtar]]: lots of DPS and drone space in a small package; like other HACs can lose its role in a large mixed fleet; unlike some turret-based HACs, doesn't really work as a sniper
+
( 1 - 0.93 ^ 3 ) & \times 100\% \\
* [[Myrmidon]]: tolerable DPS; sometimes fitted with autocannon or lasers; active armor tanked Myrmidon can be good small gang bait
+
( 1 - 0.8 ) & \times 100\% \\
* [[Dominix]]: cheap and powerful Swiss Army Knife of a ship; high DPS w/ blasters and large drones; or RR or capacitor warfare platform
+
0.2 & \times 100\%
* [[Sin]]: despite its drone bonuses, its primary function is to create covert cyno bridges, not to use drones; not noticeably better ''as a droneboat'' than the Dominix, but massively more expensive
+
\end{align} </math>
 +
or about 20%. This is not going to render the Guardian useless, but it will make it less effective.
  
====Amarr====
+
Sensor Dampening drones are not highly effective as they suffer stacking penalties. In order to be useful, three Ogre SD-900's would need to be applied to reduce the sensor range by about 40% (see [[Stacking penalties|Stacking Penalties]]. However, Ogres are the slowest of all the heavy drones, with a speed of 1000m/s (see [[Drones]]), which means they will not land on their target quickly. This time can be up to 60 seconds depending the pilot's drone skills and the range to the target.
* [[Sentinel]]: ewar, capacitor warfare and drones in one frigate hull; superb 1v1 ship, decent small gang support
 
* [[Arbitrator]]: flexible combination of ewar and DPS; shield or armor tank; good solo or gang support ship
 
* [[Curse]]: lethal mix of ewar and capacitor warfare, with drones for DPS; great gang ship; would be good solo if everyone didn't dock up when it appeared on scan
 
* [[Pilgrim]]: cloaky Curse, with a shorter range; good surprise solo/small gang ship; can be a heavy scout/initial tackler
 
  
====Gurista====
+
==== Logistics support for tacklers ====
* [[Worm]]: similar to the Ishkur; held back by rockets' weakness but can mount a superb shield tank (for a frigate)
+
As shown in [[Drones#Logistics drones|Logistics Drones]], a full flight of five medium logistics drones can repair 120 DPS. This won't keep a tackle ship alive forever, but when taking down a single ship of T1 cruiser size or below, this can extend the tackle's life by 20% or more (assuming the DPS ship produces 600 DPS or less). For example, a Tristan can be armor fit to provide 5K EHP. Against a Thorax or Vexor with up to 600DPS, the Tristan may survive 10 seconds. Extending that time to 12 seconds with armor logi drones may just provide the additional lock time a larger, more capable ship needs to become effective on the field. If these drones are applied by dual role ship, it is unlikely that the fleet will be giving up DPS during the time the drones are supporting the tackle ship. To be most effective in the role, the dual role ship will need to have the tackle ship locked and the drones applied before the tackle engages.
* [[Gila]]: similar to the Ishtar, with missiles instead of hybdrid turrets, and a bigger dronebay
 
(Unless you're quite rich, the [[Rattlesnake]] doesn't offer a great deal more than the Dominix for PvP, given its expense.)
 
  
==See Also==
+
== References ==
 +
{{reflist|group=ref}}
  
* See the [[Tips_and_Tricks#Drone_Usage|Tips and Tricks]] section on drones for information about drone use in combat.
+
[[Category:Drones]]
 +
[[Category:Weapons]]

Latest revision as of 07:42, 5 November 2024

This page should be updated due to game changes.
Reason: Need info from Summon the Swarm patch in regards to mutated drones and modules


This article focuses on how to use drones. For a general description of drones and how they work, see Drones. If you are looking for ships that use drones, see Drone Capable Ships.


Drones have a wide variety of applications: including combat, e-war, logistics, and mining. As they may be used differently in PvE and PvP, those aspects of combat are described separately.

Drones in PvE

General use

As you begin to fly medium and large ships, frigate-sized NPC enemies become increasingly hard to kill. It may sometimes be impossible to kill them using even medium-sized weapons once they settle into a close orbit around you. To compound the problem, in tougher exploration sites and level 3 and 4 missions frigates can be the most dangerous enemies, because they can warp-scramble and/or web you. (See Targeting time)

For this reason, it's a good idea to be able to field at least a full flight of five light drones when you begin to attempt level 3 missions. Even if you're flying a battlecruiser with a 50 m3 drone bay for level 3 missions, it may be wise to bring five light drones rather than five mediums. because larger drones, too, have trouble with small, fast targets.

Standard level 4 mission battleship fits include a flight of light drones. Most battleships also have the dronebay space to bring at least a flight of medium drones as well, which will help you deal with NPC cruisers and battlecruisers. At this point it's good to have Tech 2 light and medium drones, as they are considerably superior to Tech 1 drones.

If you're flying a battleship with a reasonable drone bay and decent support skills, such that your primary weapons can kill cruisers reasonably fast, you may also want to consider bringing a flight of light drones and three or more sentry/heavy drones. The sentries or heavies can do some DPS to cruiser targets (sentries work quite well on them when their angular velocity is low) and can augment your DPS against battlecruisers and battleships. This may entail extra skill training.

NPCs targeting drones

Frigate rats may attack your light drones and above, cruiser rats may attack your medium drones and above, and battleship rats may attack your heavy/sentry drones. In particular, elite rats (see NPC Naming Convention) have a higher probability of attacking your drones. At the extreme end, Sleeper NPC are very fond of attacking drones, so much so that solo drone boats have a very difficult time in wormhole PvE.

In order to minimize your drone losses, keep an eye on their health - if they start taking damage, order them back to your drone bay (which will cause the rats to target something else, usually your ship). Also, using your ship's weapons on the rats attacking your drones may divert their attention. For this reason, avoid ordering your non-sentry drones to attack distant targets, because if your drones start to take damage, they likely won't have time to fly back to your ship and dock before being destroyed.

Drones as a primary weapon

With good support skills, dedicated drone boats can be very effective in PvE. Using drones as your primary weapons lets you control the type of damage you're doing, and can free up space on your ship for salvaging (or other utility modules). On some drone boat hulls with no weapon bonuses (such as the Myrmidon or Arbitrator) fitting non-racial turrets can be a viable option. projectile turrets are a popular choice because they use no capacitor to fire and let you control which type of damage you deal.

Sentry vs Heavy drones

When you start attempting level 4 missions or tougher combat sites, you will have to initially choose between using sentry drones and heavy attack drones for your main anti-battleship weapon (as their skill prerequisites are somewhat different, and training either kind to Tech 2 takes some time).

Heavy drones:

  • Can move around - unlike sentry drones, you can deploy heavies and then begin moving to the next acceleration gate.
  • Tech 2 heavy drones do slightly more damage than their racially equivalent sentry drone.

Sentry drones:

  • Don't have any travel time delay:
    • They can open fire as soon as they're launched, and can switch targets instantly.
    • You can also immediately recall them if you need to run away or to launch a different set of drones.
  • Can kill smaller (frigate/cruiser) NPCs, as long as they are relatively far away (and therefore have low angular velocity).
  • Can have their DPS directly enhanced with Sentry Damage Augmentor rigs (there is no equivalent rig for heavy drones).

For most PvE activities, sentry drones are better than heavy drones. Their long range allows them to kill many rats before they get close enough to be dangerous to you, and heavy drones' travel time largely negates their on-paper DPS advantage. The two major downsides to using sentry drones is that they become less effective the closer the rats get to you, and that your (fairly stationary) ship is vulnerable to NPCs with long-range weapons.

Drone brawling

Drone brawling means using light, medium and heavy drones, and flying your ship at close range to the enemies (often at high speed).

Ship fitting

Such a ship should have a powerful regenerating tank. While not strictly necessary, a Damage Control II is highly recommended, and rigs should be used to strengthen your tank. Drone Damage Amplifiers are essential to increase drone DPS, and a Drone Navigation Computer will help your slow heavy drones to catch faster enemies (a Stasis Webifier module can also come in handy for that). A propulsion module (Afterburner or MWD) is almost mandatory for cruiser-sized ships (especially Heavy Assault Cruisers or pirate faction cruisers), assuming they can run an afterburner indefinitely (i.e. being essentially cap stable), as it decreases the chance to be hit by the large weapons on NPC battleships (this is known as "speed tanking"). Weapons are usually fit last, using whatever CPU and powergrid are left over.

Tactics

As with all drone PvE, try to stay close to your drones to be able to recall them quickly once they start taking damage. This means you will probably be orbiting enemy ships somewhat below your gun's optimal range. To get into brawling range, use your propulsion module to get close - or, if you have the space in your drone bay, deploy sentry drones to pick off NPCs as they fly towards you, and switch to medium or heavy drones when they get close.

Generally, it is advisable to eliminate small ships first, as they can scram and web you or your drones. Being webbed is very bad for drones, as they will take damage fast while taking much longer to return your ship. Sentry drones may also come in handy for dealing with some of the longer-ranged NPC battleships.

Drone sniping

Drone sniping means using sentry drones to destroy enemies at long range (often outside the effective range of their weapons). Tanking is less of an issue, though Tech 2 modules are still required in level 3 and 4 missions. On the other hand, good skills to increase locking range, drone control range, drone optimal range and drone damage are required.

Ship fitting

While a sniping drone ships tends to have a weaker tank than a brawling ship, some tank is still necessary for occasions when enemy ships come into range (again, a Damage Control II is rarely a bad idea). It's essential to be able to target and hit NPCs at long ranges, so fit Omnidirectional Tracking Links (Omnidirectional Tracking Enhancers can be used if you have no mid-slots free, but the Links are better, as they can use scripts), Drone Link Augmentors, and (if needed) a Sensor Booster with a Targeting Range script.

Micro Jump Drives (MJDs) are fantastic on sniping battleships; smaller ships should fit propulsion modules (afterburners/microwarpdrives) to get enough range (if you have the space, an afterburner on a MJD-fit battleship will make traveling around the mission sites a lot more painless). The remaining high slots can be fit either with long-range weapons to increase overall DPS at sniping ranges, or with short-range turrets (even of smaller size) to deal with fast NPCs ships which manage to get close.

In addition to your sentry drones, carry at least a flight of light drones (and, if you can, a flight of medium drones) to take out smaller enemies close in. For ships with large drone bays, it can be a good idea to carry one set of long-range, low-damage, and one set or short-range, high-damage sentry drones, to be swapped as the enemies approach.

Tactics

As the name suggests, you want to stay as far away as possible from enemy ships, in order to give your sentry drones as much time as possible to pick enemies off as they fly towards you (in a nice, easy-to-hit straight line). Micro Jump Drives are fantastic for this, as they instantly jump you to 100km away, into an excellent location for sniping; cruisers will want to use their propulsion modules to pull away from enemies. Unless you are fighting enemies in a deadspace pocket, you can also use the "warp to XX km" command to land at a distance from the NPCs.

Once you're at range, stop your ship, then deploy sentry drones, and order them to attack. This way you can stay close to your drones and pull them back into your drone bay if they start taking damage. You will generally want to shoot the closest and fastest ships first; assuming they are not too close, frigates will evaporate under your drones' fire, and cruisers won't last more than three or four shots. If enemy ships come too close (keep an eye on your combat readout and note when your sentry drones start missing most of the time), recall your drones, and use your propulsion module/MJD to regain range from enemy ships. Actively manage the scripts in your Omnidirectional Tracking Links: note your drones' optimal weapon ranges when using different combinations of range and tracking scripts, and swap scripts according to how far away the enemies are.

If you're flying a cruiser you can orbit your sentry drones to mitigate a little of the incoming damage (if you're moving you will have at least a little angular velocity); for battleships, orbiting makes very little difference, so that you can just sit still while your sentry drones are in space.

Recommended ships

See also: Drone Capable Ships

The following ships are good choices as droneboats for high-level PvE content (level 4 missions, low- and nullsec combat sites):

Race Ship Description
Amarr Empire Armageddon.jpg The Armageddon battleship is a reasonably cheap PvE ship with a very tough tank, which makes it a good brawler.
Gallente Federation Vexor Navy Issue.jpg The Vexor Navy Issue is a fast cruiser which can deal out significant damage at long range (almost as much as an Ishtar or a Dominix), but with a fairly weak cruiser-sized tank.
Gallente Federation Ishtar.jpg The Ishtar heavy assault cruiser is probably the most powerful cruiser-sized drone ship in the game. It has powerful bonuses for both brawling and sniping and a very large drone bay, making for a very versatile ship.
Gallente Federation Dominix.jpg The Dominix is a versatile battleship which, while geared more for sniping, also makes for a competent drone brawler.
Gallente Federation Dominix Navy Issue.jpg The Dominix Navy Issue is the faction variant of the Dominix, with a tougher tank and more brawling-oriented bonuses.
Guristas Gila.jpg The Gila is a tough and powerful drone brawling cruiser. Its two medium drones do as much damage as twelve flown by other ships, while being three times as tough as heavy drones.
Guristas Rattlesnake.jpg The Rattlesnake is one of the best PvE drone battleships (although it can be expensive). It marries powerful heavy or sentry drones with a versatile missile system and a best-in-class tank. Therefore, it can be used as a long-range sniper with sentry drones, cruise missiles and a MJD, or a brawler with heavy drones and torpedoes.
Sisters of EVE Nestor.jpg The Nestor battleship can put out tremendous damage with its combination of drones and lasers, while needing to carry virtually no ammunition. It is, however, a very expensive ship (over 1B ISK for the hull alone).

Drone choice

Depending on the difficulty of the PvE encounter, you will want to bring:

  • Level 1 and 2 missions: light drones
  • Level 3 missions: medium and light drones
  • Level 4 missions: heavy or sentry drones, and light drones

Rats from each of the pirate factions in EVE are vulnerable to different damage types. There are drones from all four empire factions available to you; not only does each faction's drones do a different damage type, but they also have different stats (e.g. Gallente drones do a lot of damage but are slow, while Minmatar drones are fast but do less damage). The table below summarises which faction's drones are most effective against which NPC enemies:

Faction Light/Med/Heavy drones Sentry drones
Best Alternative Best Alternative
Angel Cartel Logo faction caldari state.png
Damage: Kinetic damage
Hornet.png
Hornet (light)
Vespa.png
Vespa (medium)
Wasp.png
Wasp (heavy)
Logo faction minmatar republic.png
Damage: Explosive damage
Warrior.png
Warrior (light)
Valkyrie.png
Valkyrie (medium)
Berserker.png
Berserker (heavy)
[1]
Logo faction minmatar republic.png
Damage: Explosive damage
Bouncer.png
Bouncer (sentry)
Logo faction gallente federation.png
Damage: Thermal damage
Garde.png
Garde (sentry)
Blood Raiders Logo faction gallente federation.png
Damage: Thermal damage
Hobgoblin.png
Hobgoblin (light)
Hammerhead.png
Hammerhead (medium)
Ogre.png
Ogre (heavy)
Logo faction amarr empire.png
Damage: EM damage
Acolyte.png
Acolyte (light)
Infiltrator.png
Infiltrator (medium)
Praetor.png
Praetor (heavy)
[1]
Logo faction amarr empire.png
Damage: EM damage
Curator.png
Curator (sentry)
Logo faction gallente federation.png
Damage: Thermal damage
Garde.png
Garde (sentry)
Guristas Logo faction caldari state.png
Damage: Kinetic damage
Hornet.png
Hornet (light)
Vespa.png
Vespa (medium)
Wasp.png
Wasp (heavy)
Logo faction gallente federation.png
Damage: Thermal damage
Hobgoblin.png
Hobgoblin (light)
Hammerhead.png
Hammerhead (medium)
Ogre.png
Ogre (heavy)
Logo faction caldari state.png
Damage: Kinetic damage
Warden.png
Warden (sentry)
Logo faction gallente federation.png
Damage: Thermal damage
Garde.png
Garde (sentry)
[2]
Mordu's Legion Logo faction caldari state.png
Damage: Kinetic damage
Hornet.png
Hornet (light)
Vespa.png
Vespa (medium)
Wasp.png
Wasp (heavy)
Logo faction gallente federation.png
Damage: Thermal damage
Hobgoblin.png
Hobgoblin (light)
Hammerhead.png
Hammerhead (medium)
Ogre.png
Ogre (heavy)
Logo faction caldari state.png
Damage: Kinetic damage
Warden.png
Warden (sentry)
Logo faction gallente federation.png
Damage: Thermal damage
Garde.png
Garde (sentry)
[3]
Rogue Drones Logo faction gallente federation.png
Damage: Thermal damage
Hobgoblin.png
Hobgoblin (light)
Hammerhead.png
Hammerhead (medium)
Ogre.png
Ogre (heavy)
Logo faction amarr empire.png
Damage: EM damage
Acolyte.png
Acolyte (light)
Infiltrator.png
Infiltrator (medium)
Praetor.png
Praetor (heavy)
Logo faction amarr empire.png
Damage: EM damage
Curator.png
Curator (sentry)
Logo faction gallente federation.png
Damage: Thermal damage
Garde.png
Garde (sentry)
Serpentis Logo faction caldari state.png
Damage: Kinetic damage
Hornet.png
Hornet (light)
Vespa.png
Vespa (medium)
Wasp.png
Wasp (heavy)
Logo faction gallente federation.png
Damage: Thermal damage
Hobgoblin.png
Hobgoblin (light)
Hammerhead.png
Hammerhead (medium)
Ogre.png
Ogre (heavy)
Logo faction caldari state.png
Damage: Kinetic damage
Warden.png
Warden (sentry)
Logo faction gallente federation.png
Damage: Thermal damage
Garde.png
Garde (sentry)
[2]
Sansha's Nation[4] Logo faction gallente federation.png
Damage: Thermal damage
Hobgoblin.png
Hobgoblin (light)
Hammerhead.png
Hammerhead (medium)
Ogre.png
Ogre (heavy)
Logo faction amarr empire.png
Damage: EM damage
Acolyte.png
Acolyte (light)
Infiltrator.png
Infiltrator (medium)
Praetor.png
Praetor (heavy)
[1]
Logo faction amarr empire.png
Damage: EM damage
Curator.png
Curator (sentry)
Logo faction gallente federation.png
Damage: Thermal damage
Garde.png
Garde (sentry)
Mouse over the faction icons to see drone names.
  1. ^ a b c This drone family has a slight edge when fighting NPC battleships or elite cruisers.
  2. ^ a b While Gallente drones do a bit more damage (about 10% more), it's more effective to use much longer-ranged sentry drones to pick off NPCs as they approach, and only switch to Gallente when they come close.
  3. ^ While Gallente drones are more effective against smaller Mordu's Legion ship (cruisers and below), Caldari drones are much more effective against battleships (Gallente drones perform very poorly against Mordu's battleships), and their longer range allows you to pick off enemies as they approach.
  4. ^ This only refers to the Sansha's Nation NPCs found in missions, anomalies, and belts. Sansha's Nation ships in Incursions have different characteristics.

Salvage drones

For high-level PvE content, salvaging the wrecks of the rats you destroy can increase the amount of ISK you make. Salvage drones - particularly when combined with a Mobile Tractor Unit (MTU) to loot the wrecks - are a very convenient way to do this, as they require next to no attention from you. When you arrive in a mission pocket, deploy your MTU and engage the rats (don't worry, they will not attack your MTU). As you destroy the rats, the MTU will tractor in their wrecks and loot them. Once you have destroyed all the rats, deploy your salvage drones, and set them to salvage automatically (don't target anything and give the "Salvage" command). Since the MTU pulled all the wrecks into a nice tight cluster, your (very slow) salvage drones won't need to fly far. In the meantime, you can sit back, relax, and watch your drones work.

Keep in mind, however, that whilst this method is very comfortable and effortless, it's not particularly efficient - a purpose-built salvaging ship (e.g. a destroyer or a Noctis) will loot and salvage wrecks much faster than your salvage drones and MTU will.

Mining drones

Mining drones are available on all but the smallest mining ships and provide additional mining capability.

Unlike mining lasers, drones must fly out to the asteroid, mine, and then return to drop off their ore. Since this is a repetitive process, the drones will mine more ore if your ship is close to the asteroid. You need to be within a certain distance for your mining modules to work, so these parameters define your optimal position.

Benefits

  • At maximum, the capacity of five mining drones approximates that of a strip mining module.
  • Once targeted on an asteroid, the drones will continue to mine on their own.

Drawbacks
In general, mining drones are probably not worth buying until you have a good start on both drone and mining skills. If your drone bay size is limited, you want to be sure to carry at least one combat drone.

  • For best use, mining drones require additional training.
  • T2 mining drones are considerably better than T1.
  • Mining drones compete with combat drones for space in the drone bay

Skills

Drones in PvP

As with PvE, drones are an essential part of PvP for almost everyone: very few PvP pilots can get away without training drone skills and learning how to use them. This section discusses the selection and use of normal damage-dealing drones for general PvP, the pros and cons of using electronic warfare and logistics drones, and finally the use of dedicated droneboats in PvP.

Drone choice

The simplest PvP use of the dronebay on most ships is as a source of extra DPS. Even when flying ships with only 5{{m3]] of space, like the Incursus or Cruor, having a light scout drone's additional DPS can't hurt.

Some ships have bandwidth and dronebays which let you choose between having a full flight of drones, or a smaller number of larger drones; usually the option of a full flight offers more DPS. The Rupture, for example, could field five light scout drones with one spare, three medium drones, or four lights and one medium - four lights and one medium offer the most DPS, and five lights will outdamage three mediums. Light drones will also reach their targets faster and will damage frigate targets more.

That last point leads us to a slightly subtler use of drones in PvP: as a source of precise DPS. A flight of light drones can be an important part of a medium or large ship's defense against frigates. In a large, mixed fleet this is less important, as your own frigates will (you hope) be able to defend you, but in a small gang or solo situation it can be wise to bring a flight of light drones even if you have the dronebay to bring a full flight of mediums (50{{m3]}> dronebay ships like the Thorax and Brutix are good examples of ships where this might apply).

A small number of battleships (the Hyperion, Armageddon Navy Issue, and the Vindicator) don't have any drone bonuses but still have the bandwidth and dronebay to field a full flight of heavy or sentry drones for a significant DPS boost. Additional dronebay space can be used to bring one or two extra flights of drones (a flight of light drones and a flight of light ECM drones, for example). In general, larger dronebays allows you the flexibility to bring multiple drone types, to best engage different enemy types. Alternatively, spare dronebay space can be used to bring EWAR or logistics drones (see below).

Sentry drones can offer interesting tactical possibilities in PvP, such as deploying sentry drones and then moving away from them, forcing your opponent to choose between shooting your drones and chasing you. Additionally, they are very useful for attacking structures (as they need no ammunition). While it's possible to snipe distant targets with sentry drones, it's often difficult to attain the mobility necessary in fleets.

Drone faction choice

Drone choice for dedicated PvP drone boats depends on what targets you intend to fight (again, ships with large dronebays have more flexibility in choosing what drones to use).

  • Minmatar and Amarr drones are used for their high speed (which make them apply their damage better to fast enemy ships), and for their explosive and EM damage which target the natural weaknesses of armor and shield-tanked ships, respectively.
  • Gallente and Caldari drones are used for their somewhat higher damage, and because they are about equally effective against both shield and armor tanks.

EWAR and combat utility drones

As a general rule, EWAR and combat utility drones are not particularly useful. As they are subject to stacking penalties, the third or fourth drone has very little additional benefit. Additionally, their abilities cannot be enhanced with skills or modules - so they are fairly underwhelming compared with module-based EWAR. As a rule of thumb, you need a full flight of medium EWAR/combat utility drones to match the same effects as a single tech 2 module (assuming average support skills), and those 50Mbit/s of bandwidth is usually better used for combat drones.

The one exception to this rule are ECM drones, as they are not subject to stacking penalties. While each ECM drone on its own is not particularly powerful, a full flight of them is surprisingly effective, particularly against small- and medium-sized ships with lower sensor strengths. You can use them to reduce the DPS you take over the course of a fight, or to give you an opportunity to escape by jamming enemy tackling ships; they are particularly effective in solo and small gangs.

Logistics drones

Logistics drones can be useful, but can't really replace dedicated logistics cruisers. A single flight won't be able to keep up with large amounts of damage, so to really be effective every gang member would need to bring them (at the cost of lost dps, as they could have brought combat drones instead). Additionally, they react more sluggishly than repair modules, as they first need to travel to their target in order to repair it.

For dedicated logistics ships, logistics drones can be a useful little extra, for instance to keep lower-priority fleet members (e.g. other logistics ships) "topped up" while the pilot concentrates on the fleet members taking the most damage.

In small gangs without dedicated logistics ships, you can bring a few armor and hull repair drones if you have spare dronebay space. After a fight, you can use these to repair your surviving fleetmates - especially if they are flying smaller ships, which even drones can repair quickly outside combat.

Tactics

The most reliable way to use combat drones in PvP is to tell them to attack your primary target. However, because they can move independently and (usually) faster than you, they can also be quite useful for chasing weak but dangerous enemies away. Some ships, such as most of the force recon cruisers and stealth bombers, like to circle around the edge of a fight applying EWAR and/or DPS without coming in to close engagement range with their enemy. If you notice one of these ships hanging around within your drone control range, it can be productive to send your drones after them because:

  • Your drones are probably faster than you, and should be able to catch these ships
  • EWAR, which some force recons use to defend themselves, doesn't work very well against a flight of drones
  • Once your drones have locked on to a stealth bomber or force recon, it can no longer cloak even if it jams or sensor damps your own ship's targeting
  • By forcing a bomber or recon off the field, you can remove a lot of potential DPS or EWAR power

Other good targets for drones include:

  • Frigate-sized tacklers who are pinning down key members of your gang
  • Other drones, if your gang is mostly in small ships which will be threatened more by enemy drones than by their primary weapons, or if the enemy gang is using ships with drone bonuses
  • Fighters or fighter-bombers, if the enemy is deploying capital ships.

The biggest threat to drones from large ships are smartbombs, which can wipe out most drones within its range in a few cycles (light drones tend to die in just one cycle!). If you're flying in a fleet, and you see an enemy ship using smartbombs, pull back your drones as soon as possible, and (depending on your fleet communication rules) let your fellow drone pilots know.

Since most drone types are effective only against certain ship types, you may need to switch drone flights (by recalling them to your drone bay and launching a new flight) in the middle of a fight. However, this can take valuable time (especially for the slower heavy drones), and sometimes it's quicker to just abandon your current flight and launch a new one directly. If you win the fight you may be able to collect your drones afterwards (or you can use the "reconnect to lost drones" command to regain control of them, provided you don't have other drones in space).

If you have a criminal flag, or an aggression timer, then sentry guns on gates and stations will see your drones as a valid target. Since sentry guns have perfect tracking, they will kill your drones very fast if they decide to shoot them. For this reason, drone boats are somewhat unpopular with lowsec pirates.

Drones vs. drones

Small-scale battles between droneboats often involve a 'drone war', in which (since both ships have their DPS tied up in their drones) they both order their drones to attack the enemy's drones. In these engagements, smaller drones tend to beat larger drones (as they are much faster and more agile), and if it simply comes down to a battle of attrition then the ship with more dronebay space dedicated to light scouts will probably emerge victorious. However, you can try a few tricks to swing the contest your way. Consider that:

  • To order drones to attack other drones, you need to have locks on the target drones
  • The time taken to switch out a flight of drones depends on their distance from you (further away, they'll have to fly longer to get back to you)

It is therefore greatly to your advantage for the drone war to happen near you and distant from your opponent: this will let you swap flights to break your opponent's lock on your drones, and will force your opponent to take a lot of time, or abandon his current flight, any time he wants to swap flights.

If you have a stasis webifier on your ship, using it on nearby enemy drones will make it much easier for your drones to kill them (as well as slowing their escape).

You can try to tempt your opponent to send their drones to you - hope that they set their drones on your ship, or even refuse to launch your own drones until they do so. You can also try launching medium or heavy drones without ordering them to attack, in the hope that they will send their drones to attack your drones, at which point you can swap flights and retaliate.

Sentry drones muddle all of the above tactics, of course, because a ship that can field them can drop them and remain with them ready to scoop them again - though by doing this they give up the ability to move around the battlefield. Some sentry-fielding ships can also drop sentries and move, trying to force you to choose between attacking the sentries and attacking their parent ship.

Recommended ships

See also: Drone-capable ships

Dedicated droneboats have large drone bays and high bandwidth for their size, and deal the majority of their DPS through drones. This has advantages:

  • Outsourcing DPS to your drones frees up slots on your ship for utility (such as EWAR, capacitor warfare, logistics), or you can fit weapons to further increase your DPS.
  • If you have multiple flights of different drones, you can be very flexible to to what targets you can engage.
  • Your drones will continue to fire even if you're jammed, damped or tracking-disrupted.

Of course, reliance on drones has its disadvantages too:

  • Your enemy can attack and destroy your drones, or you can be forced to warp out and abandon them.
  • It takes time for your drones to reach their target and apply their damage (unless you use sentry drones), and if your target is very fast, your drones may have difficulty catching them.
  • Drones often require more micromanagement than launchers or turrets.
Race Ship Description
Gallente Federation Ishkur.jpg The Ishkur is one of the most powerful assault frigates with up to 50 m3 of drone bay. It makes for a resilient tackler and a good solo ship.
Gallente Federation Vexor.jpg The Vexor is a tough and very flexible cruiser, which can be both a tackler or a DPS ship, and makes for a good solo ship. Fitted with a shield tank and blasters it can outdamage a Thorax.
Gallente Federation Ishtar.jpg The Ishtar is a very tough and flexible heavy assault cruiser. In PvP it's often used as a brawler with heavy drones, but can also be effective with sentry drones (although it lacks the mobility to keep up with sniper HAC fleets).
Gallente Federation Dominix.jpg The Dominix is a cheap and powerful all-round battleship. It can be fitted for many different roles, from high DPS (with blasters and heavy drones) to remote repair to capacitor warfare. The Dominix is only overshadowed by the Rattlesnake as a battleship-sized drone carrier, but the Dominix is much more commonly used due to its lower price.
Amarr Empire Sentinel.jpg The Sentinel electronic attack frigate combines tracking disruptors with capacitor warfare and a good-sized drone bay (albeit without bonuses). It makes for an excellent solo ship as well as an effective gang support ship.
Amarr Empire Arbitrator.jpg The Arbitrator cruiser offers a flexible combination of tracking disruptor EWAR with powerful drone bonuses and a cavernous drone bay. It can be either shield (for more drone damage) or armor (for more EWAR) tanked, keeping your enemies guessing.
Amarr Empire Curse.jpg The Curse combat recon cruiser offers a deadly mix of tracking disruption EWAR, capacitor warfare, and high drone DPS. The Curse is a very effective in both gang and solo combat - although this may lead to it being primaried in fleet fights, and avoided in solo combat.
Amarr Empire Pilgrim.jpg The Pilgrim force recon cruiser is a shorter-range Curse with a cloaking device. This allows it to sneak up to enemies undetected, but has more difficulty disengaging from a fight that's not going in its favor.
Guristas Worm.jpg The Worm frigate sports super-powered light drones and a very tough shield tank. It's as tough as an assault frigate, but faster - although its price is also correspondingly higher.
Guristas Gila.jpg The Gila can fly two super-powered medium drones. Combined with its high-damage missile launchers and tough shield tank, it contends with the Ishtar as the most powerful cruiser-sized drone platform.

Fleet applications

Fleet composition

In fleet situations, drones can be used to temporarily mimic the capabilities of specialized fleet members, particularly in the case of EWAR drones. However, this application is generally ineffective over long engagements, and EWAR drones should be replaced by specialized ships once those ships arrive. For example, in all cases where webs are being applied, once additional tackle ships are in range, webbing drones are no longer needed. Drone ships, such as the GallenteVexor and GallenteMyrmidon that have large drone capacities, can deploy the specialized drones to gain a tactical advantage, and then deploy combat drones to bring addition damage to play once the target is brought under control. In small gangs, the FC will likely need a dual roll ship to apply these drones effectively. In larger fleets, smaller ships like the GallenteAlgos can stay at range and allow the bulk of the fleet to focus on the primary target.

Also, unlike modules, drones can be deployed against multiple targets (e.g. three ECM drones can be applied against one AmarrGuardian and two against another). Even if they are not a superior force, they can be sufficiently annoying to force an opposing fleet to use less than optimal tactics (e.g. bring an additional Guardian into the fleet to support the battle, possibly replacing a DPS ship).

The primary question the FC must answer is "do I have the capacity to bring in a dedicated support ship, such as a CaldariBlackbird for ECM". If so, then the dedicated support ship will always be a superior choice. But, if the FC is forced to forgo the support ship to have sufficient DPS to be effective, these drones can provide significant capability.

Another point to consider is that many ships (especially frigates) have limited drone capacity and bandwidth (see Drone-capable ships). By themselves, these drones are of limited utility in any capacity. However, five frigates each carrying a single drone can provide a full flight of drones to a capable drone bunny. This can be a way to convert an otherwise "excess capability" into a useful force without sacrificing anything. It does, however, require significant forethought on the part of the fleet.

Fleet behavior

In order to be successful, pilots in drone-based and drone-augmented fleets should follow a specific series of steps when engaging:

  1. Warp in
  2. Begin locking a target (so friendly logi can lock you)
  3. While waiting for the lock to finish:
    1. Deploy drones
    2. Command them to "assist" the designated ship (often called the "drone bunny")
  4. Start shooting

The goal is to have the drones assigned to the drone bunny so that they are available when the drone bunny's lock lands. While this usually applies to DPS drones, the same ritual is required in order to deploy advanced drones effectively.

Another behavior to be practiced is learning not to recall drones when switching from advanced drones to DPS drones. Instead, the advanced drones must be abandoned. The DPS drones can be well on their way to the target in the time it takes the advanced drones to return. The drones can be recovered after the fight.

Scenarios

Gate Camps

Null Sec gate camps often include Interdictors (GallenteEris, CaldariFlycatcher, AmarrHeretic, MinmatarSabre) to provide temporary bubbles, as once they are up, no ship within the bubble can warp away. They are effective without having to target a ship, and they are short lived (2 minutes versus the Mobile Warp Disruptor's 30 day life span). In order to keep the target ship from warping off, it has to be kept in the bubble. This is more difficult than it sounds as the Interdiction Bubbles stay were they are launched. The Interdictor can launch more bubbles, but it has a limited supply and a long reload time.

In a gate camp, the target ship can easily be 20km away from any other ship. Until the target ship breaks its gate cloak, no one knows where the target is, and no one is able to web it until they can lock it and get in range. Web modules work over a very limited range, usually less than 10km without boosts. This does not allow much time to lock the ship, burn to it and apply webs to slow it down before it can burn out of the bubble.

Drones, however, have a working range from 20km with minimal skills to 60km with maximum skills. While the pilot still has to lock the target and the drones still have to fly to it, this time can often be shorter than the time required to burn out to the target.

Kiting takedowns

This situation is similar to the gate camp. The biggest problem with fighting kiting fleets is getting close enough to a target to provide an effective warp-in for the rest of the fleet. Given the long range of drones, if combat utility drones can be applied early, they can slow the target ship just enough to allow tackle to get close enough to provide an effective warp-in early in the engagement.

Freeing up a midslot

Many FCs prefer a shield tanked fleet to provide speed. But doing this in a PvP fleet can be difficult when you have less than 4 slots (1 for the MWD, 1 for a point or scram, 1 for a web, the rest for tank). If the ship has reasonable DPS without drones, then drones can replace the web. True, this web is not as effective as a module, but as discussed above, its greater operating range can tip the scales toward victory.

Disrupting enemy logistics

See also: Electronic Countermeasures

Logistics and other support ships, such as ECM ships, are notoriously difficult to attack because the can sit well off the attacking fleet. ECM drones can either break their locks, or force them in closer. The first scenario reduces their effectiveness and, in cases where Guardians and other shared capacitor ships are used, render them useless. The second scenario forces them closer to the attacking fleet which makes them easier to attack.

To examine the effectiveness of drones in this role, consider the following example:

[math] \displaystyle Chance\ to\ Jam = ( 1 - \left( 1 - \frac {Your\ ECM\ Strength} {Target's\ Sensor\ Strenght} \right) ^ {The\ numbers\ of\ jammers\ of\ this\ strenght} ) \times 100\% [/math]

The Vespa EC-600 drone has a strength of [math]1.5[/math]. The AmarrGuardian has a RADAR sensor strength of [math]19[/math]. If we apply [math]three[/math] Vespa EC-600 drones to a Guardian, the chance to break its locks (as a percentage) is:

[math] \begin{align} ( 1 - \left( 1 - \frac {1.5} {19} \right) ^ 3 ) & \times 100\% \\ ( 1 - ( 1 - 0.07 ) ^ 3 ) & \times 100\%\\ ( 1 - 0.93 ^ 3 ) & \times 100\% \\ ( 1 - 0.8 ) & \times 100\% \\ 0.2 & \times 100\% \end{align} [/math]

or about 20%. This is not going to render the Guardian useless, but it will make it less effective.

Sensor Dampening drones are not highly effective as they suffer stacking penalties. In order to be useful, three Ogre SD-900's would need to be applied to reduce the sensor range by about 40% (see Stacking Penalties. However, Ogres are the slowest of all the heavy drones, with a speed of 1000m/s (see Drones), which means they will not land on their target quickly. This time can be up to 60 seconds depending the pilot's drone skills and the range to the target.

Logistics support for tacklers

As shown in Logistics Drones, a full flight of five medium logistics drones can repair 120 DPS. This won't keep a tackle ship alive forever, but when taking down a single ship of T1 cruiser size or below, this can extend the tackle's life by 20% or more (assuming the DPS ship produces 600 DPS or less). For example, a Tristan can be armor fit to provide 5K EHP. Against a Thorax or Vexor with up to 600DPS, the Tristan may survive 10 seconds. Extending that time to 12 seconds with armor logi drones may just provide the additional lock time a larger, more capable ship needs to become effective on the field. If these drones are applied by dual role ship, it is unlikely that the fleet will be giving up DPS during the time the drones are supporting the tackle ship. To be most effective in the role, the dual role ship will need to have the tackle ship locked and the drones applied before the tackle engages.

References