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Keres: Difference between revisions

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m Fitting: minor reword
Warp speed reduced. Add patch history section. (Edited using AutoWikiBrowser)
 
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  <!-----------------------------------------------------------
  <!-----------------------------------------------------------
  * SHIP ATTRIBUTES SECTION (last update : 6/1/2014)
  * SHIP ATTRIBUTES SECTION (last update : 2025-03-13)
  -------------------------------------------------------------
  -------------------------------------------------------------
  * on editing the attributes, please make sure that you don't
  * on editing the attributes, please make sure that you don't
  * leave/misstype any tags required. please follow the same
  * leave/mistype any tags required. please follow the same
  * format below and edit only the values (after the = sign).
  * format below and edit only the values (after the = sign).
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  | shipimg=Keres.jpg
  | shipimg=Keres.jpg
  | shipname=Keres
  | shipname=Keres
| caption=Keres
  | class=Electronic Attack Ship
  | class=Electronic Attack Ship
  | grouping=Electronic Attack Frigates
  | grouping=Electronic Attack Frigates
  | hulltype=Maulus Class
  | hulltype=Maulus Class
  | faction=Gallente Federation
  | faction=Gallente Federation  
  | race=Gallente
  | variations={{Ship|Maulus}}, {{Ship|Maulus Navy Issue}}
| roles=unspecified
  | tech=2  
| variations={{Ship|Maulus}}
  | tech=2
| ecmprio=4 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
  | powergrid=33 MW
  | powergrid=33 MW
  | cpu=205 tf
  | cpu=205 tf
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  | lows=3
  | lows=3
  | mass=1,204,500 kg
  | mass=1,204,500 kg
  | volume=23,000 m&#179;
  | volume=23,000
  | cargohold=175 m&#179;
  | cargohold=175
  | extrahold=
  | extrahold=
  | extraholdtype=
  | extraholdtype=
  | dronebay=10 m&#179;
  | dronebay=10
  | bandwidth=10 Mbit/sec
  | bandwidth=10 Mbit/sec
  | info=<b>Development</b><br>Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.<br><br>Developer: Duvolle Labs <br><br>Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
| quote=Control the battlefield, control your enemy.
| quote_attribution=Duvolle Laboratories white paper
  | info=Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.
  | bonuses=<b>Gallente Frigate bonuses (per skill level):</b><br>7.5% bonus to Remote Sensor Dampener effectiveness<br>10% reduction in Remote Sensor Dampener activation cost<br><b>Electronic Attack Ships bonuses (per skill level):</b><br>15% bonus to Warp Scrambler and Warp Disruptor optimal range<br>10% reduction in Warp Scrambler and Warp Disruptor activation cost<br>
  | bonuses=<b>Gallente Frigate bonuses (per skill level):</b><br>7.5% bonus to Remote Sensor Dampener effectiveness<br>10% reduction in Remote Sensor Dampener activation cost<br><b>Electronic Attack Ships bonuses (per skill level):</b><br>15% bonus to Warp Scrambler and Warp Disruptor optimal range<br>10% reduction in Warp Scrambler and Warp Disruptor activation cost<br>
  | structurehp=425 HP
  | structurehp=425 HP
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  | maxvelocity=350 m/sec
  | maxvelocity=350 m/sec
  | inertia=4.1
  | inertia=4.1
  | warpspeed=5.5 AU/s
  | warpspeed=5.0 AU/s
  | warptime=6.85 s
  | warptime=6.85 s
  | targetrange=64.50 km
  | targetrange=64.50 km
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  | scanres=550 mm
  | scanres=550 mm
  | reqskills=*{{RequiredSkill|Gallente Frigate|V}}
  | reqskills=*{{RequiredSkill|Gallente Frigate|V}}
**{{RequiredSkill|Spaceship Command|I}}
** {{RequiredSkill|Spaceship Command|I}}
*{{RequiredSkill|Electronic Attack Ships|I}}
* {{RequiredSkill|Electronic Attack Ships|I}}
**{{RequiredSkill|Spaceship Command|III}}
** {{RequiredSkill|Spaceship Command|III}}
**{{RequiredSkill|Long Range Targeting|V}}
** {{RequiredSkill|Long Range Targeting|V}}
***{{RequiredSkill|CPU Management|II}}
*** {{RequiredSkill|CPU Management|II}}


  | totaltraintime=23d 22h 40m 30s
  | totaltraintime=23d 22h 40m 30s
  | forumlinks=
  | forumlinks=
  | wikireferences=
  | wikireferences=
  | externallinks=[http://wiki.eveonline.com/en/wiki/Keres Keres on Eve Online Wiki]
  | externallinks=
  | highlights1=
  | highlights1=
  | highlights2=
  | highlights2=
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==Summary==
== Summary ==
The Keres is a T2 version of the [[Maulus]], but rather than just being a straight upgrade, it has an extra bonus to warp disruptor range, allowing it to point enemies from 40k or more when overheated. The warp disruptor range bonus also affects warp scramblers.
The Keres is a Tech 2 cousin of the [[Maulus]]; to the Maulus's two bonuses for sensor dampening, it adds significant bonuses to warp scrambler and disruptor range and reductions in scrambler and disruptor capacitor cost. A Keres can point enemies from 40km or more; with a Tech 2 point, [[Overheating|heat]], and maximum character skills, it can point at 50km. The range bonus also affects warp scramblers, taking a Tech 2 warp scrambler to about 15km range with good character skills.


The Keres can be flown in a few ways. One is to combine the warp disruptor range with sensor damps to push the enemy's lock range down below the Keres' point range, allowing it to tackle a target while leaving them unable to do much about it. This is a strong tactic to use when soloing or when skirmishing for a fleet.
The Keres can be flown in a few ways. One is to combine the warp disruptor range with scripted sensor damps that push opponents' lock ranges down below the Keres' point range, allowing it to tackle a target while leaving them unable to respond. This is a strong tactic to use solo or when skirmishing for a small gang or fleet.


Another way is pure tackle, packing the Keres with warp disruptors and scramblers to allow it to hold point and scram on several targets, possibly with some tank. This is a particularly effective setup to support a gate camp.
Another route is pure tackle, packing the Keres with warp disruptors and scramblers to allow it to hold points and scrams on several targets, possibly with some tank. In lowsec gate camps it can particularly shine, because bubbles cannot be used to lock lowsec gates down.


The Keres can be flown primarily as a damping platform, but it doesn't really outshine the Maulus and Celestis much in this role. Versus the Maulus it essentially only gains an extra mid slot and slightly better tank at a considerable increase in price. The Celestis is simply superior at damping, and still cheaper despite being a cruiser, though the Keres beats it in mobility.
The Keres can be flown purely as a sensor damping platform, but it doesn't really outshine the Maulus and [[Celestis]] much in this role. Versus the Maulus, it essentially only gains an extra mid slot and slightly better tank at a considerable increase in price. The Celestis is simply superior at damping, cheaper despite being a cruiser, and more insurable, though the Keres beats it in mobility.


==Skills==
== Skills ==
''Recommended skills to pilot Keres for a specific or it's common role(s).''


The Keres deserves good general [[fitting skills]] and [[support skills]]. {{Sk|Propulsion Jamming}}, {{Sk|Frequency Modulation}}, {{Sk|Signal Suppression}} and {{Sk|Long Distance Jamming}} all particularly support its primary purpose.


Skills:
{{Sk|Electronic Attack Ships}} should be trained to IV before undocking the ship. Because the per-level bonus attached to this skill is large (15% extra range), training it to V is a good medium- or long-term goal for anyone who uses the Keres regularly.
* Gallente Frigate gives a bonus to dampener effectiveness and reduces activation cost
* Electronic Attack Ships give a bonus to Warp Scrambler and Disruptor range (40+ Km) and reduces activation cost
* Frequency Modulation increases falloff on all Ewar modules, skill to IV or V
* Long Distance Jamming increases optimal on all Ewar modules, skill to IV or V
* Signal Suppression increases effectiveness on Sensor Damps, skill to V.


Good to have
== Tactics ==
* Sensor Linking reduces capacitor need.
* Propulsion Jamming reduces capacitor need.


==Fitting==
The Keres can be fitted in a variety of ways depending on its exact purpose and likely context of use. It can be shield or armour-tanked, depending on whether the priority is mobility, or mid slot availability.


{{ShipFitting|
In a small gang, the Keres is often tasked with holding point at long range. Pilots must communicate what they have pointed, and take careful account of their changing range from their target. A heated warp scrambler can help to screen enemy tackle away from allied ships, by turning the MWD on incoming interceptors or assault frigates off. But the Keres cannot mount a huge tank of its own, and incoming threats may also need to be called out so that other parts of the gang can scrape them off.
ship=Keres|
shipTypeID=11174|
fitName=Updated Rubicon|
fitID=Updated-Rubicon|
high1name=Drone Link Augmentor I|
high1typeID=23527|
high2name=Small 'Notos' Explosive Charge I|
high2typeID=9744|
mid1name=1MN Microwarpdrive II|
mid1typeID=440|
mid2name=Faint Epsilon Warp Scrambler I|
mid2typeID=5443|
mid3name=Phased Muon Sensor Disruptor I|
mid3typeID=5302|
mid4name=Phased Muon Sensor Disruptor I|
mid4typeID=5302|
mid5name=Phased Muon Sensor Disruptor I|
mid5typeID=5302|
low1name=Damage Control II|
low1typeID=2048|
low2name=200mm Reinforced Nanofiber Plates I|
low2typeID=11349|
low3name=Overdrive Injector System II|
low3typeID=1236|
drone1name=Hornet EC-300 x1|
drone1typeID=23707|
drone2name=Hornet EC-300 x1|
drone2typeID=23707|
drone3name=open|
drone4name=open|
drone5name=open|
charge1name=Targeting Range Dampening Script x2|
charge1typeID=29015|
charge2name=open|
charge3name=open|
charge4name=open|
charge5name=open|
rig1name=Small Anti-Explosive Pump I|
rig1typeID=31009|
rig2name=Small Particle Dispersion Projector I|
rig2typeID=31298|
difficulty=1|
warsop=A|
warsopReason=|
version=RUB 1.0|
shipDNA=11174:3098;2:3244;1:5302;2:5443;1:5973;1:2048;1:11269;1:20347;1:31009;1:31406;1:2456;2:23023;1:29015;1::|
skills=|
notes=An all dampening for the Rubicon expansion</li><li>With all skills at V and before boosts, this ship should have about 4050.0 K EHP, fly close to 2881 m/s (3200 m/s with MWD overheated) and align in 6.5 s (4.5 s with MWD off). The capacitor should be close to stable with the Smartbomb or MWD.</li><li>Should be able to point at 56 km when overheated. </li><li>Each Damp will reduce the target's targeting range by 58%}}


==Tactics==
If the Keres is using one or more damps, damping tactics can follow largely the same pointers outlined on the page for the [[Maulus]]. If the Keres is fitted with a damp to prevent retaliation from the target it is holding with a long point, though, it may be necessary to damp that ship rather than other usual high-priority damp targets.
''Keres roles or piloting tactics.''


Heat adds a lot of range to tackle modules, and any Keres will benefit from a good understanding of overheating and an ample supply of nanite repair paste.


Guidance for using Dampeners
In a gate camp, the Keres shines with remote and/or mounted sensor boosting. In lowsec, it must also have [[logistics]] support to help it survive gate guns.
* Reject fleet warps and warp in at your optimal, which can be to either the Disruptor Point or Dampener range


* Warp in a few seconds after the fleet, as the targets will have already chosen their primaries and the FC will have identified your targets.
== Notes ==


* Unless ordered to by the FC, do not target the primary, your frequent targets will be support, Logistics or other Ewar
In ancient Greek mythology, the Keres were feminine personifications of violent death, associated with battlefields. "Keres" is actually the plural (of ''Ker'') but as a ship name it has become standardized as a singular noun in Eve.


* Be prepared to bounce repeatedly to avoid damage, this effectively keeps a target preoccupied with you and essentially off the field.
== Patch history ==
{{expansion past|
'''Version 22.02 -  Release 2025-03-12.1''' ([https://www.eveonline.com/news/view/patch-notes-version-22-02 Patch Notes])


''The warp speeds of all ships have been adjusted to bring them all together for similar sizes of ships.''


Combat tips
* Warp speed reduced from 5.5 AU/s to 5.0 AU/s
* Use a fit that provides a defense against drones
}}


* Use Dampeners on Snipers, which removes them from the field.


* Use Scripts on some of the dampener modules, which reduces the stacking penalties
{{ShipsMatrix|expgroup=frigates}}


==Notes==
[[Category:Ship Database]]
 
[[Category:Electronic Attack Frigates]]
 
 
 
{{ShipsMatrix}}
[[Category:Database]][[Category:Ship Database]][[Category:Electronic Attack Frigates]]