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Caldari Basic Ship and Skill Overview: Difference between revisions

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


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


=Rookie Ship=
{{RaceShipInfo|Caldari}}


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


==Ibis==
The following characteristics are generally shared across most or all Caldari ships:
The Caldari rookie ship, often called the lolbis.


=Frigate=
* '''[[Tanking#Shield tanking|Shield tanking]]'''. Caldari ships are designed to be shield tanked. They generally have more medium slots (so as to fit shield modules) and fewer low slots. Some Caldari ships, such as the Merlin, Drake, and Rokh, have bonuses to shield resistances. Many Caldari ships can mount a range of types of shield tank—buffer, active, or passive—depending on the situation. In some limited circumstances, some Caldari ships mount armor tanks (an EWAR ship can armor tank using its low slots to free up mid slots for more EWAR), but shield tanking is usually the order of the day.
==Condor==
* '''[[Missiles]]'''. Of the four factions, Caldari are most closely identified with using missiles. A line of Caldari ships have missile bonuses: examples include the Kestrel, Corax, Caracal, Drake, and Raven. Sometimes these bonuses boost missiles' range, as well as their damage.
This is the Caldari T1 scout ship, useful for quick transport of small cargo and level 1 missions.
** Missiles don't use capacitor to fire, have good ranges, and always hit if they catch up with their target. Unlike lasers and hybrid turrets, missile launchers have selectable damage types, and unlike projectile turrets, the damage selection is easy and simple.
** On the other hand, missile damage takes a while to arrive (as the missile must travel to its target), which can be a weakness in PvP; very fast ships can outrun missiles. Medium and large missiles often have particular trouble applying their damage to smaller targets. And to balance out the highly selectable damage, reloading a missile launcher takes a long time.
* '''[[Turrets#Hybrid turrets|Hybrid Turrets]]'''. Other Caldari ships have bonuses for hybrid turrets. Hybrid turrets use some capacitor energy to fire, like lasers, but they are less cap-hungry than lasers; they use physical ammunition, like projectile guns, but they have a shorter reload time (5 seconds). Different ammunition types offer trade-offs between range, damage, and capacitor load, but all hybrid turret ammunition deals a mixture of kinetic and thermal damage.
** Close-ranged blasters track very well and have very high potential DPS, but have short ranges even compared to the other short-ranged turrets (autocannon and pulse lasers).
** Long-ranged railguns lack the alpha damage of artillery but can achieve extraordinarily long ranges. Some Caldari ships are particularly well-suited to sniping at long range with railguns.
* '''[[Electronic Countermeasures|ECM jamming]]'''. The Caldari racial EWAR specialty is ECM ("electronic countermeasures"). ECM is an especially powerful form of EWAR: it does not suffer from [[Stacking penalties|stacking penalties]], unlike the other three main types of EWAR, and it can completely remove a target's ability to attack anything other than the ECM-jamming ship itself. In the larger ECM ships, it can also have a very long range. The Caldari are the only faction to have a T1 battleship with dedicated EWAR bonuses, the Scorpion. The main drawbacks of ECM are that it is chance-based, and can fail repeatedly if you're unlucky and that any ship using it is usually a primary target because it is widely feared.
* '''Fragility'''. The flipside of the extremely strong shields on Caldari ships is somewhat more fragile armour and hull hitpoints.
* '''Smaller dronebays'''. Caldari ships tend to have smaller dronebays and more limited drone bandwidth for their size and class: Caldari pilots begin to have access to enough drone space to launch a full flight of light drones when they get into battlecruisers, while Gallente ships, by contrast, offer this capacity as early as the {{sh|Tristan}}—a T1 frigate.  


==Bantam==
If there is a broader hallmark of Caldari ships, it is perhaps '''range'''. Both Caldari missile ships and Caldari hybrid turret ships often have bonuses that help them fight at long range. Caldari ships can still fight effectively at close range, and a torpedo Raven or blaster Rokh is a dangerous opponent, but they can outshine other factions at long or very long ranges.
The Bantam is the Caldari mining frigate. It considered the best racial mining frigate due to it's relatively large cargo bay.


==Griffin==
== Notable uses ==


==Heron==
'''PvE'''


==Kestrel==
The fact that missiles allow players complete control over which damage type they deal, permitting precise targeting of NPCs' weak points, combined with the very long range missiles can achieve on some Caldari hulls, make Caldari missile ships popular for PvE combat. A typical progression for mission running might be the Kestrel and Corax for Level 1 missions, the Caracal for L2s, the Drake for L3s, and the Raven for L4s. The Drake can mount a famously effective low-management passive shield tank. The missile, shield, and ship command skills trained for PvE combat in Caldari missile ships are one half of the skills necessary to do well in [[Guristas]] ships, the {{sh|Worm}}, {{sh|Gila}}, and {{sh|Rattlesnake}}, and Guristas ships are popular for high-end PvE such as lucrative nullsec ratting and mid-tier [[Abyssal Deadspace]] runs.


==Merlin==
The Cormorant, with its many high slots, makes a good basic salvaging ship.


=Destroyer=
'''PvP'''
==Cormorant==


Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, have more high slots. They are often used in pve for level 1 missions. They are rarely used in pvp, as their DPS is not impressive without high skills, although they sometimes fill the role of anti-interceptor.
T1 Caldari ships find various popular niches in PvP combat. The Merlin and Kestrel can do well in faction warfare frigate fights, and the Merlin's toughness and potential DPS at short ranges can make gangs of them a danger to much larger, more expensive targets. The Caracal can contribute usefully to a fast-moving gang with mid-range damage and good damage against small ships if fitted with Rapid Light Missile Launchers; the skills used in a Caracal prepare a character for a kiting-fitted {{sh|Osprey Navy Issue}}, a popular ship for solo and small gang PvP, and for the advanced Tech 2 {{sh|Cerberus}}, which is used in some popular fleet compositions. Caldari hybrid turret ships are often prized for their range. The Ferox, for instance, can be made the backbone of a sniping fleet. The Osprey is a good T1 remote-shield-boost ship if several Ospreys can group up (the ship is designed for team use), and this role prepares pilots for the extremely powerful {{sh|Basilisk}}.


Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, like Thrashers for a specialized Hit & Run fleet.
Both the small Griffin frigate and the medium-sized Blackbird cruiser are highly valued gang and fleet ships, as their ECM abilities offer a potentially huge battlefield impact in cheap, expendable hulls: ECM jams on opposing [[Logistics|logistics]] ships, tackle, or EWAR can swing a battle, and jams on opposing damage dealers can tip the DPS race in the right direction. The Scorpion sees some use, but its larger size, more limited agility and speed, and greater cost send ECM pilots to the smaller ECM ships more often.


== Skills ==


=Cruiser=
Caldari ships share many core skills with the ships of the other three main factions. Very new pilots should consider EVE University's [[Short Skill Plan]]; relatively new pilots should consider [[The Magic 14|the 14 skills which affect every ship]], the [[fitting skills]] which make it easier to fit modules onto ships, and the [[Support skills|support skills]] which underpin much of your ship's performance. For longer-term training, EVE University's [[Pyramid Skill Plan]] offers one useful way of conceiving your goals.
==Osprey==


==Blackbird==
That said, there are some considerations that are specific to Caldari ships. Pilots using Caldari ships will want to polish their skills in [[Skills:Missiles|using missiles]], [[Skills:Gunnery|gunnery]], and [[Skills:Shields|the use of shields]]. Given Caldari strengths at range, {{sk|Missile Bombardment}}, {{sk|Missile Projection}}, {{sk|Sharpshooter}},{{sk|Trajectory Analysis}} and {{sk|Long Range Targeting}} might be higher priorities for pilots flying these ships. Though hybrid turrets are not as capacitor hungry as lasers, pilots using Caldari turret ships will want good capacitor skills and {{sk|Controlled Bursts}}.
The Blackbird is an excellent ewar cruiser -- in fact, given its ability to stop the enemy fighting, it might be the most dangerous Caldari T1 PvP cruiser. The main focus of any Blackbird fit should be the midslots, followed by the lowslots. You can find a detailed discussion of Blackbird fitting [[ECM_Guide#Fitting_Fleet_Blackbirds|here]].


A 'rainbow' fit of jammers to specifically jam each of the four races is better than a fit with multispectral jammers in almost all situations. It's good to carry spare jammers so you can refit accordingly if you get intel about the enemy's fleet composition.
Caldari ships tend to have small dronebays for their size and class, and pilots flying Caldari ships will be able to leave drone skills until a little later than Gallente pilots would. However, once you train in battlecruisers and battleships, you will want a full flight of drones and adequate drone support skills.


===[Blackbird, PvP Rainbow/LSE]===
== Ships ==


{{ShipSkillGuide
Here are the Caldari T1 ships.  Please follow the links to the specific pages of the ship database for more details and particular fits.


|name=[Blackbird, PvP Rainbow/LSE]
=== Corvette ===


|high=Assault Missile Launcher I<br>
Little more than slower, armed shuttles, corvettes (or "noobships") are the basic frigates that new pilots start with. You can acquire a new corvette at no cost (together with a civilian weapon, a civilian mining laser, and one unit of Tritanium) by clicking on the "Board my corvette" button available in the station menu when you're docked up. On their own, corvettes are useful for little other than basic errand-running, though since the ship is free a corvette can be spawned as a makeshift small station container when no other containers are available.
Assault Missile Launcher I<br>
Assault Missile Launcher I


|mid=10MN MicroWarpdrive I<br>
{{Ship|Ibis|box}}
ECM - Spatial Destabilizer I <br>
An Ibis can be used for the first few tutorial missions, although upgrading to a frigate as soon as it’s offered during the military tutorial is recommended.
ECM - Phase Inverter I <br>
ECM - Ion Field Projector I <br>
ECM - White Noise Generator I <br>
Large Shield Extender I


|low=Signal Distortion Amplifier I <br>
=== Frigate ===
Signal Distortion Amplifier I


|charges=Piranha Light Missile<br>
Frigates are small fast ships, used mostly for level 1 missions or for tackling and electronic warfare roles in PvP.
{{Ship|Bantam|box}}
The Bantam's role was changed from that of mining frigate to logistics frigate in the Retribution patch.


|drones=<br>


|rigs=[empty rig slot]<br>
{{Ship|Condor|box}}
[empty rig slot]<br>
The Condor is a fast Caldari frigate. It can be used for level 1 missions and also as a tackler in PvP encounters.
[empty rig slot]


|required1=Afterburner III<br>
Electronics I<br>
Electronics Upgrade I<br>
Electronic Warfare I


|required2=Caldari Cruiser II <br>
{{Ship|Griffin|box}}
Missile Launcher Operation II <br>
The Griffin is an [[Electronic warfare|Electronic Counter Measure]] frigate, often seen in E-UNI fleets offering [[Electronic warfare|Electronic Warfare]] support. ECM is touted as the most useful form of Electronic Warfare as it operates by breaking enemy target locks and preventing them from re-acquiring targets for 20 secs. This has the potential to greatly reduce the amount of damage being directed at your fleet, prevent enemies from using Remote Repair modules on each other, or breaking Warp Disruption, allowing an escape.
Standard Missiles I<br>
For new players interested in trying out ECM the Griffin is the ideal starting place on your way up to the Blackbird and eventually the Scorpion. Expect to lose them a lot though, as ECM boats are often called primary by enemy commanders.
Shield Upgrades II


|required3=High Speed Maneuvering I<br>
Engineering II<br>
Science I


|recommended1=Acceleration Control III<br>
{{Ship|Heron|box}}
Afterburner III<br>
The Heron is the T1 Caldari [[probe scanning]] frigate and a good exploration starter ship. It is useful for probing down exploration sites and wormholes, though it is weak in combat so you should switch to a tougher ship to do any sites you find.
Electronics IV<br>
Electronics Upgrade I<br>
Electronic Warfare IV


|recommended2=Energy Management III<br>
Energy Systems Operation III<br>
Evasive Maneuvering III<br>
Frequency Modulation III<br>
Caldari Cruiser IV<br>
High Speed Maneuvering III<br>
Long Distance Jamming III


|recommended3=Long Range Targeting III<br>
{{Ship|Kestrel|box}}
Navigation III<br>
The Kestrel is a commonly flown frigate in New Eden, both for PvP and PvE. With its four standard launchers, it is an excellent choice for level 1 missions and static complexes up to DED 2. It can be comfortably flown with fairly low skills, primarily due to its ability to 'Range Tank'. i.e.; stay at sufficient range to eliminate or mitigate a great deal of incoming damage. Furthermore, missile systems make for ideal starter weapons as they do not require capacitor energy (so reducing the need for good capacitor skills) and their damage is not affected by such factors as tracking, optimal ranges, and falloff.
Signature Analysis III<br>
Targeting III<br>
Warp Drive Operation III


|notes=*The Large Shield Extender gives you a little buffer for extra warping-out time, without hurting your agility.


*If you're happy not having a tank, you could switch the LSE for a Sensor Booster or a fifth jammer. See also the 1600mm Blackbird below.
{{Ship|Merlin|box}}
The Merlin is a capable Caldari frigate, commonly used in PvP. It has overall higher damage and survivability than other comparable racial frigates. The four mid-slots make the Merlin useful as a tackler and its use of turrets makes it a relatively quick train.


*Cargohold should have spare racial jammers.


*The Assault Missile Launchers are for shooting drones that attack you. Don't make a point of getting into AML range: damage dealing isn't your job. Stick to your ECM optimal range.
=== Destroyer ===


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


===[Blackbird, PvP Rainbow/2Red/1600mm]===
{{Ship|Corax|box}}
The Corax was introduced in the Retribution expansion. An alternative to the Cormorant's hybrid turret weapon preference, it offers new pilots the opportunity to follow the missile centric play style of the Kestrel and, later, the Caracal, without being forced to train into the gunnery skills of the Cormorant. The Corax's fragile tank lends itself well to a sniping style of combat, one that uses the ship's nimble body to keep it at ranges larger than 20Km. In PVE, by keeping targets at range, the Corax should have no problem running most level 1 and level 2 missions. The same philosophy works for PVP where the Corax can kite most ships with relative ease.


{{ShipSkillGuide


|name=[Blackbird, PvP Rainbow/2Red/1600mm Plate]
{{Ship|Cormorant|box}}
The Cormorant has eight high slots, making it a good starting vessel to use for salvaging wrecks. Due to its small size, it can move speedily across deadspaces, but also has enough cargo space to hold the salvage you collect.  When it is used in PvE as a combat ship (Level 1 missions and the Sisters of EVE storyline arc) it is strongly recommended that a 'kiting' technique is used, meaning that the capsuleer should keep his range from the NPC ships.  In PvP it suffers from a comparatively large signature radius, making it easier to hit with bigger weapons, which can be problematic with the frigate sized tank of the Cormorant.


|high=<br>


|mid=10MN MicroWarpdrive I<br>
=== Cruiser ===
ECM - Spatial Destabilizer I <br>
ECM - Phase Inverter I <br>
ECM - Phase Inverter I <br>
ECM - Ion Field Projector I <br>
ECM - White Noise Generator I


|low=Signal Distortion Amplifier I <br>
Cruisers are EVE's medium-sized ships.
1600mm Reinforced Steel Plates I


|charges=<br>
{{Ship|Blackbird|box}}
The Blackbird makes a formidable [[EWAR]] ship and is generally used as such.


|drones=<br>


|rigs=[empty rig slot]<br>
{{Ship|Caracal|box}}
[empty rig slot]<br>
The Caracal is arguably the most effective Caldari cruiser for PvE. It receives strong bonuses to increase the range of its missiles, as well as a rate of fire bonus for missiles.  It can fit an effective shield tank and keep opponents at bay while dealing damage to them from afar. It has no bonus for a specific damage type, so can match the missile type to the NPC.
[empty rig slot]


|required1=Afterburner III<br>
The Caracal is also very popular for PvP, for example as a dedicated frigate-hunter as its Rapid Light Missile Launchers can deal a huge amount of DPS to frigates. With higher fitting skills it is also possible to equip it with a full rack of Heavy Missile Launchers and achieve ranges in excess of 130km.
Electronics I<br>
Electronics Upgrade I<br>
Electronic Warfare I


|required2=Caldari Cruiser II <br>
Mechanic I<br>
Engineering V


|required3=High Speed Maneuvering I<br>
{{Ship|Moa|box}}
Hull Upgrades III
With the retribution patch, the Moa now has a bonus to hybrid damage as well as the usual shield resistance, rather than the previous range bonus. This means the Moa is now more suited to being a pure brawler rather than a sniper. With the extra damage, the Moa is quite suitable for PvE, and could also serve as a PvP brawler.


|recommended1=Acceleration Control III<br>
Afterburner III<br>
Electronics IV<br>
Electronics Upgrade I<br>
Electronic Warfare IV


|recommended2=Energy Management III<br>
{{Ship|Osprey|box}}
Energy Systems Operation III<br>
The Osprey was changed in the Retribution patch to a full logistics cruiser. It is a t1 version of the more capable Basilisk but is by no means ineffective. It is one of the two Shield logistics ships, and because of its bonus to Energy Transfer works best when paired with other Ospreys or Basilisks.
Evasive Maneuvering III<br>
Frequency Modulation III<br>
Caldari Cruiser IV<br>
High Speed Maneuvering III<br>
Long Distance Jamming III


|recommended3=Long Range Targeting III<br>
Navigation III<br>
Signature Analysis III<br>
Targeting III<br>
Warp Drive Operation III


|notes=*The 1600mm plate gives you a little buffer to help you escape, like an LSE. It slows you down, but hopefully you'll be fighting aligned anyway. The loss of one SDA will slightly reduce your jam strength and jam range.
=== Battlecruiser ===


*Even the T1 Meta 0 1600mm plate can be expensive for a new player, unlike the LSE. You also need Engineering V to get enough powergrid to squeeze it on.
Battlecruisers are sometimes considered a more powerful version of Destroyer class ships.  They fit the same sized weapons as Cruisers except for the Attack Battlecruisers which fit Battleship sized weapons, and are more widely used as a damage dealing ship than Destroyers.  


*The extra midslot thus freed up can be fitted with a Sensor Booster, or a fifth jammer. This example fit has an extra Minmatar jammer for lowsec roams -- although Minmatar ships have weaker sensor strengths, they're also very popular with lowsec pirates. For war fleets or nullsec work you may want to consider a different race.
{{Ship|Drake|box}}
The Drake is an incredibly strong PvE ship due to its shield resistance which gives it an impressive tank. Unfortunately, it also features slow speed and relatively low DPS for a battlecruiser. Although it was at some time one of the most popular ships for PvP, due to ship balancing it is now only occasionally used PvP, typically as bait.
It is however still very effective in PvE because of its tank and range and its ease of use, especially with a passive tank.


*Cargohold should still have spare racial jammers.


}}
{{Ship|Ferox|box}}
The Ferox is a versatile battlecruiser capable of a strong [[Tanking#Shield tanking|passive or active shield tank]] and of over 125km optimal range with railguns or heavy kinetic and thermal damage with blasters. It is a popular fleet PvP ship and part of some Nullsec fleet doctrines.


==Caracal==


==Moa==
{{Ship|Naga|box}}
The Naga is the Caldari attack battlecruiser. While requiring a bit more training than the Drake and Ferox, it can fit battleship sized guns while retaining the agility and tank of a battlecruiser. It can be effectively fit with long or short range turrets but is rarely seen in PvP as pure sniper configurations are not effective with current doctrines.


=Battlecruiser=
=== Battleship ===
==Ferox==


==Drake==
Battleships are the biggest combat ships in the game before Capital-class ships. Battleships usually mount large sized weaponry and are mostly used as a damage dealing combat ships in EVE, although there are several Battleships that have a different role, such as the Scorpion.


=Battleship=
{{Ship|Raven|box}}
==Scorpion==
The Raven is possibly the most used PvE ship for Level 4 missions as it has good range when fitted with Cruise Launchers (in addition to the usual effectiveness of selectable damage type from missiles) and can sport a good active shield tank (either cap-stable with a Large Shield Booster or an X-Large Shield Booster for non-cap-stable 'pulsing'). Its drawbacks are a small drone bay, usually filled with one flight of
light drones and one flight of medium drones. In addition, it is a very slow ship, as most Caldari boats are.


==Raven==
For PvP, it can be fitted with Torpedo Launchers to get good close range DPS or with Cruise missile Launchers for sniping distances.


==Rokh==


{{Ship|Rokh|box}}
The Rokh is a solid shield-tanked hybrid turret platform. Although it doesn't have the raw damage bonuses found on the Megathron and Hyperion, its optimal bonus sometimes helps it deal with more applied DPS when fitted with blasters. When rail-fitted it can achieve tremendous optimal ranges -- even, uselessly, beyond the hard 300km targeting range limit. Although it can be used for PvE, most Caldari mission-runners prefer missiles' flexibility and ease of use. It does have a role as one of the entry options for new pilots who want to join [[Incursions]].


=Industrial=
==Badger Mk. I==
==Badger Mk. II==


{{Ship|Scorpion|box}}
The Scorpion is the Caldari [[ECM]] Battleship. With its 8 mid-slots, it is capable of fitting up to 8 jammers/bursts, making it the ECM weapons platform of choice. In order to free up mid-slots, some pilots choose to rely on a weak armour buffer tank in its four low-slots, while others fit shield modules for survivability and use their low slots to enhance their jammers.


=Ammunition, Range, and Kiting=
=== Haulers ===
Caldari [[haulers]] tend to have the highest base cargo but as they don't have many low slots they cannot expand their cargo as well as other factions.


===Missiles===
{{Ship|Badger|box}}
In PvE you are likely to be using [[Missile Launchers|missiles]], since missiles have some advantages over turrets in PvE, especially for new pilots. One of missiles' advantages is that each kind of missile comes in four versions, each of which does one of the game's four damage types.
The Badger is the basic Caldari hauler ship. It's useful to train to use a Caldari hauler in order to haul ore from your jetcans to the station, or for filling with mission loot to haul to a trade hub in order to sell for larger profit margins. Level 3 courier missions will likely need a ship the size of a Badger to complete them.


This means you can always target [[NPC_Damage_Types#A_brief_Summary_of_NPC_Damage_Types|the weaknesses]] of NPC enemies by selecting the missiles which will damage them most. You should select the missile that will hit their weakest resistance (so, for example, explosive missiles against the Angel Cartel) unless you're in a ship (like the Drake) which has per-level bonuses to kinetic damage. If you're in a ship with kinetic missile damage bonuses and you have the relevant ship skill (Battlecruiser, for the Drake) trained high enough then kinetic may do more damage.
{{Ship|Tayra|box}}
The Tayra (formerly called the Badger Mark II) has a cargo hold considerably larger than the Badger's. However, it is marginally slower at subwarp speeds, is less tanky, has less fitting room and takes longer to turn. In general, though, the larger cargo hold offsets the disadvantages and so training Caldari Hauler to III to fly this ship is definitely worth it, particularly if you constantly find yourself filling the Badger's hold.


[[Missile_Launchers#Range|Missile range]] is roughly (not exactly) flight time multiplied by speed. Missiles have no optimal or falloff, they are either in or out of range. The long range missiles popular in PvE often let you outrange the enemy, and a propulsion module (an afterburner, for missions, because a microwarpdrive won't work in deadspace) will hopefully let you kite the enemy and keep them at range.
==Missile Tips==
{{main|Missiles}}


===Hybrid Turrets===
For each type of missile launcher, there are four types of missile, and each type deals one of the four damage types. You can tell the damage type from the flavor word in the missile's name:
If you've chosen to fight with [[Turrets#Hybrid_Turrets|hybrid turrets]] you should carry 3 types of ammo during missions, and switch when required. Use close range (antimatter or plutonium) ammo by default. If you are taking too much damage at close range, switch to medium range (lead or thorium) or long (iron or tungsten) range ammo and fire from further away.


Guns can suffer from [[Gunnery_Guide#Tracking|tracking]] issues, so try using the 'keep at range' option instead of the 'orbit' option. With the amount of enemies in missions, orbiting is less likely to mitigate the total incoming damage from rats. Even close to optimal, when orbiting and using close range ammo, guns can sometimes have difficulty tracking enemies. Enemies should be kept close to optimal, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage.
* "Mjolnir": EM damage
* "Inferno": thermal damage
* "Scourge": kinetic damage
* "Nova": explosive damage


To find out your optimal with ammo, load ammo in your guns, then right click and show info. The optimal displayed in the attributes will be adjusted for ammo and skills.
In PvE combat, you can look up what your target NPCs' weakest damage resistance is, and target that. In PvP, you should bring a range of damage types and (where possible) select the appropriate damage before engaging.


=Tech and Meta Levels=
A missile's range is its flight time multiplied by its velocity. You can check missile ranges easily by turning on the [[Tactical overlay|tactical overlay]] and hovering your cursor over the module button for your missile launcher(s): doing this will display the range as a red zone on the overlay, centered on your ship.


These fittings were made mostly using Tech 1 Meta 0 modules, or Tech 2 for larger ships. This is partly to avoid confusion with higher meta names. Also, this insures that ship fittings are relatively cheap to get into without spending too much for new players with cash flow difficulties. And during war, pvp fittings using Tech 1 Meta 0 modules are provided by the university.
Unlike turret weapons, missiles take time to travel to their target. They also struggle to apply their damage to targets smaller than their own size: medium-sized missiles don't apply damage well to frigates, and large missiles don't apply damage well to cruisers. When missiles aren't going to apply damage well, you can try using small drones to scrape small targets off you.


Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and harder to fit. Meta 3 and 4 are expensive, often more expensive than Tech 2. Meta 1 and 2 will often be less expensive than Meta 0, due to supply and demand on the market.
==Hybrid Turret Ammo Tips==


=Drones=
{{main|Turrets#Hybrid ammo|Hybrid Ammo}}


Caldari ships never have large dronebays for their size, and never rely on [[Drones|drones]] as a primary weapon system. However, Caldari pilots should still train some drone skills for PvE and PvP combat since they provide useful supplementary DPS and are an essential defence for large ships; in L4 missions the most dangerous enemies can be frigates since, unlike all the other rats, they can warp scramble you, stopping you from escaping if your tank breaks. And light drones are the Raven's only effective defence against frigates. Consider Tech 2 light and medium drones a good medium-term goal.
Different kinds of hybrid turret ammunition carry different trade-offs in range, capacitor use, and damage. Antimatter requires the most capacitor, has the shortest range, and does the most damage. Lead requires the least capacitor, has no range modifier, and does middling damage. Iron has the longest range and the least damage.


Small drones kill frigates and destroyers, mediums drones hunt cruisers and battlecruisers, and heavy drones do well against battleships and reasonably well against battlecruisers.
In PvE combat, pilots could consider carrying 3 types of ammo, and switch when required. By default, close range (Antimatter or Plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (Lead or Thorium) or long range (Iron or Tungsten) ammo, and fire from further away.


As with missiles, you can pick the drone type that hits your enemy's weakest resist. (With the exception of Amarr drones, which do such low damage that it's not worth it.) Gallente drones have the highest damage multiplier, and thermal damage is the best or second best damage to deal against most rat types. For Level 1 to 3 missions, it's fine to exclusively use Gallente drones, although switching drones may make you more efficient. In Level 4 missions, consider varying between Gallente, Caldari and Minmatar drones to match rat weaknesses.
For PvP, faction Antimatter ammunition and T2 Null are used for brawling with blasters, while sniping railguns often use T2 Spike ammo.


Watch for drone aggro. When arriving in a mission room, don't launch your drones until you've gotten the attention of a group of rats by shooting them. If a new wave of enemies arrives and attacks the drones or a new group of enemies aggro the drones, they should be recalled to the drone bay, and released only when you have full aggro. Under normal circumstances, you should never lose drones when using proper aggro management with rats.
== Related Links ==
{{ShipGuideLinks}}


Hot keys are recommended for drone management. They need to be initially launched manually from the drone window, though hot keys can be set for attack and return to drone bay.
[[Category:Ships]]
 
In PvP Gallente and Minmatar drones are used almost exclusively. Gallente drones for their damage potential, Minmatar drones for their speed and explosive damage which armor tankers will not always patch.
 
=Tank & Gank=
 
Different rat (NPC pirates) factions have different damage type resistances, and deal different damage types.
 
Drones and hardeners should be switched around based on rat types.
 
Damage type resistance and dealt by rats can be found in the [http://www.eve-ivy.com/wiki/index.php?title=NPC_Damage_Types#A_brief_Summary_of_NPC_Damage_Types NPC Damage Types] article.
 
Mission-specific damage profiles can be found on [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival].
 
All EHP in this guide is given with EFT calculations, not in-game EHP.
 
=Salvaging After the Mission=
 
Salvaging boats are usually used to clean up rooms after missions are complete. To do so, make sure you bookmark one wreck for each room in the mission, since the acceleration gates will disappear after the mission has be turned in at the agent. Once the mission is turned in, the MWD can be used to propel the salvaging boat within tractor range faster.
 
For level 4 missions, many players switch from the destroyer to a battlecruiser. Unfortunately, the Gallente battlecruisers have 6 or 7 high slots, instead of 8 like for some other races. The hurricane is well liked as a salvaging boat for its speed (for a BC sized ship) and 8 high slots.
 
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[[category:Ships]]
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