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Atron: Difference between revisions

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The Atron is a great hull for new pilots interested in learning basic tackling skills, and how to serve as a fleet scout (or "+1"). Flying the Atron provides good practice for eventually flying fleet interceptors (such as the [[Ares]]), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Atron isn't quite as effective as a Tech II Interceptor, it can still serve as an amazing long-point tackle ship. E-UNI Atron pilots are strongly advised to read the [[Tackling|UniWiki guide to tackling]], and to attend a [[Tackling 101]] practical.
The Atron is a great hull for new pilots interested in learning basic tackling skills, and how to serve as a fleet scout (or "+1"). Flying the Atron provides good practice for eventually flying fleet interceptors (such as the [[Ares]]), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Atron isn't quite as effective as a Tech II Interceptor, it can still serve as an amazing long-point tackle ship. E-UNI Atron pilots are strongly advised to read the [[Tackling|UniWiki guide to tackling]], and to attend a [[Tackling 101]] practical.


Of the four racial Attack Frigates, the Atron has the most structure HP. As a result, it benefits the most from a damage control module (which provides resistance bonuses to hull), and is nearly always fit with one in a low slot. The Atron's speed makes it best at providing initial tackle, and so it is most often fit with a warp disruptor ("point") rather than a warp scrambler ("scram") or stasis webifier ("web"). Other slots are typically filled with a propulsion module (usually a microwarpdrive), modules that increase speed and agility, and shield modifiers. Even though Gallente ships are typically fit for armor, the fleet Atron is not, because armor modules and rigs reduce ship speed. New Atron pilots may need to train some shield skills in order to fly the ship. Novice Atron pilots are often recommended to fly the "Derptron" fit (shown below) in fleets, because it is still a great tackle frigate in spite of its low skill requirements.
Of the four racial Attack Frigates, the Atron has the most structure HP. As a result, it benefits the most from a damage control module (which provides resistance bonuses to hull), and is nearly always fit with one in a low slot. The Atron's speed makes it best at providing initial tackle, and so it is most often fit with a warp disruptor ("point") rather than a warp scrambler ("scram") or stasis webifier ("web"). Other slots are typically filled with a propulsion module (usually a microwarpdrive), modules that increase speed and agility, and shield modifiers. Even though Gallente ships are typically fit for armor, the fleet Atron is not, because armor modules and rigs carry penalties that negate the Atron’s speed advantage. Gallente pilots may need to train some shield skills in order to fly this ship. Novice Atron pilots are often recommended to fly the "Derptron" fit (shown below) in fleets, because it is still a great tackle frigate in spite of its low skill requirements.


The Atron is not as strong at dealing or taking damage as the two Gallente Combat Frigates, the [[Incursus]] and the [[Tristan]]. Novice Gallente pilots looking for a PvE frigate for Level 1 missions, or for serving the second tackle role in fleets, would be better served by flying one of these other ships instead of the Atron. Close-range, brawly Atron fits can succeed in solo PvP if the pilot can prevent the opponent's turrets from tracking while simultaneously hitting the opponent with blasters, but strong Navigation, Gunnery and capacitor skills are required.
The Atron is not as strong at dealing or taking damage as the two Gallente Combat Frigates, the [[Incursus]] and the [[Tristan]]. Novice Gallente pilots looking for a PvE frigate for Level 1 missions, or for serving the second tackle role in fleets, would be better served by flying one of these other ships instead of the Atron. Close-range, brawly Atron fits can succeed in solo PvP if the pilot can prevent the opponent's turrets from tracking while simultaneously hitting the opponent with blasters, but strong Navigation, Gunnery and capacitor skills are required.