Difference between revisions of "Gallente Basic Ship and Skill Overview"
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Heavy Capacitor Booster II<br> | Heavy Capacitor Booster II<br> | ||
− | + | Sensor Booster II<br> | |
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Warp Disruptor II | Warp Disruptor II |
Revision as of 18:47, 12 August 2010
The Gallente Basic Ship and Skill Guide is intended to give fitting and skill recommendations for Tech 1 Gallente ships for Player vs. Environment (PvE) and Player vs. Player (PvP) encounters.
This is a work in progress, and the guide's Discussion Thread is on the Eve University forum. Please direct comments, suggestions, and corrections to that thread.
Rookie Ship
The rookie ship is the first ship you start with. If you are Gallente, it will be a Velator. A new rookie ship is given whenever you dock at a station where you do not have any ships.
Velator
Template:Infobox Ship Horizontal
[Velator, PVE Basic Skills Velator]
Frigate
Frigates are small fast ships, used mostly for pve in level 1 missions. They are used mostly for tackling and electronic warfare roles in pvp.
Atron
Template:Infobox Ship Horizontal
[Atron, PVE Basic Skills Atron]
Imicus
Template:Infobox Ship Horizontal
[Imicus, PVE Basic Skills Imicus]
Incursus
Template:Infobox Ship Horizontal
[Incursus, PVE Basic Skills Incursus]
[Incursus, PVE Epic Arc Boss Killer Incursus]
[Incursus, PVP Basic Skills Incursus]
Maulus
Template:Infobox Ship Horizontal
[Maulus, PVP Basic Skills Maulus]
Tristan
Template:Infobox Ship Horizontal
[Tristan, PVE Recon Tristan]
[Tristan, PVP Small Gang Tristan]
Destroyer
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.
Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, like Thrashers for a specialized Hit & Run fleet.
Catalyst
Template:Infobox Ship Horizontal
[Catalyst, PvE Basic Skills Catalyst]
[Catalyst, Salvaging Boat]
Cruiser
Celestis
Template:Infobox Ship Horizontal
[Celestis, PVP Standard Celestis]
[Celestis, PVP Gonzo Neut Celestis]
Exequror
Template:Infobox Ship Horizontal
[Exequror, PVP Small Gang Exequror RR]
Thorax
Template:Infobox Ship Horizontal
[Thorax, PVP Basic Skills Thorax]
[Thorax, Wormhole Thorax]
Vexor
Template:Infobox Ship Horizontal
[Vexor, PVE Basic Skills Vexor]
[Vexor, PVP Small Gang Vexor]
Industrial
Iteron Series
Template:Infobox Ship Horizontal
[Iteron Mark III, Hauler]
Battlecruiser
Brutix
Template:Infobox Ship Horizontal
[Brutix, PVP T1 Shield Brutix]
[Brutix, PVP T2 Shield Brutix]
[Brutix, PVP T2 Armor Brutix]
[Brutix, Wormhole Brutix]
Myrmidon
Template:Infobox Ship Horizontal
[Myrmidon, PVE Myrmidon]
[Myrmidon, PVP T2 Shield Myrmidon]
[Myrmidon, PVP T2 Armor Myrmidon]
[Myrmidon, Wormhole Myrmidon]
Battleship
Dominix
Template:Infobox Ship Horizontal
[Dominix, PVE Dual LAR Dominix]
[Dominix, PVE Single LAR Dominix]
[Dominix, PVP Neut Domi RR]
[Dominix, Wormhole Domi RR]
Hyperion
Template:Infobox Ship Horizontal
[Hyperion, PvP Electro Hype]
Megathron
Template:Infobox Ship Horizontal
[Megathron, PVP Blasterthron RR]
[Megathron, PVP Blasterthron RR Meta 4 Neutrons]
[Megathron, Wormhole Megathron RR]
[Megathron, PVP Sniperthron]
[Megathron, PVP Megathron POS Siege RR]
Ammunition, Range, and Kiting
You should carry 3 types of ammo during missions, 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 (iron or tungsten) range ammo and fire from further away. Guns can suffer from tracking issues, so I would recommend 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 from range.
Antimatter requires the most cap, has the shortest range, and does the most damage. Lead requires the least cap, has no range modifier, and does middling damage. Iron has the longest range, and the least 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. Or better yet, use EFT and import your character to see all of your ship's stats.
For PvP, faction antimatter and null (blasters) or spike (rails) are usually used. Void (blasters) and Javelin (rails) are not recommended due to the tracking penalties in conjunction with being short ranged, faction ammo usually has nearly the same DPS but much better tracking. It is often better to keep at range close to your optimal in PvP to avoid tracking problems. Orbiting can cause tracking problems, except with small ships orbiting large ships due to the higher signature radius making shots hit the target easily.
When using a battleship that requires cap boosters, it is recommended to keep a medium standard container in the cargo hold. This will provide extra space, which is handy for switching out ammo types and picking up loot after a fight. Always make sure you have the required space for one full load of ammo in the cargo hold, otherwise switching ammo will be difficult.
Tech and Meta Levels
These fittings were made mostly using Tech 1 Meta 0 modules, or Meta 4 and Tech 2 for larger ships. Using Meta 0 modules is partly to avoid confusion with higher meta names, it is recommended to upgrade to higher meta modules if they can be afforded (and as always in Eve, can afford to lose and replace them, not just make the initial purchase). For rookie pilots learning PvP, ships should be kept cheap. During war, PvP fittings using Tech 1 Meta 0 modules are provided by the university.
Higher Meta items up to meta 4 will often be easier to fit. Tech 2 is Meta 5, and usually harder to fit. Meta 3 and 4 are expensive, often more expensive than Tech 2. Meta 1 and 2 will sometimes be less expensive than Meta 0, due to supply and demand on the market. Sometimes meta 4 is cheaper and better than Tech 2, like for ECCM modules.
Meta 4 guns are recommended on some of these PvE ships, as many gallente pilots in their earrly careers will focus sooner on T2 drones than T2 guns. Some Meta 4 guns are reasonably priced, others are hideously expensive. If you can't afford to lose expensive Meta 4 guns, downgrade them to meta 3 or 2 instead.
Drones
Small drones should be used against frigate and destroyer sized enemies, medium drones should be used against cruiser and battlecruiser sized enemies, and heavy drones should be used against battleship sized enemies. Sentries are mostly meant for battleship sized enemies, but if smaller enemies are far enough that tracking isnt an issue, they can deal relatively well with those.
Never use Amarr drones, due to their low damage multiplier, they are near useless. Even against rats who's lowest resistance is EM damage, they can be outperformed by Gallente drones. 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, gallente drones are fine to use exclusively, although switching drones will make more efficient runs. At level 4 missions, it is strongly recommended to always fit the best drone types to match rat weaknesses. Many pilots will only specialize in Gallente (general purpose) and Minmatar (for Angel Cartel rats) drones in their early careers.
Drone aggro should be watched. When arriving in a mission room, aggro should be aquired by approaching enemies and shooting them with guns. If a new wave of enemies arrives and the drones catch aggro, they should be recalled to the drone bay, and released only when the enemies have targeted your ship. Under normal circumstances, you should never lose drones when using proper aggro management with rats.
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.
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 NPC Damage Types article. Mission-specific damage profiles can be found on Eve Survival.
All EHP in this guide is given with EFT calculations, not in-game EHP. The listed EHP and DPS in various fits include both gun and drone DPS, and exclude any enhancements such as overheating, boosters, or implants.
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.
Enhancements
The Thermodynamics, Cybernetics, and Biology skills can grant pilots increased performance with overheating, implants, and boosters.
Related Links
Eve University Forum
- Ship Setup Forum This should be the first place for new players to look for fits and ask for advice. This forum is restricted to Eve University members and alumni.
UniWiki
- Support Skills Training support skills is the first step in flying a ship well. Read up on support skills here.
- Fitting Guidelines Some general guidelines for fitting ships.
- Fitting Modules and Rigs Guide A list of rigs and module types with short descriptions.
- Full T2 Tank Having a full T2 tank is a requirement for many ships during wartime in the Uni. If you fly anything other than a T1 frigate, destroyer, or cruiser, make sure you have the required skills and recommended support skills for the type of tank you use.
- Creating an Alt Hauler Having an alt hauler can be essential to be able to make shopping trips during wartime.
UniWiki - Racial Fitting Guides
These are all works in progress, some are further along than others.
Other Web Sites
- Scrapheap Challenge This site has both PvP and PvE forums. Some threads are quite old and the discussions can be outdated in the earlier posts. Scrapheap is often a very good place for experienced pilots to find fittings, and many threads will also have tactic discussions on how to use them.