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Keres: Difference between revisions

From EVE University Wiki
Rayanth (talk | contribs)
[BOT] Updated as part of the Fitting-cide removal of fittings from the wiki.
Uryence (talk | contribs)
Copy-editing, links to other pages, added things where I could.
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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 T2 version of the [[Maulus]], but rather than just being a straight upgrade, it gains an extra bonus to warp disruptor range, allowing it to point enemies from 40km or more; with a T2 point, [[Overheating|heat]], and maximum character skills, a Keres can point at 50km. The warp disruptor range bonus also affects warp scramblers, taking a T2 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. This is a particularly effective setup to support a gate camp.


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 primarily 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).''
''Recommended skills to pilot Keres for a specific or its common role(s).''


Skills:
* [[Spaceship_Command#Gallente_Frigate|Gallente Frigate]] gives a bonus to dampener effectiveness and reduces activation cost; level V is necessary to sit in the hull at all.
* [[Spaceship_Command#Electronic_Attack_Ships|Electronic Attack Ships]] gives a bonus to Warp Scrambler and Disruptor range (40+ Km) and reduces activation cost. Ideally a Keres pilot will have this trained to IV at least (V is a long train).
* [[Electronic_Systems#Frequency_Modulation|Frequency Modulation]] increases falloff range on all ewar modules; train to IV or V
* [[Electronic_Systems#Long_Distance_Jamming|Long Distance Jamming]] increases optimal range on all ewar modules; train to IV or V
* [[Electronic_Systems#Signal_Suppression|Signal Suppression]] increases effectiveness of Sensor Damps; train to IV or V.


Skills:
Good to have:  
* 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
* [[Electronic_Systems#Sensor_Linking|Sensor Linking]] reduces capacitor need for sensor damps.
* Sensor Linking reduces capacitor need.
* [[Electronic_Systems#Propulsion_Jamming|Propulsion Jamming]] reduces capacitor need for points and scrams.
* Propulsion Jamming reduces capacitor need.


==Tactics==
==Tactics==
''Keres roles or piloting tactics.''


Fitting notes
* Use a fit that provides some defense against drones


Guidance for using Dampeners
* By scripting your modules, you can reduce the stacking penalties when you apply multiple damps to the same target. Bring enough scripts to script each of the damps you have fitted for either of its effects, as tactically necessary.
* 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.
Combat tactics:
* It is often useful to reject fleet warps and warp in at ''your'' optimal


* Unless ordered to by the FC, do not target the primary, your frequent targets will be support, Logistics or other Ewar
* Warping in a few seconds after the rest of the fleet, when the opponents will have already chosen their primaries, can protect you from immediate primary target status, and gives your FC time to call ewar targets.


* Be prepared to bounce repeatedly to avoid damage, this effectively keeps a target preoccupied with you and essentially off the field.
* Unless ordered to by the FC, do not target the general primary with damps; your targets will often be support, [[Logistics|logistics ships]] or other ewar


* Sniping ships suffer most from range penalties. In a close-range fight, enemy damage dealers might suffer more from lock time penalties. Logistics ships usually suffer more from lock time penalties, unless they are strung out some distance behind their allies.


Combat tips
* Be prepared to bounce repeatedly to tactical bookmarks or nearby celestials to avoid damage. Don't feel bad about warping out and back in: this can effectively keep a target preoccupied with you and essentially off the field.
* 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


==Notes==
==Notes==


 
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.




{{ShipsMatrix|expgroup=frigates}}
{{ShipsMatrix|expgroup=frigates}}
[[Category:Ship Database]][[Category:Electronic Attack Frigates]]
[[Category:Ship Database]][[Category:Electronic Attack Frigates]]