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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. | 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 fits listed here are suggestions. You can | The fits listed here are ''suggestions''. You can and should build on them rather than treating them as gospel. These fits -- especially the ones for ships smaller than battlecruisers -- tend to use T1 meta 0 modules for ease of reference, but upgrading them to named or T2 modules is in many cases a good idea if you can afford it. | ||
=Rookie Ship= | =Rookie Ship= | ||
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==Reaper== | ==Reaper== | ||
The Reaper is the Minmatar Rookie ship, | The Reaper is the Minmatar Rookie ship, good for transport if you're too cheap to buy a shuttle. It has 5m3 drone capacity, to fit one drone. | ||
: '''Minmatar Frigate Skill Bonus''' | : '''Minmatar Frigate Skill Bonus''' | ||
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=Frigate= | =Frigate= | ||
[[Frigate|frigates]] are the smallest of the ship classes in EVE. They can fill many roles and are cheap and fairly easy to fit. | |||
==Burst== | ==Burst== | ||
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==Slasher== | ==Slasher== | ||
The '''Slasher''' is a very cheap combat oriented frigate. It has the fastest base speed of any T1 frigate but it's not nearly as useful a fighter as the Rifter. | The '''Slasher''' is a very cheap combat oriented frigate. It has the fastest base speed of any T1 frigate (the Vigil is actually faster because of its hull bonus to speed), but it's not nearly as useful a fighter as the Rifter. | ||
:'''Minmatar Frigate Skill Bonus''' | :'''Minmatar Frigate Skill Bonus''' | ||
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==Vigil== | ==Vigil== | ||
The '''Vigil''' is the Tech 1 [[EWar 101 Guide|Electronic Warfare]] ship of the Minmatar Republic. This ship is | The '''Vigil''' is the Tech 1 [[EWar 101 Guide|Electronic Warfare]] ship of the Minmatar Republic. This ship is the fastest T1 frigate, and makes a decent first-strike tackler. The bonus to target painters isn't that useful, as target painters are only useful in a narrow range of situations and work reasonably well on hulls without bonuses to them. | ||
:'''Minmatar Frigate Skill Bonus''' | :'''Minmatar Frigate Skill Bonus''' | ||
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|notes= | |notes= | ||
*This setup is the E-Uni Basic Ewar Vigil, intended for '''fleet''' use. | *This setup is the E-Uni Basic Ewar Vigil, intended for '''fleet''' use. | ||
*I have not included recomendations for weapon damage skills as your main role in Fleet is Ewar | *I have not included recomendations for weapon damage skills as your main role in Fleet is Ewar. | ||
}} | }} | ||
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==Rifter== | ==Rifter== | ||
The '''Rifter''' is the T1 | The '''Rifter''' is the top of the line T1 combat frigate of the Minmatar Republic. It receives bonuses to projectile turret damage and projectile tracking. A balanced 4/3/3 layout gives the Rifter the ability to either shield or armor tank, making it an unpredictable opponent. | ||
:'''Minmatar Frigate Skill Bonus''' | :'''Minmatar Frigate Skill Bonus''' | ||
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Standard Missiles III <br> | Standard Missiles III <br> | ||
|notes= | |notes= | ||
*This setup is intended for '''fleet''' use. | *This setup is intended for '''fleet''' use. See the [[Tackling_101_Guide|tackling guide]]. | ||
* | *Because it has no tank beyond its speed, this fit won't survive long against drones or accurate fire; if you have a few more fitting skills you may want to investigate slower but tougher Rifter fits. | ||
}} | }} | ||
==Probe== | ==Probe== | ||
The '''Probe''' is the Minmatar exploration frigate. This ship is best used as | The '''Probe''' is the Minmatar exploration frigate. This ship is best used as a probing boat but if you have the skills to deal with it's small capacitor it can be a speedy and cheap delivery ship due to its comparatively large cargo bay. | ||
:'''Minmatar Frigate Skill Bonus''' | :'''Minmatar Frigate Skill Bonus''' | ||
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=Destroyer= | =Destroyer= | ||
Destroyers are slightly larger than frigates | [[Destroyer|Destroyers]] are slightly larger and have more highslots than frigates but fit the same small-sized weapons. They're designed to slaughter frigates but be vulnerable to most other ships. They are often used in PvE for Level 1 missions, and as salvage ships. | ||
==Thrasher== | ==Thrasher== | ||
The Thrasher can be an effective anti-frigate platform in PvE (L1 missions) or PvP. It is rarely seen in fleet combat, but its cheap cost makes it popular with suicide gankers. | |||
:'''Destroyer Skill Bonus''' | :'''Destroyer Skill Bonus''' | ||
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Trajectory Analysis II <br> | Trajectory Analysis II <br> | ||
|notes= | |notes= | ||
*Use the MicroWarpdrive to get within | *Use the MicroWarpdrive to get within range, but don't run it permanently. | ||
}} | }} | ||
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=Cruiser= | =Cruiser= | ||
==Scythe== | ==Scythe== | ||
The Scythe is the | The Scythe is the Minmatar logistics and mining cruiser. | ||
==Bellicose== | ==Bellicose== | ||
The Bellicose is the Minmatar EWAR cruiser, with bonuses to target painting and projectile turret rate of fire. It is a rare and unloved ship. Target painting is only vital in a few very specific situations (like a missile-ship-only fleet), and it can be done from unbonused midslots on normal combat ships. The Bellicose doesn't tank very well, has tight CPU and powergrid and a comparatively small capacitor. And, to top it all off, it only has three turret hardpoints, which limits the benefit of the rate of fire bonus. | The Bellicose is the Minmatar EWAR cruiser, with bonuses to target painting and projectile turret rate of fire. It is a rare and unloved ship. Target painting is only vital in a few very specific situations (like a missile-ship-only fleet), and it can be done from unbonused midslots on normal combat ships. The Bellicose doesn't tank very well, has tight CPU and powergrid and a comparatively small capacitor. And, to top it all off, it only has three turret hardpoints, which limits the benefit of the rate of fire bonus. | ||
However, its reputation means that the Bellicose is rarely primary target and it can be a useful fleet support ship. It's not much use in PvE | However, its reputation means that the Bellicose is rarely primary target and it can be a useful fleet support ship. It's not much use in PvE. | ||
=== [Bellicose, PvP Fleet Antifrigate] === | === [Bellicose, PvP Fleet Antifrigate] === | ||
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==Stabber== | ==Stabber== | ||
The Stabber is | The Stabber's key featuer is its hull bonus to speed. It's the fastest T1 cruiser. Unfortunately it also has limited grid and CPU, limited slots and a tiny dronebay: it's best to think of it as a 'heavy frigate' or a 'light cruiser' rather than a cruiser proper. | ||
If you plan on moving into ships that utilize speed tanking or avoidance tactics this is a good ship to practice with. It can be fit as a tackle ship or an anti-frigate platform. Unfortunately it lacks the grid and CPU to fit the artillery or the combination of autocannon and tracking enhancers that would make it a viable kiting ship. | |||
==Rupture== | ==Rupture== | ||
The heavy duty combat cruiser of the Minmatar Republic, this ship looks like a chunk of brick. The Rupture is the favored mission cruiser for the Minmatar, it has a good tank and good damage potential for | The heavy duty combat cruiser of the Minmatar Republic, this ship looks like a chunk of brick. The Rupture is the favored mission cruiser for the Minmatar, it has a good tank and good damage potential for Level 2's and easy Level 3's. In Uni fleet ops this cruiser is almost always set up as a cheap and effective direct damage/secondary tackle ship. | ||
Strong [[Support_Skills#Fitting|fitting skills]] and access to T2 autocannon open up some shield-tanked kiting PvP fits, which, oddly, work rather better in that role than the Stabber. | |||
====[Rupture, PvP Starter Rupture]==== | ====[Rupture, PvP Starter Rupture]==== | ||
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}} | }} | ||
= | =Battlecruisers= | ||
When you begin to fly Minmatar battlecruisers it is a good idea to be training towards a Shield or Armor [[Full T2 Tank]]. (You will need a full T2 tank to fly battlecruisers in wartime PvP, if you're a uni pilot; whether or not you're in the uni, a T2 tank is helpful in PvE.) It is also wise to have basic [[Gunnery_Guide#Gunnery_Support_Skills|Gunnery Support skills]] sorted out, and to be training towards T2 light and medium drones. | |||
==Cyclone== | ==Cyclone== | ||
The Hurricane surpasses the Cyclone in most situations, but the Cyclone has a few niche uses. With an oversized shield booster, capacitor booster support, and possibly bonuses from expensive implants and combat drugs, the Cyclone can mount a very impressive active tank. Such a fit can work well as bait or as an unconventional solo PvP ride. | |||
Generally, however, the more expensive Hurricane is a wiser choice. | |||
==Hurricane== | ==Hurricane== | ||
The Hurricane has a long history of positive PvP and PvE performance. It can deal impressive DPS, and can be shield or armour tanked. Most Minmatar pilots choose a Hurricane as their Level 3 mission ship, fitting either a passive shield tank or an active armour tank. | |||
In PvP the 'cane can be fitted as a simple, armour-buffered short-range bruiser, or as a fast, kiting, shield-tanked 'nanocane', or as a shield-tanked, medium-range high-alpha artillery platform. | |||
===[Hurricane, PvE Rain Kaessinde]=== | ===[Hurricane, PvE Rain Kaessinde]=== | ||
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Trajectory Analysis IV <br> | Trajectory Analysis IV <br> | ||
|notes= | |notes= | ||
* This is a passive shield tanked PvE fit. It's less complicated to fly than the active armour tanked alternative. | |||
}} | }} | ||
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Trajectory Analysis IV <br> | Trajectory Analysis IV <br> | ||
|notes= | |notes= | ||
* This is a very conventional fast shield fit. With the lowslots cleared for tracking enhancers and gyrostabilizers it can really pump out DPS. | |||
* Although it's not as fast or agile as a Vagabond, it has a fair turn of speed and can successfully take advantage of the long falloff of T2 Barrage ammo to kite slower targets. | |||
* The two medium neuts give it some defence against smaller, faster enemies that get in close. | |||
}} | }} | ||
= | =Battleships= | ||
When you step into a battleship it's important to have solid support skills. A [[Full_T2_Tank|T2 tank]] is extremely helpful (and required to fly BSs in wartime Uni PvP fleets), while access to T2 light and medium drones will be useful, as they will be your main defence against targets too small for your large weapons. | |||
==Typhoon== | ==Typhoon== | ||
The Typhoon's position as the cheapest of the Minmatar battleships is a little misleading, as it's not a very good ship for new pilots. With seven low slots, a useful rate of fire bonus and the bandwidth to field a full flight of heavy or sentry drones, it has a lot of potential. But it takes considerable skillpoint investment to bring that potential out, and the rate of fire bonus is split between two different weapon systems. | The Typhoon's position as the cheapest of the Minmatar battleships is a little misleading, as it's not a very good ship for new pilots. With seven low slots, a useful rate of fire bonus and the bandwidth to field a full flight of heavy or sentry drones, it has a lot of potential. But it takes considerable skillpoint investment to bring that potential out, and the rate of fire bonus is split between two different weapon systems. | ||
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Tempests tend to be armor tanked, utilizing the high number of low slots, though they are sometimes shield tanked as well. For PVP, the Tempest can fit a armor buffer tank, or go for an all-out gankfit, which is commonly used for suicide ganking (1400mm guns in the highs and gyrostabs in the lows). | Tempests tend to be armor tanked, utilizing the high number of low slots, though they are sometimes shield tanked as well. For PVP, the Tempest can fit a armor buffer tank, or go for an all-out gankfit, which is commonly used for suicide ganking (1400mm guns in the highs and gyrostabs in the lows). | ||
==Maelstrom== | |||
On the same skill path as the Cyclone, the Maelstrom has a powerful active shield tank. Unlike the Cyclone it can also deal lots of damage. | |||
The Maelstrom is the usual choice for running Level 4 missions, which it does quite well (ships like the Vargur and Machariel outperform it, but cost much more, both in ISK and in skill training time). PvE Maelstroms usually fit an X-large shield booster for a powerful pulsed shield tank, and artillery for long-range DPS -- though against the Angel Cartel, whose battleships like to engage at close range, some pilots like to fit large autocannon instead. | |||
=Industrial= | =Industrial= | ||
==Wreathe== | ==Wreathe== | ||
The introductory Minmatar industrial ship, the | The introductory Minmatar industrial ship, the Wreathe is similar in nature to all the entry industrials. It is a little faster than some of the other races' industrials but has a little less cargo space. | ||
==Hoarder== | ==Hoarder== | ||
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You can read a detailed description of projectile turret ammunition [[Turrets#Projectile Ammo|here]]. Minmatar ships have the ability to control the type of damage they deal and therefore target their enemy's weaknesses. In PvE you can look up the damage type your enemy is weak to [[NPC Damage Types#A brief Summary of NPC Damage Types|here]] and select the appropriate ammunition. | You can read a detailed description of projectile turret ammunition [[Turrets#Projectile Ammo|here]]. Minmatar ships have the ability to control the type of damage they deal and therefore target their enemy's weaknesses. In PvE you can look up the damage type your enemy is weak to [[NPC Damage Types#A brief Summary of NPC Damage Types|here]] and select the appropriate ammunition. | ||
By default, close range (EMP, Fusion or Phased Plasma) ammo should be used for the best DPS. There is no close-range projectile ammo which does primarily kinetic damage, but the higher DPS of the short-ranged projectile ammunition types may compensate for this if you target their second-weakest resist. If you are taking too much damage at close range, switch to medium range (Titanium Sabot or Depleted Uranium) or long (Proton, Nuclear or Carbonized Lead) range ammo and fire from further away. | By default, close range (EMP, Fusion or Phased Plasma) ammo should be used for the best DPS. There is no close-range projectile ammo which does primarily kinetic damage, but the higher DPS of the short-ranged projectile ammunition types may compensate for this if you target their second-weakest resist. If you are taking too much damage at close range, switch to medium range (Titanium Sabot or Depleted Uranium) or long (Proton, Nuclear or Carbonized Lead) range ammo and fire from further away. See the dedicated [[Projectile Ammunition]] page for more advice. | ||
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. | 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. | ||
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=Drones= | =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 | 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. | ||
Avoid Amarr drones: due to their low damage multiplier, they are useless even against enemies who's lowest resistance is EM damage. 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. In level 4 missions, it is strongly recommended to always fit the best drone types to match rat weaknesses. | |||
See [[Drones]] and [[Using Drones]] for more advice on drone selection and deployment. | |||
=Tank & Gank= | =Tank & Gank= | ||
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All EHP in this guide is from [http://www.eve-ivy.com/wiki/index.php?title=EFT EFT] calculations, not in-game EHP. | All EHP in this guide is from [http://www.eve-ivy.com/wiki/index.php?title=EFT EFT] calculations, not in-game EHP. | ||
=Salvaging After | =Salvaging After Missions= | ||
Salvaging boats, most commonly destroyers, 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. | Salvaging boats, most commonly destroyers, 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. | ||