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Keres: Difference between revisions

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Uryence (talk | contribs)
Clarified, and broadened out to describe the ship's variety of uses.
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==Summary==
==Summary==
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 is a Tech 2 cousin of the [[Maulus]]; to the Maulus's two bonuses for sensor dampening, it adds significant bonuses to warp scrambler and disruptor range and reductions in scrambler and disruptor capacitor cost. A Keres can point enemies from 40km or more; with a Tech 2 point, [[Overheating|heat]], and maximum character skills, it can point at 50km. The range bonus also affects warp scramblers, taking a Tech 2 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 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.
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 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.
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. In lowsec gate camps it can particularly shine, because bubbles cannot be used to lock lowsec gates down.


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.
The Keres can be flown purely 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 its common role(s).''


Core skills:
The Keres deserves good general [[fitting skills]] and [[support skills]]. {{Sk|Propulsion Jamming}}, {{Sk|Frequency Modulation}}, {{Sk|Signal Suppression}} and {{Sk|Long Distance Jamming}} all particularly support its primary purpose.
* {{Sk|Gallente Frigate}} gives a bonus to dampener effectiveness and reduces activation cost; level V is necessary to sit in the hull at all.
* {{Sk|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).
* {{Sk|Frequency Modulation}} increases falloff range on all ewar modules; train to IV or V
* {{Sk|Long Distance Jamming}} increases optimal range on all ewar modules; train to IV or V
* {{Sk|Signal Suppression}}increases effectiveness of Sensor Damps; train to IV or V.


Good to have:
{{Sk|Electronic Attack Ships}} should be trained to IV before undocking the ship. Because the per-level bonus attached to this skill is large (15% extra range), training it to V is a good medium- or long-term goal for anyone who uses the Keres regularly.
 
* {{Sk|Sensor Linking}} reduces capacitor need for sensor damps.
* {{Sk|Propulsion Jamming}} reduces capacitor need for points and scrams.


==Tactics==
==Tactics==


Fitting notes:
The Keres can be fitted in a variety of ways depending on its exact purpose and likely context of use. It can be shield or armour-tanked, depending on whether the priority is mobility, or mid slot availability.
* Use a fit that provides some defense against drones. This might mean a small buffer tank.
 
* By scripting your modules, you can reduce the [[Stacking penalties|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.
 
Combat tactics:
* It is often useful to reject fleet warps and warp in at ''your'' optimal


* 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.
In a small gang, the Keres is often tasked with holding point at long range. Pilots must communicate what they have pointed, and take careful account of their changing range from their target. A heated warp scrambler can help to screen enemy tackle away from allied ships, by turning the MWD on incoming interceptors or assault frigates off. But the Keres cannot mount a huge tank of its own, and incoming threats may also need to be called out so that other parts of the gang can scrape them off.


* Unless ordered to by the FC, do not target the general primary DPS target with damps; your targets will often be support, [[Logistics|logistics ships]] or other ewar
If the Keres is using one or more damps, damping tactics can follow largely the same pointers outlined on the page for the [[Maulus]]. If the Keres is fitted with a damp to prevent retaliation from the target it is holding with a long point, though, it may be necessary to damp that ship rather than other usual high-priority damp targets.


* 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.
Heat adds a lot of range to tackle modules, and any Keres will benefit from a good understanding of overheating and an ample supply of nanite repair paste.


* 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.
In a gate camp, the Keres shines with remote and/or mounted sensor boosting. In lowsec, it must also have [[logistics]] support to help it survive gate guns.


==Notes==
==Notes==