Difference between revisions of "Algos"
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Revision as of 06:45, 28 July 2013
RELATED UNI-WIKI REFERENCES
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The Algos, as is wont with the Gallente, relies on swiftness of action - preferably at a respectable distance - to accomplish its goals. In this it reflects well-honed Gallente values, which include taking independent action without taking forever to wait for a committee decision, and also doing so, if at all possible, in a fashion that allows for a nice, safe buffer for immediate retreat; because theory is one thing, and practice is sometimes quite another. As such, the Algos focuses on being able to hit its targets in rapid-fire fashion, with guns that fire fast and drones that race through space with destruction in mind. SHIP BONUSES
Traits:
Ship Attributes
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Summary
The Algos is the Gallente destroyer added in the Retribution expansion. For most aspiring Gallente pilots, it is the first step on the path to the Dominix battleship, allowing new pilots to experience combat in a cheap, dedicated drone ship. It is slightly bulkier than the Catalyst, and since it is capable of fitting a full flight of salvage drones in addition to a rack of railguns, the Algos is an excellent choice for L1 mission running. Unlike larger ships (i.e. the Vexor), the Algos is designed to be flown with very low skill points; with that in mind, it is the only drone ship where Drones V is not an absolute necessity - although it should still be a top priority for new Gallente pilots. The Algos is a versatile destroyer, capable of running either rails or blasters while pushing through a respectable amount of DPS.
Skills
Further information about additional or recommended skills to pilot Algos for a specific or it's common role(s) can be written here.
Fittings
75mm Compressed Coil Gun I
75mm Compressed Coil Gun I
75mm Compressed Coil Gun I
75mm Compressed Coil Gun I
75mm Compressed Coil Gun I
Small 'Arup' Remote Bulwark Reconstruction
Experimental 1MN Afterburner I
Medium Azeotropic Ward Salubrity I
Limited Adaptive Invulnerability Field I
Drone Damage Amplifier I
Drone Damage Amplifier I
Micro Auxiliary Power Core I
Hobgoblin I x5
Hammerhead I x2
Salvage Drone I x3
Antimatter Charge S x1
- Acceleration Control I
- Afterburner II
- Controlled Bursts II
- Destroyers II-III
- Drones III-IV
- Energy Grid Upgrades II
- Energy Management II
- Energy Systems Operation II
- Engineering III-IV
- Evasive Maneuvering I
- Gallente Frigate III
- Gunnery III
- Mechanic III
- Motion Prediction II
- Rapid Firing II
- Sharpshooter II
- Shield Management II
- Shield Upgrades I
- Small Hybrid Turret III
- Tactical Shield Manipulation I
- Targeting II
- Weapon Upgrades II
- Fit three Small Core Defense Field Purger I rigs if you can afford it (requires Mechanic III, Jury Rigging III and Shield Rigging I).
- Train up Weapon Upgrades IV as soon as possible so you can use Drone Damage Amplifier II (essential for drone boats).
- Although the fitting might be tight, try swapping the blasters for railguns if you're having trouble tanking tougher missions.
Tactics
"Warp to 20" - this is the Algos' pilot motto. Take the official description of this destroyer to heart and fly it that way. You might have more EHP and tank than a frigate but you are still not a brawler and not as nimble as a frigate. In PVE and PVP your damage is best done at range where you can tactically evaluate the situation and direct your drones to where they are most needed and manage your ship's propulsion mods and defense mods as necessary.
PVP: Fit a Microwarpdrive, Cap Boosters or anything that will keep your cap topped off in combat. If you happen to be squad/wing/fleet warped right on top of the enemy - turn and burn away, set your drones to do their thing on the Primary and make sure they are set to Passive mode. This means they will not agress anything that you don't purposefully tell them to. (This applies to PVE as well). Keeping your situational awareness as a droneboat pilot is doubly as important as for a gunboat pilot; he won't lose his primary dps if the FC orders a fast retreat and you're forced to leave your drones behind. If the fight looks to be heading to a withdrawal, pull the drones and fall back on what guns you have. That being said, it's always wise to keep extra flights of drones in your hold, unfortunately, you can't simply drag them from there into your drone bay while in space. (WHY CCP, WHY? The gunboats can reload from their hold, so why not us? Hmmm!?) But this will give you the ability to quickly dock up when your squad/fleet passes through a system with stations and 'reload'.
Guns on the Algos should always be 75mm rails as the higher calibers take too much power and cpu from your total pool, which is needed for CPU hungry Drone Damage Amplifiers. Use Iron S as your ammo for long range work and Antimatter S for short. Invest in the Faction ammo variants (Caldari Navy is best so grind those Loyalty Points for the Caldari Business Tribunal) as soon as you can.
PVE: Level 1 missions are a breeze with the Algos. Level 2 are more of a challenge, but still possible once you have experience and EVE Survival website opened on your ingame browser and start fitting for specific missions. Level 3, you will need to fleet up with big friends - these are meant for Cruisers and Cruiser gangs. If you are at this point, leave the Algos behind and graduate to the Vexor.
Notes
You can write additional notes for Algos here.