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Minmatar Basic Ship and Skill Overview: Difference between revisions

From EVE University Wiki
Removed boxes and fittings, added individual ship links, cleaned up links and headers, added basic ship and class information
Added General Info, Removed a few sections, but added related links to better pages
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{{ShipGuideBoilerintro}}
{{ShipGuideBoilerintro}}
=Minmatar General Information=
The Minmatar Empire is one of the four playable factions and, like the others, has a distinct line of ships with specific quirks and abilities. The Minmatar lineup is characterized by the following:
==Strengths==
==== Speed ====
* Minmatar ships usually have the best base speeds for their size and class.
* When fitted for speed & agility this lets Minmatar pilots control range easily:
** This allows them to sit at a range where they can hurt the enemy more than the enemy can hurt them
** This also gives them the option to quickly disengage if the fight is going badly
==== Versatility ====
* Most Minmatar ships can be fitted in a greater variety of ways than other races' ships
* In PvP, especially, this makes Minmatar ships less predictable, and the enemy will have a harder time guessing how your ship will perform
* However, if Minmatar pilots want to have all the different fitting options available they will have to train more in-game skills and learn more about the game than pilots flying other races
* That's not necessarily a bad thing: an experienced Minmatar pilot is proficient with:
** Turrets, Missiles, Drones, and Capacitor warfare
** Speed tanking, Kiting, [[Shield tanking]] (active, passive and buffer), or [[Armour Tanking|Armor tanking]] (active and buffer)
* This means Minmatar pilots are well-placed to cross-train into any other race, and probably understand the other races' ships better than pilots of other races understand Minmatar ships
==== Other Strengths ====
* Ships usually have spare highslots after you've added all the primary weapons -- can use for:
** secondary weapons, usually missiles
** energy emission weapons -- nosferatus or energy neutralizers
** remote repair modules, esp. on battleships
** drone link augmentors for more drone travel range
* Ships have high scan resolution for size and class -- fast to lock onto targets
* Smallest signature radii for size and class -- slightly harder targets to lock, hit and hurt
== Weaknesses ==
* Low sensor strength for size and class -- easiest race to jam with [[ECM]]
* Smallest capacitors for size and class -- though, as we'll see shortly, also less need for capacitor
* Skill-intensive, both for in-game training and piloting skills. As above, it is a much longer training curve in the short run, but provides great versatility and the ability to cross-train in the future
* Minmatar racial electronic warfare is target painting: increases the target's signature so that everyone can hurt the target more
** Not widely used, too situational, not as dramatically effective as ECM, tracking disruption or sensor dampening
** Can be useful for big missile ships trying to hit small targets
* A tendency to have weaker buffer in [[EHP]] terms than other races' ships
== [[Projectile Ammunition|Projectile Weapons]] ==
Most Minmatar ships use projectile guns as their primary weapon. They're unlike other turrets:
* Unlike other turrets they don't use up capacitor when they fire
* Also you can control the damage type they deal by loading different kinds of ammo (hybrids only do kin/therm; lasers only do em/therm)
Projectile turrets come in two types: autocannon and artillery.
===== Autocannon =====
* Short range, high damage-per-second
* Good tracking speed compared to blasters and pulse lasers
* Really short optimal ranges, really long falloff ranges
* Expect to fight somewhere between optimal and first falloff most of the time
===== Artillery =====
* Long range, lower damage-per-second because of a very slow cycle time
* Bad tracking speed compared to railguns and beam lasers
* High 'alpha' -- lots of damage in each shot
* In some situations if you assemble enough alpha damage you don't need damage-per-second
* Meaningful optimal range (unlike autocannon) but still also substantial falloff
* Fight in optimal if you can, but be prepared to move out into falloff if you must
=Ships=
=Ships=


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==Rookie Ship==
==Rookie Ship==
Little more than slower, armed shuttles, rookie ships (or "noobships") are the basic frigates that new pilots start with. You can acquire a new noobship (together with a civilian weapon, a civilian mining laser and one unit of Tritanium) for free by docking your pod in a station where you don't already have any ships. On their own these are not much use for anything other than basic errand-running. Eve University has, however, been known to field fleets composed entirely of noobships, more for their comedy value than for their effectiveness in battle.
Little more than slower, armed shuttles, rookie ships (or "noobships") are the basic frigates that new pilots start with. You can acquire a new noobship (together with a civilian weapon, a civilian mining laser and one unit of Tritanium) for free by docking your pod in a station where you don't already have any ships. On their own these are not much use for anything other than basic errand-running.


====[[Reaper]]====
====[[Reaper]]====


==Frigate==
==[[Frigate|Frigates]]==
[[Frigate|Frigates]] are the smallest of the ship classes in EVE. In fleet PvP, Tech 1 frigates are generally used for tackling or electronic warfare, two roles in which they can have a significant impact. Tech 1 frigates are also flown for solo PvP: their speed and small size helps solo pilots to pick their targets, and their low cost makes them comfortably expendable.
Frigates are the smallest of the ship classes in EVE. In fleet PvP, Tech 1 frigates are generally used for tackling or electronic warfare, two roles in which they can have a significant impact. Tech 1 frigates are also flown for solo PvP: their speed and small size helps solo pilots to pick their targets, and their low cost makes them comfortably expendable.


In PvE, the more combat-focused frigates are used to complete Level 1 missions, though once new pilots are a little wealthier and better-trained they often begin to use [[Destroyer|destroyers]] instead.
In PvE, the more combat-focused frigates are used to complete Level 1 missions, though once new pilots are a little wealthier and better-trained they often begin to use [[Destroyer|destroyers]] instead.
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The Vigil is the Tech 1 [[EWar 101 Guide|EWAR]] ship of the Minmatar Republic. This ship is the fastest standard T1 frigate, and makes a decent first-strike tackler. The bonus to target painters isn't that useful, as target painters are stacking penalized in effectiveness, and work reasonably well on hulls without bonuses to them.
The Vigil is the Tech 1 [[EWar 101 Guide|EWAR]] ship of the Minmatar Republic. This ship is the fastest standard T1 frigate, and makes a decent first-strike tackler. The bonus to target painters isn't that useful, as target painters are stacking penalized in effectiveness, and work reasonably well on hulls without bonuses to them.


==Destroyer==
==[[Destroyer|Destroyers]]==
[[Destroyer|Destroyers]] are slightly larger and have more highslots than frigates but fit the same small-sized weapons. In PVP, they're designed to slaughter frigates but be vulnerable to most other ships, which limits them to very niche roles. Their high damage output (for small, cheap ships) makes them popular tools for suicide-ganking weak targets in highsec. They are also sometimes used to hunt frigate pilots or to kill a carrier's fighters. Due to their limitations, flying destroyers is not recommended for PvP Uni fleets. However, there are some exceptions, such as specialized hit and run fleets or doctrines designed to maximize the strengths, such as the Talwar Doctrine.
Destroyers are slightly larger and have more highslots than frigates but fit the same small-sized weapons. In PVP, they're designed to slaughter frigates but be vulnerable to most other ships, which limits them to very niche roles. Their high damage output (for small, cheap ships) makes them popular tools for suicide-ganking weak targets in highsec. They are also sometimes used to hunt frigate pilots or to kill a carrier's fighters. Due to their limitations, flying destroyers is not recommended for PvP Uni fleets. However, there are some exceptions, such as specialized hit and run fleets or doctrines designed to maximize the strengths, such as the Talwar Doctrine.


In PvE, they are most often used for Level 1 missions, and they make superb introductory salvage ships.  
In PvE, they are most often used for Level 1 missions, and they make superb introductory [[Guide_To_Salvaging|salvage]] ships.  


====[[Talwar]]====
====[[Talwar]]====
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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. Its balanced mid and low slot layout makes it generally the most flexible destroyer, able to fit some tackle and an armor tank or damage and a shield tank.
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. Its balanced mid and low slot layout makes it generally the most flexible destroyer, able to fit some tackle and an armor tank or damage and a shield tank.


==Cruisers==
==[[Cruiser|Cruisers]]==
[[Cruiser|Cruisers]] are Eve's medium-sized ships, larger than [[Frigate|frigates]] and [[Destroyer|destroyers]] but still much smaller, faster and nimbler than [[Battlecruiser|battlecruisers]] and [[Battleship|battleships]]. Cruisers mount medium-sized weapons and modules. Tech 1 cruiser hulls cost a few million ISK and tend to be the first major financial step up from frigates for new pilots. In PvP, some tech 1 cruisers, such as the Gallente [[Thorax]] and the Minmatar [[Rupture]], can bring surprising amounts of DPS to a fight. The electronic warfare cruisers can also be important in PvP, as they are slightly tougher and often more effective [[EWar 101 Guide|EWAR]] platforms than their frigate equivalents. Cruisers can also fit tackle to provide some secondary, heavier tackling that's harder to scrape off than Tech 1 tackling frigates.
Cruisers are Eve's medium-sized ships, larger than [[Frigate|frigates]] and [[Destroyer|destroyers]] but still much smaller, faster and nimbler than [[Battlecruiser|battlecruisers]] and [[Battleship|battleships]]. Cruisers mount medium-sized weapons and modules. Tech 1 cruiser hulls cost a few million ISK and tend to be the first major financial step up from frigates for new pilots. In PvP, some tech 1 cruisers, such as the Gallente [[Thorax]] and the Minmatar [[Rupture]], can bring surprising amounts of DPS to a fight. The electronic warfare cruisers can also be important in PvP, as they are slightly tougher and often more effective [[EWar 101 Guide|EWAR]] platforms than their frigate equivalents. Cruisers can also fit tackle to provide some secondary, heavier tackling that's harder to scrape off than Tech 1 tackling frigates.


In PVE, Tech 1 cruisers are the ships most commonly used to run Level 2 missions.
In PVE, Tech 1 cruisers are the ships most commonly used to run Level 2 missions.
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The Stabber's key feature 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 drone bay. 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.
The Stabber's key feature 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 drone bay. 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.


==Battlecruisers==
==[[Battlecruiser|Battlecruisers]]==
When you begin to fly Minmatar [[Battlecruiser|Battlecruisers]], it is a good idea to be training towards a Shield or Armor [[Full T2 Tank|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 extremely helpful in PVP or 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.  
When you begin to fly Minmatar Battlecruisers, it is a good idea to be training towards a Shield or Armor [[Full T2 Tank|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 extremely helpful in PVP or 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.  


In PvP, Tech 1 battlecruisers represent a good balance between DPS, tanking, agility, speed and cost (they cost much less to lose than a battleship). Battlecruisers can be fitted for long or short range PVP combat. In large-scale alliance battles in nullsec they are often part of each side's 'support fleet', defending the main battleship fleet from attack.
In PvP, Tech 1 battlecruisers represent a good balance between DPS, tanking, agility, speed and cost (they cost much less to lose than a battleship). Battlecruisers can be fitted for long or short range PVP combat. In large-scale alliance battles in nullsec they are often part of each side's 'support fleet', defending the main battleship fleet from attack.
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The Tornado was made to do one thing and one thing only: blow the every loving crap out of anything that is unfortunately preoccupied with other threats. Like the other Tier 3 Battlecruisers, this ship is all gank and no tank. This naturally leads many to fit it for 200km+ sniper combat, since even a couple of cruisers or small frigate wolfpack can tear it apart rather quickly. The Tornado is thus often fitted with 1400mm Artillery and used to deal massive alpha damage, in similar style to the [[Maelstrom]].
The Tornado was made to do one thing and one thing only: blow the every loving crap out of anything that is unfortunately preoccupied with other threats. Like the other Tier 3 Battlecruisers, this ship is all gank and no tank. This naturally leads many to fit it for 200km+ sniper combat, since even a couple of cruisers or small frigate wolfpack can tear it apart rather quickly. The Tornado is thus often fitted with 1400mm Artillery and used to deal massive alpha damage, in similar style to the [[Maelstrom]].


==Battleships==
==[[Battleship|Battleships]]==
In PvP, Tech 1 [[Battleship|battleships]] can mount great buffer tanks and can deal very high DPS when fitted for short ranges. When mounting long-range 'sniper' fits, battleships can fight at the very longest ranges possible in Eve's engine, while still dealing effective DPS. Battleships' weaknesses are low speed and agility, combined with slow locking speeds and poor gun tracking speeds. Battleships therefore struggle to force smaller ships to engage, and to kill smaller ships even when they can be pinned down.
In PvP, Tech 1 Battleships  can mount great buffer tanks and can deal very high DPS when fitted for short ranges. When mounting long-range 'sniper' fits, battleships can fight at the very longest ranges possible in Eve's engine, while still dealing effective DPS. Battleships' weaknesses are low speed and agility, combined with slow locking speeds and poor gun tracking speeds. Battleships therefore struggle to force smaller ships to engage, and to kill smaller ships even when they can be pinned down.


In PvE, battleships are also the standard class of ship used to run Level 4 missions solo, since they can fit active tanks good enough to survive lots of DPS over a sustained period of time, while still dealing out enough damage to complete missions reasonably quickly. Battleships are also used very effectively in [[Incursion]] fleets.
In PvE, battleships are also the standard class of ship used to run Level 4 missions solo, since they can fit active tanks good enough to survive lots of DPS over a sustained period of time, while still dealing out enough damage to complete missions reasonably quickly. Battleships are also used very effectively in [[Incursion]] fleets.
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====[[Wreathe]]====
====[[Wreathe]]====
The Wreathe is the entry level Industrial provided to Minmatar capsuleers during the tutorial missions. Its cargo hold leaves much to be desired but when just starting out it is capable enough to handle small hauling jobs. Level 1 distribution Missions and light station trading are situations that this ship accommodates. As young pilots have less starting capital the cargo size of the Wreathe will be suited fine.
The Wreathe is the entry level Industrial provided to Minmatar capsuleers during the tutorial missions. Its cargo hold leaves much to be desired but when just starting out it is capable enough to handle small hauling jobs. Level 1 distribution Missions and light station trading are situations that this ship accommodates. As young pilots have less starting capital the cargo size of the Wreathe will be suited fine.
=Ammunition, Range, and Kiting=
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. 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.
Projectile turrets are unusual in having very long [[Gunnery Guide#Range|falloff]]. This means that keeping within optimal range is not as essential for you as it is for pilots using lasers and hybrids. Autocannon have such short optimal ranges that you are more or less condemned to fight in falloff with them; with artillery you should probably aim to be at the edge of your optimal range. There's no need to be closer than that, and the more range you can keep at the less trouble your guns will have tracking the enemy.
To find out your optimal and falloff ranges 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.
=Tech and Meta Levels=
In PvP, frigates and cruisers are often not worth fitting expensive modules on for low skill point or inexperienced pilots. Tech 1 Meta 0 modules are provided freely by the university. Once pilots have the skill points, a certain amount of combat experience, and enough ISK to replace bigger ships, they should consider moving to a battlecruiser with T2 fittings.
Pilots without T2 guns fitting a BC for PvP should probably avoid the overpriced meta 3 and 4 guns. Some of the meta 3 and 4 medium guns are reasonably priced, but many are not, and will only make your ship into a loot Piñata for the enemy when it is destroyed, for very little increase in effective DPS. It is strongly recommended to get T2 guns before getting into BC, BS, or any T2 damage dealing ships.
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 modules will often be less expensive than Meta 0, due to low demand and high supply on the market.
=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.
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=
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#A_brief_Summary_of_NPC_Damage_Types|NPC Damage Types]] article.
Mission-specific damage profiles can be found on [http://eve-survival.org/wikka.php?wakka=MissionReports Eve Survival].
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 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.
For Level 4 missions, many players switch from a destroyer to a Notics because they have bonuses to tractor beams range and salvager cycle time. The Hurricane is still a popular salvaging ship for wormholes because it is fast and agile (for a BC), and can fit a resonable tank, has eight high slots for salvagers and tractor beams and six low slots for expanded cargohold modules (which aren't subject to [[Module Stacking and Speed Modules|stacking penalties]]).


=Related Links=
=Related Links=
*[[Introduction_to_PvP|PVP]]
*[[Missions]]
*[[Drones]] and [[Using Drones]]
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