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Fighters: Difference between revisions

From EVE University Wiki
Deleted a wrong statement. Roruqals and FAXs are capitals and can use drones.
So apparently nobody documented how fighters worked after Citadel happened. Expanded page significantly. NEEDED: Someone who flies carriers more to explain the control interface because that's all's documented Literally Nowhere.
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Fighters are frigate-sized drones that do cruiser-sized damage and can only be fielded by [[carriers]] and [[supercarriers]], while heavy fighters can only be used by supercarriers.
Fighters are extremely powerful [[Drones]] equipped with cruiser, battleship, or dreadnought-grade weaponry, launched by [[carriers]], [[supercarriers]], [[Guristas]] capital ships, and Upwell Structures.


There are 3 types of fighters: Light (Anti-Subcapital), Heavy (Anti-Capital), and Support (EWAR). Each has a Tech 1 and Tech 2 variant, and squadron size. Light fighters and heavy fighters are further split between the roles they perform. Each type of fighter has a squadron size that determines how many individual fighters make up a squadron, and each carrier or supercarrier is limited by how many launch tubes exist for squadrons. Fighters are a lot larger, in volume, than drones. The skill {{sk|Fighter Hangar Management|icon=yes}} increases fighter hangar size by 5% per level.
== General Fighter Mechanics ==


All fighters are capable of warping, and will pursue a target into warp - the only escape from fighters is to jump system or to dock. Fighters cannot receive remote assistance, such as repairs or shield boosting.
In order to use fighters you need to train {{sk|Fighters|icon=yes}} (5% damage bonus per level). There are 3 types of fighters: Light (Anti-Subcapital), Heavy (Anti-Capital), and Support (EWAR). Each has a Tech 1 and Tech 2 variant. Light fighters and heavy fighters are further split between the roles they perform. Each type of fighter has a squadron size that determines how many individual fighters make up a squadron, and each carrier or supercarrier is limited by how many launch tubes exist for squadrons. A squadron of fighters is controlled and targeted as a single entity in space, and will generate a Killmail if the last fighter in a squadron is destroyed. Fighters are a lot larger, in volume, than drones. The skill {{sk|Fighter Hangar Management|icon=yes}} increases fighter hangar size by 5% per level.


Each race has each its own fighters, and their damage matches the race's primary damage type, but otherwise they are very similar to each other. In order to use fighters you need to train {{sk|Fighters|icon=yes}} (5% damage bonus per level).
All fighters are capable of warping, and will pursue a target into warp - the only escape from fighters is to jump system or to dock.
 
Fighters cannot receive remote assistance, such as repairs or shield boosting. However, they are vulnerable to [[ECM]], and with their weak sensor strengths, jamming fighters is a common strategy for reducing a carrier's damage potential.
 
Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones.
 
Fighter weapons use a variation of [[Missile mechanics]]: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which use the effectiveness falloff of Electronic Warfare modules (visible as the 'Range' portion of [[Turret mechanics#Range|turret accuracy]]):
* Within Optimal range, the weapons deal full damage
* At Optimal+Falloff, the weapons deal 50% damage
* At Optimal+(Falloff x2), the weapons deal 6.25% damage
Dropping using the standard 0.5 ^ ((Distance-Optimal)/Falloff)<sup>2</sup> curve. These mechanics mean that fighter damage is very predictable, and can be effectively mitigated using Afterburners (but much less effectively mitigated using Microwarpdrives).
 
Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cooldown and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together.
 
Fighters have thick, regenerating Shields, but no Armor or Structure HP. As a fighter squadron sustains damage, the rightmost segment of its health indicators will shift color from green to yellow to red to black. When a fighter squadron sustains damage equal to the Shield HP of one of its fighters, one fighter is destroyed and the squadron's damage is reduced accordingly.
 
When Fighters are recalled to their carriers, they go through a short Refueling period before they can be launched again. The duration of this period is based on the number of fighters in the squadron. During this refueling period, their shields are restored and the ammunition for their secondary weapons is reloaded, and after refueling completes, new fighters can be loaded into a tube to replace any fighters which were destroyed.
 
Like Drones, Fighters can also be Abandoned in space in case of emergency.
 
Fighters have Destroyer to Cruiser-sized signature radii of 80-120m. Combined with their high speeds, this makes fighters most effectively targeted by Small or Medium weapons and drones.
 
All Fighters also have Standup versions which can be used by most Upwell Structures. Standup fighters have improved base stats over regular fighters (2x speed, 2.5x damage, better explosion velocity and radius, +50% shield HP, better ECM resistance, 2x cargohold volume) but are not affected by any modules or player skills. Standup Fighters can be changed and loaded while an Upwell structure is damaged or Reinforced.


== Light Fighters ==
== Light Fighters ==
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=== Attack Fighters ===
=== Attack Fighters ===
Attack fighters are general purpose attack craft, equipped with a faction-specific primary weapon (i.e., blaster cannon, pulse cannon, autocannon) with a short barrel length that is inaccurate against small, fast-moving targets. Their secondary weapon is a Heavy Rocket Salvo - a simplified, significantly shorter ranged version of starship launched Heavy Missiles. Also, they are equipped with a Microwarpdrive that increase base speed by 500%, at the cost of a 500% signature radius increase, with a 60-second cooldown.
Attack fighters are general purpose attack craft, equipped with a faction-specific primary weapon (i.e., blaster cannon, pulse cannon, autocannon) with a short effective range. Their secondary weapon is a Heavy Rocket Salvo - a simplified, significantly shorter ranged version of starship launched Heavy Missiles. Also, they are equipped with a Microwarpdrive that increase base speed by 500%, at the cost of a 500% signature radius increase, with a 20-second duration and 60-second cooldown.
 
Light attack fighters are effective against cruisers and battleships, but will struggle to effectively damage frigates and are not generally hard-hitting enough to engage capital ships.
 
All damage values on this page are per-fighter, not per-squadron.
 
 
{| class="wikitable"
| ! colspan="2" align="center" | General Stats
|-
| Squadron Size || 9
|-
| [[File:Icon volume.png|22px|link=]]Volume || 1000m<sup>3</sup>
|-
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 100m
|-
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 2190 HP
|-
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 2420 HP
|-
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 185m
|-
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 105m/s
|-
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (missile) || 400m
|-
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (missile) || 70m/s
|-
|}


Squadron Size: 9


{| class="wikitable sortable fighters"  
{| class="wikitable sortable fighters"  
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=== Space Superiority ===
=== Space Superiority ===
Space Superiority fighters are anti-drone and anti-fighter weapons. Their primary weapons, Micro Missile Swarm, can launch a swarm of missiles that are especially apt at destroying fighter and drone craft. However, very little damage is applied to full-sized ships. Defensively, they can enact evasive manuevers that increases its base speed by 200%, reduces the its signature radius by 80%, and increases all shield resists by 50%. Lastly, they can use their stasis webifiers to reduce the velocity of small craft by 4%.
Space Superiority fighters are anti-drone and anti-fighter weapons. Their primary weapons, Micro Missile Swarm, are extremely efficient at killing hostile drones and fighters, however deal greatly reduced damage to real ships. Defensively, they can enact evasive manuevers that increase base speed by 200%, reduce signature radius by 80%, and increase all shield resists by 50%. Lastly, they can tackle hostile drones and fighters (but only drones and fighters), slowing them and disabling their warp drives.


Squadron size: 12
{| class="wikitable"
| ! colspan="2" align="center" | General Stats
|-
| Squadron Size || 12
|-
| [[File:Icon volume.png|22px|link=]]Volume || 800m<sup>3</sup>
|-
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 80m
|-
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 1600 HP
|-
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 1760 HP
|-
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]] Explosion Radius || 15m
|-
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]] Explosion Velocity || 300m/s
|-
|}


{| class="wikitable sortable drones"  
{| class="wikitable sortable drones"  
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== Heavy Fighters ==
== Heavy Fighters ==
Heavy Fighters are anti-capital-ship fighters, and can only be used by supercarriers. Each race has its own heavy fighter, but aside from the different damage types, they are very similar to each other. Additionally, there is a [[Sansha's Nation|Sansha]] faction heavy fighter (the [[Shadow]]), which does more damage than the Tech 1 heavy fighters, but is ludicrously expensive.  
Heavy Fighters are anti-capital-ship fighters, and can only be used by supercarriers. Each race has its own heavy fighters, which follow the same damage and speed patterns as light fighters.  


Heavy fighters need the Heavy Fighters skill (5% damage increase per level), while Tech 2 heavy fighters requires the skill Heavy Fighters IV.
Heavy fighters need the Heavy Fighters skill (5% damage increase per level), while Tech 2 heavy fighters requires the skill Heavy Fighters IV.


=== Heavy Attack ===
=== Heavy Attack ===
Heavy Attack fighters use a faction specific primary weapon (i.e., blaster, artillery, pulse, or autocannon), while their secondary weapon is a very high damage Torpedo Salvo. Additionally, they possess a Microwarpdrive that increases base speed by 500% and signature radius by 500%, with a 60-second cooldown.
Heavy Attack fighters use a faction specific primary weapon (i.e., blaster, pulse laser, or autocannon), while their secondary weapon is a very high damage Torpedo Salvo. The large explosion radii of these weapons renders them only effective against capital ships. Additionally, they possess a Microwarpdrive that increases base speed by 500% and signature radius by 500%, with a 20-second duration and 60-second cooldown.
 
There is also a [[Sansha's Nation|Sansha]] faction heavy fighter (the [[Shadow]]). The Shadow deals both EM and Thermal damage, significantly higher total damage than an ordinary T1 heavy fighter, and has better damage application than an ordinary heavy fighter, but does not have the secondary torpedo salvo.


Squadron size: 6
{| class="wikitable"
| ! colspan="2" align="center" | General Stats
|-
| Squadron Size || 6
|-
| [[File:Icon volume.png|22px|link=]]Volume || 1800m<sup>3</sup>
|-
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 110m
|-
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 3650 HP
|-
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 4030 HP
|-
| [[File:Icon shield.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Shield Capacity (Shadow) || 5500 HP
|-
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 3000m
|-
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 40m/s
|-
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Radius (Shadow) || 2000m
|-
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]][[Image:Isis_sansha.png|22px|link=]]Explosion Velocity (Shadow) || 60m/s
|-
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (torpedo) || 5000m
|-
| [[File:Icon missiles.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (torpedo) || 50m/s
|-
|}


{| class="wikitable sortable fighters"  
{| class="wikitable sortable fighters"  
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=== Long Range Attack ===
=== Long Range Attack ===
Long Range Attack fighters have faction specific long-range weaponary (i.e, beam cannon, railgun, and artillery), a [[Micro Jump Drive]], and are capable of launching unguided bombs (much like [[stealth bomber]]s). Usage of these bombs are disallowed in Low Security space.
Long Range Attack fighters have faction specific long-range weaponary (i.e, beam cannon, railgun, and artillery), a [[Micro Jump Drive]], a Micro Jump Drive for range control, and are capable of launching unguided bombs (much like [[stealth bomber]]s but weaker). Fighter bombs have the same 30km range, 12s flight time, and 15km damage radius of regular bombs, and are ''immune'' to their given damage type (making it impossible for multiple matching bombs to destroy each other in flight). Usage of these bombs are disallowed in Low Security space.  


Squadron size: 6
The weapons of long ranged fighters can be used against battleships, but their explosion radii leaves Light Attack Fighters as more efficient against smaller subcapital ships.
 
{| class="wikitable"
| ! colspan="2" align="center" | General Stats
|-
| Squadron Size || 6
|-
| [[File:Icon volume.png|22px|link=]]Volume || 2000m<sup>3</sup>
|-
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m
|-
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 3420 HP
|-
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 3780 HP
|-
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (cannon) || 380m
|-
| [[File:Icon gunnery turret.png|22px|link=]][[File:Icon velocity.png|22px|link=]]Explosion Velocity (cannon) || 80m/s
|-
| [[File:Icon missiles.png|22px|link=]] Damage (bomb) || 640
|-
| [[File:Icon missiles.png|22px|link=]][[File:Icon ship sig.png|22px|link=]]Explosion Radius (bomb) || 400m
|-
|}


{| class="wikitable sortable fighters"  
{| class="wikitable sortable fighters"  
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== Support Fighters ==
== Support Fighters ==


Support fighters are specialized fighters that each perform their own type of [[EWAR]]. Support fighters require the {{sk|Support Fighters}} skill (5% increase in support fighter hit-points per level). Tech 2 support fighters requires Support Fighters IV.
Support fighters are specialized fighters that each perform their own type of [[EWAR]]. They also each come with a Microwarpdrive, increasing their speed (and signature) by 500% for 20 seconds on a 60 second cooldown. However, they have no weapons. Support fighters require the {{sk|Support Fighters}} skill (5% increase in support fighter hit-points per level). Tech 2 support fighters requires Support Fighters IV.


Squadron size: 3
{| class="wikitable"
| ! colspan="2" align="center" | General Stats
|-
| Squadron Size || 3
|-
| [[File:Icon volume.png|22px|link=]]Volume || 3000m<sup>3</sup>
|-
| [[File:Icon ship sig.png|22px|link=]]Signature Radius || 120m
|-
| [[File:Icon shield.png|22px|link=]]Shield Capacity (T1) || 6800 HP
|-
| [[File:Module icon shield extender tech2.png|22px|link=]]Shield Capacity (T2) || 7500 HP
|-
|}


{| class="wikitable sortable fighters"  
{| class="wikitable sortable fighters"  
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|}
|}


== Fighter Improving Modules ==
Fighters are considered to be Drones for purposes of modules improving their characteristics. This means there are several modules which improve the performance of Fighters.
* Drone Damage Amplifiers increase Fighter damage
* Drone Navigation Computers increase fighter base speed
* Omnidirectional Tracking Enhancers and Links improve fighter weapons' range and damage application
* The Carrier-specific Fighter Support Unit increases fighter velocity, shield strength, shield regeneration, and weapons rate-of-fire
Fighters are not affected by Drone Control Range. The only limit on their usable range is the uniquely extremely long range of their carrier's targeting sensors.


[[Category: Fitting]]
[[Category: Fitting]]

Revision as of 11:04, 4 November 2019

Fighters are extremely powerful Drones equipped with cruiser, battleship, or dreadnought-grade weaponry, launched by carriers, supercarriers, Guristas capital ships, and Upwell Structures.

General Fighter Mechanics

In order to use fighters you need to train  Fighters (5% damage bonus per level). There are 3 types of fighters: Light (Anti-Subcapital), Heavy (Anti-Capital), and Support (EWAR). Each has a Tech 1 and Tech 2 variant. Light fighters and heavy fighters are further split between the roles they perform. Each type of fighter has a squadron size that determines how many individual fighters make up a squadron, and each carrier or supercarrier is limited by how many launch tubes exist for squadrons. A squadron of fighters is controlled and targeted as a single entity in space, and will generate a Killmail if the last fighter in a squadron is destroyed. Fighters are a lot larger, in volume, than drones. The skill  Fighter Hangar Management increases fighter hangar size by 5% per level.

All fighters are capable of warping, and will pursue a target into warp - the only escape from fighters is to jump system or to dock.

Fighters cannot receive remote assistance, such as repairs or shield boosting. However, they are vulnerable to ECM, and with their weak sensor strengths, jamming fighters is a common strategy for reducing a carrier's damage potential.

Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones.

Fighter weapons use a variation of Missile mechanics: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which use the effectiveness falloff of Electronic Warfare modules (visible as the 'Range' portion of turret accuracy):

  • Within Optimal range, the weapons deal full damage
  • At Optimal+Falloff, the weapons deal 50% damage
  • At Optimal+(Falloff x2), the weapons deal 6.25% damage

Dropping using the standard 0.5 ^ ((Distance-Optimal)/Falloff)2 curve. These mechanics mean that fighter damage is very predictable, and can be effectively mitigated using Afterburners (but much less effectively mitigated using Microwarpdrives).

Most Fighters have two weapons systems: a primary weapon which can be fired continuously, and a secondary weapon with high damage but a cooldown and limited ammunition. When firing, all (alive) fighters in a squadron fire together, and their damage is added together.

Fighters have thick, regenerating Shields, but no Armor or Structure HP. As a fighter squadron sustains damage, the rightmost segment of its health indicators will shift color from green to yellow to red to black. When a fighter squadron sustains damage equal to the Shield HP of one of its fighters, one fighter is destroyed and the squadron's damage is reduced accordingly.

When Fighters are recalled to their carriers, they go through a short Refueling period before they can be launched again. The duration of this period is based on the number of fighters in the squadron. During this refueling period, their shields are restored and the ammunition for their secondary weapons is reloaded, and after refueling completes, new fighters can be loaded into a tube to replace any fighters which were destroyed.

Like Drones, Fighters can also be Abandoned in space in case of emergency.

Fighters have Destroyer to Cruiser-sized signature radii of 80-120m. Combined with their high speeds, this makes fighters most effectively targeted by Small or Medium weapons and drones.

All Fighters also have Standup versions which can be used by most Upwell Structures. Standup fighters have improved base stats over regular fighters (2x speed, 2.5x damage, better explosion velocity and radius, +50% shield HP, better ECM resistance, 2x cargohold volume) but are not affected by any modules or player skills. Standup Fighters can be changed and loaded while an Upwell structure is damaged or Reinforced.

Light Fighters

Light fighters require the skill  Light Fighters (5% bonus in light fighter velocity per level). Tech 2 light fighters requires Light Fighters IV.

Attack Fighters

Attack fighters are general purpose attack craft, equipped with a faction-specific primary weapon (i.e., blaster cannon, pulse cannon, autocannon) with a short effective range. Their secondary weapon is a Heavy Rocket Salvo - a simplified, significantly shorter ranged version of starship launched Heavy Missiles. Also, they are equipped with a Microwarpdrive that increase base speed by 500%, at the cost of a 500% signature radius increase, with a 20-second duration and 60-second cooldown.

Light attack fighters are effective against cruisers and battleships, but will struggle to effectively damage frigates and are not generally hard-hitting enough to engage capital ships.

All damage values on this page are per-fighter, not per-squadron.


General Stats
Squadron Size 9
Volume 1000m3
Signature Radius 100m
Shield Capacity (T1) 2190 HP
Shield Capacity (T2) 2420 HP
Explosion Radius (cannon) 185m
Explosion Velocity (cannon) 105m/s
Explosion Radius (missile) 400m
Explosion Velocity (missile) 70m/s


Faction Fighter DPS Rocket DPS Speed (Base) Speed (MWD) Orbit
Amarr Templar I 65 119 926 m/s 4,630 m/s 6,500 m
Caldari Dragonfly I 72 131 837 m/s 4,185 m/s 4,500 m
Gallente Firbolg I 75 138 793 m/s 3,965 m/s 4,500 m
Minmatar Einherji I 62 113 970 m/s 4,850 m/s 7,000 m
Amarr Templar II 72 131 963 m/s 4,815 m/s 7,300 m
Caldari Dragonfly II 79 146 872 m/s 4,360 m/s 4,900 m
Gallente Firbolg II 83 152 826 m/s 4,130 m/s 4,900 m
Minmatar Einherji II 83 142 1,009 m/s 5,045 m/s 7,400 m


Space Superiority

Space Superiority fighters are anti-drone and anti-fighter weapons. Their primary weapons, Micro Missile Swarm, are extremely efficient at killing hostile drones and fighters, however deal greatly reduced damage to real ships. Defensively, they can enact evasive manuevers that increase base speed by 200%, reduce signature radius by 80%, and increase all shield resists by 50%. Lastly, they can tackle hostile drones and fighters (but only drones and fighters), slowing them and disabling their warp drives.

General Stats
Squadron Size 12
Volume 800m3
Signature Radius 80m
Shield Capacity (T1) 1600 HP
Shield Capacity (T2) 1760 HP
Explosion Radius 15m
Explosion Velocity 300m/s
Faction Fighter DPS Speed (Base) Speed (AB) Orbit
Amarr Equite I 38 1,111 m/s 2,222 m/s 10,000 m
Caldari Locust I 40 1,005 m/s 2,010 m/s 10,000 m
Gallente Satyr I 42 952 m/s 1,904 m/s 10,000 m
Minmatar Gram I 36 1,164 m/s 2,328 m/s 10,000 m
Amarr Equite II 42 1,211 m/s 2,422 m/s 10,000 m
Caldari Locust II 44 1,046 m/s 2,092 m/s 10,000 m
Gallente Satyr II 46 991 m/s 1,982 m/s 10,000 m
Minmatar Gram II 40 1,211 m/s 2,422 m/s 10,000 m

Heavy Fighters

Heavy Fighters are anti-capital-ship fighters, and can only be used by supercarriers. Each race has its own heavy fighters, which follow the same damage and speed patterns as light fighters.

Heavy fighters need the Heavy Fighters skill (5% damage increase per level), while Tech 2 heavy fighters requires the skill Heavy Fighters IV.

Heavy Attack

Heavy Attack fighters use a faction specific primary weapon (i.e., blaster, pulse laser, or autocannon), while their secondary weapon is a very high damage Torpedo Salvo. The large explosion radii of these weapons renders them only effective against capital ships. Additionally, they possess a Microwarpdrive that increases base speed by 500% and signature radius by 500%, with a 20-second duration and 60-second cooldown.

There is also a Sansha faction heavy fighter (the Shadow). The Shadow deals both EM and Thermal damage, significantly higher total damage than an ordinary T1 heavy fighter, and has better damage application than an ordinary heavy fighter, but does not have the secondary torpedo salvo.

General Stats
Squadron Size 6
Volume 1800m3
Signature Radius 110m
Shield Capacity (T1) 3650 HP
Shield Capacity (T2) 4030 HP
Shield Capacity (Shadow) 5500 HP
Explosion Radius (cannon) 3000m
Explosion Velocity (cannon) 40m/s
Explosion Radius (Shadow) 2000m
Explosion Velocity (Shadow) 60m/s
Explosion Radius (torpedo) 5000m
Explosion Velocity (torpedo) 50m/s
Faction Fighter DPS Torpedo DPS Speed (Base) Speed (MWD) Orbit
Amarr Malleus I 316 2,527 576 m/s 2,880 m/s 6,500 m
Caldari Mantis I 349 2,793 521 m/s 2,605 m/s 4,500 m
Gallente Cyclops I 366 2,926 494 m/s 2,470 m/s 4,500 m
Minmatar Tyrfing I 299 2,394 604 m/s 3,020 m/s 7,000 m
Sansha Shadow 200 N/A 543 m/s 9,500 m/s 2,172 m
Amarr Malleus II 349 2,793 600 m/s 3,000 m/s 7,300 m
Caldari Mantis II 386 3,087 543 m/s 2,715 m/s 4,900 m
Gallente Cyclops II 404 3,324 514 m/s 2,570 m/s 4,900 m
Minmatar Tyrfing II 331 2,646 628 m/s 3,140 m/s 7,400 m


Long Range Attack

Long Range Attack fighters have faction specific long-range weaponary (i.e, beam cannon, railgun, and artillery), a Micro Jump Drive, a Micro Jump Drive for range control, and are capable of launching unguided bombs (much like stealth bombers but weaker). Fighter bombs have the same 30km range, 12s flight time, and 15km damage radius of regular bombs, and are immune to their given damage type (making it impossible for multiple matching bombs to destroy each other in flight). Usage of these bombs are disallowed in Low Security space.

The weapons of long ranged fighters can be used against battleships, but their explosion radii leaves Light Attack Fighters as more efficient against smaller subcapital ships.

General Stats
Squadron Size 6
Volume 2000m3
Signature Radius 120m
Shield Capacity (T1) 3420 HP
Shield Capacity (T2) 3780 HP
Explosion Radius (cannon) 380m
Explosion Velocity (cannon) 80m/s
Damage (bomb) 640
Explosion Radius (bomb) 400m
Faction Fighter DPS Optimal Falloff Speed (Base) MJD Range Orbit
Amarr Ametat I 253 34 km 8,000 m 555 m/s 100 km 31.50 km
Caldari Termite I 279 30 km 12 km 502 m/s 100 km 31.50 km
Gallente Antaeus I 293 30 km 12 km 476 m/s 100 km 31.50 km
Minmatar Gungnir I 239 26 km 16 km 582 m/s 100 km 31.50 km
Amarr Ametat II 279 40.80 km 8,000 m 578 m/s 100 km 36.60 km
Caldari Termite II 309 36 km 12 km 523 m/s 100 km 36 km
Gallente Antaeus II 323 36 km 12 km 495 m/s 100 km 36 km
Minmatar Gungnir II 265 31.20 km 16 km 605 m/s 100 km 36 km


Support Fighters

Support fighters are specialized fighters that each perform their own type of EWAR. They also each come with a Microwarpdrive, increasing their speed (and signature) by 500% for 20 seconds on a 60 second cooldown. However, they have no weapons. Support fighters require the Support Fighters skill (5% increase in support fighter hit-points per level). Tech 2 support fighters requires Support Fighters IV.

General Stats
Squadron Size 3
Volume 3000m3
Signature Radius 120m
Shield Capacity (T1) 6800 HP
Shield Capacity (T2) 7500 HP
Faction Fighter Energy Neut Optimal Falloff Speed (Base) Speed (MWD) Orbit
Amarr Cenobite I 60 5,000 m 2,500 m 715 m/s 3,575 m/s 3,750
Amarr Cenobite II 80 10,000 m 5,000 m 744 m/s 3,720 m/s 7,500
Faction Fighter Jamming Strength Optimal Falloff Speed (Base) Speed (MWD) Orbit
Caldari Scarab I 1.6 5,000 m 5,625 m 715 m/s 3,575 m/s 5,300 m
Caldari Scarab II 2.3 7,500 m 8,400 m 744 m/s 3,720 m/s 8,000 m
Faction Fighter Warp Disruption Optimal Speed (Base) Speed (MWD) Orbit
Gallente Siren I 1 8 km 715 m/s 3,575 m/s 4,000 m
Gallente Siren II 1 16 km 744 m/s 3,720 m/s 8,000 m
Faction Fighter Velocity Reduction Optimal Speed (Base) Speed (MWD) Orbit
Minmatar Dromi I 15% 8 km 715 m/s 3,575 m/s 4,000 m
Minmatar Dromi II 20% 16 km 744 m/s 3,720 m/s 8,000 m

Fighter Improving Modules

Fighters are considered to be Drones for purposes of modules improving their characteristics. This means there are several modules which improve the performance of Fighters.

  • Drone Damage Amplifiers increase Fighter damage
  • Drone Navigation Computers increase fighter base speed
  • Omnidirectional Tracking Enhancers and Links improve fighter weapons' range and damage application
  • The Carrier-specific Fighter Support Unit increases fighter velocity, shield strength, shield regeneration, and weapons rate-of-fire

Fighters are not affected by Drone Control Range. The only limit on their usable range is the uniquely extremely long range of their carrier's targeting sensors.