Difference between revisions of "Gallente Basic Ship and Skill Overview"

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* Faction ammo is not required, but the benefit to DPS is substantial. A full load of Caldari Navy Antimatter Charge M (600 rounds total, 120 rounds per gun) costs around 600,000 ISK. More rounds are rarely needed, but having 2000 additional standard antimatter rounds in case of ratting or long engagements is recommended.
 
* Faction ammo is not required, but the benefit to DPS is substantial. A full load of Caldari Navy Antimatter Charge M (600 rounds total, 120 rounds per gun) costs around 600,000 ISK. More rounds are rarely needed, but having 2000 additional standard antimatter rounds in case of ratting or long engagements is recommended.
  
* This training plan should take 1 month or so to complete, although this will vary a lot with learning skills, implants, and neural remap.
+
* This training plan should take 1 month or so to complete, although this will vary a lot with implants and neural remap.
  
 
* With the recommended skill list, EFT calculates DPS at 332 and EHP at 11,111. Cap stable at 43% with MWD inactive. New pilots looking to get into the Thorax early should aim for 300 dps with faction antimatter and 10k EHP minimum.
 
* With the recommended skill list, EFT calculates DPS at 332 and EHP at 11,111. Cap stable at 43% with MWD inactive. New pilots looking to get into the Thorax early should aim for 300 dps with faction antimatter and 10k EHP minimum.

Revision as of 06:49, 1 January 2011

The Gallente Basic Ship and Skill Guide is intended to give fitting and skill recommendations for Tech 1 Gallente ships for Player vs. Environment (PvE) and Player vs. Player (PvP) encounters.

Additional fittings can be found by entering the fitting menu and browsing 'Corporation Fittings'.

Rookie Ship

The rookie ship is the first ship you start with. If you are Gallente, it will be a Velator. A new rookie ship is given whenever you dock at a station where you do not have any ships.

Velator

Template:Infobox Ship Horizontal

[Velator, PvE Basic Skills Velator]

Template:ShipSkillGuide2

Frigate

Frigates are small fast ships, used mostly for PvE in level 1 missions. They are also used for tackling and electronic warfare roles in PvP.

Atron

Template:Infobox Ship Horizontal

[Atron, PvE Basic Skills Atron]

Template:ShipSkillGuide2

Imicus

Template:Infobox Ship Horizontal

[Imicus, PvE Basic Skills Imicus]

Template:ShipSkillGuide2

Incursus

Template:Infobox Ship Horizontal

[Incursus, PvE Basic Skills Incursus]

Template:ShipSkillGuide2

[Incursus, PvE Epic Arc Boss Killer Incursus]

Template:ShipSkillGuide2

[Incursus, PvP Basic Skills Incursus]

Template:ShipSkillGuide2

[Incursus, PvP T2 Solo Incursus]

Template:ShipSkillGuide2

Maulus

Template:Infobox Ship Horizontal

[Maulus, PvP Basic Skills Maulus]

Template:ShipSkillGuide2

Tristan

Template:Infobox Ship Horizontal

[Tristan, PvE Recon Tristan]

Template:ShipSkillGuide2

[Tristan, PvP Small Gang Tristan]

Template:ShipSkillGuide2

Destroyer

Destroyers are ships slightly larger than frigates. They use the same sized modules as frigates, have more high slots. They are often used in PvE for level 1 missions. They are rarely used in PvP, as their DPS is not impressive without high skills, although they sometimes fill the role of anti-interceptor.

Flying destroyers is not recommended for PvP Uni fleets. There are some exceptions, like Thrashers for a specialized Hit & Run fleet.

Catalyst

Template:Infobox Ship Horizontal

[Catalyst, PvE Basic Skills Catalyst]

Template:ShipSkillGuide2

[Catalyst, Salvaging Boat]

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Cruiser

Celestis

Template:Infobox Ship Horizontal

[Celestis, PvP Standard Celestis]

Template:ShipSkillGuide2

[Celestis, PvP Gonzo Neut Celestis]

Template:ShipSkillGuide2

Exequror

Template:Infobox Ship Horizontal

[Exequror, PvP Exequror RR]

Template:ShipSkillGuide2

Thorax

Template:Infobox Ship Horizontal

[Thorax, PvP Basic Skills Thorax]

Template:ShipSkillGuide2

[Thorax, PvP T2 Shield Thorax]

Template:ShipSkillGuide2

[Thorax, Wormhole Thorax]

Template:ShipSkillGuide2

Vexor

Template:Infobox Ship Horizontal

[Vexor, PvE Basic Skills Vexor]

Template:ShipSkillGuide2

[Vexor, PvE T2 Vexor]

Template:ShipSkillGuide2

[Vexor, PvP Basic Skills Vexor]

Template:ShipSkillGuide2

[Vexor, PvP T2 Shield Vexor]

Template:ShipSkillGuide2

Industrial

Iteron Series

Template:Infobox Ship Horizontal

[Iteron Mark III, Hauler]

Template:ShipSkillGuide2

Battlecruiser

Brutix

Template:Infobox Ship Horizontal

[Brutix, PvP T2 Shield Brutix]

Template:ShipSkillGuide2

[Brutix, PvP T2 Armor Brutix]

Template:ShipSkillGuide2

[Brutix, Wormhole Brutix]

Template:ShipSkillGuide2

Myrmidon

Template:Infobox Ship Horizontal

[Myrmidon, PvE Myrmidon]

Template:ShipSkillGuide2

[Myrmidon, PvP T2 Shield Myrmidon]

Template:ShipSkillGuide2

[Myrmidon, PvP T2 Armor Myrmidon]

Template:ShipSkillGuide2

[Myrmidon, Wormhole Myrmidon]

Template:ShipSkillGuide2

Battleship

Dominix

Template:Infobox Ship Horizontal

[Dominix, PvE Dual LAR Dominix]

Template:ShipSkillGuide2

[Dominix, PvE Single LAR Dominix]

Template:ShipSkillGuide2

[Dominix, PvP Neut Domi RR]

Template:ShipSkillGuide2

[Dominix, Wormhole Domi RR]

Template:ShipSkillGuide2

Hyperion

Template:Infobox Ship Horizontal

[Hyperion, PvP Electro Hype]

Template:ShipSkillGuide2

Megathron

Template:Infobox Ship Horizontal

[Megathron, PvP Blasterthron RR]

Template:ShipSkillGuide2

[Megathron, PvP Blasterthron RR Meta 4 Neutrons]

Template:ShipSkillGuide2

[Megathron, Wormhole Megathron RR]

Template:ShipSkillGuide2

[Megathron, PvP Sniperthron]

Template:ShipSkillGuide2


[Megathron, PvP Megathron POS Siege RR]

Template:ShipSkillGuide2

Ammunition, Range, and Kiting

You should carry 3 types of ammo during missions, and switch when required. By default, close range (antimatter or plutonium) ammo should be used. If you are taking too much damage at close range, switch to medium range (lead or thorium) or long (iron or tungsten) range ammo and fire from further away. 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. Even close to optimal, when orbiting and using close range ammo, guns can sometimes have difficulty tracking enemies. Enemies should be kept close to optimal, this should keep angular velocity low to avoid suffering from tracking issues, and as long as enemies are within optimal there will be no reduction in damage from range.

Antimatter requires the most cap, has the shortest range, and does the most damage. Lead requires the least cap, has no range modifier, and does middling damage. Iron has the longest range, and the least damage.

To find out your optimal 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. Or better yet, use EFT and import your character to see all of your ship's stats.

For PvP, faction antimatter and null (blasters) or spike (rails) are usually used. Void (blasters) and Javelin (rails) are not recommended due to the tracking penalties in conjunction with being short ranged, faction ammo usually has nearly the same DPS but much better tracking. It is often better to keep at range close to your optimal in PvP to avoid tracking problems. Orbiting can cause tracking problems, except with small ships orbiting large ships due to the higher signature radius making shots hit the target easily.

When using a battleship that requires cap boosters, it is recommended to keep a medium standard container in the cargo hold. This will provide extra space, which is handy for switching out ammo types and picking up loot after a fight. Always make sure you have the required space for one full load of ammo in the cargo hold, otherwise switching ammo will be difficult.

Tech and Meta Levels

These fittings were made mostly using Tech 1 Meta 0 modules for frigates and cruisers, and meta 4 and Tech 2 for larger ships. 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 wit 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 recommended to get T2 guns before getting into BC, BS, or any T2 damage dealing ships for PvP.

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. Sometimes meta 4 is cheaper and better than Tech 2, like for ECCM modules.

Meta 4 guns are recommended on some of these PvE ships, as many gallente pilots in their early careers will focus sooner on T2 drones than T2 guns. Some Meta 4 guns are reasonably priced, others are hideously expensive. If you can't afford to lose expensive Meta 4 guns, downgrade them to meta 3 or 2 instead.

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. Sentries are mostly meant for battleship sized enemies, but if smaller enemies are far enough that tracking isnt an issue, they can deal relatively well with those.

Never use Amarr drones, due to their low damage multiplier, they are near useless. Even against rats who's lowest resistance is EM damage, they can be outperformed by Gallente drones. 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. At level 4 missions, it is strongly recommended to always fit the best drone types to match rat weaknesses. Many pilots will only specialize in Gallente (general purpose) and Minmatar (for Angel Cartel rats) drones in their early careers.

Drone aggro should be watched. When arriving in a mission room, aggro should be aquired by approaching enemies and shooting them with guns. If a new wave of enemies arrives and the drones catch aggro, they should be recalled to the drone bay, and released only when the enemies have targeted your ship. Under normal circumstances, you should never lose drones when using proper aggro management with rats.

Hot keys are recommended for drone management. They need to be initially launched manually from the drone window, though hot keys can be set for attack and return to drone bay.

In PvP, Gallente and Minmatar drones are used almost exclusively. Gallente drones for their damage potential, Minmatar drones for their speed and explosive damage which armor tankers will not always patch.

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 article. Mission-specific damage profiles can be found on Eve Survival.

All EHP in this guide is given with EFT calculations, not in-game EHP. The listed EHP and DPS in various fits include both gun and drone DPS, and exclude any enhancements such as overheating, boosters, or implants.

Salvaging After the Mission

Salvaging boats 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.

Once players can afford it (prices can range from 50 to 60 million ISK), the Noctis is strongly recommended for salvaging.

Enhancements

The Thermodynamics, Cybernetics, and Biology skills can grant pilots increased performance with overheating, implants, and boosters.

Related Links

Eve University Forum

The Eve University ship loadout forums should be the first place for new players to look for fits and ask for advice. The Uni forum is restricted to Eve University members and alumni.

UniWiki

  • Support Skills Training support skills is the first step in flying a ship well. Read up on support skills here.
  • Full T2 Tank Having a full T2 tank is a requirement for many ships during wartime in the Uni. If you fly anything other than a T1 frigate, destroyer, or cruiser, make sure you have the required skills and recommended support skills for the type of tank you use.
  • Creating an Alt Hauler Having an alt hauler can be essential to be able to make shopping trips during wartime.
  • For information on Tech 2 ships, for all races, follow the Ships link in the Categories list below

UniWiki - Racial Fitting Guides

These are all works in progress, some are further along than others.

Other Web Sites

  • Scrapheap Challenge This site has both PvP and PvE forums. Some threads are quite old and the discussions can be outdated in the earlier posts. Scrapheap is often a very good place for experienced pilots to find fittings, and many threads will also have tactic discussions on how to use them.