Difference between revisions of "Keres"
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* Unless ordered to by the FC, do not target the primary, your frequent targets will be support, Logistics or other Ewar | * Unless ordered to by the FC, do not target the primary, your frequent targets will be support, Logistics or other Ewar | ||
− | * Be prepared to bounce repeatedly to avoid damage, this effectively keeps a target off the field. | + | * Be prepared to bounce repeatedly to avoid damage, this effectively keeps a target preoccupied with you and essentially off the field. |
Revision as of 00:11, 17 February 2014
RELATED UNI-WIKI REFERENCES
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Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet’s electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels. SHIP BONUSES
Gallente Frigate Skill Bonus:
Ship Attributes
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Summary
Note: All Electronic Attack Ships were modified with Rubicon expansion. The information below has been updated for the release of Rubicon.
The Keres is a T2 version of the Maulus, but rather than just being a straight upgrade, it has an extra bonus to warp disruptor range, allowing it to point enemies from 40k or more when overheated. This is often combined with sensor range damping to push the enemy's lock range down below the Keres' point range, allowing it to tackle a target while leaving them unable to do anything about it. But if the fleet role does not require a point, the dampening will be effective in a range of an optimal 60 to 144km.
The Keres is a fun TII Frigate to fly and great force multiplier, as you can add high value to a small gang roam and provide one of the best Ewar support roles to fleets.
It can be used to tackle and pin down a target that cannot hit back, as the dampeners will reduce their targeting range to less than your disruptor range.
Or in a fleet you will be able to ‘damp’ targets like logistics or support Dps so they are effectively off the field.
These great abilities and Ewar effectiveness come with a big penalty, if you arrive too early onto the battle field, Ewar often becomes a primary target. Secondly if you are really effective and good at what you do with the Keres, you will attract a lot of attempts to get you off the field.
Be prepared to bounce off and come back as a valid survival tactic, as once your ship is destroyed your absence can have a negative impact on the outcome.
Skills
Recommended skills to pilot Keres for a specific or it's common role(s).
Skills:
- Gallente Frigate gives a bonus to dampener effectiveness and reduces activation cost
- Electronic Attack Ships give a bonus to Warp Scrambler and Disruptor range (40+ Km) and reduces activation cost
- Frequency Modulation increases falloff on all Ewar modules, skill to IV or V
- Long Distance Jamming increases optimal on all Ewar modules, skill to IV or V
- Signal Suppression increases effectiveness on Sensor Damps, skill to V.
Good to have
- Sensor Linking reduces capacitor need.
- Propulsion Jamming reduces capacitor need.
Fitting
Drone Link Augmentor I
Small 'Notos' Explosive Charge I
1MN Microwarpdrive II
Faint Epsilon Warp Scrambler I
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Damage Control II
200mm Reinforced Nanofiber Plates I
Overdrive Injector System II
Small Anti-Explosive Pump I
Small Particle Dispersion Projector I
Hornet EC-300 x1
Hornet EC-300 x1
Targeting Range Dampening Script x2
- An all dampening for the Rubicon expansion
- With all skills at V and before boosts, this ship should have about 4050.0 K EHP, fly close to 2881 m/s (3200 m/s with MWD overheated) and align in 6.5 s (4.5 s with MWD off). The capacitor should be close to stable with the Smartbomb or MWD.
- Should be able when overheated to point at 56 km.
- Each Damp will reduce the target's targeting range by 58%
Tactics
Keres roles or piloting tactics.
Guidance for using Dampeners
- Reject fleet warps and warp in at your optimal, which can be to either the Disruptor Point or Dampener range
- Warp in a few seconds after the fleet, as the targets will have already chosen their primaries and the FC will have identified your targets.
- Unless ordered to by the FC, do not target the primary, your frequent targets will be support, Logistics or other Ewar
- Be prepared to bounce repeatedly to avoid damage, this effectively keeps a target preoccupied with you and essentially off the field.
Combat tips
- Use a fit that provides a defense against drones
- Use Dampeners on Snipers, which removes them from the field.
- Use Scripts on some of the dampener modules, which reduces the stacking penalties