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[[Category:Guides]]
 
[[Category:Ship Fitting]]
 
[[Category:Drones]]
 
 
{{related class|Drones 101|Drones 102}}
 
{{related class|Drones 101|Drones 102}}
In EVE, '''Drones''' are semi-autonomous vehicles launched from larger spacecraft, designed to augment the launching ship's capabilities. All four races use drones, so every combat pilot is likely to use them sooner or later. This article explains how to load, deploy and control drones, and discusses the different types of drone available. See [[Using Drones]] for a detailed discussion of drone control and drone tactics for PvE and PvP.
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{{hatnote|This article explains what drones are and how they work. For a more detailed discussion of PvP and PvE tactics with drones, see the [[Using Drones]] page.}}
 +
'''Drones''' are semi-autonomous vehicles launched from larger spacecraft, designed to augment the launching ship's capabilities. All four races use drones (to a greater or lesser degree), so every combat pilot is likely to use them sooner or later.  
  
==Drone Basics==
+
While for most ships drones are used to support their main weapons, there are some ships which use drones as their primary way of dealing damage. In addition to dealing damage, there are drones for more specialized uses, such as [[mining]], [[EWAR|electronic warfare]], and [[Guide to Logistics|logistics]].
  
===The Dronebay===
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==Drone basics==
 +
===Drone bay===
 +
<!-- screenshot of a cargo window with the drone bay open -->
 +
A ship must have a drone bay to use drones. You can find out if a ship has a drone bay, and how big it is, by looking at the Attributes tab in its Show Info window - if it has a drone bay, it will tell you the drone bay's capacity in cubic meters (m<sup>3</sup>). The size of a ship's drone bay determines how many drones you can carry with you, ready to be launched into space; larger and more powerful drones take up more space in your drone bay.
  
A ship must have a dronebay to use drones. You can find out if your ship has a dronebay, and how big it is, by looking at the Attributes tab in its Show Info window -- if it has a dronebay, it will tell you the dronebay's capacity in cubic meters (m<sup>3</sup>).
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{{example|The [[Tristan]] has a 40&nbsp;m<sup>3</sup> drone bay, which means it can carry up to eight light drones (which take up 5&nbsp;m<sup>3</sup> each), or four medium drones (10&nbsp;m<sup>3</sup> each), or a combination of the two (e.g. two medium and four light drones).}}
  
To open the dronebay, either right-click on your ship in your hangar and select 'open dronebay' or click on the dronebay button at the bottom left of the fitting screen (near the cargo hold button). You can load drones into your dronebay by dragging and dropping them into the dronebay window. Nothing else can be loaded into the dronebay. You can carry drones in your cargo hold, but you cannot use drones while they are in your cargohold, and you cannot transfer drones from your hold to your dronebay while you are in space.
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Only drones can be carried in a ship's drone bay; it cannot be used to carry other cargo. While you can, of course, carry drones in your cargo bay (just like any other kind of cargo), you cannot use them if they are not in the drone bay. You can only move drones in or out of your drone bay while docked at a station, or by using the fitting service provided by a [[Mobile Structure|mobile depot]]. The size of your ship's drone bay is usually fixed (with a few exceptions, such as the [[Ishkur]], whose drone bay size depends on your skills), and cannot be enlarged using [[modules]].
 +
<!-- To open the drone bay, either right-click on your ship in your hangar and select 'open drone bay' or click on the drone bay button at the bottom left of the fitting screen (near the cargo hold button). You can load drones into your drone bay by dragging and dropping them into the drone bay window. -->
  
===Drones in Space===
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=== Launching and controlling drones ===
 +
{{main|Using Drones}}
 +
<!-- screenshot of a drone control window. Have some drones in groups, and some in space. -->
 +
If you undock with drones in your drone bay, you will see a new window for controlling drones appear on your screen. Through this window you can launch drones from your drone bay, give commands to them once they are in space (for instance, to attack a target, orbit your ship, or mine an asteroid), and recover them (bring them back into your drone bay). This window also shows you if any of the drones you currently have in space are damaged.
  
If you undock with drones in your dronebay, you will see a new window for controlling drones appear on your screen. You can launch them by right-clicking on them in this window and selecting the launch option, by selecting them in this window and then clicking the launch button in the selected item window, left clicking and hold - making the radial menu appear which gives the option for launch, or the fastest method - click, hold and simply drag the drone/s into empty space. (Especially effective when you group drones, you can drag the group entry into space and launch all drones in the group.)
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You cannot control how a drone fights and flies directly; you can only issue commands like "attack that target", in which case the drone will fly to the target you have selected, and start firing on it once it's within weapons range, all without further input from you. You can give commands to each of your drones individually, or to all of your drones at once. The [[Using Drones]] page goes into more details on the different commands you can give to your drones.  
  
You may only have a maximum of five drones in space at once -- one for every level you have trained in the [[Skills:Drones#Drones|Drones]] skill -- even if you can carry more in your dronebay. (The three exceptions to this limit are [[Capital_Ship#Carriers|carriers]], [[Capital_Ship#Supercarriers|supercarriers]] and the rare [[Guardian-Vexor]])
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If damaged, a drone's shields will slowly regenerate on their own, but damage to its armor and hull needs to be repaired (either by using the repair services at a station, or a remote repair module on your ship). Drones have built-in weapons with effectively infinite ammunition, and don't need to reload.
  
 
===Bandwidth===
 
===Bandwidth===
 +
The other important ship attribute is its "bandwidth" (which you can also check in the Attributes tab of your ship's Show Info window), which represents your ship's ability to control your drones, and is measured in Mbit/sec. Bigger and more powerful drones require more bandwidth, and you can only deploy (ie use in space) as many drones as you have available bandwidth on your ship. Many ships (particularly dedicated drone ships) can carry many more drones in their drone bay than they can deploy at once; this allows you to selectively deploy different types of drones to best match your enemies, or to replace drones which are destroyed in combat.
  
The other constraint on the drones you can launch is your ship's bandwidth -- again, you can find this on your ship's Attributes tab. Bandwidth represents your ship's ability to coordinate your drones, and bigger and more powerful drones always require more bandwidth (with the exception of fighters and fighter bombers, a drone's bandwidth requirements in Mbit/sec is always the same number as its size in m<sup>3</sup>). It is possible to have more drones in your dronebay than your ship can control, of course, you just can't have more in space at once than your bandwidth limit. Dedicated drone ships will often have larger drone bays than they have bandwidth; this allows you to selectively deploy different types of drones to best match your enemies, or to replace drones which are killed in combat.  
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However, irrespective of your ship's bandwidth, you can only only have as many drones in space at once as you have levels in the {{sk|Drones}} skill (up to 5 drones at level V). The only exceptions to this limit are [[Capital_Ship#Carriers|carriers]] and [[Capital_Ship#Supercarriers|supercarriers]] (both [[capital|capital ships]]) and the very rare [[Guardian-Vexor]] cruiser, but in every other case you can only ever have at most five drones in space at once.  
  
===Control and Behaviour===
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{{example|The Tristan has a 40&nbsp;m<sup>3</sup> drone bay, allowing it to carry up to eight light drones. Its bandwidth is 25&nbsp;Mbit/s, so that it can deploy, at most, five of those light drones in space at once (they need 5&nbsp;Mbit/s each), but only if the pilot has trained the {{sk|Drones}} skill to level V. If it's carrying a mixture of light and medium drones, it could deploy up to two medium (10&nbsp;Mbit/s each) and one light drone at once, assuming the pilot has trained Drones III.}}
  
Right-clicking in the drone control window on the drones you have in space lets you order them to attack your selected target, or to return and orbit you, or to return and dock with you and return to the dronebay. There is usually a short lag period before they actually perform your orders.
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With the exception of fighters and fighter bombers (which are only used by capital ships), a drone's bandwidth requirements (in Mbit/sec) is always the same number as its volume (in m<sup>3</sup>). Your ship's bandwidth is fixed, and is not affected by skills or modules.  
  
By default, your drones are set to behave aggressively, which means they will attack anything hostile to you within their range. In the drone settings window, which you can access from the white triangle at the top left of the drone control window, you can set them to behave passively instead, which will make them simply orbit you until you order them to attack something.
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===Drone control range===
 +
You can only command a drone to attack/repair/mine a target if that target is within a certain range of your ship; this range is known as the "drone control range". By default, your control range is 20km, which means that you can only order a drone to attack an enemy ship if it's within 20km of your ship. This range can be extended by training [[#Skills|skills]] or installing [[#Modules|modules and rigs]] on your ship:
 +
* {{sk|Drone Avionics|mult=yes}}: Increases drone control range by 5km per skill level.
 +
* {{sk|Advanced Drone Avionics|mult=yes}}: Increases drone control range by 3km per skill level.
 +
* '''Drone Link Augmentor''' module: A high-slot module, increases drone control range by 20km (24km for the Tech 2 module)
 +
* '''Drone Control Range Augmentor''' rig: Increases drone control range by 15km (20km for the Tech 2 rig)
  
There's much more to be said about the use of drones, some of which is covered below, but if you've read the above you should know the basics required to load and deploy drones in Eve.
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===Drone navigation===
 +
All drones (except the stationary sentry drones) have a built-in microwarp drive (MWD), allowing them to travel quickly to engage a target. Once they arrive near their targets, they shut down their MWD, orbit the target, and fire their weapons. This means that, unlike for the other weapons systems in EVE (lasers, projectiles, hybrids, and missiles), drones first have to travel to the target, and then stay within range of it in order to apply their damage. In practice, this means that drones will have difficulty against faster, more agile targets, as even though they may be able to catch them thanks to their MWD, they may not be able to stay within weapons range for long (at their non-MWD speed). Larger drones (medium and heavy drones) in particular are almost useless against fast frigates for this reason.  
  
===Drones Orbiting Targets===
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There are skills and modules to improve your drone's MWD speed, but you cannot improve your drone's non-MWD speed.
  
Drones have 2 hidden attributes which help determine the range and speed they will attempt to orbit a target. EntityFlyRange and Orbit Velocity are the 2 attributes.
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== Drone type overview ==
 +
Drones are capable of serving many different roles and exist in many different sizes. There are seventeen different groups of drones, which can be divided into five categories:
 +
;Combat drones
 +
:These are the most common drones, and are (as the name suggests) used to damage and destroy enemy ships. There are six different types of combat drone:
 +
:*'''{{co|wheat|Light}}''', '''{{co|wheat|medium}}''', and '''{{co|wheat|heavy}}''' drones, intended for use on frigate, cruiser, and battleship-sized ships, respectively
 +
:*'''{{co|wheat|Sentry}}''' drones, which act as stationary, long-range turrets
 +
:*'''{{co|wheat|Fighter}}''' and '''{{co|wheat|fighter-bomber}}''' drones, which are very large drones used by capital ships (carriers and supercarriers)
  
All drones, from logistics and EWar through the fastest 'Augmented' types, will try and orbit at the EntityFlyRange.
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;Electronic warfare and combat utility drones
<table width="433" height="92" border="1">
+
:These drones impair an enemy ship using [[EWAR Guide|electronic warfare]] or similar methods. There are drones for each of the four methods of electronic warfare: '''{{co|wheat|tracking disruption}}''' (TD), '''{{co|wheat|electronic countermeasures}}''' (ECM), '''{{co|wheat|sensor dampening}}''' (SD), and '''{{co|wheat|target painting}}''' (TP). Additionally, there are drones which drain an enemy's capacitor ('''{{co|wheat|energy neutralisers}}'''), or reduce a ship's speed ('''{{co|wheat|stasis webifiers}}''').  
      <tr>
 
        <th width="135" scope="col">Type</th>
 
        <th width="282" scope="col"><div align="center">Try and Orbit Range/m</div></th>
 
      </tr>
 
      <tr>
 
        <th scope="row">Light Drones</th>
 
        <td><div align="center">500</div></td>
 
      </tr>
 
      <tr>
 
        <th scope="row">Medium Drones</th>
 
        <td><div align="center">900</div></td>
 
      </tr>
 
      <tr>
 
        <th scope="row">Heavy Drones</th>
 
        <td><div align="center">1000</div></td>
 
      </tr>
 
    </table>
 
  
The Orbit Velocity is the non-MWD (MicroWarp Drve) Speed a drone travels at.  When in close proximity to a target, it will attempt to use this speed for following and orbiting.
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;Logistics drones
 +
:These drones assist friendly ships by repairing their '''{{co|wheat|shields}}''', '''{{co|wheat|armor}}''', or '''{{co|wheat|hull}}'''.  
  
:''Note that there is a more common value used for ships, max velocity, but this is not the case with Drones.  A Drone's max velocity is based upon an installed MWD (MicroWarp Drive) which is integral to the drone but is a module installed on a ship.  As such, this is a major difference when determining such things with drones versus ships.''
+
;Salvage drones
 +
:These drones are used to '''{{co|wheat|salvage nearby wrecks}}'''.
  
This ventures into EVE physics and goes beyond the scope of this document but, suffice it to say that a drone will ''attempt'' to orbit at the EntityFlyRange and not its optimal range.
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;Mining drone
 +
:These drones '''{{co|wheat|mine asteroids}}''' for ore.  
  
An example of this, from testing:
+
== Subcapital combat drones ==
A Hobgoblin I (Gallente T1 drone) vs a Hobgoblin II
 
Both have an Entity Fly range of 500.
 
T1 has an Orbit Velocity of 550 m/s
 
T2 has an orbit Velocity of 660 m/s
 
  
The T1 orbits at 705 meters
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'''{{co|wheat|Light drones}}''':
The T2 orbits at 724 meters
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* Use 5m<sup>3</sup> space and 5Mbit/sec bandwidth
 +
* Move and track targets very fast
 +
* Are the best drones to use against frigates and destroyers
  
Whereas a Hammerhead II (Gallente T2 medium drone) with an Orbit Velocity of 480 m/s; ends up at 1096 meters vs the 900 meter attempt.
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'''{{co|wheat|Medium drones}}''':
And a Ogre II (Gallente T2 heavy drone) with an Orbit Velocity of 300 m/s ended up at 1196 meters vs the 1000 meter attempt.
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* Use 10m<sup>3</sup> space and 10Mbit/sec bandwidth
 +
* Move and track moderately fast
 +
* Are the best drones to use against cruisers, and are also good against battlecruisers
  
Neither of these 2 attributes (EntityFlyRange nor Orbit Velocity) can be adjusted by player skills nor modules.  Only the MicroWarp Drive Max Velocity stat can be adjusted by modules and skills.
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'''{{co|wheat|Heavy drones}}''':
 +
* Use 25m<sup>3</sup> space and 25Mbit/sec bandwidth
 +
* Move and track slowly, but do lots of damage
 +
* Are good against battleships, and can handle battlecruisers
  
== Drone Types ==
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'''{{co|wheat|Sentry drones}}''':
 +
* Use 25m<sup>3</sup> space and 25Mbit/sec bandwidth
 +
* Cannot move in space
 +
* Can hit targets at long ranges, but have poor tracking, and so will have difficulty against close or fast targets
 +
* Most effective against battleships and battlecruisers, but can also hit smaller targets if they are far enough away
  
Drones are capable of serving many different roles and exist in many different sizes. The most popular use of drones, however, is in combat.
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Each race has their its own light, medium, heavy, and sentry drones, and they each primarily do one [[NPC Damage Types|damage type]] (marked in the table below as "primary damage" - for instance, all Amarr drones do EM damage).  
  
=== Combat Drones ===
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{| class=wikitable style="font-size:90%;text-align:center;"
 
+
|-
These drones are easily the most common. They fall into three main groups: standard combat drones of different sizes; stationary sentry drones; and fighters and fighter-bombers, which are only used by capital ships.
+
! rowspan=2 style="background-color:#222222;" | Race
 
+
! rowspan=2 style="background-color:#222222;" | Light
The types of damage they do are determined by their race of origin:
+
! rowspan=2 style="background-color:#222222;" | Medium
 
+
! rowspan=2 style="background-color:#222222;" | Heavy
{| class="wikitable" border="1"
+
! rowspan=2 style="background-color:#222222;" | Sentry
 +
! colspan=2 style="background-color:#222222;" | Damage
 +
|-
 +
! style="background-color:#222222;" | Primary
 +
! style="background-color:#222222;" | Secondary
 
|-
 
|-
! Race
+
| style="background-color:#333333;padding: 0.2em 0.5em" | '''Amarr''' <!--{{icon|amarr|48px|Amarr Empire}} -->
!  Primary Damage
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| style="padding: 0.2em 0.5em" | Acolyte
!  Fighter Damage*
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| style="padding: 0.2em 0.5em" | Infiltrator
 +
| style="padding: 0.2em 0.5em" | Praetor
 +
| style="padding: 0.2em 0.5em" | Curator
 +
| {{icon|em damage|32px|EM damage}}
 +
| {{icon|th damage|32px|Thermal damage}}
 
|-
 
|-
| Amarr
+
| style="background-color:#333333;padding: 0.2em 0.5em" | '''Caldari''' <!--{{icon|caldari|48px|Caldari State}}-->
| EM
+
| style="padding: 0.2em 0.5em" | Hornet
| Thermal
+
| style="padding: 0.2em 0.5em" | Vespa
 +
| style="padding: 0.2em 0.5em" | Wasp
 +
| style="padding: 0.2em 0.5em" | Warden
 +
| {{icon|ki damage|32px|Kinetic damage}}
 +
| {{icon|th damage|32px|Thermal damage}}
 
|-
 
|-
| Caldari
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| style="background-color:#333333;padding: 0.2em 0.5em" | '''Gallente''' <!--{{icon|gallente|48px|Gallente Federation}} -->
| Kinetic
+
| style="padding: 0.2em 0.5em" | Hobgoblin
| Thermal
+
| style="padding: 0.2em 0.5em" | Hammerhead
 +
| style="padding: 0.2em 0.5em" | Ogre
 +
| style="padding: 0.2em 0.5em" | Garde
 +
| {{icon|th damage|32px|Thermal damage}}
 +
| {{icon|ki damage|32px|Kinetic damage}}
 
|-
 
|-
| Gallente
+
| style="background-color:#333333;padding: 0.2em 0.5em" | '''Minmatar''' <!--{{icon|minmatar|48px|Minmatar Republic}}-->
| Thermal
+
| style="padding: 0.2em 0.5em" | Warrior
| Kinetic
+
| style="padding: 0.2em 0.5em" | Valkyrie
 +
| style="padding: 0.2em 0.5em" | Berserker
 +
| style="padding: 0.2em 0.5em" | Bouncer
 +
| {{icon|ex damage|32px|Explosive damage}}
 +
| {{icon|ki damage|32px|Kinetic damage}}
 
|-
 
|-
| Minmatar
+
| colspan=7 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | All combat drones do the primary damage type. 'Integrated' and 'Augmented' drones also do the secondary damage type.
| Explosive
 
|  Kinetic
 
 
|}
 
|}
  
*This is an additional damage type that the fighter sized drones do as secondary damage.
+
Each drone type has its own skill ({{sk|Light Drone Operation|icon=yes}}, {{sk|Medium Drone Operation|icon=yes}}, {{sk|Heavy Drone Operation|icon=yes}}, {{sk|Sentry Drone Interfacing|icon=yes}}), which is needed to operate the respective type.
  
====Standard Combat Drones====
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=== Faction comparison ===
 +
Within a drone class (e.g. medium drones), each faction's drones have strengths and weaknesses compared to the other factions'.
  
These all work in a fairly simple way. They have short ranges, and when told to attack they fly close to their target and shoot it. Light and medium drones have a slightly different skill tree to heavy drones.
+
==== Light, medium and heavy drones ====
 +
* Minmatar drones are the fastest drones (50% faster than Gallente drones), and so excel at chasing fast ships. However, they do the lowest damage.
 +
* Gallente drones do the most damage (23% more than Minmatar drones), but are the slowest.
 +
* Amarr and Caldari drones fall between Gallente and Minmatar drones in terms of damage and speed (Caldari drones do a little less damage than Gallente drones, but are a bit faster; Amarr drones do a little more damage than Minmatar drones, but are a bit slower). Additionally, these drones orbit a little further away from their targets, making them apply their damage more consistently, and are a little tougher (+25% more hit points, compared with Minmatar and Gallente drones).  
  
'''Light scout drones''':
+
Therefore, the four race's drones represent a sliding scale between damage and speed (the percentages in the table below are relative to the worst-performing drone family):
* use 5m<sup>3</sup> space and 5Mbit/sec bandwidth
 
* move and track targets very fast
 
* are the best drones to use against frigates and destroyers
 
  
'''Medium scout drones''':
+
{| class=wikitable style="font-size:90%;text-align:left;"
* use 10m<sup>3</sup> space and 10Mbit/sec bandwidth
+
|-
* move and track moderately fast
+
! style="background-color:#222222; text-align:left" | Race
* are the best drones to use against cruisers, and are also good against battlecruisers
+
! style="background-color:#222222" colspan=2 | Damage
 +
! style="background-color:#222222" colspan=2 | Speed
 +
|-
 +
| style="background-color:#333333" | Minmatar
 +
| rowspan = 4 style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width:1em"|
 +
|
 +
| rowspan = 4 style="background-image: linear-gradient(#00AA00, #AA0000); background-color: #111111; width:1em"|
 +
| +50%
 +
|-
 +
| style="background-color:#333333" | Amarr
 +
| +8%
 +
| +37%
 +
|-
 +
| style="background-color:#333333" | Caldari
 +
| +15%
 +
| +13%
 +
|-
 +
| style="background-color:#333333" | Gallente
 +
| +23%
 +
|
 +
|-
 +
|}
 +
<!--
 +
* Table: Damage (incl type), MWD speed, orbiting speed. With all three drone types (L/M/H).  -->
  
'''Heavy attack drones''':
+
==== Sentry drones ====
* use 25m<sup>3</sup> space and 25Mbit/sec bandwidth
+
* Caldari drones have the longest range (about 150% more than Gallente drones), but with the lowest tracking and damage.
* move and track slowly, but do lots of damage
+
* Gallente drones do the most damage (21% more than Caldari drones) and have the best tracking (200% better than Caldari drones), but have the shortest range.
* are good against battleships, and can handle battlecruisers
+
* Amarr and Minmatar drones fall between Caldari and Gallente drones in terms of damage and range (Minmatar drones do a little more damage with better tracking than Caldari drones, but have less range; Amarr drones have slightly more range than Gallente drones, but worse tracking and damage). 
  
====Sentry Drones====
+
Therefore, the four race's drones represent a sliding scale between damage and range (with short-ranged drones having better tracking). Note that, in the table below, range is given as "first falloff" (i.e. the optimal range plus 1 falloff); Amarr and Minmatar drones both have the same optimal range, but the Minmatar drones have a much longer falloff range.
  
''The section on Sentry drones is outdated and in need of Updating''
+
{| class=wikitable style="font-size:90%;text-align:left;"
 
+
|-
These are the same size and require the same amount of bandwidth as heavy drones. However, instead of orbiting the target ship they instead sit where they have been deployed and fire at their targets from long range. They have varying ranges and falloffs, all much longer than heavy attack drones, but they have very low tracking speeds. A target still needs to be within your drone control range before you can order sentries to fire on it.
+
! style="background-color:#222222; text-align:left" | Race
 
+
! style="background-color:#222222" colspan=2 | Damage  
You can think of sentries as something like battleship-sized turrets in drone form. They can hit quite small fast targets if their targets have low angular velocity, but most of the time their ideal targets are battlecruisers and battleships. The Sentry Damage Augmentor rig grants a damage bonus to sentry drones only.
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! style="background-color:#222222" colspan=2 | Range
 
+
! style="background-color:#222222" colspan=2 | Tracking
[[File:Sentrydrones2.jpg|200px|thumb|right|Sentry drones' damage ratios over distance]]
+
|-
 
+
| style="background-color:#333333" | Caldari
Sentry drones are unique in that their range and falloff vary by race, unlike the other combat drones. The graph to the right illustrates the different damages the drones <font color="cyan">Garde</font>(Gallente), <font color="green">Curator</font>(Amarr), <font color="red">Warden</font>(Caldari) and <font color="blue">Bouncer</font>(Minmatar) do over distance<ref>[http://forum.eveuniversity.org/viewtopic.php?p=225628 E-Uni Forum Post: "Drone damage types and missioning"]</ref>. This can be summarised by the following table:
+
| rowspan = 4 style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width:1em"|
 
+
|
 
+
| rowspan = 4 style="background-image: linear-gradient(#00AA00, #AA0000); background-color: #111111; width:1em"|
{| class="wikitable" border="1"
+
| +143%
 +
| rowspan = 4 style="background-image: linear-gradient(#AA0000, #00AA00); background-color: #111111; width:1em"|
 +
|
 
|-
 
|-
!
+
| style="background-color:#333333" | Minmatar
!  Best
+
| +7%
+
| +115%
+
| +60%
!  Worst
 
 
|-
 
|-
!  Damage Modifier:
+
| style="background-color:#333333" | Amarr
| <font color="cyan">Garde</font>
+
| +14%
| <font color="blue">Bouncer</font>
+
| +29%
| <font color="green">Curator</font>
+
| +130%
| <font color="red">Warden</font>
 
 
|-
 
|-
!  Optimal/Falloff:
+
| style="background-color:#333333" | Gallente
| <font color="red">Warden</font>
+
| +21%
| <font color="blue">Bouncer</font>
+
|
| <font color="green">Curator</font>
+
| +200%
| <font color="cyan">Garde</font>
 
 
|-
 
|-
! Tracking:
+
|}
| <font color="cyan">Garde</font>
+
<!--
<font color="green">Curator</font>
+
* Table: Damage (incl type), range, tracking -->
| <font color="blue">Bouncer</font>
+
 
| <font color="red">Warden</font>
+
=== Drone variants ===
|}
+
In addition to the basic Tech 1 drones, there are four other [[Techs, Tiers and Meta levels|variants]] of drone within each race's light/medium/heavy drone lineup:
 +
 
 +
*A '''{{co|wheat|Tech 2}}''' drone, which is more powerful (better speed, damage, and hit points) than its Tech 1 counterpart, but requires additional skills to use.
 +
*A '''{{co|wheat|Faction}}''' drone, available from [[Loyalty Points|LP stores]]. They don't require additional skills to use (beyond those required for the Tech 1 drones). They have a very large number of hit points, but slightly lower damage than their Tech 2 counterparts.  
 +
*'''{{co|wheat|'Integrated'}}''' and '''{{co|wheat|'Augmented'}}''' drones, which can be thought of as enhanced Tech 1 drone and Tech 2 drones, respectively. These drones are produced from the components found in NPC rogue drone wrecks. They need the same skills to use as Tech 1 and Tech 2 drones, respectively, but have slightly improved stats. The damage they do is split between the race's primary and secondary damage types (unlike all other types of subcapital combat drones, which deal only the race's primary damage type). However, they are fairly rare and therefore very expensive.
 +
 
 +
Sentry drones also have Tech 2 and Faction variants (but no 'Integrated' or 'Augmented' drones):
 +
* '''{{co|wheat|Tech 2}}''' sentry drones have better range, tracking, and hit points (compared with their Tech 1 counterparts), but need additional skills to use.
 +
* '''{{co|wheat|Faction}}''' sentry drones have (compared to their Tech 2 counterparts) the same range, but many more hit points. They don't require additional skills to use (beyond those required for the Tech 1 drones), and are available from LP stores.
  
====Fighters and Fighter-Bombers====
+
Note that, for sentry drones, the Tech 2 and Faction variants do not have higher damage than their Tech 1 counterparts (although the damage of Tech 2 drones can be further increased by training the racial drone specialization skills).
 +
<!--
 +
* Big table of +%, with skills -->
 +
<!--
 +
==== L/M/H ====
 +
*Integrated need <size> Drone Operation I. +10% speed, +15% dps, +10% EHP
 +
*Faction need <size> Drone Operation I. +20% speed, dps, +100% EHP.
 +
*T2 are improved by Racial Drone Specialization skills (+2% dmg per skill level). +20% speed, dps, EHP. More dps (+10%) than faction, but lower EHP.
 +
*Augmented need <size> Drone Operation V and <race> Drone Specialization. +32% speed, +32% dps, +80% EHP. Fastest and more dps, second-highest EHP.
  
'''Fighters''' are frigate-sized drones that do cruiser-sized damage and can only be fielded by [[Capital_Ship#Carriers|carriers]] and [[Capital_Ship#Supercarriers|supercarriers]]. They are capable of warping, and will pursue a target into warp -- the only escape from fighters is to jump system or to dock<ref>[http://wiki.eveonline.com/wiki/Item_Database:Drones:Combat_Drones:Fighters Fighters, EveOnline Wiki]</ref>.
+
==== Sentry ====
 +
* T2: +20% optimal, falloff, tracking, EHP. DPS as T1, but increased by Drone Specialization skills.
 +
* Faction: +20% optimal, falloff, +26% tracking, +140% EHP. DPS as T1.
 +
-->
 +
== Capital combat drones ==
 +
=== Fighters ===
 +
Fighters are frigate-sized drones that do cruiser-sized damage and can only be fielded by [[Capital_Ship#Carriers|carriers]] and [[Capital_Ship#Supercarriers|supercarriers]]. They are capable of warping, and will pursue a target into warp - the only escape from fighters is to jump system or to dock<ref>[http://wiki.eveonline.com/wiki/Item_Database:Drones:Combat_Drones:Fighters Fighters, EveOnline Wiki]</ref>. They need the same amount of bandwidth as heavy drones (25 Mbit/s), but compared to them, fighters are a little faster, do a little more damage, and are much tougher.  
  
 +
Each race has each its own fighter, and their damage is split between the race's primary and secondary damage types, but otherwise they are very similar to each other. There are only Tech 1 fighters (no Tech 2 or Faction variants). In order to use fighters you need to train {{sk|Fighters|icon=yes}} (which also improves the damage of your fighters).
 +
<!--
 
The following table displays the differences between the four fighter drones<ref>[http://eve.chantal13.com/drones/ Melindra's Universe Drone Information]</ref>:
 
The following table displays the differences between the four fighter drones<ref>[http://eve.chantal13.com/drones/ Melindra's Universe Drone Information]</ref>:
  
{| class="wikitable" border="1"
+
{| class="wikitable"  
 
|-
 
|-
 
!  Drone Name
 
!  Drone Name
Line 215: Line 291:
 
|}
 
|}
  
It must be noted that fighters not only deal their respective race's damage type but also deal an additional damage type as outlined in the table at the start of this section.
+
It must be noted that fighters not only deal their respective race's damage type but also deal an additional damage type as outlined in the table at the start of this section. -->
  
'''Fighter-bombers''' are a special anti-capital-ship design of fighter, which can only be used by supercarriers. They launch torpedoes which will do tremendous DPS to very large targets, and can be very dangerous to slow battleships. They are not as dangerous to smaller ships, however, because their torpedoes have very slow explosion velocities and very large explosion radii.
+
=== Fighter-bombers ===
 +
Fighter-bombers are anti-capital-ship drones, and can only be used by supercarriers. They launch torpedoes (which are integrated into the fighter-bombers; you do not need to carry ammunition for them!) which do tremendous DPS to very large targets, and can be very dangerous to slow battleships. However, they pose little threat to smaller ships, because their torpedoes have very slow explosion velocities and very large explosion radii. Just like fighters, they can also enter warp.  
  
At the time of writing a single fighter-bomber costs more than a first-tier battlecruiser hull.
+
Each race has its own fighter-bomber drone, but aside from the different damage types, they are very similar to each other. Additionally, there is a [[Sansha's Nation|Sansha]] faction fighter-bomber (the Shadow), which does slightly more damage than the Tech 1 fighter-bombers, but is ludicrously expensive. Fighter-bombers need the {{sk|Fighter Bombers|icon=yes}} skill (which also increases their damage).  
  
=== Electronic Warfare Drones ===
+
A Tech 1 fighter-bomber costs about as much as a battlecruiser.
  
Unlike combat drones, EW drones do not do damage but instead apply a type of electronic warfare, decided by the racial origin of the drone, to their target. There are three EW drones per race, in the same light, medium and heavy sizes as combat drones. The type of EW is indicated by a two-letter abbreviation in the drone's name, while the size is indicated by the numbers 300 (small), 600 (medium) and 900 (large), so for example a medium-sized tracking disruption drone is called a Valkyrie TD-600 in-game.
+
{| class=wikitable style="font-size:90%;text-align:center;"
 +
|-
 +
! rowspan=2 style="background-color:#222222;" | Race
 +
! rowspan=2 style="background-color:#222222;" | Fighter
 +
! rowspan=2 style="background-color:#222222;" | Fighter-bomber
 +
! colspan=2 style="background-color:#222222;" | Damage
 +
|-
 +
! style="background-color:#222222;" | Primary
 +
! style="background-color:#222222;" | Secondary
 +
|-
 +
| style="background-color:#333333;padding: 0.2em 0.5em" | '''Amarr''' <!--{{icon|amarr|48px|Amarr Empire}} -->
 +
| style="padding: 0.2em 0.5em" | Templar
 +
| style="padding: 0.2em 0.5em" | Malleus
 +
| {{icon|em damage|32px|EM damage}}
 +
| {{icon|th damage|32px|Thermal damage}}
 +
|-
 +
| style="background-color:#333333;padding: 0.2em 0.5em" | '''Caldari''' <!--{{icon|caldari|48px|Caldari State}}-->
 +
| style="padding: 0.2em 0.5em" | Dragonfly
 +
| style="padding: 0.2em 0.5em" | Mantis
 +
| {{icon|ki damage|32px|Kinetic damage}}
 +
| {{icon|th damage|32px|Thermal damage}}
 +
|-
 +
| style="background-color:#333333;padding: 0.2em 0.5em" | '''Gallente''' <!--{{icon|gallente|48px|Gallente Federation}} -->
 +
| style="padding: 0.2em 0.5em" | Firbolg
 +
| style="padding: 0.2em 0.5em" | Cyclops
 +
| {{icon|th damage|32px|Thermal damage}}
 +
| {{icon|ki damage|32px|Kinetic damage}}
 +
|-
 +
| style="background-color:#333333;padding: 0.2em 0.5em" | '''Minmatar''' <!--{{icon|minmatar|48px|Minmatar Republic}}-->
 +
| style="padding: 0.2em 0.5em" | Einherji
 +
| style="padding: 0.2em 0.5em" | Tyrfing
 +
| {{icon|ex damage|32px|Explosive damage}}
 +
| {{icon|ki damage|32px|Kinetic damage}}
 +
|-
 +
| colspan=7 style="background-color:#222222; text-align:left;font-size:95%;line-height:130%;font-weight:normal;" | Fighters do both damage types, while fighter-bombers only do the primary damage type. 
 +
|}
 +
<!--
 +
Table of capital drones, with stats and req skills. -->
  
Note that neither hull bonuses and skill bonuses to drone damage nor electronic warfare support skills such as [[Skills:Electronics#Turret_Destabilization|Turret Destabilization]] can enhance the effect of ewar drones.
+
== Electronic warfare drones ==
 +
{{see also|EWAR Guide}}
 +
Electronic warfare (EW) drones apply [[EWAR Guide|electronic warfare (EWAR)]] to their target. Each race's drones apply their racial type of EWAR:
 +
* Amarr EW drones apply tracking disruption (TD)
 +
* Caldari EW drones apply electronic countermeasures (EC)
 +
* Gallente EW drones apply sensor dampening (SD)
 +
* Minmatar EW drones apply target painting (TP)
  
====Tracking Disruption (TD)====
+
Each race has three EW drones, based on their light, medium and heavy combat drones. The type of EWAR is indicated by a two-letter abbreviation in the drone's name, while the size is indicated by the numbers 300 (small), 600 (medium) and 900 (large). So, for example, the small sensor dampening drone is called a Hobgoblin SD-300 (based on the Hobgoblin light drone), while the medium tracking disruption drone is called a Valkyrie TD-600 (based on the Valkyrie medium drone)
  
These Amarr EW drones reduce the optimal, falloff and tracking speed of their target's turrets. Tracking disruption does not affect missile launchers. TD drones' effects are stacking-penalized with other TD drones and with normal TD modules.
+
Unlike module-based EWAR, the strength of their EWAR is not affected by ship bonuses, skills, rigs, or modules. Also, the EWAR effects for TD, SD and TP are [[Stacking penalties|stacking-penalized]] with other EWAR drones and module-based EWAR, so, starting from the the third or fourth EWAR source, additional drones will have very little additional effect. ECM drones (like ECM modules) are not stacking-penalized.  
  
====ECM (EC)====
+
EWAR drones have the same bandwidth and drone bay space requirements as their combat drone counterparts, but tend to be more fragile.
  
These Caldari drones have the ability to jam their target's sensors. This not only breaks any current locks that the target may have but also makes them unable to lock again for a short time. Note that -- like module-based ECM, but unlike the other ewar drones -- ECM drones have a ''chance'' to jam, not a certainty. EC drones are '''not''' subject to stacking penalties with each other or with normal ECM modules.
+
In order to use EW drones you need to train {{sk|Advanced Drone Avionics|icon=yes}}. Additionally, each class of EW drones needs training in its EWAR skill (e.g. tracking disruption drones need the tracking disruptor skill {{sk|Weapon Disruption|icon=yes}}).  
  
====Sensor Dampening (SD)====
+
=== Tracking disruption ===
  
These Gallente drones specialise in reducing the range and increasing the locking speed of enemy targeting systems, meaning the target has to come closer to lock and/or will take longer to achieve that lock in the first place. SD drones' effects are stacking-penalized with other SD drones and with normal SD modules.
+
{| class=wikitable style="font-size:90%;text-align:center;"
 +
! style="background-color:#222222;text-align:left" | Drone
 +
! style="background-color:#222222;cursor:help" | <span title="Reduction in enemy tracking speed.">Tracking</span>
 +
! style="background-color:#222222;cursor:help" | <span title="Reduction in enemy turret range (optimal and falloff).">Range</span>
 +
|-
 +
| style="text-align:left; background-color:#333333" | Acolyte TD-300
 +
| -5%
 +
| -5%
 +
|-
 +
| style="text-align:left; background-color:#333333" | Infiltrator TD-600
 +
| -12%
 +
| -12%
 +
|-
 +
| style="text-align:left; background-color:#333333" | Praetor TD-900
 +
| -25%
 +
| -25%
 +
|-  
 +
|}
  
====Target Painting (TP)====
+
Tracking disruption drones cannot be scripted (i.e. they will always reduce both an enemy's tracking speed and their turret range). For comparison, a Tracking Disruptor I module has a -15.3% reduction in enemy tracking and range (and can be scripted to -30.6% in either one or the other). This can be increased to -19.1% with all skills at level V, and -26.3% when flying a dedicated EWAR ship (e.g. an [[Arbitrator]]).
  
These Minmatar drones increase the target's signature radius, essentially making it "bigger" in combat terms. This means ships are able to lock on to the target faster, hit better with turrets and deal more damage with missiles. TP drones' effects are stacking-penalized with other TP drones and with normal TP modules.
+
Tracking disruption drones need {{sk|Weapon Disruption|III|icon=yes}}.  
  
=== Combat Utility Drones ===
+
=== Electronic countermeasures ===
  
Similar to EW drones, these perform auxiliary tasks in battle. Again, hull or skill bonuses to drone damage do not make these drones more effective.
+
{| class=wikitable style="font-size:90%;text-align:center;"
 +
! style="background-color:#222222;text-align:left" | Drone
 +
! style="background-color:#222222;cursor:help" | <span title="Jamming strength (all sensor types).">Jam strength</span>
 +
|-
 +
| style="text-align:left; background-color:#333333" | Hornet EC-300
 +
| 1
 +
|-
 +
| style="text-align:left; background-color:#333333" | Vespa EC-600
 +
| 1.5
 +
|-
 +
| style="text-align:left; background-color:#333333" | Wasp EC-900
 +
| 2
 +
|-
 +
|}
  
====Energy Neutralisation (EV)====
+
ECM drones act like multispectral jammers (i.e. they have the same jam strength against all four sensor types). For comparison, the Multispectral Jammer I module has a jam strength of 2, which can be increased to 2.5 with all skills at level V, and over 4 when flying a dedicated EWAR ship (e.g. a [[Blackbird]]).
  
These drones drain the capacitor of the target vessel (working in a similar manner to energy neutralizers) and come in three sizes (300, 600 and 900) based on Amarr combat drone designs. See the [[Capacitor Warfare Guide]] for details.
+
ECM drones need {{sk|Electronic Warfare|III|icon=yes}}.  
  
====Stasis Webification (SW)====
+
=== Sensor dampening ===
  
This drone slows the sub-light speed of the target, making them easier to hit and damage. With the Inferno expansion small and medium sizes were introduced in addition to the heavy-drone-sized Berserker SW-900. The web effects will be stacking-penalized with other SW drones or with normal web modules.
+
{| class=wikitable style="font-size:90%;text-align:center;"
 +
! style="background-color:#222222;text-align:left" | Drone
 +
! style="background-color:#222222;cursor:help" | <span title="Reduction in enemy targeting range.">Targeting range</span>
 +
! style="background-color:#222222;cursor:help" | <span title="Reduction in enemy scan resolution.">Scan resolution</span>
 +
|-
 +
| style="text-align:left; background-color:#333333" | Hobgoblin SD-300
 +
| -8%
 +
| -8%
 +
|-
 +
| style="text-align:left; background-color:#333333" | Hammerhead SD-600
 +
| -12%
 +
| -12%
 +
|-
 +
| style="text-align:left; background-color:#333333" | Ogre SD-900
 +
| -25%
 +
| -25%
 +
|-  
 +
|}
  
=== Logistics Drones ===
+
Sensor dampening drones cannot be scripted (i.e. they will always reduce both an enemy's targeting range and their scan resolution). For comparison, a Remote Sensor Dampener I module has a -13.7% reduction in enemy targeting range and scan resolution (and can be scripted to -27.4% in either one or the other). This can be increased to -34.2% with all skills at level V, and -47.1% when flying a dedicated EWAR ship (e.g. a [[Celestis]]).
  
[http://wiki.eveonline.com/en/wiki/Item_Database:Drones:Logistic_Drones These drones] work to repair their targets. Unfortunately, a pilot is not able to target him/herself, therefore making it impossible for a pilot to use their own logistics drones in order to repair themselves. Hull or skill bonuses to drone damage do not make these drones more effective.
+
Sensor dampening drones need {{sk|Sensor Linking|III|icon=yes}}.  
  
For once, these drones are explicitly named for their size ('Light Armor Maintenance Bot', 'Heavy Shield Maintenance Bot', etc).
+
=== Target painting ===
  
====Shield Repair====
+
{| class=wikitable style="font-size:90%;text-align:center;"
 
+
! style="background-color:#222222;text-align:left" | Drone
These drones work to repair the shield of the target and use the designs of the small, medium and heavy Caldari drones.
+
! style="background-color:#222222;cursor:help" | <span title="Increase in enemy's signature radius." >Signature radius</span>
 
+
|-
====Armor Repair====
+
| style="text-align:left; background-color:#333333" | Warrior TP-300
 +
| +4%
 +
|-
 +
| style="text-align:left; background-color:#333333" | Valkyrie TP-600
 +
| +8%
 +
|-
 +
| style="text-align:left; background-color:#333333" | Berserker TP-900
 +
| +20%
 +
|-
 +
|}
  
These drones work to repair the armour of the target and use the designs of the small, medium and heavy Gallente drones.
+
For comparison, a Target Painter I module increases the enemy's signature radius by 20%. This can be increased to 25% with all skills at level V, and 34.3% when flying a dedicated EWAR ship (e.g. a [[Bellicose]]).
  
=== Salvage Drones ===
+
Target painting drones need {{sk|Target Painting|III|icon=yes}}.
  
The Salvage Drone I was added in December 2012 with the Retribution expansion. It has a very low (3%) base access difficulty bonus and is affected by the new (actually very old, but re-implemented) Salvage Drone Operation skill. This change coincided with the addition of a small drone bay to the Noctis.
+
== Combat utility drones ==
  
=== Mining Drones ===
+
Similar to EW drones, these perform auxiliary tasks in combat. Just like EW drones, ship bonuses, skill bonuses, rigs, or modules do not increase the amount of capacitor neutralized or the speed reduction.
  
Aside from combat and support model drones, these drones exist purely to mine ore from asteroids. There are four mining drone models:
+
===Energy neutralisation (EV)===
 +
{{see also|Capacitor Warfare Guide}}
  
{| class="wikitable" border="1"
+
{| class=wikitable style="font-size:90%;text-align:center;"
|-
+
! style="background-color:#222222;text-align:left" | Drone
Drone Name
+
! style="background-color:#222222;cursor:help" | <span title="Amount of capacitor neutralized per cycle (6 seconds)." >Capacitor neutralized</span>
! Size m<sup>3</sup>
 
!  Bandwidth
 
!  Ore Yield
 
!  Speed
 
(m/sec)
 
 
|-
 
|-
| Civilian Mining Drone
+
| style="text-align:left; background-color:#333333" | Acolyte EV-300
| 5
+
| 5 GJ
| 5
 
|  10
 
|  300
 
 
|-
 
|-
| Mining Drone I
+
| style="text-align:left; background-color:#333333" | Infiltrator EV-600
|  5
+
| 10 GJ
|  5
 
| 15
 
| 400
 
 
|-
 
|-
| Mining Drone II
+
| style="text-align:left; background-color:#333333" | Praetor EV-900
| 5
+
| 25 GJ
| 5
+
|-  
25
 
|  500
 
|-
 
|  Harvester Mining Drone
 
|  10
 
|  10
 
|  30
 
|  250
 
 
|}
 
|}
  
Mining drones add to your mining rate but do use up dronebay space which could instead be used to defend yourself against rats with combat drones. Remember that mining drones' speed dramatically affects their real yield rate, as they have to repeatedly travel between you and your target asteroid.
+
These drones drain a fixed amount of energy from the target ship's capacitor (working in a similar manner to energy neutralizers, also called "neuts"), and are not stacking-penalized. They come in three sizes, are based on Amarr combat drones, and operate on a 6-second cycle (like small neuts). For comparison, the Tech 1 small, medium and large Energy Neutralizer modules neutralize 45 GJ, 75 GJ, and 125 GJ every 6 seconds<ref>The medium and large neuts operate on 12 and 24-second cycles, respectively, but this way of presenting the numbers makes comparisons easier.</ref>, respectively.
  
=== Drone Names ===
+
Just like EW drones, these drones need {{sk|Advanced Drone Avionics|icon=yes}} and the EW skill {{sk|Capacitor Emission Systems|III|icon=yes}}.  
The following table lays out the names of each different kind of drone.
 
  
{| border="1"
+
===Stasis webification (SW)===
! Drone Type !! Amarr !! Caldari !! Gallente !! Minmatar
+
 
 +
{| class=wikitable style="font-size:90%;text-align:center;"
 +
! style="background-color:#222222;text-align:left" | Drone
 +
! style="background-color:#222222;cursor:help" | <span title="Reduction in enemy ship's speed.">Speed</span>
 
|-
 
|-
||'''Light Scout''' || Acolyte || Hornet || Hobgoblin || Warrior
+
| style="text-align:left; background-color:#333333" | Warrior SW-300
 +
| -5%
 
|-
 
|-
||'''Medium Scout''' || Infiltrator || Vespa || Hammerhead || Valkyrie
+
| style="text-align:left; background-color:#333333" | Valkyrie SW-600
|-
+
| -10%
||'''Heavy Attack''' || Praetor || Wasp || Ogre || Berserker
 
|-
 
||'''Sentry''' || Curator || Warden || Garde || Bouncer
 
|-
 
||'''Fighter''' || Templar || Dragonfly || Firbolg || Einherji
 
|-
 
||'''Fighter Bomber''' || Malleus || Mantis || Cyclops || Tyrfing
 
 
|-
 
|-
 +
| style="text-align:left; background-color:#333333" | Berserker SW-900
 +
| -20%
 +
|-
 
|}
 
|}
  
=== Faction, Augmented and Integrated Drones ===
+
These drones work much like Stasis Webifier modules ("webs"), slowing the sub-light speed of the target, making them easier to hit and damage. They are stacking-penalized with other SW drones or with normal web modules. For comparison, a Stasis Webifier I module reduces the target's speed by 50%.  
 
 
''this section is outdated and requires updating''
 
 
 
These are all unusual versions of combat drones. To cut a long story short, none of them offer significant benefits, and they are usually unjustifiably expensive.
 
 
 
The faction drones are produced by the militaries of the four factions (so they're called 'Federation Navy Hobgoblin', 'Republic Fleet Warrior', and so on). Their performance is on a par or slightly better than their T2 equivalents.
 
 
 
'Integrated' drones and 'Augmented' drones represent drones which have been souped-up with rogue drone parts. In practice, the 'Integrated' drones are worse than T2 drones and the 'Augmented' drones are about on a par with T2 drones.
 
 
 
== Skills ==
 
 
 
As there are many varied drones in existence, so too are there a myriad of drone skills available, to the extent that drones get a section of their own. You can find a full list of drone skills [[Skills:Drones|here]]. Some key ones are discussed below.
 
 
 
<table width="1168" height="223" border="1">
 
  <tr>
 
    <th width="68" rowspan="5" bgcolor="#333333" scope="col">Basic</th>
 
    <td width="5" height="69" bgcolor="#0000CC"><div align="center"><strong>[[Skills:Drones#Drones|Drones]]</strong></div></td>
 
    <td width="566"><div align="left">Training this to V is mandatory for nearly everyone.  Each drone you add increases your damage output.  2 drones = 100% damage increase over 1 drone.  3 drones = 50% over 2.  4 drones = 33% over 3.  5 drones = 25% increase over 4.  Having less than 5 drones costs you DPS. Drones V is also a prerequisite for several other drone skills, including Drone Interfacing.<br>
 
    </div></td>
 
  </tr>
 
  <tr>
 
    <td width="5" height="56" bgcolor="#0000CC"><div align="center"><strong>[[Skills:Drones#Drone_Avionics|Drone Avionics]]</strong></div></td>
 
    <td><div align="left">Adds 5km to max drone range per level.<br>
 
    </div></td>
 
  </tr>
 
  <tr>
 
    <td width="5" bgcolor="#0000CC"><div align="center"><strong>[[Skills:Drones#Light_Drone_Operation|Light Drone Operation]]</strong></div></td>
 
    <td><div align="left">+5% Damage per level for light drones. Needed at level V to unlock T2 Light Drones. A good candidate to train to at least IV, for obvious reasons.</div></td>
 
  </tr>
 
  <tr>
 
    <td width="5" bgcolor="#0000CC"><div align="center"><strong>[[Skills:Drones#Medium_Drone_Operation|Medium Drone Operation]]</strong></div></td>
 
    <td><div align="left">+5% Damage per level for medium drones. Needed at level V to unlock T2 Medium Drones. A good candidate to train to at least IV, for obvious reasons.</div></td>
 
  </tr>
 
  <tr>
 
    <td width="5" bgcolor="#0000CC"><div align="center"><strong>[[Skills:Drones#Drone_Interfacing|Drone Interfacing]]</strong></div></td>
 
    <td><div align="left">+10% Damage/Mining Yield per level. This is the second biggest boost skill to the damage your drones can do, directly behind Drones. Most combat pilots will want to train this to IV; drone specialists will probably be able to stomach the training time necessary to get it to V.</div></td>
 
  </tr>
 
  <tr>
 
    <th rowspan="3" bgcolor="#333333" scope="row">Advanced</th>
 
    <td width="5" bgcolor="#990033"><div align="center"><strong>[[Skills:Drones#Heavy_Drone_Operation|Heavy Drone Operation]]</strong></div></td>
 
    <td><div align="left">Allows for the use of heavy attack drones and adds +5% damage per level. Level V opens up T2 heavy drones. If you never fly ships with a 125m&lt;sup&gt;3&lt;/sup&gt; or bigger dronebay, you may never want to use heavy drones. But pilots considering the Armageddon, Typhoon and Megathron should seriously consider heavies, and drone specialists moving into the Dominix or Rattlesnake should certainly train them.</div></td>
 
  </tr>
 
  <tr>
 
    <td width="5" bgcolor="#990033"><div align="center"><strong>[[Skills:Drones#Sentry_Drone_Interfacing|Sentry Drone Interfacing]]</strong></div></td>
 
    <td><div align="left">Allows for the use of sentry drones and adds +5% damage per level. T2 sentries can be a viable alternative to T2 heavies: they remove the problem of travel time, although they require the pilot to be close to them in order to recover them (whereas heavies can fly back to the pilot).</div></td>
 
  </tr>
 
  <tr>
 
    <td width="5" bgcolor="#990033"><div align="center"><strong>[[Skills:Drones#Advanced_Drone_Avionics|Advanced Drone Avionics]]</strong></div></td>
 
    <td><div align="left">3,000m more drone control range per level for all drones. Required to unlock EW drones. EW drones are sometimes useful, but the extra drone control range is a good reason to put at least a few levels in this, and more than a few if you're planning on sentry sniping.</div></td>
 
  </tr>
 
  <tr>
 
    <th rowspan="3" bgcolor="#333333" scope="row">Support</th>
 
    <td width="5" bgcolor="#006633"><div align="center"><strong>[[Skills:Drones#Drone_Navigation|Drone Navigation]]</strong></div></td>
 
    <td><div align="left">Increases drones' MWD speed by 5% but can cause your drones to overshoot. This cuts down travel time delays, and may help your light drones to catch up with fast targets in PvP.</div></td>
 
  </tr>
 
  <tr>
 
    <td width="5" bgcolor="#006633"><div align="center"><strong>[[Skills:Drones#Drone_Durability|Drone Durability]]</strong></div></td>
 
    <td><div align="left">+5% to drone shield, armour and hull hit points. Not the most useful drone skill but can give you more time to save your drones.</div></td>
 
  </tr>
 
  <tr>
 
    <td width="5" bgcolor="#006633"><div align="center"><strong>[[Skills:Drones#Racial_Drone_Specialization|Racial Drone Specialization]]</strong></div></td>
 
    <td><div align="left">There are four flavours of this skill, each of which lets you use one race's T2 light and medium drones. You also get +2% damage to that race's T2 light and medium drones. Gallente and Minmatar drones are generally the most useful, and most pilots will want to train for T2 Gal and Min scout drones. Racial drone specialization at IV is also a prerequisite for that race's T2 heavy drones.</div></td>
 
  </tr>
 
</table>
 
 
 
== Modules ==
 
 
 
Drones are renowned for taking the heat off a pilot's module slots, essentially becoming additional damage/EW/logistics without the need to fit, rig or spend cap on them. However, if a pilot is serious about their usage of drones, it is important to be aware of the modules available to help augment their ability<ref>[http://wiki.eveonline.com/wiki/EFT Eve Fitting Tool]</ref>.
 
 
 
<table width="1136" height="770" border="1">
 
  <tr>
 
    <th width="130" height="37" scope="col"><div align="center">Type</div></th>
 
    <th colspan="2" scope="col">Bonus</th>
 
    <th colspan="2" scope="col">Requirement</th>
 
    <th width="488" scope="col">Note</th>
 
  </tr>
 
  <tr>
 
    <th width="130" height="76" rowspan="4" scope="row"><div align="center">Drone Damage Amplifier</div></th>
 
    <td width="28" height="38" rowspan="2">T1</td>
 
    <td width="145" rowspan="2">+16% drone damage</td>
 
    <td width="100" >CPU/tf</td>
 
    <td width="30" >30</td>
 
    <td rowspan="4"><p>No good drone boat pilot should undock without at least one of these modules fitted.</p>
 
    <p>For those who want to know why it took so long for drones to get a damage-enhancing module, the in-game lore explains the rationale here: http://wiki.eveonline.com/en/wiki/Drone_damage_amplifier_(lore)</p></td>
 
  </tr>
 
  <tr>
 
    <td>Powergrid/MW</td>
 
    <td>1</td>
 
  </tr>
 
  <tr>
 
    <td rowspan="2">T2</td>
 
    <td rowspan="2">+23% drone damage</td>
 
    <td>CPU/tf</td>
 
    <td>30</td>
 
  </tr>
 
  <tr>
 
    <td>Powergrid/MW</td>
 
    <td>1</td>
 
  </tr>
 
  <tr>
 
    <th width="130" rowspan="4" scope="row"><div align="center">Drone Navigation Computer </div></th>
 
    <td width="28" height="51" rowspan="2">T1</td>
 
    <td width="35" rowspan="2">+25N MWD</td>
 
    <td>CPU/tf</td>
 
    <td>30</td>
 
    <td rowspan="4">This module allows the drone to get into optimal range faster as well as keep up with a moving target.  Since it increases the MWD thrust by a flat amount for all drones, the relative speed increase is much lower for larger drones.</td>
 
  </tr>
 
  <tr>
 
    <td>Powergrid/MW</td>
 
    <td>1</td>
 
  </tr>
 
  <tr>
 
    <td height="52" rowspan="2">T2</td>
 
    <td width="35" rowspan="2">+30N  MWD</td>
 
    <td>CPU/tf</td>
 
    <td>35</td>
 
  </tr>
 
  <tr>
 
    <td>Powergrid/MW</td>
 
    <td>1</td>
 
  </tr>
 
  <tr>
 
    <th width="130" height="126" rowspan="4" scope="row"><div align="center">Omnidirectional Tracking Link</div></th>
 
    <td rowspan="2">T1</td>
 
    <td rowspan="2">+5% Optimal Range<br>+10% Falloff<br>+10% Tracking Speed</td>
 
    <td>CPU/tf</td>
 
    <td>35</td>
 
    <td rowspan="4">This often makes little difference to standard combat drones which have small optimal ranges but can make a difference to the sniping abilities of sentry drones.<br> This module can be scripted, either with a Tracking Speed Script or a Optimal Range Script, which double the respective bonus and set the other bonus to zero. So a Tracking Speed scripted T1 Omnidirectional Tracking link would have +20% Tracking Speed bonus, but 0% optimal range bonus.<br>The Module can be overloaded too, which gives an 15% bonus on the effectiveness of the module.<br>
 
[http://wiki.eveonline.com/en/wiki/Federation_Navy_Omnidirectional_Tracking_Link A faction version] is also available: it uses slightly more CPU, and costs a lot, but gives a +8% optimal, +16% falloff and +17.5% tracking speed bonus instead.</td>
 
  </tr>
 
  <tr>
 
    <td>Powergrid/MW</td>
 
    <td>1</td>
 
  </tr>
 
  <tr>
 
    <td rowspan="2">T2</td>
 
    <td rowspan="2">+7.5% Optimal range<br>+15% Falloff<br>+15% Tracking speed</td>
 
    <td>CPU/tf</td>
 
    <td>39</td>
 
  </tr>
 
  <tr>
 
    <td>Powergrid/MW</td>
 
    <td>1</td>
 
  </tr>
 
  <tr>
 
    <th height="175" rowspan="4" scope="row"><div align="center">Drone Link Augmentor</div></th>
 
    <td rowspan="2">T1</td>
 
    <td rowspan="2">+20km Drone Control Range</td>
 
    <td>CPU/tf</td>
 
    <td>50</td>
 
    <td rowspan="4">This is an essential module for sentry drones but of limited use to scout drones due to the long recall times creating the potential for drone damage and loss.</td>
 
  </tr>
 
  <tr>
 
    <td height="33">Powergrid/MW</td>
 
    <td>1</td>
 
  </tr>
 
  <tr>
 
    <td rowspan="2">T2</td>
 
    <td rowspan="2">+24km Drone Control Range</td>
 
    <td height="34">CPU/tf</td>
 
    <td>55</td>
 
  </tr>
 
  <tr>
 
    <td>Powergrid/MW</td>
 
    <td>1</td>
 
  </tr>
 
  <tr>
 
    <th width="130" height="175" rowspan="2" scope="row"><div align="center">Drone Control Unit </div></th>
 
    <td rowspan="2"><p>T1</p>
 
    <p>only</p></td>
 
    <td rowspan="2">+1 total number of drones in space</td>
 
    <td height="57">CPU/tf</td>
 
    <td>75</td>
 
    <td rowspan="2">This module can only be fitted on carriers and supercarriers.Each module used allows the pilot to field one more drone in space. However, this module requires the [http://wiki.eveonline.com/wiki/Advanced_Drone_Interfacing Advanced Drone Interfacing] skill to use, allowing the pilot to install one control unit per level of the skill. </td>
 
  </tr>
 
  <tr>
 
    <td height="47">Powergrid/MW</td>
 
    <td>75,000</td>
 
  </tr>
 
 
 
</table>
 
  
==Rigs==
+
To use these drones, train {{sk|Drone Navigation|icon=yes}} and {{sk|Propulsion Jamming|III|icon=yes}} (which is also needed for stasis webifier modules). 
  
Drone Rigs are available that give a bonus to a number of the the drones important specifications. Drone rigs are available in Tech I and Tech II variants. The Tech II rigs are significantly more expensive than their Tech I counterparts.  All drone rigs have a -10% penalty for CPU. There is a Skill specifically for Drone rigs to reduce the penalty. [[Skills:Rigging#Drones_Rigging|Drones Rigging]]
+
== Logistics drones ==
 +
These drones repair their targets. Unfortunately, a pilot is not able to target him/herself, therefore making it impossible for a pilot to use their own logistics drones in order to repair themselves. There are Tech 1 and Tech 2 drones, in three sizes (light, medium and heavy, each based on the respective combat drone), which repair either shield, armor or hull damage. The Tech 2 drones repair 20% more damage, but need higher skill levels to use.  
  
 +
The hull repair drones are half as effective as the shield and armor counterparts. All logistics drones need {{sk|Repair Drone Operation|icon=yes}} as well as the skills for remote repair modules ({{sk|Shield Emission Systems|icon=yes}}, {{sk|Remote Armor Repair Systems|icon=yes}}, and {{sk|Remote Hull Repair Systems|icon=yes}}, respectively).
  
{| class="wikitable"
+
{| class=wikitable style="font-size:90%;text-align:center;"
{| width="700" border="1" cellpadding="1" cellspacing="1"
+
! style="background-color:#222222;text-align:left" | Drone
|+Small / Medium / Large Drone Rigs||||
+
! style="background-color:#222222;cursor:help" | <span title="Shield HP repaired per cycle (5 seconds).">Shield repair</span>
 
|-
 
|-
! ||Bonus||Penalty
+
| style="text-align:left; background-color:#333333" | Light Shield Maintenance Bot I
 +
| 12 HP
 
|-
 
|-
| Control Range Augmenter I||+15 km Control Range||align="right"| -10% CPU
+
| style="text-align:left; background-color:#333333" | Medium Shield Maintenance Bot I
 +
| 24 HP
 
|-
 
|-
| Control range Augmenter II||+20 km Control Range||align="right"| -10% CPU
+
| style="text-align:left; background-color:#333333" | Heavy Shield Maintenance Bot I
 +
| 60 HP
 +
|-
 +
|}
 +
 
 +
{| class=wikitable style="font-size:90%;text-align:center;"
 +
! style="background-color:#222222;text-align:left" | Drone
 +
! style="background-color:#222222;cursor:help" | <span title="Armor HP repaired per cycle (5 seconds).">Armor repair</span>
 
|-
 
|-
| Drone Durability Enhancer I||+20% Hit Points||align="right"| -10% CPU
+
| style="text-align:left; background-color:#333333" | Light Armor Maintenance Bot I
 +
| 12 HP
 
|-
 
|-
| Drone Durability Enhancer II||+25% Hit Points||align="right"| -10% CPU
+
| style="text-align:left; background-color:#333333" | Medium Armor Maintenance Bot I
 +
| 24 HP
 
|-
 
|-
| Drone Mining Augmentor II||+10% Mining Amount||align="right"| -10% CPU
+
| style="text-align:left; background-color:#333333" | Heavy Armor Maintenance Bot I
 +
| 60 HP
 +
|-
 +
|}
 +
 
 +
{| class=wikitable style="font-size:90%;text-align:center;"
 +
! style="background-color:#222222;text-align:left" | Drone
 +
! style="background-color:#222222;cursor:help" | <span title="Hull HP repaired per cycle (5 seconds).">Hull repair</span>
 
|-
 
|-
| Drone Mining Augmentor II||+15% Mining Amount||align="right"| -10% CPU
+
| style="text-align:left; background-color:#333333" | Light Hull Maintenance Bot I
 +
| 6 HP
 
|-
 
|-
| Drone Repair Augmentor I||+10% Damage Repair Bonus||align="right"| -10% CPU
+
| style="text-align:left; background-color:#333333" | Medium Hull Maintenance Bot I
 +
| 12 HP
 
|-
 
|-
| Drone Repair Augmentor II||+15% Damage Repair Bonus||align="right"| -10% CPU
+
| style="text-align:left; background-color:#333333" | Heavy Hull Maintenance Bot I
 +
| 30 HP
 +
|-
 +
|}
 +
 
 +
For comparison, the small, medium and large remote shield and armor repair modules repair 80 HP, 160 HP, and 320 HP every 5 seconds, respectively.
 +
 
 +
== Salvage drones ==
 +
{{see also|Guide To Salvaging}}
 +
Salvage drones work like Salvager modules, and extract salvage from the wrecks of destroyed ships. The Salvage Drone I (the only model) needs 5 m<sup>3</sup> of drone bay space and 5 Mbit/s of bandwidth (like a light combat drone). It has a lower chance to salvage wrecks than the salvager modules (3% base access difficulty, compared with 5% and 7% for the Tech 1 and Tech 2 modules, respectively). This can be increased by training {{sk|Salvage Drone Operation|icon=yes}}, allowing them to salvage any wreck in EVE except for advanced [[Sleeper]] wrecks. Their chance to salvage cannot be improved by other skills, or by modules, rigs or implants. Just like for salvager modules, salvage drones do not loot wrecks; if a wreck containing loot is salvaged, the loot is left in a container in space.
 +
 
 +
Salvage drones can automatically salvage any nearby (up to edge of the player's drone control range) wrecks, as long as they belong to the player or their fleet/corporation. Additionally, they can be specifically ordered to salvage wrecks belonging to other players (marked in yellow on the [[overview]]), although this must be done manually for each wreck. When a drone successfully salvages a wreck, it will return to your ship to drop off the salvage (into your ship's cargo bay) before immediately heading back out into space. Salvage drones are very slow (about 10% slower than the slowest heavy drone), so salvaging more distant wrecks may take some time.
 +
 
 +
== Mining drones ==
 +
:''See also: [[ORE_Basic_Ship_and_Skill_Guide#Drones|Ore Ship Guide: Mining Drones]]
 +
As their name suggests, these drones [[mining|mine]] [[Asteroids and Ore|ore from asteroids]]. There are four mining drone models:
 +
 
 +
{| class=wikitable style="font-size:90%;text-align:center;"
 +
! style="background-color:#222222;text-align:left" | Drone
 +
! style="background-color:#222222;cursor:help" | <span title="Volume required in drone bay (m3) and drone bandwidth required (MBit/s).">Volume/Bandwidth</span>
 +
! style="background-color:#222222;cursor:help" | <span title="Volume of ore mined per minute (m³/min).">Ore yield</span>
 +
! style="background-color:#222222;cursor:help" | <span title="Drone flight speed.">Speed</span>
 
|-
 
|-
| Drone Scope Chip I||+15% Optimal Range||align="right"| -10% CPU
+
| style="text-align:left; background-color:#333333" | Civilian Mining Drone
 +
| 5
 +
| 13
 +
| 300 m/s
 
|-
 
|-
| Drone Scope Chip II||+20% Optimal Range||align="right"| -10% CPU
+
| style="text-align:left; background-color:#333333" | Mining Drone I
 +
| 5
 +
| 20
 +
| 400 m/s
 
|-
 
|-
| Drone Speed Augmentor I||+10% Drone Speed||align="right"| -10% CPU
+
| style="text-align:left; background-color:#333333" | Mining Drone II
 +
| 5
 +
| 33
 +
| 500 m/s
 +
|-
 +
| style="text-align:left; background-color:#333333" | Harvester Mining Drone
 +
| 10
 +
| 40
 +
| 250 m/s
 
|-
 
|-
| Drone Speed Augmentor II||+15% Drone Speed||align="right"| -10% CPU
 
|-
 
| Sentry Damage Augmentor I||+10% Sentry Damage||align="right"| -10% CPU
 
|-
 
| Sentry Damage Augmentor II||+15% Sentry Damage||align="right"| -10% CPU
 
|-
 
| Stasis Drone  Augmentor I||+15% Drone Web Velocity Decrease||align="right"| -10% CPU
 
|-
 
| Stasis Drone  Augmentor II||+20% Drone Web Velocity Decrease||align="right"| -10% CPU
 
|-
 
|
 
 
|}
 
|}
  
== Care and Feeding ==
+
Mining drones will mine the targeted asteroid for one cycle (60 seconds), then return to your ship, drop off the mined ore (into your cargo bay or ore hold), and fly back to the asteroid to continue mining. Since these drones are fairly slow (about half as fast as heavy combat drones), it's important to keep your ship as close as possible to the asteroid they are mining, to avoid losing too much time in transit. Training {{sk|Mining Drone Operation|icon=yes}} and {{sk|Drone Interfacing|icon=yes}} improves their mining yield, and training {{sk|Drone Navigation|icon=yes}} increases their speed.
Drones can take shield, armor, and structure damage during a fight just like you can.  Shield damage will get regenerated by the drone being recalled to your drone bay and spending some time nestled in its charging socket, but the other types of damage need repair. In a fight, if you have a big drone bay, you probably want to keep an eye on your drone health, and when one dips into armor, recall it back, and launch a fresh drone. It will be cheaper to fix a broken drone than to replace it entirely.
+
 
 +
For comparison, a Miner I mining module can mine 40&nbsp;m<sup>3</sup>/min of ore. There are no mining drones for [[Ice Mining|ice]] or [[Gas Cloud Mining|gas]] mining.  
  
If you're working out of a station with repair facilities, the armor and hull damage can be easily fixed.
+
== Skills ==
 +
:''See also: [[Skills:Drones|Drone skills list]]''
 +
=== Basic ===
 +
* {{sk|Drones|mult=yes|price=yes}}: Allows you to operate 1 drone per level (up to 5 at level V). This is the foundation skill of any drone pilot, should be trained to at least level III as a top priority, and to level V soon after (at latest when you start flying ships with 25m<sup>3</sup> drone bays or larger).  
  
However, if you aren't working out of a station with those facilities, it can be more difficult to determine which drones are damaged, and then how to deal with them.
+
=== Combat drones ===
 +
These skills allow you to use light, medium, heavy, and sentry combat drones, respectively. Level V is needed for Tech 2 and 'Augmented' drones; all others only need level I. Additionally, these skills increase the damage of their respective drone group by 5% per level. Note that you don't need any skills to load drones into your drone bay; you only need the skills to launch and control them.
 +
* {{sk|Light Drone Operation|mult=yes|price=yes}}. Requires {{sk|Drones|III}}.
 +
* {{sk|Medium Drone Operation|mult=yes|price=yes}}. Requires {{sk|Drones|III}}.
 +
* {{sk|Heavy Drone Operation|mult=yes|price=yes}}. Requires {{sk|Drones|V}}.
 +
* {{sk|Sentry Drone Interfacing|mult=yes|price=yes}}. Requires {{sk|Drones|V}}, {{sk|Drone Sharpshooting|IV}}, and {{sk|Drone Interfacing|IV}}.  
  
One approach is to try and 'repackage' your drones while you're in station. If they repackage, then they're at full health. Those that aren't at full health won't be able to be repackaged. This is a good way to determine which drones need some attention.
+
=== Improved drone performance ===
 +
These are the "drone support skills", which improve the performance of your drones. Nearly every skill requires {{sk|Drones|icon=yes}} to level IV or V.
 +
* {{sk|Drone Interfacing|mult=yes|price=yes}}: Increases your drones' damage (and mining yield for mining drones) by 10% per level. Train this to level IV quickly to make your drones much more effective (level IV is the equivalent of having two extra drones in space); the long train to level V is worth it if you're specializing in drones, or as a prerequisite for capital ship drones.
 +
* {{sk|Drone Durability|mult=yes|price=yes}}: Increases the shield, armor, and structure hit points (HP) of your drones by 5% per level. Useful to make (particularly your more expensive) drones live longer, but is not a high-priority skill.
 +
* {{sk|Drone Avionics|mult=yes|price=yes}}: Increases your drone control range by 5km per skill level, and allows you to use Drone Link Augmentor modules (which increase your drone control range even further). Training this skill is vital for sentry drone users, and moderately useful for other combat drones.
 +
* {{sk|Advanced Drone Avionics|mult=yes|price=yes}}: In addition to unlocking EW drones (see below), this skill also increases your drone control range by 3km per skill level.
 +
* {{sk|Drone Sharpshooting|mult=yes|price=yes}}: Increases your drones' optimal range (but not their falloff) by 5% per level, and allows you to use Omnidirectional Tracking Link and Omnidirectional Tracking Enhancer modules (which boost drone optimal range and tracking). This skill is vital for sentry drones, but less important for other drones.  
 +
* {{sk|Drone Navigation|mult=yes|price=yes}}: Increases your drone's microwarpdrive speed by 5% per level, and allows you to use Drone Navigation Computer modules (which increase it even further). This skill is very important for users of heavy drones (and of no small benefit to light and medium drones).
  
An alternate approach while you're in space is to 'Scoop to Cargo Hold' the wounded drones instead of returning them to your drone bay. Then when you get back to station, you know that the drones in your cargo hold are damaged.  However, this has some drawbacks: (1) if you scoop a wounded drone into your cargo hold, it can't help you again until you get back to a station and (2) then it takes up space in your hold which could be used to hold loot.
+
=== Racial drone specialization ===
 +
These skills are requires to use each faction's Tech 2 and 'Augmented' drones. Additionally, they increase the damage of these drones (but not other drone types) by 2% per level. These skillbooks come from LP stores and therefore vary in price; they require {{sk|Drones|V|icon=yes}}.  
 +
* {{sk|Amarr Drone Specialization|mult=yes|price=yes}}
 +
* {{sk|Caldari Drone Specialization|mult=yes|price=yes}}
 +
* {{sk|Gallente Drone Specialization|mult=yes|price=yes}}
 +
* {{sk|Minmatar Drone Specialization|mult=yes|price=yes}}
  
Once you've determined which drones need some repair, you can load them up and take them to a nearby station with repair facilities.  Alternately, you can load them up into your drone bay, mount a remote armor and/or hull repairer module, and head out into space. Once there, launch your drones, target them, and use the remote repairers to bring them back up to full health, return them to the bay (or scoop to your cargo hold) and launch more wounded ones and remote rep until they're all back at full strength.
+
=== Support drones ===
 +
These skills unlock the electronic warfare (EW), combat utility, logistics, and mining drones.
 +
* {{sk|Mining Drone Operation|mult=yes|price=yes}}: Unlocks mining drones and increases their yield by 5% per level.  
 +
* {{sk|Repair Drone Operation|mult=yes|price=yes}}: Unlocks logistics drones and increases their repair amount by 5% per level. Requires {{sk|Drones|V}}.
 +
* {{sk|Salvage Drone Operation|mult=yes|price=yes}}: Unlocks the salvage drone and increases its chance to salvage by 2% per level. Requires {{sk|Drones|IV}}.
 +
* {{sk|Advanced Drone Avionics|mult=yes|price=yes}}: Unlocks EW and energy neutralisation drones. Also increases your drone control range (see above), and requires {{sk|Drones|V}}.  
  
== Notes ==
+
=== Capital ===
<references/>
+
These skills are necessary for capital ship pilots who want to use drones; they all require {{sk|Drone Interfacing|V|icon=yes}}. 
 +
* {{sk|Advanced Drone Interfacing|mult=yes|price=yes}}: Allows you to fit one Drone Control Unit module per skill level (up to 5 at level V). Each DCU (which can only be used on capital ships) allows you to control an additional drone.
 +
* {{sk|Fighters|mult=yes|price=yes}}: Unlocks fighter drones, and increases their damage by 20% per skill level.
 +
* {{sk|Fighter Bombers|mult=yes|price=yes}}: Unlocks fighter-bomber drones, and increases their damage by 20% per skill level. Requires {{sk|Fighters|V}}.
  
== See Also ==
+
== Modules and rigs ==
*[[Using Drones]]
+
Most drone modules fit into mid and low-slots, leaving the high-slots free for weapon or utility modules. All drone-enhancing modules affect both sub-capital and capital drones equally. Note that there are no [[implants]] which increase the performance of your drones.
*[[Skills:Drones|Skills Drones]]
+
=== High-slot modules ===
*[[Drone_Capable_Ships|Drone Capable Ships]]
+
* '''{{co|wheat|Drone Link Augmentor}}''': increases your drone control range by 20km (24km for the Tech 2 variant). This module is particularly useful for sentry drones (allowing them to snipe distant targets), but less useful for other drones, as the travel time usually precludes using drones at long ranges.
 +
* '''{{co|wheat|Drone Control Unit}}''': can only be fitted to capital ships, and allows you to launch one extra drone. This module, combined with the skill bonuses that carriers and supercarriers get, allows you to field large numbers of drones at once.
 +
 
 +
=== Mid-slot modules ===  
 +
* '''{{co|wheat|Drone Navigation Computer}}''': increases your drones' microwarpdrive (MWD) speed by 25% (30% for the Tech 2 variant). Note that this doesn't affect their non-MWD speed (i.e. it will help them reach a target faster, but won't help them while orbiting the target). This module is particularly useful for heavy and fighter drones, allowing them to better catch up to faster ships. Note that, before the Kronos expansion, this module gave a bonus to the thrust of drones' MWD, meaning that it principally affected light and medium drones. 
 +
* '''{{co|wheat|Omnidirectional Tracking Link}}''': increases your drones' tracking speed and weapon range (optimal and falloff). Great for sentry drones, less used for other drones although it can still improve their damage application, especially if you use your drones against smaller ships than intended (e.g. medium combat drones versus frigates). Just like [[Turrets#Related_Modules_Summary|turret tracking computer]] modules, these can be loaded with [[scripts]] to double either the tracking or the range bonus, at the cost of eliminating the other bonus. Unlike low-slot Omnidirectional Tracking Enhancer modules, they need to be activated to provide a benefit, and they need a little capacitor energy to run.
 +
 
 +
=== Low-slot modules ===
 +
* '''{{co|wheat|Drone Damage Amplifier}}''': increases the damage your drones deal by 16% (23% for the Tech 2 variant). Keep in mind that (just like other damage-enhancing modules) its effects are subject to [[stacking penalties]]; nonetheless, most dedicated drone ships will fit at least one of these modules.
 +
* '''{{co|wheat|Omnidirectional Tracking Enhancer}}''': increases your drones' tracking speed and weapon range (optimal and falloff). It's similar to the mid-slot Omnidirectional Tracking Link module, but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted, and is a passive module (i.e. it does not need to be activated and uses no capacitor energy).
 +
 
 +
=== Rigs ===
 +
:''See also: [[Fitting_Modules_and_Rigs_Guide#Rigs|Rigs list]]''
 +
All rigs come in small, medium, large, and capital sizes, and reduce your ship's CPU capacity by 10% (this penalty can be reduced by training {{sk|Drones Rigging|icon=yes}}).
 +
 
 +
* '''{{co|wheat|Drone Control Range Augmentor}}''': Increases drone control range by 15km (20km for the Tech 2 rig).
 +
* '''{{co|wheat|Drone Durability Enhancer}}''': Increases drone hit points (shield, armor and structure) by 20% (25% for the Tech 2 rig).
 +
* '''{{co|wheat|Drone Mining Augmentor}}''': Increases mining drone yield by 10% (15% for the Tech 2 rig).
 +
* '''{{co|wheat|Drone Repair Augmentor}}''': Increases the amount repaired by repair drones by 10% (15% for the Tech 2 rig).
 +
* '''{{co|wheat|Drone Scope Chip}}''': Increases drone optimal weapons range by 15% (20% for the Tech 2 rig).
 +
* '''{{co|wheat|Drone Speed Augmentor}}''': Increases drone microwarpdrive (MWD) speed by 10% (15% for the Tech 2 rig).
 +
* '''{{co|wheat|Sentry Damage Augmentor}}''': Increases the damage done by sentry drones by 10% (15% for the Tech 2 rig).
 +
* '''{{co|wheat|Stasis Drone Augmentor}}''': Improves velocity decrease cause by your stasis webifier drones by 15% (20% for the Tech 2 rig).
 +
 
 +
== References ==
 +
<span style="font-size:90%">{{reflist}}</span>
 +
 
 +
== External links ==
 +
* [http://forum.eveuniversity.org/viewtopic.php?f=166&t=81452 E-UNI forums: Post-Kronos sentry drone stats] (2014)
 +
* [http://forum.eveuniversity.org/viewtopic.php?f=166&t=57928 E-UNI forums: Drone boats PvP and PvE guide] (2012)
 +
[[Category:Guides]]
 +
[[Category:Ship Fitting]]
 +
[[Category:Drones]]

Revision as of 09:24, 10 September 2014

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This article explains what drones are and how they work. For a more detailed discussion of PvP and PvE tactics with drones, see the Using Drones page.

Drones are semi-autonomous vehicles launched from larger spacecraft, designed to augment the launching ship's capabilities. All four races use drones (to a greater or lesser degree), so every combat pilot is likely to use them sooner or later.

While for most ships drones are used to support their main weapons, there are some ships which use drones as their primary way of dealing damage. In addition to dealing damage, there are drones for more specialized uses, such as mining, electronic warfare, and logistics.

Drone basics

Drone bay

A ship must have a drone bay to use drones. You can find out if a ship has a drone bay, and how big it is, by looking at the Attributes tab in its Show Info window - if it has a drone bay, it will tell you the drone bay's capacity in cubic meters (m3). The size of a ship's drone bay determines how many drones you can carry with you, ready to be launched into space; larger and more powerful drones take up more space in your drone bay.

The Tristan has a 40 m3 drone bay, which means it can carry up to eight light drones (which take up 5 m3 each), or four medium drones (10 m3 each), or a combination of the two (e.g. two medium and four light drones).

Only drones can be carried in a ship's drone bay; it cannot be used to carry other cargo. While you can, of course, carry drones in your cargo bay (just like any other kind of cargo), you cannot use them if they are not in the drone bay. You can only move drones in or out of your drone bay while docked at a station, or by using the fitting service provided by a mobile depot. The size of your ship's drone bay is usually fixed (with a few exceptions, such as the Ishkur, whose drone bay size depends on your skills), and cannot be enlarged using modules.

Launching and controlling drones

Main article: Using Drones

If you undock with drones in your drone bay, you will see a new window for controlling drones appear on your screen. Through this window you can launch drones from your drone bay, give commands to them once they are in space (for instance, to attack a target, orbit your ship, or mine an asteroid), and recover them (bring them back into your drone bay). This window also shows you if any of the drones you currently have in space are damaged.

You cannot control how a drone fights and flies directly; you can only issue commands like "attack that target", in which case the drone will fly to the target you have selected, and start firing on it once it's within weapons range, all without further input from you. You can give commands to each of your drones individually, or to all of your drones at once. The Using Drones page goes into more details on the different commands you can give to your drones.

If damaged, a drone's shields will slowly regenerate on their own, but damage to its armor and hull needs to be repaired (either by using the repair services at a station, or a remote repair module on your ship). Drones have built-in weapons with effectively infinite ammunition, and don't need to reload.

Bandwidth

The other important ship attribute is its "bandwidth" (which you can also check in the Attributes tab of your ship's Show Info window), which represents your ship's ability to control your drones, and is measured in Mbit/sec. Bigger and more powerful drones require more bandwidth, and you can only deploy (ie use in space) as many drones as you have available bandwidth on your ship. Many ships (particularly dedicated drone ships) can carry many more drones in their drone bay than they can deploy at once; this allows you to selectively deploy different types of drones to best match your enemies, or to replace drones which are destroyed in combat.

However, irrespective of your ship's bandwidth, you can only only have as many drones in space at once as you have levels in the Drones skill (up to 5 drones at level V). The only exceptions to this limit are carriers and supercarriers (both capital ships) and the very rare Guardian-Vexor cruiser, but in every other case you can only ever have at most five drones in space at once.

The Tristan has a 40 m3 drone bay, allowing it to carry up to eight light drones. Its bandwidth is 25 Mbit/s, so that it can deploy, at most, five of those light drones in space at once (they need 5 Mbit/s each), but only if the pilot has trained the Drones skill to level V. If it's carrying a mixture of light and medium drones, it could deploy up to two medium (10 Mbit/s each) and one light drone at once, assuming the pilot has trained Drones III.

With the exception of fighters and fighter bombers (which are only used by capital ships), a drone's bandwidth requirements (in Mbit/sec) is always the same number as its volume (in m3). Your ship's bandwidth is fixed, and is not affected by skills or modules.

Drone control range

You can only command a drone to attack/repair/mine a target if that target is within a certain range of your ship; this range is known as the "drone control range". By default, your control range is 20km, which means that you can only order a drone to attack an enemy ship if it's within 20km of your ship. This range can be extended by training skills or installing modules and rigs on your ship:

  • Drone Avionics (1x): Increases drone control range by 5km per skill level.
  • Advanced Drone Avionics (5x): Increases drone control range by 3km per skill level.
  • Drone Link Augmentor module: A high-slot module, increases drone control range by 20km (24km for the Tech 2 module)
  • Drone Control Range Augmentor rig: Increases drone control range by 15km (20km for the Tech 2 rig)

Drone navigation

All drones (except the stationary sentry drones) have a built-in microwarp drive (MWD), allowing them to travel quickly to engage a target. Once they arrive near their targets, they shut down their MWD, orbit the target, and fire their weapons. This means that, unlike for the other weapons systems in EVE (lasers, projectiles, hybrids, and missiles), drones first have to travel to the target, and then stay within range of it in order to apply their damage. In practice, this means that drones will have difficulty against faster, more agile targets, as even though they may be able to catch them thanks to their MWD, they may not be able to stay within weapons range for long (at their non-MWD speed). Larger drones (medium and heavy drones) in particular are almost useless against fast frigates for this reason.

There are skills and modules to improve your drone's MWD speed, but you cannot improve your drone's non-MWD speed.

Drone type overview

Drones are capable of serving many different roles and exist in many different sizes. There are seventeen different groups of drones, which can be divided into five categories:

Combat drones
These are the most common drones, and are (as the name suggests) used to damage and destroy enemy ships. There are six different types of combat drone:
  • Light, medium, and heavy drones, intended for use on frigate, cruiser, and battleship-sized ships, respectively
  • Sentry drones, which act as stationary, long-range turrets
  • Fighter and fighter-bomber drones, which are very large drones used by capital ships (carriers and supercarriers)
Electronic warfare and combat utility drones
These drones impair an enemy ship using electronic warfare or similar methods. There are drones for each of the four methods of electronic warfare: tracking disruption (TD), electronic countermeasures (ECM), sensor dampening (SD), and target painting (TP). Additionally, there are drones which drain an enemy's capacitor (energy neutralisers), or reduce a ship's speed (stasis webifiers).
Logistics drones
These drones assist friendly ships by repairing their shields, armor, or hull.
Salvage drones
These drones are used to salvage nearby wrecks.
Mining drone
These drones mine asteroids for ore.

Subcapital combat drones

Light drones:

  • Use 5m3 space and 5Mbit/sec bandwidth
  • Move and track targets very fast
  • Are the best drones to use against frigates and destroyers

Medium drones:

  • Use 10m3 space and 10Mbit/sec bandwidth
  • Move and track moderately fast
  • Are the best drones to use against cruisers, and are also good against battlecruisers

Heavy drones:

  • Use 25m3 space and 25Mbit/sec bandwidth
  • Move and track slowly, but do lots of damage
  • Are good against battleships, and can handle battlecruisers

Sentry drones:

  • Use 25m3 space and 25Mbit/sec bandwidth
  • Cannot move in space
  • Can hit targets at long ranges, but have poor tracking, and so will have difficulty against close or fast targets
  • Most effective against battleships and battlecruisers, but can also hit smaller targets if they are far enough away

Each race has their its own light, medium, heavy, and sentry drones, and they each primarily do one damage type (marked in the table below as "primary damage" - for instance, all Amarr drones do EM damage).

Race Light Medium Heavy Sentry Damage
Primary Secondary
Amarr Acolyte Infiltrator Praetor Curator EM damage Thermal damage
Caldari Hornet Vespa Wasp Warden Kinetic damage Thermal damage
Gallente Hobgoblin Hammerhead Ogre Garde Thermal damage Kinetic damage
Minmatar Warrior Valkyrie Berserker Bouncer Explosive damage Kinetic damage
All combat drones do the primary damage type. 'Integrated' and 'Augmented' drones also do the secondary damage type.

Each drone type has its own skill (Icon skillbook2.png Light Drone Operation, Icon skillbook2.png Medium Drone Operation, Icon skillbook2.png Heavy Drone Operation, Icon skillbook2.png Sentry Drone Interfacing), which is needed to operate the respective type.

Faction comparison

Within a drone class (e.g. medium drones), each faction's drones have strengths and weaknesses compared to the other factions'.

Light, medium and heavy drones

  • Minmatar drones are the fastest drones (50% faster than Gallente drones), and so excel at chasing fast ships. However, they do the lowest damage.
  • Gallente drones do the most damage (23% more than Minmatar drones), but are the slowest.
  • Amarr and Caldari drones fall between Gallente and Minmatar drones in terms of damage and speed (Caldari drones do a little less damage than Gallente drones, but are a bit faster; Amarr drones do a little more damage than Minmatar drones, but are a bit slower). Additionally, these drones orbit a little further away from their targets, making them apply their damage more consistently, and are a little tougher (+25% more hit points, compared with Minmatar and Gallente drones).

Therefore, the four race's drones represent a sliding scale between damage and speed (the percentages in the table below are relative to the worst-performing drone family):

Race Damage Speed
Minmatar +50%
Amarr +8% +37%
Caldari +15% +13%
Gallente +23%

Sentry drones

  • Caldari drones have the longest range (about 150% more than Gallente drones), but with the lowest tracking and damage.
  • Gallente drones do the most damage (21% more than Caldari drones) and have the best tracking (200% better than Caldari drones), but have the shortest range.
  • Amarr and Minmatar drones fall between Caldari and Gallente drones in terms of damage and range (Minmatar drones do a little more damage with better tracking than Caldari drones, but have less range; Amarr drones have slightly more range than Gallente drones, but worse tracking and damage).

Therefore, the four race's drones represent a sliding scale between damage and range (with short-ranged drones having better tracking). Note that, in the table below, range is given as "first falloff" (i.e. the optimal range plus 1 falloff); Amarr and Minmatar drones both have the same optimal range, but the Minmatar drones have a much longer falloff range.

Race Damage Range Tracking
Caldari +143%
Minmatar +7% +115% +60%
Amarr +14% +29% +130%
Gallente +21% +200%

Drone variants

In addition to the basic Tech 1 drones, there are four other variants of drone within each race's light/medium/heavy drone lineup:

  • A Tech 2 drone, which is more powerful (better speed, damage, and hit points) than its Tech 1 counterpart, but requires additional skills to use.
  • A Faction drone, available from LP stores. They don't require additional skills to use (beyond those required for the Tech 1 drones). They have a very large number of hit points, but slightly lower damage than their Tech 2 counterparts.
  • 'Integrated' and 'Augmented' drones, which can be thought of as enhanced Tech 1 drone and Tech 2 drones, respectively. These drones are produced from the components found in NPC rogue drone wrecks. They need the same skills to use as Tech 1 and Tech 2 drones, respectively, but have slightly improved stats. The damage they do is split between the race's primary and secondary damage types (unlike all other types of subcapital combat drones, which deal only the race's primary damage type). However, they are fairly rare and therefore very expensive.

Sentry drones also have Tech 2 and Faction variants (but no 'Integrated' or 'Augmented' drones):

  • Tech 2 sentry drones have better range, tracking, and hit points (compared with their Tech 1 counterparts), but need additional skills to use.
  • Faction sentry drones have (compared to their Tech 2 counterparts) the same range, but many more hit points. They don't require additional skills to use (beyond those required for the Tech 1 drones), and are available from LP stores.

Note that, for sentry drones, the Tech 2 and Faction variants do not have higher damage than their Tech 1 counterparts (although the damage of Tech 2 drones can be further increased by training the racial drone specialization skills).

Capital combat drones

Fighters

Fighters are frigate-sized drones that do cruiser-sized damage and can only be fielded by carriers and supercarriers. They are capable of warping, and will pursue a target into warp - the only escape from fighters is to jump system or to dock[1]. They need the same amount of bandwidth as heavy drones (25 Mbit/s), but compared to them, fighters are a little faster, do a little more damage, and are much tougher.

Each race has each its own fighter, and their damage is split between the race's primary and secondary damage types, but otherwise they are very similar to each other. There are only Tech 1 fighters (no Tech 2 or Faction variants). In order to use fighters you need to train Icon skillbook2.png Fighters (which also improves the damage of your fighters).

Fighter-bombers

Fighter-bombers are anti-capital-ship drones, and can only be used by supercarriers. They launch torpedoes (which are integrated into the fighter-bombers; you do not need to carry ammunition for them!) which do tremendous DPS to very large targets, and can be very dangerous to slow battleships. However, they pose little threat to smaller ships, because their torpedoes have very slow explosion velocities and very large explosion radii. Just like fighters, they can also enter warp.

Each race has its own fighter-bomber drone, but aside from the different damage types, they are very similar to each other. Additionally, there is a Sansha faction fighter-bomber (the Shadow), which does slightly more damage than the Tech 1 fighter-bombers, but is ludicrously expensive. Fighter-bombers need the Icon skillbook2.png [[Skills:Fighter Bombers]] skill (which also increases their damage).

A Tech 1 fighter-bomber costs about as much as a battlecruiser.

Race Fighter Fighter-bomber Damage
Primary Secondary
Amarr Templar Malleus EM damage Thermal damage
Caldari Dragonfly Mantis Kinetic damage Thermal damage
Gallente Firbolg Cyclops Thermal damage Kinetic damage
Minmatar Einherji Tyrfing Explosive damage Kinetic damage
Fighters do both damage types, while fighter-bombers only do the primary damage type.

Electronic warfare drones

See also: EWAR Guide

Electronic warfare (EW) drones apply electronic warfare (EWAR) to their target. Each race's drones apply their racial type of EWAR:

  • Amarr EW drones apply tracking disruption (TD)
  • Caldari EW drones apply electronic countermeasures (EC)
  • Gallente EW drones apply sensor dampening (SD)
  • Minmatar EW drones apply target painting (TP)

Each race has three EW drones, based on their light, medium and heavy combat drones. The type of EWAR is indicated by a two-letter abbreviation in the drone's name, while the size is indicated by the numbers 300 (small), 600 (medium) and 900 (large). So, for example, the small sensor dampening drone is called a Hobgoblin SD-300 (based on the Hobgoblin light drone), while the medium tracking disruption drone is called a Valkyrie TD-600 (based on the Valkyrie medium drone).

Unlike module-based EWAR, the strength of their EWAR is not affected by ship bonuses, skills, rigs, or modules. Also, the EWAR effects for TD, SD and TP are stacking-penalized with other EWAR drones and module-based EWAR, so, starting from the the third or fourth EWAR source, additional drones will have very little additional effect. ECM drones (like ECM modules) are not stacking-penalized.

EWAR drones have the same bandwidth and drone bay space requirements as their combat drone counterparts, but tend to be more fragile.

In order to use EW drones you need to train Icon skillbook2.png Advanced Drone Avionics. Additionally, each class of EW drones needs training in its EWAR skill (e.g. tracking disruption drones need the tracking disruptor skill Icon skillbook2.png Weapon Disruption).

Tracking disruption

Drone Tracking Range
Acolyte TD-300 -5% -5%
Infiltrator TD-600 -12% -12%
Praetor TD-900 -25% -25%

Tracking disruption drones cannot be scripted (i.e. they will always reduce both an enemy's tracking speed and their turret range). For comparison, a Tracking Disruptor I module has a -15.3% reduction in enemy tracking and range (and can be scripted to -30.6% in either one or the other). This can be increased to -19.1% with all skills at level V, and -26.3% when flying a dedicated EWAR ship (e.g. an Arbitrator).

Tracking disruption drones need Icon skillbook2.png Weapon Disruption III.

Electronic countermeasures

Drone Jam strength
Hornet EC-300 1
Vespa EC-600 1.5
Wasp EC-900 2

ECM drones act like multispectral jammers (i.e. they have the same jam strength against all four sensor types). For comparison, the Multispectral Jammer I module has a jam strength of 2, which can be increased to 2.5 with all skills at level V, and over 4 when flying a dedicated EWAR ship (e.g. a Blackbird).

ECM drones need Icon skillbook2.png Electronic Warfare III.

Sensor dampening

Drone Targeting range Scan resolution
Hobgoblin SD-300 -8% -8%
Hammerhead SD-600 -12% -12%
Ogre SD-900 -25% -25%

Sensor dampening drones cannot be scripted (i.e. they will always reduce both an enemy's targeting range and their scan resolution). For comparison, a Remote Sensor Dampener I module has a -13.7% reduction in enemy targeting range and scan resolution (and can be scripted to -27.4% in either one or the other). This can be increased to -34.2% with all skills at level V, and -47.1% when flying a dedicated EWAR ship (e.g. a Celestis).

Sensor dampening drones need Icon skillbook2.png Sensor Linking III.

Target painting

Drone Signature radius
Warrior TP-300 +4%
Valkyrie TP-600 +8%
Berserker TP-900 +20%

For comparison, a Target Painter I module increases the enemy's signature radius by 20%. This can be increased to 25% with all skills at level V, and 34.3% when flying a dedicated EWAR ship (e.g. a Bellicose).

Target painting drones need Icon skillbook2.png Target Painting III.

Combat utility drones

Similar to EW drones, these perform auxiliary tasks in combat. Just like EW drones, ship bonuses, skill bonuses, rigs, or modules do not increase the amount of capacitor neutralized or the speed reduction.

Energy neutralisation (EV)

See also: Capacitor Warfare Guide
Drone Capacitor neutralized
Acolyte EV-300 5 GJ
Infiltrator EV-600 10 GJ
Praetor EV-900 25 GJ

These drones drain a fixed amount of energy from the target ship's capacitor (working in a similar manner to energy neutralizers, also called "neuts"), and are not stacking-penalized. They come in three sizes, are based on Amarr combat drones, and operate on a 6-second cycle (like small neuts). For comparison, the Tech 1 small, medium and large Energy Neutralizer modules neutralize 45 GJ, 75 GJ, and 125 GJ every 6 seconds[2], respectively.

Just like EW drones, these drones need Icon skillbook2.png Advanced Drone Avionics and the EW skill Icon skillbook2.png Capacitor Emission Systems III.

Stasis webification (SW)

Drone Speed
Warrior SW-300 -5%
Valkyrie SW-600 -10%
Berserker SW-900 -20%

These drones work much like Stasis Webifier modules ("webs"), slowing the sub-light speed of the target, making them easier to hit and damage. They are stacking-penalized with other SW drones or with normal web modules. For comparison, a Stasis Webifier I module reduces the target's speed by 50%.

To use these drones, train Icon skillbook2.png Drone Navigation and Icon skillbook2.png Propulsion Jamming III (which is also needed for stasis webifier modules).

Logistics drones

These drones repair their targets. Unfortunately, a pilot is not able to target him/herself, therefore making it impossible for a pilot to use their own logistics drones in order to repair themselves. There are Tech 1 and Tech 2 drones, in three sizes (light, medium and heavy, each based on the respective combat drone), which repair either shield, armor or hull damage. The Tech 2 drones repair 20% more damage, but need higher skill levels to use.

The hull repair drones are half as effective as the shield and armor counterparts. All logistics drones need Icon skillbook2.png Repair Drone Operation as well as the skills for remote repair modules (Icon skillbook2.png Shield Emission Systems, Icon skillbook2.png Remote Armor Repair Systems, and Icon skillbook2.png Remote Hull Repair Systems, respectively).

Drone Shield repair
Light Shield Maintenance Bot I 12 HP
Medium Shield Maintenance Bot I 24 HP
Heavy Shield Maintenance Bot I 60 HP
Drone Armor repair
Light Armor Maintenance Bot I 12 HP
Medium Armor Maintenance Bot I 24 HP
Heavy Armor Maintenance Bot I 60 HP
Drone Hull repair
Light Hull Maintenance Bot I 6 HP
Medium Hull Maintenance Bot I 12 HP
Heavy Hull Maintenance Bot I 30 HP

For comparison, the small, medium and large remote shield and armor repair modules repair 80 HP, 160 HP, and 320 HP every 5 seconds, respectively.

Salvage drones

See also: Guide To Salvaging

Salvage drones work like Salvager modules, and extract salvage from the wrecks of destroyed ships. The Salvage Drone I (the only model) needs 5 m3 of drone bay space and 5 Mbit/s of bandwidth (like a light combat drone). It has a lower chance to salvage wrecks than the salvager modules (3% base access difficulty, compared with 5% and 7% for the Tech 1 and Tech 2 modules, respectively). This can be increased by training Icon skillbook2.png Salvage Drone Operation, allowing them to salvage any wreck in EVE except for advanced Sleeper wrecks. Their chance to salvage cannot be improved by other skills, or by modules, rigs or implants. Just like for salvager modules, salvage drones do not loot wrecks; if a wreck containing loot is salvaged, the loot is left in a container in space.

Salvage drones can automatically salvage any nearby (up to edge of the player's drone control range) wrecks, as long as they belong to the player or their fleet/corporation. Additionally, they can be specifically ordered to salvage wrecks belonging to other players (marked in yellow on the overview), although this must be done manually for each wreck. When a drone successfully salvages a wreck, it will return to your ship to drop off the salvage (into your ship's cargo bay) before immediately heading back out into space. Salvage drones are very slow (about 10% slower than the slowest heavy drone), so salvaging more distant wrecks may take some time.

Mining drones

See also: Ore Ship Guide: Mining Drones

As their name suggests, these drones mine ore from asteroids. There are four mining drone models:

Drone Volume/Bandwidth Ore yield Speed
Civilian Mining Drone 5 13 300 m/s
Mining Drone I 5 20 400 m/s
Mining Drone II 5 33 500 m/s
Harvester Mining Drone 10 40 250 m/s

Mining drones will mine the targeted asteroid for one cycle (60 seconds), then return to your ship, drop off the mined ore (into your cargo bay or ore hold), and fly back to the asteroid to continue mining. Since these drones are fairly slow (about half as fast as heavy combat drones), it's important to keep your ship as close as possible to the asteroid they are mining, to avoid losing too much time in transit. Training Icon skillbook2.png Mining Drone Operation and Icon skillbook2.png Drone Interfacing improves their mining yield, and training Icon skillbook2.png Drone Navigation increases their speed.

For comparison, a Miner I mining module can mine 40 m3/min of ore. There are no mining drones for ice or gas mining.

Skills

See also: Drone skills list

Basic

  • Drones (1x, 30k ISK): Allows you to operate 1 drone per level (up to 5 at level V). This is the foundation skill of any drone pilot, should be trained to at least level III as a top priority, and to level V soon after (at latest when you start flying ships with 25m3 drone bays or larger).

Combat drones

These skills allow you to use light, medium, heavy, and sentry combat drones, respectively. Level V is needed for Tech 2 and 'Augmented' drones; all others only need level I. Additionally, these skills increase the damage of their respective drone group by 5% per level. Note that you don't need any skills to load drones into your drone bay; you only need the skills to launch and control them.

Improved drone performance

These are the "drone support skills", which improve the performance of your drones. Nearly every skill requires Icon skillbook2.png Drones to level IV or V.

  • Drone Interfacing (5x, 750k ISK): Increases your drones' damage (and mining yield for mining drones) by 10% per level. Train this to level IV quickly to make your drones much more effective (level IV is the equivalent of having two extra drones in space); the long train to level V is worth it if you're specializing in drones, or as a prerequisite for capital ship drones.
  • Drone Durability (5x, 100k ISK): Increases the shield, armor, and structure hit points (HP) of your drones by 5% per level. Useful to make (particularly your more expensive) drones live longer, but is not a high-priority skill.
  • Drone Avionics (1x, 60k ISK): Increases your drone control range by 5km per skill level, and allows you to use Drone Link Augmentor modules (which increase your drone control range even further). Training this skill is vital for sentry drone users, and moderately useful for other combat drones.
  • Advanced Drone Avionics (5x, 600k ISK): In addition to unlocking EW drones (see below), this skill also increases your drone control range by 3km per skill level.
  • Drone Sharpshooting (1x, 150k ISK): Increases your drones' optimal range (but not their falloff) by 5% per level, and allows you to use Omnidirectional Tracking Link and Omnidirectional Tracking Enhancer modules (which boost drone optimal range and tracking). This skill is vital for sentry drones, but less important for other drones.
  • Drone Navigation (1x, 100k ISK): Increases your drone's microwarpdrive speed by 5% per level, and allows you to use Drone Navigation Computer modules (which increase it even further). This skill is very important for users of heavy drones (and of no small benefit to light and medium drones).

Racial drone specialization

These skills are requires to use each faction's Tech 2 and 'Augmented' drones. Additionally, they increase the damage of these drones (but not other drone types) by 2% per level. These skillbooks come from LP stores and therefore vary in price; they require Icon skillbook2.png Drones V.

Support drones

These skills unlock the electronic warfare (EW), combat utility, logistics, and mining drones.

Capital

These skills are necessary for capital ship pilots who want to use drones; they all require Icon skillbook2.png Drone Interfacing V.

  • [[Skills:Advanced Drone Interfacing]] (Advanced Drone Interfacing, <span style="cursor: help;" title="The skillbook for this skill costs Advanced Drone Interfacing ISK">Advanced Drone Interfacing ISK): Allows you to fit one Drone Control Unit module per skill level (up to 5 at level V). Each DCU (which can only be used on capital ships) allows you to control an additional drone.
  • Fighters (12x, 75M ISK): Unlocks fighter drones, and increases their damage by 20% per skill level.
  • [[Skills:Fighter Bombers]] (Fighter Bombers, <span style="cursor: help;" title="The skillbook for this skill costs Fighter Bombers ISK">Fighter Bombers ISK): Unlocks fighter-bomber drones, and increases their damage by 20% per skill level. Requires Fighters V.

Modules and rigs

Most drone modules fit into mid and low-slots, leaving the high-slots free for weapon or utility modules. All drone-enhancing modules affect both sub-capital and capital drones equally. Note that there are no implants which increase the performance of your drones.

High-slot modules

  • Drone Link Augmentor: increases your drone control range by 20km (24km for the Tech 2 variant). This module is particularly useful for sentry drones (allowing them to snipe distant targets), but less useful for other drones, as the travel time usually precludes using drones at long ranges.
  • Drone Control Unit: can only be fitted to capital ships, and allows you to launch one extra drone. This module, combined with the skill bonuses that carriers and supercarriers get, allows you to field large numbers of drones at once.

Mid-slot modules

  • Drone Navigation Computer: increases your drones' microwarpdrive (MWD) speed by 25% (30% for the Tech 2 variant). Note that this doesn't affect their non-MWD speed (i.e. it will help them reach a target faster, but won't help them while orbiting the target). This module is particularly useful for heavy and fighter drones, allowing them to better catch up to faster ships. Note that, before the Kronos expansion, this module gave a bonus to the thrust of drones' MWD, meaning that it principally affected light and medium drones.
  • Omnidirectional Tracking Link: increases your drones' tracking speed and weapon range (optimal and falloff). Great for sentry drones, less used for other drones although it can still improve their damage application, especially if you use your drones against smaller ships than intended (e.g. medium combat drones versus frigates). Just like turret tracking computer modules, these can be loaded with scripts to double either the tracking or the range bonus, at the cost of eliminating the other bonus. Unlike low-slot Omnidirectional Tracking Enhancer modules, they need to be activated to provide a benefit, and they need a little capacitor energy to run.

Low-slot modules

  • Drone Damage Amplifier: increases the damage your drones deal by 16% (23% for the Tech 2 variant). Keep in mind that (just like other damage-enhancing modules) its effects are subject to stacking penalties; nonetheless, most dedicated drone ships will fit at least one of these modules.
  • Omnidirectional Tracking Enhancer: increases your drones' tracking speed and weapon range (optimal and falloff). It's similar to the mid-slot Omnidirectional Tracking Link module, but provides slightly higher bonuses to range, and slightly lower bonuses to tracking. Also, it cannot be scripted, and is a passive module (i.e. it does not need to be activated and uses no capacitor energy).

Rigs

See also: Rigs list

All rigs come in small, medium, large, and capital sizes, and reduce your ship's CPU capacity by 10% (this penalty can be reduced by training Icon skillbook2.png Drones Rigging).

  • Drone Control Range Augmentor: Increases drone control range by 15km (20km for the Tech 2 rig).
  • Drone Durability Enhancer: Increases drone hit points (shield, armor and structure) by 20% (25% for the Tech 2 rig).
  • Drone Mining Augmentor: Increases mining drone yield by 10% (15% for the Tech 2 rig).
  • Drone Repair Augmentor: Increases the amount repaired by repair drones by 10% (15% for the Tech 2 rig).
  • Drone Scope Chip: Increases drone optimal weapons range by 15% (20% for the Tech 2 rig).
  • Drone Speed Augmentor: Increases drone microwarpdrive (MWD) speed by 10% (15% for the Tech 2 rig).
  • Sentry Damage Augmentor: Increases the damage done by sentry drones by 10% (15% for the Tech 2 rig).
  • Stasis Drone Augmentor: Improves velocity decrease cause by your stasis webifier drones by 15% (20% for the Tech 2 rig).

References

  1. ^ Fighters, EveOnline Wiki
  2. ^ The medium and large neuts operate on 12 and 24-second cycles, respectively, but this way of presenting the numbers makes comparisons easier.

External links