notes=An all dampening for the Rubicon expansion</li><li>With all skills at V and before boosts, this ship should have about 4050.0 K EHP, fly close to 2881 m/s (3200 m/s with MWD overheated) and align in 6.5 s (4.5 s with MWD off). The capacitor should be close to stable with the Smartbomb or MWD.</li><li>Should be able to point at 56 km when overheated. </li><li>Each Damp will reduce the target's targeting range by 58%}}
Development Electronic attack ships are mobile, resilient electronic warfare platforms. Although well suited to a variety of situations, they really come into their own in skirmish and fleet encounters, particularly against larger ships. For anyone wanting to decentralize their fleet's electronic countermeasure capabilities and make them immeasurably harder to counter, few things will serve better than a squadron or two of these little vessels.
Developer: Duvolle Labs
Duvolle Labs manufactures sturdy ships with a good mix of offensive and defensive capabilities. Since the company is one of New Eden's foremost manufacturers of particle blasters, its ships tend to favor turrets and thus have somewhat higher power output than normal.
SHIP BONUSES
Gallente Frigate bonuses (per skill level): 7.5% bonus to Remote Sensor Dampener effectiveness 10% reduction in Remote Sensor Dampener activation cost Electronic Attack Ships bonuses (per skill level): 15% bonus to Warp Scrambler and Warp Disruptor optimal range 10% reduction in Warp Scrambler and Warp Disruptor activation cost
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
10 m³
Drone Bandwidth
10 Mbit/sec
Targeting
Max Tgt. Range
64.50 km
Max Locked Targets
7
Magnetometric Sensor
23 points
Sig. Radius
43 m
Scan Res.
550 mm
Structure
Structure Hitpoints
425 HP
Mass
1,204,500 kg
Volume
23,000 m³
Cargo Capacity
175 m³
Armor
Armor Hitpoints
400 HP
Armor Resistances
EM
50
THR
51.25
KIN
67.5
EXP
10
Shields
Shield Capacity
325 HP
Shield Resistances
EM
0
THR
40
KIN
70
EXP
50
Summary
The Keres is a T2 version of the Maulus, but rather than just being a straight upgrade, it has an extra bonus to warp disruptor range, allowing it to point enemies from 40k or more when overheated. The warp disruptor range bonus also affects warp scramblers.
The Keres can be flown in a few ways. One is to combine the warp disruptor range with sensor damps to push the enemy's lock range down below the Keres' point range, allowing it to tackle a target while leaving them unable to do much about it. This is a strong tactic to use when soloing or when skirmishing for a fleet.
Another way is pure tackle, packing the Keres with warp disruptors and scramblers to allow it to hold point and scram on several targets, possibly with some tank. This is a particularly effective setup to support a gate camp.
The Keres can be flown primarily as a damping platform, but it doesn't really outshine the Maulus and Celestis much in this role. Versus the Maulus it essentially only gains an extra mid slot and slightly better tank at a considerable increase in price. The Celestis is simply superior at damping, and still cheaper despite being a cruiser, though the Keres beats it in mobility.
Skills
Recommended skills to pilot Keres for a specific or it's common role(s).
Skills:
Gallente Frigate gives a bonus to dampener effectiveness and reduces activation cost
Electronic Attack Ships give a bonus to Warp Scrambler and Disruptor range (40+ Km) and reduces activation cost
Frequency Modulation increases falloff on all Ewar modules, skill to IV or V
Long Distance Jamming increases optimal on all Ewar modules, skill to IV or V
Signal Suppression increases effectiveness on Sensor Damps, skill to V.