Enyo

From EVE University Wiki
Jump to: navigation, search
EVE University Database
 
Ship Database
Enyo
Enyo
Gallente Federation
Gallente Federation
Assault Ships
Incursus Class
RELATED UNI-WIKI REFERENCES

The single-fanged Enyo sports good firepower capability, a missile hardpoint and some extremely strong armor plating, making it one of the best support frigates out there. Ideal for use as point ships to draw enemy fire from more vulnerable friendlies.

Developer: Roden Shipyards

Unlike most Gallente ship manufacturers, Roden Shipyards tend to favor missiles over drones and their ships generaly possess stronger armor. Their electronics capacity, however, tends to be weaker than ships from their competitors.

SHIP BONUSES

Gallente Frigate Skill Bonus:
5% bonus to Small Hybrid Turret Damage per level
Assault Ships Skill Bonus:
10% bonus to Small Hybrid Turret Optimal Range per level
7.5% bonus to Small Hybrid Turret Tracking Speed per level

Required Skills
  • Gallente Frigate V11d 20h 26m
    • Spaceship Command I8m
  • Assault Ships I33m
    • Spaceship Command III4h 26m
    • Mechanic V5d 22h 13m
    • Engineering V5d 22h 13m
Training Time what's this?
23d 22h 1m
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Incursus
Incursus.jpg
Incursus
Standard Frigates Incursus Class
Icon hi slot.png3 (0/3) Icon mid slot.png3 Icon low slot.png4
Icon powergrid.png45 MW Icon cpu.png135 tf
Icon velocity.png340 m/sec
Icon capacity.png165 m³
, Ishkur
Ishkur.jpg
CornerT2s.png
Ishkur
Assault Frigates Incursus Class
Icon hi slot.png4 (0/3) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png50 MW Icon cpu.png170 tf
Icon velocity.png308 m/sec
Icon capacity.png165 m³

Ship Attributes

Fittings
Powergrid
powergrid
50 MW
CPU
cpu output
145 tf
Capacitor
capacitor
343.8 GJ
High
high slots
5
Launchers
launcher slots
1
Turrets
turret slots
4
Medium
medium slots
2
Low
low slots
4
Rig
rigs
3
 
?
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
288 m/s
Inertia Modifier
inertia modifier (agility)
3.9216
Warp Speed
inertia modifier (agility)
6 AU/s
Base Time to Warp
base time to warp
6.7 s
what's this?
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
drone capacity
5 m³
Drone Bandwidth
drone bandwidth
5 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
42 km
Max Locked Targets
max. locked targets
6
Magnetometric Sensor
Magnetometric sensor strength
11 points
Sig. Radius
signature radius
37 m
Scan Res.
scan resolution
625 mm
Structure
Structure Hitpoints
structure hitpoints
1,196 HP
Mass
ship mass
1,171,000 kg
Volume
ship volume
29,500 m³
Cargo Capacity
cargo capacity
165 m³
Armor
Armor Hitpoints
armor hitpoints
879 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
68
KIN
kinetic resistance
84
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
372 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
60
KIN
kinetic resistance
85
EXP
explosive resistance
50


Summary

The Enyo is an assault frigate best suited to attacking ships larger than itself. Its blaster weapons platform sports enough DPS potential to rival many properly fitted T1 cruisers. Its strong tank consists of its low signature radius, high resistances, and adequate capacitor specifications to run an active repair module. Utilizing blasters at close orbit makes the boat very difficult to kill by battlecruisers or battleships without multiple neutralizers or dual webs. This makes the ship ideal for working in tandem with the fleet’s fragile interceptors, replacing their points before they go down or allowing them to get safe. It also works well as an anti-support harassment ship, screaming across the battlefield to tackle that Scimitar or Blackbird kiting at 60 km. This forces the other ship to warp off, the enemy fleet to split weapons fire, or the unlucky pilot to lose their ship.

The Enyo is not without its limitations. Small blasters are notorious for being ineffective against frigates without web support. The two mid slot layout means it can only fit a propulsion module and either a scram or web, making proper tackling of other frigates difficult at best. It is also one of the slowest assault ships. A high-skill pilot with an afterburner will have trouble getting the ship over 850 m/s without the use of low slot propulsion modules (significantly hurting the tank), or utilizing a MWD - meaning other frigates will be able to dictate range once scrams are applied.

PVP aside, the ship can easily breeze through level I, II, and the vast majority of Level III combat missions. Its high DPS potential and small signature radius mean that a patient pilot can even run level IV’s solo (albeit very slowly). It is because of this that the Enyo has found some use as a high sec mission ninja: able to complete looting, flipping, and ganking duties without ever leaving grid.

Skills

The Ship Description gives a good starting point:

  • Core Competency - Standard [Certificate]
  • Armor Tanking - Standard [Certificate]
  • Advanced Blaster Turrets - Standard [Certificate]


To get the most of out of this hull you will require a few more skill sets:

  • Core Capacitor - Improved [Certificate] - Cap is part of an active armor tank
  • Turret Control - Improved [Certificate] - Increase effective DPS from blasters
  • High Velocity Helmsmen - Standard [Certificate] - Allows for Afterburner or Microwarpdrive use.


There is also a good handful of other skills that will help out quite a bit:

  • Assault Ships IV

  • Ellectronics V - Fitting skill for maximum CPU
  • Engineering V - Fitting skill for maximum powergrid
  • Armor Compensations skills IV - EM, Thermal, Kenetic, Explosive - Critical to your tanking modules
  • Propulsion Jamming IV - Lowers cap usage of Warp Scramblers
  • Advanced Weapon Upgrades III or IV - Allows you to squeeze certain fits into place
  • Energy Emission Systems III - Allows the use of T2 small Nosferatu
  • Jurry Rigging III - Allows for the use of Cap Control Circuits and Ancillary Current Routers
  • Hybrid Weapon Rigging III or IV - Allows for the use of hybrid weapon rigs and minimizes the penalty to powergrid.

Fitting

Enyos are fairly easy to fit. Pick four blasters that will fit with your fitting skills, add a Nosferatu, Afterburner or MWD, Scram (Or Web if your buddy is bringing a scram), and then your low slots.

Low slots is where it gets a little tricky. To get the most out of an Enyo use a small armor repper. A solid choice is to plug your Explosive hole with either an Energized Reactive Plate or Explosive Armor Hardener. Add a another resistance plate (the ones that don't require CPU) and then it is up to you whether you want to load a Damage Control Unit or Magnetic Field Stabilizer.

Try not to put armor rigs or armor plates on the Enyo. You will drop its speed down to below that of some cruisers, meaning you will be neither able to close orbit while your MWD is off, nor stay alive while webbed with your AB on.

Below are some examples of how to tailor-fit your enyo to the situation you will be going into. I recommend starting with the starter Enyo. It has easy fitting requirements and lets you get a feel for it. That ship will also allow you to swap the Afterburner for a named Microwarpdrive in station without having to re-tool the entire thing. So keep one in your cargo hold.

Suicide Fits Don't Work

The last fit is an example of the Suicide Enyo. It functions on the "I'm assuming I will never be primaried" principle of fighting. There are some people out there who swear by the idea of a Suicide Enyo, which is one that is fit for pure speed and dps. It is a hold-over from the pre-nano nerf style of combat. You will see the kill boards littered with their loss mails and have very few genuine kills outside of solo - one on one - ganks. That style of play is based on "Who Locked Who" first and is an expensive gamble with a 25 million ISK ship.

Fitting Warning

The following fits still utilize the pre-cruicible layout for fitting (2 midslots instead of 3). It is recomended that you adjust your fit accordingly, most likely lower gun size or drop down to meta level gear to fit a web.


A Note on Ammunition


Enyos are blaster boats. As with what they will be fighting you need to bring three types of ammunition at all times.

  • Void - For fighting larger ships.
  • Antimatter / Faction Antimatter - For shooting Drones / Frigates.
  • Null, to shoot at kiting frigates that web you. In those situations Null is the only chance you have to fight back.

Template:FittingsTemplate:FittingsTemplate:FittingsTemplate:Fittings

Tactics

If your not familiar with tackling, read up on it [[1]] and try out a Tristan to get a feel for 'survival' tackling before making the skill investment and training time for this hull.

  • Manual Flying:

    A major player skill to keeping an enyo alive is manual flight. Learn how to spiral and use it, and abuse it. Thats where you utilize double clicking in space to change your direction in relation to your target ship. Add you Angular Velocity to your overview tab and learn to keep that number up as high as possible when fighting ships larger than you. Keep the angular up on approach, watch it while you are orbiting close, and if your webbed, you will have to manually fly for certain to prevent from being popped by those medium guns if the ship can push range on you. With propper manual flying an AB Enyo can survive a Cynibal trying to kite and kill it. And with enough luck and good timing, that same enyo can get an Over heated scram on that Cynibal to dive in for the kill. Thats what manual flying can do for you.

  • Chase your own interceptors:

    The enyo's primary duty is that of secondary tackle. Become good friends with a cepter pilot you fly with regularly and work as a team to lock down the enemy support ships. The cepter will dive in for the initial tackle and scram to shut down their MWD and you mosy on in behind him so he can get out of harms way or dive in after the next support ship causing issues out at range. Your boat is strong enough to survive a whole battle pinning down a cruiser or battle cruiser by yourself. You might even be able to kill it if its buffer tanked or has poor cap stability.

  • Shoot drones first:

    The enyo's nemisis and most constant threat are drones. More than any other module or weapon systems drones can slowly and effectively grind the best tanked enyo's into space rubble. Fit your anti matter and keep your speed up to get the drones to trail behind you a bit. Within two or three shots you should be able to kill any drone class (small, medium or large) thanks to the large alpha of your blasters, you just have to wait for the drone angular to drop. If you are MWD fit, with it off and you holding close orbit, you will not be able to use Void for this task and must switch to anti-matter to get your blaster tacking high enough to hit the close orbiting light drones.

  • Your Noss will become a Neut:

    In longer endurance matches your nosferatu will start working as an energy neutralizer, so watch your modules carefully. The three most important modules to keep activated in this situation are your Nos, your warp scrambler, and your armor repair. You can pulse your Repper on and off to keep your guns running if your not taking too much damage in favor of keeping the guns on. The closer you keep your own cap at zero, the less capacitor your target will have to run his modules such as neuts, webs, and especially their active tanking modules. Using this method an enyo in a very loooong fight is capable of solo killing poorly fit or support fit battle cruisers and battleships.

Notes

Enyo Fittings may need to be re-visited and re-adjusted following an expected change to the hybrid weapons platform: [2]