Federation Navy Comet
RELATED UNI-WIKI REFERENCES
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Development SHIP BONUSES
Gallente Frigate bonuses (per skill level):
Ship Attributes
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Summary
The Federation Navy Comet, sometimes shortened to FedNav Comet or just Comet, is the Gallente faction frigate and, while technically upgraded from a Tristan, flies more like a souped-up Incursus. While it lacks the role bonuses of pirate faction frigates, the Comet's frigate skill bonuses can almost match them in power.
Quite a bit more costly than a T1 frigate, but not nearly as much as pirate frigates, the Comet is a good and fun ship that can let you blitz some lower level missions, solo in PvP or small-gang tackle PvP. Just be sure you can replace for when you lose it.
The comet is one of the most versatile t1 frigs. It is commonly flown in two variations: Brawling (fitted with blasters), a small neut, and 2 drones it can devastate any t1 frigate (given that you get into range) Scram kiting (with 150mm rail guns) and afterburner, this strategy allows to engage targets at 9k distances and far away targets (with spike or iron ammo), the drones allow for versatile dps to be applied at any range. The scram kiting comet, is commonly active tank with a single armor repper and hull enhancing rigs (t2 ideally)
Skills
Further information about additional or recommended skills to pilot Federation Navy Comet for a specific or it's common role(s) can be written here.
Fitting
Light Neutron Blaster II
Light Neutron Blaster II
Small Unstable Power Fluctuator I
Faint Epsilon Warp Scrambler I
Limited 1MN Microwarpdrive I
Balmer Series Tracking Disruptor I
Damage Control II
Adaptive Nano Plating II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Small Hybrid Collision Accelerator I
Small Anti-Explosive Pump I
Small Processor Overclocking Unit I
Hobgoblin II x3
Warrior II x3
Tracking Speed Disruption Script x1
Caldari Navy Antimatter Charge S x1
- A fast PvP fit, with good dps, an energy neutralizer, a tracking disruptor and a scram. Overall a nasty frigate for small roams. For fights with a large number of opponents it however lack tank to be able to survive long.
- As fitted, with all skills at V and before boosts, this ship has 5.6 K EHP, flies at 3285 m/s (4705 m/s with MWD overheated) and align in 4.3 s (2.8 s with MWD off)
- The cap will last for 1 min 2 s
- Damage is 297 dps, 59 dps from the drones and the balance at 1.1 + 3.1 km with Caldari Navy Antimatter
- The energy neutralizer removes 9 GJ/s of cap, draining most frigates dry in 20 to 40 s.
- The tracking disruptor reduce the opponent tracking speed by 47%, allowing for a much safer approach as long as you keep some transversal.
Light Electron Blaster II
Light Electron Blaster II
Limited 1MN Microwarpdrive I
Warp Disruptor II
X5 Prototype Engine Enervator
Damage Control II
400mm Reinforced Rolled Tungsten Plates I
Energized Adaptive Nano Membrane II
Explosive Plating II
Small Ancillary Current Router I
Small Ancillary Current Router I
Hobgoblin II x3
Warrior II x3
Caldari Navy Antimatter Charge S x1
- A tankier PvP fit. Compared to the previous fit, a bit slower, lower damage, but almost double the tank and has both a point and a web.
- As fitted, with all skills at V and before boosts, this ship has 9.1 K EHP, flies at 3090 m/s (4401 m/s with MWD overheated) and align in 4.9 s (3.5 s with MWD off)
- The cap will last for 2 min 13 s
- Damage is 193 dps, 59 dps from the drones and the balance at 0.8 + 1.9 km with Caldari Navy Antimatter.
150mm Railgun II
150mm Railgun II
1MN Monopropellant Enduring Afterburner
Faint Epsilon Warp Scrambler I
Fleeting Propulsion Inhibitor I
Damage Control II
Small Ancillary Armor Repairer
200mm Reinforced Rolled Tungsten Plates I
Magnetic Field Stabilizer II
Small Hybrid Burst Aerator I
Small Auxiliary Nano Pump I
Small Auxiliary Nano Pump I
Hobgoblin II x3
Warrior II x3
Nanite Repair Paste x32
Federation Navy Antimatter Charge S x240
Federation Navy Iridium Charge S x240
- Kite your opponent at the edge of scram range, using approach and keep at range to ensure your tranversal stays low and your shots hit. Use antimatter and hobgoblins for anything you can scram and warriors and iridium for anything that is kiting you at long point range.
- This fit is quite viable with blasters, with some tweaks, but is less flexible with its lower range, and more suited to supporting a fleet with high DPS.
Fleet-Up Fittings
150mm Railgun II
150mm Railgun II
Fleeting Compact Stasis Webifier
1MN Afterburner II
Warp Scrambler II
Magnetic Field Stabilizer II
IFFA Compact Damage Control
Magnetic Field Stabilizer II
Small Ancillary Armor Repairer
Small Transverse Bulkhead I
Small Transverse Bulkhead I
Small Transverse Bulkhead I
Hobgoblin II x3
Warrior II x3
Spike S x240
Javelin S x230
Caldari Navy Antimatter Charge S x500
Caldari Navy Tungsten Charge S x160
Nanite Repair Paste x32
- This fit is to be used in Lowsec in faction warfare space.
- Antimatter is your default ammo and hobgoblins are your default drones.
- Tungsten and warriors will help you fend-off kiters.
- Spike S will allow you to poke at long range and Javelin should be used against dual web ships trying to get under your guns.
Light Neutron Blaster II
Light Neutron Blaster II
Small Ghoul Compact Energy Nosferatu
Initiated Compact Warp Scrambler
Stasis Webifier II
1MN Afterburner II
Small Ancillary Armor Repairer
Damage Control II
Magnetic Field Stabilizer II
Vortex Compact Magnetic Field Stabilizer
Small Transverse Bulkhead I
Small Transverse Bulkhead I
Small Transverse Bulkhead I
Hobgoblin II x3
Warrior II x3
Void S x320
Null S x320
Caldari Navy Antimatter Charge S x160
Nanite Repair Paste x16
- This fit is to be used in Lowsec in faction warfare space.
- Antimatter is your default ammo and hobgoblins are your default drones.
- Warriors will help you fend-off kiters if you really need to but you should really try to avoid them.
- Null S should be used against people who are succeeding at scram-kiting you.
150mm Railgun II
150mm Railgun II
Faint Scoped Warp Disruptor
X5 Enduring Stasis Webifier
5MN Quad LiF Restrained Microwarpdrive
Small Ancillary Armor Repairer
Nanofiber Internal Structure II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Small Hybrid Locus Coordinator I
Small Hybrid Locus Coordinator II
Small Polycarbon Engine Housing II
Warrior II x3
Hobgoblin II x3
Spike S x1000
Javelin S x1000
Caldari Navy Antimatter Charge S x1000
Caldari Navy Thorium Charge S x160
- This fit may be used solo or in a small gang alike, you'll need. It is comparable to a beam slicer: it's going to be slightly worse than one stats wise but it will be a lot more unexpected, it also packs a defensive web so it's more forgiving to fly. (pre-overheat it and spam the button if someone is getting dangerously close to you). It's going to struggle with cap just like a slicer does. This ship can be flown in lowsec but you might struggle to track AB ships so you should be careful. Thorium will be your default ammo, Spike is for poking at long range and Javelin is when you get caught.
Light Electron Blaster II
Small Ghoul Compact Energy Nosferatu
Light Electron Blaster II
5MN Quad LiF Restrained Microwarpdrive
Stasis Webifier II
Warp Scrambler II
Damage Control II
Adaptive Nano Plating II
Energized Adaptive Nano Membrane II
200mm Steel Plates II
Small Anti-Explosive Pump I
Small Trimark Armor Pump I
Small Trimark Armor Pump I
Warrior II x3
Hobgoblin II x3
Void S x800
Null S x800
Federation Navy Antimatter Charge S x800
Federation Navy Iridium Charge S x800
Federation Navy Iron Charge S x800
Nanite Repair Paste x75
Synth Drop Booster x1
- Police Academy fit
- Start with null for small targets to apply quicker
- Switch to void for bigger and slow targets
125mm Railgun II
125mm Railgun II
Fleeting Compact Stasis Webifier
5MN Y-T8 Compact Microwarpdrive
Faint Epsilon Scoped Warp Scrambler
Damage Control II
200mm Crystalline Carbonide Restrained Plates
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Small Transverse Bulkhead I
Small Transverse Bulkhead I
Small Transverse Bulkhead I
Hobgoblin II x3
Warrior II x3
Spike S x400
Javelin S x160
Caldari Navy Antimatter Charge S x320
Caldari Navy Iron Charge S x320
Nanite Repair Paste x32
- This fit is to be used in Nullsec. It is the easiest scram-kiting MWD fit to fly and is great for beginners as it's buffer tanked and has a web, if you watch eveiseasy videos (and you should if you want to solo in null) you might consider this as a more expensive, more powerful and tankier kestrel. However, being easy to fly means it might be suboptimal, a dual prop active tanked scram-kiting comet would be harder to fly but theoretically more powerful.
- Antimatter is your default ammo and hobgoblins are your default drones, Iron and warriors will help you fend-off kiters. Spike S will allow you to poke at long range and Javelin should be used against ships trying to get under your guns.
125mm Railgun II
125mm Railgun II
1MN Y-S8 Compact Afterburner
Warp Scrambler II
5MN Quad LiF Restrained Microwarpdrive
Damage Control II
Magnetic Field Stabilizer II
Magnetic Field Stabilizer II
Small Ancillary Armor Repairer
Small Transverse Bulkhead I
Small Transverse Bulkhead I
Small Transverse Bulkhead I
Hobgoblin II x3
Warrior II x3
Spike S x1000
Javelin S x1000
Caldari Navy Antimatter Charge S x320
Caldari Navy Iron Charge S x320
- This fit is to be used in nullsec. It is a harder scram-kiting MWD fit to fly but has the best Damge/Tank/Range control ratio you could hope for in Null, the exact same fit is usable with neutron blaster in a brawling variant if that's more your thing. Be careful of AB only ships as they might screw with your tracking if you weren't careful and are being outtracked by someone orbiting at 0, double clicking in space and overloading prop will help a lot. Be careful with your cap as you'll need to manage it carefully, if a neut ship manages to brawl you you'll be better off deactivating your amor rep all together and count solely on your hull rigs.
- Antimatter is your default ammo and hobgoblins are your default drones, Iron and warriors will help you fend-off kiters. Spike S will allow you to poke at long range and Javelin should be used against ships trying to get under your guns.
Small Ghoul Compact Energy Nosferatu
Light Neutron Blaster II
Light Neutron Blaster II
5MN Y-T8 Compact Microwarpdrive
Initiated Compact Warp Scrambler
Fleeting Compact Stasis Webifier
Damage Control II
Vortex Compact Magnetic Field Stabilizer
Magnetic Field Stabilizer II
Small Ancillary Armor Repairer
Small Transverse Bulkhead II
Small Transverse Bulkhead II
Small Transverse Bulkhead II
Hobgoblin II x3
Warrior II x3
Nanite Repair Paste x16
Null S x320
Caldari Navy Antimatter Charge S x320
Void S x320
- This fit is to be used in nullsec, the Nos is going to help with your cap issues, the web will allow you to apply void DPS to the MWD ships you manage to catch as long as you manage to negate transversal (which is not too hard when both ships travel at 200 m/s). You may drop the NOS and replace the web by an afterburner. That would allow you to have better range control in exchange of worse capacitor and no void.
- Antimatter is your default ammo, warriors will help you poke kiters while you are trying to slingshot them. Null S should be used against people who are succeeding at scram-kiting you. Void S can be used if you are succeeding to brawl and the other guy is bad at picking up transversal. This fit might be usable in gang of small frigates too but you will be committing hard as you'll generally struggle to disengage once you are in scram range. The dual prop variation of this fit might be better to fly in gangs as you'll disengage more easily if things go wrong.
Tactics
No sub-article about Federation Navy Comet roles or piloting tactics. You can write them here.
Notes
There is also a reskinned version of the Comet, the Police Pursuit Comet, which has identical attributes to the Federation Navy Comet but a mostly white color scheme with grey and dark green Gallente accents, and of course blinking blue and red lights. It is usually slightly more expensive than its navy counterpart.