Difference between revisions of "Atron"

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  | shipimg=Atron.jpg
 
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  | shipname=Atron
 
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| caption=Atron
 
 
  | class=Frigate
 
  | class=Frigate
 
  | grouping=Standard Frigates
 
  | grouping=Standard Frigates
 
  | hulltype=Atron Class
 
  | hulltype=Atron Class
  | faction=Gallente Federation
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  | faction=Gallente Federation  
| race=Gallente
 
| roles=Attack Frigate
 
 
  | variations={{Ship|Taranis}},{{Ship|Ares}}
 
  | variations={{Ship|Taranis}},{{Ship|Ares}}
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| ecmprio=1 <!-- 0 = none, 1 = low, 2 = normal, 3 = high, 4 = highest -->
 
 
  | powergrid=37 MW
 
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  | mass=1,050,000 kg
 
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==Summary==
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== Summary ==
The Atron is the Gallente [[Frigates#Fast_Frigates|Attack Frigate]]. The Atron's extraordinary speed, agility, and bonus to propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it an excellent tackle frigate. The Atron also has bonuses to hybrid turrets, but using them often requires more capacitor than the Atron has to spare, so the Atron is sometimes fit with unbonused projectile weapons (which require less capacitor), or no weapons at all. The job of an Atron pilot is usually to pin down an enemy and stay alive long enough for fleetmates to arrive and deliver the punch.
+
The Atron is the Gallente [[Frigates#Fast Frigates|Attack Frigate]]. The Atron's high speed, agility, and bonus to the capacitor use of propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it an excellent [[Tackling|tackle]] frigate. The Atron also has bonuses to hybrid turrets, but for fleet use it is often given only the smaller types of blasters, or no weapons at all.
  
The Atron is a great hull for new pilots interested in learning basic tackling skills, and how to serve as a fleet scout (or "+1"). Flying the Atron provides good practice for eventually flying fleet interceptors (such as the [[Ares]]), which are more commonly used as fleet scouts and first tacklers. Nevertheless, even though the Tech I Atron isn't quite as effective as a Tech II Interceptor, it can still serve as an amazing long-point tackle ship. E-UNI Atron pilots are strongly advised to read the [[Tackling|UniWiki guide to tackling]], and to attend a [[Tackling 101]] practical.
+
The job of an Atron pilot is usually to pin down an enemy and stay alive long enough for fleetmates to arrive and deliver damage. Flying the Atron provides good practice for eventually flying fleet interceptors (such as the [[Ares]]), which are more commonly used as fleet scouts and first tacklers.
  
Of the four racial Attack Frigates, the Atron has the most structure HP. As a result, it benefits the most from a damage control module (which provides resistance bonuses to hull), and is nearly always fit with one in a low slot. The Atron's speed makes it best at providing initial tackle, and so it is most often fit with a warp disruptor ("point") rather than a warp scrambler ("scram") or stasis webifier ("web"). Other slots are typically filled with a propulsion module (usually a microwarpdrive), modules that increase speed and agility, and shield modifiers. Even though Gallente ships are typically fit for armor, the fleet Atron is not, because armor modules and rigs carry penalties that negate the Atron’s speed advantage. Gallente pilots may need to train some shield skills in order to fly this ship. Novice Atron pilots are often recommended to fly the "Derptron" fit (shown below) in fleets, because it is still a great tackle frigate in spite of its low skill requirements.
+
The Atron is not as strong at dealing or taking damage as the two Gallente Combat Frigates, the [[Incursus]] and the [[Tristan]]. Novice Gallente pilots looking for a PvE frigate for Level 1 missions, or for serving the second (scram/web) tackle role in fleets, would be better served by flying one of these other ships instead of the Atron.
  
The Atron is not as strong at dealing or taking damage as the two Gallente Combat Frigates, the [[Incursus]] and the [[Tristan]]. Novice Gallente pilots looking for a PvE frigate for Level 1 missions, or for serving the second tackle role in fleets, would be better served by flying one of these other ships instead of the Atron. Close-range, brawly Atron fits can succeed in solo PvP if the pilot can prevent the opponent's turrets from tracking while simultaneously hitting the opponent with blasters, but strong Navigation, Gunnery and capacitor skills are required.
+
== Skills ==
  
==Skills==
+
As a Tech 1 frigate, the Atron is much more forgiving of low character skills than many ships. However, its potential will improve with good character [[fitting skills]] and [[support skills]]. For the Atron's typical fleet role, navigation support skills are especially important, as they make it faster and more agile.
'''Recommended skills: '''
 
  
* [[Skills:Engineering#Power_Grid_Management|Power Grid Management]] V
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== Tactics ==
 +
Fleet Atron pilots might find this wiki's articles [[tackling]] and [[scouting]] useful; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Many of the basic principles of flying a tackling Atron hold across all Tech 1 tackle frigates: pilots should try to spiral in towards turret-using ships, and should stay alert to their target's vector using the tactical overlay, so that they can respond to target movements and keep the target pinned down.
  
* [[Skills:Engineering#Capacitor_Management|Capacitor Management]] III
+
As in fleets and gangs the Atron's main role is often tackling, its weapons are often fairly unimportant. Fleet-fit Atrons can go without weapons entirely, and pilots shouldn't strive to fit the biggest and best guns on the ship for fleet use. For solo and very-small-gang PvP, the Atron's DPS output will become important.
  
* [[Skills:Engineering#Capacitor_Systems_Operation|Capacitor Systems Operation]] III
+
Of the four racial Attack Frigates, the Atron has the most structure HP. As a result, it benefits the most from a damage control module (which provides resistance bonuses to hull), and is nearly always fitted with one in a low slot. For tackling, the Atron needs at least one of a warp scrambler ("scram") and/or warp disruptor ("point"); a stasis webifier ("web") can also slow a target down. Other slots are typically filled with a propulsion module (usually a microwarpdrive), modules that increase speed and agility, and a rudimentary shield tank. (Even though Gallente ships are typically fit for armor, the fleet Atron is not, because many armor modules and rigs carry penalties that negate the Atron’s speed advantage.)
  
* [[Skills:Engineering#Shield_Operation|Shield Operation]] III
+
Close-range, brawly Atron fits scram kiters can succeed in solo PvP if the pilot can prevent the opponent's turrets from tracking while simultaneously hitting the opponent with blasters, but strong Navigation, Gunnery and capacitor skills are required. Railgun-fit scram-kiters can also work: the best part of using an Atron is solo PvP is that it has an already good base speed, so the fit can focus on other things whether rail or blaster fit. Dual prop (afterburner and microwarpdrive) anti-kiters can work as well, though the margin for error is low given the Atron's thin tank.
  
* [[Skills:Engineering#Shield_Management|Shield Management]] III
+
== Notes ==
 
 
* [[Skills:Engineering#Shield_Upgrades|Shield Upgrades]] IV
 
 
 
 
 
* [[Skills:Engineering#CPU_Management|CPU Management]] IV
 
 
 
* [[Skills:Electronic_Systems#Propulsion_Jamming|Propulsion Jamming]] III
 
 
 
* [[Skills:Targeting#Signature_Analysis|Signature Analysis]] III
 
 
 
* [[Skills:Targeting#Long_Range_Targeting|Long Range Targeting]] III
 
 
 
 
 
* [[Skills:Armor#Mechanics|Mechanics]] IV
 
 
 
* [[Skills:Armor#Hull_Upgrades|Hull Upgrades]] IV
 
 
 
* [[Skills:Rigging#Jury_Rigging|Jury Rigging]] III
 
 
 
* [[Skills:Rigging#Astronautics_Rigging|Astronautics Rigging]] III
 
 
 
 
 
 
 
* [[Skills:Navigation#Navigation|Navigation]] IV
 
 
 
* [[Skills:Navigation#High_Speed_Maneuvering|High Speed Maneuvering]] III
 
 
 
* [[Skills:Navigation#Acceleration_Control|Acceleration Control]] III
 
 
 
* [[Skills:Navigation#Evasive_Maneuvering|Evasive Maneuvering]] III
 
 
 
* [[Skills:Navigation#Warp Drive Operation|Warp Drive Operation]] III
 
 
 
 
 
* [[Skills:Science#Thermodynamics|Thermodynamics]] III
 
 
 
==Fitting==
 
<wikifit shipid="608" doctrineid="35020" />
 
 
 
==Tactics==
 
Fleet Atron pilots should read the UniWiki articles on [[Scouting]] and [[Tackling]]; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Some tips on flying the long-point Atron:
 
 
 
* '''Target larger ships.''' The Atron is especially effective against large ships, because they have trouble tracking the Atron with their larger weapons systems. Try to tackle cruisers and up.
 
 
 
* '''Keep your distance.''' Check the optimal range of your fitted warp disruptor, and subtract 4 km from that number; this is the distance at which you’ll want to orbit your target. (This gives you 4 km of wiggle room.) If you stray too far below this distance, you will be within range of your opponent’s shorter-range scram, web and/or neuts. You can set your ship’s custom default orbit by right-clicking on the Orbit button in the Selected Item window; you should set your default 2 km less than the number you calculated above, because of overshoot at high speeds.
 
 
 
* '''Spiral in.''' Because the Atron is poorly tanked, the Atron pilot needs to avoid getting hit on approach. If the target is a turret ship, one way to avoid damage is to "spiral" towards the target, and to never fly directly at the target, in order to maximize transversal (and thus evade the tracking of the target's guns). The spiraling method does not help against opponents flying missile or drone ships, though, and Atron pilots should just fly straight at these targets.
 
 
 
* '''Anticipate your opponent.''' Try and determine your opponent’s direction of flight, and cut them off. Your opponent may try to "slingshot" you by flying towards you, and making you overshoot the target. Be ready to change directions quickly.
 
 
 
* '''Call your point in comms'''. Let your fleetmates know when they should warp to you!
 
 
 
Atron pilots can learn more about tackling by attending [[Tackling 101]].
 
 
 
==Notes==
 
 
''You can add notes here.''
 
''You can add notes here.''
  
 
{{ShipsMatrix}}
 
{{ShipsMatrix}}
[[Category:Ship Database]][[Category:Standard Frigates]]
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 +
[[Category:Ship Database]]
 +
[[Category:Standard Frigates]]

Latest revision as of 18:21, 4 April 2023

EVE University Database
 
Ship Database
Atron
Atron
Gallente Federation
Gallente Federation
Standard Frigates
Atron Class
Highlight
Entry-Level Tackle Frigate
HIGHLIGHTS
RELATED UNI-WIKI REFERENCES

The Atron is a hard nugget with an advanced power conduit system, but little space for cargo. Although it is a good harvester when it comes to mining, its main ability is as a combat vessel.

SHIP BONUSES

Gallente Frigate bonuses (per skill level):
10% bonus to Small Hybrid Turret falloff
5% bonus to Small Hybrid Turret damage
Role Bonus:
80% reduction in Propulsion Jamming systems activation cost

Required Skills
Training Time what's this?
25m 0s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Taranis
Taranis.jpg
CornerT2s.png
Taranis
Interceptors Atron Class
Icon highlights.pngFast Target Locking Time
Icon hi slot.png4 (0/3) Icon mid slot.png3 Icon low slot.png3
Icon powergrid.png35 MW Icon cpu.png160 tf
Icon velocity.png420 m/sec
Icon capacity.png92 m³
,Ares
Ares.jpg
CornerT2s.png
Ares
Interceptors Atron Class
Icon highlights.pngFast Target Locking Time
Icon hi slot.png3 (1/3) Icon mid slot.png3 Icon low slot.png4
Icon powergrid.png33 MW Icon cpu.png145 tf
Icon velocity.png425 m/sec
Icon capacity.png96 m³

Ship Attributes

Fittings
Powergrid
powergrid
37 MW
CPU
cpu output
147 tf
Capacitor
capacitor
330 GJ
High
high slots
4
Launchers
launcher slots
0
Turrets
turret slots
3
Medium
medium slots
3
Low
low slots
3
Rig
rigs
3
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
420 m/sec
Inertia Modifier
inertia modifier (agility)
2.8
Warp Speed
inertia modifier (agility)
5 AU/s
Base Time to Warp
base time to warp
4.08 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
No drone bay.
Targeting
Max Tgt. Range
max. targeting range
25.00 km
Max Locked Targets
max. locked targets
4
Magnetometric Sensor
Magnetometric sensor strength
8 points
Sig. Radius
signature radius
35 m
Scan Res.
scan resolution
900 mm
Structure
Structure Hitpoints
structure hitpoints
400 HP
Mass
ship mass
1,050,000 kg
Volume
ship volume
22,500 m³
Cargo Capacity
cargo capacity
145 m³
Armor
Armor Hitpoints
armor hitpoints
350 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
35
KIN
kinetic resistance
35
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
300 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
20
KIN
kinetic resistance
40
EXP
explosive resistance
50


Summary

The Atron is the Gallente Attack Frigate. The Atron's high speed, agility, and bonus to the capacitor use of propulsion jamming modules (warp disruptors, warp scramblers and stasis webifiers) make it an excellent tackle frigate. The Atron also has bonuses to hybrid turrets, but for fleet use it is often given only the smaller types of blasters, or no weapons at all.

The job of an Atron pilot is usually to pin down an enemy and stay alive long enough for fleetmates to arrive and deliver damage. Flying the Atron provides good practice for eventually flying fleet interceptors (such as the Ares), which are more commonly used as fleet scouts and first tacklers.

The Atron is not as strong at dealing or taking damage as the two Gallente Combat Frigates, the Incursus and the Tristan. Novice Gallente pilots looking for a PvE frigate for Level 1 missions, or for serving the second (scram/web) tackle role in fleets, would be better served by flying one of these other ships instead of the Atron.

Skills

As a Tech 1 frigate, the Atron is much more forgiving of low character skills than many ships. However, its potential will improve with good character fitting skills and support skills. For the Atron's typical fleet role, navigation support skills are especially important, as they make it faster and more agile.

Tactics

Fleet Atron pilots might find this wiki's articles tackling and scouting useful; these provide details on how to serve as the fleet vanguard, and how to approach and point a target once it is on grid. Many of the basic principles of flying a tackling Atron hold across all Tech 1 tackle frigates: pilots should try to spiral in towards turret-using ships, and should stay alert to their target's vector using the tactical overlay, so that they can respond to target movements and keep the target pinned down.

As in fleets and gangs the Atron's main role is often tackling, its weapons are often fairly unimportant. Fleet-fit Atrons can go without weapons entirely, and pilots shouldn't strive to fit the biggest and best guns on the ship for fleet use. For solo and very-small-gang PvP, the Atron's DPS output will become important.

Of the four racial Attack Frigates, the Atron has the most structure HP. As a result, it benefits the most from a damage control module (which provides resistance bonuses to hull), and is nearly always fitted with one in a low slot. For tackling, the Atron needs at least one of a warp scrambler ("scram") and/or warp disruptor ("point"); a stasis webifier ("web") can also slow a target down. Other slots are typically filled with a propulsion module (usually a microwarpdrive), modules that increase speed and agility, and a rudimentary shield tank. (Even though Gallente ships are typically fit for armor, the fleet Atron is not, because many armor modules and rigs carry penalties that negate the Atron’s speed advantage.)

Close-range, brawly Atron fits scram kiters can succeed in solo PvP if the pilot can prevent the opponent's turrets from tracking while simultaneously hitting the opponent with blasters, but strong Navigation, Gunnery and capacitor skills are required. Railgun-fit scram-kiters can also work: the best part of using an Atron is solo PvP is that it has an already good base speed, so the fit can focus on other things whether rail or blaster fit. Dual prop (afterburner and microwarpdrive) anti-kiters can work as well, though the margin for error is low given the Atron's thin tank.

Notes

You can add notes here.