Difference between revisions of "Enyo"

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(→‎Skills: Section used to refer to the now-deprecated certificate system, and also conceived of one specific type of fitting and use for the ship. Also didn't take advantage of the perfectly good pages on fitting and support skills which we already have. Rewritten.)
(→‎Tactics: Retooled, preserving the good bits of the previous version but describing a wider range of uses.)
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==Tactics==
 
==Tactics==
  
If you're not familiar with [[Tackling_101|tackling, read up on it]] and try out a Tristan to get a feel for 'survival' or heavy tackling before making the skill investment and training time for this hull.
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The Enyo is most typically armour-tanked for PvP, thanks to its slot layout: it has more low slots, and its 3 mid slots mean it can fit the trinity of propulsion module, scram or point, and web, or propulsion, scram/point, and another utility module, which is hard to pass up. For solo or very-small-gang contexts, a buffer ''hull'' tank, using Reinforced Bulkheads, can surprise opponents, though at the cost of agility.
# Manual Flying:
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#*Manual flight is an important factor in keeping an Enyo alive. Learn how to spiral, use it, and abuse it.  That's where you utilize double clicking in space to change your direction in relation to your target ship.  Add your 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 you're 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 proper manual flying an AB Enyo can survive a Cynabal trying to kite and kill it.  And with enough luck and good timing, that same Enyo can get an overheated scram on the Cynabal to dive in for the kill.  That's what manual flying can do for you.
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Blaster-fitted Enyos must beware all kinds of range control: webs, [[Capacitor warfare|neuts]], and warp scramblers, if the ship is using an MWD rather than an afterburner or dual propulsion. In solo PvP, an Enyo pilot should also learn which ships are likely to be outright faster and able to kite pure and simple.
# Chase your own interceptors:
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#*The Enyo's primary duty is that of secondary tackle.  Become good friends with an interceptor 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 harm's 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 it's buffer tanked or has poor cap stability.
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Smart [[manual piloting]] can really help in most types of combat: spiral in against medium and large turrets, sling-shot to pull in or break away from small kiters, and use bursts of straight-line speed to pull threatening drones out behind you so you can shoot them.
# Shoot drones first:
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#*The Enyo's nemesis and most constant threat is the drone.  More than any other module or weapon systems drones can slowly and effectively grind the best tanked Enyos 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're holding close orbit, you will not be able to use Void for this task and must switch to anti-matter to get your blaster tracking high enough to hit the close orbiting light drones.
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If flying in PvP alongside larger ships, the Enyo's raw DPS contribution is likely to be less vital, but the ship can serve as good secondary tackle, landing a more survivable point or scram on a target to back up friendly interceptors. The Enyo can also try to threaten enemy tackle, or to manoeuvre to get at enemy [[EWAR|electronic warfare]] or [[logistics]] ships.
# Your Nos 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 you're 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.
 
  
 
==Patch History==
 
==Patch History==

Revision as of 13:00, 2 March 2022

This page should be updated due to game changes.
Reason: The Skills section needs some attention as certificates are no longer in the game.


EVE University Database
 
Ship Database
Enyo
CornerT2h.png
Enyo
Gallente Federation
Gallente Federation
Assault Frigates
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 generally possess stronger armor. Their electronics capacity, however, tends to be weaker than ships from their competitors.

SHIP BONUSES

Gallente Frigate bonuses (per skill level):
10% bonus to Small Hybrid Turret damage
Assault Frigates bonuses (per skill level):
10% bonus to Small Hybrid Turret optimal range
7.5% bonus to Small Hybrid Turret tracking speed
Role Bonus:
50% reduction in Microwarpdrive signature radius penalty
• Can fit Assault Damage Controls

Required Skills
Training Time what's this?
23d 21h 53m 20s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
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
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

Ship Attributes

Fittings
Powergrid
powergrid
50 MW
CPU
cpu output
155 tf
Capacitor
capacitor
450 GJ
High
high slots
5
Launchers
launcher slots
1
Turrets
turret slots
4
Medium
medium slots
3
Low
low slots
4
Rig
rigs
2
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
306 m/sec
Inertia Modifier
inertia modifier (agility)
3.922
Warp Speed
inertia modifier (agility)
5.5 AU/s
Base Time to Warp
base time to warp
6.37 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
42.50 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
1,053,900 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
67.5
KIN
kinetic resistance
83.75
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 the Gallente turret assault frigate, counterpart of the drone-bonused Ishkur. Its massive bonus to hybrid turret damage, coupled with the power of blasters, gives it a very high DPS ceiling when fitted for point-blank combat, surpassing some Tech 1 cruisers; its range and tracking bonuses help to apply that damage. A relatively balanced layout of mid (3) and low (4) slots opens up a range of fitting possibilities.

The Enyo can be used in PvP solo, or in fleets. It can form part of a fast-moving frigate fleet, or alongside larger ships it can offer mobile DPS and, though it isn't as fast as an interceptor, some screening capabilities. In PvE combat it has niche applications as a tool for tackling missions and sites in dangerous space, for running some types of abyssal deadspace. It can also be used as a high-sec mission ninja, able to loot, flip, and gank without ever leaving the grid.

Among the other turret assault frigates, the Harpy can achieve higher railgun ranges or more flexible blaster ranges, and has more innate survivability, while the Wolf and Retribution have more low slots for damage, mobility, or armor-tanking together with selectable damage (Wolf) or the convenience of lasers (Retribution). The Enyo stands out for its short-range damage capability—provided it can close in and survive at short range in the first place.

Skills

Like any Tech 2 ship, the Enyo deserves good general support skills and fitting skills. Gunnery support skills and navigation support skills are particularly important.

Given the hull's expense, it is worth having and using Tech 2 hybrid turrets to bring out the full power of the ship's bonuses, and it is worth being able to fit a Tech 2 armour tank to increase survivability. Unusually for a turret assault frigate, the Enyo has a (tiny) dronebay, and pilots will want to train drone skills—obviously important for Gallente ships anyway—to get a little extra DPS out of their drone.

Tactics

The Enyo is most typically armour-tanked for PvP, thanks to its slot layout: it has more low slots, and its 3 mid slots mean it can fit the trinity of propulsion module, scram or point, and web, or propulsion, scram/point, and another utility module, which is hard to pass up. For solo or very-small-gang contexts, a buffer hull tank, using Reinforced Bulkheads, can surprise opponents, though at the cost of agility.

Blaster-fitted Enyos must beware all kinds of range control: webs, neuts, and warp scramblers, if the ship is using an MWD rather than an afterburner or dual propulsion. In solo PvP, an Enyo pilot should also learn which ships are likely to be outright faster and able to kite pure and simple.

Smart manual piloting can really help in most types of combat: spiral in against medium and large turrets, sling-shot to pull in or break away from small kiters, and use bursts of straight-line speed to pull threatening drones out behind you so you can shoot them.

If flying in PvP alongside larger ships, the Enyo's raw DPS contribution is likely to be less vital, but the ship can serve as good secondary tackle, landing a more survivable point or scram on a target to back up friendly interceptors. The Enyo can also try to threaten enemy tackle, or to manoeuvre to get at enemy electronic warfare or logistics ships.

Patch History


Notes

  • The February Assault Frigate balance update introduced a new module for HACs and AFs, the Assault Damage Controls, which can replace the Damage Control module for these ships