Difference between revisions of "Keres"

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Skills:
 
Skills:
* [[Spaceship_Command#Gallente_Frigate|Gallente Frigate]] gives a bonus to dampener effectiveness and reduces activation cost; level V is necessary to sit in the hull at all.
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* {{Sk|Gallente Frigate}} gives a bonus to dampener effectiveness and reduces activation cost; level V is necessary to sit in the hull at all.
* [[Spaceship_Command#Electronic_Attack_Ships|Electronic Attack Ships]] gives a bonus to Warp Scrambler and Disruptor range (40+ Km) and reduces activation cost. Ideally a Keres pilot will have this trained to IV at least (V is a long train).
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* {{Sk|Electronic Attack Ships}} gives a bonus to Warp Scrambler and Disruptor range (40+ Km) and reduces activation cost. Ideally a Keres pilot will have this trained to IV at least (V is a long train).
* [[Electronic_Systems#Frequency_Modulation|Frequency Modulation]] increases falloff range on all ewar modules; train to IV or V
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* {{Sk|Frequency Modulation}} increases falloff range on all ewar modules; train to IV or V
* [[Electronic_Systems#Long_Distance_Jamming|Long Distance Jamming]] increases optimal range on all ewar modules; train to IV or V
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* {{Sk|Long Distance Jamming}} increases optimal range on all ewar modules; train to IV or V
* [[Electronic_Systems#Signal_Suppression|Signal Suppression]] increases effectiveness of Sensor Damps; train to IV or V.
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* {{Sk|Signal Suppression}}increases effectiveness of Sensor Damps; train to IV or V.
  
 
Good to have:  
 
Good to have:  
  
* [[Electronic_Systems#Sensor_Linking|Sensor Linking]] reduces capacitor need for sensor damps.
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* {{Sk|Sensor Linking}} reduces capacitor need for sensor damps.
* [[Electronic_Systems#Propulsion_Jamming|Propulsion Jamming]] reduces capacitor need for points and scrams.
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* {{Sk|Propulsion Jamming}} reduces capacitor need for points and scrams.
  
 
==Tactics==
 
==Tactics==

Revision as of 16:42, 27 October 2021

EVE University Database
 
Ship Database
Keres
CornerT2h.png
Keres
Gallente Federation
Gallente Federation
Electronic Attack Frigates
Maulus Class
RELATED UNI-WIKI REFERENCES

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

Required Skills
Training Time what's this?
23d 22h 40m 30s
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
Maulus
Maulus.jpg
Maulus
Standard Frigates Maulus Class
Icon hi slot.png2 (0/2) Icon mid slot.png4 Icon low slot.png3
Icon powergrid.png28 MW Icon cpu.png230 tf
Icon velocity.png375 m/sec
Icon capacity.png275 m³
, Maulus Navy Issue
Maulus Navy Issue.jpg
CornerTFs.png
Maulus Navy Issue
Faction Frigates Maulus Class
Icon hi slot.png2 (0/2) Icon mid slot.png3 Icon low slot.png4
Icon powergrid.png35 MW Icon cpu.png150 tf
Icon velocity.png315 m/sec
Icon capacity.png275 m³

Ship Attributes

Fittings
Powergrid
powergrid
33 MW
CPU
cpu output
205 tf
Capacitor
capacitor
375 GJ
High
high slots
2
Launchers
launcher slots
0
Turrets
turret slots
2
Medium
medium slots
5
Low
low slots
3
Rig
rigs
2
 
small
Calibration
calibration
400
Navigation
Max Velocity
max. velocity
350 m/sec
Inertia Modifier
inertia modifier (agility)
4.1
Warp Speed
inertia modifier (agility)
5.5 AU/s
Base Time to Warp
base time to warp
6.85 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
10 m³
Drone Bandwidth
drone bandwidth
10 Mbit/sec
Targeting
Max Tgt. Range
max. targeting range
64.50 km
Max Locked Targets
max. locked targets
7
Magnetometric Sensor
Magnetometric sensor strength
23 points
Sig. Radius
signature radius
43 m
Scan Res.
scan resolution
550 mm
Structure
Structure Hitpoints
structure hitpoints
425 HP
Mass
ship mass
1,204,500 kg
Volume
ship volume
23,000 m³
Cargo Capacity
cargo capacity
175 m³
Armor
Armor Hitpoints
armor hitpoints
400 HP
Armor Resistances
EM
electromagnetic resistance
50
THR
thermal resistance
51.25
KIN
kinetic resistance
67.5
EXP
explosive resistance
10
Shields
Shield Capacity
shield hitpoints
325 HP
Shield Resistances
EM
electromagnetic resistance
0
THR
thermal resistance
40
KIN
kinetic resistance
70
EXP
explosive resistance
50


Summary

The Keres is a T2 version of the Maulus, but rather than just being a straight upgrade, it gains an extra bonus to warp disruptor range, allowing it to point enemies from 40km or more; with a T2 point, heat, and maximum character skills, a Keres can point at 50km. The warp disruptor range bonus also affects warp scramblers, taking a T2 warp scrambler to about 15km range with good character skills.

The Keres can be flown in a few ways. One is to combine the warp disruptor range with scripted sensor damps that push opponents' lock ranges down below the Keres' point range, allowing it to tackle a target while leaving them unable to respond. This is a strong tactic to use solo or when skirmishing for a small gang or fleet.

Another route is pure tackle, packing the Keres with warp disruptors and scramblers to allow it to hold points and scrams 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 sensor 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, cheaper despite being a cruiser, and more insurable, though the Keres beats it in mobility.

Skills

Recommended skills to pilot Keres for a specific or its common role(s).

Skills:

  • Gallente Frigate gives a bonus to dampener effectiveness and reduces activation cost; level V is necessary to sit in the hull at all.
  • Electronic Attack Ships gives a bonus to Warp Scrambler and Disruptor range (40+ Km) and reduces activation cost. Ideally a Keres pilot will have this trained to IV at least (V is a long train).
  • Frequency Modulation increases falloff range on all ewar modules; train to IV or V
  • Long Distance Jamming increases optimal range on all ewar modules; train to IV or V
  • Signal Suppressionincreases effectiveness of Sensor Damps; train to IV or V.

Good to have:

Tactics

Fitting notes

  • Use a fit that provides some defense against drones
  • By scripting your modules, you can reduce the stacking penalties when you apply multiple damps to the same target. Bring enough scripts to script each of the damps you have fitted for either of its effects, as tactically necessary.

Combat tactics:

  • It is often useful to reject fleet warps and warp in at your optimal
  • Warping in a few seconds after the rest of the fleet, when the opponents will have already chosen their primaries, can protect you from immediate primary target status, and gives your FC time to call ewar targets.
  • Unless ordered to by the FC, do not target the general primary with damps; your targets will often be support, logistics ships or other ewar
  • Sniping ships suffer most from range penalties. In a close-range fight, enemy damage dealers might suffer more from lock time penalties. Logistics ships usually suffer more from lock time penalties, unless they are strung out some distance behind their allies.
  • Be prepared to bounce repeatedly to tactical bookmarks or nearby celestials to avoid damage. Don't feel bad about warping out and back in: this can effectively keep a target preoccupied with you and essentially off the field.

Notes

In ancient Greek mythology, the Keres were feminine personifications of violent death, associated with battlefields. "Keres" is actually the plural (of Ker) but as a ship name it has become standardized as a singular noun in Eve.