Difference between revisions of "Keres"

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==Summary==
 
==Summary==
''Note: All Electronic Attack Ships were modified with Rubicon expansion. The information below has been updated for the release of Rubicon.''
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The Keres is a T2 version of the [[Maulus]], but rather than just being a straight upgrade, it has an extra bonus to warp disruptor range, allowing it to point enemies from 40k or more when overheated. The warp disruptor range bonus also affects warp scramblers.
  
The Keres is a T2 version of the [[Maulus]], but rather than just being a straight upgrade, it has an extra bonus to warp disruptor range, allowing it to point enemies from 40k or more when overheated. This is often combined with sensor range damping to push the enemy's lock range down below the Keres' point range, allowing it to tackle a target while leaving them unable to do anything about it. But if the fleet role does not require a point, the dampening will be effective in a range of an optimal 60 to 144km.
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The Keres can be flown in a few ways. One is to combine the warp disruptor range with sensor damps to push the enemy's lock range down below the Keres' point range, allowing it to tackle a target while leaving them unable to do much about it. This is a strong tactic to use when soloing or when skirmishing for a fleet.
  
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Another way is pure tackle, packing the Keres with warp disruptors and scramblers to allow it to hold point and scram on several targets, possibly with some tank. This is a particularly effective setup to support a gate camp.
  
The Keres is a fun TII Frigate to fly and great force multiplier, as you can add high value to a small gang roam and provide one of the best Ewar support roles to fleets.
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The Keres can be flown primarily as a 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, and still cheaper despite being a cruiser, though the Keres beats it in mobility.
 
 
It can be used to tackle and pin down a target that cannot hit back, as the dampeners will reduce their targeting range to less than your disruptor range.
 
 
 
Or in a fleet you will be able to ‘damp’ targets like logistics or support Dps so they are effectively off the field.
 
 
 
These great abilities and Ewar effectiveness come with a big penalty, if you arrive too early onto the battle field, Ewar often becomes a primary target. Secondly if you are really effective and good at what you do with the Keres, you will attract a lot of attempts to get you off the field.
 
 
 
Be prepared to bounce off and come back as a valid survival tactic, as once your ship is destroyed your absence can have a negative impact on the outcome.
 
  
 
==Skills==
 
==Skills==

Revision as of 16:51, 17 February 2014

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 Skill Bonus:
7.5% bonus to remote sensor dampener effectiveness and 10% reduction in remote sensor dampener capacitor need per level
Electronic Attack Ships Skill Bonus:
15% bonus to warp disruptor range and 10% reduction in warp disruptor capacitor need per level

Required Skills
  • Gallente Frigate V11d 20h 26m
    • Spaceship Command I8m
  • Electronic Attack Ships I33m
    • Spaceship Command III4h 26m
    • Long Range Targeting V10d 20h 26m
      • CPU Management II47m
Training Time what's this?
23d 22h 40m
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

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/s
Inertia Modifier
inertia modifier (agility)
4.1
Warp Speed
inertia modifier (agility)
5.5 AU/s
Base Time to Warp
base time to warp
6.22 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
64.5 km
Max Locked Targets
max. locked targets
7
Magnetometric Sensor
Magnetometric sensor strength
23 points
Sig. Radius
signature radius
55 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
KIN
kinetic resistance
68
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 has an extra bonus to warp disruptor range, allowing it to point enemies from 40k or more when overheated. The warp disruptor range bonus also affects warp scramblers.

The Keres can be flown in a few ways. One is to combine the warp disruptor range with sensor damps to push the enemy's lock range down below the Keres' point range, allowing it to tackle a target while leaving them unable to do much about it. This is a strong tactic to use when soloing or when skirmishing for a fleet.

Another way is pure tackle, packing the Keres with warp disruptors and scramblers to allow it to hold point and scram 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 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, and still cheaper despite being a cruiser, though the Keres beats it in mobility.

Skills

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


Skills:

  • Gallente Frigate gives a bonus to dampener effectiveness and reduces activation cost
  • Electronic Attack Ships give a bonus to Warp Scrambler and Disruptor range (40+ Km) and reduces activation cost
  • Frequency Modulation increases falloff on all Ewar modules, skill to IV or V
  • Long Distance Jamming increases optimal on all Ewar modules, skill to IV or V
  • Signal Suppression increases effectiveness on Sensor Damps, skill to V.

Good to have

  • Sensor Linking reduces capacitor need.
  • Propulsion Jamming reduces capacitor need.

Fitting

Updated Rubicon
Keres: Updated Rubicon
EFT
[Keres, Updated Rubicon]
Drone Link Augmentor I
Small 'Notos' Explosive Charge I

1MN Microwarpdrive II
Faint Epsilon Warp Scrambler I
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I
Phased Muon Sensor Disruptor I

Damage Control II
200mm Reinforced Nanofiber Plates I
Overdrive Injector System II

Small Anti-Explosive Pump I
Small Particle Dispersion Projector I


Hornet EC-300 x1
Hornet EC-300 x1

Targeting Range Dampening Script x2

Fitting template high slot label.png
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Fitting template mid slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template low slots label.png
icon?size=64&.png
icon?size=64&.png
icon?size=64&.png
Fitting template subsystem slots label.png
Fitting template drone slots label.png
icon?size=64&.png
icon?size=64&.png
Fitting template drone slots label.png
Fitting template charge slots label.png
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Fitting template rig slots label.png
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FITTING DIFFICULTY
EVE VERSION
RUB 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
  • An all dampening for the Rubicon expansion
  • With all skills at V and before boosts, this ship should have about 4050.0 K EHP, fly close to 2881 m/s (3200 m/s with MWD overheated) and align in 6.5 s (4.5 s with MWD off). The capacitor should be close to stable with the Smartbomb or MWD.
  • Should be able when overheated to point at 56 km.
  • Each Damp will reduce the target's targeting range by 58%


Tactics

Keres roles or piloting tactics.


Guidance for using Dampeners

  • Reject fleet warps and warp in at your optimal, which can be to either the Disruptor Point or Dampener range
  • Warp in a few seconds after the fleet, as the targets will have already chosen their primaries and the FC will have identified your targets.
  • Unless ordered to by the FC, do not target the primary, your frequent targets will be support, Logistics or other Ewar
  • Be prepared to bounce repeatedly to avoid damage, this effectively keeps a target preoccupied with you and essentially off the field.


Combat tips

  • Use a fit that provides a defense against drones
  • Use Dampeners on Snipers, which removes them from the field.
  • Use Scripts on some of the dampener modules, which reduces the stacking penalties

Notes