In this
post we will cover the basics of combat. Much of this stuff you were
told in the Career Agent Missions and Tutorials but they probably
haven't had the chance to sink in yet. Combat is a huge subject.
There are so many variables involved that there are often many ways
to do something. Take some time to familiarise yourself with the
basics before experimenting. Its really worth reading the whole lot
even if it is a long haul.
Damage
Types
Damage
comes in four different types; EM, Explosive, Kinetic and Thermal.
The damage from any source will be a combination of these. For
example, missiles come in all four types but hybrid turrets do
thermal and kinetic. The rats in a mission, belt or complex will do
a set combination of damage and you can find this out from web sites.
Every
ship has resistances against these damage types for shields and
armour (hull only has resistances if you fit a damage control). You
should investigate what resistances your ships have. If you put your
resistances up high you will reduce the amount of damage the repair
module has to counter. For mission and complex runners, this means
maximising the resistances against the damage type used by the rats
they will encounter. For PvP play, you will want to even out your
resistances and get them up too so you can deal with any threat.
There
are two types of resistance module; Active and Passive. Passive
means that the module does not use capacitor and is always working.
Active modules must be turned on to work and use up capacitor.
Active modules have higher resistance values than passive modules.
There is a penalty for having multiple modules adding to the same
resistance value. It scales up for each mod so that after three
modules you aren't getting much benefit. Its not possible to get
resistances of 100%. It doesn't take much time to train for tech 2
versions of these modules and pilots should do it before going for
weapons and bigger ships.
There is
a module of note to look at when you fit your tank. A Damage Control
of some sort will provide resistances to shields, armour and hull for
a very small capacitor usage. Its the only module that gives hull
resistances and can give you that extra few seconds to escape if you
are going into hull. It also is free of the stacking penalty but you
can fit only one. Some people will swear that you should never
undock without one.
Most
ships have a “hole” in their resistances. Shields are very
vulnerable to EM damage and Armour ships are weak against explosive
damage. This means there will be certain rats which are challenging
enemies to each type of ship. You should always find out what NPCs
you should expect and plan ahead. If you don't, an otherwise good
tank will fail and you will lose your ship. Plugging this resistance
hole is also important for PvP.
Tanking
Just
about every rookie pilot makes the same mistake when they start their
career. They mistakenly believe that bigger guns or bigger ships
will improve their survivability. The truth is that just about any
ship will die if the tank is not up to scratch. The “Tank”
refers to the modules dedicated to dealing with incoming damage. An
important factor to note is that most most tanks require capacitor to
run. This means that your Tank also includes the modules that supply
the capacitor to run it. So early training should be for repairers,
resistance modules and capacitor modules.
There
are two main types of tanking; Shield Tanking and Armour Tanking.
Its inefficient to try to maintain both your shields and your armour.
Tanking usually focuses on one or the other. Amarr and Gallente
ships tend to be set up for armour tanking. Caldari and Minmatar
ships are typically shield tanks. This is because of the
resistances, hit points and layout of middle and low slots on these
ships. There are notable exceptions to this rule but its a good
guide for new players.
Shield
Boosters and Armour Repairers both repair a portion of the damage
done to your ship. The idea is to repair faster than you take damage
or at least slow the rate. Without these systems you can't stay in a
fight for long. Shield boosters and shield resistance modules use the
medium slots. Armour repairers and armour resistance modules use the
low slots. Capacitor modules can be either and there is a rig called
a Capacitor Control Circuit that helps capacitor recharge rates.
Normally you would fit a repairer, some resistance modules and then
try to arrange enough capacitor to run it all. The Fitting window
will tell you how long your capacitor will last with all your systems
active. You can “turn off” things by putting them off line. A
program like Eve Fitting Tool (EFT) will give you more accurate
information. For PvP it isn't necessary for your tank to run a
particularly long time as the fight is often over quickly but for
running complexes and missions you must run the tank regularly for up
to an hour or two. An option a new pilot should consider is to use a
Capacitor Booster. This module uses a Cap Booster charge to inject
power into the capacitor. You can get the charges in different sizes
from 25 points to 800 points and you can choose a size that suits.
Carry spare charges in your cargo hold and you can artificially
sustain your cap until you run out of boosters. This is the option a
new pilot must use to run missions until their skills are up to
scratch.
All
damage comes in one of four different types; EM, Explosive, Kinetic
and Thermal. To match this your ship has resistances on both the
shields and the armour. It possible to get resistances on your hull
as well if you fit a Damage Control module. Resistances reduce the
damage taken from a hit. If you have a 50% thermal resistance on your
shields, then all thermal damage done to the shields will be halved.
Different ships have different resistance layouts but there are some
commonalities for most ships. Shields are extremely vulnerable to EM
damage. This makes Sansha and Blood Raiders challenging opponents for
Shield ships because they typically do large amounts of EM damage.
Armour is very vulnerable to Explosive damage. The Angel Cartel and
Rogue Drones do a lot of explosive damage so they are natural foes to
armour tanks. If you are having trouble with a particular kind of rat
in a mission or complex then you should check the damage those rats
are doing and compare it to your resists. Increasing your resistances
for your tank will reduce the work the repairer has to do.
Resistances
suffer a stacking penalty when you add multiple modules of the same
type to the ship. The first module gets the full effect but
subsequent modules have a reduced effect. This means that it is
impossible to get 100% resistances. Even the Devs have to settle for
99.99%. The Stacking Penalty follows the following pattern.
Module Effectiveness
1 100%
2 87%
3 57%
4 28%
5 10.5%
6 3%
Important
Note: The Damage Control module is immune to the stacking penalties.
This means the module's full resistances are added to the ship's
resistances. This makes a Damage Control a very attractive piece of
equipment and it is used by most pilots.
After
the resistances have been penetrated, your shields and/or armour will
take damage. The most common way to deal with this is to fit a
repairer. For shields these are called Shield Boosters. Armour
repairers are the armour equivalent. These will use an amount of
capacitor and repair a portion of your tank. They tend to be power
hungry modules so much of your fitting will be geared to feeding
these devices. You may turn them on and off during a fight to
conserve capacitor but expect to need them running full time for big
missions or complexes.
Shield
tanks have another option available to them. Passive shield tanking
is using the natural shield recharge to counter damage. They fit
modules that increase the shield size and recharge rate. This has
the advantage of not needing any capacitor to run. The shield
recharge rate works on a bell curve and is at its peak recharge rate
around the 33% shields. This sweet spot is about three times the
recharge rate of 90% shields. The problem with Passive tanks is you
are already at 33% shields when you discover that your tank is being
broken.
The last
main form of tanking is mainly for PvP. Its the Buffer Tank. This
is basically a big amount of hit points for either shields or armour.
You are either relying on remote repair from fleet logistics ships
or hoping to kill the enemy before you run out of hit points. Again
good resistances are essential for this kind of tanking because it
reduces the load for the logistics ships. This type of tanking
doesn't work in missions or complexes unless you are supported by
logistics. Its often used in Incursions though.
Weapon
Systems
There
are a number of different ways you can attack someone in Eve. The
most obvious are guns and missiles. Next are drones which are robot
fighters. Then there is Electronic Warfare (EWar). After that there
are the more obscure and specialised weapon systems such as smart
bombs, nosferatu and energy neutralisers. The following sections will
cover each group in turn as they all have their own capabilities and
restrictions.
There
are different “qualities” of each type of weapon. There
“civilian” weapons which are the basic guns you get with your
rookie ships. These have the advantage of not needing ammo and being
easy to fit but are inferior in all other respects. There is the
“Tech 1” weapon which is your standard manufacturable weapon
system. There are blueprints for these weapons on the empire markets
and they tend to be fairly cheap. There are then a set of weapons
that are found only from NPC loot but are not particularly rare. I
call these “Named” weapons. They differ from the standard in many
ways and you must compare them to see the differences as a weapon can
be easier to fit but have less damage or can be good damage but poor
rat of fire. After the basic named weapons are the “Tech 2”
weapons. Tech 2 equipment is the best that can be mass produced. They
are more expensive and have higher fitting and skill requirements but
their statistics often make it worthwhile. Most PvP ships are at
least Tech 2 fitted. Tech 2 weapons are the only weapons that can use
Tech 2 ammo. Mission runners should be aiming for these after their
tank is stable. The next level is “Faction Weapons”. These are
usually equal to or superior to Tech 2 but are often easier to fit.
They are expensive and only come from special sources. New players
should wait a while before using these. It really hurts when you lose
them. The last grade of weapons is called “Officer” and they only
come from ultra-rare spawns in 0.0 space called Officer Spawns. They
cost a fortune (we’re talking billions) and can get you killed.
While they are excellent weapons, people will sometimes hunt you
hoping that a few of them will drop as loot.
Overall,
Tech 2 weapons are an excellent choice. By the time you can use them
you should be making enough money to buy them easily. The option of
T2 ammo is also worthwhile as it is usually less expensive than
faction ammo.
Ammo
comes in three quality grades; Standard, Tech 2 and Faction. Standard
is just what it sounds like. The ordinary stuff which can be mass
produced. Cheap but works. Tech 2 ammo can only be used in Tech 2
weapons. It usually comes in two types for each gun; long range or
high damage. You need more skills for T2 ammo and there are some
small disadvantages in using it (listed in the description) but on
the whole it is cheaper than faction ammo and just as effective. T2
ammo can be mass produced. The last grade of ammo is Faction ammo.
This is only sourced from faction rats or NPC corps as loyalty
rewards. However you can buy it from the market and many pilots make
good money using loyalty points to buy from the NPCs and sell it to
pilots like you. The statistics on this ammo is superior to T1 stuff
and sometimes to T2 ammo. There are no disadvantages in using it and
it can be used in any weapon so there are no skill requirements. The
problem is it is very expensive. If you are not careful you will
spend more killing a rat than the rat was worth. PvP players should
limit how much they take with them on roams or risk leaving a large
amount in their wreck unused.
Guns
This
section covers Hybrid weapons, Projectile weapons and Laser weapons.
Each of these weapon groups uses ammo of different kinds. While it
may seem odd that a laser would use ammo, they in fact use “frequency
crystals” that affect the beam that is projected. The ammo for each
weapon type comes in several varieties such as antimatter, iridium
and lead for hybrid weapons. These varieties differ in range, damage
done and sometimes type of damage. For example hybrid ammo has the
long range, low damage type called Iron and a short range, high
damage type called antimatter. You should have a look at the
different ammo types for your weapon of choice and see what the
options are. It’s also a good idea to carry several kinds of ammo
in your hold so that you can adapt to situations. Many rookies lose
their ship because they only had the short range ammo and couldn’t
hit the target. There are four sizes of ammo; small, medium, large
and extra-large. These ammo sizes match the gun sizes. Small for
frigate weapons, medium for cruisers, large for battleships and
extra-large for capital ship weapons.
Each
weapon group has its own damage types. Hybrid do thermal and kinetic
damage and this is only slightly affected by ammo choice. Lasers do
thermal and EM damage and the frequency crystal you use can change
the proportions of each. Projectile ammo is basically explosive and
kinetic but you can get ammo that does some thermal or EM damage
making it very versatile. You should know the damage types you are
doing with your guns so that you can compare them against the enemy’s
shield and armour resistances. Doing the right damage against a
target will make killing it a lot easier.
Each
gun type has two subtypes. Hybrids have Blasters and Railguns.
Lasers have Pulse and Beam. Projectiles have Autocannons and
Artillery. The subtypes differ in range and damage. Blasters, Pulse
Lasers and Autocannons are high damage, high rate of fire, high
tracking speed (see below) and low range. There are differences
again between the different weapon types. Blasters are known for
being some of the highest damage dealing weapons in the game but the
range is very short. Meanwhile, pulse lasers can still reach
respectable ranges. Railguns, Beam Lasers and Artillery have longer
ranges but their rate of fire, damage and tracking speed are less.
They are intended for targets at longer ranges. In each size group
(except extra-large) there are three grades of weapon. For example,
small railguns have the 75mm Gatling Rail, the 125mm Railgun and the
150mm Railgun. These differ in rate of fire, damage output, tracking
speed, range and fitting requirements. This makes a total of six
“types” of gun for each size group (except extra-large).
With
all the different options you have it is hard to work out what the
final statistics are on a weapon. Your skills will also change the
calculations and ships often have modifiers to weapons. There is an
easy way to work out the stats for a weapon with everything included.
Get in your ship then go to the fitting window. Fit the gun to your
ship, load it with ammo, and right click on the gun. Select “Show
info”. The window you get under these conditions shows you the
modified statistics for the gun with that ammo loaded. Compare this
to the show info window you got from a gun in your hangar or on the
market. You will see the difference. You can also right click on
your guns in space to get the same info window for emergency
reference.
Hybrid
and Laser weapons use capacitor power to fire. This also is affected
by ammo type with short range ammo using the most. If your capacitor
is so low that there is not enough power to fire the gun (or group)
then your guns will turn off. It is important to factor the gun
firing into capacitor calculations when working out your tank as the
amount adds up across 6-8 guns. Projectile weapons use no capacitor
power to fire.
All
guns have four critical properties; Optimal Range, Accuracy Falloff,
Tracking Speed and Signature Resolution. These are as important as
the damage the guns do because if you don’t fly to suit them you
won’t hit your target. Here is a brief description.
- Optimal Range – The guns will hit a stationary target 100% of the time out to this range.
- Accuracy Falloff – At range equal to Optimal out to range equal to Optimal + Falloff, the chance of hitting a stationary target slides from 100% down to 50%. This means a ship can hit a target at inside Optimal + 2 x Falloff but the chances aren’t great until it gets to Optimal range.
- Tracking Speed – This is how fast the gun moves to follow a target. If the target is going around you faster than this number then the gun CANNOT hit it.
- Signature Resolution – This is a measure of the gun’s scatter. Shots are expected to hit inside this radius. If your Signature Resolution is bigger than the Signature Radius of the target ship then you will miss with some of your shots.
These
properties are so important to how guns work that I recommend
everyone looks at this tutorial that CCP set up. Tracking Tutorial If you are
finding that you cannot hit targets or miss often then you are
probably running afoul of these properties. New players often get
their first cruiser or battlecruiser and discover they can’t hit
the frigate sized rats in missions. This is because either the guns
have larger signature resolution than the frigate size and the
weapons just missed or the frigates got so close or are moving so
fast that the larger guns can’t keep up with them. All large ships
need to consider during the design phase how to deal with small
ships. If you can’t fit a full set of medium/large guns on the high
slots, consider fitting a small gun for anti frigate work. Drones are
often used to deal with this problem.
Missile
Launchers
There
are different types of missile launcher for each size group. Rocket
Launchers and Standard Missile Launchers for the small weapons.
Assault Missile Launchers, Heavy Assault Missile Launchers and Heavy
Missile launchers for the medium weapons. Cruise Missile Launchers
and Siege Launchers for the large weapons. There are Citadel Cruise
Missile Launchers for Capital Ships. Each type takes its own size of
missile but each missile size comes in four damage types. This means
that a missile launcher of any kind is capable of launching any type
of damage. Missile launchers also use no capacitor power to fire. The
different types of launcher vary in capacity, rate of fire and
fitting requirements. The missiles determine speed, flight time,
damage and explosion radius. Note that you need the skill to use the
launcher AND the skill to use the missile as they are different.
Missiles
are very versatile as they can be changed to suit the enemy you are
engaged with. They also have a Friend or Foe version for light, heavy
and cruise missiles. This version does not need a target lock and is
great for when you have been jammed. Also missile launchers can fit
the only anti-missile system in the game called Defenders. These are
somewhat limited and aren’t the “missile shield” we wish they
were.
To
work out range for a missile you need to put it in a launcher and fit
it to your ship. Right click on your ship and select “Show info”.
There will be a tab called “Modules”. Scroll down through that
until you see the missile and then get the info on the missiles
(right-click > Show info). The window you see should have the
missile statistics modified for skills, modules and ship. Multiply
the velocity times the flight time and you will get the number of
metres the missile will fly. Remember that a missile will have to
chase a target so this won’t be exact.
Missiles
have two important characteristics; Explosion Speed and Explosion
Radius. If a target is moving faster than the Explosion Speed of the
missile when it hits then the missile will do no real damage. This is
a big problem for battleships using cruise missiles and torpedos as
they will not hurt frigates. Some frigates are so fast that they can
outrun the missile completely. Explosion Radius represents the area
the damage is done to. Bigger missiles have bigger explosive radius.
If a target is smaller than the Explosive Radius then only part of
the damage of the missile will be done to the target proportional to
the size difference. The rest is wasted. Don’t confuse this with
area effects. A missile cannot hurt more than one target. This is
another reason why medium and large missiles have trouble against
frigates as they are doing less damage per hit.
Missiles
are great for PvE such as missions and complexes. They are heavily
debated in PvP circles. The main argument against them is the time
it take for a missile to hit. This delay often means you miss out on
getting on a killmail.
Using
FoF Missiles
FoF
missiles will fire at the nearest hostile target without requiring a
lock. This causes a few problems. First, a PvP foe will not be
“hostile” until he attacks you. Even if the foe attacks other
fleet members it is not sufficient. Second, attacking drones count as
hostile targets so they will be shot first since they will likely be
closer. Third, there is no concentrated fire if there are multiple
things at the same range. This means they will spread fire among all
attacking drones. Lastly, some structures in missions count as
“hostile” and will draw fire. This only really affects mission
runners but it seems to exist so people can’t run missions AFK.
However, if your enemy is the only hostile target in range and you
are jammed then these are your best hope. Manoeuvring is the key to
using these effectively. Move away from anything that will draw the
FoFs off target. If there is a valid target in range, FoFs will
continue to fire until the launcher is depleted.
Using
Defenders
Defenders
can be put in any launcher available except Citadel Cruise Launchers.
They don’t change with launcher type but the rate of fire and ammo
capacity depends on the launcher. This makes rocket launchers and
standard launchers the best options if you plan to use these. You
activate your Defender when an enemy missile is inbound on you. The
launcher won’t activate if there are no eligible targets. If there
is an eligible target, the defender will launch and try to intercept
the closest missile to you. If it reaches the target in time it will
destroy it. When the launcher cycles, the defender will fire again if
there is another missile homing in on you. It will stop if there are
no targets or it runs out of Defenders. The problem with defenders is
that it will fire at missiles it cannot reach in time wasting the
shot. It is also not smart enough to re-target if a missile is
destroyed while it is in flight. This makes using more than one
launcher much less useful as two launchers will probably target the
same missile. However, they are a method of reducing the incoming DPS
from missile users. They are effective against cruise missiles and
torpedos, especially in missions. Mission rats use them regularly and
they seem to always get it right. Unfortunately, they will not target
missiles chasing a friendly ship.
Drones
Everyone
should learn to use drones. Gallente pilots should learn to use
drones early. Broad statements but her is the reasoning for it. For
Gallente ships, drone are an integral part of the ship's fire-power.
If you aren't using them you aren't using the ship to its potential.
I say all pilots should learn drones because most large ships use
them as a frigate defence system. A battleship with large guns on it
will have to rely on drones to kill close frigate targets. Your
large weapons just wont hurt them. Since frigates often have a warp
disruptor fitted you will find it critical to deal with them.
Drones
must be loaded into the drone bay of your ship before leaving
station. When you undock, you will find a new window under the
Overview called “Drones”. There are folders there for your drone
bay and local space. Expand them by clicking on them. You'll find
the drones in the bay ready to deploy. You can put drones into
“groups” which are just like folders to sort them. This allows
you to give orders to a group easily. Launch or give orders to a
drone or group by right-clicking on it. Make sure to remember to
recall your drones after a battle or you will lose them.
There
is a different drone for each damage type and a set of Ewar and
Logistics drones. This makes them very versatile. Drones can be
shot down though so you need to watch over then carefully or they
wont be there when you need them. They have a damage readout in the
drone window.
Ewar
Modules
There
are so many Ewar modules that I'll cover each in a brief note.
- ECM – These have a percentage chance each cycle to block your targeting for 20 seconds.
- Sensor Dampeners – These will either reduce your targeting range or increase the time to lock a target. Not very effective against rats.
- Stasis Webifiers – This module will slow a target down. This is great for holding them still for guns to hit them.
- Warp Disruptors – This module will stop your warp drive from working. An essential PvP module.
- Warp Scramblers – This module will block your warp drive AND turn off your microwarpdrive. Also common in PvP.
- Weapon Disruptors - This will either ruin the tracking or optimal range of a target's guns (not missiles). The Optimal range option works against rats and in effect reduces the dps from a ship.
Speciality
Weapons
Here
is a brief description of what these weapons do;
- Smartbombs – this does an area effect blast of damage to all ships in range. Very dangerous to use in high sec. If you hit a gate or neutral structure/ship you will be attacked by CONCORD.
- Nosferatus – These modules suck s little bit of cap from an enemy ship and put it into yours. An option to power a ship at close range. Will not suck a target dry of cap.
- Energy Neutralisers – This module uses your capacitor to destroy some of the target's capacitor. You can drain a target to zero cap with these modules. Very power hungry.
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