Showing posts with label beginner ships. Show all posts
Showing posts with label beginner ships. Show all posts

Monday, October 12, 2009

Ship Setups - Electronic Attack Ships: Hyena, Sentinel, & Kitsune, by Manasi

This is a guest post written by Manasi the Mule of A Mule in EVE.


Skills needs

These are frigates level 5 skills, so on your way to fly interceptors EAS is not a terrible skill to get. Also needed are electronic upgrades to level 5 as well. Aside from that, the skills needed are really for the modules you might fit on these little guys. With a limited number of slots you’re going to have to be careful with both power grid (in the future referred to a ‘grid’) and CPU. Note at the time of this writing I am not able to fly the Keres so it was not included

Slot Layout
The one thing to know about EAS (Electronic Attack Ships) is that they are very specialized at what they are intended to be good at. How useful that is to you can be debated…
  • For the Sentinel, that is energy vampire and & energy neutralizing. They also tracking disrupt!
  • For the Hyena, that is long range webbing and target painting, with some speed thrown in.
  • For the Kitsune, they specialize in electronic counter measures. (Referred to as ‘jamming’)
Pro's

Sensor strength

Something to point out is all of these ships have good sensor strengths in this order:
  1. Kitsune ~ Gravimetric strength 24… same as the Rokh and Scorpion
  2. Sentinel ~ Radar Strength 21…. only 1 point less than the Abaddon
  3. Hyena ~ Ladar Strength 21…..Same as the Maelstrom
So their sensor strength is on par with battleships even though they are only frigates.

Speed and Agility

Inertial modifiers and base speeds
  • Hyena 340 m/s 2.75 inertial modifier
  • Sentinel 324 m/s 2.97 Inertial modifier
  • Kitsune 315 m/s and a 2.7 inertial modifier
The Hyena is fastest, but not by a terrible amount and ALL of these will align to warp incredibly quickly. All these ships are given the ability to ‘get out of dodge’ really quickly. They will warp within a second or two of each other, somewhere between 4.6 S for the Hyena, to 5.84 S on the Kitsune.

Benefits

The benefits that EAS ships can bring are numerous. The Kitsune is light and fast and can keep up with small fast fleets that need some ECM support. Realize you will be ‘primaried’ first in a Kitsune for a reason. If other ships cannot lock they will become angry at you. The Sentinel can help you eat up interceptors. Just watch out for the other jammers. The Hyena can help stop people for exiting a bubble with their longer range web.

Cons

Durability

These ships will not last long nor, if they are engaged, will they survive very long, the notable exceptions to this are: The Kitsune and the Sentinel. If the Kitsune can lock fast enough she may survive the fight. The Sentinel has a better chance as tracking disruptors can reduce the tracking speed of turret weapons, allowing you to escape, and sometimes the speed to lock as well.

Lack of weaponry

The primary attack of these ships is the electronic measures they provide to the fleet. These are not damage dealers or solo ships. The majority of their ‘grid’ and CPU is to get them in, do their job, and get out (speed). There is absolutely no ‘tank’ what so ever…if you are targeted first, bail out.

Use

These ships are good for specialized purposes. Let’s look at the Kitsune for example. It is a very fast locker (with a Sensor booster II and scan res script) and can be an effective anti-jammer role. Example: mixed fleet fighting in a system starts getting jammed by a falcon...Bring in the Kitsune and lock up the falcon…if you get the lock/jam first then your buddies are free to fire. Probably to most widely used EAS frigate in game. If the Kitsune is on the ‘field’ first they will be killed….immediately

The Sentinel is a different breed; she gets bonuses to neutralizing and draining cap. This ship is highly effective versus the interceptor class of ships. No capacitor, no MWD…no MWD the interceptor goes boom. This ship needs help in killing the interceptors and the Hyena’s (if fitted with painters) can help in that role. The tracking disruptors allow this ship to close in on anything except missile boats.

The Hyena is not seen very often. The webbing bonus is nice so I have seen them used in gate camps trying to stop folks leaving a bubble. They just die too fast and too easily. I have seen a few used in small fleets and gate camps to good use.

Builds

Kitsune


Slot Module
LOW 'Hypnos' Signal Distortion Amplifier I
'Hypnos' Signal Distortion Amplifier I
MID 1MN Afterburner II
BZ-5 Neutralizing Spatial Destabilizer ECM
Enfeebling Phase Inversion ECM I
'Hypnos' Ion Field ECM I
Sensor Booster II, Scan Resolution
HIGH 'Arbalest' Standard Missile Launcher,
Caldari Navy Bloodclaw Light Missile
'Arbalest' Standard Missile Launcher,
Caldari Navy Bloodclaw Light Missile
125mm Gatling AutoCannon II, Carbonized
Lead S
RIGS Small Signal Disruption Amplifier I
Small Signal Disruption Amplifier I

Highlights:
  • 10.76 Sensor strength
  • 1.1 Second lock time on a Falcon hull
  • 1010.13 M/s
  • Cap stable

Sentinel


Slot Module
LOW Capacitor Power Relay II
Inertia Stabilizers II
Overdrive Injector System II
MID Tracking Disruptor II, Tracking Speed
Disruption
Tracking Disruptor II, Tracking Speed
Disruption
Cap Recharger II
1MN MicroWarpdrive II
HIGH Small Nosferatu II
Small Energy Neutralizer II
Medium Pulse Laser II
RIGS Small Egress Port Maximizer I
Small Egress Port Maximizer I

Highlights:
  • 3105.43 M/s
  • Nos Range 19200
  • Nuet range 18900
  • CAP stable with max skills
  • Lock time 1.8 Seconds on a Zealot

Hyena


Slot Module
LOW Power Diagnostic System II
Overdrive Injector System II
Inertia Stabilizers II
MID Stasis Webifier II
Stasis Webifier II
Stasis Webifier II
1MN MicroWarpdrive II
HIGH 280mm Howitzer Artillery II
280mm Howitzer Artillery II
Salvager I
RIGS Small Auxiliary Thrusters I
Small Projectile Ambit Extension I

Highlights:
  • 3518.27 M/s
  • 36.67 DPS EMP S 19K range
  • Can web at 20 KM
  • Locks interceptor at 2.99 Seconds
  • Cap stable

Analysis

Looking at these three builds several things comes to mind:
  • Each ship has something specialized that they are very good at. Wither you can USE that bonus depends on what you need the ship to do.
  • Gate camp bring the hyena
  • Anti-interceptor bring the Sentinel
  • Anti- jammer bring the Kitsune
The sentinel can probably be used most offensively. Tracking disruption speed on those that target you plus your high velocity means guns won’t be able to track you well. Missile ships are your problem. 108 GJ of neutralizing per every 6 seconds will shut down an interceptor to be sure. So go after the interceptors neutralize them down and you and your friends eat them up. Your still very fragile though so don’t forget that speed is your defense.

The Kitsune is the most fragile and the slowest but using Bernoulli formula (thanks to Grismar’s EvE wiki for this)

C = J/S * 100%

C=10.76/28 * 100% or a 38% chance with a single Jammer to jam a falcon

Where J is the jamming strength of your jammer, S the sensor strength of the target ship and C the jamming chance in %. The chance to jam a target with multiple jammers is a simple deduction of Bernoulli's formula:

C = (1-(1-J/S)^n)*100%

c = (1-(1-10.76/28)^3 or 76.658 % with a full rack of BZ-5’s

This gives you a fairly decent chance to jam a falcon…you must remember you’re their #1 problem so you will be eliminated

Hyena of the three EAS I am familiar with this one may have been seen the most use probably at a gate camp setup. Yes a Rapier can do the job better, and you may survive better in it CAN be done. 20KM web means you can do a tight orbit around the gate and still be able to lock them down and web them. If you substitute a Warp Disruptor you might be able to do both ‘pointing and webbing’ roles in a small gang but remember you ARE very fragile.

The last word

The Kitsune, Sentinel, and Hyena, with the exception of the Kitsune, are underutilized. They are not terribly expensive, and they can do the job their bigger brothers can do with a bit more speed. Sadly many are not used, as they are quite fragile, most pilots do not wish to die a horrible death, without providing a good benefit to their friends. The Hyena, at gate camps can provide some effective webbing potential. The Sentinel can be used to break some really nasty shield tankers, and can be especially potent against interceptors... but missile fire can eliminate them. The Kitsune is a highly effective anti- falcon/anti rook ship, but tends to get ‘primaried’ and die very fast.

If you like these ships and their abilities combined with a bit more toughness look to the T2 cruisers: The Hyena is replaced with the Rapier, The Kitsune with the Falcon/Rook, and lastly the Sentinel is replaced with the Pilgrim. Bring your wallet with you as these ships are NOT cheap!


The opinions shared here are those of its author and not necessarily mine. /CrazyKinux

Tuesday, October 06, 2009

Ship Setups - The Stealth Bombers, by Hallan Turrek

This is a guest post by Hallan Turrek from A Merry Life and a Short One.

One of the four beasts said, Come and see.
Revelations - Chapter 6, Verse 1

Introduction

Welcome to the second installment of CrazyKinux's Ship Fitting series. Last week, Kirith Kodachi covered PvE fittings for Rifters and Breachers. This week I'd like to do the first of what will probably be many PvP fitting posts. I'll be covering Stealth Bombers.

Most people are unsure as to the role of stealth bombers in a gang. What you have is a highly mobile and cloaked piece of artillery, for better or worse. You can hit at range and hit hard. You can warp cloaked and sit in a safe cloaked. You decide when to engage and when not to engage. As long as you use it wisely, you will very rarely die.

Monday, September 28, 2009

Ship Setups - The Minmatar Breacher & Rifter, by Kirith Kodachi

This is a guest post by Kirith Kodachi from Inner Sanctum of the Ninveah. You can follow him @kirithkodachi.


Minmatar ships tend to be odd birds. Besides the use of projectile weaponry, they tend to be all over the map in terms of other major systems. Some make use of missiles, others add in drones. Some are natural armour tankers, others better with shields, and some can go either way depending on the setup.

The downside of this is that you need a lot of varied skills trained well in order to handle the Minmatar lineup; the upside is that once you have those skills you have access to a flexible and powerful fleet.

I'm going to look at two Tech 1 Minmatar Frigates, the Rifter and the Breacher, and discuss some basic setups.


The Breacher


Often overlooked, the Breacher is one of the few Minmatar ships dedicated to missiles and as such can be thought of as a Minmatar version of the Caldari Kestrel. While it only has four missile launcher hardpoints, it is a lot faster with smaller signature radius and higher scan resolution for faster locking. Taking advantage of those strengths is easy.


Lows
Ballistic Control System II
Overdrive Injector System II

Mids
1MN Afterburner II
Small Shield Extender II

Highs
3 x Standard Missile Launcher II

This fast little ship can harry opponents up to 40 km away and fly over 1100 m/s without overheating and without the huge signature increase from a MWD. Not a bad setup for level 1 mission running should you want to avoid getting too close to the NPCs.

It takes a lot of practice to balance the capacitor using modules and make sure you don't run dry at the wrong moment, but once that skill is mastered you can take on a lot of ship types and be confident of coming out on top. The numerous named modules is to save on CPU.


The Rifter


The Rifter is actually decent at level 1 missions and frigate belt ratting as well. While the armour tank will work adequately in that scenario, the Rifter is one of those ships that can choose to shield tank in a pinch.

Lows

2 x Gyrostabilizer II
Overdrive Injector System II

Mids

Small Shield Booster II
1MN Afterburner II
Small Capacitor Booster II, Cap Booster 200

Highs

3 x 200mm AutoCannon II
Rocket Launcher II

You're going over 1200 m/s and the shield booster can keep you alive in those situations where you bit off more than you can chew. Your DPS is surprising with the Gyrostabilizers and big 200mm calibre weapons. Fly in, orbit tight, kill target, hit the next one. If things get too hot, boot it out of there with your afterburner and shield booster blazing.

Now, there is a world of options between the first and second setups. Passive armour tanks, bigger guns, energy neutralizers, afterburner versus MWD, the list is damn near endless. Hence why the Rifter is well liked by pod pilots.


The opinions shared here are those of its author and not necessarily mine. /CrazyKinux

Wednesday, May 20, 2009

EON #015 - Table of Content

I'm was usually pretty quick to post the EON table of content when I got my issues in the past. Unfortunately I was still very much taken away by Real Life's responsibilities when I got the 15th issue of our beloved magazine.

Once I got it though, I was quickly caught-up in the richness of this latest issue. It's got some great articles ranging from Finnigan's Quaterly Alliance Report, to the Clear Skies II interview, to the brilliant and no less scary "The End?" essay on the possible Big Crunch of New Eden. And lets not forget the chronicles, the "Beginner Ships" article, and much more.

All in all, an issue that everyone who's put an effort into, should be proud of! When anyone in the press cries wolf saying that Print media is on the verge of implosion, I look at my issues of EON and shake my head.

Good work Zapatero! Great results guys!

Table of Content - EON 015
  • Page 6 --- E-ON Upfront (News)
  • 12 ---- Quarterly Alliance Report
  • 16 ---- E-ON Awards 2009 - The Winners
  • 18 ---- Postcards from the Edge (Screen shots)
  • 22 ---- In Crowd: Greg Kruk
  • 24 ---- Clear Skies 2
  • 31 ---- In Character: Svetlana Scarlet
  • 32 ---- Alliance Profile: Ushra'Khan
  • 34 ---- Chronicle: Grandma's Letters, by Tom Czerniawski
  • 40 ---- Cover Feature: The End?
  • 46 ---- Alliance Profile: Morsus Mihi
  • 48 ---- In Character: NTRabbit
  • 50 ---- Chronicle: Prequel to Dark, by Paul Dunthorne
  • 52 ---- Testflight: Beginner Ships
  • 65 ---- In Character: Sheriff Jones
  • 66 ---- In Crowd: Pall Ivarsson
  • 68 ---- Insider's Guide: EVE API, by Capsuleer creators PyjamaSam and Roc Wieler
  • 72 ---- Insider's Guide: Production - Part 2
  • 80 ---- EVE Directory, by my friend LaVista Vista
  • 82 ---- Teh Funnies (EVE Humour)

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