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Table of Contents

1. Introduction 2. Preparation 1. Preparation Checklist 2. Agony Empire Rules of Engagement 3. Client Setup for PVP 4. Overview Setup 5. Voice Communications in PvP 6. Agony Fleet Manager 7. Fleet Navigation_in_0.0 8. Skill Training for PVP 3. The Hydra Principle 4. Basic PvP Mechanics 1. Tracking and Orbiting 2. Electronic Warfare 3. Bubbles and Warping 4. ECM 5. ECCM 6. Advanced Tracking 5. Clones and Podding 6. Recommended Ship Setups 1. T1 Hydra Punisher 2. T1 Hydra Kestrel 3. T1 Hydra Long Range Kestrel 4. T1 Hydra Merlin 5. T1 Hydra Incursus 6. T1 Hydra Tristan 7. T1 Hydra Rifter 8. T1 Hydra Arty Rifter 9. T1 Hydra Crucifier 10. Standard Griffin 11. T1 Hydra Maulus

Introduction
Introduction
In order to learn how to fight back, the student of PVP needs to realize that Eve Online combat is incredibly rich and diverse. It requires not only character skill points but also a good amount of player skills. The difference between a lost encounter and a won encounter is more often the player skills than the character skills. The lessons taught in PVP-BASIC are fundamental to Eve combat and make a starting platform for the study of tactics, strategy and dynamics of Eve PVP. These skills are applicable to all kinds of Eve combat, regardless of whether you're defending your mining fleet from Pirate attacks, or stalking lawless space in search of targets of your own. The goal of PVP-BASIC is to provide you with the basic skills and confidence required to fly as part of a successful PVP gang, as well as being an introduction to combat in 0.0 space. This class is aimed at players who are new to PVP, or with limited PVP experience. The core topics this class will be covering are: 1. 2. 3. 4. Ship Fitting and Electronic Warfare Safespots and Basic Fleet Movement Scanning and Recon Basic PVP Mechanics

Format
PVP-BASIC is usually run over 2 days: The first day will be a mixture of theory and practical, generally taught in highsec or lowsec. On the second day, we will be head into 0.0 and put those skills to practice in a hostile situation. Each day is likely to last around 4 hours, however students are welcome to stay longer.

Prerequisites
Skills
1. 2. 3. 4. 5. 6. 7. Caldari, Amarr, Gallente or Minmatar Frigate 1+ Afterburner 1+ Propulsion Jamming 1+ Sensor Linking 1+ Warp Drive Operation 3+ Weapon Disruption 1+ Electronic Warfare 1+

The following skill plans can be imported into EveMon to check your character's minimum abilities for the class. (Right click and do a save-as, then you can import it via EveMon.) Armarr Skill Plan Caldari Skill Plan Gallente Skill Plan Minmatar Skill Plan

Preparation
It will be assumed by the instructor that all of the following preparation has been done prior to the start of the course. The instructor will assume you have read all articles and wont rehash them completely. Furthermore, the instructor will not make the entire class wait if you are not present or don't have your headset working. 1. Study the Agony Empire Rules of Engagement 2. Read all of articles indexed below, especially the PVP-Basic Preparation Checklist. Note that many of these articles will not be available to you until your signup has been processed. 3. Setup your overview before class, we do not cover this in class. Overview Setup. 4. Make any applicable client setup changes, we do not cover this in class. Configuring the EVE client for PVP v2.0. 5. Buy and fit at least 2 ships and move them to the course location. Note that we will swap out EWAR in class so bring a range of spare EWAR modules. 6. Come on Teamspeak before the course to verify that your microphone and headset are working. 7. Arrive BEFORE the class, set your clone location to the starting location of the class, and make sure your clone is up to date.

Preparation

Preparation Checklist
This document is intended to help you make sure that you've done everything you need to do to be ready for your BASIC class. You don't have to do things in this order, but following the suggested order should minimise the amount of time that you spend on preparation. Please note that access to the reading material is not usually granted until roughly one week before the class. Many of the links in this article may not work until then.

Enrollment
Make sure have correctly enrolled in the class, that you know when it is, and that your payment has been made (either by yourself, or through a corporate account on your behalf).

Connect to the "Agony Public" channel


To do this, first click the speech bubble icon in the top right of any chat window, to open the Join Channel window. - Type in "Agony Public" - Click 'Join'.

Connect to the Teamspeak 3 server


Read the Setting Up Teamspeak article and follow the instructions there on connecting to our TS3 server. This gives you even more options when it comes to asking us for help. NOTE: If you don't have a microphone, you still need to connect to TS3 so you can listen to the class. There is no point in attending if you can't hear the instructor!

Check your skills


Ensure that you have trained the required skills, which can be found on the classes wiki page. For PvPBASIC, these are:
* * * * * * *

Propulsion Jamming 1+ Afterburner 1+ Caldari, Amarr, Gallente or Minmatar Frigate 1+ Sensor Linking 1+ Warp Drive Operation 3+ (yes, we really mean it, not having it can delay the mov Weapon Disruption 1+ Electronic Warfare 1+

(Optional) Prepare your jump clone


Check the enrollment post to see which system the class is gathering in. You might want to have a jump clone at that system before the start of the class. The pod survival rate in our Basic classes is around 95% - most people don't lose any ships. Most people who lose their ships don't lose their pods. But losing all your implants is something we'd prefer you didn't risk. Please read the Jump Clones article for more information.

Consult the enrollment thread so see in which system the class is meeting & set your autopilot there.
Often classes are gathered in Nonni, but not always. This is why you should check the enrollment thread for your class to see where it will take place. Otherwise you risk gathering all your equipment and frigates at the wrong location. Nonni is a reasonably major manufacturing center, and is definitely the best place to buy your frigates so that you won't have to haul them. Other trade hubs in the area are Sobaseki (4 jumps from Nonni) and Jita (5 jumps from Nonni). Torrinos (8 jumps from Nonni) tends to be wellstocked, but it also tends to be expensive.

Start reading the rest of the articles, browse the PVP-Basic forum
You can find the articles in the Wiki's PVP-BASIC page and the forum HERE.

Buy your frigates and fittings


Choose one type of frigate that you think you'll enjoy for the duration of the class. Have a look at the Recommended Ship Setups for BASIC, but understand that it is not all inclusive. Having your class frigates in different types seems like a really good idea in theory, but in practice it tends to be frustrating and annoying. Don't choose a frigate with a mining laser bonus. Don't choose a frigate with an astrometrics bonus. Don't choose an assault frigate, interceptor, or stealth frigate - they require different techniques to fly than a tech 1 frigate, and we won't be covering those techniques in this class. We usually don't use target painters in the BASIC class, so don't choose a Vigil. Each of your frigates is going to need an afterburner. For certain frigates, this doesn't give optimal combat performance, but it's the right choice for most frigates. There are a number of training exercises where the instructor will say "turn on your afterburner" - not having one means you miss out on some of the educational value. Don't buy or fit microwarpdrives. When we say 'afterburner' we mean 'afterburner'. If you feel like fitting named, t2 or faction afterburners, then go for it. Just remember that in 0.0, the real question is not 'if' you lose your ship, but 'when'. Purchase electronic warfare modules for remainder of your midslots. The midslot items are vitally important to a hydra fleet, so you buy those and make sure you can fit them before you look at fitting weapons. Be aware that different midslot items require different amounts of CPU - don't be afraid to use lighter-caliber guns to make sure you can equip your ewar. (If you're loaded with cash, consider buying a mixture of gun calibers so that you can maximise your punch once the ewar is finalized during the class. Similarly, named modules can help, if you can afford to lose them.) With ammunition 400 rounds per weapon should see you through nicely (so if you have 3 weapons you will need 1200 rounds). If possible, bring an ammunition type that gives you an optimal range around 910km, and also an ammunition type that gives an optimal range roughly equal to your frigate's fastest circular orbit.

Gather everything at the system & station specified in enrollment post.


This system changes from time to time - see your enrollment thread to find out where the class will start.

Fit out your frigates and insure them


Set up your frigates with identical fittings in every slot and get the platinum insurance on each. During the class, you're reasonably likely to be asked to change your fittings around, but you may as well make certain that there's at least one configuration that works. If you're looking for something to squeeze into your low slots, an overdrive might be the best choice.

Set your medical clone to where your extra frigates are located.
In the unfortunate event that you do get podded, waking up 50 jumps away from the class and your extra ships would ruin your evening.

(Optional) Finalize your jump clone arrangements


Ensure that your regular clone (the one with the implants!) is in some other station, to avoid confusion and accidental clone-loss that can result if two jump clones end up in the same place.

Configure your overview and your graphics settings


Follow the configuration instructions that are a part of the BASIC course material (link ). Yes, you really do need to turn off your sound and effects, and you really do need to set up your overview so that you can't see anything beyond the essentials. If you don't do this and you're lucky, your overview will be cluttered and you might cause a friendly fire incident. If you're unlucky, your client will crash when you jump into a system full of hostiles.

Recommended modules for Basic


3-4 of the following modules: Remote Sensor Dampener (with both scripts - Targeting Range Dampening and Scan Resolution Dampening) Tracking Disruptor (with both scripts - Optimal Range Disruption, Tracking Speed Disruption) Overdrive Injector System Nanofiber Internal Structure Stasis Webifier Warp Disruptor Warp Scrambler Ship scanner (only need 1) Note: Agony recommends you bring meta 1 or 2 named variants - these are usually better than plain t1 and easier to fit, while being similar in price. Griffin pilots, bring 2 of the following: ECM - Spatial Destabilizer ECM - Phase Inverter ECM - Ion Field Projector ECM - White Noise Generator Fit racial jammers, not multispecs; they consume less capacitor and have lower fitting requirements. Ammunition: 1000-2000 rounds of ammunition per frigate Depending on what ship you may also wish to bring: Small Remote Armor Repairers are good for healing fleetmates after the battle. Small Nosferatus - OK for short range ships (Rocket, Blaster or Autocannon ships) but better fit a remote armor repairer in remaining high slot. Micro Auxiliary Power Core (to boost your powergrid) Co-Processor (to boost your CPU) Small Armor Maintenance Drone Capacitor Power Relay/Small Capacitor Battery - not recommended unless your ship is very capintensive We'll explain why in class, but DO NOT fit these modules on your ships: Sensor boosters Target Painters

Agony Empire Rules of Engagement


The following rules of engagement should be adhered to by all Agony members as well as participants on PVP University classes and other Agony gangs. 1. In 0.0, Agony operates NASI (Not Agony Shoot It). For the purposes of this policy, anyone flying in a class or gang operated by Agony is considered to be Agony for the duration of that gang, as is anyone currently set blue to Agony. During those periods when Agony has temporary blues, this policy is equivalent to NBSI (Not Blue Shoot It). 2. Agony pilots have a right to respond in their own defence in any security space. This includes acting pre-emptively where it is clear that the other party is seeking to engage the Agony member. 3. Agony members may not engage in general lowsec piracy, nor do we engage in suicide ganking in hisec. However, Agony pilots are free to engage any of the following in lowsec: 4. In hisec, Agony members may only engage legal targets (i.e. war targets and pilots with a criminal flag). While we generally avoid running classes in areas which Agony has blues, pilots friendly to Agony will be shot at if they engage one of our students on a course. This rule applies REGARDLESS OF YOUR CORP STANDING OR WAR SITUATION with the Agony students. For the duration of the course we protect the students as our own. Class Peace: For the duration of Agony PvP University classes, all students are required to observe a cease fire regardless of politics with other students. This means that you MAY NOT FIRE on another student in a course whatever the circumstances (unless we explicitly tell you to). If you do, you will be podded and potentially banned for life from all Agony courses. This cease fire applies as long as the student is considered to be on the class or traveling to or from the class. Students in Agony PvP University classes may encounter, from time to time, people that are set blue by the student's corp. That student is advised to not fire on the blue target but is also advised that the rest of the gang will not hold fire. Targets of these gangs should keep in mind that they are mixed corporations and the presence of a blue pilot does not guarantee your safety. To avoid drama, students taking a PvP University course should advise their alliance or corp that they are doing so and that the class might very well fire on those friendly to that corp or alliance. With regard to blue standing, Agony has no interest in NAPs or any arrangement where standings are set to avoid hostilities. Agony only sets blue standing on a temporary basis when we will be working directly with the blue party, and where maintaining that standing will increase our opportunities to PVP. Please note that Agony does not take PVP personally, and has no problem whatsoever with being shot at, set hostile, or otherwise engaged by you or your corporation without this having any effect on our attitude towards you or your access to Agony classes and services. We enjoy fights, and we'll actually be much more offended if you don't shoot us! Similarly if an Agony pilot engages you without provocation (which they will) this doesn't mean we don't like you, it just means we like to PVP. This is true regardless of how friendly we are with you and whether you've taken classes with us in the past. We observe the Class Peace but after that you're fair game.

Client Setup for PVP


Introduction
Rule number 1 for life in 0.0 and PvP combat is that lag kills. Your graphics settings might look cool, but if these settings cause your client to lag when 10 hostiles land on grid and a battle starts, you are dead. The last thing you want is a slide show when you're in a 50 pilot gang going against another 50 pilots. For this reason, before engaging in combat in EVE you must take time to set up your client properly. To reduce lag, 0.0 and other PvP pilots turn off several game effects. With the Apocrypha update to EVE Online on March 10th 2009 CCP has done away with the classic client. Now players can run only Premium and Premium Light clients. All the bells and whistles of premium client look great, but these additional features can drop your frame rate through the floor, especially when there is a large number of ships on grid (example: a PVP-Basic class). To reduce the chances of this happening, explore the options you get when hitting "Esc" key to bring up settings menu. Across the top you will see a row of tabs. In this article we will only be dealing with three of these tabs: Display & Graphics, Audio & Chat, and General Settings. Then we will move on to EVE Mail settings.

Configuring Client Settings


Display & Graphics

Display Setup: Find a check box named "Advanced Settings" and check it to expand display settings. You must decide whether you want to run EVE in windowed or fullscreen mode. Fullscreen mode will lighten the CPU load, but makes it more difficult to tab between different windows. For Mac Os users the shortcut to switch between fullscreen and windowed client is Apple+Return. Resolution/Window Size: One thing you will discover very fast with EVE is that you need to utilize the entire screen and the higher the resolution you can support the more room you will have. Run your client at the highest resolution possible, but keep in mind that you also want a good frame rate. This can be a tricky balancing act. You can press Ctrl+F to see your frame per second (FPS) count in game, or use FRAPS to measure it. Generally you want to keep your FPS count between 30 and 60. The most important setting in this panel is Present Interval. Here you want to select Interval One. This will limit your FPS to 60. When sitting in a station your client can have very high FPS count (up to and over 200). This will put a great deal of strain on your video card, which has been reported to lead to overheating and your system shutting down or worse. Effects: Turn off "Turret Effects", "Effects", "Missile Effects", "Camera Shake", "Ship Explosions", and "Drone Models". For large scale fleets it is best to have these effects" turned off, however, in small scale fights leaving them on can be beneficial. It will allow you to visually distinguish between different electronic warfare effects, such as when your ship is being webified or warp disrupted, as well as let you to see remote repair and neutralizer/nosferatu effects. Turn off Sun Is Occluded by Ships and turn on "Use LOD". LOD stands for "Level of Detail. Turning it on means that EVE client will use simplified 3d models to show things that are far away from the camera. Enabling LOD can result in smoother graphics.

Graphic Content Settings: Again, our goal is to have the lowest lag possible, therefore select the lowest settings for all options.

Audio & Chat

Audio Engine Settings: Uncheck "Audio Enabled to turn off sound. The sound in EVE provides more situational awareness, but the load it puts on the CPU can cause the game to lag. For many players turning the sound off when playing the game improves its performance. Another important reason for turning off sound is that it can distract you and you will not hear important information relayed on Vent. Voice Settings: Most alliances and corporations in EVE use either Ventrilo or Teamspeak. This way if the server goes down or one of pilots becomes disconnected, he or she will still be able to use voice communications and hear what is being said. EVE Voice however is a nice alternative to use when your Vent or TS goes down. Chat: Logging chat can create extra lag, but the information stored in the logs can be very useful. Whether you want to leave this option on of off is up to you.

General Settings

General: Find the box that says Show Session-Change Timer and place a check on it. You can have other boxes set to whatever you wish. This option will display a small circle at the top left corner on your UI when your session change is on. Mousing your mouse over the circle will display the time left until the change is complete. Being able to see the session change timer is very important in PVP, for example, in a situation where you have to evade a gate camp. Session timer is enabled every time you change or leave your ship, every time you dock or come through a gate, and every time you jump clone or get podded. Refer to the following article if you do not know what the session change timer is Using Session Change Timer. Help: Uncheck the Show Damage Notifications box. "Damage Notifications" are a small pop-up typically seen in the middle of your screen informing you of damage dealt or received every time you take or deal damage. Needless to say, this creates quite a bit of lag in large group PVP situations. This option can be quite useful in small scale PVP and PVE however. Another important change is to set the Auto Target Back option to zero (0) targets. When checked, your ship will automatically target-lock on any ship that locks target onto you first. If your modules are cycled this will make them activate on the locked target. However, often in combat situations the ship that locks you first is not the one you want to be shooting at. In 0.0 or any other kind of PvP you will be choosing targets much more intelligently, not letting them choose you. The ship locking you might be a friend simply trying to test locking time (or a logistics pilot in your gang). If your weapons are cycled you might end up killing your friend's ship. There are also several tricks used in empire space that can get you CONCORDed if your auto-targeter is enabled. It is a good idea to have this option turned off. Layout: You can set this up any way you like.

Configuring EVE Mail


This last setting is located in your EVE Mail window. To open EVE Mail, look at the left side of your EVE client and find the third icon down from the top. Click it to open.

Once your mailbox is open, click the triangle in the top left corner to access settings, and set 'CSPA charge' to 0. This means people don't have to pay money to invite you to fleets, etc. Next, right click on the Inbox again and turn blink off. Whenever your ship gets destroyed you will receive an email stating the amount of ISK that has been transferred to your wallet via insurance. This will prompt your mail box to blink, which causes a small amount of lag.

Other Settings
It is also a good idea to turn off the blinking effects of your wallet. Each time your ship gets blown up, you will receive some ISK from its insurance. If your wallet settings are set to make your wallet blink, it will blink upon this event and cause a small amount of lag for your client. In turn, it will make it more difficult for you to enter warp with your pod and avoid getting pod-killed. If you find that your EVE client loads slowly and is persistently being bugged by various small bugs it might be time to clear your cache. It is a good idea to periodically clean it out in any case. To do this press "ESC" button and go to "Reset Settings" tab. Find "Clear all cache files" option and click on "Clear". You will have to restart your client after this. After applying all of these setting, your EVE client will be as lag free as possible. If you are still experiencing large amount of lag in PVP you may have to upgrade your computer.

Overview Setup
Introduction
The aim of this article is to introduce you to the basics of overview setup, as well as prescribing a simple overview setting which will be effective for the PvP-BASIC class. It is essential that you correctly configure your overview before taking part in fleet activities - this will help avoid friendly-fire activities, and make locating your targets much less difficult.

Overview Basics
First of all, there are three important aspects of overview setting which it's useful to understand. These are: Filters - Presets which can be saved and loaded, which determine the objects shown to you in the Overview or highlighted on screen with brackets. This is the core aspect of overview setup, upon which all the rest is based. Tabs - In the same way as a tabbed browser like FireFox can display multiple web pages and provide a tab to get quickly to each one, the Overview can be configured with up to 5 tabs with unique names and settings. This lets a pilot very quickly change the items listed in the Overview. Brackets - The small squares, triangles, diamonds and circles displayed in space around your ship to highlight the location of ships, gates, planets and other objects.

Filters
The overview window is probably the most important window you will ever use in Eve. Unfortunately, due to the sheer amount of information it can display, it can also be the most cluttered. I'm sure you all remember that glorious day when you rolled your first character and undocked, and your overview looked something like this:

As you can see, there's a whole lot of stuff on there that you will never actually need to see. By modifying your filters, you can fine tune exactly what does and doesn't show up in your overview window so that you're only seeing the things you actually care about. Not only does this drastically reduce clutter and make objects on your overview easier to locate, but it also avoids incidents of shooting the wrong thing due to a misclick on your overview. To edit your filters, we must first open the overview settings window. To do this, click the small white triangle in the top left corner of the overview window, and select 'open overview settings'. This window is where we will carry out almost all overview related tasks for the remainder of this article. To set up your filters, simply select the 'Filters' tab. This will provide you with a window that looks

something like the following:

As you see, you can tune your filters according to two things: Types - What kind of object is it? This lets us do things like remove sentry guns and asteroids. States - What is the status of the object? We can use this to, for example, stop gang members or pilots with high standing from appearing on our overview, while keeping those who are neutral or hostile. When creating an overview filter for the first time, it is always a good idea to first click the 'Deselect All' button at the bottom of the window. This will give you a completely blank filter to work with. When you have finished working, simply click the triangle in the overview settings window, and choose 'Save current type selection as...'. A few common overview filters you might find useful are: Missions - shows only the various npc rats Loot/Salvage - shows only wrecks and cargo containers Travel - shows only stations and stargates (obviously don't use this in lowsec or 0.0!) For PvP, our needs are a little more specific. Most pilots have multiple PvP overview filters and switch between them depending on what they are trying to do. We will discuss a specific filter setup for PvPBASIC later in this article.

Columns
The next section for us to think about is the 'Columns' tab (the 'Appearance' tab is quite self-explanatory). The Columns tab allows you to choose what information you see about the objects on your overview. You can also use the 'Move Up' and 'Move Down' buttons to change the order in which these columns will appear in your overview (top column will appear first). Most of these are self-explanatory, there are a

few which may need an explanation, which are the following: Radial Velocity - This is the speed at which the distance between the object and you is changing. A negative number means the object is getting closer, a positive one means it is getting further away. Transversal Velocity - This is the speed at which the object is travelling on a plane perpendicular to your position (e.g. across the screen as you look at it). An object with 0 transversal is either stationary or moving directly towards or away from you. This is useful for determining how easily you can hit an object/it can hit you. However, since it does not account for the distance between you and the object, this option has effectively been superceded by angular velocity. Angular Velocity - This tells you the rate at which the angle of the object in relation to your position is changing in radians per second (conveniently the same unit as turret tracking!). This serves a very similar purpose to transversal velocity, but accounts for the fact that e.g. a ship with 500m/s transversal at 1km away is effectively orbiting you much faster than one with 500m/s transversal which is 100km away. Tags - This is for numbering targets when in a gang, but has been replaced in almost all situations by broadcasts and/or voice comms.

Overview Tabs
The final section of the overview setup window that merits discussion is the 'Overview Tabs' tab. This allows you to create tabs, as mentioned earlier, which provide easy switching between overview (and bracket) settings. You can create up to 5 tabs here. The 'Tab Name' column dictates (predictably!) the name which will appear on the tab. In the 'Overview Profile' column, you can use the dropdown to select which of your saved filters you want to appear in your overview when that tab is active. Similarly the 'Bracket Profile' dropdown lets you decide which brackets appear on your screen when that tab is selected. Brackets work off exactly the same saved filters as your overview itself; most users will probably either leave the brackets box as default or just use the same filter for both, though more advanced users might want to create specific settings for their brackets too! A simple tab setup might be: one for combat, one for looting and one for travel. Again, more advanced users are likely to have more specific tabs, much of which is down to personal preference. When you're finished editing, click 'Apply'. You can only have 5 tabs but many more filters. It is useful to keep one tab as "variable" tab to be able to load whatever filter you require.

Setting up your overview for PvP-BASIC


In this section we will go through step by step the process of setting up an effective overview setting for PvP-BASIC. We will work through the Overview Settings window starting with Filters>Types and moving right.

Types
First of all, click Deselect All. Then, starting at the top, go through and re-select the following: Celestial Charge Deployable NPC Ship Station Do NOT enable wrecks, cans, asteroid belts on your overview. These objects are not crucial for you to see and can be warped to by using brackets on screen if needed.

States
Select everything other than the following: Pilot is in your alliance (obviously you don't want to shoot alliance mates) Pilot is in your corporation (as above, but for corp) Pilot is in your fleet (this one is essential for PvP-BASIC due to the large number of pilots from other corps that you will be flying with) Pilot has high standing Pilot has good standing (these will hide pilots who are blue to you, which can help prevent you shooting friendlies. Whether you check these is up to you, and is likely to depend on whether you have any blues!) Please note that 'Pilot has neutral standing' always needs to be checked. Thanks to the wonderful features of Eve, unchecking this will mean just about everything else disappears too!

Appearance Colourtags
Colourtags display a pilot's status in relation to yourself. They are a small icon which appears next to objects both in space and on your overview. They are very useful for identifying which pilots are valid targets, and which are not. Remember that entries higher up the list will overrule those lower down, so the order is highly important! We recommend you rearrange your colourtags as follows: Pilot is in your fleet Pilot is at war with your corporation/alliance

Pilot is at war with your militia Pilot is in your corporation Pilot is in your alliance Pilot is in your militia Pilot has high standing Pilot has good standing Pilot has horrible standing Pilot has bad standing Pilot has bounty on him Pilot (agent) is interactable Pilot is an outlaw Pilot has security status below 0 Pilot has a neutral standing It is essential that fleet is first to avoid friendly fire incidents on the class. We recommend you turn on all of your colour tags, since it's essentially more information for free! You can also check the 'apply to ships and drones only' box, since you don't need to that a stargate is neutral!

Backgrounds
Backgrounds are obviously, backgrounds. Like colour tags, they appear on icons both on the overview and in space. They are also pretty obvious, which makes them a great way to make various objects stand out! As with colourtags, the order is important. Use the same order as above. Right click to change colour or turn blink on/off. As for which of these your turn on, and the colour you choose, the following is recommended. Set all fleet, corporation and alliance pilots as well as as those with good or high standings as various shades of blue. These are the pilots you do not want to shoot under any circumstances, so should be made obvious as such. Set all valid empire targets (pilot is at war with you or pilot is an outlaw) as red and turn blink on. That way it is very obvious who you can shoot in empire without getting concord or sentry gun aggro, and who you can't. Since gang is at the top, any classmates who are at war with you should still appear blue. Remember, you cannot shoot other classmates under any circumstances!

Ewar
These provide a small icon to the right of your overview when a pilot is using electronic warfare on you. Make sure they are all turned on! The warp disruption icon is a particularly useful one to have turned on. In case you get pinned down but have ECM support, you can call for jams on the ship that is holding you.

Columns

In PvP-BASIC, the most important function of the overview is to help you locate a primary target as fast as possible. For this reason, we recommend you cut down the columns visible in your overview to just the following, all of which assist in this task. Make sure the following columns are turned on and in the following order: Icon - useful to differentiate objects. Distance - tells you how far away objects are, if you are in range, etc. Name - the most common way to call a primary target is by name, so this column is essential! Type - sometimes a target will be called by ship type e.g. 'target is the megathron' or with both name a ship type e.g. 'target is Deadmeat in the megathron' so this column is also essential. Alliance - useful for knowing who is who in the middle of a fight, or for quickly identifying e.g. whether the ship that just appeared is allied with the 10 other neutrals in local. Ensure that the Name and Type columns are large enough to fit pilot and ship names to at least 5 letters. Also make sure the Alliance column is big enough to display the largest alliance tickets (also 5 letters). If you prefer to play EVE in windowed mode, you can set up your overview to have many columns but expand it on screen to see only 4 by default (Icon, Distance, Name, and Type) then when needed expand it further to see other columns. The overview window should be quite tall, since when the fleet is engaging 50+ hostile ships you want to be able to find the correct one quickly, and if your overview can only fit a quarter of the opposing fleet on it this will be quite difficult! A properly set up overview tends to take up about half of the right hand side of your screen. By default your overview should be sorted by distance. This will also ensure that all ships which are on grid with you usually appear at the top. When a large battle is imminent, re-sort your overview by Name column. To do this, just click the column heading at the top of the window. When creating your own overview settings, you may also wish to include other columns such as velocity, radial velocity or transversal velocity. Obviously you want to avoid clutter, so only include information that is relevant to what you're doing (e.g. if missioning in a turret ship, angular velocity might help you decide whether or not you can track something).

Additional Overview Filters


Other filters we recommend setting up are: A filter or tab for drones - open the filter you made above, check everything in the 'Drone' folder and save it under name of "Drones". Occasionally the class might get into a fight carrier supporting enemy ships. In this case the FC might order the gang to kill his drones/fighters. Having them showing on the overview will enable you to target them quickly. A filter or tab with nothing but planets. When your ship is about to blow up, select this filter, choose a planet, and keep hitting 'warp to'. As long as you are not in a bubble, this should give you a decent chance of getting your pod out in one piece.

Voice Communications in PvP


Communications in PvP
Introduction
This is a really well written article that covers the topic of voice communications in PVP University fleets. It was written by a student, Spinward who is now a member of Agony, for other students, in an effort to make some of the jargon and concepts easier to get to grips with. Don't be too concerned if you don't understand some of what is written here. When the class start on its 0.0 roam it will all fall into place once you experience it firsthand. First, the disclaimer: I'm not Agony. I'm not an instructor. I'm a week one noob who took a class!!! I just finished the accelerated PVP Basic course last night and thought I would share some of my notes with future students. Reading this post might make you a little more confident and save some time in class. Have a great time; I did. After attending a few more PVP-BASIC courses as alumni, I'm now a three month noob! I have added a little more info and re-arranged the post to make it flow a little better. Even so, there's a lot of information here and it may take a few reads before it sinks in, but you're paying a lot to attend this class (ISK and time) and I think this will help you make the most of your investment. Besides, the more you know when you arrive, the easier it will be to focus on the fun stuff: bringing death and destruction to the enemy!

General
Voice communications is an invaluable resource for a fleet. It allows you to act and react faster than the enemy. Good disciplined comms lets the Hydra Fleet to maximize its effectiveness because the FC (Fleet Commander) can coordinate the weight of weapons and EWAR on the enemy's vulnerabilities. The Fleet depends on mobility and surprise; both of these are hard to maintain without voice communications.

Voice Comms vs Text Chat


There tends to be some confusion about when you should use voice comms and when you should use text chat. In general, voice is used in the theory section for answering questions and having a proper discussion with the instructor. Text chat can be used for administrative things such as late arrivals (try to avoid this), Ventrilo problems (there are always a few) and asking for links to the Agony Fleet Manager Tool (you'll love this application when you see it). During the practical section in lowsec, you can still ask questions and carry on a discussion with the instructor over Vent. However, if the fleet is approaching a gate, don't use voice for questions so that the FC can listen for recon and intelligence reports. You always want to know what's on the other side of the gate and sometime reports come in at the last second. Keep using text chat for admin and easy to answer shorter questions. If you raise an important point in text, the instructor or one of the agony members will bring it up on vent so that everyone can benefit.

In 0.0, you have to be selective about when to talk on vent. However, it is your class so don't be afraid to use Vent to ask questions. Just listen before you key your microphone so that you don't "step on" someone else's question. If you hear "break break", "recon" or "battlecomms", stay quiet until the urgency passes. The word "urgency" is really the key to using vent. Voice comms are used when things are urgent because seconds count and typing is too slow. If there's nothing "urgent" going on, get your questions going. These instructors have tons of information for you so dig it out of them. Battle comms: When the FC (or for the purposes of a class, anyone) calls battlecomms, all members of the fleet should be quiet and listen for orders. During this time, the FC will be hearing reports, issuing orders or just taking a moment to think. It's our time, as students, to hold questions on vent. If it is something urgent, you can still use gang or squad chat to type your question. Break Break: Someone has urgent information on the fleet's tactical situation for the FC. Everyone listen up; hopefully it's about your next victim. Recon: The scouts that are flying ahead or behind the gang will start their report by saying "recon". The FC needs to hear this info, so save your questions for later or type them into fleet chat.

You, Me and I
Don't use these pronouns. Instead always identify yourself with your character's name. Refer to yourself in the third person (like that Seinfeld episode) "George is getting angry" and "Jimmie needs a new pair of shoes". It definitely feels weird at first, but start doing it every time you talk, even in the theory section. Just say "This is George. Why should jammers be on manual?" It makes it easier for the instructors to keep track of who's asking (they do watch the Vent as well) but it also helps people get into the right mindset for when they get into 0.0 space. Now in 0.0, it becomes much more important. The FC needs will sometimes need to know who is talking. By not identifying yourself you are wasting valuable seconds of your FC's time by forcing him or her to ask "who said that??". Once you have some more PvP experience, you should be able to get around 0.0 by yourself and may not need help from the FC. If that is the case and Vent is busy, just type your report/info into gang chat and say something along the lines of "no assistance needed". The FC may come pick you up anyway because he wants to look after all his students but he may not be able to because there are 29 other students to look after as well. Here's a couple examples of brevity or the lack thereof: Wrong: Did you jump? I think I missed the jump. The lag is killing me. Is everyone lagged?Better: (if you need help): George is still in E-3 at the D-0 gate. Lagged. Request orders.Best: (you don't need any help): George is lagged OR George is behind. Now that's not the only right way to phrase this report, but I hope it is a good example of brevity, precision, use of 3rd person when speaking on Vent. It also leads me right to my next few points.

Brevity and Precision


Be precise when you make a report. Tell the FC who, where, and what, but keep it as short as possible. If you practice PVP quite a bit and often fly with a particular gang in game, those players will come to

remember your voice and you can cut your reporting down even more. However, in class, nobody knows your voice and the instructor is trying to keep 30 students on the move (read herding cats). Be very careful confusing warp and jump, especially if you are providing intel. Providing bad intel gets FCs ticked off very quickly.

Don't Be a "Narrator"
In these examples, Jimmie is the tackler and George is in our fleet; Easy Meat is the target ship. Jimmie: "one point Easy Meat"FC: "everyone warp to Jimmie"George: "ok, I'm warping to the gate..... got him locked and webbed... ok missiles away... he's targetting me now.... he's shooting...I'm tanking pretty well, at 80% shields...into armor now....he's into structure...muhahaha I do crazy dps....he's dead" All the details are interesting to you, but there's zero reason to be broadcasting them on vent. Comms should be limited only those details that are significant to the FC. A better example might be: Jimmie: "one point Easy Meat"FC: "everyone warp to Jimmie"George: "web"...."Easy Meat is aggressed"FC: "get the pod" This way, the FC knows that the target has a web on it and, since he has aggressed, cannot go through the gate. You haven't used up much time on Vent, so the FC is free to be thinking and listening for intel to plan the next steps.

Saying the J word


Jump is an order to be given by the Fleet Commander only. As a student, I pretty clearly understood that there's no need for a student to ever say the J word. Try not to say it five times while talking back to the instructor about how "warping off instead of going through the gate wasn't your fault" ... yeesh ... it was not pretty. If there's time, the instructor will usually play it out to see how many times you'll say the J word before you realize it. I'm not sure but they may have a bet going every class! There is a good reason for avoiding the J word. Imagine you are on a gate waiting for your scout to tackle someone on the other side. You are keyed up with the excitement of the upcoming kill (the adrenalin really starts flowing on those first few kills) and someone says "So when do we jump?". What your mouse finger heard was JUMP and you are gone, gone, gone. No calling it back; your brain is still translating the "blah blah blah JUMP" but not fast enough to stop that damn finger. There are some euphemisms you can use instead of the J word: "We are 7 systems from our destination", "The target went out the gate", "go through the gate", "four gates to go" etc. Someone does this every class so try not to let it be you by starting the habit now! (It does become a habit...I'm even hesitating before I type the J word in these notes)

The J word vs Warp


Warping is done within a system, while you have to use a gate to Jump. Don't get them mixed up when talking to the FC. It can be a completely different tactical situation when you report that the ship you are targeting "warped off" or "went through the gate".

Chatting and Talking Back


There's probably going to be a good amount of Vent chit chat going on between the instructor, the Agony pilots, and some alumni. They know when to chat and when to keep their mouths shut. I didn't so I kept mine shut unless I had a question. If you have a question, ask it; if you have it, I'll bet at least one or two other people have the same one but are afraid to ask. This is the "talking back" portion. The instructors expect mistakes to happen. Why else would we be in the class? More important than any mistake is how you handle yourself afterwards. So if you do make a mistake, identify yourself and get to where you are supposed to be. It had to happen to someone and this time it's you. No big deal, next time it'll be someone else. If you need help, you'll get it (the other Agony pilots were a great help) but don't talk back or try to launch into a long explanation of what happened and how it isn't your fault. They've been teaching a long time an know that 'stuff' happens so just say "on my way" and get on with the grunt. That next kill might be just through the gate and we all want a piece of it. Students Chatting and Vent -> By chatting, I mean shooting the sh... er... breeze (idle chit chat about pizza or WoW or whatever). You can do it at the right times but if you can keep it in the text chat, you will keep your FC happy. The FC will call battlecomms if he or she needs vent clear.

Going through a gate


When you approach a gate, the Fleet Commander will give you your orders. If he's busy and doesn't give orders, the default instruction is to Hold on Gate , meaning you should orbit at 500m/1000m (i.e. well within jump range, which is 2500m). If you don't hear any orders, go with the default. If you think you missed or aren't sure you heard the order, ask "orders on the gate?". Other orders your FC is likely to use are: Jump on contact - go through the gate as soon as you are out of warpJump and hold cloak - go through the gate immediately but do nothing to break your cloak on the other side. That means don't move or cycle weapons/ewar. The priority is keeping your cloak up so that you don't betray the fleet's position.Align bring your ship around to point at the next stargate (normally double click beside the gate. If everyone is heading the right direction, the warp looks fast and tight)Jump and Align - go through the gate and quickly align to the next stargateJump and Re-approach - go through, break cloak and use afterburner to get to the gate. Orbit at 500/1000mJump, Jump - go through the gate immediately The default order after going through a gate is to Hold Cloak (i.e. do not do anything - you'll remain cloaked for up to 60 seconds). Do not shoot anything unless the FC has told you to. If you do, you will end up aggressed and unable to go through the gate for 60 seconds. This can hold up the class, ruin an ambush, or get you podded, and you'll have to make a long run to catch up. If this happens, stay calm and make a report. You'll be given

instructions. If the FC is busy in an attack and you're in immediate danger, warp away to stay safe and then catch up when you can. The instructors will help you as soon as they can. They really do want you to live, learn and kick butt during this class. If you do end up aggressed and alone on a gate with enemies inbound, the best place you can warp to is an asteroid belt, planet, or the star. On the way there, create a midsafe bookmark, and when you land immediately initiate warp to it. You will be safer at this safespot than if you stuck around sitting at a celestial object. If you end up going through a gate alone and there's nothing but the enemy on the other side and have no idea what to do next, here's your plan. Don't break cloak. Do a scan. Then warp out fast. (If you can warp out to a place that you are already aligned to, you're ahead of the game.) As soon as you arrive, warp to another location in system again to confound pursuit. While you're warping, read your scan and make a good report to the FC. For example, "Recon, two Ravens, Hurricane, and two Raptors in K-T 100km off 7-U gate". After your second warp (third if you're worried), put your speed on so no one drops right on top of you and figure out your next move. If you are late going through a gate or joining the gang say "Friendly incoming" just to avoid an uncool panic or friendly fire accident. Actually, if vent is clear, you can start saying "Friendly incoming to X-70" as soon as you start getting close to catching up, so the FC can keep track of where you are. He may have orders for you or ask for information.

Electronic Warfare Orders and Reporting


The fleet will be broken up into several EWAR groups: Track Groups (ships with tracking disruptors) and Damp Groups (ships with sensor dampeners). When you go into battle, your group will be given targets for weapons and EWAR modules. Here's a quick list of the voice calls that you use when a module is active on your assigned target. Don't make the call until your module is active but if you can't hold the module on target (ie running out of cap) let the EWAR leader know before it drops. Active Module - what you sayWarp Disruptor - PointWarp Scrambler - ScramSensor Dampener DampStasis Webifier - WebTrack Disruptor - TrackTarget Painter - PaintJammer - Jam You might also hear such things as "Easy Meat is primary" or "get a point on him" or "web him". Most of the communications was pretty self explanatory but that list above was just the one word. When you're in Track Group One and you hear "Track Group One on Easy Meat", target Easy Meat's ship and put your TD on it. Once you see the icon on the target, say "Track". One exception is for Jammers. You are not actually jamming until you see the grey countdown bar underneath the locked target. That's when you call "Jam". You may end up being engaged by more than one target. The procedures are the same but now the FC has to order and hear reports on more than one target. For two targets, the orders might be "Easy Meat is primary. Damp Group Two on Easy Money." Everyone will be engaging Easy Meat except that Damp Group Two will be attacking Easy Meat while locking Remote Damps on Easy Money. This means that EWAR reports need to include the name of the target pilot. For example, you might hear the following reports: "Point on Easy Meat; Web on Easy Meat, Damp on Easy Money" and so on.... I think this is beyond the Basic class but you can see that it would be impossible for the FC to keep track of the

situation without including the target's name in EWAR reports. Now if you lose track, run out of cap, have to warp away or get podded, you have to inform the Gang that the EWAR module is down. That's when you would say "Minus one point" or "Lost damp". You'll also need to tell the leader if you are out of the fight or coming back. If possible, try to make the report before you actually lose track or run out of cap. Once again, jamming is a little different. Remember to call "lost jam" before the countdown timer runs out. That way another pilot can try to replace you before the point or web or damp is actually lost. For example, Jimmie has been targeted by the Vagabond your fleet is killing: Jimmie: "Warping out, minus one point, will return" Remember there are no reports for locking target, firing, losing shield or getting into armor. It seems to happen all the time and you can't take up time on Vent that's needed to coordinate the battle.

Broadcast - the red-headed step child of Eve Communications


People don't talk much about broadcast but it's used every gang. The broadcast window appears on the lower right hand portion of the overview underneath the Fleet Window. In PvP Basic, it is used primarily to send navigation orders. The FC will say "destination broadcast" (or something like that) so you find it, right click and select set destination. Alternatively, the FC may say "waypoint broadcast". Now a waypoint and a destination look the same in the broadcast window so you have to listen. If the FC says "waypoint" you, find it, right click and select set waypoint. There can be problems sometimes so here's a few tips. If you try to set destination and you get the error message "cannot set the same destination", don't stop there. Go back to the broadcast, right click the destination, select remove waypoint. Then try setting the destination again. The other problem I've seen is when a destination and a couple waypoints are broadcast at the same time. Sometimes people set them in the wrong order and confusion sets in. Normally, the first one is the destination and the rest are waypoints. So set the first as destination, then set the next one above as a waypoint, then the one above that and so on. If you have any doubts, use gang text chat to confirm that the the destination is (for example) x-70 and there are 9 systems to go. If you're wrong it, you can sort it out before you align to the wrong gate and are tackled because incorrect alignment slowed down your warp.

Duties - just the basics


There are a few of the duties that you'll hear about. It's unlikely you'll get one but it's nice to know what they are all about. XO - Executive Officer. A second in command who deals with administration, squads, damp/track groups etc. This frees up the FC to think about tactics. In Basic, this is an assistant instructor and the XO term may not even be used. EWO or EWARO - Electronic Warfare Officer. If the Fleet is big enough you might have one of these

who coordinates the ewar groups for the FC. Scout, Recon, Skirmisher - these guys all do different things depending on their ships and skills but, for our purposes, they are all eyes in other systems finding us targets. Listening to how they report and the questions the FC asks them has really helped me. 360 Scan - An agony pilot or alumni or two will be assigned the duty of constantly scanning for threats. Everyone should be doing this on a regular basis but by assigning the duty, the FC is just making sure he's always got someone scanning for targets/threats. Local - An agony pilot or alumni will be watching local to see if the number goes up or down in your system. He or she will also try to find the incoming pilot's information for the FC. Ideally, the local pilot reports one new pilot in system, their name and alliance to the FC at the same time that the 360 scan pilot reports a new Iteron in system. Probe Scan - Normally agony or alumni assigned to scan for probes that may be used to track down your fleet when in a safe. Alternatively, detecting these probes gives us the info that a cloaked covops is in system. Rear Guard - Normally an agony pilot assigned to follow the gang last through a gate. He's kind of the herder to bug you if you're slow to go through and to tell the FC when everyone is in the next system. That's all folks. Hope it was of some value. Cheers. I hope to see you in my sights soon as you try to warp your pod away from my Rifter of Doom! Enjoy PvP; I am.

Agony Fleet Manager


What is this about
Fleet manager tool allows the fleet commander to quickly survey the composition of the fleet and distribution of the electronic warfare and remote repair module on the ships of the participants. During lecture the instructor is going to go over with you how to enter your ship setup into this application. You do not need to do this before class. On the day of the 0.0 roam the the FC will ask you to input your setup once again. So it does not matter what setup you input during lecture portion. You are free to change your setup between the day of lecture and the day of the roam if you need to do so.

Trusting the Site


1. 2. 3. 4. Open http://agony.skrewed.me/fleet-manager/ in your in-game browser. Click "Options" menu and then trusted Sites. In the "Add To Trusted Site?" dialog box, click the "Trust Website" button. Click the reload button to refresh the page. The site should now load without an error.

Dragging Your Fit to Chat


1. Open the ship fitting window. 2. In the top right corner is your ship name. 3. Click on the ship name and drag it into a chat window. Press Enter to 'say' your ship name in chat.

Copying the Fitting


1. Right-click on the ship name in the chat window. 2. Select 'Copy'.

Joining the Fleet in Fleet Manager


1. Click the Fleet owner name (Azual Skoll in the example below) to select the fleet. 2. Click the "Join Fleet" button.

Pasting Your Fitting in Fleet Manager


1. Click the text box in the "Enter Ship Fitting URL" dialog box. 2. Paste in your fitting.

Viewing the Fleet and Your Fit


1. Check to make sure that "Yes" is listed under "Joined" for the fleet you are joining. 2. Click "View Fleet" to open the fleet.

Locating Your Fit in Fleet Manager


1. Your name will be highlighted in blue. 2. You can sort the Pilot Name column to quickly find your name. All columns are sortable. 3. Click the "Update Fitting" button if the FC asks you to change your fit and you need to update it.

Fleet Navigation_in_0.0
Introduction
When taking part in an Agony course you will be in a fleet of 50 or more frigates with additional agony skirmishers and recon pilots. The roaming section of the course can cover a fairly large area. The fleet will progress through low sec space, where your flight commander might find targets of opportunity, as well as through multiple 0.0 regions. The fleet will be most effective if it is able to move smoothly as directed by your FC and change direction without delays where required. This Wiki article will go through some of the basic things to keep in mind when moving together with Agony fleet.

Prior to the start of the roam


Setting Destination
When the FC chooses a route he or she will usually set a destination to a particular system. The destination will be typed and linked into fleet chat, as well as broadcasted at the top of the Broadcast window. Right click on the system name in fleet chat or the yellow "Travel to" option and select "Set Destination" as shown on the picture below. Once you have set destination you can see the number of jumps and the route your fleet is currently on by opening the map. You will also see the next stargate en route highlighted in yellow on your overview.

Watch List
Watch list allows you to quickly warp to a member of your gang. In a fleet of 60-70 ships if a member whose name starts with an 'S' relays to the gang that he or she has a target tackled, you will have to scroll the fleet window all the way down to letter 'S' before you can right click on that member's name. Watch list allows you to have that member's name always visible such that you're always ready to warp to him or her. Before the 0.0 roam begins you will be instructed to add certain pilots to your watch list. Their names will either be typed into fleet chat or they will be asked to x-up. To add somebody to your watch list simply right click on their name in fleet window then select "fleet" option and then "add to watch list". Make sure to add the fleet commander to your watch list as well. Watch list can only hold 10 members. If there are more support members than 10, you can omit those players whose names start with the beginning letters of the alphabet and instead proceed to warp to them through the fleet widow (since they will be at the top anyhow). Another use for watch list is that if you have been to a station or a safe spot to repair and need to return to fleet or just catch up your position in system, you can open your watch list select your FC, right click and select warp to member. In the picture below I am adding Neo to my watch list and have already added in Aether. Now I can quickly select "warp to member" by r-clicking on Aether's name on my watch list. "Warp to member" command will warp you to 0 meters. However you can also pick to warp to member at another distance, which for example might be needed if that player is in a covops ship and should not get decloaked.

During The 0.0 Roam


Listening to FC's Orders
The fleet commander will give specific orders on what actions he or she wants the fleet members to take. During the roam, you should not be activating gates and initiating warp anywhere without hearing FC's instructions to do so first. When FC wants you to activate the gate and come into the next system you will hear a characteristic "jump, jump!" command. Do not jump without hearing this order first! Only time you should warp around independently is when you have gotten lost or lost your ship and are trying to reconnect with the fleet, or when you are leaving the fleet.

"Friendly Out/In"
Agony scouts and alumi who volunteer to fly in support of the main fleet are permitted to move around independently. When activating a gate on which the fleet will be sitting, they will say "friendly out" or "friendly in" to indicate a friendly activation. This way the rest of the fleet knows that it is friendlies coming through the gate. If you saw a gate activate but did not hear "jump, jump!" command from your FC, do not assume that you need to active the gate also and go to the next system. If you have to activate a gate on which your fleet is sitting inform others about it on Ventrilo by saying loudly and clearly: "friendly out" or "friendly in". This way the fleet knows that activation is friendly and doesn't proceed to throw a bubble on the gate and sit on it waiting for a neutral to show up, which will delay fleet's movements to find the actual targets. Also please refrain from saying "jump" on Ventrilo. This word is reserved for FC use only when directing the fleet to activate gate; other members of the fleet should use other words and phrases to describe their movements.

Fleet Warping
The fleet commander is able to warp the entire fleet to a particular celestial object or bookmark within system using the "warp fleet" option shown on the picture below. During the 0.0 roam this will be the main method for moving the fleet. Sometimes, prior to warping the fleet the FC will give orders to align to the destination and sometimes he or she will simply cold warp the fleet without prior alignment. What FC chooses to do will depend on whether the fleet has to move fast or can take its time to move more cohesively. It also depends on the ship composition of the fleet. In PVP-BASIC everyone will be in frigates that align and warp within approximately the same time, such that fleet cohesiveness will not suffer much from cold warping.

Aligned Warps
Before entering warp your ship must be within 5 degrees of your destination and 75% of your ship's maximum velocity. The goal of alignment is for all ships to achieve this, such that when FC warps the fleet all ships will warp together and instantaneously. You can align to destination by either selecting the item from your overview, right clicking and selecting align or by clicking on "Align To" button in selected item window. Often you will be aligning to the next gate on your route in yellow, but sometimes you will be changing direction to take a target of opportunity so do listen carefully to the instructions of the FC.

Cold Warping
If your FC does not give the order to align and instead cold warps the fleet, ships will be entering the warp at slightly different times depending on how fast they can accelerate to 75% of their max speed. You will see that your fleet mates warp off in smaller groups based on their ships and skills. Not only will the ships enter warp at slightly different times, but they also have the potential of warping through the system at different rates and arriving at the destination at slightly different times. All T1 frigates warp at the speed of 6 AU/sec, interdictors warp at 9 AU/sec, and interceptors warp at 13 AU/sec. When a fleet of ships warp together (i.e. in the same warp bubble, such as when performing an aligned warp) all ships in the group will warp at the lowest speed of a member of a fleet. A group of interceptors will all warp together at speed of 13 AU/sec; a group of T1 frigates and interceptors will warp at 6 AU/sec. If the FC cold warps the fleet, the interceptors will arrive at the destination long before the other ships. This is because not only do the more agile ships generally enter warp quicker, but since the fleet is not warping as a group every ship will travel at it's own warp velocity. Cold warping is used when the fleet has to move quickly. In such situations, it becomes easy to miss the fleet warp that FC issues, especially if you didn't make haste coming through the gate from previous system. To not get lost listen carefully to instructions of FC as to where the fleet is proceeding and warp there independently if you did not catch the fleet warp. It is also generally only used with fleets of relatively agile ships (if you cold warped a mixed fleet with battleships in it, all the other ships would leave the scene long before the heavies would, leaving your big guns very exposed).

Gate Protocols
To make things easier for the FC, we have default orders for both arriving at a gate, and entering a new system. If your are in either of these situations and no order has been given yet, you should follow the default order. When arriving at a gate, the default order is to 'hold on gate', which means you do not jump through, and

to orbit the gate at 500m. Your fleet commander will not tell you to do this over Vent every time; you will just have to remember to do it automatically whenever you are halting near a gate. The FC has to receive intel from the next system and make sure that all of the fleet or at least most of it has arrived at the gate before ordering to jump. When orbiting the gate you should take care to keep within its 2,500 meter activation perimeter (gate activation range). Turn your afterburner on only if your can keep your ship within this distance. In fact, it is preferable to orbit the gate with your afterburner on if potential hostile ships show up because in this case it will be more difficult to snipe down your ship. Sometimes the FC will order you to "jump on contact". This will indicate that the fleet is moving quickly, to catch a target for example, and you are to activate the gate as soon as you arrive on it. Once you come through a gate, your default order is to 'hold cloak', which means you should do nothing until you hear further orders - this means that your ship will remain cloaked. The gate cloak will last for 60 seconds. Once the whole fleet is through the gate and your FC has assessed the situation, they will give you a new order (usually to align, unless there are targets present). If your gate cloak runs out and you still have not received any orders, or if your FC orders you to 'power reapproach' the gate, you should return as fast as possible to the gate and as before, orbit it at 500 meters. If you do accidentally move through a gate or are catching up to the fleet it is important that you announce this on ventrilo by saying "friendly out" or "friendly in". In fact in general, if you make a mistake such as this it is much better to achnowledge it and let your FC know what has occurred, rather than just keeping quiet and hoping nobody will notice - the latter can often get you, or worse your gang, killed.

Stealth Bombers and Bombs


Enterprising 0.0 stealth bomber pilots will very soon take note of a passing frigate fleet and will start trailing it and making bombing passes when fleet is holding still. This happens on almost every 0.0 PVPBASIC roam. You need to make sure that you are prepared and aware of the threat that bombs present to small ships. Stealth bombers are frigate-sized ships capable of warping around under cloak and launching bombs and torpedoes. While torpedoes are of little consequence to other small ships, bombs are definitely something frigate and destroyer-hull pilots should be concerned about. Bombs are a type of weapon that has characteristics of both smartbombs and missiles (consider them to be flying mega-smartbombs). They have a flight time of 15 seconds during which time they will cover distance of 30km from the point that they were launched. After this time they literally explode, doing damage to everything within 15km radius of the explosion center. The stealth bomber does not have to be on grid for bomb to go off and will always attempt to warp away right after launching one. Only thing that reduces damage done by a bomb is signature radius of a ship. To avoid losing your ship to a bomb do the following: 1. Enable bombs in your overview. This can be done under "Charge" section. Otherwise you won't see them! 2. Fit a damage control on your ship. Don't forget to activate it when fleet is in warp or orbiting a gate. Great majority of frigates and destroyers will survive 2 bombing attempts with a damage

control on (Griffins are an exception) whereas without DC they won't survive a second bomb. 3. If there is just one bomber throwing a bomb, and if you have a warp disruptor fitted, start locking and approaching it immediately. If it is not aligned very well you might as well catch it. If you do not have a warp disruptor on you may attempt to move out of explosion radius by jumping gate or warping off to a celestial. 4. If you see three or more bombs flying your way, warp away or jump! Few frigates or destroyers will survive 3 bombs even with damage control on. Once you escaped immediately try to rejoin fleet. Bombs will often instantly kill frigate and destroyer-sized ships that are running a microwarpdrive. This is because a microwarpdrive will boost a small ship's signature radius 5x making it be almost the size of a battlecruiser, so it will receive a much higher damage payload. A single bomb will usually not kill one frigate or destroyer, but it can still do significant damage. If multiple bombers can attack at once, you are free to warp out or jump gate in order to save your ship unless given order by FC to do otherwise.

Broadcasting For Repairs


Very often after being hit by a bomb you will find yourself in armor or even hull. If you have taken damage and cannot repair yourself, use the Broadcast window to broadcast for repairs. With broadcasts, other members of the fleet who have brought remote armor repairers and maintenance bot drones will be able to see you requesting help. To broadcast for repairs utilize the buttons located at the bottom of the Broadcast window, as is shown on the picture below. Do not ask for repairs over Ventrilo. Generally, repairs will be done after a fight, not during. If you are taking damage during a fight, it is best to get yourself to safety, and broadcast for repairs once the fleet is at a safespot.

Disconnecting
The fleet will not wait for members who have disconnected from the game. It will be up to the pilot who has been dropped out of the fleet to catch up in such a situation.

If you have lost connection, indicate so on Ventrilo to the rest of the fleet, as briefly as possible. Other students will suddenly see you appear on their overview as a neutral and may occasionally proceed to shoot your ship. To avoid incidents like this, report on Ventrilo "<your name> in <frig type> has disconnected". If you dropped from Ventrilo too, get back on it as soon as possible to hear what the fleet is doing and where it is going. Then log back into the game and x-up for a fleet re-invite in Agony Public channel.

After the Roam


You may leave the fleet freely whenever you find that it is time for you to go. Sometimes the FC will indicate when the fleet is passing near empire for members of the fleet to make a safer trip back. You can use these instances to make your way back. Once you have sat through the lecture, you have graduated the class and can come to any subsequent classes of the same type as you attended free of charge. This means that you can fly on as many roams with Agony classes as you wish as well as re-attend the lecture. For more information about this please read the following article: Alumni.

Maps
It is a good idea to have maps of regions you're traveling through open during the 0.0 roam. You can then see for yourself how the fleet is moving through the territory, which would be particularly interesting to an aspiring gang leader or FC and useful in case you have to leave the fleet soon or if you get lost or disconnected and have to catch up. You can print the maps out or alternatively have them open on your browser in the background. Links to EVE maps: Ombey's 2D Maps and Dotlan EveMaps.

Summary of This Article


Make sure to add fleet scouts and fleet commander to your watch list. Watch the Broadcast window for new destination broadcasts. Do not go through gates without hearing your FC say "jump jump" first. Do not independently warp anywhere without an order from FC. Do not independently engage anything without order from FC. Never say "jump" on Vent - only FC can use this word. Use Broadcasts to request remote repairs. Enable bombs on your overview. One bomb will not kill a frigate, but if you see more or if you are already damaged warp out or go through the gate or you may go pop. When you see a bomb flying towards you, never activate a mwd. The default order when holding on a gate is to orbit it at 500-1000 meters, making sure you keep within 2,500 meter activation perimeter. After activating gate, hold cloak until you hear further orders on the other side. If no orders have been given and your cloak has dropped, re-approach gate and start orbiting it at 500-1000 meters. If you have accidentally activated a gate which is on grid with the fleet, say "friendly out" on Vent. Alternatively listen to others saying "friendly out" to determine whether the gate activation you just saw is friendly or if it is a target that just came into system and needs to be shot at. If you have disconnected say so on Vent. Indicate what ship people should not be shooting at (i.e. " <your name> has disconnected, please do not shoot at the Kestrel"). Optional: print out maps to follow fleet movements. That's it. Good luck! And as the saying goes in Amarr: may you never lack targets for as long as you live and your life be as long as that of the Emperor.

Skill Training for PVP


Introduction
Whether you are devoting yourself to PvP full time or training up a PVP alt, it is essential to know how to train up your character to get the most out of the time it spends training up skills. A new character with low skill point count is much more limited in what he or she can fit on a ship. It also cannot do as much damage or tank as well as a character that has been training for years. However, proper training that is focused on important PVP skills can let you compensate for this. So that means we race right to Interceptors right? Wrong! This is one of the biggest mistakes that players new to the game make. They want to undock in that newer or bigger ship and they race right through the prerequisite ship skills to get there. However, once they get that new ship they find that they can't fit it well, can't do much damage, can't tank. They see that the ship is inferior to what they are used to flying and that they are useless in it. The euphemism often used for this is "growing into a ship," which translates to "I'm flying this too soon and hoping I get the skills before someone crushes me." Instead, your best bet is to think about what support skills the ship requires and concentrate on training up these. In EVE some skills are beneficial for flying practically any ship - these are called core skills.

Core Skills
Core skills are the base gunnery, navigation, missile, drone, electronics, engineering and mechanic skills that will allow you to fly your ship better, equip more guns, run more drones and hit better with missiles and turrets. Keep in mind that you don't have to study drones if you don't intend to use them; same goes for missiles, while turrets are a requirement in most tech 1 frigates. The skills that you should focus on are the following. Drones: Combat Drone Operation: +5% Bonus to drone damage of light and medium drones per level Drone Durability: +5% bonus to drone shield, armor and hull hit points per level Drone Interfacing: +20% bonus to drone damage, drone mining yield per level; level V required for carriers Drone Navigation: +5% increase in drone MicroWarpdrive speed per level Drone Sharpshooting: +5% increases in drone optimal range Drones: operation of 1 drone per skill level; level V required for T2 drones Elecronic Warfare Drone Interfacing: +3000m to drone control range of all drones per level Scout Drone Operation: +5000 meters per skill level to drone control range; level V required for T2 drones Electronics: Electronic Warfare: -5% capacitor need for ECM and ECM Burst systems per level; level IV required for T2 jammers (useful for Caldari recon pilots) and use of ewar drones Electronics: + 5% bonus to ship CPU output per skill level Electronics Upgrades: -5% in CPU need of modules that require Electronic Upgrades skill (signal amplifiers, co-processors, backup arrays) per level; level V required to pilot covops, stealth bombers, and electronic assault frigates Propulsion Jamming: -5% to warp disruptors, warp scrambler, and stasis web capacitor need per skill level; level IV needed for T2 web; level V prerequisite to interdictors Sensor Linking: -5% capacitor need for sensor dampeners and tracking links; level IV required for T2 dampeners (useful for Gallente ewar pilots) Signature Analysis: + 5% improved targeting speed per level Target Painting: -5% capacitor need for target painters per skill level; level IV required for T2 target painters (useful for Minmatar ewar pilots and battleship pilots) Targeting: +1 extra target per skill level, up to the ship's maximum allowed number of targets locked; level V required for logistics ship pilots Weapon Disruption: -5% capacitor need for weapon disruptors per level; level IV required for T2 tracking disruptors (useful for Amarr recon pilots) Engineering: Energy Grid Upgrades: -5% in CPU need of modules that require Energy Grid Upgrades skill (power diagnostic units, capacitor batteries) per level Energy Management: +5% to capacitor capacity per level; level IV required for use of Micro Auxiliary Power Core

Energy Systems Operation: -5% in capacitor recharge time per skill level Engineering: +5% to ship's powergrid output per level Shield Management: +5% to shield capacity per skill level Shield Upgrades: -5% in shield upgrade powergrid needs (shield extenders, shield rechargers); level IV required for T2 shield passive hardeners Tactical Shield Manipulation: skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules; level IV required for use of T2 shield active hardeners Gunnery: Controlled Bursts: -5% reduction in capacitor need of weapon turrets per skill level; do not train on Minmatar ship pilots as projectile weapons use no cap to start out with Gunnery: +2% to weapon turrets' rate of fire per skill level; level V required for large turrets Motion Prediction: +5% per skill level to weapon turret tracking; level IV required for short-range T2 medium guns Rapid Firing: +4% bonus per skill level to weapon turret rate of fire Sharpshooter: +5% to weapon turret optimal range per skill level; level IV required for long-range T2 medium guns Small Turret: +5% damage to damage per level; level V required for small T2 turrets Surgical Strike: +3% bonus per skill level to the damage of all weapon turrets Weapon Upgrades: -5% per skill level in the CPU needs of weapon turrets, launchers and smartbombs; level V required for piloting HACs Mechanic: Mechanic: +5% to structure hit points per level; level V required to pilot assault frigates Hull Upgrades: +5% to armor hit points per level; level V required for T2 armor active hardeners and T2 EANM Remote Armor Repair System: -5% capacitor need for remote armor repair system modules per level Repair Systems Missiles: Missile Bombardment: +10% to all missiles' maximum flight time per level; level V required to fit a bomb launcher on a stealth bomber Missile Launcher Operation: +2% to missile launcher rate of fire per skill level; level V required for siege and cruise launchers Missile Projection: +10% to all missiles' maximum velocity per level Rapid Launch: +3% to missile launcher rate of fire per level Rockets: +5% bonus to rocket damage per level; level V required for T2 rockets

Optimizing Training
When training the skills, you want to get the most out of the time you spend training; this means that the benefit you get from the skill should be significant for the time that you invested into it. For example, Controlled Bursts skill gives a 5% reduction in capacitor needs for turrets. The first level takes maybe 20 minutes, the second perhaps an hour and a half. Training this skill to level II will result in 10% reduction in capacitor needs within just 2 hours of training. However, to go from level IV to level V of this skill would take about 7-10 days, just to gain another 5% bonus to capacitor need reduction. In that same time you could have trained 3 or 4 more skills from level III to IV and gotten significantly more bonuses in other areas. So the moral of this story is: train level V skills only when you absolutely have to or have nothing else to train. It is advisable to get all of your core skills to level 2 as fast as possible. Then you will have achieved 10% bonuses in many areas: reduction is capacitor needs, 10% better tracking, 10% more missile damage, and so on. Your pilot will be vastly improved in a very short period of time. Once you are done with level II's, start moving these skills to level III and finally to level IV. As a general rule, train a skill to level II if you are going to occasionally use it, to level IV if you will often use it, and to level V if it is a "gate-opener" skill (prerequisite for another skill) or relates to something you want to heavily specialize in. As you work through your training you will pick up other skills here and there that you will need to train to level II or III as prerequisites. When you pick those skills up, train them up quickly and then resume your training process. If you follow these simple guidelines, you will be able to maximize abilities of your low skill point character. Just remember not to use your best implants unless you can set a jump clone because in PvP it's only a matter of time before you will get podded.

EVEMon
An indispensable tool for monitoring your skill training and planning your future in Eve is EVEMon. This program will let you compile a skill plan spanning over a year as well as optimize attributes for you skill plan in case you wish to respec your character.

The Hydra Principle


Introduction
A frigate fleet is not simply a blob of people in frigates. Blobs are disorganized, often poorly fitted mess of ships that rely on sheer numbers to win. This is a mistake in judgment made by many and repeated by those who have never flown in a proper fleet. The tech one frigate fleet properly configured would utterly destroy a frigate blob of the same size. The key to learning how to build a fleet and not a blob is to study the configuration of a frigate fleet. In the PVP-BASIC class, our focus will be on getting you into PvP in the easiest way possible. Since you will lose ships in PvP, the easiest way to get started at it is to fly a frigate. In Agony there are a number of experienced PvPers who actually prefer to PVP in smaller ships and not always T2. When you first start out learning how to PVP, you will be losing ships quite quickly. Even if you love that shiny battleship, it will go a lot easier on both your wallet and your ego if you lose 300-500K ISK ships instead of 50-200 million ISK ones. Keep in mind that even if you're an expert PvP pilot in a frigate, that does not guarantee that you know how to PVP in battleships and vice versa. There are a lot of dramatic differences between flying the two ship classes. However, there is a lot of generic PVP knowledge that you will acquire flying frigate class ships that you can later apply to PVP in bigger ship sizes. This article will introduce you to selecting and fitting the right ship to meet PVP-BASIC class requirements. Once you complete reading this article, you will not only know how to fit your own ship, but also how to fit out an entire fleet.

Selecting a Ship
For the purposes of PvP, T1 frigates can be divided into a five categories: combat frigates electronic warfare frigates astrometric / scan probe frigates fast tackler frigates mining frigates Combat frigates are designed to inflict damage and put out as much firepower as possible. These ships are Punisher & Inquisitor for Amarr, Merlin & Kestrel for Caldari, Incursus & Tristan for Gallente, and Rifter & Breacher for the Minmatar. These ships have both decent firepower for their size and several mid slots where they can fit electronic warfare modules. There is no "Best" frigate among these; each has its own strengths and weaknesses. The Kestrel frigate puts out comparatively an enormous amount of damage with its four launcher slots and bonuses, but then a Rifter is a much faster frigate that can be used to catch up to fast targets. The Punisher is tough with good damage output, but its two mid slots are somewhat limiting. This doesn't mean that this ship is not welcome in a Hydra fleet, but rather that its EWAR module options are more limited. The second category of T1 frigates is the electronic warfare (EWAR) frigates. These are Crucifier with a bonus to tracking disruptors, Griffin with a bonus to ECM jammers, Maulus with a bonus to sensor dampeners, and Vigil with a bonus to target painters. Vigils also receive a velocity bonus per level of Minmatar frigate skill, and as such can be used in a fast tackler role alike Rifters. The third category is "scan probe" or astrometric frigates. There are Heron (Caldari), Imicus (Gallente), Magnate (Amrr), and Probe (Minmatar). These frigates are useful as cheap scan platforms. If you ever want to practice some scan probing skills but do not have skills to fly a covert ops frigate, these are your best bet. They do not fare so well in comparison to other frigates in PVP, however. Next up are the fast tackler frigates: Executioner (Amarr), Condor (Caldari), Atron (Gallente), and Slasher (Minmatar). These are the smallest and quickest of all frigates. With a base speed of over 400m/s, they can best give a simulation of interceptors speeds when fitted with a microwarpdrive, which will make them reach speeds of about 2,500m/s. Keep in mind though that unlike interceptors these ships do not receive bonuses that reduce signature radius penalty of mwd. And finally, we have the mining frigates: Tormentor (Amarr), Bantam (Caldari), Navitas (Gallente), and Burst (Minmatar). With mining and cargo bay bonuses, these four don't have a place in a combat frigate fleet. For PVP-BASIC class you should pick the frigate that you are either most interested in trying out or have the best skills for. If you have a lot of gun skills, don't go with a missile boat. If you have a lot of EWAR skills you might want to choose an EWAR frigate.

Fitting Your Ship


Propulsion
Once you have purchased your ship, set up your propulsion first. Having an afterburner fitted to your frigate is an absolute must - do not fit a mwd. A propulsion module will give you the fastest orbiting velocity that you can possibly achieve, thus ensuring improved viability for the ship. Some of you might be wondering why we don't permit students to fit microwarpdrives on PVP-BASIC and PVPWOLFPACKS classes. The reason is that while mwds are great for covering long distances quickly, they will light you up like a Christmas tree as far as the opponents firing at you will be concerned. A frigate with the microwarp drive running will have the signature radius of 150 to 210 meters, meaning that you will be as big as as battlecruiser while having the hit points of a frigate!!! If at this point the enemy guns or missiles hit you, you will die very quickly! Keeping your signature radius small is critical in ensuring the survivability of your frigate. Another reason to fit an afterburner instead of a microwarpdrive is that often during 0.0 roams, the class fleet runs into stealth bombers. These stealth bombers will throw bombs at the fleet, which are an area of effect weapon that follows missile mechanics. Bombs immediately kill any frigates and destroyers that have their microwarpdrives running. And when you hear "bomb! bomb!" on Venrilo it is difficult not to panic and hit your mwd in attempts to run away, only that any such attempt will turn you right into a wreck. An afterburner on the other hand allows you to escape such a situation quickly, while maintaining as low a signature radius as possible. As such, the only real reason a frigate or destroyer should fit a mwd is to achieve the initial tackle. However on the class you will be accompanied by Agony and alumni tacklers and interdictors in specialised ships who will take care of the initial tackle.

Low Slots
Tanking is the process of absorbing or repairing damage from an enemy. In a frigate fleet we rely on our speed and low signature radius to keep us alive. If the enemy can successfully hit you, you will tank for as long as you can sneeze, regardless of how much HP you've got. As well as this, many tanking modules such as armor plates and shield extenders actually have penalties to speed or signature radius, so you end up taking more damage! For these reasons, we forget the conventional tanking modules and focus on the strengths of our ship class. Use your low slots to instead fit a better speed tank (utilize modules such as Overdrives and Nanofibers) or if you need them, fit engineering modules such as Micro Auxiliary Power Core (MAPC) that will help out with fittings for the rest of the ship. The only exception to this rule is the Damage Control (DCU). You might consider fitting one of these if you have an extra low slot because it almost doubles your effective hit points, thus a damage control might give you a couple more seconds of survivability. Damage control is an active module so you will have to remember to activate it to receive its resistance bonuses. Don't fit armor repair modules; If your ship takes armor damage, there will usually be several pilots in fleet with remote repairer modules who will help you out with this after the fight. Note: your speed will be your primary form of tank so if you choose to upgrade anything then a named afterburner and named speed-enhancing modules are a good starting point. Meta 1 or 2 named modules

are typically very cheap (sometimes cheaper than T1!) and will give you much better performance than non-named T1 mods.

Mid Slots
A frigate fleet should be treated like the many-headed Hydra of the Greek mythology whereby cutting off the monster's head was futile, since two more would simply take its place. A properly fitted hydra fleet can easily turn a battleship into one large wreck while not losing any ships in process. By spreading out electronic warfare evenly across the fleet, even if one or a few ships are lost, the effectiveness of entire fleet is not diminished. The key to setting up the Hydra Fleet lies in the mid slots. Lets think of a 20 pilot fleet. If we require all of our pilots to equip a warp disruptor then we can get 20 points of warp disruption on the opponent. For sure he won't be warping anywhere soon, or at least not until he kills every one of these 20 ships. However, we would be wasting some of these warp disruptors on this battleship because even a ship with a full load of warp core stabilizers (stabs) in the lows can have maximum of 8 points of stabilization. Therefore, if your fleet can muster 9 warp disruption points, then it can pin down anyone. In reality, encountering a combat ship with stabs is very rare event in PVP, because stabs give some significant penalties that impair the PVP ability of ships. Most stabbed ships you will encounter will carry only one stab. However, equipping your fleet with only 3-4 points is also a bad idea because if you lose one or two of the pilots who have a point, then you are down to very few points. So what you want to do is hedge your bets. Make only 8-9 people in your fleet of 20 equip warp disruptors. This will allow you to lose a few pilots and still be able to hold onto the target and other people in fleet can use their extra mid slots for other items, such as stasis webifiers for example. The pilots with the 8 stabs might be able to get away, but this is a such rare occurrence in PvP that it wont matter (and if there is an interdictor flying with the fleet their stabs won't help them!). Once you have determined how many warp disruptors you need, you will have some number of slots left over for various other modules. The most interesting modules to put in these slots are: stasis webifiers (webs) warp scramblers (scrams) tracking disruptors (tracks) remote sensor dampeners (damps) and electronic counter measure modules (jammers) - griffins only! We apply the many headed hydra principle to these modules same as we applied it to the warp disruptors in example above and equip our fleet accordingly. In order to understand how many of each you need, you will have to understand a little about how EWAR works.

High Slots
After you have fitted your afterburner, propulsion enhancing or engineering modules, and mid-slot electronic warfare modules, use the remainder of your frigate's grid and cpu to fit weapons. You have to make sure that the weapons you fit will be able to do decent amount of damage at 6-10 km range (i.e. no blasters). If you have a utility slot - an open high slot that cannot fit a turret or a missile launcher - fit it with remote

armor repairer if it will fit. You also have the option of fitting a nosferatu or energy neutralizer there, however, there are a few arguments against using these modules. Most targets will die before you can get within range where you will be able to activate a small nos or neut. In case of smartbombing battleships you won't be able to get into this range at all. And as far as larger targets go, a new nos or neutralizers won't have a significant effect on their cap reserves. Being able to remotely repair your fleet mates is a much more useful function.

Rigging
Since small rigs are quite cheap, many pilots may choose to rig their ships, although this is not a requirement. If you choose to fit rigs, it is important to remember a few things: Avoid fitting rigs which compromise your speed or signature radius (armor and shield rigs respectively). While the extra HP may sound good, we rely on high speed and low signature radius to avoid being hit in the first place, and you will actually take more damage with these rigs fitted. Fit to your ship's strengths. If you are using quite close ranged weapons, speed rigs are a great idea. If you are flying an electronic warfare frigate such as a crucifier, fitting rigs which enhance the strength of your electronic warfare can be very effective.

Examples
For some example fits, as well as discussion on each ship type, see our Recommended Ship Setups for BASIC.

Testing Your Ship


After you have fitted all the modules on your ship, take it out to an asteroid belt to test it. Lock a rock and start orbiting around it. You will notice that you might be orbiting at a slightly greater orbit distance than you specified. This is because your inertia will always be putting your ship a bit off its circular path. You should choose an orbit that is at least 6km from the asteroid but no more than 10km from it. The closer to 6km you can get, the better. However, you don't want to get closer than 6km or you run the risk of being killed by a battleship with smart bombs equipped. It's best to stay out of this range and let the battleship run out of capacitor and then destroy him. Pick your ammo accordingly. Right click on the orbit button on selected item window and set the distance that will yield you 6-10km orbit (see An Introduction to Tracking and Orbiting if you are not clear on how to do this). When you are close to a target, you will be able to simply click on this button and your ship will get into its correct orbit. You can also test out your ship on a friend or a corp mate. To test your ship with a friend who is not in your corporation, just jet an item in a can and let him pick it up. Then when he does this, he will be marked for aggression and should turn red on your overview. Shooting at him will give him rights to shoot back at you. You do not need to do this with members of your corporation (careful! corporation does not mean alliance!). You can freely shoot at corp members forgoing the jet can.

Overview of EWAR Modules


EWAR modules are perhaps the most important asset of a large Hydra fleet of small ships. They can help you turn that scary battleship into a paperweight and make all the difference between winning the day and losing the battle. The most important factor to consider here is proper balancing of the amount of EWAR modules. All EWAR modules have stacking penalties which means that after a certain number of modules being placed on the target, the benefit of each additional module becomes less and less. Stacking penalty: first module gives 100% of its effect second module - 87% third module - 57% fourth module - 28% fifth module - 10% sixth module - 3% Several electronic warfare modules, such as sensor dampeners and tracking disruptors, can be used with scripts. Scripts can also be loaded into tracking computers, sensor boosters, and warp disruption field generators (these modules are used only on heavy interdictors). When loaded into a module, scripts work to modify the effects the module gives. For instance, a basic Sensor Booster I gives a 25% bonus to both targeting range and scan resolution. Using scripts, you can make one of those bonuses be 50% at the expense of the other becoming 0%. A scan resolution script will make it give 50% bonus to scan resolution but no bonus to targeting range. A targeting range script will act the opposite way. In PVP you should aim to bring both types of scripts for your modules (they are very cheap). In our Hydra fleet always load your electronic warfare modules with scripts. This is because for reason of stacking it is better to have two tracking disruptors, for example, applied to target with opposing scripts loaded into them rather than have two unscripted tracking disruptors applied.

Stasis Webifiers
Webifiers are essential to frigate fleets because they slow the opponent's sub-warp velocity. Without webifiers, it would be impossible to kill many targets because they would merely power up to the gate and jump out before you could break their tank. Furthermore, some ships will move so fast that many of your fleet members are unable to catch up, allowing them to pick off the faster ships while others are arriving. Webs allow us to slow down those fast targets so that the rest of the fleet can close in for the kill. Webs have a range of 10km (a bit further if overloaded). Webifiers work by applying a velocity modifier to the targeted ship's maximum velocity. For example, the Patterned Stasis Webifier module slows the target by 55% which means it applies the modifier 0.45 to the maximum velocity of the ship. So a single web thrown on a target going at 1000 m/sec will slow it down to 450 m/sec. Stacking penalty does get applied to stasis webifiers. A single 55% web will slow the target going at 1000 m/sec down to 450 m/sec. A second webifier applied to the target will be only 87% as effective. This means it is not actually a 55% web anymore but a (0.55 x 0.87) = 48% web. Additional webification effects will get applied to the target's remaining velocity of 450 m/sec. This means that it will now be

going at 450 x (1-0.48) = 234 m/sec. A Vagabond heavy assault cruiser is able to reach speeds of over 4000 m/sec. A Vagabond webbed with three patterned stasis webifiers will be doing: 4000 x (1-0.55) x (1-0.55x0.87) x (1-0.55x0.57) = 644 m/sec - our afterburning frigates will easily be able to catch up to it at this speed. Referring back to stacking penalties it is clear that there is really no need to apply more than 5 stasis webifiers to a target, as the 6th module will give only 3% of its effect. Applying our hydra principle we would want to have 7 or 8 webifiers in fleet. Related skill: Propulsion Jamming, gives 5% reduction to capacitor need per skill level, level IV is required for use of T2 stasis webifiers.

Warp Disruptors and Scramblers


Warp disruptors and scramblers destabilize the warp core of target ship making it unable to execute a warp. Each warp disruptor destabilizes the warp core by 1 point. Each warp scrambler destabilizes it by 2 points. Scramblers also have another important ability: they shut off microwarpdrives and make your target unable to re-activate it. Since afterburners are still rare in PvP on ships larger than frigate size, this leaves most targets dead in the water; that Vagabond that was flying at the speed of 4000 m/sec will suddenly be going a mere 400 m/sec after being scrambled. Add webifiers to the mix, and he isn't going anywhere! Warp disruptors have active range of 20-24 km, which is about twice than that of warp scramblers. However, they consume much more capacitor than warp scramblers (running one warp disruptor is equivalent in capacitor usage to running one 1MN microwarpdrive) and do not deactivate microwarpdrives. However, the extra range is excellent for achieving a fast tackle. Interceptors receive a bonus that reduces cap use of these modules enabling them to run cap stable setups with a warp disruptor. Warp scramblers have an active range of about 8-10km (can be further if the module is overloaded). Related skill: Propulsion Jamming, gives 5% reduction to capacitor need per skill level, level II gives used of T2 warp scramblers and disruptors.

Tracking Disruptors
Tracking disruptors have modifiers that apply to tracking speed and/or optimal range of the opponent's turrets. This makes it much more difficult for opponent's guns to hit you. However, tracking disruptors only work to cut damage of ships that rely on turrets and do not affect missile ships or drone ships in the slightest. Tracking disruptors are affected by stacking penalty just like stasis webifiers are. The more tracking disruptors you put on a ship, the less of an the effect each additional tracking disruptor will have on the target ship. Having 5 tracking disruptors on a ship will mean that it probably can't hit a planet at point blank range. Applying the hydra principle we would want 7 or 8 tracking disruptors in our fleet. Note that the stacking penalty can be circumvented by having fleet members use different scripts in tracking disruptors. Half the fleet can use optimal range scripts and half can use tracking disruption

scripts, as these effects do not stack with one another. Related skills: Weapon Disruption, gives 5% reduction to capacitor need per skill level, level IV needed to use T2 tracking disruptors; Turret Destabilization, gives 5% bonus to effectiveness of tracking disruptors per skill level; Long Distance Jamming, gives 10% bonus to optimal range per skill level; Frequency Modulation gives 10% bonus to falloff per skill level.

Remote Sensor Dampeners


Sensor dampeners make it more difficult for enemies to target you. Firstly, they apply a scan resolution modifier to lower the scan resolution of target ship; the lower the scan resolution, the longer it takes the ship to target you. Secondly, they apply a maximum targeting range modified to your opponent. This will make the target ship unable to lock you from a distance. Sensor dampeners, just like tracking disruptors and stasis webifiers, are also subject to stacking penalties. This means that having more than 5 damps applied to a target will have a very negligible effect on it (the 6th module will only apply 3% of its effects). This also means that you will not be able to cut a target's targeting range beyond a certain range. All of the frigates in our Hydra fleet should be configured to orbit at 6-10km, so they will be well within the locking range of great majority of ships even with multiple range-cutting dampeners applied to them. The targeting range script is still useful however when fighting against multiple targets, where one or more targets are sitting and firing from range (i.e. a sniper Eagle, Cerberus, Muninn, or battleship). However frigates have targeting ranges of about 30-40km and will not be able to lock any snipers from that distance. For close range fights involving Hydra frigates the sensor resolution script is much more useful. If you have 10 or 12 dampeners in a fleet, you are probably doing pretty well. Related skills: Sensor Linking, gives 5% reduction to capacitor need per skill level, level IV needed to use T2 damps; Signal Suppression, gives 5% bonus to effectiveness of sensor dampeners per skill level; Long Distance Jamming, gives 10% bonus to optimal range per skill level; Frequency Modulation, gives 10% bonus to falloff per skill level.

Target Painters
Target painters increase the signature radius of the target by applying a tag to the target that makes the target easier to track. These modules are most important when engaging small ships with larger ships. You can think of a target painter as making it easier to follow someone in the woods because they have been hit with a yellow ball from a paint ball gun. The increased signature radius means that guns targeted at the painted ship hit it more often; instead of glancing blows and misses, they will score perfect and excellent shots more frequently. The target will also receive more damage from over-sized missiles being fired at it. This increases the damage per second (DPS) output of the larger ships firing on the painted smaller target. Also keep in mind that everyone firing on the target benefits from the effects of the target painter, not just you. Experiments have shown that 5 target painters are usually sufficient so we would want about 8 in the optimal fleet. However, target painters are nearly useless for a frigate or a destroyer fleet because small turrets and launchers already have very good resolution and most of the targets we will be encountering

will be larger ship classes. For this reason, we advise students to not bring target painters to the PvPBASIC class.

Electronic Countermeasure Modules (ECM)


ECM prevents your opponent from locking you at all and causes them to break any locks they have established. These modules can literally turn a dangerous pilot into a spectator. However, ECM jammers are virtually worthless on ships that do not give bonuses to them. While you can fit ECM modules to an unbonused ship, it is generally not advised for this reason. One useful point to note is that unlike webs, tracks, and damps these modules do not suffer from a stacking penalty, so there is no upper limit to the number of ECM modules a fleet can make use of. Only one Tech 1 frigate has an ECM bonus: the Caldari Griffin. There are two types of ECM modules in game: multispectral jammers that jams all ships in game equally racial jammers that work best against one race but poorly against three others Each race in EVE has its own kind of locking sensors. Racial jammers hit one kind of sensor more than the others, while multi-spectral jammers hit all 4 sensor types equally. Following is a list of each race's sensor types and the corresponding ECM jammer type. Amarr - Radar - White Noise ECM Caldari - Gravimetric - Spatial Destabilizer ECM Gallente - Magnetometric - Ion Field ECM Minmatar - Ladar - Phase Inverter ECM Racial jammers have better optimal range than multispectral jammers. They also have lower fitting requirement and consume less capacitor than multispecs. However multispecs are statistically better to bring to small scale fights where 1-6 enemy ships might be involved or where you have very few jammers available, while a rack of different kind of racial ECM modules does better in medium to large scale fights where there is a good chance that you will encounter ships from each race. For PvP-BASIC, we prefer that students bring racial jammers rather than multispecs. As was stated previously, ECM is not susceptible to stacking, however, it is a chance-based module, which means that unlike other EWAR modules it will not work 100% of the time within its optimal range. The calculation for chance to jam a sensor is fairly simple: the strength of the jammer for a particular sensor is divided by the strength of locking sensors of the target. For example, a jammer that has a strength of 6 would have a 6/14 x 100% = 40% chance to jam a ship with a sensor strength of 14. Therefore, the stronger the jammer is, the higher the chance is that it will jam the ship. When ECM strength surpasses locking strength of the target, the target will be permanently jammed. ECM is especially powerful when combined with Sensor Dampeners loaded with scan resolution scripts. ECM will cause the target to drop lock, while sensor dampeners will prolong its re-locking time. Because ECM chance based, you should not be overly reliant on it in PVP. Whenever it works, however, it certainly adds a nice surprise factor as well as considerably cuts the dps of the enemy ship.

For a more in-depth look at electronic warfare, including the calculations it involves, see our EWAR Guide

Accounting for Losses


Inevitably, you will suffer losses. At some point it could be that your losses become a detriment to the configuration of your fleet. For example, if you lose 2/3 of your ships with stasis webifiers, you may find yourself not being able to slow down targets enough. Thankfully, by distributing your EWAR across the fleet as per the hydra principle, your fleet gains an element of graceful degradation, and becoming crippled in one particular area is unlikely without losing a significant portion of the fleet. However things happen, and should you find your fleet lacking in one or more areas there are possible ways to address this. The most simple solution is to have fleet members carry alternative mods in their cargo, so that they can dock and switch if needed. The second, cheaper option is to maintain a communal 'weapons stash' somewhere near your area of operations where your fleet can stop and modules can be handed out where they are required. Note that not all 0.0 space has stations, and not all of those stations are dockable. Conquerable stations and outposts are unlikely to allow your to dock unless your corp has been set blue to the owner. It is possible to use a carrier (or orca) to refit your fleet, however deploying either of these ships to support a frigate fleet is generally far too expensive to be practical. In order for you to be able to easily rebalance the fleet, your pilots should train all the skills required to fit each of the EWAR modules that you can put in the mid slots, at least to minimum levels. This is really not that many skills to train up so it should not be a problem for any pilot who has been playing the game for a few weeks.

The Optimal Fleet and Smaller Fleets


Now that we have gone over all of the principles, lets put it together to figure out what the optimal size of our fleet would be. We need the following modules in the fleet: 8 Warp Disruptors 4 Warp Scramblers 8 Stasis Webifiers 8 Tracking Disruptors 10 Dampeners 8 Painters 8 Racial Jammers (varying types) This sums up to be 54 mid slots. Assuming 2 to 3 slots per ship, we need 18 to 27 pilots to form an optimal fleet. In fact a frigate fleet of this size would pretty much blow anything out of space. However, you don't always have 18 pilots available to fly with you, so sometimes you have to make do with less. Also, you may not always have characters trained in ECM in your fleet to run the jammers. In this case you can make up for lack of ECM with additional sensor dampeners. 5 Warp Disruptors 2 Warp Scramblers 5 Stasis Webifiers 4 Tracking Disruptors 10 Dampeners 4 Painters This is a grand total of 30 modules which means 10 to 14 pilots - a much easier number to manage and is quite workable in situations where you are fighting close to home and pilots who lost ships are able to refit and be back in the action quickly. This number of pilots could still destroy battleship or even a small gang of T2 ships. If your fleet is rather small, you should try to keep a balance of the modules and tailor it towards what you anticipate fighting. If you have just 5 pilots and intend to hunt interceptors then make sure you don't skip having enough scramblers and webifiers. If you intend on fighting battleships then you should aim to have some ECM, dampeners, and tracking disruptors. If you are the gang leader, have your fleet members list out their mid slots (the offensive modules only) into gang chat and ask them to refit if needed before you go out fighting. Also keep an eye on what you are losing either from people losing ships or leaving fleet.

You should generally be able to tell a pilot that just logged on what he should fit before he joins in your gang. If you follow these principles, ships will die fast at the hands of your frigate fleets and blobs of ships will die even faster in the disorganized mess that they are in. In the process you will have loads of fun and inflict a lot of damage to the enemy.

Basic PvP Mechanics


Understanding Characteristics of Your Ship and Weapons
Signature Radius
The signature radius of your ship can be looked up in its information window. At first glance this number, measured in metres, seems to simply give players an impression of how big each ship is. However theres much more to it than that! The signature radius of a ship influences how much damage it takes from guns and missiles, how easy the ship is to scan out, and how quickly it can be locked. Imagine trying to throw a sandwich at a Stop sign. Easy way to do it is face on, so youre throwing it at the front of the sign; hard way would be throwing is side-on where the sign is only a few millimeters across, and the largest targets probably the post the sign is nailed to. Now imagine trying to shoot a Tempest battleship. Tall and long, the Tempest should be much easier to hit side on than from the front as it has a much larger cross section when viewed sideways (drawing 1 and 2 on diagram below). EVE does not work this way. The game sees all ships as spheres (clue lies in term 'radius'); as far as EVE is concerned your battleship is just a well-armed ball with a 400m radius as is shown on drawing 3 below.
1. 2. 3.

In EVE, its preferable to have a small signature radius. A larger ship 'catches' more damage in combat, is easier to scan probe down, are generally slower and less agile, and ships with a smaller signature radius quickly achieve target-locks on larger ships. It is easy to see by comparing different ships that the signature radius is relative to the ship class. Frigates and interceptors have inherently small signature radius while battleships and capital ships are much larger in comparison. Base sizes of different ship classes assuming no other factors are affecting their sig. rad.: Frigates T1: 30-42 meters Interceptors: 30-36 meters Assault Frigates: 33-39 meters Destroyers T1&T2: 75-80 meters Cruisers T1&T2: 100-160 meters Battlecruisers T1&T2: 240-300 meters Battleships: 320-500 meters Carriers: 2,800-12,400 meters Base sizes of drones: Light combat drones: 25m Medium combat drones: 50m

Heavy combat drones and fighters: 100m Factors that work to increase signature radius: Shield Rigs Shield Extenders Microwarpdrives (only when turned on) Being painted with a Target Painter Inertia Stabilizers Factors that decrease signature radius: Training Shield Rigging skill - only applicable to Shield Rigs Training Interceptors skill - only applicable to Interceptors Training "Electronic Attack Ships" skill - only applicable to Hyena EAF Using Halo implants Using Skirmish Warfare links Considering the lists above, we can see that increasing a ship's signature radius is generally easier than decreasing it.

Signature Resolution
All guns in Eve have an area of effect similar to that of a shotgun, or an artillery shell. Imagine shooting a tennis ball from 30 feet away with a shotgun sure, the ball would get blown to pieces, but it would only have been hit by a few of the pieces. Most of the pieces would have spread out a little and missed the tennis ball. In Eve, it is easy to imagine this being the case with a blaster after all, they spray out hot plasma and it is intuitive that it could spread. However even artillery shells in Eve have this area of effect, known as the Signature Resolution. One way to think of this is to think of the artillery shell as an explosive charge. Similar to real life artillery, they dont simply hit target like a bullet does. They hit then explode. That explosion could be small or large, and on really big guns the explosion is really big. Signature resolution of different turret sizes: Small turrets - 40 meters Medium turrets - 125 meters Large turrets - 400 meters Capital - 1000 meters The Signature Resolution of a gun measures the size of this area of effect in the same way that the Signature Radius measures the size of a ship. The relationship between the two determines how much of the guns damage the ship will take (other factors contribute, too, though!). Our tennis ball example above describes the situation of a Really Big Gun shooting a little ship. For example, a 1200mm Artillery Cannon I has a signature resolution of 400m, and a Cormorant destroyer has a Signature Radius of only 90m. Therefore the Cormorant will only be subject to a small portion of

the damage that the gun is trying to deliver, as the guns total damage will be spread over a circle with a 400m radius, and the destroyer is only 90m in size. In the picture below, a turret with greater signature resolution is shooting at a Malediction interceptor. Out of 15 shots placed you can see that many will miss the ship. On the other hand a turret with lower signature resolution shooting at a Caracal cruiser will be able to hit it many more times and potentially do more damage.

Explosion Radius & Velocity


The explosion radius is the missiles equivalent to a guns signature resolution. In the same way that a gun has an area of effect, so does a missile. A missile will hit for reduced damage if the explosion radius is greater than the ship's signature radius. For example, a torpedo with a large explosion radius will hit for greatly reduced damage on a frigate with a small signature radius. On the other hand, a standard missile will hit for full damage against a battleship. Another factor that decreases damage delivered by missiles is the ship's velocity. If the target's velocity is greater than the explosion velocity of the missile it will take reduced damage. This effect is combined with effects of signature radius on missile damage.

Scan Resolution
The length of time it takes for one ship to lock another is determined by the targeting ships scan resolution and the target's signature radius. The higher the scan resolution, the faster a ship will lock onto targets; and the higher the signature radius of a ship, the faster other ships will lock onto it. This is why a frigate can lock a battleship in very little time, but a battleship will take ten times longer to lock a frigate. The length of lock time is very important if you are trying to catch someone. Imagine you are attempting to use a satellite to find a vehicle lost in a forest. The two things that will make it easier to find will be the resolution of the satellites camera, and the size of the vehicle a fire truck will be easier to find on a high quality picture than a motorbike on a low quality picture. Sensor boosters improve scan resolution, allowing the ship lock other ships faster. Sensor dampeners decrease the targets scan resolution, thus increasing its locking time.

Generally, Minmatar ships have the highest sensor resolution and lowest signature radius characteristics than ships of other races within the same class. This makes them be able to lock targets quicker than ships of other races, while requiring longest time to get locked back. Caldari ships generally have the lowest sensor resolution in game. Gallente and Caldari ships have the biggest signature radii in game. This table compares the locking times of a few common ships. These are rough numbers, using the raw ship attributes without skills applied.

Sensor Strength
A ships sensor strength determines how difficult the ship is to jam with ECM and how easy it is to find using scan probes. Generally speaking, Caldari ships have the highest sensor strength in game, while Minmatar ships have the lowest sensor strength, making Minmatar ships slightly easier to jam and scan down than ships of other races. The sensor strength and signature radius of a ship both determine how easy the ship is to find using scan probes. The lower the sensor strength and the greater the signature radius, the easier the target is to scan out. For example, a rigged Vargur with only basic rigging skills will have a signature radius of 500m, and the paltry sensor strength of 11. Its signal strength will be 500 divided by 11, which equals 45. This makes Vargurs incredibly easy to scan down. In contrast the Rook has a sensor strength of 32 and a signature radius of 173, meaning its signal strength is 5 making it much more difficult to get a 100% result on. Note: Other factors such as the distance from the probes to the target, whether the target is in dedspace, and the probing pilots skills also contribute to the signal strength returned on a scanner results list. A 100% signal strength is required to warp to a probed target. ECCM modules and sensor backup arrays can be fitted to ships to increase their sensor strength, making them both more difficult to jam and more difficult to scan down. ECCM are mid-slot active modules that come in omni as well as racial varieties. Backup arrays are low-slots passive module that come only in racial varieties. When fitting a racial ECCM or backup arrray, be sure to fit the correct one for your ship type! Amarr Radar Caldari Gravimetric Gallente Magnetometric Minmatar - LADAR

Formulas
For the totally obsessed amongst you, here are the formulas behind the theories above. You do not need to know this stuff! According to Akita T, the damage formula for turrets is: z is the "To-Hit Chance", a number between 0 (0%) and 1 (100%) x = random number between 0 and 1 (generated for each shot) z = 0.5^{[Angular/ModifiedTracking]^2 +[(max(0,Range-Optimal))/Falloff]^2} where Angular = Transversal/Range, and ModifiedTracking = TurretTracking * TargetSig / GunSig If {x<0.01} Then {quality = 3} else {quality = x + 0.5} If {x<z} Then {damage = quality x expected base damage} Else {missed shot} In not so many words, what this means, is that : * DPS goes down a lot faster as chance to hit does * chance to hit is never 100% whenever any transversal is involved * within optimal, after sig adjustments, if "adjusted turret tracking" equals target's angular velocity, you only have a 50% chance to hit, and you deal a bit under 40% DPS overall * you can get hit in a fast, small ship by a large gun with lousy tracking... it just has a very low chance to hit (but not zero) According to Stafen, the damage formula for missiles is: Damage = Base_Damage x MIN(MIN(sig/Er,1) , (Ev/vel x sig/Er)^(K x ln(drf))) Where sig = ship's signature radius vel = ship's velocity Er = Explosion Radius of missile Ev = Explosion Velocity of missile K 0.586 drf = damage reduction factor which changes according to missile type drf for T1 missile types: light = 2.8 rocket = 3.0 heavy = 3.2 heavy assault = 4.5 cruise = 4.5 torpedo = 5.0 According to Blazde, the time it takes for one ship to lock another is determined by: seconds = ((40000 / ScanRes) / (asinh(SigRadius) ^ 2)) According to Trillian McMillan, the percent chance for ECM to work is: (ECM jamming strength for the target's sensor type) / (target ship's sensor strength) x 100 Example: 6 point of radar jamming strength / 20 sensor strength on Apocalypse x 100 = 30% chance to jam it on first cycle Multiple ECM formula (multiple modules/cycles): Chance_to_jam = {1-[(1-E1)*(1-E2)*...*(1-En)]}*100 With E1, E2... En being each of your jammers' chance to jam the ship. If all your jammers are equal, E1=E2=En, then this formula is simplified to: Chance_to_jam = {1-[(1-E)^n]}*100 n being your number of jammers on the target.

Tracking and Orbiting


Introduction
This page is intended to provide a brief overview, along with diagrams, of tracking, spiraling, and orbiting. Spiraling and orbiting are of special concern to small, fast ships that often get used to approach and tackle targets for a gang. Understanding the basics of tracking and how it relates to the way you approach other ships and the way you orbit them will let you minimize the damage you receive, keep alive, and meanwhile put a point on your target or get within web/scrambler range. For more detailed information on tracking, you can see our public article on the subject HERE.

Basics of Tracking
All turrets in game have this property called tracking. Here is a close-up picture of an Amarr dreadnought, Revelation, firing off its Giga Beam Lasers in all its glory. Imagine for a second that it is not trying to kill a stationary POS, but instead it is trying to hit a moving target. To track the target's movement each one of those Giga Beam Lasers will have to move around its axis, but because they are so big and unwieldy it will take them quite a bit of time to move a few degrees.

How fast each turret moves is called its tracking. Tracking is measured in radians per second (1 radian = 57 degrees). The more radians a turret can cover per second, the greater the probability is that it will hit a target. A turret with tracking of 0.05 rad/s will be able to track a moving target better than a turret with tracking of 0.003 rad/s, hence it will be able to place more hits. If turret places more hits, this increases its damage output. Thus tracking affects how much damage a ship's turrets are able to do to a target.

Frigate-sized turrets rotate around their axes much faster than cruiser-sized turrets, which in turn rotate faster than battleship-sized turrets, which in turn rotate faster than capital-sized turrets. If you would like to see more on how tracking works, visit the Tracking 101 Visual Guide

Turret Comparison Table


Here is a table listing tracking ranges for T2 turrets of different types. Among short-range weapons blasters in general have the highest tracking and pulses have the lowest tracking. Among long-range weapons railguns in general have the highest tracking and artillery has the lowest tracking.

Note: These numbers do not take into account player skills and ship fittings. Motion Prediction skill can boost these figures up by 25% and because the bonus of this skill is listed in percent it will also amplify the difference between these tracking figures. Tracking computers can boost tracking by about 30%; tracking enhancers can boost it by approximately 9.5%.

Angular Velocity
Small fast ships can exploit the inability of larger-sized weapons to track well in order to reduce their damage output. They do this by keeping a high angular velocity with respect to target ship that is greater than target's tracking. To explain angular velocity, first let's talk about 'transversal velocity'. Transversal velocity is the component of the ship's velocity which is perpendicular to the target. In simple terms, if you looked from their perspective your transversal velocity would be how fast you are moving across their field of view. So, if your ship is moving at 1km/s directly towards or away from your target, your transversal velocity is 0. If you are moving at the same speed, but at 90 degrees to your target (i.e. in a perfect orbit), your transversal would be the full 1km/s. The problem with using transversal velocity however, is that it doesn't scale with distance. A ship with a transversal 100m/s which is only 10m away is going to be very hard to track - even though he is moving slowly, he is effectively orbiting you very quickly. However, the same ship with a transversal of 100m/s 10km away would be almost stationary from your perspective, and would be much easier to track. To solve this problem, we instead use angular velocity (both angular and transversal are columns available in your overview). Angular velocity is quite simply transversal velocity divided by distance to the target (i.e. the radius of their orbit). This gives you a value in radians per second. Sound familiar? Since both turret tracking and angular velocity are given in radians per second, tracking becomes far easier to understand.

An Example
Allow me to present an example: if an Incursus orbits a Maller at velocity of 2000 meters/second at a distance of 2000 meters, the angular velocity of Incursus (transversal divided by distance) will equal 1.0 radians/second. Now if the tracking of Maller's turrets is 0.03 radians/second, it will have significant trouble placing hits on the frigate because frigate's angular velocity outpaces its tracking. In other words, the Incursus is orbiting the Maller faster than Maller's guns are able to turn. If angular velocity of Incursus is greater than Maller's tracking, this does not mean that the Maller will not place any hits on the Incursus at all. It will still be able to hit the frigate but rarely. Even a dreadnought firing at an orbiting frigate still has some probability to hit it, but this chance is so small that for practical purposes we say that it is equal to zero. The greater the disparity between the two numbers, angular velocity of your ship and tracking of turrets on target's ship, the smaller the probability is that it will hit you and the less damage you will receive.

Spiraling
So where does spiraling fit in, and how does it help? Spiraling is the process of approaching a target while keeping your angular velocity as high as possible. If your target is a turret ship and you approach straight towards it, your angular velocity will be 0 and you will find yourself sitting in a wreck within the first few vollies. By approaching at more of an angle you give yourself greater angular velocity, and the higher your angular speed is compared to the tracking of its turrets, the more likely it is that you will survive the approach. When doing this, you will find your ideal approach path is in the shape of a spiral, hence the name. You can see how you are doing by enabling the Angular Velocity column in your overview. In the picture below I am orbiting a gang of three battleships. I predict their tracking is probably in range of 0.03-0.07 rad/s so I am doing very well against the Redeemer and the Nightmare. I am not doing so well against the Abaddon that is sitting at a bit of a distance. If Redeemer and Nightmare were instead cruisers armed with medium-sized weapons I would be doing marginally ok as their tracking would probably be in range of 0.10-0.18 rad/s.

Spiraling: How To

The nearer to the instructor you click, the lower your angular velocity will be with respect to him. The closer to 90 degree angle you click (as if you are entering a 50km orbit around the instructor) the higher your angular velocity will be but also the longer it will take you to reach the instructor (your target). So you have to find a balance that gives you reasonably high angular velocity without going too far out of your way. In real PVP situations if you give your target too much time, it will simply warp away as you are trying to approach it. However if you hurry too much and choose a narrow angle approach, you can end up getting sniped down.

Once your ship is roughly level with the target, rotate your camera again and repeat the process. Once you have approached 30km away from the target you have the option of switching to picking orbits from the right-click menu: 30km -> 20km -> 10km -> scram/web. It is advisable, however, that you continue approaching the target piloting your ship manually for as long as possible. The navigating systems of ships in EVE have a tendency of picking a random direction every time you change orbits via r-click menu. This means that when you are orbiting a target at 20km and select a 10km orbit your ship can reverse direction 180 degrees and your angular velocity will drop. At this point you may get hit and take a lot of damage. Thus it is advisable to guide your ship into correct orbiting distance manually for as long as possible. To get better at manually directing your ship, practice the spiraling approach on a friend or any miner you can find in a belt sitting still.

Things will happen quite fast, especially once you get close, so don't worry if you aren't 100% accurate. Once you are just outside your desired orbit range, you can click orbit and you're done! Your final path should look something like this:

Watch the angular velocity column in your overview. If you can keep it above about 0.15 you should be able to evade most damage from medium and large turrets.

When Spiraling Is Not Useful


Remember that while spiraling is a very useful tactic, there are some situations where it is not be necessary or even counterproductive. For example: If the target is jammed If the target is using missiles or drones If you are well outside the target's targeting range If you are confident that you can get into orbit before the target is able to lock you (e.g. interceptor vs battleship) Missiles are self-guiding and missile launchers have no tracking. When tackling a missile ship, you should aim to achieve as high a velocity (regular velocity, not transversal or angular) as you possibly can. Careful: this doesn't always mean that you should turn on your microwarpdrive, because a mwd will boost your signature radius 5x increasing the damage you take from oversized missiles. The fastest path into the tackling range of a missile ship is a straight line.

Orbiting
Once you have approached the target by spiraling down on it, you will need to set your ship into orbit ot continue keeping up your angular velocity. In PVP-BASIC you should try to orbit the target somewhere in range of 6-10km. In real PVP how close or far off you choose to orbit will depend on several factors, such as your and your target's tracking and optimal range, whether the target is potentially armed with webifier and warp scrambler, and whether you need to get into your own web/scram range. In order to maintain a full speed orbit around any entity, you need to consider the effect of inertia. As your ship accelerates in a straight line, it builds up inertia that resists the ship turning. The more inertia you build up, the longer it takes you to turn. Since inertia is a function of (mass x velocity), you have to either reduce velocity or mass to turn your ship faster. The faster you can turn your ship, the closer it can orbit to a target. If you put a microwarpdrive on a Thorax and tried to orbit an asteroid at 2000m, you would go flying off into space because it couldn't turn fast enough. The Thorax would move in and out of the orbit in an elliptical rather than circular pattern that would consistently deteriorate. A frigate bearing a microwarpdrive would have similar problems. The main problem with an elliptical orbit is that it messes up your angular velocity. Instead of being constant, your angular velocity will go up and down depending on where you are along the elliptical orbit. When it goes down, the enemy has a better chance to hit you. Furthermore, if you have set up your guns for an optimal of 7km and then you move in and out of 7km in an elliptical orbit, your guns will not be hitting for their optimal damage. You should avoid an elliptical orbit and instead seek to maintain a stable, circular orbit around the target while flying at a good speed. To do this you will have to either increase the agility of your ship or decrease the speed of your ship. You can improve the agility of your ship through the training of Evasive Maneuvering and Spaceship Command skills as well as putting nanofibers or inertial stabilizers on your ship.

Setting Default Orbit


Sometimes you want orbiting range to be something other than defaults available from r-click menu (500m, 1000m, 2500m, and so on). You can change this distance via Selected Item window. Click on any celestial object that is within 150km of your ship. Then right click on the orbit icon in Selected Item window and pick "Set default orbit distance". Type in your desired orbit distance in meters, for example, 12.5km as is show in picture below. Now if you approach another ship and click on the Orbit icon your ship will get into 12.5km orbit around it.

Electronic Warfare
Introduction
This article is intended to provide an in-depth look at all forms of electronic warfare, along with the calculations required to predict their effects.

Warp Scramblers and Warp Disruptors


Warp scrambling prevents another ship from entering warp. This is the primary type of ewar used in any kind of pvp, because it allows you to prevent your target from escaping from an unfavorable situation - if you can't keep your target from running away, killing them becomes very difficult! Methods of application: The most common forms of warp disruption are the targeted modules. These come in three forms: Warp Disruptors (known in voice comms as a 'point')- these provide 1 point of warp disruption at a range of 20km (t1 and named) or 24km (t2). Their sole effect is to prevent the target from entering warp. Warp Scramblers (known in voice comms as a 'scram')- these provide 2 points of warp disruption, ranging from 7.5km (t1) and 9km (t2), with named modules falling somewhere between the two. The most notable difference however is that warp scramblers also disable the target's microwarpdrive, making them excellent for holding down fast targets. Warp Disruption Field Generator (with focused script) - by loading it's regular module with a focused warp disruption script, a heavy interdictor is able to replace it's bubble with a warp disruption module of infinite strength. This can have a range of anything between 24km and 30km depending on the pilot's heavy interdictors skill level. This is the only form of targeted warp disruption which affects super capitals. Warp disruption can also be found in the form of bubbles. For more on bubbles, see the Bubbles and Warping article (PvP-BASIC article). Working Mechanism: With the exception of 'deep space transport' ships, all ship have a base warp core strength of 1. Each warp disruptor or scrambler activated on that ship deducts from that either 1 or 2 points respectively. Once this value is reduced to 0 or lower, the ship can't enter warp. Bubbles follow a different mechanism, however that is outside the scope of this article. Skills affecting: Propulsion Jamming - 5% Reduction to capacitor need of scrambling modules per skill level. Anchoring Reduces time to deploy anchorable bubbles. Specialized ships: Arazu/Lachesis - Gallente Recons, get 20% bonus to warp disruptor/scrambler range per recon level. Keres - Gallente EAF, gets a 10% bonus to disruptor/scrambler range and disruptor cap use per EAF level. Interceptors - All interceptors get a role bonus reducing cap use by 80%. The fleet interceptors (stiletto, malediction, ares, raptor) also get a 5% disruptor/scrambler range bonus per level. Interdictors & Heavy Interdictors - These ships are specialised in deploying warp bubbles (the

standard dictor drops a static bubble, while the heavy version generated a bubble which moves with the ship). The heavy dictor can also use the focused warp disruption script. Proteus - Gallente strategic cruiser. Get's a 10% bonus per level to disruptor/scrambler range when using the 'friction extension processor' electronics subsystem. Counters: The counter to standard warp disruptior/scrambler modules is the Warp Core Stabilizers. Each WCS adds one additional point of warp core strength to the ship. Meaning that if a ship has one WCS fitted and no natural bonus to warp core strength, you will need 2 point of disruption to keep it from warping. Deep space transport ships have a natural +2 to their warp core strength. The only direct counter to bubbles is the interdiction nullifier subsystem for t3 cruisers, however, due to bubbles having limited range, a speedy ship configuration is an indirect counter.

Stasis Webifiers
Stasis webifiers quite simply decrease the speed of a the target ship. Methods of application: Stasis webifier modules ('web') are a midslot module, and the only common form of stasis webification. These have a range of 10km and reduce speed by between 50% (t1) and 60% (t2). Webifying also comes in drone form. However the effect is very weak (especially when stacking penalties are applied) and these drones only come in heavy size, meaning anything that the drone can catch, probably doesn't need slowing down anyway. Working Mechanism: This is fairly simple. Each stasis webifier has a certain speed reduction amount. So for a ship travelling at 1000m/s hit by a t2 webifier (60% reduction):
1000 * (1 - 0.6) = 400m/s

Note that like many forms of ewar, webifiers are affected by stacking penalties. Please refer to section 9 of the guide for more info. Also, the slowdown of the ship is not instant. It is gradual and depends on the mass and agility of the target ship. It is entirely possible for a webified ship to be carried back out of web range by its existing momentum. Skills affecting: Propulsion Jamming - 5% Reduction to capacitor need per skill level. Specialized ships: While stasis webififers are common on all ships, it is the speciality of the minmatar t2 ewar ships: Huginn, Rapier - Minmatar recons. Both get a massive bonus of 60% per recon ship level to stasis webifier range. Hyena - Minmatar EAF. Gets a 20% bonus to webifier range per EAF level. Paladin, Kronos - Amarr and Gallente marauders, both receive a 10% bonus to webifier strength per battleship level. Loki - Minmatar strategic cruiser. Gets a 30% bonus to web range per level when using the 'immobility drivers' electronics subsystem.

Electronic Counter Measures (Target Jamming)


ECM is a form of chanced based ewar designed to disrupt a target's locking capability. Methods of application: The most common form of ECM is the targeted ECM jammers. When successful, these break all current locks which the target has established, and prevent it from locking again for 20 seconds. They come in two forms: Racial jammers - these are the most common form of jammer. While they can be used against any ship, their strength is much higher towards their specific racial sensor type. (For example, a t1 minmatar jammer has a strength of 3 vs ladar, and 1 vs the other sensor types). Multispectral jammers - these have an even strength across all sensor types, higher than a racial jammer's 'off' race strength, but lower than it's specific racial strength. (For example, a t1 multispectral jammer has a strength of 2 vs all sensor types). They also have significantly lower range than racial jammers. Here is a small table on racial sensors and jammers (Race - Sensor Type - Jammer): Caldari - Gravimetric - Spatial Destabilizer Gallente - Magnetometric - Ion Field Projector Minmatar - LADAR - Phase Inverter Amarr - RADAR - White Noise Generator The less common module is the ECM Burst. This is an area of effect weapon with a relatively high jamming strength (6 for the t1 version). However, it only breaks locks and does not prevent re-locking. Note that only one ECM burst may be active at the same time, meaning that fitting more than one is fairly pointless. Motherships (soon to be renamed supercarriers) can fit a specialised 'remote ECM burst' which has the same effect, however it is much larger, more powerful, and is centred on a target ship rather than the user. ECM can also be found in the form of: Lockbreaker Bombs - This is a form of bomb launched by a stealth bomber, which upon detonation performs essentially like a more powerful ECM burst. Drones - ECM also comes in drone form, with light, medium and heavy variants which vary in speed and jamming strength. Since ECM is not affected by stacking penalties, ECM drones are the only form of ewar drone to have achieved mainstream popularity. Due to the reliance of ECM modules on the ship's bonuses, ECM drones are the most effective form of ECM for non-bonused ships. Working Mechanism: Jamming is chance based. Every ship in eve has a characteristic known as sensor strength, which is compared with the strength of the jammer vs their racial sensor strength.

This is calculated as follows:


Chance to jam = jam strength / sensor strength

In case of ECM bursts, a separate chance roll is performed for each ship in range. The chance to jam a target with multiple jammers is a simple deduction of Bernoulli's formula:
Chance to jam = (1-(1-Jam strength/Sensor strength)^Number of jammers)

Where J is the jamming strength of your jammer, S the sensor strength of the target ship, n the number of jammers and C the jamming chance in %. Or to put it simply - the chance of each jammer failing, multiplied together, and subtraced from 1. Jammers also have an optimal and a falloff range, please refer to section 8 on how to calculate the falloff multiplier. Note that multiplying the strength of the jammer by the falloff multiplier is incorrect, because the checking for falloff and the checking for jamming chance are two separate events - you must multiply the result from the chance calculation by the falloff multiplier to get an accurate answer. Modules/Rigs affecting: Modules: Signal Distortion Amplifier - Lowslot module, 5% increase in jamming strength and optimal range for T1 version, 10% for T2. Rigs: Particle Dispersion Augmentor - 10% increase in jamming strength for T1 version, 15% for T2. Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2. Skills affecting: Electronic Warfare - 5% Reduction to capacitor need per skill level. Signal Dispersion - 5% bonus to strength of all ECM jammers per skill level. Long Distance Jamming - 10% bonus to optimal range per skill level. Frequency Modulation - 10% bonus to falloff per skill level. Specialized ships: ECM is the realm of the caldari. The following ships get a bonus to ECM in some form: Griffin - Frigate, gets 15% bonus to jammer strength and 10% bonus to Jammer capacitor need per level. Blackbird - Cruiser, gets 15% bonus to jammer strength and 20% bonus to Jammer optimal range per level. Scorpion - The only battleship in game truly dedicated to a form of EW, gets 15% bonus to Jammer strength and 20% bonus to Jammer optimal range and ECM burst range per level (note - this is the

only ship to receive a bonus to ECM bursts). Kitsune - Caldari EAF, gets a 20% bonus to jammer strength and 10% reduction in cap use per frigate level, and a 10% bonus to jammer range per EAF level. Rook, Falcon - Caldari recons, get 10% reduction to jammer capacitor use per caldari cruiser level and 30% bonus to ECM Target Jammer strength per recon ship level. Tengu - Caldari strategic cruiser. Receives a 10% bonus to jammer strength per level when using the 'rifling launcher pattern' offensive subsystem, and a 10% bonus to optimal range per level when using the 'obfuscation manifold' electronics subsystem. Counters: There is a direct counter available - ECCM, which gives a percentual increase to a ship's sensor strength, making it hard to jam it. Projected ECCM can also be used, which is a remote module with a higher effect than local ECCM, but for obvious reasons will be ineffective if you are jammed yourself. Example: A Scorpion with lvl5 caldari BS, lvl4 Signal Dispersion and 5 T2 Multispectral Jammers jamming a megathron.
T2 Multispec base strength = 2.4 With bonuses applied = 2.4*1.75(for BS 5)*1.2(for signal dispersion 4) = 5.04 Megathron's sensor strength = 21 Chance of success using 1 jammer = 5.04/21 = 0.24 = 24% chance to jam. Change of success using 5 jammers = 1-(1-0.24)^5 = 0.746 = 75% chance to jam.

Sensor Dampeners
Sensor dampening reduces a ship's scan resolution (affects targeting speed) and/or targeting range. Methods of application: Remote Sensor Dampeners ('damp') are a targeted midslot module which reduces both scan resolution and targeting range by 15% (for t1). Can be loaded with scripts for scan resolution dampening (increases scan res effect to 30%, removed targeting range effect) and targeting range dampening (increases targeting range effect to 30%, removes scan res effect). Sensor Dampening is also available on drones and come in three flavors, from small to heavy, however due to heavy stacking penalties their effects are fairly limited, and they are rarely used. Working Mechanism: Each sensor dampener reduces a targets locking speed and/or range by a given percentage. To calculate the Optimal range reduction for one dampener used against a target, the following formula is used: This can be calculated quite simply as follows:

New scan res/targeting range = base scan res/targeting range * (1 - damp percentage).

Note that while this is simple as far as targeting range goes, locking time is not linear with scan resolution. For those interested in a complex formula, the calculation for lock time is as follows:
T = (40000/(M*X))/(asinh(Y)^2)

Where X = scan resolution of your ship with positive bonuses applied, Y = sig radius of the target, M the scan resolution reduction multiplier of the dampening module or drone and T the locking time. Modules/Rigs affecting: Rigs: Inverted Signal Field Projector - 10% increase to effectiveness for T1 version, 25% for T2. Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2. Skills affecting: Sensor Linking - 5% Reduction to capacitor need per skill level. Signal Suppression - 5% bonus to effectiveness of sensor dampeners per skill level. Long Distance Jamming - 10% bonus to optimal range per skill level. Frequency Modulation - 10% bonus to falloff per skill level. Specialized ships:

While all ships can be effective with dampeners, the gallente have several ships which specialise in their use. Maulus - Gallente Frigate, 5% bonus to damp effectiveness per level. Celestis - Gallente Cruiser, 5% bonus to damp effectiveness per level. Arazu, Lachesis - Gallente Recons, 5% bonus to damp effectiveness per cruiser level. Keres - Gallente EAF, 5% bonus to damp effectiveness and 10% reduction in damp capacitor use per frigate level. Counters: The direct counter to dampening are sensor boosters (as well as remote sensor boosters) and signal amplifiers, which increase your scan resolution and locking range. Example 1: Maulus with frigate 5 and signal suppression 4 and 2 tech 2 damps (targeting range script) vs a raven with lv 5 signature analysis and lv5 long range targeting.
T2 damp with script = 34% reduction in targeting range With 25% ship bonus and 20% skill bonus Raven's base targeting range = 94km Targeting range with 1 damp = 94 * (1 - 0.51) = 46km Targeting range with 2 damps = 94 * (1 - 0.51) * (1 - 0.51 * 0.87) = 26km! = 51% reduction

Example 2: Maulus with frigate 5 and signal suppression 4 and 2 tech 2 damps (scan res script) vs a raven with lv 5 signature analysis and lv5 long range targeting.
T2 damp with script = 34% reduction in scan resolution With 25% ship bonus and 20% skill bonus = 51% reduction

Raven's base scan res = 106mm (i.e. 18 seconds to lock the maulus) Scan res with 1 damp = 106 * (1 - 0.51) = 52mm (i.e. 37 seconds to lock the maulus)

Scan res with 2 damps = 94 * (1 - 0.51) * (1 - 0.51 * 0.87) = 29mm (i.e. 66 seconds t

From these examples, you can quite clearly see just how effective remote sensor dampeners are!

Tracking Disruptors
Tracking disruptors severely impair the effectiveness of turrets by heavily reducing their optimal range and/or tracking speed. Methods of application: Tracking disruptors ('track)' are targeted midslot modules. They reduce both tracking speed and optimal range of the target ship by anything from 18% (t1) to 20% t2. Like remote sensor dampeners, these modules can be fitted with scripts which double one attribute in exchange for removing the other. Like many other forms of ewar, tracking disruption is available via drones, however like dampening drones the stacking penalties and reduced effectiveness mean that they are rarely used. Working Mechanism: Each tracking disruptor reduces the tracking speed and/or the optimal & falloff ranges of turrets. The effect can be calculated simply as follows:

New tracking speed/range = old tracking speed/range * (1 - tracking disruptor percent

Modules/Rigs affecting: Rigs: Tracking Diagnostic Subroutines - 10% increase to effectiveness for T1 version, 15% for T2. Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2. Skills affecting: Weapon Disruption - 5% Reduction to capacitor need per skill level. Turret Destabilization - 5% bonus to effectiveness of tracking disruptors per skill level. Long Distance Jamming - 10% bonus to optimal range per skill level. Frequency Modulation - 10% bonus to falloff per skill level. Specialized ships: While tracking disruptors can be effective any any ship, it is amarr ships, which receive bonuses to them: Crucifier - Amarr Frigate, 5% bonus to tracking disruptor effectiveness per level. Arbitrator - Amarr Cruiser, 5% bonus to tracking disruptor effectiveness per level. Sentinel - Amarr EAF, 5% bonus to tracking disruptor effectiveness per frigate level. Curse/Pilgrim - Amarr Recons, 5% bonus to tracking disruptor effectiveness per cruiser level. Counters: The direct counter to tracking disruptors are tracking computers and tracking enhancers, as well as tracking links (the remote equivalent of the tracking computer)

Example 1: Crucifier with frigate lv5 and turret destabilisation lv4 using 2 tech 2 tracking disruptors (range script) vs an Armageddon with sharpshooter & trajectory analysis lv 5 using mega pulse laser iis and scorch ammo.

T2 track with optimal script = 40% reduction in turret optimal, 40% reduction in turr

With 25% ship bonus and 20% skill bonus = 60% reduction in turret optimal, 60% reduct Base Optimal of Acpoc's megapulse iis = 45km Base Falloff of Apoc's megapulse iis = 10km Optimal range with 1 damp = 45 * (1 - 0.6) = 18km Falloff with 1 damp = 10 * (1 - 0.6) = 4km Optimal range with 2 damps = 45 * (1 - 0.6) * (1 - 0.6 * 0.87) = 8.6km! Falloff with 2 damps = 10 * (1 - 0.6) * (1 - 0.6 * 0.87) = 2km!

Example 2: Crucifier with frigate lv5 and turret destabilisation lv4 using 2 tech 2 tracking disruptors (tracking speed script) vs a Megathron with motion prediction lv 5 using electron blaster cannon iis and antimatter ammo.
T2 track with tracking speed script = 40% reduction in tracking speed With 25% ship bonus and 20% skill bonus = 60% reduction in tracking speed Base tracking speed of Acpoc's megapulse iis = 0.086 Tracking speed with 1 damp = 0.032 * (1 - 0.6) = 0.034 Tracking speed with 2 damps = 0.032 * (1 - 0.6) * (1 - 0.6 * 0.87) = 0.018!

To put this in perspective, here's a graph showing the damage output of this megathron tracking the crucifier with a transversal velocity of only 35m/s (10% it's non-afterburning speed):

As you can see, the mega goes from being a serious threat, to being a paperweight at the hands of a single tech 1 frigate. More tracking info can be found Here: http://www.agony-unleashed.com/wiki/index.php? title=Tracking

Target Painters
Target Painting increases the signature size of the target, making it easier to hit, and increasing friendly locking speed against the target. Methods of application: Target Painters 'paint' are midslot modules, which increase the target's singature radius by between 25% (t1) and 30% (t2). Working Mechanism: The working mechanism of target painters is fairly simple.
Modified signature radius = old signature radius * (1 + target painter percentage)

Modules/Rigs affecting: Rigs: Particle Dispersion Projector - 20% increase to optimal range for T1 version, 25% for T2. Skills affecting: Target Painting - 5% Reduction to capacitor need per skill level. Signature Focusing - 5% bonus to effectiveness of target painters per skill level. Long Distance Jamming - 10% bonus to optimal range per skill level. Frequency Modulation - 10% bonus to falloff per skill level. Specialized ships: While target painters are effective on any ship, it is mainly minmatar ships which receive a bonus to them: Vigil - Minmatar Frigate, 5% bonus to target painter effectiveness per level. Bellicose - Minmatar ruiser, 7.5% bonus to target painter effectiveness per level. Hyena - Minmatar EAF, 7.5% bonus to target painter effectiveness per frigate level. Huginn/Rapier - Minmatar Recons, 7.5% bonus to target painter effectiveness per cruiser level. Vargur/Golem - Minmatar and caldari marauders, both receive a 7.5% bonus to target painter effectiveness per marauders level. Counters: None Example: Let's try to illustrate why target painting is sometimes useful. A raven shoots a caracal with a torpedo.
A torpedo has an explosion radius of 400m.

A caracal has a signature radius of 145m.

Due to how missiles work, the torpedo does: 145/400 * 100% = 36.25% of it's normal da

If our torpedo had a damage output of 500, it would now only do 181.25 damage against the caracal. Now, let's assume the raven is using two t2 target painters without any advanced skills on the caracal.

Signature radius bonus from one T2 target painter: 30% Signature radius of Caracal with two target painters applied: 145m*(1+0.3)*(1+0.3*0.8 Torpedo damage with two painters: 237.7/400 * 100% = 59.425% of normal damage.

If our torpedo had a damage output of 500, it would do ~ 297.1 damage after the painters have been applied, which is about 64% more damage than without the painters. Of course, signature radius affects other things such as locking speed, turret tracking etc.

Capacitor Warfare
Cap draining with Nosferatus or Neutralizers reduces your targets cap and in some cases adds it to your own. Methods of application: Energy Neutralisers ('neut') - a high slot module which expends your own capacitor to drain a larger amount of your opponent's capacitor. Energy Vampires AKA Nosferatu ('nos') - a high slot module which drains your opponent's cap and adds it to yours. These drain a small amount than neutralisers, and will not have any effect unless the opponents % cap remaining is greater than your own. Drones - There are neutralizing drones available in various sizes, but due to low neutralising amount these are rarely used. Void Bombs - These are a form of bomb used by stealth bombers, which neutralises a large amount of cap from all ships within its area of effect. Working Mechanism: The mechanic for these is simple, each of them have a cycle time. Every cycle time seconds the cap amount is drained from the enemy. There is a major difference between NOS and neuts however: In case of NOS, the cap drained is added to your own, but only as long as you have less cap (by percentage) than the ship you are draining cap from. Meaning that once you have (percentually) more cap than the target ship, no capacitor is drained from it anymore. In the case of neuts you sacrifice a certain amount of energy but get a much bigger effect on the targets capacitor and it also removes energy from their capacitor when you have more energy than they do. For efficient capacitor warfare it is smart to combine neutralizers and nosferatus. Modules/rigs affecting: Rigs: Egress Port Maximiser - 15% reduction in cap use for t1, 20% for t2. Also, one should mention the existance of Talisman pirate implants. These implants reduce the cycle time of your Nosferatu and Neutralizer modules. According to Entity's Pirate Implants FAQ a lowgrade set will result in a 26.94% reduction and a highgrade set in a 38.12% reduction of module cycle time. Skills affecting:

Energy Emission Systems - Decreases cap usage amount by 5% per level. Specialized ships: While cap warfare can be effective on all ships, some amarr ships tend to get a particularly hefty bonus to them: Curse - Amarr recon, gets 20% bonus to nos/neut amount and 40% bonus to nos/neut range per recon skill level. Pilgrim - Amarr recon, gets 20% bonus to nos/neut amount per recon skill level. Sentinel - Amarr EAF, gets a 20% bonus to nos/neut amount per frigate level, and a 40% bonus to nos/neut range per EAF level. Legion - Amarr strategic cruiser, gets a 10% bonus to nos/neut amount per level when using the 'Energy Parasitic Complex' electronics subsystem. Counters: There are no direct counters to cap warfare, however there are two viable indirect methods of countering it. Using a cap booster to instantly replenish lost cap. Using a nosferatu of your own to drain cap back in your direction.

EWAR and Falloff


Many of the EW modules have a falloff range. Like guns (if tracking/sig radius is ignored), a module has a 100% chance to hit from 0km to it's optimal range. At optimal+falloff the chance to hit drops to 50% and at optimal +2xfalloff it is 0%. This means that at optimal+falloff there is a 50% chance that the module will fail and not do anything. To determine the chance of success in falloff range, we use the following formula:
C = 0.5^((R-O)/F)^2)

Where R is the range from you to the target, O the optimal range of the module, F the falloff range of the module and C the chance of success. As a result, you will get a multiplier. This is a chance multiplier. In case of jammers, just multiply the calculated chance by it. In case of other modules, this will simply show you the chances of the module succeeding at a given range.

Stacking Penalties
Many of the EW modules are stacking penalized (essentially all the percentage based modules, e.g. webs, damps, tracks). So if calculating the effect multiplier with multiple modules, you need to keep the stacking penalty in mind. For calculating the multiplier we use the general stacking formula:
M = M1*S1*M2*S2*...*Mn*Sn

Where M(1..n) are the effect multipliers of module n and S(1..n) are stacking penalty multipliers for module n. The modifiers for the first four modules are as follows:
* * * * Multiplier for the first module, S(1) = 1 Second module, S(2) = 0.8708860 Third module, S(3) = 0.5705831 Fourth module, S(4) = 0.2829552

The formula to calculate the stacking penalty for the nth module is:
S(n) = 0.5^[((n-1) / 2.22292081) ^2]

Where n is the number of the module modifying the same attribute and S the stacking multiplier applied to that module. Also keep in mind, that you need to sort the modules according to their strength in descending order. Meaning if you have 3 modules with different strengths, then the strongest module will suffer no stacking penalty and the weakest module will suffer the stacking penalty for the third module. For this reason, it is generally considered ineffective to have more than 3 modules stacking on the same attribute (in most cases the fourth module can generally be replaced by something more useful). Stacking & Scripts One useful workaround in large fleets is assigning scripts across the fleet so that half are using one script and half are using the other for a given module. For example, instead of having 6 unscripted damps (in which case the 4th has a very low effectiveness, and 5 and 6 are almost useless), you can have 3 damps with range script, and 3 damps with scan resolution script, and never have more than 3 modules stacking on the same attribute.

Other References
ECM - Electronic Counter MeasuresECCM - Electronic Counter Counter MeasuresEWAR Certification

Bubbles and Warping


Introduction
The purpose of this article is to explain the basics of warping, warp core stabilizers (WCS) and warp disruption fields (Bubbles) for new players or students that have not ventured into 0.0 space. This article is intended to be a primer, rather than a definitive guide to all warp disruption mechanics, providing enough information to de-mystify the subject.

Warping Basics
There are three requirements to enter warp: Speed, Direction, and Capacitor. Speed: In order to enter warp, your ships must accelerate to 75% of its sub-warp speed. On the ship's speedometer (beneath the capacitor display) there are three small notches indicating 25%, 50% and 75% of maximum speed. For the purposes of warping, 'maximum speed' includes the effects of all propulsion modifiers, including microwarpdrive, afterburner, overdrive, nanofiber, and rig bonuses as well as stasis webifier penalties. MWD's and AB's do NOT help you enter warp faster, but getting webbed often does, as it lowers your sub-warp speed making it easier to achieve 75% of it. Direction: In order to warp to an object your ship must turn to a heading within 5 degrees of the destination. Until you are aligned, your ship will not enter warp even if moving above the 75% speed requirement. A potential method of preventing a ship from warping is to continuously bump the ship out of alignment. This can be practiced by small agile ships against larger slower targets (i.e. a HAC against a battleship). Note: If your ship is not moving at all, the time to turn towards the destination is nil. Your ship simply accelerates in the direction you attempt to warp in. Hence the time to enter warp is only the time it takes to accelerate to 75% of max velocity. The way your ship model is facing is irrelevant and has no effect on how long it takes your ship to align towards a destination. This is because EVE doesn't quite work like real life and treats your ship as a symmetric ball that can be easily pushed in any direction, no matter which direction the ship model faces on your screen (i.e. there is no such thing as passive alignment). Capacitor: In order to enter warp, a ship must have some capacitor left. Any amount above zero will get you into warp. However, to reach your destination, especially if its far away, you may need a significant amount of capacitor (this is dependent on skills and ship size). If you don't have enough, you'll enter warp but only travel part of the distance. Note: By purposely draining capacitor, a scout can warp part way to get within scan range of a distant gate. This way he or she can check it out while simultaneously avoiding getting into any camps/bubbles at the gate. In summary: The time it takes to enter warp is determined by the time it takes to turn to a heading within 5 degrees of the destination plus the time it takes to accelerate to 75% of its sub-warp speed.

Disruptors, Scramblers and Warp Core Stabilizers (WCS)


Almost all ships have a base warp core strength of 1. If their warp core strength ever drops below 1, the ship cannot enter warp. There are three modules that alter a ships warp core strength. Warp disruptor: The warp disruptor, also called a point, is an offensive module that reduces a target's warp core strength by 1 point. This single warp disruption point is enough to prevent most ships from entering warp. Tech 1 warp distuptor has range of 20 km, tech 2 hits a little bit further - to 24 km. Be aware that there are several ships in game that receive a bonus to range of warp disruptors and scramblers. These ships include several interceptors, Gallente recon ships and electronic attack frigate. When you successfully apply a warp disruptor on a target, it is appropriate to call "point on <target>" over Ventrilo. Warp Scrambler: The warp scrambler, also called a scram, is similar to warp disruptor in that it can also destabilize the warp core of a target and prevent it from warping. Warp scramblers have a range of about 8-10km and reduce a target's warp core strength by 2 points. They also have an additional functionality - they can disable microwarpdrives. Disabling a ship's microwarpdrive is often essential in preventing that ship from flying away to escape. The difficulty with scrams is their short range. Approaching to 8-10km takes time and it also puts you within the scram and web range of your target. Again, be aware that several interceptors and Gallente recon ships as well as EAF get ship bonuses to scram range. When you successfully apply a warp scrambler on a target, its appropriate to call "scram on <target>" over voice comms. Warp Core Stabilizers: The counter-measure to warp disruptors and scramblers are warp core stabilizers, also known as stabs or WCSs. Every WCS you fit to your ship increases your warp core strength by one. As such, if you have 2 WCS on your ship, your effective warp core strength would be 1 base + 1 WCS + 1 WCS = 3 in total. To prevent you from entering warp, it would take three warp disruptors or two scramblers. Note: Transport ships (Impel, Bustard, Occator, and Mastodon) and Skiff exhumer have a base warp core strength of 3, enabling them to resist 2 points of warp disruption. The Blockade Runner ship class (Viator, Crane, Prowler, and Prorator) do not receive this bonus, but instead receive a bonus to allow them to fit Covops Cloak II and thus warp while cloaked.

Heavy Interdictors (HICs)


Heavy Interdictors, the scourge (or heros - depending on your perspective!) of low-sec, are commonly referred to as HICs. Aside from their ability to carry a bubble about with them (see below), HICs can be fitted with an 'infinite point' warp disruptor, rendering any number of WCS useless. Combined with fast locking times, a HIC is capable of stopping any ship, including super-capitals, from entering warp.

Bubbles
Bubbles are a cornerstone element of 0.0 warfare. A bubble is the common name for a warp disruption field, which is seen as a large shiny sphere of between 5km (t1 small) and 40km (t2 large) in radius. There are several devices and ships that can create bubbles, but the bubbles themselves have mostly identical attributes regardless of the type. Bubbles perform two functions: First, ships cannot initiate warp if they are inside the bubble. Second, ships warping to objects near bubbles can be 'sucked' away from their intended destination (a gate for example) and into the bubble. These attributes are used to cause confusion and delay a victim's ability to escape by warping away, allowing the aggressor the time required to destroy the trapped ships. In order for a bubble to catch a ship by pulling it out of warp, the following criteria must be met: The bubble must have been deployed before the ship initiated warp. The bubble must be aligned with the point the ship is warping to. For example, if a ship is warping from one gate to another, in order to get caught by a bubble at the destination gate, that bubble needs to be lined up so a straight line drawn between the two gates would also pass through the bubble. The bubble needs to be on grid with the celestial, bookmark, can, wreck, or fleet member you warped to. Important: These mechanics are subject to change. The mechanics have been changed a number of times in the past and may change again in the future. For these reasons, a common trap is to locate a bubble around 50-70km in front of, or behind a gate ensuring that anyone who warps to the gate at any distance will be pulled into the bubble. The main difference for placing the bubble behind the gate instead of in front is that the victim will then need to turn around, as well as 'drive' back to the gate to escape. (See picture below.)

Types of Bubble

Mobile Warp Disruptors


Mobile warp disruptors need to be anchored in space in order to activate. They can be carried in any ship's hold (assuming there's space - they are quite large) to the deployment location and recovered again for later use. They require varying levels of "Anchoring" and "Propulsion Jamming" skills to operate. They are quite hardy and take some significant effort to kill - but can be shot down by an enemy with time and willpower. The effective range of small mobile warp disrupters is too short to be placed directly on a gate and capture pilots entering a system. For this reason they are typically placed in front of or behind gates to catch ships warping in. Large mobile warp disrupters are often deployed centred on a jump gate so when a victim arrives in the system through the bubbled gate it must decloak inside the bubble. The ship won't be able to warp away until it has powered out of the bubble in the direction of a suitable warp destination, allowing time for the hostile forces to get warp disruptors and webs locked and activated. This is a classic form of gate camp.

Heavy Interdictors & Warp Disruption Field Generators


Heavy Interdictors (Onyx, Phobos, Broadsword and Devoter) can equip a Warp Disruption Field Generator. This clever device is a high-slot module which generates a warp disruption field around the ship without having to anchor anything. The bubble has a base radius of 16km for the T1 variant, or 19.2km for the T2; this range increases by 5% with each level of the Heavy Interdictor skill trained. Like other bubbles, it cannot be deployed in Empire space. Activating the warp disruption field has some unusual effects on the HIC. It reduces the ship's mass making it very agile, drastically reduces the Microwarp Drive and Afterburner speed bonus and prevents the Heavy Interdictor from receiving any remote support from his gang mates.

Interdictors & Warp Disruption Probes


The 'regular' interdictor is a tech 2 destroyer capable of fitting an Interdiction Sphere Launcher, which is a device used to deploy Warp Disruption Probes. When fired, these probes immediately create a warp disruption field with a 20km radius. The probes have a life of only two minutes, after which they explode with a distinctive pop. Training the Interdictor skill to higher levels allows the pilot to deploy probes in rapid succession, known as 'rolling bubbles', to continuously catch victims. The probe remains wherever

it was deployed, as opposed to the Heavy Interdictor's warp field that is generated by a module on the ship itself. Regular interdictors have significant points of differentiation to heavy interdictors and both have distinctive useful roles on the battlefield.

Basic Evasion Techniques Detection


The best way to deal with a bubble is to know its location before you encounter it. This means scouting valuable cargo, or slow ships, using ships that are capable of escaping should they go through a jump gate and find themselves in a bubble. The Covops frigates are the masters of this art. Using bookmarks to warp to a location on grid with a destination gate, but 200 to 300 kilometres away from the gate (and out of alignment from the previous gate) is another essential technique to avoiding being caught in a bubble when travelling. Of course this requires that the pilot already has bookmarks! Finally, when travelling in unfamiliar or unbookmarked space, scanning gates before warping towards them allows pilots to determine whether there's a bubble on the gate. This is especially worth doing if there's a number of others in Local.

Escape
When warping into a bubble, a ship's warp is stopped at the edge of the bubble and its momentum carries it slightly inside. Light ships with low momentum won't penetrate far, and won't have far to fly in order to move back out of the warp disruption field. An alert interceptor pilot will be able to power out of a bubble and escape quickly, so long as he's quicker than the enemy's Energy Neutralizer or Stasis Web equipped ships. Larger ships will fall deeper into the bubble, take longer to turn and accelerate, and may be required to attempt to fight their way out. If the bubble is centred on the gate, it may be possible to power to the gate and jump through - but Detection and avoidance is far more important in ships of cruiser size and larger. When jumping through a gate into a bubble, similar options apply. The size of the bubble will determine whether the quickest exit is outwards, or back towards the gate. The class of ship being flown dictates the options available to a large degree. Cloaks are certainly an option, although larger ships are very slow when cloaked and even a poorly skilled gang will be able to decloak a battleship that's caught in a bubble. Ships that can travel at speed while cloaked (Recon, Stealth Bombers and Covops) are far more likely to affect an escape, especially if fitted with an afterburner or microwarp drive - which can be engaged for a single cycle immediately before cloaking.

Terminology
Bubble : Friendly name for less than friendly warp disruption field.Bubble Up: Usually used by HICs, means the bubble's activated. Bubble down means deactivated.Bubblecamp: Gate camp, or station camp, or any bunch of ships using a bubble to catch prey.Bubbletrap: A bubble set up to trap people, usually by pulling them away from their intended warp destination.Caught in a Bubble : Oops, I didn't scout this gate out first, now I'm about to get killed.Dictor: Interdictor (Sabre, Flycatcher, Heretic, Eris)Hictor, HIC: Heavy Interdictor (Onyx, Broadsword, Phobos, Devoter)Pop a bubble : (Usually from an Interdictor) Fire a warp disruption probe to create a bubble.Holy [CENSORED] I'm [CENSORED] [CENSORED] by a [CENSORED]ing bubble!!!: Typical victim's reaction.

ECM
ECM (Electronic Counter Measures)
Introduction
ECM disables targeting sensors making a ship unable to lock onto anything. When applied to a target each ECM module has a certain percent chance to jam its sensors. The % chance to jam a target is equal to jamming strength of ECM module divided by sensor strength of target ship x 100%. For example, if a target has sensor strength of 18 and ECM module has jamming strength of 6 the chance that this one ECM module will jam the target on first cycle is 6/18x100% = 33.3%. It is important to remember that ECM is chance based so sometimes you will will get very lucky and succeed in all of your jamming attempts and sometimes you will fail to jam anything. ECM modules do not stack, meaning that second and third modules applied to same target have the same percent chance of jamming it as the first module applied. In case of successful jam, the duration of the effect is 20 seconds which is one ECM module cycle. From this follows that the higher locking strength of target ship, the more difficult it is to jam its locking sensors. Of all the ships present in game capital ships have the highest sensor strength, and some motherships and titans - are completely immune to effects of ECM. Among the sub-capital ships, battleships and recon ships have the highest sensor strengths. Frigates have the lowest sensor strengths, with the exception of T1 e-war frigs - these have sensor strength comparable to that of T2 cruisers. Within the same class of ships, Caldari ships have highest sensor strength followed by Gallente, then Amarr, then Minmatar whose ships are the easiest to jam in game.

Locking Sensor Strengths of Various Ship Types

ECM: Modules and Rigs


Similar to other electronic warfare modules, ECM jammers have optimal and falloff ranges. These work exactly the same way as optimal and falloff ranges of turrets. Within optimal range your jammers will always hit. However whether the hit will be successful or not is determined randomly and based on your percent chance to jam. When you move out of optimal range of your ECM modules your chances of getting a hit will decrease, further decreasing your probability to jam anything. For example, if your jammers have optimal of 50km and falloff of 30km this means that within 50km you will always get a hit and at 80km you will get 50% chance of a hit. If you have 38% chance of jamming a ship this means that sitting at 80km your ECM modules will hit only half the time and out of this half only 38% will be successful hits. Different race's ships in EVE have four different locking sensor types: Amarr use Radar sensors, Minmatar - Ladar, Caldri - Gravimetric, Gallente - Magnetometric. Multispectral jammers, aka "multis", jam all four sensor types equally. So if you're using multispectral jammers you don't have to concern with remembering which jammer jams which race because they jam all races equally well. However, if you are using racial jammers then you have to watch for applying correct racial jammer to correct ship. Racial jammers jam one sensor type much stronger than a multispec, but acts rather weakly on three others. Racial jammers are color coded such that it is easy to remember which ones jam which ships. The colors

of the jammers correspond to the color of background of locked ships. Multispectral jammers have poorer optimal and falloff ranges and use more capacitor than racial jammers, as such ECM pilots often prefer to use racials instead of multispecs. Statistically it is better to bring multispecs to small gang combat (small being 2-5 ships) and racials when you're expecting to fight a bigger gang where it is likely that the enemy gang will feature at least one ship from each race. Module Comparison Table

Other ECM enhancing modules and rigs

Particle Dispersion Projector rig bonus applies to optimal not only of ECM modules, but also of sensor dampeners, tracking disrupters, and target painters. Modules that affect ECM optimal range and/or strength are affected by stacking penalties. Effects of PDP and PDA rigs and Signal Distortion Amplifiers are lessened as more are added. Each subsequent rig or module fitted will give an effect, but once you get beyond 4 effects on the same stat (e.g. 3x SDA in low slots +1 PDA rig) the increase is negligible.

ECM: Skills
Each ECM module is affected by 4-5 skills. To be an effective ECM pilot you need to train all of these up

to level 4: - Electronic Warfare IV: 5% reduction in capacitor need for ECM and ECM Burst systems per level - Frequency Modulation IV: 10% bonus to falloff for ECM, damps, tracking disruptors, and painters per level - Long Distance Jamming IV: 10% bonus to optimal range for ECM, damps, tracking disruptors, and painters per level - Signal Dispersion IV: 5% bonus to strength of all ECM jammers per level - Ship Command specific skill IV (bonus depends on ship) - Long Range Targeting IV (you need to be able to target as far as you can jam, also counters dampeners)

ECM: Ships
ECM is electronic warfare of the Caldari. Among Caldari ships there are one T1 frigate, one cruiser, one battleship, one electronic attack frigate, two recon ships, and one black ops ship that receive bonus to ECM modules. It is not advisable to fit ECM modules on other ships that have no bonuses to ECM strength as chance of jamming anything without these modules getting some bonuses is rather small. Caldari Frigate Skill Bonus: 15% bonus to ECM Target Jammer strength per level; 10% bonus to ECM Target Jammers' capacitor need per level. Caldari Frigate Skill Bonus: 20% bonus to ECM target jammer strength per level; 10% reduction in ECM target jammers' capacitor need per level Electronic Attack Ships Skill Bonus: 10% bonus to ECM target jammer optimal range per level; 5% bonus to capacitor capacity per level Caldari Cruiser Skill Bonus: 15% bonus to ECM Target Jammer strength per level; 10% bonus to ECM Target Jammer optimal range and falloff per level. Caldari Cruiser Skill Bonus: 5% Bonus to Medium Hybrid Damage per level; 10% Bonus to ECM capacitor use per level Recon Ships Skill Bonus: 30% bonus to ECM Target Jammer strength per level; -96% to -100% reduction in Cloaking Device CPU use per level Role Bonus: 80% reduction in liquid ozone consumption for cynosural field generation and 50% reduction in cynosural field duration. Note: can fit covert cynosural field generators Caldari Cruiser Skill Bonus: 5% Bonus to heavy & heavy assault missile Launcher rate of fire per level; 10% Bonus to ECM capacitor use per level Recon Ships Skill Bonus: 30% Bonus to ECM strength per level; 10% Bonus to heavy & heavy missile velocity per level Caldari Battleship Skill Bonus: 15% bonus to ECM strength per level; 20% bonus to ECM optimal and falloff range per level Caldari Battleship Skill Bonus: 5% bonus to cruise and siege missile launcher rate of fire and 10% bonus to cruise missile and torpedo velocity per level

Black Ops Skill Bonus: 30% bonus to ECM target jammer strength and multiplies the cloaked velocity by 125% per level Note: can fit covert cynosural field generators and covert jump portal generators. No targeting delay after decloaking

Tactics
Damage Avoidance
Damage avoidance is the preferred survival tactic of ECM ships. They do this by keeping distance from enemy, engaging while being aligned, and warping out when in danger of being tackled. Upon engaging enemy ECM ship has to align and be ready to warp out. Sort your overview by distance and watch out for tacklers on approach. ECM ships fit practically all of their middle slots with with ECM modules to maximize their effectiveness in their given role, which does not leave much room for a shield tank. Sometimes, in large fleet situations where ECM ships are in danger of being sniped down they are given an armor or shield tank. Keeping distance is, however, still the best form of tank an ECM ship can use. ECM ships should warp in independently from other ships in gang. Warp-in point for ECM ship should be somewhere on the edge of its optimal range. With racial jammers Griffins have optimal of about 40-50km, Falcons and Rooks 60-75km, Blackbirds 90-110km, and Scorpions can jam from up to 180km with good ewar skills. In combat ECM ships do little to no actual damage. Their primary goal is to reduce the ewar and damage abilities of enemy ships. This role should not be sacrificed for an ability to do damage to other ships.

Picking Targets
ECM ships pick their targets somewhat independently from the rest of the gang. When picking targets, ECM pilot has to consider which ships when jammed would be a bigger loss to the enemy gang. Obvious targets are other ECM ships and ships set up to perform remote repairs of any kind. An ECM ship such as Rook or Falcon can jam up to 6 different ship if the pilot is successful in all of the jamming attempts. Logistics ships make it impossible to kill anything by performing armor, shield, or cap transfer to the primary target. One logistics ship is often reinforced by second logistics ship, making it very hard to outdps and kill it. Forcing logistics ships to drop lock on each other makes them much more vulnerable. Besides eliminating enemy's e-war and RR abilities, another focus of ECM pilot should be decreasing dps of enemy gang by targeting their heavy hitters such as battleships, battlecruisers, and HACs. Jamming primary ship sometimes makes little sense as it is likely to go down very soon. Unless primary ship is another EWAR ship, logistics, or a heavy tanker it often makes sense to jam other ships from enemy gang than primary target. If your gang of 5-10 ships is killing a Cerberus, it is likely to go down very fast so do not waste your jams on it. Jam that Vagabond picking off your tacklers or that Drake that is causing distress to your gang's Rapier. When gang is retreating, start listening to gang members calling out enemy tacklers to jam. In this situation you can save your gang quite a bit of ships by jamming enemy ship that are holding points on your retreating gang members.

Cycling Jammers
An ECM ship pilot should aim to jam as many targets as possible in combat. As such it is detrimental to get multiple successful jams on same target with more than one jammer fitted to your ship. You could have been applying that second jammer to another target or saving it in case another neutral ship warps on grid.

To prevent this from happening turn off auto-cycling on jammers (right-click on each ECM module when in space to see this option). Now your jammers will automatically turn off at the end of each cycle. You will have to do more micro-managing, but as a result you will do much more damage to enemy gang because you will be using your jammers to maximum capacity. Bookmarks are very important to have for ECM pilot. Make several bookmarks at the very edge of your optimal range around objects of interest in your home constellation. This way you keep maximum distance away from hostile gangs and stay within optimal range such that your ship will be most effective in jamming ability. Place your bookmarks out of plane from all the warpable objects in system, such that a hostile interceptor cannot simply warp to planet X then warp 100km back to gate and land right on top of you. Make at least 2 bookmarks at each object in home constellation so if you get spoofed by a hostile inty at one location you can simply warp out and warp back to your second bookmark and start jamming again. Watch out for bubbles, whether hostile or friendly they will pull you in and make you unable to warp to your optimal range. ECM ships often get primaried first, so if you end up in a middle of a fight in a bubble expect to die quickly. When engaging always engage at a bit of a latency to avoid being called primary right away.

Cloaky Cloaky Falcons


Falcons are different from other ECM ships in that they have the ability to warp around cloaked. This gives them special ability to be on grid with enemy ships and provide intel or warp-in points. Falcons can also mount a scan probe launcher and scan down safespotted ships, however, they do not receive bonuses that covert ops ships do to scan probing. It is crucial, however, for Falcon pilots to not reveal their presence until enemy commits to the fight. A pilot in a cloaked recon ship is like a wildcard of the gang. Once the ship decloaks and enemy is made aware of its presence, the "surprise suckers!" element is gone and enemy gang will re-evaluate their position or possibly start thinking of ways to primary and kill the Falcon fast. It is also risky because enemy covops will see your general location and may head your way to give other ships a warp-in or run a scan probe cycle on your location. This is why it is important to hold cloak in many situations, even if it means that you are not going to be present on a killmail. You should inform your gang members that you will decloak and jam only when you hear them calling for jams or when enemy commits a significant force to the fight. When gang members commit to a fight they should not automatically assume that there will be a Falcon decloaking to save them at each instance.

Drones
Drones are like missiles that keep on hitting. Unlike missiles, however, they keep hitting even if the owner is jammed. Regular combat drones are not susceptible to jamming. You can lock a drone and apply ECM module to it, and it will show you a gray bar as if the drone is jammed, however the drone will continue doing its damage. Drone control range is about 45-57km depending on pilot's skills. This range can be extended by fitting Drone Link Augmentor modules. Each drone link augmentor adds another 20km to this range, however, few ships fit these besides dedicated drone boats. When an ECM ship gets drone aggro, even from five

T1 drones, they will do sufficient damage to prompt it to warp out, since ECM ships have very weak tanks. The best way of avoiding getting hit by drones is to either jam their owner before he can release them or stay out of his maximum drone control range (keep at 60+km distance).

Statistics: Calculating Your Chances


Calculating % chance to jam over one ECM cycle is very easy - just divide ECM strength by target's sensor strength. To determine percent chance of jamming a target over several ECM cycles we use derived Bernoulli formula to determine probability of success: Pr = (1-(1-p)^N) x 100% where N is number of ECM cycles and p is probability of success to jam. Example: You have an ECM module with strength of 6 and you're trying to jam a target with sensor strength of 18 you have 33.3% chance of jamming it on one cycle. Probability that you will be successful in jamming the taget over 2 cycles is Pr = (1-(1-0.33)^2) x 100% = 55%.

Other References and Quizzes


EWAR Guide Counter ECM Tactics Electronic Counter Measures Quiz - test your knowledge of ECM game mechanics by answering these 15 multiple choice questions

ECCM
Introduction
For more information about ECM please consult the following article ECM - Electronic Counter Measures.

Counter-ECM Modules
ECCM modules increase ship's sensor strength thus decreasing the probability that its lock will be broken by ECM. There are two versions of this module: The mid-slot ECCM module is called very plainly "ECCM". It is an active module that boosts ship's sensor strength by 80-96%. The low-slot module is called "backup array". It is a passive module that boosts ship's sensor strength by 40-48%. Both types of these modules exist in racial varieties that boost only one type of sensors as well as omni/multi varieties that boost all four sensor types. There are no differences in fitting requirements between omni and racial ECCM. However, for mid-slot ECCM modules the omni module consumes twice the capacitor per cycle as the racial module, making fitting racial ECCM beneficial for your cap. Best performance is given by the best named racial ECCM. Not only does it have lower fitting requirements than its T2 counterpart but it also consumes much less capacitor. Quite often ECCM modules get omitted from ship setups that are posted on forums. Many players do not consider these modules to be essential in fits since they are good for doing one thing only - countering ECM ships. However many gangs and fleets come with one or several Falcons and Blackbirds. When you're going against opponents who have been reported to have ECM ships there is absolutely no excuse to not fit ECCM. In this situation all ships in your gang suspect to become primary for getting jammed logistics, heavy damage dealers, your own ECM ships - need to fit some ECCM modules. Mid-slot ECCM modules will cut your chances of getting jammed by half, which in battle is quite significant.

Counter-ECM Ships
ECM ships try to keep at the very edge of their ECM optimal distance. For Griffins and Kitsunes this is about 40-50km range, for Blackbirds this is 70-100km, for Falcons/Rooks - 50-80km, for Scorpions 100-180km. When going against a gang with ECM ships your gang has to be able to quickly handle targets sitting at these ranges. Several approaches can be used to achieve this.

Mid-Range Hitters
Any ship capable of hitting targets located 100km away is a good defense for practically all of the encounters with ECM ships in game. Examples include T2 pulse-fit Apocalypse capable of hitting at 60+ km at optimal, Drake capable of throwing missiles to 60+km distance, Cerberus capable of hitting targets from 140+km, HAC-snipers such as sniper Eagle, Munnin, or Zealot all of which can snipe to 100km, sniper Rokh or Megathron, sentry-drone assisted Dominix and Ishtar. Missile ships are an especially good defense because they can load FoF missiles and do damage even if they are being jammed.

Fast Ships
Ships capable of covering 50-100km distance fast are useful for running off ECM ships. Most ECM pilots (unless heavily drunk) will warp off if they see a Vagabond approaching them, for example. Even though some ships such as Falcons and Rooks have a good chance of jamming HACs, most pilots prefer to not take any chances with an expensive recon ship.

Interceptors
The advantage of launching interceptors at an ECM ship instead of missiles or ammo is that they can serve as a point for other gang members to initiate warp to. Average speed of an interceptor piloted with good navigation skills is about 4,000-5,000 m/s. At this speed it is able to cover 50-100km distance in 10-20 seconds. ECM ship pilots sometimes easily let interceptors approach them, knowing well that the strength of their ECM is enough to jam it permanently and avoid getting tackled. What ECM pilots do not count on is that an interceptor can be fitted with several ECCM modules significantly improving its chances of tackling. Even if the tackle was not done successfully, inty pilot can serve as a TAM and also make a bookmark at the spot of ECM ship.

Counter ECM Tactics


FoF missiles
FoF stands for "friend or foe". These missiles can be launched and will hit nearest target even if their host ship is being jammed by ECM. All ships relying on missiles for their dps should always load some FoF missiles into their cargohold. This way during a fight you can reload and continue adding to damage output of your gang instead of sitting perma-jammed and unable to do a thing. There are no FoF equivalents to torpedoes and heavy assault missiles some some missiles ships such as torp-Ravens, HAM-Drakes, stealth bombers, and Sacrileges are unable to use FoFs to their advantage.

Drones
If you become jammed by an ECM ship and it is the first thing that has aggroed you, your drones will auto-aggress on it , but only if it is within their control range. For normal combat drones the drone control range is 45-57km depending on pilot's skills. Sentry drones can hit up to 100km but your ship must have several drone link augmentors fitted to extend your normal drone control range to that distance.

Your own ECM


Sure way to make an ECM ship ineffective is to jam it with your own ECM. ECM pilots sometimes become complacent thinking that they can jam everything on the field. At this time they may let an interceptor approach them, or even a HAC or a T1 cruiser or destroyer. If a friendly ECM ship decloaks and jams them at this point, the enemy ECM ship will drop lock. This will un-jam the tackle and allow it to place point after which all you need to do is apply a bit of damage to the ECM ship and it will melt (ECM ships typically have very weak tanks).

Dampeners
Dampeners serve to reduce locking range of ECM ship making it unable to lock anything. ECM ships would often sit at the very edge of their locking range so that getting hit even by one dampener will make them drop lock (exception are Falcons and Rooks). Dampeners have shorter optimal range than ECM and as such don't hit as often at extended ranges. However, within optimal range, effect of dampeners is not chance based, unlike ECM, and once they hit it is always a successful hit. With Recon IV, Long Range Jamming IV, and Frequency Modulation IV on a Lachesis or Arazu rigged with two Particle Dispersion Projector rigs dampeners have 59km optimal range and 84km falloff. This means that in <59km range a dampeners on Lachesis or Arazu will always hit, and between 59km and 143 km it has between 100 and 50% chance of hitting target.

ECM Ship In-Line


A roaming ECM ship is unlikely to have bookmarks around gates and stations in systems where it is roaming. As such, to get into its optimal range but still be as far away as possible, it will rely on warping 50, 70, or 100km from other objects. You can therefore observe which object it is in line from, warp to that same object and warp back at same distance. With some luck you will land right on top of it.

Scan Probing
Covops or any other ship fitted with a scan probe launcher can scan out the location of an ECM ships. The scanner can then warp the rest of the gang to its location or even warp itself and try to place a point. The advantage of this tactic is that ECM ship pilot might not pick up combat scan probes in the air and your gang will catch him or her off the guard. The disadvantage of this approach is that it will take a while to position the probes and run a scan and by that time the fight may be over. This approach works best when you already have probes pre-positioned on grid. In this case it takes about 5 seconds to run a scan and another 10-30 seconds to warp your combat ships to it.

ECCM Setups
Anti-ECM Interceptor (Crow) Lows: Overdrive injector II Gravimetric Sensor Backup Array II Gravimetric Sensor Backup Array II Mids: Warp Disruptor II 1 MN Microwarpdrive II ECCMGravimetric II Highs: Rocket Launcher II Rocket Launcher II Rocket Launcher II E5 Prototype Energy Vampire Anti-ECM T1 Frigate (Vigil) Lows: Overdrive Injector System II LADAR Backup Array II LADAR Backup Array II Mids: ECCM - Ladar II 1MN MicroWarpdrive II Remote Sensor Dampener II, Targeting Range Dampening Highs: 200mm AutoCannon II, EMP S 200mm AutoCannon II, EMP S Drones: Hobgoblin SD-300 x1

Other References
Ryysa's Electronic Warfare GuideEWAR Certification

Advanced Tracking
All About Tracking
Tracking in EVE seems fairly complex, however in reality there is simple math behind the scenes. This little article plans to break-down the tracking equation to help you understand how it works in-game, and how you can best improve your hit quality. Also, EVE-O hasn't been wonderful at explaining tracking, so there may be a few things here that previously you thought worked differently.

Tracking Formula
Here is the EVE tracking formula:

It looks like a complex piece of math at first, but it's really 3 easy parts combined together: Part 1a: (Transversal / (Range * Tracking)): Transversal / Range is Angular Velocity. In other words, part 1 is the comparison of angular velocity (the combination of ship movement) versus the guns ability to rotate and track. Part 1b: (Sig_Res/Sid_Rad): The comparison of the ships signature radius versus your gun resolution. Larger guns struggle to hit smaller targets Part 2: max(0,Range-Optimal)/Falloff: Entering distance into the equation So to summarize the formula, it is: 50% ^ [ (Part 1a * Part 1b)^2 + (Part 2)^2 ]

Key Points
The above math results in the following key points: You will only be doing 100% of your damage (EFT related numbers) if you are firing within optimal and have NO transversal. Tracking is not binary, i.e. if angular velocity is equal to gun tracking, and gun resolution is equal to ship radius, you will have a 50% hit chance. It is not a binary line where you suddenly can no longer hit. At optimal + falloff, you will have a 50% hit chance. At optimal+ (2x falloff), you will hit 6.25% of the time. EVE has some random numbers and chances of wrecking hits on the final formula, which means a 50% hit chance will result in 39.5% of EFT DPS. A 100% hit chance is actually equivalent to 102% of EFT DPS (or somewhere around there). More is explained in the math section if you are interested. An increase to target signature radius is equal to an increase in your turret tracking, e.g. a 30% sig radius increase (T1 Target Painter) is equivalent to a 30% tracking bonus (e.g. via a T2 tracking computer)

Gun Resolution and Signature Radius


EVE-O explains that Gun Resolution is the area in which the 'bullets' will spray. If Gun Resolution is greater than Signature Radius, then your damage will be reduced accordingly. This is only true if there is transversal. If you are standing still, you will be hit for 100% of the damage. If you look carefully at the tracking formula, you will notice that Part 1a and Part 1b are multiplied by each other, and Part 1a contains Transversal. As we all know, multiplying a zero will result in a zero, leaving only distance being taken into account for your hit chance. Note that this is different to missiles, where your sig radius will always result in you taking less damage. It also explains why large artillery can instapop frigates, and why unbonused torps cannot unless the target is kind enough to be stationery with his MWD enabled :)

Target Painters do what for tracking?


For the purposes of turrets, an increase to your tracking speed (e.g. Tracking Computers) is performing exactly the same function as an increase to the targets Sig Radius. Therefore, anything that increases either of those two factors will provide the exact same increase in your ability to lay down the hurt. Therefore, some simple numbers: T2 Target Painters: Sig Res +30% (with skills, 37.5%). Available to whole gang and can be further increased to 50% with ship bonuses (Vigil, Bellicose, Hyena, Rapiers, etc.) T2 Tracking Computers (tracking speed): Tracking Speed +30% (no skills to increase). Available to your ship only T2 Tracking Enhancer: Tracking Speed +9.5% (no skills to increase). Available to your ship only The most efficient means of increasing your ability to hit a fast moving target with turrets is with a Target Painter, assuming you have the skills, or can place the TP onto a bonused ship. If you combine T2 painters with skills and ship bonuses, it's 66% more effective than a T2 Tracking Computer with speed scripts. Just pay attention to optimal and falloff with Painters, that's the balancing attribute. Now, EVE also has this wonderful attribute called 'stacking penalties'. Therefore running two Tracking computers means the second one suffers a penalty. Since an increase to Sig Radius and Tracking Speed are different attributes, these don't stack. So imagine having two Target Painters lighting up a target, and two Tracking Computers. It's a substantial boost to your ability to hit.

But tracking only really helps when trying to hit fast moving targets, right?
Not at all. The issue with tracking is that it is invisible to you, which is also why I believe Tracking Disruptors are so potent, people do not see the impact unless they are paying attention to damage notifications. Obviously when tracking crosses the line of 'can / cannot' hit, it's very apparent, and most of those fine line situations are against fast moving targets. However, let's take another example, in this case we have: battlecruisers orbiting each other (guns sizes matching target size) at close range (autocannons vs blasters) using no propulsion mods using close-range, fast tracking weapon systems and ammo The two test cases are a Hurricane with 220mm Vulcans (Motion Tracking V vs. none), and a Myrm with Electron Blasters (Motion Tracking V vs. none). The fully skilled Hurricane pilot is doing: 102% more damage at 500m 19% more at 1,000 4% more at 2,000 2% more at 3,000. The fully skilled Myrm pilot is doing: 156% more at 500m 27% more at 1,000 6% more at 2,000 3% more at 3,000 Note, these percentages are created by having 25% more tracking (due to skills). However, this numbers are even greater if the tracking difference is greater, e.g. through a Tracking Computer, or Target Painter.

So how do I increase Tracking?


Train up the Gunnery: Motion Prediction skill (5% per level) Fit a Target Painter, Tracking Computer, Tracking Enhancer, or rigs Fly a ship with tracking bonuses (thrasher and Megas are a good examples)

Show me some graphs


Comparison of Target Painters vs Tracking Computers (with Tracking Speed scripts) An increase in Tracking Speed and Signature Resolution result in the same thing for tracking with turrets. Target painters provide a greater increase to turret tracking than tracking computers. Here is a graph of a Hurricane Artillery setup (650mm T2 guns firing T1 ammo) at a Vaga orbitting at 4,000 m/s Green line: Standard setup (100 DPS at 20km) Pink line: 2 T2 Tracking Computers on the 'cane (150 DPS at 20km) Blue line: 2 T2 Target Painters on the 'cane lighting up the Vaga (160 DPS at 20KM) Yellow line: 2 T2 Target Painters (non-bonused ship) lighting up the Vaga, and 2 T2 Tracking Computers (180 DPS at 20 KM)

Comparison of Hurricane with autocannons and tracking skills Red line: No gunnery tracking skills Green line: Motion Prediction V trained (25% tracking increase) Pink line: Motion Predication V and a T2 Target Painter (25% + 37.5% tracking increase)

Conclusion
I hope the above helped you to understand how turret tracking in EVE works. Obviously tracking is important, however like all things in EVE it's a balance of skills and fitting. Will Motion Predication skills and a Tracking Computer (tracking speed) / Target Painter always provide a turret user a benefit? Yes, in all circumstances except where transversal is 0 (i.e. both ships never have *any* lateral movement for the entire engagement), and very negligible (and probably not noticeable) when fighting at extreme range. However, where you are not fighting up close, or you start shifting beyond the peak of the DPS curve, tracking becomes largely irrelevant and range starts to play a bigger factor. Personally I am not planning on fitting a Target Painter on my Hurricane any time soon, I would rather fit a Tracking Disruptor, however do not assume that the Motion Predication skill is not doing anything for you, it just could be doing a lot.

Math detail: Part 1


So now that we have the parts, let's use an example to try bring it together. A vagabond is orbiting your poor stationary battlecruiser at 20,000 meters, and this nano pilot makes this vagabond power at 4,000 m/s (darn nano heads). You fire up your Heavy Pulse lazors and (tracking calculation kicks in): Transversal = 4,000 m/s Range = 20,000 m Angular Velocity = 0.2 (transversal / range, or 4,000/20,000) Heavy Pulse Tracking = 0.08 (rounded) * 1.25 (skills) = 0.1 (rounded) So, your guns are moving at half the speed (0.1 rads/sec) that the vaga is orbiting you (0.2 rads / sec). If you were to punch in the data into the hit formula, your damage would be extremely close to 0. However, this is only half of the story, and zero is nowhere close to reality. Let's punch this data in part 1: Part 1: = 0.5 ^ (Angular Velocity / Tracking)^2 = 0.5 ^ (0.2 / 0.1) ^2 = 6.25% (Due to hit quality and wrecking hits, this will result in you doing about 3% of your EFT DPS)

Math Detail: Part 2


Tracking is an arbitrary number, guns don't really track the physical target and it's not an on/off switch. For example, if the angular velocity was 0.2, and: Your tracking was 0.2, you would do 39% of your DPS (assuming range isn't an issue). Your tracking was 0.19, you would do 36% Your tracking was 0.18, 32% To show this via the formula again: Tracking Adjustment = 0.5 ^ (Angular Velocity / Tracking)^2 = 0.5 ^ (0.1 / 0.1) ^2 = 0.5 ^ 1 (0.5) Chance to Hit = 50% (Due to hit quality and wrecking hits, you'll be doing 39% of your EFT DPS) As you can see, tracking isn't binary - it simply impacts the chances to hit, and therefore over time the average DPS you perform. Now that we understand that tracking is a measure, there is another important component to calculate, i.e. Modified Tracking (the target footprint), and that's to consider the signature radius of the target and the signature resolution of your guns (in other words, to factor in part 2 of the equation). To put it simply, if the Signature Radius of the target is larger than the Signature Resolution of your guns, it's starts tracking faster as a straight factor. If the target sig is double the resolution of your guns, your tracking speed doubles. Conversely, if the target sig is half the resolution of your guns, your tracking speed halves. Back the above example, since that Vagabond is using MWD to achieve those figures, this makes him a much bigger target (910 sig radius). Back to the calculation: Transversal = 4,000 m/s (unchanged) Range = 20,000 m (unchanged) Angular Velocity = 0.2 Heavy Pulse Tracking = 0.08 * 1.25 (skills) = 0.1 (unchanged) Part 2 (gun resolution) = 910/125 (the signature radius of the well lit Vaga / the signature resolution of your guns) Adjusted Tracking = 0.1 (part 1 tracking) * 910/125 = 0.73 Now our guns can easily track that vaga, they have gone from being half the speed, to being nearly 4x quicker. If you now punch the data into the hit formula, your damage is closer to 50% DPS, however the reduction in DPS is largely due to the Vaga orbitting outside optimal range of your lazors. If that vaga was closer to optimal (15,000), that DPS percentage climbs to 91% Formula:

Tracking Adjustment = (0.5 ^ (Angular Velocity / Modified Tracking)^2) = 0.5 ^ (0.2 / 0.73) ^2 = 0.5 ^ 0.075 Chance to hit = 95% (Due to hit quality and wrecking hits, you'll be doing 94% of your EFT DPS)

DPS Calculation and Hit Quality


The resulting Hit Chance gets plugged into a second equation where the 'quality' of the hit is determined, including if the shot results in a wrecking shot. To put it simply, EVE picks a random number between 0 and 1 (constant) If it picks 0.01, you get a wrecking shot and 3x damage. If it picks a number less than your Hit Chance, you hit for damage (which is equal to the (constant + 0.5) * turret damage) If it picks a constant greater than your Hit Chance, you miss A quick example. I am firing upon a frigate, which is standing still, and it's slightly in falloff giving me a hit chance of 50%. EVE rolls it's random number and: If it picks: 0.01: Wrecking shot, I get the damage per my turret multiplied by 3 0.10: 10% is less than 50%, so I hit. The damage done is (10% + 50%), or 60% per turret 0.50: 50% is equal to 50%, so I hit. The damage done is (50% + 50%), or 100% per turret Anything greater than 0.5 is a miss. As you can see from the above, when I have a 50% hit chance, that does not mean I will be doing 50% of my DPS, as there will be a spread of random numbers where I do less damage (e.g. the 10% example). In reality, a 50% hit chance will result in doing 39% of your EFT DPS. --Secluse 00:25, 5 January 2009 (PST)

Clones and Podding


Introduction
If you play Eve any significant amount of time, you will eventually end up losing your ship either from a PvP or a PvE encounter. Once you lose your ship, you will end up in your pod. You will need to know how to fly it properly in order to avoid getting "podded", in which event your capsule gets blown up as well. When you lose your pod, you will end up in a clone bay inside a station sometimes many systems away from the encounter and will have to pay to purchase a new clone. You will lose all your implants and potentially some skill points too. As such is very important that you learn how to avoid getting your pod killed.

Before You Undock


Before you undock to take part in any sort of PvP, you need to ensure that you do not risk losing your skill points. To do this check to see that your clone is up to date. Open up your character sheet and compare your clone skill point capacity to the amount of skill points that your character has. Being engaged in PvP is the wrong time to find out that you forgot to upgrade your clone. You should check for this regularly to make sure that your clone is always up to date. You can do this, for example, every time you update the skill queue. If you got podded and didn't have a clone to cover your skill points, you will lose a certain percentage of skill points from your character's highest level skill. Very often this means losing that Battleship V or Cruiser V skill you have just recently completed. In terms of time lost in training, this can be very expensive. In general, you always want to have an up to date clone because "things" happen and petition queues are long for bug related death reimbursement. To upgrade your clone you have to go to a station with a medical facility. In order to find such a station, you can open the map in game and select "Cloning" under "Station Services" on World Map Control Panel. Systems with cloning facilities will then appear to be colored in red. Then all you have to do is hover your mouse over a system with a lit up dot and it will show you the cloning stations present in that system. Fly to the nearest system with cloning, dock at the station that has medical services, and open the medical bay. In this screen you will see two buttons: one to upgrade your clone and another to change its location. Purchase the clone that covers your current points or the next highest version if you anticipate exceeding that clone's capacity soon.

Using Implants
Implants are attribute enhancers that will increase your character's attributes and thus allow it to train skills at a rate faster than it would train otherwise. To use implants all you have to do is train up Cybernetics skill, stop skill training on your character, then right click on each implant to plug it in. Once you have done this, you can restart the skills training. You will notice that the training times will be shortened as the training is accelerated. This is because training rate of each skill is determined by its primary and secondary attributes that can be seen from information of that skills. Skills train at the rate of: (points in primary attribute + 1/2 points in secondary attribute) skill points per minute When you increase these attributes through the use of implants, the time to finish training the skill goes down. Warning: If you get podded, any implants in your head will be destroyed and the training time will be recalculated in response. Since implants are destroyed when you get podded, it is important to know how to use them in a way that won't see you in the ISK poorhouse. While a set of +1 and +2 implants is relatively cheap, a set of +3s or +4s can cost anywhere from 30 to 80 million ISK. Players who do not want to pay this price will often either use cheap sets or use a separate clone for pvp (see Jump Clones section). Another way to avoid paying the full price for losing a full set of implants is plugging in an incomplete set. Most skills in EVE have primary and secondary attributes of either Perception/Willpower or Intelligence/Memory. So simply inject two implants, either perception + willpower or intelligence + memory. While you are in your PvP clone train only the skills that rely on the attributes you have boosted. If you get podded you will then lose only 2 implants instead of 4 or 5. Keep in mind that once implants are plugged in, you can not remove them without destroying them.

Characteristics of a Pod
Pods have the following properties: Pods make though any distance in Eve within one warp, even the 300 AU warp of OJOS-T system in Great Wildlands. Pods enter warp almost instantly. Pods have approximately 500 effective hit points and get destroyed easily. Pods have very low subwarp speed, about 170-180 m/s. Pods are weakest to explosive/kinetic damage types. One implication of these properties is that it is very easy to enter warp in a pod and thus save it from getting blown up. However if you find yourself inside a bubble and have to crawl to its edge to escape most likely you will get killed. If you get blown up, do not try to fly 15km to try and get back to the gate. Instead warp to a celestial and then back to the gate if required.

Getting Out With Your Pod Intact


If you end up in a pod after a PvP encounter, the odds are that the enemy will stick around to try and destroy your pod. For this reason you want to be prepared to get it out as soon as possible. When you start getting low on armor and enter structure, it is time to start looking for something to warp your pod to. Look on your overview and pick any celestial body other than a gate. Warping your pod to a moon is probably the safest option in 0.0, but a planet or belt will also do. If you were in a ship, you would never want to warp to a moon, of course, without scanning it first because of probability of warping into a POS. POS guns however do not target and destroy pods so it is perfectly fine to warp your pod out to a moon. To find a moon easily, hold down the alt key and pan around looking for a circle broken by a solid dot on the right side. You can also just hit alt + x to show all brackets. Once you have found a suitable celestial object click on it such that you see a box around it. Just before you blow up, start repeatedly hitting the "warp to" button on selected item window. The reason for this is that there is typically lag associated with your ship getting blow up, your pod ejecting, and your character entering a new session. By spamming "warp to" button you are ensuring that you get you pod into warp as fast as possible, since the opponent wont experience that associated lag. While you are in warp, open people and places and make a mid-warp bookmark. As you exit warp, immediately warp to your bookmark. This will give you a semi-safe point to hang out at, at least until your opponents get out scan probes and start scanning you out. Many players, however, will not bother scanning down pods. Tip: make sure to configure your EVE client such that it gives you as little lag as possible. The more lag you have playing EVE, the more likely it is that you will get podded.

Sticking Around
In a large, multi-ship engagement you can choose to stick around with your pod and watch the fight with all the associated explosions. You might also serve to distract your enemy. Some of them will attempt to target and kill your pod, which means that they will losing time and firepower firing at the other ships in your gang. Whether you pick to hang around and watch a fight or not is a personal decision. If you have 100 million ISK worth of implants in your head, that will affect the decision quite a bit of course.

Jump Clones
A jump clone allows you to do two things, first of all it allows you to jump large distances in a few seconds and secondly it allows you to save your implants when going into a potentially hostile situation. Please refer to the following article for more information on where to get jump clones: Jump Clones

Shuttle Substitute
Sometimes you want to be able to move several ships without having to buy and trash shuttles. The solution is simple: undock in your pod. Dock at a station and wait about 30 seconds. Right click on your active ship and select "Leave Ship". You will end up in your pod. Undock and set destination to the system where you have more ships that you need to haul. Note: if you clone jump or get podded, you will not be able to undock in your pod until you first enter a ship. In this case, simply enter your rookie ship and then leave it.

Pod Express
If you ever want to traverse a distance of many systems in Eve in a blink of an eye, you can choose to take the "pod express". Pod express refers to the acts of relocating your medical clone to the station where you'd want to end up and then self destructing your pod. To do this, first you will need to find a station with cloning facilities. Dock at this station, open medical facilities window, and locate the move clone button. Select a desired station from the list (note that you can only set your clone to stations where your corp has an office, or where the NPC corp you started with has an office). Undock, the right click on your pod and select "self-destruct" from the menu. After two minutes of self-destruct countdown, you will end up in your medical clone at the station to which you moved it to. Keep in mind that this is same as getting podded by another player, so you will lose all your implants in the process. Before undocking again, you will have to upgrade your clone. If you change your mind while you are self-destructing you can cancel the countdown by activating it again. Unlike jump clones that you can utilize only once every 24 hours, you can pod jump as frequently as you want to, assuming that you have the cash to support the purchases of new clones.

Conclusion
Many pilots are afraid of being in open space in their pods. However, pods have many advantages that you might not have considered previously. They can warp to POSes without getting killed in the process to do some recon work. Pirates can travel through high sec empire systems in their pods without having NPCs targeting and shooting them. Pods can make it through very long warps faster than most other ships. Getting podded is something you have to think of as just another isk cost, one that will gradually get bigger as your character gains more and more skill points. Killing a pod of a 3 year player is likely to cost him quite a bit of cash but killing one of a newbie wont cost him much. If you know the strengths and limitations of your pod and learn how to pilot it properly, will have a much better time PvPing in EVE.

Recommended Ship Setups


Introduction
The below setups are good examples of frigate fits that can be used in PVP-BASIC Class. If you have been pvping solo or in small gangs, they may not be ideal but they work well in big numbers. Keep in mind, however, that EWAR and agility are the Hydra Fleet's main tank. Fitting a damage control on your ship is highly recommended. In case class fleet gets bombed, and this happens practically every roam, a DC will ensure that your frigate can survive at least 2 bombing attempts (this does not apply to Griffins). Match your ammo so that your optimal range is between 6-10 km. This way you will be able to do damage outside of smartbomb range as well as do any damage at all, as classes are big and targets often melt before you can get within 2-3 km range of them. For these reasons, setups with autocannons and blasters are not recommended. Rememer, these fits are NOT mandatory and Agony encourages students to experiment with their own fits. However, these may serve as a useful guide when doing so.

Suggested Hydra Setups for PVP-BASIC


Combat Frigates
T1 Hydra Punisher Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level. T1 Hydra Kestrel w/ rocket launchers Special Ability: 10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level. T1 Hydra Kestrel w/ standard launchers Special Ability: 10% bonus to Kinetic missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level. T1 Hydra Merlin Special Ability: 5% bonus to shield resistances and 10% bonus to Small Hybrid Turret optimal range per skill level. T1 Hydra Incursus Special Ability: 10% bonus to Small Hybrid Turret falloff and 5% bonus to Small Hybrid Turret damage per skill level. T1 Hydra Tristan Special Ability: 5% bonus to Small Hybrid Turret damage and 7.5% bonus to Small Hybrid Turret tracking speed per skill level. T1 Hydra Rifter, autocannons Special Ability: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level. T1 Hydra Rifter, artillery Special Ability: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level.

E-WAR Frigates
T1 Hydra Crucifier Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to Tracking Disruptor effectiveness per skill level. Standard Griffin Special Ability: 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level. T1 Hydra Maulus Special Ability: 5% bonus to Small Hybrid Turret damage and Remote Sensor Dampener effectiveness per skill level.

Constructing Setups Independently


Fitting Priorities
If you want to bring a frigate that is not listed above or make a different fit to PVP-BASIC class, please note the following: Lowslot Priorities 1. 2. 3. 4. 5. Damage Control CPU Upgrade / RCU / MAPC as needed Damage Mods for DPS Frigates; or EWAR Support for EWAR Frigates Speed Mods Agility Mods Midslot Priorities 1. Afterburner required (MWD allowed for Alumni) 2. EWAR in all remaining Midslots Hislot Priorities 1. DPS (see WARNING below) 2. Remote Repair (Offline as needed) 3. Salvage Drones: An armor maintenance bot is highly recommended if your ship has a drone bay. It will typically be used between pvp runs to repair your gang members. If the situation changes suddenly be prepared to lose your drone so carry a couple extra drones in cargo for refit if the FC gives the fleet a break at a station. WARNING: Setups utilizing blasters, autocannons, and rocket launchers with low missile range skills are vulnerable to smartbombing battleships. We will cover how to see & avoid this in class. If you choose to fly one of these high DPS short range setups, then pay extra attention to Ventrilo to hear "No Bombs" recon before approaching a Battleship closer than 6km. Capital ships such as carriers can fit faction smartbombs that will reach out to 7.5km in range.

Hints and Tips for Constructing Ship Setups


Module Variations
Each module in game exists in several variations. Open up market and find Warp Disruptor I using the search field. Click on information icon for this item and then go to "Variations" tab. There you will see several varieties of this module listed. These varieties of a module are arbitrarily ranked in game by a number called module's meta value . This value starts at 0 for lowest ranked modules and ranges over 10 points for some high ranking officer varieties. The meta 0 modules are called tech I non-named (aka "vanilla") modules. Modules of meta value ranging from 1 to 4 are called low-meta or named modules. For a warp disruptor "Warp Disruptor I" is the meta 0 non-named variety of this module while "Initiated Warp Disruptor I", "J5 Prototype Warp Disruptor I", "Fleeting Warp Disruptor I" are all low-meta named varieties of this module. Module with a little yellow icon is meta 5 or tech II variety of this module. Modules of meta value exceeding 5 are called faction, DED space, cosmos, storyline, and officer modules. Tech I non-named (meta 0) modules and tech II (meta 5) modules can be produced by players in game from blueprint originals and copies. Named, faction, officer, DED space, storyline, and cosmos items (or sometimes blueprint copies of some of these) get dropped as loot by NPCs or in various missions and complexes. Thus the only source of these modules on the market are NPC and complex loot drops. CCP fine-tunes their drop frequency, making some of these modules extremely rare such that some players will pay billions of ISK to purchase them. Meta 1-5 modules get bought and sold over regular market, whereas meta 6 and higher modules get traded over contracts. The key differences between all the varieties are in performance, fitting requirements, price, and skill prerequisites. Key things to remember when fitting your ship: For majority of modules, meta 1-4 "named" varieties have lower fitting requirements (require less CPU and PG) than meta 0 "non-named" or meta 5 "tech II" modules. If you are out of CPU or grid on your ship, they can make an excellent substitute to make your fit working. There are a few modules in game for which meta 1-4 varieties give no advantages in fitting requirements; these are weapon upgrade modules such as heat sinks, gyrostabilizers, magnetic field stabilizers, and ballistic controls. For these modules meta 0 and meta 5 varieties are actually easier to fit than meta 1-4 modules. Meta 1-3 modules usually give better performance for a very modest price increase. Sometimes you can even purchase meta 1-3 modules for cheaper than you can purchase meta 0 modules, just because many pilots do not bother looking these up on market hence demand for them is suppressed while supply is plentiful. Tech II modules usually have higher skill prerequisites, thus these modules are often not readily available for new EVE citizens to use. For example Damage Control II requires pilot to have Hull Upgrades IV trained, tech II Shield Boost Amplifier requires Shield Management V which is almost a 2-week long skill. Do not always rush to buy yourself a tech II module for your fit. Some meta 4 "best named" modules give same performance as meta 5 "tech II" modules but require less powergrid and CPU to fit, have lower skill prerequisites and come at lower price. The prices on these modules are lower because

often pilots do not bother to look them up on the market or have the mentality that T2 is always better. End result is that they end up paying much more for a module that they could have purchased for 2-3x cheaper. A few meta 4 modules are priced significantly higher than their meta 5 "tech II" versions. This is because the saving in cpu and pg they give is so great that they become very popular in fits and demand on them quickly brings up prices (compare for example Medium Electrochemical Capacitor Booster and Capacitor Booster II). In this case purchasing tech II module can actually be a much cheaper substitute to fit than using meta 4 best-named module. Great majority of skills grant a bonus that is expressed as a percentage. This means that seemingly minute differences in performance of different modules become further amplified when your character's skills get applied to them. It is best to keep your pvp fits cost-effective. This means that while that 70 million True Sansha Warp Scrambler does look good on your new Stiletto, if you plan on losing 5 of these ships in combat the following week you will also be entire 350 million poorer. If you don't see that a particular best named or tech II module will give your ship a significant edge in combat, it may be best to downgrade it to a cheaper variety and save yourself some time having to grind ISK. For example, if you are using a fit that does not rely much on capacitor, then you don't really need a T2 microwarpdrive on it and can substitute it for a much cheaper T1 microwarpdrive.

Comparison Window
If you click to show information on a module and go to "Variations" tab, there you will see a button called "Compare" button at the bottom of the information window. Clicking this button will bring up a new window that will let you compare all variations of a module in their performance and fitting requirements. You can enable and disable any parameters by which you'd like to compare these variations. Simpest way to start is by enabling the meta column and sorting all modules by their meta value. Another good place to compare modules and ships is this website: EVE Object Database

Shopping for Parts


Cheapest fittings and ammunition can usually be purchased in large trade hubs such as Jita, Amarr, Dodixie, and Rens. These systems have achieved trading hub status because there you can find a great variety of items all selling in one station. Most pilots appreciate the convenience of being able to purchase everything they need in a single station, and thus when they need to put some ships together they travel to a major trade hub to do their shopping. Because sell volumes are high in such places, competitors trading on market can typically afford to lower prices of their stocks. For trade hub shoppers this means paying less for items they buy. Closest trading hubs to current class location are Dodixie, Jita, and Amarr. To get your frigates to class start location, purchase a hauler with at least 8,000 m3 in cargo space, load it with 3 frigates and modules and pilot it to class location.

T1 Hydra Punisher
General Info
Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to armor resistances per level. This is basic T1 setup for use in PvP-BASIC Hydra gang. The main disadvantages of the punisher are its' 2 mid-slots amd low cpu, which limit your electronic warfare options and make it less suited to the hydra gang. However, the punisher is otherwise a very effective ship, with excellent HP, speed and damage output. It is often considered one of the better T1 frigates. For a smaller gang or solo, the punisher can be fit to have a very effective armour tank, however this kind of fit is not recommended for PvP-BASIC.

Example Hydra Punisher Setup


Low Slots
Damage Control Heat Sink Tracking Enhancer Co-Processor

Mid Slots
1MN Afteburner 1x EWAR module of your choice. Remember that you should bring a range of EWAR modules, since you will probably be asked to change them when we set up the fleet. For the full list of modules to bring, see Recommended Modules for PVPBasic.

High Slots
3x Dual Light Beam Laser

Cargo
Your choice of laser crystals - choose one that gives you a range over 6km (to avoid smartbomb range). Since lasers can change ammo type instantly, you may also wish to carry mid and long ranged crystals, although this is not required. Both scripts for any electronic warfare module that use them.

Example EFT Cut & Paste


Here's an example using cheap named mods. This will fit using starting skills.
[Punisher, HYDRA t1] Damage Control I C4S Coiled Circuit Thermal Radiator F-aQ Phase Code Tracking Subroutines Quantum Co-Processor I Cold-Gas I Arcjet Thrusters J5b Phased Prototype Warp Scrambler I Dual Afocal Dual Afocal Dual Afocal [empty high Light Maser I, Multifrequency S Light Maser I, Multifrequency S Light Maser I, Multifrequency S slot]

[empty rig slot] [empty rig slot] [empty rig slot]

And here's a t2 variant which will require more advanced skills:


[Punisher, HYDRA t2] Damage Control II Heat Sink II Tracking Enhancer II Co-Processor II 1MN Afterburner II F-392 Baker Nunn Tracking Disruptor I Dual Light Beam Laser II, Imperial Navy Multifrequency S Dual Light Beam Laser II, Imperial Navy Multifrequency S Dual Light Beam Laser II, Imperial Navy Multifrequency S [empty high slot] Small Energy Burst Aerator I Small Energy Collision Accelerator I [empty rig slot]

Stats
With cheap named variant, and starting skills: Effective HP: 2301 Speed: 733 m/s Turret Optimal + Falloff: 5.1 + 3.7 km (multifrequency) DPS: 34 (multifrequency) With t2 variant and all Lv V skills:

Effective HP: 3355 Speed: 946 m/s Turret Optimal + Falloff: 7.5 + 4.9 km (multifrequency) DPS: 100 (faction multifrequency)

T1 Hydra Kestrel
General Info
Special Ability: 10% bonus to Kinetic (Thorn) missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level. This is a basic T1 setup for use in a PvP-BASIC Hydra gang. The kestrel has quite limited powergrid, making fitting standard missiles difficult. However, a rocket kestrel can deal an insane amount of damage. Due to the size of PvP-BASIC fleets, the standard missile setup is usually preferred over this one. While the this setup deals more damage and is easier to fit, the short range of rockets means that some targets will be dead before you get into range. In small gangs on the other hand, this setup may be preferred. This kind of fit is NOT advised if you have poor missile skills, since you will have insufficient range. I don't recommend using this fit unless your rockets can reach out to at least 6km. Be advised that the Kestrel does not have capacitor to get across some larger systems, so you'll need to be paying attention before this happens so as not to get lost.

Short Range Hydra Kestrel Setup


Low Slots
Damage Control Ballistic Control System

Mid Slots
1MN Afterburner 2x EWAR modules of your choice Remember that you should bring a range of EWAR modules, since you will probably be asked to change them when we set up the fleet. For the full list of modules to bring, see Recommended Modules for PVPBasic.

High Slots
4x Rocket Launcher

Cargo
2000 units of Thorn (kinetic) rockets. Both scripts for any electronic warfare modules that use them.

Example EFT Cut & Paste


Here's an example using cheap named modules, which will fit using starting skills:
[Kestrel, HYDRA t1] Ballistic Control System I Damage Control I Cold-Gas I Arcjet Thrusters 'Langour' Drive Disruptor I J5b Phased Prototype Warp Scrambler I 'Malkuth' 'Malkuth' 'Malkuth' 'Malkuth' Rocket Rocket Rocket Rocket Launcher Launcher Launcher Launcher I, I, I, I, Thorn Thorn Thorn Thorn Rocket Rocket Rocket Rocket

[empty rig slot] [empty rig slot] [empty rig slot]

And here's a t2 variant, which will require more advanced skills:


[Kestrel, HYDRA RL t2] Ballistic Control System II Damage Control II 1MN Afterburner II 'Langour' Drive Disruptor I J5b Phased Prototype Warp Scrambler I Rocket Rocket Rocket Rocket Launcher Launcher Launcher Launcher II, II, II, II, Caldari Caldari Caldari Caldari Navy Navy Navy Navy Thorn Thorn Thorn Thorn Rocket Rocket Rocket Rocket

Small Bay Loading Accelerator I Small Auxiliary Thrusters I Small Auxiliary Thrusters I

Note the speed rigs rather than the damage rigs I have used on other setups are due to running out of CPU!

Stats (All level V)


With cheap named variant and starting skills: Effective HP: 1683 Speed: 890 m/s Rockets Max Light Range : 4.5 km DPS: 37 With t2 variant and all Lv V skills:

Effective HP: 2217 Speed: 1064 m/s Rockets Max Light Range : 10.1 km DPS: 141

T1 Hydra Long Range Kestrel


General Info
Special Ability: 10% bonus to Kinetic (Bloodclaw) missile damage and 5% bonus to EM, Explosive, and Thermal missile damage per level. This is a basic T1 setup for use in a PvP-BASIC Hydra gang. The kestrel has quite limited powergrid, making fitting standard missiles difficult. Fitting a Micro Auxiliary Power Core solves this problem (although you need Energy Management IV to fit it). A standard missile kestrel may not have the raw damage output of the rocket variant, however it makes up for this by having exceptional range, while still dealing damage on par with other combat frigates. Due to the size of PvP-BASIC fleets, this setup is usually preferred over the rocket variant. This setup is more difficult to fit (requires a Micro Auxiliary Power Core) and deals less damage, however it has much longer range, allowing you to start dealing damage sooner. Be advised that the Kestrel does not have capacitor to get across some larger systems, so you'll need to be paying attention before this happens so as not to get lost.

Long Range Hydra Kestrel Setup


Low Slots
Damage Control Micro Auxiliary Power Core I (aka MAPC, gives more powergrid)

Mid Slots
1MN Afteburner 2x EWAR modules of your choice. Remember that you should bring a range of EWAR modules, since you will probably be asked to change them when we set up the fleet. For the full list of modules to bring, see Recommended Modules for PVPBasic. That said, note that due to the huge CPU requirements of the standard launchers, you are likely to be unable to fit most EWAR types. Stasis Webifiers and Ship Scanners are the easiest to fit.

High Slots
4x Standard Missile Launcher

Cargo
1000 units of Bloodclaw (kinetic) light missiles. Both scripts for any electronic warfare modules that use them.

Example EFT Cut & Paste


Here's an example using cheap named modules which will fit using starting skills. Note the choice of EWAR modules due to lack of CPU:
[Kestrel, HYDRA SML t1] Micro Auxiliary Power Core I Damage Control I Cold-Gas I Arcjet Thrusters 'Langour' Drive Disruptor I Ship Scanner I 'Malkuth' 'Malkuth' 'Malkuth' 'Malkuth' Standard Standard Standard Standard Missile Missile Missile Missile Launcher Launcher Launcher Launcher I, I, I, I, Caldari Caldari Caldari Caldari Navy Navy Navy Navy Flameburst Flameburst Flameburst Flameburst Light Light Light Light Missile Missile Missile Missile

[empty rig slot] [empty rig slot] [empty rig slot]

And here's a t2 variant which will require more advanced skills. Again, CPU restricts the EWAR types you're able to fit.
[Kestrel, HYDRA SML t2] Micro Auxiliary Power Core I Damage Control II 1MN Afterburner II 'Langour' Drive Disruptor I Ship Scanner I Standard Standard Standard Standard Missile Missile Missile Missile Launcher Launcher Launcher Launcher II, II, II, II, Caldari Caldari Caldari Caldari Navy Navy Navy Navy Bloodclaw Bloodclaw Bloodclaw Bloodclaw Light Light Light Light Missile Missile Missile Missile

Small Bay Loading Accelerator I Small Auxiliary Thrusters I Small Auxiliary Thrusters I

Stats
With cheap named variant and starting skills: Effective HP: 1683 Speed: 727 m/s Light Missile Max Flight Range : 18.8 km DPS: 27 With t2 variant and all Lv V skills:

Effective HP: 2217 Speed: 1064 m/s Light Missile Max Flight Range : 42.2 km DPS: 95

T1 Hydra Merlin
General Info
Special Ability: 5% bonus to shield resistances and 10% bonus to Small Hybrid Turret optimal range per skill level. This is a basic T1 setup for use in a PvP-BASIC Hydra gang. The merlin offers a good alternative to the Kestrel - it has plenty of CPU and 4 mid-slots, meaning it can fit plenty of electronic warfare. It also has more effective hitpoints than other frigates due to its shield resistance bonuses. It is, however, one of the slower lower-dps frigates. Merlins are very versatile ships, and are very popular among Agony pilots.

Example Long-Range Hydra Merlin Setup


Low Slots
Damage Control Micro Auxiliary Power Core I (aka MAPC, grants more powergrid)

Mid Slots
1MN Afterburner 3x EWAR module of your choice Remember that you should bring a range of EWAR modules, since you will probably be asked to change them when we set up the fleet. For the full list of modules to bring, see Recommended Modules for PVPBasic.

High Slots
2x 125mm railgun 2x standard missile launcher

Cargo
1000 units of antimatter charge s (close range hybrid ammo). Optionally you may wish to bring some mid range ammo such as Lead, but I find you will rarely use it. 1000 units of light missiles, your choice of damage type both kinds of scripts for any electronic warfare modules that need them

Example EFT Copy & Paste

Here's an example using cheap named fittings. This will (just!) fit with starting ski [Merlin, HYDRA t1] Damage Control I Micro Auxiliary Power Core I Cold-Gas I Arcjet Thrusters Initiated Harmonic Warp Scrambler I 'Langour' Drive Disruptor I F-392 Baker Nunn Tracking Disruptor I 125mm Carbide Railgun I, Antimatter 125mm Carbide Railgun I, Antimatter 'Malkuth' Standard Missile Launcher 'Malkuth' Standard Missile Launcher [empty rig slot] [empty rig slot] [empty rig slot] Charge S Charge S I, Flameburst Light Missile I, Flameburst Light Missile

And here's a t2 variant, which will require more advanced skills:


[Merlin, HYDRA t2] Damage Control II Micro Auxiliary Power Core I 1MN Afterburner II Initiated Harmonic Warp Scrambler I 'Langour' Drive Disruptor I F-392 Baker Nunn Tracking Disruptor I 125mm Railgun II, Caldari 125mm Railgun II, Caldari Standard Missile Launcher Standard Missile Launcher Navy Antimatter Charge S Navy Antimatter Charge S II, Caldari Navy Flameburst Light Missile II, Caldari Navy Flameburst Light Missile

Small Hybrid Burst Aerator I Small Hybrid Collision Accelerator I [empty rig slot]

Stats
With cheap named fit and starting skills: Effective HP: 2043 Speed: 697 m/s DPS: 29 Turret Optimal + Falloff: 5.7 + 5 km (with antimatter) Light Missile Max Flight Range : 18.8 km With t2 fit and all Lv V skills:

Effective HP: 2975 Speed: 901 m/s DPS: 83 Turret Optimal + Falloff: 10 + 6.3 km (with antimatter) Light Missile Max Flight Range : 42.2 km

T1 Hydra Incursus
General Info
Special Ability: 10% bonus to Small Hybrid Turret falloff and 5% bonus to Small Hybrid Turret damage per skill level. This is a basic T1 setup for use in PvP-BASIC Hydra gang. The incursus is an excellent tackling frigate - it is faster than the tristan, although it has one fewer low and high slots. Despite having fewer high slots, the incursus is capable of greater damage due to its three turret hardpoints vs the tristan's split weapon systems. The incursus is a natural blaster ship, however for PvP-BASIC blasters are generally not very effective, and we reccomend fitting railguns. In a smaller gang, blasters are an excellent choice.

Example Hydra Incursus Setup


Low Slots
Damage Control Overdrive Injector

Mid Slots
1MN Afterburner 2x EWAR module of your choice. Remember that you should bring a range of EWAR modules, since you will probably be asked to change them when we set up the fleet. For the full list of modules to bring, see Recommended Modules for PVPBasic. Note though that this fit is very low on CPU, so only certain EWAR mods will fit. You may wish to replace the Overdrive with a Co-Processor in order to fit alternative EWAR.

High Slots
3x 125mm Railgun

Drones
Light Armor Maintenance Bot x 1

Cargo
1000 units of close range hybrid ammo - try to pick something that gives you an optimal range of about 6km. Optionally you may also wish to bring some mid range ammo such as lead, but in my experience you will rarely use it. Both scripts for any electronic warfare modules that use them. Spare Light Armor Maintenance Bots.

Example EFT Cut & Paste


Here's an example using cheap named modules. This fit requires Weapon Upgrades to Lv II OR Electronics to Lv IV in order to fit, but otherwise will work with starting skills.
[Incursus, HYDRA t1] Damage Control I Mark I Modified SS Overdrive Injector Cold-Gas I Arcjet Thrusters J5b Phased Prototype Warp Scrambler I 'Langour' Drive Disruptor I 125mm Carbide Railgun I, Antimatter Charge S 125mm Carbide Railgun I, Antimatter Charge S 125mm Carbide Railgun I, Antimatter Charge S [empty rig slot] [empty rig slot] [empty rig slot] Light Armor Maintenance Bot I x1

And here's a t2 variant, which will require more advanced skills.


[Incursus, HYDRA t2] Damage Control II Overdrive Injector System II 1MN Afterburner II J5b Phased Prototype Warp Scrambler I 'Langour' Drive Disruptor I 125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S Small Hybrid Burst Aerator I Small Hybrid Collision Accelerator I [empty rig slot] Light Armor Maintenance Bot I x1

Stats
With cheap named variant and starting skills: Effective HP: 1882 Speed: 952 m/s DPS: 31 (antimatter) Turret Optimal + Falloff: 4.7 + 6 km (antimatter)

With t2 fit and all Lv V skills: Effective HP: 2568 Speed: 1248 m/s DPS: 103 (faction antimatter) Turret Optimal + Falloff: 6.8 + 9.4 km (antimatter)

T1 Hydra Tristan
General Info
Special Ability: 5% bonus to Small Hybrid Turret damage and 7.5% bonus to Small Hybrid Turret tracking speed per skill level. This is a basic T1 setup for use in PvP-BASIC Hydra gang. The tristan is a solid all-round ship. It has one more low slot than the incursus, and one more high slot. However, it is slower, and it's weapons are split between missiles (unbonused) and turrets, leading to lower overall dps but with greater versatility. The tristan suffers slightly on CPU when you try to fit standard missile launchers on it, so you may be restricted in your electronic warfare choices. Remember that you should bring a range of EWAR modules, since you will probably be asked to change them when we set up the fleet. For the full list of modules to bring, see Recommended Modules for PVPBasic.

Example Hydra Tristan Setup


Low Slots
Damage Control Overdrive Injector Co-Processor

Mid Slots
1MN Afteburner 2x EWAR modules of your choice. Remember that you should bring a range of EWAR modules, since you will probably be asked to change them when we set up the fleet. For the full list of modules to bring, see Recommended Modules for PVPBasic. Note though that due to the tristan's low CPU, you may be restricted in which EWAR modules you can fit.

High Slots
2x 125mm Railgun 2x Standard Missile Launcher

Drones
Light Armor Maintenance Bot I x 1

Cargo
1000 units of close range hybrid ammo - try to pick something that gives you an optimal range of about 6km. Optionally you may also wish to bring some mid range ammo such as lead, but in my experience you will rarely use it. Both scripts for any electronic warfare modules that use them. Spare Light Armor Maintenance Bots.

Example EFT Cut & Paste


Here's an example using cheap named modules. This required Engineering Lv IV to fit, but otherwise works with starting skills.
[Tristan, hydra T1] Emergency Damage Control I Mark I Modified SS Overdrive Injector Quantum Co-Processor I Cold-Gas I Arcjet Thrusters Indirect Scanning Dampening Unit I J5 Prototype Warp Disruptor I 125mm Carbide Railgun I, Caldari Navy Antimatter Charge S 125mm Carbide Railgun I, Caldari Navy Antimatter Charge S 'Malkuth' Standard Missile Launcher I, Caldari Navy Flameburst Light Missile 'Malkuth' Standard Missile Launcher I, Caldari Navy Flameburst Light Missile [empty rig slot] [empty rig slot] [empty rig slot] Light Armor Maintenance Bot I x1

And here's a t2 variant, which will require more advanced skills:


[Tristan, HYDRA t2] Damage Control II Overdrive Injector System II Co-Processor II 1MN Afterburner II F-392 Baker Nunn Tracking Disruptor I 'Langour' Drive Disruptor I 125mm Railgun II, Caldari 125mm Railgun II, Caldari Standard Missile Launcher Standard Missile Launcher Navy Antimatter Charge S Navy Antimatter Charge S II, Caldari Navy Flameburst Light Missile II, Caldari Navy Flameburst Light Missile

Small Hybrid Burst Aerator I Small Auxiliary Thrusters I Small Auxiliary Thrusters I Light Armor Maintenance Bot I x1

Note the speed rigs rather than the damage rigs I have used on other setups are due to running out of powergrid!

Stats

With cheap named variant and starting skills: Effective HP: 2133 Speed: 850 meters/second DPS: 31 (antimatter) Turret Optimal + Falloff: 4.7 + 5 km (antimatter) Light Missile Max Flight Range : 18.8 km With t2 variant and all Lv V skills: Effective HP: 2813 Speed: 1235 meters/second DPS: 91 (faction antimatter) Turret Optimal + Falloff: 6.8 + 6.3 km (antimatter) Light Missile Max Flight Range : 42.2 km

T1 Hydra Rifter
General Info
Special Ability: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level. This is a basic T1 setup for use in a PvP-BASIC Hydra Gang. The rifter is an excellent frigate, with a balanced slot layout, good damage, and excellent speed. They are very popular among Agony pilots. Due to the size of PvP-BASIC fleets, the artillery setup is usually preferred over the autocannon setup. While the autocannon setup deals more damage, the short range of autocannons means that some targets will be dead before you will be able to get into your damage range. In a smaller gangs, however, the autocannon setup is far more popular.

Example Hydra Autocannon Rifter Setup


Low Slots
Damage Control Tracking Enhancer Gyrostabilizer

Mid Slots
1MN Afterburner 2x EWAR mod of your choice Remember that you should bring a range of EWAR modules, since you will probably be asked to change them when we set up the fleet. For the full list of modules to bring, see Recommended Modules for PVPBasic.

High Slots
3x 150mm Light Autocannon (Yes, this fit has an empty high slot).

Cargo
2000 units of close range projectile ammo (EMP, Fusion or Phased Plasma) - due to the tiny optimal range of autocannons, there is often little reason to use other ammunition. If you are using t2 guns, it may be useful to carry some Barrage S. scripts for any electronic warfare modules that need them

Example EFT Cut & Paste


Here's an example using cheap named modules. This will fit with starting skills:
[Rifter, HYDRA Auto t1b] Damage Control I F-aQ Phase Code Tracking Subroutines F-M3 Munition Inertial Suspensor Cold-Gas I Arcjet Thrusters J5b Phased Prototype Warp Scrambler I 'Langour' Drive Disruptor I 150mm Light 150mm Light 150mm Light [empty high Carbine Repeating Cannon I, Phased Plasma S Carbine Repeating Cannon I, Phased Plasma S Carbine Repeating Cannon I, Phased Plasma S slot]

[empty rig slot] [empty rig slot] [empty rig slot]

And here's a t2 version, which requires more advanced skills:


[Rifter, HYDRA Auto t2] Damage Control II Tracking Enhancer II Gyrostabilizer II 1MN Afterburner II J5b Phased Prototype Warp Scrambler I 'Langour' Drive Disruptor I 150mm Light 150mm Light 150mm Light [empty high AutoCannon II, Republic Fleet Phased Plasma S AutoCannon II, Republic Fleet Phased Plasma S AutoCannon II, Republic Fleet Phased Plasma S slot]

Small Projectile Burst Aerator I Small Projectile Collision Accelerator I [empty rig slot]

Stats
Using the named version with starting skills: Effective HP: 1900 Speed: 896 m/s DPS: 44 Turret Optimal + Falloff: 0.5 + 5.4 km Or with the t2 variant and all Lv V skills:

Effective HP: 2585 Speed: 1154 m/s DPS: 146 (close range) 117 (barrage) Turret Optimal + Falloff: 0.8 + 7.1 km (close range) 1.6 + 11 km (barrage)

T1 Hydra Arty Rifter


General Info
Special Ability: 5% bonus to Small Projectile Turret damage and 7.5% bonus to tracking per level. This is a basic T1 setup for use in a PvP-BASIC Hydra Gang. The rifter is an excellent frigate, with a balanced slot layout, good damage, and excellent speed. They are very popular among Agony pilots. Due to the size of PvP-BASIC fleets, this artillery setup is preferred over the autocannon setup. While the autocannon setup deals more damage, many pilots find the range of the artillery setup allows them to start dealing damage earlier.

Example Hydra Artillery Rifter Setup


Low Slots
Damage Control Tracking Enhancer Nanofiber Internal Structure

Mid Slots
1MN Afterburner 2x EWAR module of your choice Since this is a longer ranged setup, I recommend tracks/damps/warp disruptors rather than webs and scramblers. Remember that you should bring a range of EWAR modules though, since you will probably be asked to change them when we set up the fleet. For the full list of modules to bring, see Recommended Modules for PVP-Basic.

High Slots
3x 250mm Light Artillery

Cargo
1000 units of close range projectile ammo (EMP S, Phased Plasma S or Fusion S). You may also wish to bring some mid range ammo such as Titanium Sabot, but I find you generally won't use it. both kinds of scripts for any electronic warfare modules that need them

Example EFT Cut & Paste


Here's an example using cheap named fittings - this will fit with starting skills.
[Rifter, HYDRA Arty t1b] Damage Control I F-aQ Phase Code Tracking Subroutines Type-D Altered SS Nanofiber Structure Cold-Gas I Arcjet Thrusters F-392 Baker Nunn Tracking Disruptor I Indirect Scanning Dampening Unit I 250mm Light 250mm Light 250mm Light [empty high Carbine Howitzer I, Phased Plasma S Carbine Howitzer I, Phased Plasma S Carbine Howitzer I, Phased Plasma S slot]

[empty rig slot] [empty rig slot] [empty rig slot]

And here's a t2 variant, which will require more advanced skills:


[Rifter, HYDRA Arty t2b] Damage Control II Tracking Enhancer II Nanofiber Internal Structure II 1MN Afterburner II DDO Photometry Tracking Disruptor I Low Frequency Sensor Suppressor I 250mm Light 250mm Light 250mm Light [empty high Artillery Cannon II, Republic Fleet Phased Plasma S Artillery Cannon II, Republic Fleet Phased Plasma S Artillery Cannon II, Republic Fleet Phased Plasma S slot]

Small Projectile Burst Aerator I Small Projectile Collision Accelerator I [empty rig slot]

Stats
Using cheap named fit and starting skills: Effective HP: 1789 Speed: 970 m/s DPS: 27 Turret Optimal + Falloff: 4.7 + 11 km Using t2 fit and all Lv V skills:

Effective HP: 2375 Speed: 1263 m/s DPS: 91 Turret Optimal + Falloff: 6.9 + 14 km

T1 Hydra Crucifier
General Info
Special Ability: 10% bonus to Small Energy Turret capacitor use and 5% bonus to Tracking Disruptor effectiveness per skill level. This is a basic T1 setup for use in a PvP-BASIC Hydra gang. The crucifier is an excellent electronic warfare platform. With its tracking disruptor bonus, it can singlehandedly shut down an opposing turret ship, and is a great addition to any gang. When fitting a crucifier, remember that you are not there as a dps ship - your focus should be on maximising the effectiveness of your tracking disruptors. Keep an eye on your capacitor duruing combat, especially if you have relatively low skills - You may need to disengage your turrets in order to conserve cap during a long engagement. Remember to bring both types of scripts as you may be directed to change them by the FC or EWO.

Example Hydra Crucifier Setup


Low Slots
Damage Control Overdrive Injector Signal Amplifier

Mid Slots
1MN Afterburner 2x Tracking Disruptor

High Slots
2x Dual Light Beam Laser

Drones
Light Armor Maintenance Bot x 1

Cargo
Your choice of laser crystals - choose one that gives you a range over 6km (to avoid smartbomb range). Since lasers can change ammo type instantly, you may also wish to carry mid and long ranged crystals, although this is not required. Tracking speed and optimal range scripts for tracking disruptors. Spare Light Armor Maintenance Bots.

Rigs
These are optional, but some of these are extremely cheap to purchase in trade hubs. Next to each rig in parentheses is the number of calibration points it requires. Crucifier has 400 calibration points in total: Small Tracking Diagnostic Subroutines I (200) - increases tracking disruptor effectiveness, decreases shield amount Small Particle Dispersion Projector I (100) - increases EWAR optimal range, decreases shield amount Small Low Friction Nozzle Joints I (50) - improves ship's agility so you can warp out faster, decreases armor amount Small Auxiliary Thrusters I (100) - increases ship's max velocity, decreases armor amount Due to the high calibration requirement of the tracking disruptor strength rig, fitting 2 of it will leave you unable to fit a 3rd rig, although this will give you the highest possible tracking disruptor effectiveness.

Example EFT Cut & Paste


Here's an example using cheap named modules which will fit using starting skills:
[Crucifier, HYDRA t1] Damage Control I Type-D Altered SS Overdrive Injector Type-D Attenuation Signal Augmentation Cold-Gas I Arcjet Thrusters F-392 Baker Nunn Tracking Disruptor I F-392 Baker Nunn Tracking Disruptor I Dual Modal Light Laser I, Multifrequency S Dual Modal Light Laser I, Multifrequency S [empty rig slot] [empty rig slot] [empty rig slot] Light Armor Maintenance Bot I x1

And here's a t2 variant which will require more advanced skills:


[Crucifier, HYDRA t2] Damage Control II Overdrive Injector System II Signal Amplifier II 1MN Afterburner II DDO Photometry Tracking Disruptor I DDO Photometry Tracking Disruptor I Dual Light Beam Laser II, Imperial Navy Multifrequency S Dual Light Beam Laser II, Imperial Navy Multifrequency S Small Tracking Diagnostic Subroutines I Small Tracking Diagnostic Subroutines I [empty rig slot] Light Armor Maintenance Bot I x1

Stats
With cheap named variant and starting skills: Effective HP: 1750 Speed: 796 ms/ DPS: 20 (multifrequency) Turret Optimal + Falloff: 4.8 + 3 km (multifrequency) Tracking Disruptor Optimal + Falloff: 44 + 22

Tracking Disruptor Strangth: 41.8% Targeting Range : 61.75km With te variant and all Lv V skills: Effective HP: 2332 Speed: 1038 ms/ DPS: 45 (multifrequency) Turret Optimal + Falloff: 6.6 + 3.8 km (multifrequency) Tracking Disruptor Optimal + Falloff: 69 + 35 Tracking Disruptor Strangth: 67.18% Targeting Range : 77.19km

Standard Griffin
General Info
Special Ability: 15% bonus to ECM Target Jammer strength and 10% bonus to ECM Target Jammers' capacitor need per level. This is a standard T1 Griffin setup, and is the recommended setup for PvP-BASIC. Griffins are excellent force multipliers, and are perhaps the single most useful T1 frigate that there is. Flying a Griffin on PvPBASIC (or almost any fleet) is a great idea, and will make you both popular and attractive!

Flying a Griffin
When flying a Griffin, you are very likely to find yourself named primary, so be aligned and ready to warp out to the nearest planet or tactical if you are attacked. Depending on the situation, you may want to warp back in at range (30-50km in order to be in optimum ECM range), or just warp back to the bulk of the fleet. Remember that you are not filling a DPS role, so damage is not a priority. Your primary role is to reduce DPS of enemy ships and stay alive by keeping at range, and the griffin is very effective at this. If the fleet has no EWO or has been directed to spread jams, lock multiple targets then activate one jammer on each target and let them run cycles on auto-repeat. Try to match colors of your jammers to background color of locked target. Once a gray countdown bar appears below the target window, that target has been jammed so it would be wasteful to activate a second jammer on it. If some particular targets have been called as primary for ECM group, turn auto-repeat off on your jammers and cycle them manually on targets specified. Most pilots choose to fit racial ECM instead of multispectral ECM. Racial ECM has better range and lower capacitor use, which would allow you to keep further away and keep your cap stable if your cap skills aren't very high. However, racial ECM requires more micromanagement, and requires you to be engaging multiple ships of different races in order to be most effective - multispecs are more effective if you are engaging a single or very small group of targets, or the fleet has very few jammers. For BASIC, we ask that you fit racial jammers only. If you are unfamiliar with ship types, the easy way to match racial ECM to target is to lock multiple ships and match the colors on ECM modules to the background of the target window (i.e. red ladar jammers jam Minmatar ships with red background, yellow radar jammers jam Amarr ships with yellow background, and so on). Beware of bombs! Griffin is one of the frigates in game that have larger signature radius. Meanwhile it has very few hit points. It will get wiped out with 2 bombs thrown by stealth bombers. If you see more than 2 bombs coming at your Griffin, warp out to a celestial object immediately then come back to rejoin the fleet.

Example Griffin Setup


Low Slots
Signal Distortion Amplifier

Mid Slots
1MN Afterburner 3x Racial ECM Jammer

High Slots
2x Standard Missile Launcher

Drones
Light Armor Maintenance Bot I x1

Cargo
1000 units of Caldari Navy light missiles Spare Light Armor Maintainance Bots

Rigs
These are optional, but some of these are extremely cheap to purchase in trade hubs. Next to each rig in parentheses is the number of calibration points it requires. Griffin has 400 calibration points in total: Small Particle Dispersion Projector I (200) - increases tracking ECM effectiveness, decreases shield amount Small Particle Dispersion Projector I (100) - increases EWAR optimal range, decreases shield amount Small Low Friction Nozzle Joints I (50) - improves ship's agility so you can warp out faster, decreases armor amount Small Auxiliary Thrusters I (100) - increases ship's max velocity) Due to the high calibration requirement of the ECM strength rigs, fitting 2 of it will leave you unable to fit a 3rd rig, although this will give you the highest possible ECM effectiveness.

Example EFT Cut & Paste


Here's a version using cheap named modules, which will fit with starting skills:
[Griffin, HYDRA t1] Induced Signal Distortion Amplifier I Cold-Gas I Arcjet Thrusters FZ-3a Disruptive Spatial Destabilizer ECM Languid Phase Inversion ECM I 'Gloom' I White Noise ECM 'Malkuth' Standard Missile Launcher I, Flameburst Light Missile 'Malkuth' Standard Missile Launcher I, Flameburst Light Missile [empty high slot] [empty rig slot] [empty rig slot] [empty rig slot] Light Armor Maintenance Bot I x1

And here's a t2 variant which will require more advanced skills:


[Griffin, HYDRA t2] 'Hypnos' Signal Distortion Amplifier I 1MN Afterburner II BZ-5 Neutralizing Spatial Destabilizer ECM Enfeebling Phase Inversion ECM I 'Umbra' I White Noise ECM Standard Missile Launcher II, Caldari Navy Flameburst Light Missile Standard Missile Launcher II, Caldari Navy Flameburst Light Missile [empty high slot] Small Particle Dispersion Augmentor I Small Particle Dispersion Projector I Small Particle Dispersion Projector I Light Armor Maintenance Bot I x1

Note that Meta 4 ECM jammers give the same jam strength as t2, but with lower cap useage and for less CPU.

Stats
With cheap named variant and starting skills: Effective hitpoints: 1185 (each bomb is capable of dealing up to 800 damage to a Griffin)

Speed: 731 meters/second Light Missiles Max Flight Range : 18.8 km DPS: 11 ECM Optimal + Falloff: 32 + 33 km ECM Strength: 4.6 points against correct racial ship type, 1.5 point otherwise Targeting Range : 60km With t2 variant and all Lv V skills: Effective hitpoints: 1353 (each bomb is capable of dealing up to 800 damage to a Griffin) Speed: 942 meters/second Light Missiles Max Flight Range : 42.2 km DPS: 29 ECM Optimal + Falloff: 72 + 53 km ECM Strength: 9.4 points against correct racial ship type, 3.1 point otherwise Targeting Range : 75km

T1 Hydra Maulus
General Info
Special Ability: 5% bonus to Small Hybrid Turret damage and Remote Sensor Dampener effectiveness per skill level. This is a basic T1 setup for use in a PvP-BASIC Hydra gang. The maulus is an excellent electronic warfare platform. With its bonus to sensor dampeners, many ships will be dead before they can establish lock. Teaming up with an ECM ship such as a griffin can create a truly deadly combination for 2 tech 1 frigates. Unlike most electronic warfare frigates, the maulus is actually capable of dealing significant damage with blasters and light drones, however in PvP-BASIC this is generally not effective (blaster range is too short, and you will lose your drones the first time the fleet emergency warps out of a fight). When fitting a maulus for PvP-BASIC, your focus should be on maximising the effectiveness of your sensor dampeners. Keep an eye on your capacitor duruing combat, especially if you have relatively low skills - You may need to disengage your turrets in order to conserve cap during a long engagement. Remember to bring both types of scripts as you may be directed to change them by the FC or EWO.

Example Hydra Maulus Setup


Low Slots
Damage Control Capacitor Power Relay, or Signal Amplifier (for pilots with good cap skills)

Mid Slots
1MN Afterburner 2x Remote Sensor Dampener

High Slots
2x 125mm Railgun

Drones
Light Armor Maintenance Bot x 2

Cargo
1000 units of close range hybrid charges - try to choose an ammo type that gives you an optimal range over 6km (to stay outside smartbomb range). You may also wish to bring some mid or long ranged ammo, although in my experience you will rarely use it. Targeting Range Dampening and Scan Resolution Dampening scripts for sensor dampeners. Spare Light Armor Maintenance Bots.

Rigs
These are optional, but some of these are extremely cheap to purchase in trade hubs. Next to each rig in parentheses is the number of calibration points it requires. Maulus has 400 calibration points in total: Small Inverted Signal Field Projector I (200) - increases sensor dampener effectiveness, decreases shield amount Small Particle Dispersion Projector I (100) - increases EWAR optimal range, decreases shield amount Small Low Friction Nozzle Joints I (50) - improves ship's agility so you can warp out faster, decreases armor amount Small Auxiliary Thrusters I (100) - increases ship's max velocity, decreases armor amount Due to the high calibration requirement of the sensor dampener strength rig, fitting 2 of it will leave you unable to fit a 3rd rig, although this will give you the highest possible dampener effectiveness.

Example EFT Cut & Paste


Here's an example using cheap named modules which will fit using starting skills:
[Maulus, HYDRA t1] Damage Control I Mark I Generator Refitting: Capacitor Power Relay Cold-Gas I Arcjet Thrusters Indirect Scanning Dampening Unit I Indirect Scanning Dampening Unit I 125mm Carbide Railgun I, Antimatter Charge S 125mm Carbide Railgun I, Antimatter Charge S [empty high slot] [empty rig slot] [empty rig slot] [empty rig slot] Light Armor Maintenance Bot I x2

And here's a t2 variant which will require more advanced skills:


[Maulus, HYDRA t2] Damage Control II Signal Amplifier II Cold-Gas I Arcjet Thrusters Low Frequency Sensor Suppressor I Low Frequency Sensor Suppressor I 125mm Railgun II, Caldari Navy Antimatter Charge S 125mm Railgun II, Caldari Navy Antimatter Charge S [empty high slot] Small Inverted Signal Field Projector I Small Ionic Field Projector I Small Ionic Field Projector I Light Armor Maintenance Bot I x2

Note the targeting range rigs, which combined with the Signal Amplifier allow you to make the most of your dampener's long falloff to damp down ships which try to engage the fleet at range.

Stats
Using cheap named variant and starting skills: Effective HP: 1768 Speed: 752 m/s

DPS: 20 (antimatter) Turret Optimal + Falloff: 4.7 + 5 km (antimatter) Dampener Optimal + Falloff: 28 + 55 km Dampener Stength: 35.42% Targeting Range : 50 km Using t2 variant and all Lv V skills: Effective HP: 2349 Speed: 929 m/s DPS: 56 (faction antimatter) Turret Optimal + Falloff: 6.8 + 6.3 km (antimatter) Dampener Optimal + Falloff: 43 + 86 km Dampener Stength: 54.14% Targeting Range : 123.63 km

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