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Version 1.

4 - 5th December 2013

Ambo's PVP Cheat sheet


This is a quick reference guide for PvPers, particularly solo PvPers learning their craft.
It gives an idea of what to expect from particular ships as well as other helpful tidbits such
as ECM type to use (the coloured backgrounds in the ship tables), ammo damage types,
strengths of the various types of drones and natural T2/3 resist holes.
Most of the information here will be second nature to experienced players, particularly
those who fly all factions. (I find the best way to really understand a ship is to fit and fly it
myself). Over time, you'll probably find yourself using this guide less and less. However,
CCP will then go and rebalance everything or introduce new ships and it will be helpful
again. :)
The bullet points against each ship are the strengths of the base hull and are only
intended as a guide. Depending on fittings, fleet boosts, implants, etc, the strengths of a
given ship could be totally different to those given here.
The colour of the background in each table cell indicates the colour of ECM module to best
jam that ship.
e.g. The Heron has a blue background so it's best to use an ECM module with the blue
background in-game (Gravimetric). They are also the colour of the ECCM modules you
would want to fit to that ship in order to increase it's strength against jams.
e.g. If you wanted to prevent your Magnate being jammed, you would fit the ECCM with
the yellow background (Radar).
You will notice some ships have (A) or (S) next to the name. This indicates ships that are
>90% likely to be armour tanked (A) or shield tanked (S).
This is for one reason only if you are in a ship that can select damage type then it's an
indication that (assuming you have time) you may want to make sure you have the
appropriate ammo loaded.
Therefore it's sometimes not relevant. (e.g. the exploration frigs or attack frigs. These will
often fly without any tank mods) There are also ships that have a reasonable chance of
being either shield or armour tanked. (e.g. rifter)
Ship slot layouts are always the first bullet point for each ship. These are
<highs>(<turrets>:<missiles>)-<mids>-<lows>. e.g. 8(7:1)-3-2 indicates 8 highs, 3
mids and 2 lows with 7 turret slots and 1 launcher slot.
If the ship has drones then the next line will indicate drone stats using the format
<bandwidth>/<bay>. e.g. 25/75 indicates bandwidth of 25 and bay size of 75. Enough for
3 flights of 5 light drones.
D+ indicates that the ship has some sort of bonus to drones.

Version 1.4 - 5th December 2013

Damage Types
The 4 damage types in Eve are EM, Explosive, Kinetic and Thermal. Your weapon system
determines your ability to select damage type:
There are many different types of ammo. In this table, I've included only those that are
generally relevant for PvP.
Missiles

The name of the missile indicates the damage type and this applies
equally to regular missiles, faction and T2. Each missile type deals 100%
of it's damage as the corresponding type. (e.g Mjolnir 100% EM damage)
Mjolnir
Scourge
Inferno
Nova

Projectiles

Decent damage selection unless you want long range ammo


Fusion Explosive + a little kinetic
Phased plasma Thermal + a little kinetic
EMP EM + a little kinetic and explosive
Barrage (T2 long range) roughly 60/40 Explosive/Kinetic
Tremor (T2 long range) roughly 60/40 Explosive/Kinetic

Lasers

EM and Thermal damage only


Multifrequency - roughly 60/40 EM/Thermal.
Scorch (T2 long range) roughly 80/20 EM/Thermal
Conflagration (T2 high damage) 50/50 EM/Thermal
Aurora (T2 long range) roughly 60/40 EM/Thermal

Hybrids

Kinetic and Thermal damage only


Antimatter roughly 60/40 Kinetic/Thermal
Spike (long range) 50/50 Kinetic/Thermal
Null (long range) roughly 55/45 Kinetic/Thermal
Void (high damage) 50/50 Kinetic/Thermal

Drones

The drones of each race deals 100% of their damage as the primary racial
damage type:
Warrior, Valkyrie, Berserker
Hobgoblin, Hammerhead, Ogre
Acolyte, Infiltrator, Praetor
Hornet, Vespa, Wasp

Version 1.4 - 5th December 2013

So essentially it comes down to this: Lasers and Hybrids you have no choice. Missiles
and projectiles you have a good selection. Drones have a good selection at the fitting
stage but you're unlikely to be able to freely select damage types while out on a roam (as
most ships don't have room for more than one or two flights of drones)
If you are able to select the damage type you deal then deciding which to go for is
actually rather simple.
For any Tech 1 ship, the resistances per damage type on shield and armour are the same.
(not quite true on those that have a bonus to resists but that's fairly irrelevant to this)
Natively, armour has high resistances to EM (50%) and Thermal (45%) but low
resistances to Kinetic (25%) and Explosive (10%). (Note not all T1 ships have these
exact resists but they are close enough for our purposes)
Conversely, shields have high Explosive (50%) and Kinetic (40%) resistance but low EM
(0%) and Thermal (20%)
In-game, resistances of both shield and armour are dependant on fittings, pilot skills and
fleet boosts, but these rules of going for Thermal and EM damage against shield tanks and
Kinetic and Explosive damage against armour tanks are your best bet in most cases.
Tech 2/3 Resists
For Tech 2 and 3 ships, native resistances are highly variable dependant on the specific
ship type (e.g. Assault frigs have full T2 resists but interceptors dont) and the racial type
of the hull. For example, Minmatar T2 ships have extra high EM and Thermal resistances
on both shield and armour.
Native Tech 2/3 resists can be much higher than normal. For example the Minmatar
Jaguar has a base armour EM resistance of 90%.
This makes it extra important to choose the right damage type when fighting ships with
full T2 resists (assuming you have the option). Equally, if you are flying a T2 ship, be
aware of the strengths and weaknesses of your resistance profile and keep this in mind
when deciding to engage or not.
As a general rule, the following table shows the damage type to use if you are attacking a
ship with full T2 resists.

Caldari
Natural T2 resist EM
holes
Explosive

Amarr
Thermal
EM

Gallente
Explosive
EM

Minmatar
Explosive
Kinetic

Version 1.4 - 5th December 2013

T1 Frigates

Slow <= 320 m/s


Fast >= 350 m/s
Very Fast >= 400 m/s

Caldari
Exploration

Heron

Support

Ewar

Magnate
3(2:2)-5-2
D 15/15

Bantam (S)

3(2:0)-4-2
D 5/5
Slow
RR Shield

Griffin (A)

Attack

Combat

2(0:2)-5-2
D 5/5
ECM

Condor

4(0:3)-4-2
Very Fast
Missiles

Kestrel (S)

4(0:4)-4-2
Slow
Missiles

Merlin (S)

Faction

3(3:0)-4-3
Slow
High Resists
Hybrids

Hookbill

Amarr

3(0:3)-5-2
Missiles

3(2:2)-3-4
D 15/40
Fast

Inquisitor (A)

3(2:0)-2-4
D 5/5
Slow
RR Armour

Crucifier (A)

2(2:0)-4-3
D 15/45
Fast
Tracking
Disruption

Executioner

4(3:0)-3-3
Very Fast
Lasers

Tormentor

3(3:0)-3-4
D 10/10
Lasers

Punisher (A)

4(3:0)-2-4
High Resists
Lasers

Slicer

Gallente
Imicus

Probe
3(1:0)-4-3
D 20/40

Navitas

3(2:0)-3-3
D 5/5
RR Armour

Maulus (A)

2(2:0)-4-3
D 20/30
Fast
Sensor
Damps

Atron

3(2:0)-3-3
D+ 25/40
Hybrids

Incursus (A)

3(3:0)-3-4
D 5/5
Active tank
Hybrids

Comet
3(2:0)-2-5
Lasers

3(2:2)-4-3
D 15/35
Fast

Burst (S)

3(2:0)-3-3
D 5/5
RR Shield

Vigil

2(0:2)-5-2
D 5/5
Very Fast
Target
Painters

Slasher
4(3:0)-3-3
Very Fast
Hybrids

Tristan (A)

Minmatar

4(3:0)-4-2
Very Fast
Projectiles

Rifter

4(3:2)-3-3
Fast
Projectiles

Breacher (S)

3(0:3)-4-3
D 10/10
Fast
Active tank
Missiles

Firetail
3(2:0)-3-4
D 15/30
Fast
Hybrids

3(2:1)-4-3
Very Fast
Projectiles

Pirate Frigates
Blood Raiders

Angel Cartel

Serpentis

Sansha

Guristas

Cruor

Dramiel

Daredevil

Succubus

Worm (S)

4(2:0)-3-3
Slow
Lasers
Neuts
Webs

3(2:1)-4-3
D 15/20
Very Fast
Projectiles

3(2:0)-3-4
Fast
Hybrids
Webs

4(2:0)-4-2
Slow
Lasers

3(0:2)-4-3
D 25/50
Slow
Missiles
High Resists

Version 1.4 - 5th December 2013

T2 Frigates
Caldari

Amarr

Gallente

Minmatar

Natural resist
holes

EM
Explosive

Thermal
EM

Explosive
EM

Explosive
Kinetic

Assault (Afs)

Harpy (S)

Retribution (A)

Enyo (A)

Jaguar

Full T2
Resists

5(4:1)-4-3
Slow
Hybrids
High Resists

Hawk (S)

Electronic
Attack (EAFs)

Weak T2
Resists

Interceptors

No T2
Resists
Can warp
through
bubbles
Reduced
MWD sig
penalty

Covert Ops

Cloak
Covert Cyno
No T2
Resists

Bombers

Cloak
Covert Cyno
Weak T2
Resists
Can fit torps

5(2:4)-5-2
Slow
Missiles
Active tank

Kitsune

3(1:3)-5-2
Slow
ECM

Raptor (S)

4(3:1)-3-3
Very Fast
Hybrids
High resists

Crow

3(0:3)-4-3
Very Fast
Missiles
Long point
range

Buzzard

3(1:2)-5-2
Slow

Manticore

5(2:3)-4-2
Slow
Kinetic
damage

5(4:0)-2-5
Slow
Lasers

Vengeance (A)

5(3:4)-3-4
Slow
Rockets
High Resists

Sentinel

3(2:0)-4-3
D 20/60
Neuts
Tracking
Disruption

Crusader

Ishkur (A)

Malediction (A)

Ares

3(3:3)-3-4
Very Fast
Missiles
High resists
Long range
point

Anathema

3(2:2)-4-3
Slow

Purifier

5(2:3)-3-3
Slow
EM damage

4(3:0)-3-3
D 10/10
Very Fast
Hybrids

Wolf (A)

5(4:1)-2-5
Projectiles

3(2:2)-4-3
Fast
Target
Painters
Webs

Claw

4(3:1)-2-4
Very Fast
Projectiles

3(2:1)-4-3
Very Fast
Projectiles
Long range
point

Cheetah
2(2:0)-5-3
D 5/5

Nemesis

4(3:1)-4-4
Fast
Projectiles

Stiletto
3(3:1)-3-4
Very Fast
Hybrids
Long range
point

Helios

Hyena
2(2:0)-5-3
D 10/10
Sensor
Damps
Long point
range

Taranis

4(3:0)-3-4
D+ 25/25
Slow
Hybrids

Keres

4(4:0)-2-4
Very Fast
Lasers

5(4:1)-3-4
D 5/5
Slow
Hybrids

5(2:3)-4-2
Slow
Thermal
damage

3(2:1)-4-3
Fast

Hound

5(2:3)-3-3
Slow
Explosive
damage

Version 1.4 - 5th December 2013

T1 Destroyers

Slow <= 240 m/s


Fast >= 260 m/s
Very Fast >= 300 m/s

Caldari
Destroyers

Cormorant

8(7:1)-3-2
Hybrids

Corax (S)

7(0:7)-4-2
Slow
Missiles

Amarr
Coercer

8(8:0)-3-2
Lasers

Dragoon (A)

6(3:3)-2-4
Slow
D+ 25/75
Neuts

Gallente
Catalyst (A)

8(8:0)-2-3
Fast
Hybrids

Algos

Minmatar
Thrasher

8(7:1)-3-2
Fast
Projectiles

Talwar
6(5:0)-3-3
D+ 35/60
Hybrids

7(0:7)-3-3
Missiles

T2 Destroyers
Caldari

Amarr

Gallente

Minmatar

Natural resist
holes

EM
Explosive

Thermal
EM

Explosive
EM

Explosive
Kinetic

Interdictors

Flycatcher (S)

Heretic (A)

Eris (A)

Sabre

Full T2
Resists
Warp
Bubbles

8(2:6)-5-1
Very Fast
Missiles

8(4:7)-3-3
Very Fast
Missiles
High resists

8(7:1)-2-4
Very Fast
Hybrids

8(7:1)-4-2
Very Fast
Projectiles

Version 1.4 - 5th December 2013

T1 Cruisers

Slow <= 210 m/s


Fast >= 240 m/s
Very Fast >= 270 m/s

Caldari
Support

Osprey

Ewar

5(1:2)-5-3
Slow
D 20/20
RR Shield

Blackbird

4(3:3)-6-3
Slow
D 10/10
ECM

Amarr
Augoror

5(3:0)-3-5
Slow
D 20/20
RR Armour

Arbitrator

4(2:2)-4-5
Slow
D+ 50/150
Tracking
Disruption

Gallente
Exequror

3(3:0)-4-6
Fast
D 50/50
RR Armour

Celestis

3(3:3)-5-5
Slow
D 50/50
Sensor
Damps

Minmatar
Scythe

Bellicose

Attack

Caracal

Combat

Moa

Faction

5(0:5)-5-4
D 10/10
Missiles

5(2:4)-6-4
Fast
D 10/10
Missiles

Caracal Navy

Thorax
5(5:0)-3-6
D 40/40
Lasers

Maller
5(5:0)-5-4
Slow
D 15/15
Hybrids
High Resists

Osprey Navy

Omen

6(0:6)-5-4
Slow
Missiles

5(4:0)-3-7
Fast
D 50/50
Lasers

Augoror Navy

5(5:0)-4-5
Fast
D 50/50
Hybrids

Vexor
5(5:0)-3-6
Slow
D 15/15
Lasers
High Resists

Omen Navy

5(3:0)-3-7
D 15/15
Lasers

5(5:0)-4-6
Fast
D 25/25
Hybrids

Vexor Navy

4(0:4)-5-4
Fast
D 40/40
Target
Painters
Missiles

Stabber

6(4:2)-4-4
Very Fast
D 25/25
Projectiles

Rupture
4(4:0)-4-5
Slow
D+ 75/125
Hybrids

Exequror Navy

3(2:1)-5-5
Fast
D 45/45
RR Shield

4(2:0)-4-6
D+ 125/200

5(4:1)-4-5
Slow
D 30/30
Projectiles

Scythe Fleet

5(4:4)-5-5
Very Fast
D 25/25
Projectiles
Missiles

Stabber Fleet

5(5:3)-4-6
Fast
D 40/40
Projectiles

Pirate Cruisers
Blood Raiders

Angel Cartel

Serpentis

Sansha

Guristas

Ashimmu

Cynabal

Vigilant

Phantasm

Gila

6(3:0)-4-5
D 10/10
Slow
Neuts
Webs
Lasers

5(4:0)-5-5
D 50/50
Fast
Projectiles

5(5:0)-4-6
D 50/50
Slow
Webs
Hybrids

5(3:0)-6-3
D 15/15
Slow
Lasers

5(0:3)-6-4
D+ 125/400
Slow
High Resists
Missiles

Version 1.4 - 5th December 2013

T2 Cruisers
Caldari

Amarr

Gallente

Minmatar

Natural resist
holes

EM
Explosive

Thermal
EM

Explosive
EM

Explosive
Kinetic

Force Recon

Falcon

Pilgrim

Arazu

Rapier

Cloak
Covert Cyno
Weak T2
resists

4(3:1)-7-3
D 10/10
Slow
Hybrids
ECM

4(3:0)-5-5
D+ 50/150
Slow
Tracking
Disruption
Neuts

Combat Recon Rook

Full T2
resists

Curse
5(2:5)-7-3
D 25/25
Slow
Missiles
ECM

Lachesis
5(2:4)-6-4
D+ 50/150
Slow
Tracking
Disruption
Neuts

Heavy Assault Cerberus


6(0:6)-5-4
(HAC)

Full T2
Resists
50%
reduction in
MWD sig
penalty

Heavy
Interdictor
(HIC)

Full T2
Resists
Infini point

Logistics

Full T2
Resists

D 15/15
Missiles

Eagle (S)

5(5:1)-6-4
Slow
Hybrids
High resists

Onyx (S)

6(0:5)-6-4
Slow
Missiles
High resists

Basilisk (S)

6(1:2)-5-2
D 25/25
Slow
RR Shield

Zealot

6(1:5)-4-5
D 50/50
Slow
Missiles
High resists

Devoter (A)

6(4:0)-3-7
Slow
Lasers
High resists

Guardian (A)

5(3:3)-7-3
D 40/40
Slow
Hybrids
Sensor
Damps
Point range

Ishtar
5(5:0)-3-7
Lasers

Sacrilege (A)

4(3:1)-6-4
D 40/40
Slow
Hybrids
Sensor
Damps
Point range

6(3:0)-2-5
D 25/25
Slow
RR Armour

5(5:0)-4-6
D 50/50
Hybrids
Active
armour tank

Phobos (A)

6(5:0)-4-6
Slow
Hybrids
High resists

Oneiros

4(3:1)-6-4
D 40/40
Slow
Projectiles
Target
Painters
Web range

Hugin

6(3:3)-6-3
D 40/40
Projectiles
Missiles
Target
Painters
Web range

Muninn
4(4:0)-5-5
D+ 125/375
Slow

Deimos

4(2:0)-4-5
D 50/50
RR Armour

6(5:1)-3-6
D 25/25
Projectiles

Vagabond

6(5:1)-4-5
D 25/25
Very fast
Projectiles
Active
shield tank

Broadsword (S)

6(5:3)-6-4
Projectiles
High resists

Scimitar

4(2:1)-5-4
D 45/45
Fast
RR Shield

Version 1.4 - 5th December 2013

T1 Battlecruisers

Slow <= 150 m/s


Fast >= 200 m/s
Very Fast >= 225 m/s

Caldari
Combat
Battlecruisers

Ferox (S)
8(7:0)-5-4
Slow
D 25/25
Hybrids
High resists

Drake (S)
7(0:6)-6-4
Slow
D 25/25
Missiles
High resists

Attack
Battlecruisers

Can use
large
weapons

Faction
Battlecruisers

Naga

Prophecy (A)

Harbinger

8(0:8)-6-4
Slow
D 25/25
Missiles

7(6:0)-4-6
Slow
D 50/50
Hybrids
Active
armour
5(5:0)-5-6
Slow
D+ 100/200
Active
armour

Talos

7(6:3)-4-6
D 30/30
Projectiles

Cyclone

7(2:5)-5-5
D 50/50
Missiles
Active
shield

Tornado
8(8:0)-4-5
Fast
D 25/25
Hybrids

Brutix Navy

7(6:0)-5-6
Slow
D 50/50
Lasers

Minmatar
Hurricane

Myrmidon

8(8:0)-3-6
Fast
Lasers

Harbinger Navy

Brutix

7(6:0)-4-6
Slow
D 50/75
Lasers

Gallente

5(4:4)-4-7
Slow
D+ 75/225
High resists

Oracle
8(8:0)-6-3
Hybrids

Drake Navy

Amarr

7(6:0)-4-7
Slow
D 50/50
Hybrids

8(8:0)-5-4
Very Fast
Projectiles

Hurricane Fleet

8(6:3)-4-6
D 30/30
Projectiles

T2 Battlecruisers
Caldari
Natural resist
holes

EM
Explosive

Command Ship Vulture (S)

Full T2
resists

7(5:2)-6-4
Slow
D 25/25
Hybrids
High resists

Nighthawk (S)

7(2:5)-5-5
Slow
D 25/25
Missiles
High resists

Amarr

Gallente

Minmatar

Thermal
EM

Explosive
EM

Explosive
Kinetic

Damnation (A)

Eos

Claymore

7(2:5)-4-6
Slow
D 50/100
Missiles
High resists

Absolution (A)

7(5:0)-3-7
Slow
D 25/25
Lasers
High resists

6(4:0)-4-6
Slow
D+ 125/250
Hybrids
Active
armour

Astarte

7(5:2)-4-6
D 50/75
Hybrids
Active
armour

7(2:5)-6-4
D 50/75
Missiles
Active
shield

Sleipnir

7(5:2)-5-5
D 25/25
Projectiles
Active
shield

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