Ares

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Ares
Ares
Name: Ares

Hull: Atron Class

Role: Interceptor

Interceptors utilize a combination of advanced alloys and electronics to reduce their effective signature radius. This, along with superior maneuverability and speed, makes them very hard to target and track, particularly for high caliber turrets.

Developer: Roden Shipyards

Unlike most Gallente ship manufacturers, Roden Shipyards tends to favor missiles over drones and their ships are generally faster than other Gallente ships in their class. They generally have a substantial amount of hull modification options but limited electronic systems.

High slots 3
Medium slots 3
Low slots 4
Rig slots 2
Power output 30 MW
CPU output 150 tf
Turret slots 2
Launcher slots 2
Max targets 4
Shield capacity 281
Shield resists
(EM/EXP/KIN/THERM)
0/50/50/20
Armor HP 422
Armor resists
(EM/EXP/KIN/THERM)
50/10/45/35
Capacitor 312,5
Drones 0 m3
Drone Bandwidth
Cargo 125 m3
Max Speed 450 m/s
Insurance Cost 634,366.20
Insurance Payout 2,114,554.00
Updated for Booster Patch
Required Skills
Primary Gallente Frigate V
Secondary Interceptors I
Tertiary N/A
View Ships by Type


Contents

[edit] Overview

Very fast, capable interceptor with 3 midslots and a range bonus to Warp Disruptors. A good tackler in both fleets and small gangs, but not suitable for solo work. This is due to the main weakness of the Ares: it primarily uses guns instead of missiles, and thus it is often unable to hit its targets because of tracking issues. The guns also use cap, and the DPS is paltry. Use it as a pure tackler and it will serve you well.

[edit] Bonuses

  • Gallente Frigate Skill Bonus: 5% bonus to Small Hybrid Turret damage and 7.5% bonus to Small Hybrid Turret tracking speed per level
  • Interceptor Skill Bonus: 15% reduction in MicroWarpdrive signature radius penalty and 5% bonus to Warp Scrambler and Warp Disruptor range per level
  • Role bonus: 80% reduction in Propulsion Jamming systems activation cost

[edit] Fittings

[edit] MSE Fleet Ares

Highs
3x Cheap utility (salvagers, standard launcher)
Mids
1x 1mn Microwarpdrive I
1x Warp Disruptor II
1x Medium Shield Extender II
Lows
2x Nanofiber Internal Structure II
1x Overdrive Injector System II
1x Micro Auxiliary Power Core I
Rigs
1x CDFE
1x Ionic Field Projector or 1x CDFE

The MSE provides significantly more EHP than a DCII setup, which is the only that really matters with a fleet interceptor past affordability. Adds 20m sig at interceptors IV. Don't fly this in small gangs where scramblers and webs are vital. Railguns may track a battleship somewhat in a wide 5km/s orbit, but your optimistic raw DPS output is about 20 anyway, so you may as well fit a standard launcher I for a constant ~10dps.

[edit] Standard Small-Gang Tackler

Highs
1x Light Neutron Blaster II (CN AM / Null)
1x Light Ion Blaster II (CN AM / Null)
1x Salvager I (online, offlinable as a heatsink)
Mids
1x Catalyzed Cold-Gas I Arcjet Thrusters
1x Warp Disruptor II
1x Warp Scrambler II
Lows
1x Overdrive Injector System II
2x Nanofiber Internal Structure II
1x Damage Control II
Rigs
1x Ionic Field Projectors
1x Targeting System Subcontroller (optional)

Blasters are for defense against other interceptors only. The scrambler overheats to 13km at interceptors IV, making the range-bonused interceptors the safest scrambler platforms for locking down other inties or MWD ships quickly. When tackling HACs like Vagabonds, your only chance of holding them down is to get in as close as possible and hope they don't have a neut, as they'll track you quite well at disruptor range.

The lock range rigs allow you to lock to Crow ranges (36km+) and fully utilize an overheated interceptors V disruptor and the DCII gives you a 35-40% bump to EHP. An optional locking speed rig helps with catching interceptors in gatecamps.