Ares
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| 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.
